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[Deck] Elephant Stompy (formerly Elf Stompy)
I love Faeire Stompy.
Consequently, I can't stand Dragon Stompy or Demon Stompy, because of their consistency issues. Obviously, Faerie Stompy has similar issues, but I like blue more than Red or Black. Out of curiosity, I looked around a bit for a monogreen Stompy build... there's Angel Stompy, Faerie Stompy, Demon Stompy, Dragon Stompy... but no Green Stompy. As Green was simply too cool to neglect, I decided that I'd have to remedy this issue.
Of course, the issue was, "what's the catch?" Faerie Stompy gets FoW, Dragon Stompy has Blood Moon, Angel Stompy has Angel (and sometimes Moat), and Demon Stompy has Bitterblossom, etc. What can Green offer for a Chalice aggro build.
I didn't really know where to start, but it just seemed right to search up "elves" in MWS.
From there, the deck built itself.
Critters:
4 Skyshroud Poacher
2 Elvish Abberation
4 Gamekeeper
4 Skyshroud Sentinel
3 Wood Elves
4 Elvish Spirit Guide
Planeswalker:
3 Garruk
Other Stuff:
4 Chalice
4 Chrome Mox
3 Umezawa's Jitte
3 SoFI
1 SoLS
4 Gilt-Leaf Ambush
Lands:
4 Ancient Tomb
4 City of Traitors
9 Forest
Card Explanations:
Chalice, Mox: No surprise here.
Equipment: Again, relatively standard for Stompy builds... our creatures are very good at replacing themselves, making them dead less often.
Gilt-Leaf Ambush: An instant speed creature that can sometimes be a fluke removal card and if nothing else set up our next draw seems like it could be solid. Also note the synergy with Equipment.
Skyshroud Poacher: This could probably be this build's "hook." The casting cost might seem a bit difficult, but we play solid manafixing. After it resolves, you have a stream of guys to grap Equips and smash into the red zone.
Elvish Abberation: You probably had to look this one up... however, it does grab a forest, and can has an easy mana cost. It's also a monster with Poacher.
Gamekeeper, Skyshroud Sentinel: The most important thing about this deck is maintaining field presence. Gamekeeper and Sentinel do a solid job in this regard.
Wood Elves: A strong turn 1 play that can set up the more difficult mana costs in the deck.
Elvish Spirit Guide: Usually just a Lotus Petal, he can also pick up a stick and whip it around a bit.
Garruk: If Poacher isn't the deck's hook, then this should be. The Untap ability increases your tempo, the beasts maintain the board, and the Overrun ability finishes the game rather reliably.
Choke: The deck's Blood Moon.
Krosan Grip: Relatively self-explanatory.
Trinisphere: Helps the combo and Thresh matchups.
Leyline: This is really mostly filler, but it does help you maximize your Equipment against control.
Questionable Exclusions:
Deranged Hermit: While this guy is generally Poacher's best friend, it just seemed like a hassle to have in hand, as you never really want to pay echo and 3GG for four 1/1's seemed less than stellar.
Imperious Perfect: It fits the curve, but it just seems lackluster.
This probably isn't as good as other Stompy builds, but it does provide interesting possibilities. Help would definitely be appreciated.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Changeling Colossus anyone? And I can't believe you're playing Elves and didn't notice Wren's Run Vanquisher.
Also, chumpblockers are fine at all, but not when they cost three mana each (Skyshroud Sentinel - you have the guts to complain of Deranged Hermit and Imperious Perfect?). Gamekeeper is slightly better, but it will still often be worse than a Penumbra Spider.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Ęther Vials don't work very with Chalice curves. You need to get Vial up to three, which happens on turn four. This deck can drop three costing threats on turn one. Ęther Vial is just too slow.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Hmm...there's 10-land stompy, though I don't think the Source has a list for that. I played with it once, so I'm not the best judge on it. The deck is really hit or miss. Here's something like the list:
4x Xantid Swarm
4x Quirion Ranger
4x Llanowar elves
4x Uktabi Drake
4x Rouge Elephant
4x Bounty of the Hunt
4x Berserk
4x Seal of strength
2x Briar shield
4x Rancor
4x Might of Old Krosa
10x Forest
4x Land Grant
4x Elvish Spirit Guide
Board
4x Hidden Gibbons
4x Hidden Guerillas
4x Hidden Herd
3x Krosan Grip
Everytime I played it I won by attacking for 20 in the air =P Not exactly sure if this is what you're looking for, since it's not a "true" stompy build in my opinion. On that note, I kind of want to look for some green creatures to use.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Quote:
Originally Posted by
Nihil Credo
Changeling Colossus anyone? And I can't believe you're playing Elves and didn't notice Wren's Run Vanquisher.
Also, chumpblockers are fine at all, but not when they cost three mana each (Skyshroud Sentinel - you have the guts to complain of Deranged Hermit and Imperious Perfect?). Gamekeeper is slightly better, but it will still often be worse than a Penumbra Spider.
Collossus probably does belong in the deck; I totally overlooked it.
As for Vanquisher... it's not that I didn't notice it, it's simply that a 2cc guy seemed lackluster in a Stompy build. It would make it harder to go Chalice on 2. Also, there would only be sixteen elves that I could have in hand-- probably enough, but I get pretty paranoid.
Sentinels pick up Equipment. If I were running any less than seven Equipment, I'd cut them... but they really allow the deck to capitalize on a resolved Jitte/Sword/etc.
Also, Penumbra Spider could possibly go in over Gamekeeper, though I worry about the oGoG in it's mana cost. Unlike Dragon Stompy, we don't have Blood Moon or Seething Song, nor Demon Stompy, which has Urborg. We have fucking Wood Elves.
@Valtrix--> I probably should've specified, I mean "Stompy" as in Chalice-Ancient Tomb-City of Traitors decks.
I probably should have noted, this deck is entirely untested and thrown together quite quickly, and as such, is probably far from optimal. Don't go flaming because its got gaping holes in its design-- I didn't have time to analyze every possible card choice.
I'm definitely not suggesting this over another Stompy build... well, I am, but not for power reasons. More because it fucking plays Wood Elves.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Quote:
Originally Posted by
Nihil Credo
Changeling Colossus anyone? And I can't believe you're playing Elves and didn't notice Wren's Run Vanquisher.
Also, chumpblockers are fine at all, but not when they cost three mana each (Skyshroud Sentinel - you have the guts to complain of Deranged Hermit and Imperious Perfect?). Gamekeeper is slightly better, but it will still often be worse than a Penumbra Spider.
I'd definatly agree here, let alone your almost decent enough to run Sylvan Messanger over Gamekeeper. From the looks of things it's 21 elf spells (ESG is an Elf now), And trample is amazing in stompy decks - Swords of X and Y, anyone?
I know there is another thread for this somewhere... but anyway, Poacher is a very good idea. Card Advantage is good but if you want to run something like Skyshroud Sentinel definatly run Llanowar Sentinal. But if your still looking to run the 1/1 plan why no Pendlehaven or Pendlehaven Elder?
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Quote:
Originally Posted by
Watcher487
I'd definatly agree here, let alone your almost decent enough to run Sylvan Messanger over Gamekeeper. From the looks of things it's 21 elf spells (ESG is an Elf now), And trample is amazing in stompy decks - Swords of X and Y, anyone?
I know there is another thread for this somewhere... but anyway, Poacher is a very good idea. Card Advantage is good but if you want to run something like Skyshroud Sentinel definatly run Llanowar Sentinal. But if your still looking to run the 1/1 plan why no Pendlehaven or Pendlehaven Elder?
Llanowar Sentinel... shit, I knew there was a Sentinel guy that was better than Skyshroud. Gotta edit the first post... will get to it when I sort this mess out.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Oh yeah, I had an idea. Spawnwrithe seems like it could be good in here...I've never actually played with him, but he seems strong on turn 1. However, since green is lacking in good removal, it might be pointless to play him.
Also, if you're running elves, what about deranged hermit? Seems pretty good here, to be honest.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
I remember a couple people playing green stompy theorizing about running Plow Under and Trinisphere as disruption in the slots usually occupied by blood moon effects.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Although it conflicts with Chalice, Root Maze would work well with Plow and Trinisphere.
Here's an untested list;
Green Stompy x00.02
// Lands
4 Ancient Tomb
4 City of Traitors
10 Forest
// Creatures
2 Iwamori of the Open Fist
2 Genesis
3 Masked Admirers
4 Imperious Perfect
4 Tarmogoyf
4 Llanowar Elves
4 Elvish Spirit Guide
// Spells
4 Trinisphere
3 Umezawa's Jitte
4 Root Maze
4 Chrome Mox
4 Plow Under
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Quote:
Originally Posted by
Valtrix
Oh yeah, I had an idea. Spawnwrithe seems like it could be good in here...I've never actually played with him, but he seems strong on turn 1. However, since green is lacking in good removal, it might be pointless to play him.
Yeah, it's like Mauler in DS, too bad its type isn't elves :cry:
@Mr Roman Candle, if you still wish to use Skyshroud Sentinel, maybe Allosaurus Rider will be a nice addition beater for this deck. .
and about Hermit, maybe this one will be more fit for this build : Thelonite Hermit
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Quote:
Originally Posted by
Roman Candle
Questionable Exclusions:
Deranged Hermit: While this guy is generally Poacher's best friend, it just seemed like a hassle to have in hand, as you never really want to pay echo and 3GG for four 1/1's seemed less than stellar.
Why don't you want to play echo if it means effectively a 2 turn clock?
If you're poachering him into play, and don't pay echo, you're actually paying 3 for four 1/1s. I thinks thats pretty solid. Then if you poach another one the next turn, you get the same deal but attack with 2/2s. You have a freaking armada of squirrels, and if Imperious Perfect ( a perfect turn 1 play off tomb+mox) is around, they kill, ummm, very fast.
That said, those synergies are pretty fragile, and don't like pyroclasm, so avoiding them would be understandable.
The problem with more consistent builds, like voyeur's, is that they lack something frightening enough to be a reason to play green (Arc Slogger or Pit dragon with only accelerators in hand is more frightening than any of this. Though I'll admit I've never experienced first turn Imperious Perfect).
Maybe utilizing the color's ridiculous acceleration for more expensive threats like thelonite hermit? Maybe (hangs his head in shame for suggesting this)Natural Order for verdant force or plated slagwurm? It can happen turn 2 with Llanowar elves, and we could always play BOPs, and it can make broken enough things happen to possibly justify the color. Also probably too fragile, like poacher.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Being an avid player of stompy decks, I feel like the reason that stompy decks win is by exploding into something broken. Blue does this by putting down incredibly efficient beaters while having tutoring, disruption pieces, and control elements all under the acceleration of the double lands, mox, and cloud. Red does this by dropping huge amounts of disruption or disruptive beaters, all while cheating powerful creatures into play via SSG, double lands, seething song, and mox.
I haven't found a good balance for black chalice aggro, but the general idea I tested to the best success was to play the best disruption, Chalice, Sphere, and Nether Void with creatures like Phyrexian Rager and Graveborne Muse to help find as many of them as possible.
I'm not sure how to best go about Green Chalice Aggro, but I think it may be to use green's ability to cheat for mana with its ability to slow the opponent with Root Maze and Plow Under. I'm going to try testing the following list:
9 Forest
4 City
4 Tomb
4 Chrome Mox
4 Poacher
3 Wood Elves
2 Elvish Aberration
2 Deranged Hermit
3 Chameleon Colossus
4 ESG
3 Garruk
4 Chalice
3 Plow Under
3 SoFI
2 SoLS
2 Jitte
4 Root Maze
With a sideboard of maybe Choke, Grip, Loaming Shaman (?), and 3 Spheres.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
9 Forest
4 Ancient Tombs
4 City of Traitors
4 Chrome Mox
4 Elvish Spirit Guide
4 Ravenous Baloth
3 Scryb Ranger (flyer, can recur lands when you miss land drops)
3 Garruk Wildspeaker
4 Phantom Centaur
3 Erhnam Djinn (probably redundant at this point)
3 Call of the Herd
4 Sylvan Library
4 Chalice of the Void
3 Trinisphere
3 Sword of Fire and Ice
1 Umezawa's Jitte
Some food for thought. I bolded Phantom Centaur and Sylvan Library because I think they deserve consideration. Phantom Centaur has a damn efficient body, is hard to kill, and says "prevent all damage" once you equip a SoFI. Of course, only a good inclusion if you're willing to stray from the elf advantage theme.
Because you have explosive hands, Library is somewhat helpful. Helps you hit business cards, and can refill your hand if need be. Maybe it would work well with some shuffle effects (Loaming Shaman?) As Watcher suggested, if the deck's main focus is elves, Sylvan Messenger is probably a better choice.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
I made "BEAST Stompy" version complete with Blaloths, Chameleon Colossus, Blastoderms, Garruks, and the elf that lets you draw a card every time a beast CIP's. It also had Deranged Hermits and MD Indrik StompHowlers. I was gonna enter it in the CanG, but chickened out. Besides it wasn't really good, just fun.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Quote:
Originally Posted by
Versus
I made "BEAST Stompy" version complete with Blaloths, Chameleon Colossus, Blastoderms, Garruks, and the elf that lets you draw a card every time a beast CIP's. It also had Deranged Hermits and MD Indrik StompHowlers. I was gonna enter it in the CanG, but chickened out. Besides it wasn't really good, just fun.
Sounds explosive yes, but pretty sucky. Maybe that's something that we can continue building on? Anyway, flash the list! :D
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Re: Elf Stompy (Mono-Green Aggro Chalice)
You asked for it!
I think it was something like this:
4 Mox
4 City
4 Tomb
8 Forest
4 ESG
4 Primal Boost
4 Wirewood Savage
3 Deranged Hermit
3 Chameleon Collossus
3 Blastoderm
3 Garruk
4 Ravenous Blaloth
3 Berserk Murlodont
4 Jitte
4 Chalice
SB was transformational for decks where Chalice wasn't needed. Goyfs, Rancors, ect.
Garruk with Wirewood Savage seemed techy if not cute, the Murlodonts do pump most of you Beasts, and Hermit was a good finisher with a Garruk on 4. Primal Boost was just random pump that fit the curve.
The downside really, as all of you know, is too much GG in the casting costs. Some Faerie Stompy builds frown upon Sower because of UU and this deck is packed with them. ESG helps a little in that regard, but not much. Also with such little evasion, the 3cc equipments didn't fuction as well as in the other Stompy colors so I just went with straight Jitte as the weapon of choice. It's a shame too, cause SoLS would be SO awesome with Hermit.
Like I said, not good, just fun.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Versus, what about using wirewood savage? It's 2G and it gives you a card everytime you play beast. I was about to suggest a list focusing on beasts using him, but I didn't think any such list would have any edge over the existing competitive stompy lists in other colors. You could also play Krosan Warchief for 2G giving all your beasts regeneration, although it screws with the mana costs abit, so you'd still likely pay 2GG for creatures costing 2GG. Creatures like ravenous baloth wouldn't likely benefit from the cost reduction, but 3G, 4G, 3GG and such creatures would. Krosan Tusker, for example, would benefit. Though I'd much rather play creatures like Ravenous Baloth than 2/2's for 2G, I thought it'd be worth mentioning.
A possible list could be:
4x City of Traitors
4x Ancient Tomb
10x Forest
4x Chrome Mox
4x Wirewood Savage
4x Elvish Spirit Guide
4x Krosan Warchief (maybe)
4x Other Beast
4x Other Beast
4x Chalice of the Void
4x Trinisphere
4x Plow Under (been finding this to be a tough casting cost)
3x Umezawa's Jitte
3x Sword of Fire and Ice
Edit: Oops, didn't realize you already have wirewood savage in your list.. x_x
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Yeah, the Savage is the real reason I thought I'd give it go. I did try out the Warcheifs, but like you said by the time you pay the GG for most of the 4cc Beasts, you're left with only needing :1: to cast him, but probably sitting there with a 2cc land anyway.
One of the things that did cross my mind while jamming that allgether though was Mutavault. For one it would allow you to dump that extra :1:, and even better it would become a "Beast" netting you a card on your turn as well as your opponents with Savage in play. Of course finding room for 4 more colorless lands was impossible.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Well, from a bit of testing last night I have come to the conclusion that Spawnwrithe is an amazing first turn drop, and may be better than Chameleon Colossus. The main thing that stompy decks need are cards that read "Answer me or lose." Faerie stompy has drakes and efreets, DS has Slogger, Dragon, and sometimes Magus. So far I have yet to lose a game where Spawnwrithe connected (especially in an equipment heavy build) or poacher came online. Also, Root Maze is a beating - play it.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Quote:
Originally Posted by
Zork
Well, from a bit of testing last night I have come to the conclusion that Spawnwrithe is an amazing first turn drop, and may be better than Chameleon Colossus. The main thing that stompy decks need are cards that read "Answer me or lose." Faerie stompy has drakes and efreets, DS has Slogger, Dragon, and sometimes Magus. So far I have yet to lose a game where Spawnwrithe connected (especially in an equipment heavy build) or poacher came online. Also, Root Maze is a beating - play it.
I agree, Spawnwrithe has been incredible in my testing, and between it and Poacher, you have a solid threat base.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Spawnwrithe does look very strong. Maybe it will provide the reason for the deck's existence.
That said, are we discussing Elf Stompy in this thread, or any green Stompy decks in general?
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Quote:
Originally Posted by
Illissius
Spawnwrithe does look very strong. Maybe it will provide the reason for the deck's existence.
That said, are we discussing Elf Stompy in this thread, or any green Stompy decks in general?
Meh... I called it 'Elf Stompy' just cuz all the others were named after creature types... it just randomly worked out to be Elf-based.
So, either/or, I suppose.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
This is the equipment heavy build I would play, although it is untested:
10 Forest
4 City of Traitors
4 Ancient Tomb
4 Elvish Spirit guide
4 Wood Elves
4 Spawnwrithe
4 Silhana Ledgewalker
2 Deranged Hermit/finisher
4 Chalice of the Void
4 Chrome Mox
4 Plow Under
4 Call of the Herd
3 Sword of Fire and Ice
2 Umezawa's Jitte
1 Sword of Light and Shadow
2 Garruk Wildspeaker
Are there too many :g: :g: costing cards such as Garruk, Plow Under, and Deranged Hermit?
I think Call of the Herd would be great as it is an automatic 2-for-1 and works well with equipment. Plow Under also seems like it would be good, but it may be too slow. I think Silhana Ledgewalker deserves a thought; he seems good to break stalls on the ground and/or just win the game by himself with some equipment.
I want to fit Root Maze into this list somewhere, but I have no idea what to take out. Any suggestions?
Edit: After a little testing, Spawnwrthe is amazing and just what this deck needs. He's a threat that gets out of control very quickly; playing one turn one for two usually wins you the game.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
I'm not sure Plow Under is worth it anymore. I haven't had it swing a match yet, so it may be a win-more card. You could try Root Maze there. Also, with Wood Elves at 4 you can probably cut down to 9 Forests.
Ledgewalker is interesting. I think he might be too weak, but maybe with the equipment focus he will be worth it.
As for builds with Poacher, the following is a list of elf cards that may be worth inclusion either as a bullet or finisher:
Caller of the Claw - Poach in response to removal maybe
*Deranged Hermit - Especially with a SoLS
*Elvish Aberration - Big 4/5 , Good with SoLS, and mana fixer
*Glissa, Sunseeker - Good with equips, artifact removal, not terrible alone
Masked Admirers - Card Advantage with recurribility
Oracle of Nectars - Life gain?
*Viridian Shaman - Artifact destruction on a body, uncounterable when poached
Wirewood Guardian - Big 6/6, mana fixing, good with SoLS
Wren's Run Packmaster - Big 5/5, needs other elf
Most of these are unplayable, but I think that maybe the ones with *'s might have a home in the deck or some version of the deck.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Here's another look at Elf Stompy, with a much bigger emphasis on tribal and swarms:
4 Wren's Run Vanquisher
4 Elvish Spirit Guide
4 Imperious Perfect
4 Timberwatch Elf
4 Gilt-Leaf Ambush
4 Sylvan Messenger
4 Hunting Triad
4 Immaculate Magistrate
4 Chalice of the Void
2 Umezawa's Jitte
4 Chrome Mox
4 Ancient Tomb
4 City of Traitors
10 Forest
Intuition says it may be too slow, and City/Tomb/Mox might not be the best fit for a deck which wants to play semi-expensive cards turn after turn to overwhelm the opponent (but Faerie Stompy apparently has no trouble with the Mulldrifter plus SoLS plan, so who knows).
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Do you guys really find that root maze helps? I personally haven't played with it much, but it just feels like it would slow you down just as much as them. It's also anti-synergy with chalice (since you almost always want that out first), and can pretty much only be removed to mox... Speaking of testing, how do you guys test? I'm trying to find a good way to test decks, but it's hard to play against myself and workstation doesn't always have very good decks/people on it...
I do like the idea of elvish aberration. It plays a big role here since it can manafix (via cycling or while in play), and when you cycle it you can even have a target for SoLS. Poacher seems like a good engine--Your opponent should have quite a bit of trouble dealing with all the creatures that come out of it.
Plow under does seem like win more. Plus, I don't like the 5cc and GG in the cost. At best it just stalls for time, but I think you really want to be putting threats out all the time. Speaking of which, was gigapede dismissed as a threat? I think it could be good in a 2x role in the deck, even if it's not an elf. Nice body, shroud, and recursion all seem good.
Still waiting for the big "hook" in green stompy...Maybe the sum of all the parts will be greater than the whole =P
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Quote:
Originally Posted by
Valtrix
Still waiting for the big "hook" in green stompy...Maybe the sum of all the parts will be greater than the whole =P
I think Zork already hit it. Spawnwrithe is fantastic in this deck, and gives a boost to it's inevitability. With Garruk + Efficient Creatures + Equipment + Spawnwrithe, the deck looks like it can pull off a solid early -and- late game. Other colors may be more effective in this kind of shell, but green is looking like it might be able to pull off a Chalice Aggro deck too.
Edit - Find other people on the source who are willing to test with you, and find some time to test with them over MWS.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Wait, wait, wait! Spawnwrithe makes a copy of itself? Not a "token" copy? In otherwords the copy makes copies and so on and so on??
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Valtrix:
Root Maze is very much so a better first turn play than Chalice at 1, since it makes them waste a turn dropping mana before they can use it. Also, it allows really nice plays with a mox/ESG. Maze + Chalice at 1 with any castable threat in hand is almost always a win, or against combo playing maze and chalice at 0 is very strong. I have only had it conflict with Chalice at 1 in one game, and I actually only lost because I drew 3 of them and a bunch of land when my opponent had a 5/6 goyf - which was reminiscant of drawing nothing but blood moons and chalices against a thresh opponent with a goyf in play.
I think I'm going to drop Plow Under for the 4th Spawnwrithe, another Elvish Aberration, and then some utility guys. I will try out 1x Loaming Shaman, 1x Viridian Shaman, and 1x Glissa to see if they deserve slots in the deck.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Yes, the copies multiply. I think that's half the point =P
EDIT: Nevermind about the boosts. I just need to know more rules.
Hmm, I guess I can see where maze would be useful. You definitely need the time more than they do, and it especially will hurt when they're low on land. I'll just have to put together a list and try it out to gauge it's actual effectiveness. One viridian shaman would be nice, but I'd almost perfer Viridian Zealot for more utilitiy...Even if he does die.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Oh man, that's pretty good then. I don't think you're getting the +2/+2 with it, though. If that were the case we need some Might of Oaks up in here! :wink:
I dunno where this will go, but I can say one thing, If a deck like this actually becomes competitive allowing me to rock my favorite creature of all time at a Legacy tournament....
http://img.photobucket.com/albums/v2.../squirrels.jpg
Well, let's just say I'm fuckin' ready!
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Question :
When Spawnwrithe (equipped with SoFI for example) deals combat damage to player, what copy will be made? 2/2 with original ability? or 4/4 with original ability plus SoFI additional ability?
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Glad to see some people working on G Stompy. I started working on the deck just over two years ago, and it has really gotten some good tools since. I'm not so sure it's "there" yet, but it's definitely close (much like DemonStompy IMO). Here are some of my thoughts/questions:
- Drop the Beast/Elf nonsense. The Tomb/City/Chalice shell is not the place for elves, and Beasts are simply not competitive.
- Tarmogoyf. Where is he in these lists??? Way too good not to be included. I can't believe I had to bring him up.
- Plow Under is win more, expensive situational crap and should not be considered in a meta this fast. Deranged Hermit should not be run. I really see no reason to run 5cc mana hungry beaters that aren't that much better than our 4cc bombs (Garruk, Chameleon Colossus) and get easily neutered by commonly played cards (Exlosives, Deed).
- I really don't see Root Maze being playable. I mean, take any hand of Tomb (or City), Forest, Maze and Chalice. Now let's say you're on the play against any multitude of blue decks in the meta. You could lead with Chalice and make your Maze useless, or you could lead with Forest -> Maze, let them drop a tapped Land, then play your tapped 2 mana land, let them drop another tapped land, THEN play your Chalice opening up the following plays:
- Double Daze
- Spell Snare
- Brainstorm into Force/2nd Daze
- Ponder into Force/2nd Daze (on their turn)
- Nimble Mongoose (on their turn)
- FoW
Note of all those, only having Force and a blue card in their opening grip would have stopped Chalice.
- Spawnwrithe is the real deal and forms a nice quick strike aggro package with Goyf. As for the other beaters, I think Call of the Herd, Garruk, and Chameleon Colossus are the frontrunners. Call gives you nice card advantage against control. Garruk needs no explanation except to say that its untap ability is even MORE nuts here, and Chameleon Colossus basically comes with it's own equipment, and makes a great valve for extra mana. River Boa intrigues me greatly, but probably doesn't make the first cut.
- One problem I've found with G Stompy is the combo matchup. While the other colors have a card to supplement Chalice, green pretty much has el zilcho. This might force green to run some amount of Trinis main in order to compete.
- I actually think Green Stompy can get away with a small equipment count. I think I'll start testing 3 Jittes and 2 SoFI. Light and Shadow probably has no place here thanks to the dis-synergy with Call and Garruk.
- The Sideboard is an interesting question as there are lots of creature versions of abilities available to us (Stomphowler vs Grip for example). Also, I've never been clear on whether Wheel of Sun and Moonis better or worse than crypt (and if Loaming Shaman is worth consideration).
Here's what I would start testing:
// Lands
4 [TE] Ancient Tomb
4 [EX] City of Traitors
10 [RAV] Forest
// Creatures
3 [LRW] Garruk Wildspeaker
4 [FUT] Tarmogoyf
4 [AL] Elvish Spirit Guide
4 [SHM] Spawnwrithe
4 [MOR] Chameleon Colossus
2 [FNM] River Boa
// Spells
3 [BOK] Umezawa's Jitte
4 [MR] Chrome Mox
2 [DS] Sword of Fire and Ice
4 [MR] Chalice of the Void
4 [TSB] Call of the Herd
2 [DS] Trinisphere
2 [TSP] Krosan Grip
// Sideboard
SB: 2 [DS] Trinisphere
SB: 2 [TSP] Krosan Grip
SB: 3 [SHM] Wheel of Sun and Moon
SB: 3 [TSB] Hail Storm
SB: 2 [DK] Tormod's Crypt
SB: 3 [TE] Choke
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Call me whatever you want. Goyf is just another creature that depends on something else to make it larger. early game it sits there and waits for something to go into the graveyard. I also feel there are 2 ways to go with this:
Elves using Poacher
Non elves using very few elves mixed with natural order(Dramatic Entrance), Xantid Swarm (maybe) and some fatties like sky swallower/Woodfall Primus etc..
What about trying something using the Persist ability?
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Wurmcalling is worth testing with Garruk.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
Other random potential inclusions I haven't seen much mentioned:
Hungry Spriggan
Forgotten Ancient
Hunted Wumpus
Blastoderm
Iwamori
Natural Order
Nantuko Vigilante
Hystrodon
Thelonite Hermit
Saproling Burst
Spectral Force
Moldervine Cloak
Overgrowth
Stunted Growth
Good old Blastoderm in particular is tickling me. They can't Swords it or anything, taking it out with EE or Deed is difficult and/or expensive, and asides from creatures played by Aggro Loam, there's almost nothing in the format bigger than it; in other words, it looks like a pain in the ass to deal with for any deck which can't keep chumping it (e.g. not Goblins or Survival). Downsides: :g::g:, fading, can't carry equipment.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
I haven't been able to get online and play in a while, but has anyone considered Harmonize? A Draw-3 would keep us from running low on steam. It might be too slow, though.
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Re: Elf Stompy (Mono-Green Aggro Chalice)
I were around the deck last summer, i was searching for something new to build around the 2 mana Lands, and i scooped out with this. I found that the deck had good MU vs ThreshThreshThreshThreshThreshThreshThreshThresh, Burn, Comboish, Zoo and other random aggro, AngeLstax and DragonStompy, but had a poor mu against Landstill, MUC and Rock control variants. Here' s what i've been playing:
// Lands
4 [TE] Ancient Tomb
1 [CHK] Okina, Temple to the Grandfathers
4 [EX] City of Traitors
13 [CS] Snow-Covered Forest
// Creatures
3 [BOK] Iwamori of the Open Fist
4 [ON] Ravenous Baloth
2 [UD] Masticore
3 [TSP] Thelonite Hermit
4 [AL] Elvish Spirit Guide
2 [FUT] Quagnoth
3 [LRW] Garruk Wildspeaker
// Spells
4 [MR] Chalice of the Void
4 [DS] Trinisphere
3 [MR] Chrome Mox
3 [UD] Powder Keg
3 [PLC] Harmonize
// Sideboard
SB: 1 [UD] Powder Keg
SB: 2 [TSP] Krosan Grip
SB: 3 [UD] Compost
SB: 3 [SOK] Pithing Needle
SB: 3 [TSB] Hail Storm
SB: 3 [TE] Choke
BTW, we can consider to go more aggroish by adding Jitte, Gathan Riders and some ChameLeon Colossus, or keep more controllish and keep a most interacting decklist like this one.