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Thread: [Deck] Dragon Stompy

  1. #801
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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Osse View Post
    I think this is the reason alot of Goblin players are now playing a basic swamp maindeck. I'm not saying you're wrong, but its not something you can rely on. Also, post board they will side in Grips, and Incinerator will still be good, so moons aren't necessarily 'safe' disruption. I think the matchup is really dependant on the first 10-14 cards because the first person to jump through tempo usually keeps it, unless one of them goes something nuts like double Slogger/SGC
    I see that too as most of those kinds of players run a lot of fetchlands that will fetch red while the bloodstain mire fetches black as well as red the more the reason to toss in a few basic swamps as well as Badlands for the splash.

    Soon I could see them throw in Green for the Korsan Grip Removal and if luck comes along an enemy Fetchland a will be circulated to give the decks more variation in fetching other kinds of basic lands as well as Duals.

  2. #802
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    Re: [DTW] Dragon Stompy

    yea there are builds of R/b/g, but if you are playing against R/b and you toss a moon down first turn, they can`t fetch for black, so only one swamp really isn`t a problem.
    test it, buy it, play it

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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by savemysoul View Post
    yea there are builds of R/b/g, but if you are playing against R/b and you toss a moon down first turn, they can`t fetch for black, so only one swamp really isn`t a problem.
    So Blood Moon turn one or Magus of the Moon and you have part of the game in the bag unless they have the basic swamp in hand to laugh at cha otherwise.

    I see.

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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by savemysoul View Post
    yea there are builds of R/b/g, but if you are playing against R/b and you toss a moon down first turn, they can`t fetch for black, so only one swamp really isn`t a problem.
    Let's be real, though. You aren't going to get the turn one Moon down before they have a land drop more than about 15-20% of the time, and that estimate may be high. You lose 50% based on your opponent going first, and then if you're going first, you have to have a Moon in hand and the acceleration not only to play the Moon on turn one but to make it correct to do so. And even then they could randomly have the basic swamp. Although, by the same token, you'll steal a few from turn two-three Moons because your opponent didn't have a fetchland.

    The point is that Swamp or no Swamp, Blood Moon probably isn't worth keeping in against Goblins past game one.

    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.

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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by Tacosnape View Post
    Let's be real, though. You aren't going to get the turn one Moon down before they have a land drop more than about 15-20% of the time, and that estimate may be high. You lose 50% based on your opponent going first, and then if you're going first, you have to have a Moon in hand and the acceleration not only to play the Moon on turn one but to make it correct to do so. And even then they could randomly have the basic swamp. Although, by the same token, you'll steal a few from turn two-three Moons because your opponent didn't have a fetchland.

    The point is that Swamp or no Swamp, Blood Moon probably isn't worth keeping in against Goblins past game one.
    I get it the SB plan against Goblins is to side out all of the blood moons and go for some mass removal to slow down the hordes. But then again the Magus of the Moon provides some blockage in the early game but would be rendered useless in the late game unless they use a lot of nonbasic lands such as the Port, fetchlands or duals for splashing.

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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by mercenarybdu View Post
    I get it the SB plan against Goblins is to side out all of the blood moons and go for some mass removal to slow down the hordes. But then again the Magus of the Moon provides some blockage in the early game but would be rendered useless in the late game unless they use a lot of nonbasic lands such as the Port, fetchlands or duals for splashing.
    But it still will provide them with red mana. Sure you take away the Port's tap-a-land ability, but they can still use it pretty effectively. Magus becomes a chump pretty quickly. I'd side in my max number of mass removal and rip out Moon effects. I think that Trinisphere is really cool here because it negates the Chief discount.

    What is the standard removal card in the SB now anyways? Rolling Earthquake is really expensive. Is Earthquake the way to go? Pyroclasm? Starstorm(not quite as good as Rolling Earthquake)?

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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by chokin View Post
    But it still will provide them with red mana. Sure you take away the Port's tap-a-land ability, but they can still use it pretty effectively. Magus becomes a chump pretty quickly. I'd side in my max number of mass removal and rip out Moon effects. I think that Trinisphere is really cool here because it negates the Chief discount.

    What is the standard removal card in the SB now anyways? Rolling Earthquake is really expensive. Is Earthquake the way to go? Pyroclasm? Starstorm(not quite as good as Rolling Earthquake)?
    I think most are leaing towards Pyrokinesis. It helps achieve hellbent, it's red, and it can effectively clear boards (4 dmg is alot to dole out... for no mana).

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    Re: [DTW] Dragon Stompy

    Yea no mana but card disadvantage
    test it, buy it, play it

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    Re: [DTW] Dragon Stompy

    Pyrokinesis is pretty solid. The only way I'd pick something else is if you've got a ton of Empty The Warrens stuff to deal with.

    Card disadvantage isn't a bad thing for Pyrokinesis. Anything you're boarding in Pyrokinesis against is one of two things.

    1. A combo deck with creatures as part of the combo.
    2. A deck that's trying to out-aggro you, or at least throw enough blockers down to survive until it can turn aggro.

    In neither situation do you care very much about the card advantage. Pyrokinesis is a 0-mana instant, which automatically makes it a powerhouse in this format. It will teach lessons to most decks that try to out-aggro you like Goblins, Affinity, and Sui Black (Eva Green can still do it with a good hand due to all their stuff generally having toughness 5), and it's just more fuel to add to the fire against things like Cephalid Breakfast and Ichorid. And the mirror match is all about Pyrokinesis.

    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.

  10. #810

    Re: [DTW] Dragon Stompy

    Umm.. The mirror match for me was all about 1st turn sloggers, but yeah - pyrokinesis was the card I missed the most. Even with 1st turn slogger slammed into the table - you can't afford to block even once with him 'cause then he would be in pyro-range. (The other guy had them.)
    @ Taco: What do you think: in the mirror, if you're on the draw - side out chalices, blood moons and maguses if you have anything to bring. Mostly Pyrokinesis I guess but anything that can pick up a jitte or actually do something will do just fine.
    And on the go: board back in at least chalices and maguses, not blood moon really.
    1st turn chalice was a straight game loss for me in the g2 of the mirror: I had a Mox and a Raiders and an Akroma that I just couldn't play. Also, it's (potential) mana denial and tempo if you go first and slam a magus down.
    Or am I just stupid?

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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by deviant View Post
    Umm.. The mirror match for me was all about 1st turn sloggers, but yeah - pyrokinesis was the card I missed the most. Even with 1st turn slogger slammed into the table - you can't afford to block even once with him 'cause then he would be in pyro-range. (The other guy had them.)
    @ Taco: What do you think: in the mirror, if you're on the draw - side out chalices, blood moons and maguses if you have anything to bring. Mostly Pyrokinesis I guess but anything that can pick up a jitte or actually do something will do just fine.
    And on the go: board back in at least chalices and maguses, not blood moon really.
    1st turn chalice was a straight game loss for me in the g2 of the mirror: I had a Mox and a Raiders and an Akroma that I just couldn't play. Also, it's (potential) mana denial and tempo if you go first and slam a magus down.
    Or am I just stupid?
    Winning the mirror goes like this.

    Deck Design: Play 22-23 threats at minimum. Play 4 Arc-Sloggers. Don't play Trinisphere. Don't play Akroma, Angel of Fury. I cut her immediately upon discovering how awful she was in the mirror. Sulfur Elemental and Mauler are both pretty good in the mirror. Mauler might be slightly better due to natural Pyrokinesis resistance. (It still usually kills him, but they'll never get a 2 for 1 involving a Mauler with Pyrokinesis, whereas they might with Sulfur Elemental.) Oh, and if you really want to dominate the mirror, run Flametongue Kavu.

    Game 1: Win the die roll. If you do, drop your first Chalice for 0 (Unless you're sitting on a hand full of Gathan Raiders, obviously). If you don't win the die roll, you may be better off saving them for Gathan Raiders flipping. Sloggers, as you said, are the biggest difference maker in this game. Equipment is second. SOFI, while bad, is really good in the mirror, and in mirrors where neither player runs them, winning the Jitte war is important.

    Not game 1: Let's look at your sideboard cards.

    Pyrokinesis: Board all 4 in for your 4 Chalices unless you are on the play and you are 100% sure your opponent is playing Akroma, Angel of Fury. If this is the case, cut 2 Chalice and 2 Blood Moon instead. It's not worth keeping Chalice in just to stop Chrome Mox and Gathan Raiders. Blood Moon, while being bad, is at least fodder for both Mox and Pyrokinesis, which is vital considering that in the mirror you can scarcely afford to lose threats. Generally, Chalice is the most important thing to ditch.

    Pithing Needle: Needle is your toughest choice. It always comes in for Blood Moon if you saw Sword of Fire and Ice, or if you're pretty sure your opponent runs more Jittes than you. What makes Needle good in the mirror is that, as neither deck has any draw capacity, it will stop whatever they have that you don't. If they threaten to Slogger all your guys to death, you name Slogger. If they threaten to fly over and kill you with a firebreathing, Hellbent Dragon, you name Dragon. Boarding all four in for Moons might be overkill and cause you problems with Mox and Pyrokinesis, so base the number you bring in on your equipment situation. Obviously, since preemptive Needles are worse than reactive Needles, Needle is stronger on the draw than on the play, where you're more likely to need the Blood Moon in your opening hand for Mox fodder.

    Trinisphere: Definitely a nono on the draw. It can be useful on the play, but it usually isn't, as your opponent runs 2-mana lands and SSG's, meaning they'll often get out of the Trinisphere oppression by turn 2 and sometimes by turn one. Avoid it.

    Tormod's Crypt: About as useful as a football bat. Leave it in the board.

    Powder Keg: If you run Keg, which I don't, it's worth a look. A Keg can take down your opponent's Moxes, and early enough it can set you up to kill equipment or your opponent's threats. Shooting Morph guys with him is risky even if you know your opponent runs Akroma, as Gathan Raiders flip over at a moment's notice.

    Ingot Chewer: I don't like Mr. Chompers, but he's decent in the mirror. He eats Moxes, he eats Jittes. That's all you really need to know.

    So, shortened, assuming you run a normal Pyrokinesis/Needle/Crypt/Trinisphere sideboard:

    -4 Chalice of the Void
    +4 Pyrokinesis

    +0-4 Pithing Needle based on circumstances
    -0-4 Blood Moon based on circumstances

    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.

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    Re: [DTW] Dragon Stompy

    Apologies for double-posting, but I just had a situation in a game where, the more I look at it, the more fascinating it becomes as if I'd played it any other way than exactly how I played it, I might have lost.

    So here's the puzzle to discuss. Who knows? Maybe I'll learn more than you will.

    My opening hand is Ancient Tomb, Mountain, Chrome Mox, Gathan Raiders, Simian Spirit Guide, Arc-Slogger, Taurean Mauler.

    My opponent keeps a 7-card hand and because MWS hates me, wins the die roll 18-4. He leads Badlands, Goblin Lackey, go.

    I untap and draw a Seething Song.

    If this is you, what's your opening play exactly and why? Which land do you lead with, which accelerators do you use and which do you hold back, if you play the mox what do you imprint on it, and so forth?

    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.

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    Re: [DTW] Dragon Stompy

    The play is Tomb, Mox, imprinting guide or raiders, play Taurean Mauler. This protects you from Warren Weirding, as Mauler is a Goblin, and also protects from Mogg fanatic, as Mauler will grow up. Next Turn, play song into Slogger. It should be enough to win you the game, unless you're playing against one of those MWS Goblin builds with 4 Goblin Grenades.
    Quote Originally Posted by Halted Asylum View Post
    Force of Will is terrible with Bob, i rather Mana Leak.

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    Re: [DTW] Dragon Stompy

    I'd say:

    Play tomb + mox (imprint slogger)

    Play song and add spirit guide to play a morph and a mauler.

    The fact that he's playing Black is too scary to just get warren's weirding into siege gang from his side. So I wouldn't go seething into slogger. Ok you can burn the lackey but it would still be an empty board for you. So either he get's lackey and plays weirding and you end up with 1 fatty or he will keep lackey and can add another goblin in this case you will be running two fatties.

    While im thinking about it you could burn the lackey with spiritguide (imprit mauler or the raider. and drop another creature second turn. which would leave him without a lackey. If he doesn't drop the weirding the slogger will probably win you the game on it's own.


    Edit: seems like phantom_it beat me his play is a great one aswell!

  15. #815

    Re: [DTW] Dragon Stompy

    I'd go for Slogger.
    tomb, mox (imprint raiders? I want to keep the mana in hand so I can at least snipe the lackey if they play&draw weirding and with slogger down they have to play spells so it seems like mauler will get bigger than 5/5.)-> song->slogger pass.
    Next turn play the mauler.
    So I'd just slam down the slogger in hopes of it holding the fort and then proceed to beat face.
    Would I have lost terribly?

    EDIT: mauler is a goblin. duh.

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    Re: [DTW] Dragon Stompy

    Tomb, Mox---> Imprint Mauler, Seething Song---> Slogger

    When opponent trys to Kill the Slogger, kill the Lackey with SSG.

    Next Turn: Mountain, MorphRaiders, the rest depends on your draw.

    YawG
    Quote Originally Posted by Tacosnape View Post
    Kenjawn, Mutator of Cells
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    Legendary Creature - Horror
    Haste, Hexproof, Double Strike, Trample
    Kenjawn, Mutator of Cells is indestructible.
    Permanents you control can't be sacrificed or copied.
    Whenever Kenjawn, Mutator of Cells attacks, defending player gets liver cancer (This effect doesn't end at end of turn.)
    13/13

  17. #817

    Re: [DTW] Dragon Stompy

    I think the best play would be Tomb, Spirit Guide, Seething Song, Mauler, Raiders. In that case, he can't Weird his Lacky though, nor can he Incinerate or Fanatic away your creatures.

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    Re: [DTW] Dragon Stompy

    Quote Originally Posted by PhanTom_lt View Post
    The play is Tomb, Mox, imprinting guide or raiders, play Taurean Mauler. This protects you from Warren Weirding, as Mauler is a Goblin, and also protects from Mogg fanatic, as Mauler will grow up. Next Turn, play song into Slogger. It should be enough to win you the game, unless you're playing against one of those MWS Goblin builds with 4 Goblin Grenades.
    My play is based on the Badlands opening. It implies either Rb or Rgb Goblins. Usually those builds run only 1-2 Incinerators and max 1 Tin Street Hooligan and 4 Warren Weirdings. Playing Mauler leaves you vulnerable to Incinerator but I think it's compensated by being resistant to Fanatic and somewhat resistant to Weirding. I probably would imprint the raiders, keeping the SSG in case he blows up your Mox or to keep the option to get 4 mana for Pit-dragon.
    Another advantage of Mauler is that your opponent must rethink his game plan, and would probably opt for slower game play, thus winning you tempo. And that's what you need, to resolve fatties to win you the game before he overruns you.


    EDIT:
    Quote Originally Posted by Sanguine Voyeur View Post
    I think the best play would be Tomb, Spirit Guide, Seething Song, Mauler, Raiders. In that case, he can't Weird his Lacky though, nor can he Incinerate or Fanatic away your creatures.
    Not enough mana. That means you imprint your Slogger. You're left with 3 mana, and hellbent also. Not a good place to be.

    Taco, what was your play? Was it the standard Goblins list? Or the random one?
    Quote Originally Posted by Halted Asylum View Post
    Force of Will is terrible with Bob, i rather Mana Leak.

  19. #819

    Re: [DTW] Dragon Stompy

    Quote Originally Posted by PhanTom_lt View Post
    Not enough mana. That means you imprint your Slogger.
    My mistake, that's what I meant. Tomb, Mox, Song, Mauler, Spirt Guide, Raiders face down. I've lost too many early Sloggers to Wierding to make that commitment. With this plan, it's harder to be screwed over by just one spell.

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    Re: [DTW] Dragon Stompy

    I know Goyf is nuts, but is FTK really not being played because of one card? There are numerous other creatures played right now that have toughness 4 or less. I know that Phantom tested it when DS was first conceived, but what about now? Does he not have a home anymore?

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