@Bruenor: How is part of your argument for Shusher "That he makes Umezawa's Jitte playable under Chalice for 2" when you don't run Umezawa's Jitte anywhere in your list?
Printable View
@Bruenor: How is part of your argument for Shusher "That he makes Umezawa's Jitte playable under Chalice for 2" when you don't run Umezawa's Jitte anywhere in your list?
Well, with me not even playing Dragon Stompy at the TMLO4( I played thresh which died in my hands, I knew I stopped playing aggro control for a reason), I have not seen much activity with people playing the deck and doing well. A teammate of mine went undefeated the first 3 rounds at TMLO I believe, but then lost his next 3 matches.
I cannot see why dragon stompy should not be owning face right about now. Trinisphere is looking good maindeck again, the only slot I really look at with doubt is slogger and maybe jitte( optional creatures in sulfur/mauler slot also).
Im still toying with a bunch of configurations. I think the only issue the deck has is sucking at mulliganing. And as far as I know, there is no way to remedy that..
how is Dragon Stompies Match up against mono-colored decks such as MUC, Burn, Sui Black, etc....?
burn is not bad, chalice and trini rule, jitte helps alot.
MUC is tough. Needles and powder kegs need to come in, if you fear MUC run boil in your board
sui black: pray for chalice and trinisphere and to land a phatty before they can rape your hand. Other than that, you lose this one.
In general, the more colors your opponent is running, and the less red, the better the matchup. The best matchup out of your list is Burn, and that's probably 50/50 at best. The rest are bad matchups.
I'm not sure why Dragon Stompy hasn't been doing well. The only decks in the DtB forum we don't have a decent match against are Dreadstill, Aggro Loam, and maybe Goyf Sligh/Survival.
Well basically the best thing you can do to beat Aggro Loam is to drop chalice at 2 and race their Terrevores, if possible. Their Burning Wishes cast over your moons hurt. Otherwise they aren't too bad. I think Dragon Stompy is actually a good choice for the projected meta, as long as you have Pyroclasms in the side for ETW and random aggro.
I'm too lazy to browse through the last couple of pages to check, whether it's been mentioned already...
...but with 8 Moon effects, 4 Seething Songs, has Demigod of Revenge been brought up?
There's a not so neat dissynergy with hellbent at times, if it sits in your hand and can't get casted...but:
It can still be pitched to Chrome Mox and even better: Gathan Raiders.
An additional discard outlet would be grand, but my research didn't find anything useful to add. (Avatar of Discord looked tempting at first (but "2" is one too many), so did Balduvian Horde, until I realized it was "discard at random").
I dunno: I'm still pretty positive Demigod>SLogger.
3 should be the perfect number (alongside 3 Dragons).
Here's a sample list:
4 Magus
4 Bloodmoon
4 Trinisphere
4 Chalice
4 Spirit Guide
4 Demigod --------possibly -1, +1 Loxodon Warhammer/ Solas
4 Raiders
3 Pit Dragon
4 Taurean Mauler
4 Seething Song
2 Jitte
1 Sofi
10 Mountain
4 Ancient Tomb
4 City of Traitors
SB Jaja Ballard seems nifty here , too.
The main problem with demigod is his casting cost. The only way you can consistently get 5 red mana in the same turn is either with a seething song, or having 5 lands out late game with a moon in effect. Since both of these are pretty conditional, I think that Arc-Slogger is still the better choice, not only because of its casting cost, but also the reach it provides. And for all the loops you have to jump through to get Demigod's returning ability to be worthwhile, I don't think he has a place in Dragon Stompy.
atm I'm tinkering a list with A LOT of creatures, so I can topdeck better.
Coguar is just for testing, and it is somehow good..
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
9 [MM] Mountain (4)
4 [TE] Ancient Tomb
4 [EX] City of Traitors
// Creatures
4 [DIS] Rakdos Pit Dragon
4 [FUT] Gathan Raiders
4 [MR] Arc-Slogger
4 [FUT] Magus of the Moon
4 [PLC] Simian Spirit Guide
4 [MOR] Taurean Mauler
1 [SC] Chartooth Cougar
1 [PLC] Akroma, Angel of Fury
// Spells
4 [MR] Chalice of the Void
4 [MR] Chrome Mox
4 [MR] Seething Song
2 [8E] Blood Moon
3 [BOK] Umezawa's Jitte
// Sideboard
SB: 4 [AL] Pyrokinesis
SB: 3 [DS] Trinisphere
SB: 2 [10E] Pithing Needle
SB: 4 [GP] Shattering Spree
SB: 2 [DK] Blood Moon
4 spree is just a meta call (affinity)
I never side in more than 2 Needle, and I want to try a super aggro version.. more creatures, 3x jitte..
If we compare to faerie stompy we run less equipment but have better stuff to block opponent's game (moons, chalice etc..)
But sometimes we face a red deck, or a deck that run a lot of basics, and we must overwhelm them with creatures.
opinions?
Here I am again looking for some wise advise on how to play DS. This is a situation I have faced several times.
A hand with City, Chalice, Moon, Trini, Mount, Mount, RPD.
My doubt is if it would be better to play a turn 1 chalice and then having to sac the City in order to be able to play a Moon or a Trini, or play Mount and wait until the second turn to play Moon or Trini.
The first possibility prevents me from STP to my RPD or Thoughtseize, but if I play a Trini, I will not be able to cast anything else until I draw another mana source.
The second possibility gives me mana to play second turn Trini, and then either Moon or RPD or even Chalice, but I am at risk of Thoughtsize/Duress.
What would you do? Of course, assuming you don't know what your opponent plays.
I would choose this gameplan as well. Unless they run wasteland and nail your city before you can drop moon you are in good shape with chalice @1, trinisphere, and bloodmoon on the board. You just need to pray for your 4th land drop to hit so you can drop dragon.
Brainstorm(not the card) idea: being that getting to 4/5 mana after dropping a moon effect can be troublesome(you wouldnt think so, but if you play this deck enough, you will know what I am talking about), anyone have any ideas on how to streamline the mana curve to maybe max at 4cc? this would leave open slots to put more prison cards in here(what to run??) this could also lower the land count in the deck.... Seems worth it ONLY if there are reasonable replacements to stay aggressive or go more wildfire/stax prison style.
Agreed. I played a match against faerie stompy where slogger won me the game outright. I had a turn one slogger on the play, and he used his Ancient tomb once. Turn 3, I swung in with slogger, bringing him to 10, and then seething songed to remove my library from the game and deal 10 to his face. It was fun. :)
Haha I figured that out. Only thing I could do to possible stop them is to power out a chalice at 3 to stop most of their stuff, mostly SoFI. And a chalice at 0 slows them down when you are on the play due to no spirit guides. Arc-Slogger and Jitte are the MVPs of the matchup. The times I did win was on the backs of those two cards.
I do not advocate these strategies against an unknown opponent. Leading with City while holding a mountain is an extremely dangerous gambit. Chalice @1 followed by a Blood Moon or Trini (and I'd highly suggest Blood Moon since Trini doesn't do a whole lot that Chalice doesn't in most matchups) will screw a lot of decks into submission but will also leave you with one mountain and completely vulnerable to decks that shrug off or ignore completely these effects. It will also leave you vulnerable to the many non competitive decks you see in tourneys.
I would lead mountain -> City, then drop a Daze proof Chalice, followed by your choice of disruption or beater depending on what was drawn and seen. I would in no way fear StP (since Chalice is coming down pre-beater anyway) or discard. They will either hit one of your three fairly redundant pieces of discard, or take your beater and watch you lock them out of the game (most decks with discard will not easily survive those lockpieces) and topdeck a wincon.