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Thread: [Deck] Dragon Stompy

  1. #541
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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Maveric78f View Post
    All the cards are listed in the option of a half-prison half-beatdown game plan I proposed earlier. I had 2 empty spots for beaters and none of the 4 candidates looks terriffic. The goal is to win within 3 or 4 turns with 1 kill in play, when your opponent is struggling to go back into the game facing your lock piece.

    I'm approxively ok with all you remarks except :


    If you have him in play, either you don't need hellbent either you don't need to attack.


    Let's face it. Only brainstorm is an overly played instant that don't need a legal target in legacy. Brainstorm is probably hit by trinisphere, chalice, and even moons as blue decks love to splash. I think it's a very good entry.


    On turn 6 or 7, you are already dead if you don't control the game by denying their mana base. I'm not sure it's so bad. I mean 6/6 trample for 4 when your opponent is mana denied...


    If you really take the combo lock/beatdown. He's another perfect guy removing a blocker and hitting strong. The only problem is that it's absolutely not combo with ancient tomb. With him in play all your ancient tombs become deads as long as you don't get a moon effect.
    Chalice does not stop them from playing cards. Only resolving them. There aren't a ton of great options outside of what we have.

    LOL we could be like Faerie Stompy and run Chartooth Cougar for a Mountaincycle/OMGtoomuchmana Firebreathing beater. It's an idea. First turns if you have City or Tomb with no red source, it helps set up. It can thin the deck(marginal difference). I dunno. It's an idea. Probably bad.

    I think the deck needs some low costed good creatures. Magus and Raiders are both good. Mauler and Sulfer are ok, not great. Other options are plain bad. Anyone have any ideas for a low cost efficent beater?

  2. #542
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    Re: [DTW] Dragon Stompy

    @ taco:

    If trinisphere sucks, since it can't be used for impring and "forces" us to play it imprinting blood moon, do you think that Pyrostatic Pillar is a bad idea?

    We can afford the damage, if we can slow our opponent enough to play moon or a beater, and ... I don't know I just wated to know your opinion about it.
    Excuse my errors, English is not my native language. I'm Italian.

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  3. #543
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    Re: [DTW] Dragon Stompy

    I know we tried Drooling Ogre in Junk Pile and he worked out ok. Other that that, as far as undercosted red beaters nothing really comes to mind.
    Quote Originally Posted by Getsickanddie View Post
    Also, this thread needs more drunk Peter Rotten.
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  4. #544
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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Rinello View Post
    @ taco:

    If trinisphere sucks, since it can't be used for impring and "forces" us to play it imprinting blood moon, do you think that Pyrostatic Pillar is a bad idea?

    We can afford the damage, if we can slow our opponent enough to play moon or a beater, and ... I don't know I just wated to know your opinion about it.
    Neat History Lesson. In the original Dragon Stompy, back when the deck wanted to beat Goblins/Threshold/Storm Combo and cared about nothing else, the disruption pieces were Chalice of the Void and Pyrostatic Pillar. And it wasn't even all that good back then, truth be told.

    Pillar is weak. And you're wrong about the damage. We can't afford the damage. Especially since in the current incarnation, most of what we play is 3 or less. Seriously. Pit Dragon and Slogger are the only things we play that don't trigger under a Pillar, and if Chalice and Moon do their jobs, our opponents play less spells than us. What's more, we can't afford to be faced with a decision of whether to take damage or lose Hellbent. Once we get our Hellbent guys out, we've got to play everything we have.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  5. #545
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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Tacosnape View Post
    Neat History Lesson. In the original Dragon Stompy, back when the deck wanted to beat Goblins/Threshold/Storm Combo and cared about nothing else, the disruption pieces were Chalice of the Void and Pyrostatic Pillar. And it wasn't even all that good back then, truth be told.

    Pillar is weak. And you're wrong about the damage. We can't afford the damage. Especially since in the current incarnation, most of what we play is 3 or less. Seriously. Pit Dragon and Slogger are the only things we play that don't trigger under a Pillar, and if Chalice and Moon do their jobs, our opponents play less spells than us. What's more, we can't afford to be faced with a decision of whether to take damage or lose Hellbent. Once we get our Hellbent guys out, we've got to play everything we have.
    Lol, with Char and Pyrostatic Pillar I have revealed the history of Dragon Stompy!!!

    So.. you have no trini main? I guess you use 8 moons maindeck.. I should try this build before considering some more threat..
    Excuse my errors, English is not my native language. I'm Italian.

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  6. #546
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    Re: [DTW] Dragon Stompy

    I was skimming through this thread and I don't know if this topic was discussed, and if it was I'm sorry, but what about Chandra? I think that it could be good in quite a few situations. It seems better in a meta where there are a lot of White Thresh and can possibly kill a goyf and live to tell the tale and if not, then you just play another one. Possibly replacing a Slogger or two? Just a thought. Dose anyone else have any?
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  7. #547
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    Re: [DTW] Dragon Stompy

    Chandra was tried and rejected the day she was spoiled. I found her to be like Powder Keg - an answer to many things, but a bad one to all of them. Combine that with a 5cc and the fact that Slogger removes everything she could while also winning and you can see why she doesn't really have a place in the deck.
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  8. #548
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    Re: [DTW] Dragon Stompy

    // Deck file for Magic Workstation (http://www.magicworkstation.com)

    // Lands
    9 [MM] Mountain (4)
    4 [TE] Ancient Tomb
    4 [EX] City of Traitors

    // Creatures
    4 [DIS] Rakdos Pit Dragon
    4 [FUT] Gathan Raiders
    3 [MR] Arc-Slogger
    4 [FUT] Magus of the Moon
    4 [PLC] Simian Spirit Guide
    1 [PLC] Akroma, Angel of Fury
    2 [PLC] Sulfur Elemental
    1 [SC] Chartooth Cougar

    // Spells
    1 [DS] Sword of Fire and Ice
    3 [BOK] Umezawa's Jitte
    4 [MR] Chalice of the Void
    4 [MR] Chrome Mox
    4 [MR] Seething Song
    2 [AL] Pyrokinesis
    2 [8E] Blood Moon

    // Sideboard
    SB: 4 [DS] Trinisphere
    SB: 3 [10E] Pithing Needle
    SB: 4 [CH] Tormod's Crypt
    SB: 2 [AL] Pyrokinesis
    SB: 2 [8E] Blood Moon


    A LOT of red cards to pitch mox and Pyrokinesis.
    Your hand will be empty pretty fast, and there is a very little chance to be stuck with your full hand and no way to drop anything.
    Sideboard will fix everything to be more suitable with your gameplay or MU, and with Pyro + 2 Blood Moon MD you can controll the board better, or have the opportunity to sacrifice one of those cards for mox.

    This is my personal choice, I think that the only open slots are
    "coguar or mountain", equipment, "4 slot blood moon/trini/ Pyro"

    After I tested 3 Akromas I can tell that you will use it like a 2/2 Grey Ogre or to pitch. Pyrokinesis + Blood Moon is more versatile I guess.
    I keep 1 Akroma because it is a nasty surprise if you can Morph her, and I don't mine imprinting her if this does help me to empty my hand.
    Excuse my errors, English is not my native language. I'm Italian.

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  9. #549
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    Re: [DTW] Dragon Stompy

    Chartooth Cougar? How's that working for you? When I play Dragon Stompy, I often have a hard enough time casting Arc-Slogger for five, let alone Cougar or Akroma for six. I think I'd end up mountaincycling him virtually all the time, so why not just run the 10th mountain?

  10. #550
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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Kuma View Post
    Chartooth Cougar? How's that working for you? When I play Dragon Stompy, I often have a hard enough time casting Arc-Slogger for five, let alone Cougar or Akroma for six. I think I'd end up mountaincycling him virtually all the time, so why not just run the 10th mountain?
    Because it is better than a mountain late in the game. Most of the time you will use it to get a Mountain, but when you are late in the game and need a threat, he is there.

  11. #551

    Re: [DTW] Dragon Stompy

    And he makes you mulligan even more those hands that don't quite have the adequate amount of mana. Yeah, sounds really good..
    And no, I don't think first turn play of tomb, mountaincycling is quite good enough.
    Besides, for 6 mana you really should get more than a 4/4 kitten. A 6/6 flying, trampling prot StP sounds more like it.

  12. #552
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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by deviant View Post
    And he makes you mulligan even more those hands that don't quite have the adequate amount of mana. Yeah, sounds really good..
    And no, I don't think first turn play of tomb, mountaincycling is quite good enough.
    Besides, for 6 mana you really should get more than a 4/4 kitten. A 6/6 flying, trampling prot StP sounds more like it.
    Yeah cause I would definitely keep a hand with just 2 lands, anyways...

  13. #553
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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Jak. View Post
    Yeah cause I would definitely keep a hand with just 2 lands, anyways...
    Uhm, yes you would. In a Stompy deck, that usually means three mana (either one is a double or you have a Mox). In this particular one, probably more because of SSG and Song.

    Actually, the best hands this deck could wish for are usually two-land hands.
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  14. #554

    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Jak. View Post
    Yeah cause I would definitely keep a hand with just 2 lands, anyways...
    The deck runs only 18 lands. How many do you expect to see in your opening hand? 2 sounds perfect to me.

  15. #555
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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Nihil View Post
    Uhm, yes you would. In a Stompy deck, that usually means three mana (either one is a double or you have a Mox). In this particular one, probably more because of SSG and Song.

    Actually, the best hands this deck could wish for are usually two-land hands.
    I meant 2 mana hands. If you get a 2-mountain hand, with no other sources, like deviant was saying, would you keep that?

  16. #556
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    Re: [DTW] Dragon Stompy

    look at your odds.

    2 mountain hand with NO OTHER MANA SOURCES IN YOUR HAND:

    Here's what's left in the deck:
    4x Chrome Mox
    4x SSG
    8x Mountain
    8x 2-mana lands

    24 mana sources left, 29 other cards, and 4 of those should be Seething Song. You have 2 draws before you run out of land-drops. Your odds of getting a permanent mana source is extremely high. Even higher if you need a one-time mana source.

    Yeah, I'd keep a 2-mountain hand. I'm thinking of finding some room for either Crucible or a couple more mountains. Some of few of the "auto-includes" aren't that necessary (not sure on what they are yet, but...). I think Blood Moons are better than Magii. I'm changing the ratio in mine. Yeah, Magii are win con's you can slap a Jitte on, but they are also easily removed.

  17. #557
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    Re: [DTW] Dragon Stompy

    Now, how would Cougar be different than that Mountain? Good, you see my point. The deck wants to get to three mana. Cougar helps with that.

    The deck has a ton of mana cards. Drawing them late in the game is not the greatest. Drawing Cougar late in the game is much better.

  18. #558
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    Re: [DTW] Dragon Stompy

    This may be a lame suggestion/question. In spite of that, I'll mention it anyway. Has Reckless Wurm been tested? It would be a good toss to Gathan Raiders (sweet combat trix; turn 1 2/2 vanilla into a possible 5/5 and a 4/4 blocker), but at it's worst, it's a 4/4 trampler for 5, which is possibly worse than Arc-Slogger. I was just thinking of it as a 2-of in place of Sulfur Elemental. I haven't tested, I was just running through some cards, and I happened to see it.

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  19. #559

    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Jak. View Post
    I meant 2 mana hands. If you get a 2-mountain hand, with no other sources, like deviant was saying, would you keep that?
    Now where exactly did I say a two mountain hand? Or did I even mention "no other mana sources"?
    Now please don't distort what I said. I just pointed out that cycling for a land is not exactly what you'd want to do with a deck that has no late game whatsoever
    Really. It took me like four games to realise that. Topdecking is not what we're good at. Something like a slogger, pit dragon or akroma are topdecks good enough to still win you the game but a 4/4 kitten is definitely not.

    And about those trinis, I think they best serve us as a three-of in the sb.
    And about FtK: it is situatinional as it needs something to ping, and it costs a total of 4 mana. If the meta doesn't change a lot, I don't think it has a place after all. I know most of you knew this already but I was a little sceptic.
    Just wanted to say this if there's someone lurking in the thread that doesn't know yet that the difference between three and four mana is HUGE in this deck.

    If you want to up the creature count, I think the two akromas and some sulfurs are the way to go.

    What do you people think about akroma now that she's been lurking in the decklists for a few weeks. Still playing her?

  20. #560
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    Re: [DTW] Dragon Stompy

    Wurm sounds a bit too situational. He's pretty underpowered if hardcast. Hellbent Dragon and Raiders are better than he is, Slogger has a bigger butt and some removal/burn with him.

    Cougar was an idea I came up with a few posts up partly being a smartass. People were debating the last few slots of Sulfer/Akroma, so I suggested Cougar to take after Faerie Stompy. One major difference is we play 6+ Moon effects, slowing our double lands. Even with Song+1 mana, a 4/4 isn't that good. The only way Cougar is good is in a 1 double land hand with lots of good stuff and Cougar. Instead of mulling, Mountaincycle for a turn 2 lockpeice/song+fat.

    When it comes down to it, he's about as situational as the Wurm and about the same unimpressive power level.

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