Seems pretty standard. With Muxus mucking about, Blood Moon sounds even worse in the meta. Good on him for the 5-0, but I really don't feel comfortable sleeving this one up.
I haven't played Spyglass MD yet. It looks decent T1 on the play, sinkhole your opponent most likely, but how good is it after your opponent gets a turn? I'm just curious. Like I said, I haven't played it other than to Karn it out.
Confluence x1 seems bad to draw when you want to +1 Chandra to draw three cards. I think the 2 Chandra should be Karn and Bonecrusher (that card is a BEAST) and Confluence could be a 4th Magus if you really find it all that powerful.
Final Ritual: "I was your round 14 opponent with the 3 giant goyfs. I didn't know what the fuck you were piloting."
Drunken Master strategy. If I don't know what I'm doing, how would you?
Anyone playing Eternal Weekend on MTGO this weekend? I played 4 leagues and faced RUG Delver at least 5 times. I think UR or Grixis Delver another 2-3 times. I think I saw Astrolabe in a Yorion deck once; any thoughts as to sleeving this up?
Final Ritual: "I was your round 14 opponent with the 3 giant goyfs. I didn't know what the fuck you were piloting."
Drunken Master strategy. If I don't know what I'm doing, how would you?
Has anyone tried out the modal double faced lands in the deck?
Shatterskull Smashing
Song-Mad Treachery
Spikefield Hazard
Valakut Awakening
all seem quite good at improving consistency to avoid mana flood/mana screw.
Shatterskull Smashing is amazing, and it 5-0'd a league or two already. I'm a huge fan of it, and I think maybe Valakut Awakening should be played in mono-R, too. I'm a fan of upping the mana count with these cards so your deck won't need to mulligan as often. Shatterskull should be at least a x3 imo; it's a land that kills Delver. Not many of those in Blood Moon.
Final Ritual: "I was your round 14 opponent with the 3 giant goyfs. I didn't know what the fuck you were piloting."
Drunken Master strategy. If I don't know what I'm doing, how would you?
Pelakka Predation has been quite good in my deck; the stronger spells might be better than the untapped one in stompy shells.
Chrome mox & no 1 drops removes a lot of the opportunity cost of running a tapped land.
What the f?
Moon Stompy is a DTB in the era of perfect mana and snow basics?
Way to go big guy!
Moon Stompy has been putting up solid results since Fireflux Squad got printed. Hope it will end up as a DTB again soon.
The below list just came 2nd in the challenge, piloted by McGuireCJ
Creature (24)
4 Bonecrusher Giant
4 Fireflux Squad
4 Fury
4 Goblin Rabblemaster
4 Legion Warboss
4 Simian Spirit Guide
Sorcery (4)
4 Shatterskull Smashing
Artifact (11)
4 Chalice of the Void
4 Chrome Mox
3 Trinisphere
Enchantment (4)
4 Blood Moon
Land (17)
4 Ancient Tomb
4 City of Traitors
9 Mountain
Sideboard (15)
1 Trinisphere
4 Dead // Gone
3 Fiery Confluence
4 Leyline of the Void
3 Magus of the Moon
Most verisons of the above list play Anje’s Ravager or Kiran and Pia Nalaar or Seasoned Pyromancer or Hanweir Garrison or Magus of the Moon in the flex slots but Fury and Bonecrusher seems like solid inclusions here for the current meta.
The one other popular variant of this deck is the planeswalker variant utilizing Chandra and Karn instead of all these aggro creatures.
This deck is funny:
https://magic.wizards.com/en/article...#momo_th_place
13 big mana wincons that can't be countered (and 3 Fry SB). Sure awkward for those 7 Force + 4 Pyroblast/Prismatic Ending decks. Also RIP Shivan Dragon
I am shocked that 0 Bonecrusher Giant is optimal though. It must be better than some of the other midgame stabilizing tech.
Been a while.
Are we really paying 3 life for a mountain. Aka we need that much overloaded planeswalker removal?
4 fury isn’t enough?
I’d like to discus Shivan Devastator.
In a vacuum, where you resolve a moon or chalice turn 1 and then play a turn 2 rabblemaster or a 4/4 devastator, rabblemaster wins the damage race and enables cool stuff like fireflux squad (which you can’t run squad and devastator obviously).
However, I’m thinking about games where a couple of damage… or 6-7+ damage can finish the game if the don’t have an answer. Haste is really important and the flexible mana cost gives it a lot of lines imo. Imaging sometimes mid-late game you just drop a huge devastator and win immediately or in 2 turns.
Thanks for reading and appreciate everyone still contributing.
"I made a Redguard that looks like Kimbo Slice. He wrecks peoples' shit. And dragons." - Bignasty197
It's a Mountain that pitches to Chrome Mox and Fury. It also topdecks much better than Mountain.
That means it's a way to cheat up on total mana sources (more red sources & higher opening hand consistency) without mana flood (what happens if you just add a bunch of lands to a stompy deck with no card selection). Black Stompy runs double-faced-lands for the same reason.
Last edited by FTW; 10-22-2022 at 03:59 PM.
Like @FTW is talking about, it's raw CA. You mulligan less + don't waste draw steps on late game do-nothings. It is relatively rare to have to shock this land into play untapped. The general opener is ETB tapped + pass or put on a Chrome Mox or in a sequence like Tomb -> City -> big play -> ETB tapped.
A good exercise is to name off every single non-xerox [non-cantrip cartel] deck you can think of that checks one of these boxes:
A) green
B) big blue mana
C) big red mana
^with very few exceptions, they're all running land-spells (which includes channel lands). The reason we have to add 'big mana' prefix to red and blue is that Shatterskull and Otawara are more expensive than Boseju.
ChatGPT, build me an update of the classic Dragon/Moon Stompy deck from a decade ago, but throw some actual dragons back into the deck...
//Dragon Theme
2 Invasion of Tarkir
2 Shivan Devastator
1 Terror of the Peaks
1 Goldspan Dragon
1 Atsushi, the Blazing Sky
1 Avaricious Dragon
1 Scourge of the Throne
1 Karn's Sylex
1 Dragon's Rage Channeler
//Red Staples
4 Fury
4 Caves of Chaos Adventurer
4 Fable of the Mirror-Breaker
4 Blood Moon
2 Bonecrusher Giant
2 Lightning Bolt
1 Magus of the Moon
//Mana
1 Seething Song
4 Simian Spirit Guide
4 Chrome Mox
4 Ancient Tomb
4 City of Traitors
4 Shatterskull Smashing
1 Sokenzan, Crucible of Defiance
7 Mountain
Sideboard:
1 Red Elemental Blast
1 Dead/Gone
1 Fiery Confluence
1 Surgical Extraction
1 Boil
1 Stormbreath Dragon
2 Into the Fire
3 Trinisphere
4 Chalice of the Void
Ok, that list looks pretty awful. Does anyone have anything better, but a list that plays some actual dragons.
Not bad for AI!
I wonder if it has some rationale for moving Chalice to the SB and maindecking Bolts, based on what Initiative decks are doing. The dragon part is a mess. Understandably it doesn't have much to work with in terms of proven legacy results, but it did pick out a random assortment of dragons on curve that appear Legacy playable. Not bad at all.
More traditional approach:
//Dragons: 8
2 Invasion of Tarkir
2 Atsushi, the Blazing Sky
2 Terror of the Peaks
2 Glorybringer
//Prison: 10
4 Chalice of the Void
4 Blood Moon
2 Magus of the Moon
//Red Staples: 14
4 Fury
4 Caves of Chaos Adventurer
4 Fable of the Mirror-Breaker
2 Bonecrusher Giant
//Mana: 28
4 Simian Spirit Guide
4 Chrome Mox
4 Ancient Tomb
4 City of Traitors
4 Shatterskull Smashing
1 Sokenzan, Crucible of Defiance
7 Mountain
//Sideboard: 15
3 Dead/Gone
2 Karn's Sylex
2 Fiery Confluence
1 Into the Fire
3 Trinisphere
4 Leyline of the Void
There aren't really playable dragons below 4 mana. Shivan Devastator was a respectable attempt - there isn't much else. So for curve reasons you need to keep low cmc staples (prison pieces, Fable, then probably Rabblemaster or Bonecrusher Giant to have some gas at 2R). Dragons would replace high CMC slots. But Fury and Initiative are still better than any dragons you could run, so those occupy some high cmc slots too. That doesn't leave a lot of room for dragons. 8-10 seems right.
Maybe instead of Bonecrusher/Rabble you just play Seething Song to ramp into 5 mana dragons? That's what the old deck did.
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