Re: [Deck] Berserk Stompy
Quote:
Originally Posted by
Yawgmoth'sWill
no Troll-Shroud / evasion... & not better than Kavu Predator
Why not just say no Troll-Shroud? Trample is evasion... Also, I am inclined to agree with you, that Kavu is definitely the superior card here. What I am asking though, could it possibly go in any other slot? My gut says probably not, but the fact that it has 3 power plays nice with berserk, and having it's own built in evasion is great.
Re: [Deck] Berserk Stompy
Quote:
Originally Posted by
Yawgmoth'sWill
@Gui_Brasil:
Important question: Why do you play Faerie Macabre??? Just to have the uncounterable out against reanimator? [because it's the only deck where it's good against] As a long time Dredge-Player, I can tell you, that Faerie seriously sucks against Dredge...
IMO Macabre is best against Reanimate, and Ravenous is best against Dredge... if you want to have an out against both, play Crypt
YawG
Yes, uncounterable and instant speed asnwer, yes... Well, faerie slows dredge down enough for me everytime I play it... And has been a good enough replacement to crypt... I'm way more afraid of Reanimator then dredge too...
Quote:
Originally Posted by
LordEvilTeaCup
Why not just say no Troll-Shroud? Trample is evasion... Also, I am inclined to agree with you, that Kavu is definitely the superior card here. What I am asking though, could it possibly go in any other slot? My gut says probably not, but the fact that it has 3 power plays nice with berserk, and having it's own built in evasion is great.
Hmmm, no... It won't do the cut because it's 2cc, and we can't afford having much more than 8 2cc, which are Kavu and Silhana, at least on the green version in which you are considering it. It costs :g::g:, it won't go in the w splash or in the rw splash versions... 3/2 Trollshroud would be really nice tho =P
Re: [Deck] Berserk Stompy
Hey guys! Nice to meet everyone
I read all treads here, and agreed Gui_brasil
i love to play with BS.......reading all my mind changed a little...^^
U wanna share with you guys one question....
Why not run Prey's Vengeance???
And how about Keen Sense + Vine Dryad or Keen Sense + Scryb Sprites??? Or Groundswell??
My point is: 4x MooK + 4 Groundswell couple 'zerks and invigorates and / or draws seens nice...
We aways can play forest's T2 to landfall +2/+2 and Prey's works with Sentinels or another creature 2/2 (cuz against zoo +2 safe against LB, Chain Lightning or Nacatl, and do +2 next time :D)
What you guys think about it? ^^
Re: [Deck] Berserk Stompy
Hi guys !! I know some of you are gonna hate me, but I wanted to gives this a try. This is a ThreshZerk I have been testing on MWS, since I don't own duals of Tarmogoyfs, but give it a try if you want. It's deffinitely not as fun as monogreen, but the posibility of annoying the opponent with No's while you combo is interesting.
It is actually like a mixture of the Heavy Machine-gun deck, and our Stompy, so here it goes.
Mana
4x Tropical Island
2x Volcanic Island
4x Misty Rainforest
2x Scalding Tarn
2x Island
3x Lotus petal
Big Critts
4x Kilnd Fiend
4x Tarmogoyf / Kavu Predator, tons cheaper and just as good or even better sometimes
Blue Stuff
4x Brainstorm
4x Ponder
1x Serum Vision (the M11 one will be better when it comes out)
4x Daze
4x Force of Will
2x Impulse
4x Spell pierce
2x Spell Snare
1x Worldly Tutor
Pumps
4x Berserk
4x Invigorate
1x Vines of Vastwood
Side
4x Stiffle (to protect our own mana base)
4x Faerie Macabre / Tormod's Crypt
3x Krosan Grip
4x Snap / Spell snare
The sideboard is kinda stupid, it could use Firespout, Pyroclasm, Pumps (Vines or Might)
So I'll comment this quickly. Bascally first turn we Brain for the land base we need, and counter important things. Till we have a critter in the board, defend it, and kill in 1 or 2 turns.
I've added Lotus petal, because I wanted to be Stompy, and this helps recovering from the tempo loss of Daze returning a land, and grows Tarmo.
I use main deck spell pierce, instead of spell snare, because in Spain there's a lot of red and zoo, and we need to counter removal.
The main problem of the deck is it's weak mana base. 14 lands + 4 Lotus. That means that when we play against land disruption we need to be very carefull and smart. Tutor basics, side in Stiffle, and save counters for Sinkhole.
Worldly tutor is there because we only have 8 creatures and we need at least 1 for sure. More then 1 Tutor seemed too much. My creature choice is quite simple. Since we run a lot of disruption we can't afford to have a big army, so we only get the biggest ones and pump them free via Invigorate plus Zerk. Kiln kills without Berserk easily though.
The deck is working quite decently, again the lands are very week, but we mix two things here the Control to avoid stupid things like turn one Chalice or Trini that ruins monogreen.
Just one thing, Tarmo is the bad creatures here, as always, in Berserk stompy so he can be the bate to eat removal sometimes.
So we don't make land disruption (no waste) or infinite counter (countertop), but we can be as fast as monogreen, and with Land+Lotus+Kiln, Invigorate+Zerk, and the opponent fetching we kill turn 2. That's 5 cards. MonoG needs Land+2dmgcritter, Land+Inv+Inv+3str pump+Zerk. 7 cards.
Any comments, likes, dislikes, hates?? It's definitely not as fun as our monogreen, and certainly not as cheap, and it's almost like a Threshold, so the question is. Is it better than Thresh, and is this a stupid idea? Hehe. Thx for reading.
Editing: So after testing it yesterday it works better than I thought. I know workstation isn't real life, but I played against nice decks (Merfolk, Eva green, Control, others), and I went 5-1.
A couple nice things to comment, when not playing against FOW, or when opponent is tapped out, we can Invigorate Kiln, in response Daze-Pierce our Invigorate, and in response FOW-daze-pierce our Daze, then Berserk Kiln, to get him to hit for 34. It might sound impossible but I did that 5 times in the 6 matches, so it works quite often.
Re: [Deck] Berserk Stompy
finally i got on the net after almost a week.
well my cousin piloted my berserk stumpy
and he didnt do well.
when i asked why on earth did he had
a 1-5-1 win-loss-draw he said to me his matches:
(in chronological order: counterTOP (loss), ANT (loss), dredge (loss)
goblin (win), bant (draw), counterTOP (loss)
now i understood why he had such record. most of his
matches were not favorable.
as for me well i used mono green chalice aggro.
i didnt do as well.
:)
@nihiloblast
i like your idea of combining the idea of heavy machine gun- thres- berserk.
though, i think, the klin is weak because it is prone to spot removals.
yes the +3/+0 thing is great but without shroud it is nothing.
same with tarmo. i think you should add vines of vastwood.
it not just give your klin or tarmo a shroud protection, it also pumps
klin and if you give VOV a kicker - it can give an additional pump
to the creature it targets. :)
@masamune
berserk stompy deck utilize speed in order for it to win a game.
keen sense is, for me, a tempo card. hmmmm... i tried using it before
but i opted to go for speed because i'd rather prefer winning the game
instead of drawing an extra card off keen sense. :) just my two cents bro.
Re: [Deck] Berserk Stompy
Quote:
Originally Posted by
paeng4983
finally i got on the net after almost a week.
well my cousin piloted my berserk stumpy
and he didnt do well.
when i asked why on earth did he had
a 1-5-1 win-loss-draw he said to me his matches:
(in chronological order: counterTOP (loss), ANT (loss), dredge (loss)
goblin (win), bant (draw), counterTOP (loss)
now i understood why he had such record. most of his
matches were not favorable.
as for me well i used mono green chalice aggro.
i didnt do as well.
:)
@nihiloblast
i like your idea of combining the idea of heavy machine gun- thres- berserk.
though, i think, the klin is weak because it is prone to spot removals.
yes the +3/+0 thing is great but without shroud it is nothing.
same with tarmo. i think you should add vines of vastwood.
it not just give your klin or tarmo a shroud protection, it also pumps
klin and if you give VOV a kicker - it can give an additional pump
to the creature it targets. :)
@masamune
berserk stompy deck utilize speed in order for it to win a game.
keen sense is, for me, a tempo card. hmmmm... i tried using it before
but i opted to go for speed because i'd rather prefer winning the game
instead of drawing an extra card off keen sense. :) just my two cents bro.
Yeah! That's it! U're right! I wanna make some tests with groundswell and Prey's vengeance....IMO is good against the damn zoo, burns and isn't slow...
Maybe Keen Sense works against controls, but aways dapends our luck to topdeck or opp with no removals....=/
So.... pretty good not run with it, exchange slot for another condition win
Hey....your cousin did it well?? He knows all matchups? =/ Did he sideboarded right? I don't know.....:rolleyes:
Sorry for my bad english, I'm brazilian
Re: [Deck] Berserk Stompy
Problem I have with most of these builds is that they're so groked up with cards that are only good in combination with Berserk that if you don't get the turn 3 Berserk win, you often don't win on turn 4. Plus, I can't believe the best way to win through removal is 8 1/1s
Re: [Deck] Berserk Stompy
Quote:
Originally Posted by
Masamune
\
Hey....your cousin did it well?? He knows all matchups? =/ Did he sideboarded right? I don't know.....:rolleyes:
my cousin did not do well last weekend in the side event GP manila.
he faced all unfavorable match ups.
here's his games in chronological order: UGr counterTOP (loss), ANT (loss), dredge (loss)
goblin (win), UGw NO-PROG bant (draw), UGb counterTOP (loss)
and here's the list of the sideboard that he opt:
4 rushwood legate
2 wrap in vigor
2 compost
4 faerie macabre
3 seeds of innocence
my problem with PV, yeah the rebound is a good thing but that it only pumps +2/+2 and with groundswell you need to have a landfall 1st before you could enjoy the +4/+4 it gives. otherwise, just like PV - it will only give a +2/+2 to its target.
a +1/+1 pump can really spell the difference.
scenario with PV and groundswell (without landfall)
2/1 is attacking, and opponent just took it.
then you cast PV, then groundswell, then invirogate (giving your opponent extra lives) then finally berserk.
let's do the math - 2 + 2 + 2 + 4 = 10 x 2 = 20 how about his life? 20 + 3 (via invigorate) = 23
now let's substract: 23 (life pts) - 20 (damage off the berserked 2/1 creature) = 3
3, meaning he is still in the game and he can win it even with his life pts is at 3 and to make it worst, the berserked 2/1 creature will die at the end of your turn.
ok what if you had a landfall just before casting groundswell,
2 + 2 + 4 + 4 = 12 x 2 = 24
23 - 24 = -1
*that is if you will have a landfall.
now lets look at the other pump spell, i'd select might of old krosa and seal
cast MOOK in your main phase, then attack. then if he just took it, sacrifice the seal, then cast inivgorate (giving him 3 extra life pts) then berserk
let's do the math: 2 + 4 + 3 + 4 = 13 x 2 = 26 how about his life? 20+ 3 = 23
23 (life) - 26 (damage from the berserked 2/1 creature) = -6
thus if your opponent has a negative life pts, he already loses the game.
*no landfall needed in this win. just pure speed, muscle and luck (praying that he doesn't have a spot removal)
@KBH
sad to say, we really need to increase our number of shroud creatures in order for us to evade spot removals.
have you seen the spoilers for M11?
garruks companion is, i think, a great addition.
though the sad thing there is it doesn't have any shroud effect or any ability we can use against the opponent.
it's just another pure muscle creature. on the positive note, 2nd turn or a 1st turn 3/2 drop is not bad.
another card that i am looking at is the scared wolf 2Gcc 3/1 shroud from your opponents spells and ability.
he'd be a good addition why? counterbalance and EE will have a hard time reaching for the 3cc requirement, and it has shroud from his spells and/ or abilities. what do you think about this new wolf guys?
Re: [Deck] Berserk Stompy
I think that the vines of vastwood idea has some merit. Kiln fiend and predator are both huge threats by themselves, vines could blow them out by pumping and providing shroud. With 4 vines, invigorate, maybe grove of the burnwillows or whatever, you could have a huge monster quick. vines + invigorate on a kiln fiend is 5 not kicked, 9 kicked, and he sticks around. a berserk would win the game. and considering it has shroud, the opponents options are limited.
Re: [Deck] Berserk Stompy
Is Sacred Wolf in any way whatsoever superior to Troll Ascetic in mono-green?
Re: [Deck] Berserk Stompy
Quote:
Originally Posted by
paeng4983
my problem with PV, yeah the rebound is a good thing but that it only pumps +2/+2 and with groundswell you need to have a landfall 1st before you could enjoy the +4/+4 it gives. otherwise, just like PV - it will only give a +2/+2 to its target.
a +1/+1 pump can really spell the difference.
scenario with PV and groundswell (without landfall)
2/1 is attacking, and opponent just took it.
then you cast PV, then groundswell, then invirogate (giving your opponent extra lives) then finally berserk.
let's do the math - 2 + 2 + 2 + 4 = 10 x 2 = 20 how about his life? 20 + 3 (via invigorate) = 23
now let's substract: 23 (life pts) - 20 (damage off the berserked 2/1 creature) = 3
3, meaning he is still in the game and he can win it even with his life pts is at 3 and to make it worst, the berserked 2/1 creature will die at the end of your turn.
ok what if you had a landfall just before casting groundswell,
2 + 2 + 4 + 4 = 12 x 2 = 24
23 - 24 = -1
*that is if you will have a landfall.
now lets look at the other pump spell, i'd select might of old krosa and seal
cast MOOK in your main phase, then attack. then if he just took it, sacrifice the seal, then cast inivgorate (giving him 3 extra life pts) then berserk
let's do the math: 2 + 4 + 3 + 4 = 13 x 2 = 26 how about his life? 20+ 3 = 23
23 (life) - 26 (damage from the berserked 2/1 creature) = -6
thus if your opponent has a negative life pts, he already loses the game.
Nah... you forgot one thing really important...
When u said "cast mook in main phase and attack" dealing 26 damage, u must to heve in table - 1 forest - mook - 2 forest - seal ...and....where is another green mana?? ESG??? Ok, 26 damage u can deal turn 2??? with seal and mook , like damage with PV and Grounds... without ESG, turn 3 , opp isn't 20 life....maybe 17~~15.....Please show me where I misunderstood =(
Anyway IMO PV prevents zoo's and burn's .....with your statistics, groundswell aways give +4 with the second or third land when it resolves....
Plus, u can run just a simple couple Groundswell ou PV's.... 4 and 4 or just one or another....chose......make diference with berserks.....but we can run mook+PV, mook+grounds....PV+seal.....does't matter.......
Sacred Wolf for me is not bad......but I prefer put it away and run with another stuff better =D
Re: [Deck] Berserk Stompy
Quote:
Originally Posted by
KBH
Is Sacred Wolf in any way whatsoever superior to Troll Ascetic in mono-green?
It's superior in sucking.
Re: [Deck] Berserk Stompy
Quote:
Originally Posted by
paeng4983
@nihiloblast
i like your idea of combining the idea of heavy machine gun- thres- berserk.
though, i think, the klin is weak because it is prone to spot removals.
yes the +3/+0 thing is great but without shroud it is nothing.
same with tarmo. i think you should add vines of vastwood.
it not just give your klin or tarmo a shroud protection, it also pumps
klin and if you give VOV a kicker - it can give an additional pump
to the creature it targets. :)
Sure he doesn't have shroud, but hey, only 8 out of our 20-25 creatures that monogreen plays have it, and we kill with the other many times too don't we? Really, just try Kiln, wether in RG, BRG or WRG, he is awesome always !!!
After more testing the blue version doesn't really work out, the only real advantage is scaring our opponents the first turns and pondering, but then the hand empties and we don't have that many creatures, pumps, or counters to control the board, so I'm moving back to Green !!! ^^
Heavy machine gun by itself is a better idea, and Berserk by itself too, hehe.
Anyone going to tourneys lately ???? Anyone who can report pairings ??? I'm starting a legacy league in my city next school year, so I'll let you know monthly of results. I hope I do good, hehe ^^
Re: [Deck] Berserk Stompy
So guys, i've been playing mono green berserk casually for years. Good thread. I use all the same pumpers in invigorates, might of krosa, rancors, seal of strength and BERSERK, and cover enchantments / artifacts using viridian zealots and naturalises in my SB, however i have a different angle on the creatures, probably because when they resolve they are fun.
i use scryb sprites, skyshroud elite, but also llanowar elves and fyndhorn elves, then i use priests of titania and silhana ledgewalkers, and then groundbreakers, and also 3 yavimaya ants. i hate not having consistent mana base, hence mono green and mana elves.
i tend to run 10 forests, pendelhaven, gaias bounty, and 4 (slow) treetop villages to withstand wrath of gods ets. i guess they are too prone to wastelands!
but here's the question, is it viable to run these extra wimpy 1/1 elves to be able to afford trampling hasted groundbreakers and yavimaya ants? you need the mana to pump them with berserks etc i tried elvish spirit guides and they didn't seem to work, and as it is a legacy deck my lotus and mox are rudely banned!
i hated topdecking so i turned to goblins for a while for ringleaders card draw, but i just love berserking creatures for 20+ damage so much, especially scryb sprites, that i've dug out my mono green berserk deck once more.
Re: [Deck] Berserk Stompy
hello there.
what do you think about this new card from M11
Autumn's Veil
G
Instant
Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the targets of blue or black spells this turn.
#162/249
this is a great addition for the berserk stompy deck.
a card that can protect us not just from counters but from spot removals as well!
sweet!
Re: [Deck] Berserk Stompy
It would be a lot better if it's said target from black of white spells, hehe, but oh well. I like it anyway ^^
I still prefer Vexing and Vines of Vastwood, although they are 2 cards
By the way shouldn't we be happy about the prohibition of Mystical Tutor??? It means we don't need to worry so much about ANT in our sideboard, and we'll have room for more cards ^^
I mean, Ant WILL still be played, but I guess that not as much :P
Re: [Deck] Berserk Stompy
Is Wild Might too expensive? Instant speed +5/+5 sounds good, especially since many complain about cards like Might of Old Krosa.
Re: [Deck] Berserk Stompy
yes, it is... you want to play cheap pump, because you want to play Berserk afterwards...
nevertheless its an good budget-option if you can't efford Berserks =P
Re: [Deck] Berserk Stompy
Has anyone tested against combo after Mystical Tutor was banned? I'm considering changing my sideboard since I tend to get an extra turn on average.
Re: [Deck] Berserk Stompy
Quote:
Originally Posted by
Pltnmngl
Has anyone tested against combo after Mystical Tutor was banned? I'm considering changing my sideboard since I tend to get an extra turn on average.
i did. in one of the LSS tournaments (i think that was 3rd sunday of july)
that we had here in the Philippines, i faced a good friend of mine who
was then using an ANT. he bullied me with a 2-0 win.
moral lesson: i guess we really cannot predict a deck even without MT in their MD.
here's how my SB looks like as of the moment:
4 rushwood legate
3 fog
4 tormod's crypt
4 seal of primordium
how does yours?
and also, who here will go to GP using this deck?
GOOD LUCK TO YOU WHOEVER YOU ARE!!!
:laugh: