I love Faeire Stompy.
Consequently, I can't stand Dragon Stompy or Demon Stompy, because of their consistency issues. Obviously, Faerie Stompy has similar issues, but I like blue more than Red or Black. Out of curiosity, I looked around a bit for a monogreen Stompy build... there's Angel Stompy, Faerie Stompy, Demon Stompy, Dragon Stompy... but no Green Stompy. As Green was simply too cool to neglect, I decided that I'd have to remedy this issue.
Of course, the issue was, "what's the catch?" Faerie Stompy gets FoW, Dragon Stompy has Blood Moon, Angel Stompy has Angel (and sometimes Moat), and Demon Stompy has Bitterblossom, etc. What can Green offer for a Chalice aggro build.
I didn't really know where to start, but it just seemed right to search up "elves" in MWS.
From there, the deck built itself.
Critters:
4 Skyshroud Poacher
2 Elvish Abberation
4 Gamekeeper
4 Skyshroud Sentinel
3 Wood Elves
4 Elvish Spirit Guide
Planeswalker:
3 Garruk
Other Stuff:
4 Chalice
4 Chrome Mox
3 Umezawa's Jitte
3 SoFI
1 SoLS
4 Gilt-Leaf Ambush
Lands:
4 Ancient Tomb
4 City of Traitors
9 Forest
Card Explanations:
Chalice, Mox: No surprise here.
Equipment: Again, relatively standard for Stompy builds... our creatures are very good at replacing themselves, making them dead less often.
Gilt-Leaf Ambush: An instant speed creature that can sometimes be a fluke removal card and if nothing else set up our next draw seems like it could be solid. Also note the synergy with Equipment.
Skyshroud Poacher: This could probably be this build's "hook." The casting cost might seem a bit difficult, but we play solid manafixing. After it resolves, you have a stream of guys to grap Equips and smash into the red zone.
Elvish Abberation: You probably had to look this one up... however, it does grab a forest, and can has an easy mana cost. It's also a monster with Poacher.
Gamekeeper, Skyshroud Sentinel: The most important thing about this deck is maintaining field presence. Gamekeeper and Sentinel do a solid job in this regard.
Wood Elves: A strong turn 1 play that can set up the more difficult mana costs in the deck.
Elvish Spirit Guide: Usually just a Lotus Petal, he can also pick up a stick and whip it around a bit.
Garruk: If Poacher isn't the deck's hook, then this should be. The Untap ability increases your tempo, the beasts maintain the board, and the Overrun ability finishes the game rather reliably.
Choke: The deck's Blood Moon.
Krosan Grip: Relatively self-explanatory.
Trinisphere: Helps the combo and Thresh matchups.
Leyline: This is really mostly filler, but it does help you maximize your Equipment against control.
Questionable Exclusions:
Deranged Hermit: While this guy is generally Poacher's best friend, it just seemed like a hassle to have in hand, as you never really want to pay echo and 3GG for four 1/1's seemed less than stellar.
Imperious Perfect: It fits the curve, but it just seems lackluster.
This probably isn't as good as other Stompy builds, but it does provide interesting possibilities. Help would definitely be appreciated.
Changeling Colossus anyone? And I can't believe you're playing Elves and didn't notice Wren's Run Vanquisher.
Also, chumpblockers are fine at all, but not when they cost three mana each (Skyshroud Sentinel - you have the guts to complain of Deranged Hermit and Imperious Perfect?). Gamekeeper is slightly better, but it will still often be worse than a Penumbra Spider.
YOU'RE GIVING ME A TIME MACHINE IN ORDER TO TREAT MY SLEEP DISORDER.
Where did the Vial's go?
The return of a Legend(in his own words)
Ęther Vials don't work very with Chalice curves. You need to get Vial up to three, which happens on turn four. This deck can drop three costing threats on turn one. Ęther Vial is just too slow.
Hmm...there's 10-land stompy, though I don't think the Source has a list for that. I played with it once, so I'm not the best judge on it. The deck is really hit or miss. Here's something like the list:
4x Xantid Swarm
4x Quirion Ranger
4x Llanowar elves
4x Uktabi Drake
4x Rouge Elephant
4x Bounty of the Hunt
4x Berserk
4x Seal of strength
2x Briar shield
4x Rancor
4x Might of Old Krosa
10x Forest
4x Land Grant
4x Elvish Spirit Guide
Board
4x Hidden Gibbons
4x Hidden Guerillas
4x Hidden Herd
3x Krosan Grip
Everytime I played it I won by attacking for 20 in the air =P Not exactly sure if this is what you're looking for, since it's not a "true" stompy build in my opinion. On that note, I kind of want to look for some green creatures to use.
Collossus probably does belong in the deck; I totally overlooked it.
As for Vanquisher... it's not that I didn't notice it, it's simply that a 2cc guy seemed lackluster in a Stompy build. It would make it harder to go Chalice on 2. Also, there would only be sixteen elves that I could have in hand-- probably enough, but I get pretty paranoid.
Sentinels pick up Equipment. If I were running any less than seven Equipment, I'd cut them... but they really allow the deck to capitalize on a resolved Jitte/Sword/etc.
Also, Penumbra Spider could possibly go in over Gamekeeper, though I worry about the oGoG in it's mana cost. Unlike Dragon Stompy, we don't have Blood Moon or Seething Song, nor Demon Stompy, which has Urborg. We have fucking Wood Elves.
@Valtrix--> I probably should've specified, I mean "Stompy" as in Chalice-Ancient Tomb-City of Traitors decks.
I probably should have noted, this deck is entirely untested and thrown together quite quickly, and as such, is probably far from optimal. Don't go flaming because its got gaping holes in its design-- I didn't have time to analyze every possible card choice.
I'm definitely not suggesting this over another Stompy build... well, I am, but not for power reasons. More because it fucking plays Wood Elves.
I'd definatly agree here, let alone your almost decent enough to run Sylvan Messanger over Gamekeeper. From the looks of things it's 21 elf spells (ESG is an Elf now), And trample is amazing in stompy decks - Swords of X and Y, anyone?
I know there is another thread for this somewhere... but anyway, Poacher is a very good idea. Card Advantage is good but if you want to run something like Skyshroud Sentinel definatly run Llanowar Sentinal. But if your still looking to run the 1/1 plan why no Pendlehaven or Pendlehaven Elder?
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Oh yeah, I had an idea. Spawnwrithe seems like it could be good in here...I've never actually played with him, but he seems strong on turn 1. However, since green is lacking in good removal, it might be pointless to play him.
Also, if you're running elves, what about deranged hermit? Seems pretty good here, to be honest.
I remember a couple people playing green stompy theorizing about running Plow Under and Trinisphere as disruption in the slots usually occupied by blood moon effects.
Red Wizard needs food badly!
Although it conflicts with Chalice, Root Maze would work well with Plow and Trinisphere.
Here's an untested list;
Green Stompy x00.02
// Lands
4 Ancient Tomb
4 City of Traitors
10 Forest
// Creatures
2 Iwamori of the Open Fist
2 Genesis
3 Masked Admirers
4 Imperious Perfect
4 Tarmogoyf
4 Llanowar Elves
4 Elvish Spirit Guide
// Spells
4 Trinisphere
3 Umezawa's Jitte
4 Root Maze
4 Chrome Mox
4 Plow Under
Yeah, it's like Mauler in DS, too bad its type isn't elves![]()
@Mr Roman Candle, if you still wish to use Skyshroud Sentinel, maybe Allosaurus Rider will be a nice addition beater for this deck. .
and about Hermit, maybe this one will be more fit for this build : Thelonite Hermit
n my baby says,"papa papa, u don't payat upkeep. ."
![]()
"Tidal forces of the blood moon wrench and buckle the land, drawing monoliths of stone and soil toward the flaming orb"
Why don't you want to play echo if it means effectively a 2 turn clock?
If you're poachering him into play, and don't pay echo, you're actually paying 3 for four 1/1s. I thinks thats pretty solid. Then if you poach another one the next turn, you get the same deal but attack with 2/2s. You have a freaking armada of squirrels, and if Imperious Perfect ( a perfect turn 1 play off tomb+mox) is around, they kill, ummm, very fast.
That said, those synergies are pretty fragile, and don't like pyroclasm, so avoiding them would be understandable.
The problem with more consistent builds, like voyeur's, is that they lack something frightening enough to be a reason to play green (Arc Slogger or Pit dragon with only accelerators in hand is more frightening than any of this. Though I'll admit I've never experienced first turn Imperious Perfect).
Maybe utilizing the color's ridiculous acceleration for more expensive threats like thelonite hermit? Maybe (hangs his head in shame for suggesting this)Natural Order for verdant force or plated slagwurm? It can happen turn 2 with Llanowar elves, and we could always play BOPs, and it can make broken enough things happen to possibly justify the color. Also probably too fragile, like poacher.
Being an avid player of stompy decks, I feel like the reason that stompy decks win is by exploding into something broken. Blue does this by putting down incredibly efficient beaters while having tutoring, disruption pieces, and control elements all under the acceleration of the double lands, mox, and cloud. Red does this by dropping huge amounts of disruption or disruptive beaters, all while cheating powerful creatures into play via SSG, double lands, seething song, and mox.
I haven't found a good balance for black chalice aggro, but the general idea I tested to the best success was to play the best disruption, Chalice, Sphere, and Nether Void with creatures like Phyrexian Rager and Graveborne Muse to help find as many of them as possible.
I'm not sure how to best go about Green Chalice Aggro, but I think it may be to use green's ability to cheat for mana with its ability to slow the opponent with Root Maze and Plow Under. I'm going to try testing the following list:
9 Forest
4 City
4 Tomb
4 Chrome Mox
4 Poacher
3 Wood Elves
2 Elvish Aberration
2 Deranged Hermit
3 Chameleon Colossus
4 ESG
3 Garruk
4 Chalice
3 Plow Under
3 SoFI
2 SoLS
2 Jitte
4 Root Maze
With a sideboard of maybe Choke, Grip, Loaming Shaman (?), and 3 Spheres.
Red Wizard needs food badly!
9 Forest
4 Ancient Tombs
4 City of Traitors
4 Chrome Mox
4 Elvish Spirit Guide
4 Ravenous Baloth
3 Scryb Ranger (flyer, can recur lands when you miss land drops)
3 Garruk Wildspeaker
4 Phantom Centaur
3 Erhnam Djinn (probably redundant at this point)
3 Call of the Herd
4 Sylvan Library
4 Chalice of the Void
3 Trinisphere
3 Sword of Fire and Ice
1 Umezawa's Jitte
Some food for thought. I bolded Phantom Centaur and Sylvan Library because I think they deserve consideration. Phantom Centaur has a damn efficient body, is hard to kill, and says "prevent all damage" once you equip a SoFI. Of course, only a good inclusion if you're willing to stray from the elf advantage theme.
Because you have explosive hands, Library is somewhat helpful. Helps you hit business cards, and can refill your hand if need be. Maybe it would work well with some shuffle effects (Loaming Shaman?) As Watcher suggested, if the deck's main focus is elves, Sylvan Messenger is probably a better choice.
I made "BEAST Stompy" version complete with Blaloths, Chameleon Colossus, Blastoderms, Garruks, and the elf that lets you draw a card every time a beast CIP's. It also had Deranged Hermits and MD Indrik StompHowlers. I was gonna enter it in the CanG, but chickened out. Besides it wasn't really good, just fun.
In painting, you have unlimited power. You have the ability to move mountains. You can bend rivers.
You asked for it!
I think it was something like this:
4 Mox
4 City
4 Tomb
8 Forest
4 ESG
4 Primal Boost
4 Wirewood Savage
3 Deranged Hermit
3 Chameleon Collossus
3 Blastoderm
3 Garruk
4 Ravenous Blaloth
3 Berserk Murlodont
4 Jitte
4 Chalice
SB was transformational for decks where Chalice wasn't needed. Goyfs, Rancors, ect.
Garruk with Wirewood Savage seemed techy if not cute, the Murlodonts do pump most of you Beasts, and Hermit was a good finisher with a Garruk on 4. Primal Boost was just random pump that fit the curve.
The downside really, as all of you know, is too much GG in the casting costs. Some Faerie Stompy builds frown upon Sower because of UU and this deck is packed with them. ESG helps a little in that regard, but not much. Also with such little evasion, the 3cc equipments didn't fuction as well as in the other Stompy colors so I just went with straight Jitte as the weapon of choice. It's a shame too, cause SoLS would be SO awesome with Hermit.
Like I said, not good, just fun.
In painting, you have unlimited power. You have the ability to move mountains. You can bend rivers.
Versus, what about using wirewood savage? It's 2G and it gives you a card everytime you play beast. I was about to suggest a list focusing on beasts using him, but I didn't think any such list would have any edge over the existing competitive stompy lists in other colors. You could also play Krosan Warchief for 2G giving all your beasts regeneration, although it screws with the mana costs abit, so you'd still likely pay 2GG for creatures costing 2GG. Creatures like ravenous baloth wouldn't likely benefit from the cost reduction, but 3G, 4G, 3GG and such creatures would. Krosan Tusker, for example, would benefit. Though I'd much rather play creatures like Ravenous Baloth than 2/2's for 2G, I thought it'd be worth mentioning.
A possible list could be:
4x City of Traitors
4x Ancient Tomb
10x Forest
4x Chrome Mox
4x Wirewood Savage
4x Elvish Spirit Guide
4x Krosan Warchief (maybe)
4x Other Beast
4x Other Beast
4x Chalice of the Void
4x Trinisphere
4x Plow Under (been finding this to be a tough casting cost)
3x Umezawa's Jitte
3x Sword of Fire and Ice
Edit: Oops, didn't realize you already have wirewood savage in your list.. x_x
Yeah, the Savage is the real reason I thought I'd give it go. I did try out the Warcheifs, but like you said by the time you pay the GG for most of the 4cc Beasts, you're left with only needingto cast him, but probably sitting there with a 2cc land anyway.
One of the things that did cross my mind while jamming that allgether though was Mutavault. For one it would allow you to dump that extra, and even better it would become a "Beast" netting you a card on your turn as well as your opponents with Savage in play. Of course finding room for 4 more colorless lands was impossible.
In painting, you have unlimited power. You have the ability to move mountains. You can bend rivers.
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