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Thread: [Deck] Tarmogoyf Stompy

  1. #1

    [Deck] Tarmogoyf Stompy

    I thought it would be a good time to post the mono green deck I have been playing for a while now. It's basically 9 land stompy tweaked to abuse Tarmogoyf, the last piece of the puzzle to making 9 land stompy competitive.

    Tarmogoyf gives the deck extremely good mid-late game staying power. And it got to replace Skyshroud Ridgeback, a card that while good early absolutely sucked in the mid-late game. It's been quite good and with just a little more very slight tuning I think could be viable...

    Tarmogoyf Stompy

    5 Forest
    4 Wooded Foothills
    4 Land Grant
    4 Elvish Spirit Guide
    3 Quirion Ranger

    3 Vine Dryad
    3 Rogue Elephant
    4 Jungle Lion
    4 Skaggan Pit-Skulk
    4 Skyshroud Elite
    4 Tarmogoyf
    4 Street Wraith

    4 Rancor
    4 Briar Shield
    3 Giant Growth
    3 Might of Old Krosa

    At zulanders suggestion, I cut 4 Wild Dogs for 4 Street Wraith.

    I decided against splashing red for Kird Ape and others because it opens up the manabase to Wastelands and nothing other than Kird Ape improved the clok. Burn doesn't do as much damage over a couple of turns as a creature does, but it makes the opening hands far more inconsistent.

    The 3 ofs were all cards that I absolutely hated seeing more than one copy of per game.

    Quirion Ranger is the card hardest to justify as a 3 of. And I really can't justify that too well except to say that it does suck in multiples, isn't aggressive, and thus seems inferior to the other options that would have to be cut to make room for it.

    Vine Dryad too is something that I hate seeing more than one copy of. It's only rarely as good as the card that you had to remove to cast it. And it's 1 power is a bummer.

    I ran Rogue Elephant for a long time and am confident when I say that you never ever want to play turn one. Even played on turn 2, the tempo and mana it sets you back reduces how much you can do in subsequent turns and costs you more in the number of threats you have and how well you you can portect them than it gains you in it's one additional power over the other creatures. Tarmogoyf is infinately superior and an early Rogue Elephant makes it extremely unlikely that you will get the mana needed to cast it. This is why I hate seeing more than one copy per game, and absolutley loathe seeing multiple copies in my opening hand.

    The 3/3 split between Giant Growth and Might of Old Krosa seems perfect.

    Before I ran Street Wriath, I ran Wild Dogs. They are very flexible. You can cycle them when you're at lower life, or you can cycle them to put a creature in the yard for Tarmogoyf and draw an additional threat instead. But most of the time, they are a 2/1 for G which is a great bargain.

    I would run Briar Shield even if it weren't for it's incredible synergy with Tarmogoyf. It makes whatever creature it enchants unblockable, lightning bolt proof, plus gives it +1/+1.

    And Skraggan Pit Skulk has great synergy with the enchantment based pump.

    The fetchlands are there for goyf but are really awesome for deck thinning as well.

    As an aside, I tried Hidden Gibbons. It's perfect versus blue based decks. But against Vial Goblins, Affinity, 43 land, Vaka Pox and even Red Death sometimes, it was pretty worthless. Definately a 4x in the sideboard.

    I also thought about Jitte and tested Winter Orb as the artifact for Tarmogoyf. It was okay but nothing special against a lot of decks like Goblins for example, and didn't seem worth cutting creatures for. Definately sideboard material.

    A couple of Lotus Petal seem like a reasonable alternative to a couple ESG for goyf purposes.

    On the same vein, can you guys think of any cheap flexible sorceries that you could run 2 copies of in the deck. I am trying to get atleast 6 ways to get each card type into the yard but Land Grant is the only sorcery I run.

  2. #2
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    Re: [Deck] Tarmogoyf Stompy

    I'd hate to say this, but have you tried out street wraith? If any deck wanted a free cantrip it would be this one.

  3. #3

    Re: [Deck] Tarmogoyf Stompy

    That's a great idea.

    I am going to test...

    -4 Wild Dogs
    +4 Street Wraith

  4. #4

    Re: [Deck] Tarmogoyf Stompy

    Quote Originally Posted by SuckerPunch View Post
    On the same vein, can you guys think of any cheap flexible sorceries that you could run 2 copies of in the deck. I am trying to get atleast 6 ways to get each card type into the yard but Land Grant is the only sorcery I run.
    I found the following last time I looked:

    Commune with Nature - Will help you find Tarmogoyf.

    Edge of Autumn - Puts excess land to good use.

    Elven Rite - Decent pump.

    Elephant Resurgence - A sorcery that acts as another creature.

  5. #5

    Re: [Deck] Tarmogoyf Stompy

    Potential Sorceries:
    Edge of Autmn
    Weird Harvest
    Enshrined Memories
    Monstrous Growth
    Harmonize

    Regarding splashing:
    Red offers Song of Blood, and Last Chance/Warrior's Oath/Final Fortune, Rites of Initiation - any of which can improve your clock. There's also a nice library of burn sorceries to feed the Tarmogoyf, although that would chance the deck into some variety of sligh.

    You might also consider:
    Phyrexain Soulgorger
    as an artifact.

  6. #6
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    Re: [Deck] Tarmogoyf Stompy

    Don't splash. As far as edge of autumn is concerned I'd test 2, anything higher seems like it'll be dead since you only run 10 lands total and most likely wont have more than 3 in play at any given time. For artifacts run some of the baubles, they're artifacts and help you cantrip too.

  7. #7

    Re: [Deck] Tarmogoyf Stompy

    Thank you for all the suggestions. But all of them except Commune with Nature cost too much manor need too many lands for 9 land stompy. And even with Commune with Nature, I feel like you're better off using a turn to cast a creature than tutoring for one. But Tarmogoyf is very good so I'll keep it in the back of my mind.

    I really don't think the list should be altered unless the cards added are everybit as good as the cards they replace.

    Baubles have a lot of potential, but unlike Street Wraith, they make bad topdecks. So I would rather not cut creatures to make room for them just to make Tarmogoyf marginally better. Lotus Petal in place of ESG also has potential.

    So if I were to make the deck a lot more Tarmogoyf centric, I would run Commune with Nature, Lotus Petal and maybe 2 Baubles. But I think it's better the way it is, not too dependent on one card.
    Last edited by SuckerPunch; 07-30-2007 at 07:59 PM.

  8. #8

    Re: [Deck] Tarmogoyf Stompy

    Have you tested against a deck that can play Chalice set on (1) against you yet ?

    What artifact destruction would you have in the s/b ?
    It can't be oxidize - and if it's naturalise (2cc) or Krosan Grip (3cc) - how consistently are you able to cast it with the tight mana base ?
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  9. #9
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    Re: [Deck] Tarmogoyf Stompy

    Well, it's a good stompy deck, but has the same problems as every mono green aggro has... first, it's unstable and will probably be defeated by another aggro deck. Second, it has a mana base that will sure let you down manny times because you want to keep a hand and can't for the lack of mana... i know for my own experience, been plaing mono green for lots of times, and imo, cut the rangers for lands...
    The worse problem, and that's why it is hard to work in legacy, it can't beat combos... try hard sideboard against combos, such like CotV @0 and stuff...
    GL with the mono green, Someday we shall return from the ashes ^^
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  10. #10

    Re: [Deck] Tarmogoyf Stompy

    Where is berserk?
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  11. #11

    Re: [Deck] Tarmogoyf Stompy

    Quote Originally Posted by Judge_Julez View Post
    Have you tested against a deck that can play Chalice set on (1) against you yet ?

    What artifact destruction would you have in the s/b ?
    It can't be oxidize - and if it's naturalise (2cc) or Krosan Grip (3cc) - how consistently are you able to cast it with the tight mana base ?
    Sundering Vitae works decently in Stompy decks because of the Convoke. However, if Chalice of the Void is played before you get a few creatures on the board, you'd be in trouble no matter what.

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    Re: [Deck] Tarmogoyf Stompy

    Quote Originally Posted by Kilz88 View Post
    Where is berserk?
    Well, since i think he's not trying to pump goyf the hell out with 20~24 pump spells, maybe he should try to focus on having a creature-aggro deck, not a berserk-combo one, but maybe it could fit...

    Where's River Boa though...
    If you fail to explain the reason behind your choice, technically, it's the wrong choice.

    Quote Originally Posted by Tacosnape View Post
    It's one of the ten strongest cards in Legacy. And in truth, in any deck you design, you really need to have a good reason -not- to run Wasteland.
    Zerk Thread -- Really, fun deck! ^^

  13. #13

    Re: [Deck] Tarmogoyf Stompy

    I'm just trying to make a better 9 land stompy and I do think that's what this is. I'm not trying to create the deck that wins Legacy Worlds. The instant speed pump and Tarmogoyf are actually a huge help against aggro decks with bigger creatures.

    As far as Chalice, yeah Sundering Vitae seems to be the best option.

  14. #14
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    Re: [Deck] Tarmogoyf Stompy

    Well... i meant... if you can beat some hi level decks, maybe you will be able to do a better deck at all...

    In my opinion, River Boa belongs to every green fast deck... its versatille, offencive, defensive, regen from burns and has islandwalk, that's the most comon splashed collors in legacy...
    I use to run 12 lands in my mono green, but people think it's to much... but i think for you, i would run Petal instead of Quirion, since it's sinergical to goyf...

    -3 Quirion
    +3 Petal
    If you fail to explain the reason behind your choice, technically, it's the wrong choice.

    Quote Originally Posted by Tacosnape View Post
    It's one of the ten strongest cards in Legacy. And in truth, in any deck you design, you really need to have a good reason -not- to run Wasteland.
    Zerk Thread -- Really, fun deck! ^^

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    Re: [Deck] Tarmogoyf Stompy

    If you start thinking about a Sideboard, be sure to try out Root Maze.

    Since lot of decks are playing tons of fetchland, spending 2 turns before they can acces mana really helps to get your damage through.

    Ankh of Mishra also works wonders, that's 5 damage to get 1 mana from a fetchland.

    I ran a Vintage deck like that once at a tournament. I played both maindeck, but they sure help as a backup/transformational sideboard plan.

    Imagine a turn 1 Rootmaze, turn 2 Ankh (With ESG mana). After that just play your creatures and damage your opponent.

    You should only cut Quirion Ranger from your list if you did, but those can be replaced with Lotus Petal, which also counts as an extra +1/+1 for Tarmogoyf.

    EDIT: I just realised that if you use this idea, you might want to try out Wild Might from Prophecy. That card is pretty good when you are using mana denial. but I think Might of old Krosa is better overal. Just try it out.
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    Re: [Deck] Tarmogoyf Stompy

    I wouldn't cut Quirion Ranger. He's a huge part of running as few lands as the deck does. When you get into the decks mid game turns 3-5 and have got 2 lands in play he gives you the ability to spend 3 mana. He also allows for combat tricks that combined with pump abilities can make an opponent attacking you turn into a huge mistake.

    The only card to me on the OP's list that looks less then incredible is Might of Old Krosa. That might just be a difference in how they play the deck though, I would prefer Bounty of the Hunt, due to its further surprise factor and its ability to spread the pump amongst multiple dudes, allowing for better combat advantage.

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    Re: [Deck] Tarmogoyf Stompy

    Quote Originally Posted by Gui_Brasil View Post
    In my opinion, River Boa belongs to every green fast deck... its versatille, offencive, defensive, regen from burns and has islandwalk, that's the most comon splashed collors in legacy...
    This deck can only support so many 2 drops, and Goyf has replaced River Boa as that 2 drop. In addition, Goyf does everything River Boa does, but better. The only real advantage Boa has over Goyf is Islandwalk, which I think is made up for by Goyf's sheer power.
    Quote Originally Posted by Tacosnape View Post
    For example, if your friend steals your ice cream cone, and you start chasing him only to have a large weretiger jump out from behind a parked car and go "ROAR" in your face, only to then have said weretiger be struck by a bolt of lightning and be reduced to a smoldering catpile, you are probably going to be like "Wtf just happened" for at least a few brief moments while your friend escapes with your ice cream cone. And if you aren't distracted, you have Trample.

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    Re: [Deck] Tarmogoyf Stompy

    Quote Originally Posted by Xenocide View Post
    This deck can only support so many 2 drops, and Goyf has replaced River Boa as that 2 drop. In addition, Goyf does everything River Boa does, but better. The only real advantage Boa has over Goyf is Islandwalk, which I think is made up for by Goyf's sheer power.
    Acctualy, i think the deck can stand both, cos i run 8 boas in my deck sometimes (4 with swamp walk), and it's just fine... the only thing that goyf does better is being stronger, but boa can also regen for 1 mana, that's quite an weapon in stompy, since it can attack everytime, and can be used as blocker... islandwalk is not the only thing, it's the best thing, since it makes Boa a 'must deal' every game they have island, and you'll find it to be very often...
    If you fail to explain the reason behind your choice, technically, it's the wrong choice.

    Quote Originally Posted by Tacosnape View Post
    It's one of the ten strongest cards in Legacy. And in truth, in any deck you design, you really need to have a good reason -not- to run Wasteland.
    Zerk Thread -- Really, fun deck! ^^

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    Re: [Deck] Tarmogoyf Stompy

    You have fetchlands and Quirion Rangers. Plus you have creature enchantments. I see no compelling reason not to include a single copy of Dryad Arbor in a deck such as this.

    Currently you have no Llanowar Elves or such to untap with the Ranger. Arbor can fit that role for extra mana. And you can also save the Arbor from death with the Ranger ability since it is both a creature and a Forest. This is the deck that is made for that card. So I think I would have more than just one.

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    Re: [Deck] Tarmogoyf Stompy

    I thought about Tarmogoyf in 9LS too when it came out, but i feel its just not what stompy needs to make it even better. As sugested, 9LS and any clone based off it just cant handle to many 2 drops. 6 at the most, but normaly 4. And while tarmo is all big and flashy right now, all he is right now in this deck is just a slightly undercosted creature for his power and toughness with no other abilitys. Thats not what 9LS needs to make it better. The creatures it has are good enough to do what 9LS needs to do. Both River Boa and Silhana Ledgewalker are more valuable in these decks, due to their forms of unblockability, being able to regenerate every turn and hold off big damage creatures like Piledriver, or being un-swordsable makeing it the primary target for all your pump. Since 9LS doesent realy need another creature, what it has been waiting for with every new set that comes out, is either some disruption thats better then Winter Orb, or some creature removal. I personaly feel something like a 2 casting cost 2 damage Sandstorm would be awsome (prefferably with convoke. Make it a rare, i dont care...).

    Anyway now. Since this technicly isnt about standard 9LS, ill talk about this paticular deck.

    You need to try and work in some Mishra's Baubles, since you have exactly zero artifacts. You have to much pump makeing you more likely to draw pump after creature control is used on you, effectivly makeing useless topdecks. Giant Growth should never be less then a 4 of. Its one of your most valuable cards since it allows you to deside what lives and dies. I still feel MoOK isnt all that great being that you cant cast it as a suprize without it being a crapy Giant Growth. While Rogue Elephant may seem like it has sinergy with Tarmo, it doesnt since it make it hard for 9LS's limited mana base to have enough mana to cast Tarmo. And waiting to cast RE after you cast Tarmo just throws off the flexabilty of your hands.

    If i had to quickly say what changes id make, i guess it would be...

    -3 Rogue Elephant
    -3 Might of Old Krosa
    +4 Mishra's Baulbe
    +1 Giant Growth
    +1 Quirion Ranger (could be a 4th Vine Dryad too, but i feel QR is slightly more what you need right now)

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