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Thread: [Deck] Dragon Stompy

  1. #3221

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by CptHaddock View Post
    So out of curiosity are hands with 2 mountains, and a bunch of good stuff that is 3 cmc + keepable? Would you keep a hand like this against D&T?

    mountain, mountain, sulfur elemental, fiery confluence, chandra, ensnaring bridge, sudden demise.

    That is a absolutely sick hand, just need to hit one mana source. This deck does not mull spectacularly well, and your 6 is almost guaranteed to be worse.

    I came in 10th at eternal extravaganza with the prisonish version.

    Lost my win and in to stupid miracles with like 10 basics and MD back to basics. Felt like the most miserable match up ever.

    I have no idea how to beat that deck.

  2. #3222
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    Re: [Deck] Dragon Stompy

    Besides Sulfuric vortex, we straight lose to Energy Field (with RiP out). Found that out last sunday

  3. #3223
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    Re: [Deck] Dragon Stompy

    Moon Stompy had a really solid run at EE7, good work guys! 10th+11th place is a good finish for this size...

    1. Eli Kasis - Turbo Depths
    2. Patrick Owens - Burn
    3. Sean Friffith - Czech Pile
    4. Daniel Miller - Miracles
    5. Michael Woiten - ANT
    6. Jack Wang - ANT
    7. Eetai Ben-Sasson - Red and Taxes
    8. James Baxter - ANT
    9. Bob Huang - Grixis Delver
    10. Warren Liem - Moon Stompy
    11. Anthony Loman - Moon Stompy

    12. Andy Alt - Grixis Delver
    13. Michael Mapson - Esper Delver
    14. Michael Keller - Dredge
    15. Ben Katz - BUG
    16. Joe Brennan - BUG

    By the way, what do you guys think about a list with 4 Quicksmith Rebell MD? I would replace 4 Mountain with 4 Great Furnace to support the consistancy of Quicksmith in this case. I´m just not sure how this change in the manabase would impact the susceptibility for oposing Wastelands or something. There are often games where we just can land a T2 Moon effect so I love it to open with Mountain go T2 Sol land + Moon to play around Wasteland, I think there will be games where I have to open with Furnace and get Wastelanded which can hurt us...On the other side we have a super strong Quicksmith, I really like this card and was very pleased with it. Legacy has just so many dudes which die to a classic shock and on a empty board he pushes for 5 damage each turn which is not thaaaat worse than Rabblemaster. He also works much better under Bridge or when the oponent has a stupid 2/2 dude on the board.

    What do you guys think about this change?

    My current list for reference:

    14 Creatures
    4 Magus of the Moon
    4 Simian Spirit Guide
    4 Quicksmith Rebel (Played 2 Pia + Kiran Nalaar before)
    2 Hazoret the Fervent (Kicked the 2 Jaya for this dude)

    27 Spells
    4 Blood Moon
    4 Chalice of the Void
    4 Ensnaring Bridge
    3 Trinisphere

    4 Chandra, Torch of Defiance
    4 Fiery Confluence
    4 Chrome Mox

    19 Lands
    7 Mountain
    4 Great Furnace (4 additonal Mountain before)
    4 City of Traitors
    4 Ancient Tomb

    Sideboard:
    4 Leyline of the Void
    2 Kozileks Return
    2 Volcanic Fallout
    2 Abrade
    2 Sudden Shock
    2 Sulfur Elemental
    1 Trinisphere

    The sideboard is now focussed on beating DnT + Delver decks, I played the full 4 Fallout before because the uncountable ability is very important vs Delver but RR plus the damage can be a problem from time to time, Kozileks return is better vs DnT because of devoid and just costs R so I made a solid 2/2 split to stay flexible vs both.
    Same goes for the 2/2 split of Abrade and Sudden Shock vs those MU´s. The uncountable ability is just so mighty vs Delver and also really solid vs DnT because it shuts down the whole Flickerwhisp/Mother/Vial/SFM shenagians...I found Sulfur Elemental good vs DnT but not really more than that tbh, if we need to wipe the board with Fiery Confluence or a boarded sweeper he dies too and he cant get around a Batterskull/Revoker or whatever...
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  4. #3224

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by jandax View Post
    Besides Sulfuric vortex, we straight lose to Energy Field (with RiP out). Found that out last sunday
    So that's not 100% true. It is certainly a painful combo but if you have 1 of 2 sideboard cards you can escape it. If you have Chaos Warp you can warp your way out of it. Additionally, if you have null rods or needles (or i guess now spyglasses), you can name helm and try to get a chalice on 4. This seems weird but I have decked several people after they RiP/Energy Fielded me because if you just pile on all of your lock pieces and have a way to get milled out by helm, they often can't win and are likely lower on cards in deck than you are. This has happened enough that it actually seems like a legit plan if you can't disrupt them before it goes down.

  5. #3225
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    Re: [Deck] Dragon Stompy

    This guy had land tax going so yeah i see your line of play as being the only way to win. Anarchy would also pseudo help bc it would nuke the rip and thus energy field would go to the graveyard. Was my first time seeing the deck in a tournament. Chaos warp and ratchet bomb are options for permanent removal

  6. #3226
    Bear Cub > Tarmogoyf

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    Re: [Deck] Dragon Stompy

    I'd like to confirm a few things.

    Quote Originally Posted by beebles View Post
    This deck does not mull spectacularly well, and your 6 is almost guaranteed to be worse.
    Independent of whether to mull that specific hand, I thought this deck DOES mull well. My understanding of a deck that mulls well is a deck that doesn't need a great number of cards to win: it only needs a few, targeted, powerful cards for a given matchup. That deck can then sacrifice raw card count for getting the bombs that it needs. 8Moon is exactly that sort of deck. If you can T1 Chalice or Trinisphere, that's often enough of a tempo swing that you can claw back from your mull-to-4 opening. I'd love to hear any reasoning to the contrary.

    Quote Originally Posted by ZTurgeon View Post
    If you exile a land, you just always play the land. If you exile a spell, you play that spell 95% of the time unless you need something incredibly specific (need a specific lock peice or sweeper normally).
    If you're talking about the cannons in the quote, how are you playing exiled land? The card says you can cast an exiled non-land card. Lands exiled with the Cannons stay exiled, unless something else is going on.
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

  7. #3227
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by kirbysdl View Post
    I'd like to confirm a few things.



    Independent of whether to mull that specific hand, I thought this deck DOES mull well. My understanding of a deck that mulls well is a deck that doesn't need a great number of cards to win: it only needs a few, targeted, powerful cards for a given matchup. That deck can then sacrifice raw card count for getting the bombs that it needs. 8Moon is exactly that sort of deck. If you can T1 Chalice or Trinisphere, that's often enough of a tempo swing that you can claw back from your mull-to-4 opening. I'd love to hear any reasoning to the contrary.



    If you're talking about the cannons in the quote, how are you playing exiled land? The card says you can cast an exiled non-land card. Lands exiled with the Cannons stay exiled, unless something else is going on.
    +1 I also think this deck mulls good for the same reasons you mentioned
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  8. #3228
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    Re: [Deck] Dragon Stompy

    Have won on multiple mulls to 4. Sounds like a case of the Mondays

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  9. #3229
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    Re: [Deck] Dragon Stompy

    First off, congrats beebles!

    Secondly, I've found this deck mulligans decently (better than most) and if both players mulligan, we are generally favored in the cripple fight.
    My reasoning is exactly what has already been stated. If we land a Moon or Chalice on the first turn, it is likely we've nullified several cards in the opponent's hand (which is arguably like making them mulligan to 4 in many cases).

  10. #3230

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Ace/Homebrew View Post
    First off, congrats beebles!

    Secondly, I've found this deck mulligans decently (better than most) and if both players mulligan, we are generally favored in the cripple fight.
    My reasoning is exactly what has already been stated. If we land a Moon or Chalice on the first turn, it is likely we've nullified several cards in the opponent's hand (which is arguably like making them mulligan to 4 in many cases).
    Awesome finish Beebles.

    I disagree with this deck being easy mulling. You need a lot of mana to really get going - basically 3 for everything you cast, up to 4 depending on the build. I curve out at 3 tops, except for 3 cards, and I can mull to 6, but not 5, depending on what I end up with in hand. If you mull into Tomb + Chalice, and Chalice resolves (maybe half the time?), then you can slow the game enough to draw the lands you need to catch up on board state. Otherwise, it's basically 3-4 cards to get to 3 mana for your main heavy-hitters. Tomb + City are card advantage for you, too, and if you mull but don't hit them, get pwned basically.
    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?

  11. #3231
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by jandax View Post
    Besides Sulfuric vortex, we straight lose to Energy Field (with RiP out). Found that out last sunday
    Jaya Ballard destroys blue permanents. You also have the options of Pyroblast/REB/Active Volcano if you don't mind the non-bo with chalice. Chaos Warp is probably the most useful though as I can imagine it being useful against other decks too.

  12. #3232
    bruizar
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by NormalGuy View Post
    Jaya Ballard destroys blue permanents. You also have the options of Pyroblast/REB/Active Volcano if you don't mind the non-bo with chalice. Chaos Warp is probably the most useful though as I can imagine it being useful against other decks too.
    I think Chaos Orb is the cleanest answer.

  13. #3233
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by bruizar View Post
    I think Chaos Orb is the cleanest answer.
    I like this guy


    Moving on: as a long proponent of goblin stompy I'm pretty sure it's had it's day. In the face of a tempo oriented meta (like mine with delver and combo all over) I'm fairly sure that running clunky four drops isnt the way to have fun in a tournament. Prison however is better positioned to work in a tempo metagame. It runs more value cards that aren't as susceptible to the opponent's strategy as running out rabblemasters and moggcatchers to get bolted, fire'd, plowed, decayed, farted at. While synergistic the goblin build is a blast to play but fragile. So moving forward i like leaning on Quicksmith Rebel and maindecl bridge. With proxies, i also like Sorcerous spy glass. It'd be wonderful if it cantripped but I'm happy with the info it provides. In the early game it shuts off things like DRS and fetchlands and in the late game its a target for QSR or it shuts off their wincon ect. Its easily another hate piece that buys us time to develope faster than the opponent. It's not any radical development but I'm happy with this list:

    4 Magus
    4 Moon
    4 chalice
    3 3ball
    3 spy glass
    3 bridge
    4 Chandra
    4 QSR
    2 fiery confluence
    2 hazoret
    4ssg
    4 chrome mox
    11 mountain
    8 sol land

    In the sideboard there is a smattering of extra confluences and the 4th bridge, gy hate, and matchup specific cards. With this configuration you can easily board out groups of cards and bring in supplements or silver bullets without affecting the gameplan much.


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  14. #3234

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by jandax View Post
    Moving on: as a long proponent of goblin stompy I'm pretty sure it's had it's day. In the face of a tempo oriented meta (like mine with delver and combo all over) I'm fairly sure that running clunky four drops isnt the way to have fun in a tournament. Prison however is better positioned to work in a tempo metagame. It runs more value cards that aren't as susceptible to the opponent's strategy as running out rabblemasters and moggcatchers to get bolted, fire'd, plowed, decayed, farted at. While synergistic the goblin build is a blast to play but fragile. So moving forward i like leaning on Quicksmith Rebel and maindecl bridge.
    I totally get what you're saying about Moggcatcher. It's a 7 mana tutor effect, one that's fairly easy to Bolt (a little tougher to Decay). It's a lot of investment to try to win the game. I think it's still fairly fine, at least in theory, because you're ideally locking out your opponent one way or another, and maybe a ham sandwich could get there at that point. I don't think Moggcatcher is great without the lock, but I think it's a rare tutor effect in Red, and still deserves consideration.

    Rabbles is another matter altogether. I'd dropped Rabblemaster T1, and if it resolves, I win at least 75% of those games. I won a match vs BR Reanimator based on that (which is a horrible, horrible MU for us). Rabblemaster is another Moon effect for me, another R2 spell that spells "gg" to me. Rabbles gets the Force often enough, and even when bolted, I get a dude on the play. Add Jitte, and now your opponent's on the back foot again.

    QSR takes time to set up, an artifact and another mana. Rabble is just another T1 play for a deck that makes big T1 plays that set the pace of the game. I personally like that flow better.

    And also, to reiterate, Bridge gives your opponent a lot of time to draw their outs. Even if you're dealing 2 dmg a turn, how many draws does your opponent get to find an answer? 8, 9 cards? Sometimes you have Bridge and no pressure, even. I'm a strong believer that every deck has an out to Prison locks, and you should close out the game as soon as you can after you land a piece. It's not going to last that long.

    I only run 2 Chaos Orb, both in the SB. Eh, it's okay.
    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?

  15. #3235
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by frogger42 View Post
    Rabbles is another matter altogether. I'd dropped Rabblemaster T1, and if it resolves, I win at least 75% of those games. I won a match vs BR Reanimator based on that (which is a horrible, horrible MU for us). Rabblemaster is another Moon effect for me, another R2 spell that spells "gg" to me. Rabbles gets the Force often enough, and even when bolted, I get a dude on the play. Add Jitte, and now your opponent's on the back foot again.

    QSR takes time to set up, an artifact and another mana. Rabble is just another T1 play for a deck that makes big T1 plays that set the pace of the game. I personally like that flow better.

    And also, to reiterate, Bridge gives your opponent a lot of time to draw their outs. Even if you're dealing 2 dmg a turn, how many draws does your opponent get to find an answer? 8, 9 cards? Sometimes you have Bridge and no pressure, even. I'm a strong believer that every deck has an out to Prison locks, and you should close out the game as soon as you can after you land a piece. It's not going to last that long.

    I only run 2 Chaos Orb, both in the SB. Eh, it's okay.
    I hope you mean Chaos Warp, because Orb is banned.

    I'm going to have to disagree with you on bridge, I find it's one of the best cards in the deck. It's pretty easy to attack with your dudes through bridge and prevent your opponents guys from being able to attack back.

    I agree with QSR being to slow/difficult to setup, I didn't really like it when I tested it.

    I'm currently running a 2/2 split of Rabblemaster and Hanweir Garrison, and they are both really strong but Rabblemaster has some annoying downside so I think I'm going to switch to 4 Garrison and move some Kozilek Return to the mainboard. Garrison doesn't die to Return, and you don't have to attack with the tokens he creates which can be important to leave back blockers sometimes. I also have 2 hangarback's in which I'll leave because they synergize well with sweepers too.

    I've also been eyeing up Cunning Sparkmage or Goblin Sharpshooter, but I'm pretty sure they aren't good enough.

    The next iteration of my list is going to be something like this:

    11 Mountain
    8 Sol Land
    4 SSG
    2 Chrome Mox
    4 Magus
    4 Moon
    4 Chandra
    4 Chalice
    3 Bridge
    3 Trinisphere
    4 Kozilek's Return
    4 Garrison
    2 Jaya Ballard
    3 Hangarback Walker

  16. #3236
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    Re: [Deck] Dragon Stompy

    I was just looking over the Ixalan cards, and noticed that Captain Lannery Storm is pretty insane mana ramp. It looks pretty easy to get to 5-7 mana on turn 2 which could open up some possibilities. What do you guys think?

  17. #3237

    Re: [Deck] Dragon Stompy

    PSA: The new walker rule is in effect on MTGO.

  18. #3238
    bruizar
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by NormalGuy View Post
    I was just looking over the Ixalan cards, and noticed that Captain Lannery Storm is pretty insane mana ramp. It looks pretty easy to get to 5-7 mana on turn 2 which could open up some possibilities. What do you guys think?
    IMO Captain Lannery Storm is great. Also, I really think it's time for Ghirapur Aether Grid in this deck with Sorcerous Spyglass around.

    And yes I meant Chaos Warp lol phonetically similar to orb and I wasn't really sharp :p

    Oh, and I know it's slow, but Treasure Map doesn't trigger city of traitors and gives a lot of gas. Not sure if that's needed but still interesting imo

  19. #3239
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by bruizar View Post
    IMO Captain Lannery Storm is great. Also, I really think it's time for Ghirapur Aether Grid in this deck with Sorcerous Spyglass around.

    And yes I meant Chaos Warp lol phonetically similar to orb and I wasn't really sharp

    Oh, and I know it's slow, but Treasure Map doesn't trigger city of traitors and gives a lot of gas. Not sure if that's needed but still interesting imo
    If QRS is slow and therefore not a good addition shouldn't treasure cove fall under the same logic?

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  20. #3240

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by bruizar View Post
    And yes I meant Chaos Warp lol phonetically similar to orb and I wasn't really sharp :p
    Oh. That makes me a little sad, actually.
    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?

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