Yeah... I'm unconvinced this is a good card for us. But I am interested in hearing how your testing goes Octopusman.![]()
I think this should be seen more as a 3 drop that can race decently fast and is hard to block. Sorta like a Rabblemaster. Compared to rabblemaster however, if removed it leave nothing behind, and it can't either race as fast nor damage a planeswalker the turn it come out. It's however harder to block and can give you some card adnvatage in the cases where you flip like 3 high cmc cards in a row.
I actually really like that guy, since I really hate casting Chandra into do-nothing.
I'm going to brew a Stone Rain + Avalanche Riders build, since I want to make my opponents hate me even more when I destroy their one basic land :D
This reminds me of the time I had just picked up a playset of Beta Stone Rain. Of course I sleeved that up next to a playset of Goblin Settlers and some other prison cards. Sit down ready to make some rude plays. Then my opponent chooses to draw first. I held eight Stone Rains against Manaless Dredge. What a miserable game!
So, thoughts?
http://www.mtgsalvation.com/cards/sh...ght-castigator
Goldnight castigator- (2)(R)(R)
Flying, haste
If a source would deal damage to you, it deals double that damage to you instead.
If a source would deal damage to Goldnight Castigator, it deals double that damage to Goldnight Castigator instead.
4/9
I'm intrigued.
This angel is an option for sure, survives bolt decay and dismember and hits real hard. But well, other good 4 mana creatures already exist and i'm not sure i want to lose to any opponent trying to race by doubling his damage output.
I must not have very good luck with this deck. Played it at my weekly event after taking a few weeks off from it, since the first time I played it didn't go well, either.
Round 1 vs Death & Taxes:
Game 1 I get a turn 1 Rabblemaster on the play. He's able to stabilize and thwart an attack step or two with a Batterskull until I land a Moggcatcher and fetch Tuktuk. He has enough mana to bounce Batterskull but the tempo swing was in my favor. I'm able to get in for some pretty big damage hits, and when he attempts to flash in Batterskull again I use Moggcatcher to fetch Kiki-Jiki and copy Tuktuk for the win.
Game 2 I get another fast Rabblemaster that eats a StP and I never really draw anything else. Sulfur Elemental out of the board shows up much too late.
Game 3 I keep a hand with 2 Pyrokinesis that likely would've won me the game as I had an early Siege-Gang coming, but he landed a turn 2 Absolute Law. :/
1-2, 0-1
Round 2 vs Infect:
I got wrecked by this guy the last time I played Dragon Stompy. This just seems like a miserable matchup. Mulling to 4 game 1 didn't help. I did have double Magus, but he had counters for both. Game 2 I keep a hand with Chalice, Cavern and Magus but he still wins. Sigh.
0-2, 0-2
At this point I dropped and wanted to throw this deck into the garbage. Am I just getting unlucky with matchups or what? I love stompy decks and this one seems to be one of the best available, but I can't quite seem to mirror the positive results that others seem to have with this deck.
Death & Taxes is a tough matchup. Especially when they find their one-of sideboard hate that reads "your opponent can no longer win the game".
This deck is more susceptible to death via mulligans than most. Chances are you'd lose most games where you mull to 4...
Bad matchups and draws happen.![]()
Okay, glad it's not just me. Maybe I just need to be a bit more patient. What's the plan of attack against Infect, aside from a turn 1 Moon effect?
Maybe Sudden Shock so our removal can't be countered/responded to with pump spells? I had a turn 2 Chalice on 1 in game 2 against Infect and that still wasn't enough, as he dropped a Glistener Elf on his first turn, then kept getting in with his turn 2 Blighted Agent, as my Magus couldn't block.
Sakai Toshinori made Top 8 at BMO with this build:
http://www.hareruyamtg.com/jp/k/kD06856S/
20 Lands
4 《古えの墳墓/Ancient Tomb》
3 《魂の洞窟/Cavern of Souls》
4 《裏切り者の都/City of Traitors》
9 《山/Mountain》
25 Creatures
4 《ゴブリンの熟練扇動者/Goblin Rabblemaster》
1 《Goblin Settler》
1 《鏡割りのキキジキ/Kiki-Jiki, Mirror Breaker》
1 《群衆の親分、クレンコ/Krenko, Mob Boss》
4 《月の大魔術師/Magus of the Moon》
4 《モグ捕り人/Moggcatcher》
1 《残忍なレッドキャップ/Murderous Redcap》
2 《鍛冶の神、パーフォロス/Purphoros, God of the Forge》
2 《包囲攻撃の司令官/Siege-Gang Commander》
4 《猿人の指導霊/Simian Spirit Guide》
1 《タクタクの潰し屋/Tuktuk Scrapper》
15 Spells
4 《血染めの月/Blood Moon》
4 《虚空の杯/Chalice of the Void》
4 《金属モックス/Chrome Mox》
3 《罠の橋/Ensnaring Bridge》
15 Sideboard Cards
2 《映し身人形/Duplicant》
3 《フェアリーの忌み者/Faerie Macabre》
2 《ファイレクシアの破棄者/Phyrexian Revoker》
4 《難題の予見者/Thought-Knot Seer》
2 《アメジストのとげ/Thorn of Amethyst》
2 《三なる宝球/Trinisphere》
Purphoros, God of the Forge is a bomb. I also like the SB Thought-Knot Seer against MU where Moon is poor.
That has been my experience against Death & Taxes too... And lately I've been maindecking 3 Fiery Confluences. It's still tough, especially if they find Absolute Law games 2 or 3.
Trinisphere might be better than a Moon because then Infect actually has to pay for all their spells. Follow up with a Moon or pressure.
Werewolf Stompy has a new toy.
https://i.imgur.com/pG1Yj0e.png
Geier Reach Bandit - 2R (3/2)
Creature - Human Rogue Werewolf
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit.
Vildin-Pack Alpha - (4/3)
Creature - Werewolf
Whenever a Werewolf enters the battlefield under your control, you may transform it.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Vildin-Pack Alpha.
Auto-transformation seems pretty good.
Tbh, more than transformations i'd just play it because it's a human (good with magus and caverns) that is a 3/2 haste that will eventually flip into a 4/3 for 2R. Seems more interesting than prodder.
I still say that Werewolf Stompy is horrible.
@TLK: This deck is not consistent by any stretch of the imagination, so having bad luck from time to time is something to be expected. It took me many tries to finally have a decent showing with the deck at a tournament. I am interested in seeing what your list looks like though. Maybe there's something that can be tweaked to give you a little more of an edge.
Flip is pretty much a non-issue, the unflipped side is really, really good. Human and haste. Also, i've seen Sin Prodder played a bit in limited, and yeah, it looked better than i assumed. Maybe i'll try it in again. In theory, maximing on 2R drops should give maximum consistency to the deck. In pratice, there's a limited number of slot in there so...
Also the flip trigger is a MAY so you don't have to flip it at all.
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