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Thread: [Deck] Dragon Stompy

  1. #2721

    Re: [Deck] Dragon Stompy

    If your opponent shuffles only in piles and tries to cheat you there is one very good tactic.

    When it is your turn to shuffle opponents deck, do pileshuffle to four piles and watch all his lands positioning one after the other. :)

  2. #2722
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Tacosnape View Post
    Hate to be this guy, but you wouldn't lose nearly as badly to Goblins, Faeries, or random things like Nim Shriker if you'd RUN ARC SLOGGER.

    Seriously. I think a lot of you are missing the point of Dragon Stompy. Dragon Stompy is a deck with absolutely no card advantage, no reactive disruption, no deck manipulation, and terrible recovery. The ONLY THING this deck has going for it is that it plays more cards that can singlehandedly win a game than any other deck in the format. That's the point of it. You can't try to make it consistent to the point of power dilution because you're going to end up with a weak, semi-inconsistent deck when there's a ton of better options in the format. You HAVE to play game-winning cards.

    Trinisphere is the perfect example. I hate Trinisphere. I hate the card. I hate playing with it. I hate playing against it. I want to cut it from Dragon Stompy constantly. But you can't. Because any time it's ever correct to cut Trinisphere from Dragon Stompy, you should be playing a different deck. Same thing for people who are cutting Blood Moon and Magus of the Moon.

    Playing Taurean Mauler and not Arc-Slogger is a mistake. Mauler's more consistent. Mauler's solid. Mauler won't clog your hand. Mauler's never just awful. But Mauler doesn't win you near the games Slogger will. When you end up staring down a freshly played 4/4 Knight of the Reliquary, Mauler's going to lose that race. Slogger can at least spend 20 cards to nuke the thing. Or 30 if it's a little bigger. Dragon can fly over it. Magus can prevent it from being played on occasion, and keep it from getting Mazes or other annoying things. Even Kargan Dragonlord can work it's way up to 8/8 flying and give it a run for its money.
    Yeah! This guy take the point...

  3. #2723
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Sims View Post
    Taco, out of curiosity could I ask for your current list if you were to not be running some form of Survival variant?
    Sure. It's not the most finely tweaked thing in the world, though. I rarely play this deck much at the moment given how awful the metagame is for it.

    10 Mountain
    4 Ancient Tomb
    4 City of Traitors
    4 Chrome Mox

    4 Seething Song

    4 Blood Moon
    4 Trinisphere
    4 Chalice of the Void

    4 Simian Spirit Guide
    4 Magus of the Moon
    4 Rakdos Pit Dragon
    4 Gathan Raiders
    4 Arc-Slogger
    2 Kargan Dragonlord

    SB:
    4 Ratchet Bomb
    4 Tormod's Crypt
    4 Pithing Needle
    3 Umezawa's Jitte

    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.

  4. #2724
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Tacosnape View Post
    Sure. It's not the most finely tweaked thing in the world, though. I rarely play this deck much at the moment given how awful the metagame is for it.

    <snip> list <snip>
    I figure that's why I get the results with it that I do, because my metagame ebbs and flows. Some weeks people just feel like playing Tier and they break out all the Survivals, Bridge from belows, Fish, and Lion's Eye Diamonds and I probably wouldn't play this deck at those points... But it usually only lasts a week or two before people are bored and go back to playing Rogue. During these rogue periods this deck has a tendency to crush dreams since people who build rogue sometimes have a tendency to forget that Blood Moon exists.. Generally speaking, with the way my sideboard is (the 3 meta slots are usually ratchet bombs/jittes), I've had decent success and my list is only 3 cards off from yours (-1 Slogger -2 dragonlord +1 mountain +2 koth).

    So my list isn't quite as jank as I thought it would be. Good to know.
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  5. #2725
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    Re: [Deck] Dragon Stompy

    Hey Taco... No love for Koth right now? I think he is awesome.

    I am like always on the no-Hellbent-train, and I know you dont like it, and you don't like Shatterskull either, but nevertheless I post my actual list:

    //Creatures
    4 Magus of the Moon
    4 Simian Spirit Guide
    4 Taurean Mauler
    4 Flametongue Kavu
    3 Lord of Shatterskull Pass
    2 Arc-Slogger
    2 Kargan Dragonlord

    //other Stuff
    4 Blood Moon
    3 Koth of the Hammer
    4 Chalice of the Void
    4 Chrome Mox
    4 Trinisphere

    //Lands
    4 Ancient Tomb
    4 City of Traitors
    10 Snow-Covered Mountain

    //Sideboard:
    4 Pithing Needle
    3 Tormod's Crypt
    4 Spinal Villain
    2 Anarchy
    2 Pyrokinesis / Jitte / SoF&I / Crypt & Anarchy / whatever

    Kargan Dragonlord is better that I would have thought... thx for that =P
    Quote Originally Posted by Tacosnape View Post
    Kenjawn, Mutator of Cells
    :16: - (See, now Erratic Explosion's a deck)
    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

  6. #2726
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by NecroYawgmoth View Post
    Hey Taco... No love for Koth right now? I think he is awesome.
    My problem with Koth is how often I couldn't protect him. Or wasn't willing to protect him because I wanted be swinging for as much damage as possible instead. The more I played him, the less I liked him compared to other things he could have been.

    Also, no Pit Dragon or Gathan Raiders makes my head want to explode. Hellbent's the whole reason I like the deck.

    (Edit): Also. Spinal Villain?! Seriously? Merfolk tech much?

    Kargan Dragonlord is better that I would have thought... thx for that =P
    God bless you for actually testing him.:) The more I play him, the more I become convinced that 2 Kargans are practically core for the deck.

    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.

  7. #2727

    Re: [Deck] Dragon Stompy

    My one issue is that there's never really been a better time for chalice 2, what with all the survival and storm love right now. In fact, I'm running the 18 land 4 monkey 4 mox 4 song lists just so I can t1 or t2 chalice as often as possible. Trinisphere also stops vines and combo shenanigans, and ratchet bomb is a wonderful new toy. I'm actually liking this deck in the meta right now.

  8. #2728
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    Re: [Deck] Dragon Stompy

    But Koth shine in you bad MUs... he really wins against Enchantress, and control-variants that are otherwise hard for the deck.
    And if you don't protect him to swing for as much as possible [you can do it with him for an additional 4/4], you can swing for as much as possible again 1 turn later, because most people have an "auto-attack-focus" on Planeswalkers.

    I understand your "head-explodings" as this deck loses some aggroish explosion starts. But the reason behind this is, that I don't need to play "balls to the walls" like before, and can actually win more games, in the mid-game where normal Dragon Stompy just loses, bacause of its well known Hellbent issues. ALSO I tested non-hellbent lists with SoF&I [take the upper list -1 Kavu -2 Slogger, +3 Swords for example] and its quite promising... Sure we don't have that 3 Mana 5/5 and that instant killing RPD, but enough other aggro.

    FTK can swing for 4 if opponent has no creatures, other than that, he still 2 for 1s most of the time.
    Shatterskull is still "Mr. Bigger than Goyf" whats more than often enough, and in stall games [or even much other games thx to Koth and Seething Song] with his Ultimate, which is just wicked sick you just Win. --> Where is the difference, if I create a ton of Mana for Kargan or RPD [which also requires Hellbent] and win, or create a ton of Mana for Shatterskull and... win
    We also all know that Mauler is fast growing... If not, we just win easily, because the opponent doesn't play spells >.> duh

    and yes... I hate merfolks.... I really really really hate to face them [and even my fried fish place of choice doesn't help me] , thats the reason I run 4 Villains...
    Quote Originally Posted by Tacosnape View Post
    Kenjawn, Mutator of Cells
    :16: - (See, now Erratic Explosion's a deck)
    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

  9. #2729
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Ozymandias View Post
    My one issue is that there's never really been a better time for chalice 2, what with all the survival and storm love right now. In fact, I'm running the 18 land 4 monkey 4 mox 4 song lists just so I can t1 or t2 chalice as often as possible. Trinisphere also stops vines and combo shenanigans, and ratchet bomb is a wonderful new toy. I'm actually liking this deck in the meta right now.
    This is kind of a valid point. Trinisphere is absolutely nuts right now.

    My only problem is that if you blind Chalice 1 and find out you're playing Vengevine Survival, countering the Rootwallas doesn't help you protect your skull from being bashed in.

    That said, the metagame might be better for this right now than I first thought.

    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. #2730

    Re: [Deck] Dragon Stompy

    Since everyone is posting their list, I'd like to debut my list and offer a counter point to tacosnape's ideal about Dragon Stompy by cutting Trinisphere and Arc-Slogger. I have had some good results fighting both mono Blue Fish and mono Red Goblins as well as other random decks. The only trouble I'm having right now (albiet a big problem) is Vengevine Survival. Please don't flame me guys:

    Lands:
    11x Mountain
    4x Ancient Tomb
    3x City of Traitors

    Creatures:
    4x Rakdos Pit Dragon
    4x Simian Spirit Guide
    4x Magus of the Moon
    4x Gathan Raiders
    3x Lord of Shatterskull Pass
    3x Taurean Mauler
    2x Flametongue Kavu

    Spells:
    4x Chalice of the Void
    3x Thorn of Amethyst
    4x Chrome Mox
    3x Lotus Petal
    4x Pyrokinesis

    Sideboard:
    3x Defense Grid
    2x Anarchy
    2x Boil
    4x Tormod's Crypt
    1x Arc-Slogger
    3x Pyroclasm

    Here is my reasoning regarding the manabase. I find that Dragon struggles to get red mana, so I opt to cut a City of Traitors for a Mountain as I don't like to sacrifice my City of Traitors too often. In addition to this, I replaced the traditional Seething Songs with my Lotus Petals offering alternatives to Chrome Moxen so I can drop my 2-drop lock pieces quicker.

    In addition to the modified manabase, I have changed the lock pieces as well. You will notice that I took out Trinisphere because I find that:
    1) three mana is difficult to get even with Seething Song and that I would much rather spend three mana on creatures
    2) 3sphere is useless in long games (which Dragon is bad at)
    To replace Trinisphere, I have added in another 2-drop lock piece in the form of Thorn of Amethyst. I chose thorn over other lock pieces like 2sphere Lodestone Golem or whatever is becaudse I feel that it is the closest card to Chalice of the Void that I could find and Chalice is a beast in against any deck first turn on the play. Although Thorn cannot replicate this entirely, it can do it partially. It also allows me to not be penalized since I run a very heavy creature base.

    You'll notice that my creature base is very typical including a lot of traditional Dragon Stompy creatures like Rakdos, SSG, Gathan Raiders, Magus of the Moon, Lord of Shatterskull Pass, Taurean Mauler and even Flametongue Kavu. I chose these for several reason and here they are:
    - Rakdos because he's the heart and namesake of the deck. I decided against tacosnape's choice of Kargan Dragonlord because I feel that I will Chalice at 2 if given the choice and that RR in the casting cost might as well be put towards Rakdos instead. Plus I already have a guy that levels up.
    - SSG because he needs no explanation.
    - Gathan Raider is a 5/5 for 3 generic. There really isn't much to say about him.
    - Magus of the Moon because I already cut Blood Moon feeling that Blood Moon does not add to the aggro aspect and is very dead in some match ups where as Magus continues to provide a lock as well as beats for 2
    - Lord of Shatterskull Pass is HUGE the following turn. I don't know what people don't like about him. I just know that he costs R and 3 generic which makes him really cheap. Dragon sometimes suffer from a lack of red, well it doesn't matter much to this guy.
    - Taurean Mauler I put in for the same reason as Lord of Shatterskull Pass. I play him because my Dragon Deck isn't built to lock people out completely with moons and 3sphers, but to slow them down with Thorn and blank their removal with Chalice. They are still allowed to cast things, but they must meet the consequences.
    - Flametongue Kavu is extra removal. He usually takes out 2 creatures because he swings and they'll block him, so I only need 2.

    As an extra found in my main deck that most Dragon decks don't have are Pyrokinesis. I feel that Dragon desperately needs removal and Pyrokinesis is the best kind since I don't play 3sphere. It can remove multiple chump blockers while gaining me hellbent. It helps my bad matchups like Goblin and improves my match ups against Vengevine Survival.

    My sideboard choices are simple:
    - Defense Grid owns in the blue match up. It is a must counter allowing me to be more aggro in the blue match ups.
    - Anarchy is a must against control decks.
    - Boil for fun. I'm considering cutting it for more effective cards against Vengevine Survival.
    - Pyroclam to hate on Goblins (also good against decks that make Thorn useless)
    - Arc-Slogger to hate on Goblins (also good against decks that make Thorn useless)

    The way my Dragon Stompy deck plays is that instead of dropping red lights on other decks, it creates speed bumps. It is built to slow down and not completely stop an opponent from developing their board. It punishes decks that play non-creature spells but also has plenty of solutions for decks that resolve creature spells. Let's face it, traditional Dragon Stompy just isn't stopping anyone these days. Let's try to slow them down and pack a bigger punch ourselves? In exchange for "weaker" lock pieces, I opt to play a stronger creature base. This deck plays aggressively. You want to lock out their removal early and start dropping creatures and swinging. Don't be afraid to keep hands that don't contain lock peices though because it can turn into an aggressive deck really fast. It has fat creatures to bear the blunt of the work. It also has the removal to support it (6 + 2 Kavu swings). I hate equipment, so I don't play Jitte or the Swords. I feel that if I had those, why don't I play creatuers instead? Also, I don't want to make my creatures a target since they will do all of the damage.

    Anyway, this was a long post. Please post any feed back or questions you have for me. I'd like to hear some veteran Dragon Players give me a few pointers on the deck as well as any new fresh perspective players might have. My major concern is Vengevine, since this deck is horrible against them.

  11. #2731

    Re: [Deck] Dragon Stompy

    1) No Arc-Slogger whyyyy.
    2) You need SB needle, and SB keg/Ratchet bomb
    3) With extra cities, 3 mana is easier, and since stompy is dead in the long run anyway, might as well run some trinispheres, which are a lot more crippling than Thorn
    4) What the pros don't realize is that pyrokinesis isn't the best removal if you have to MD removal.

    Here's my list for reference:

    10 Mountain
    4 City of Traitors
    4 Ancient Tomb
    4 Chrome Mox
    4 Seething Song
    4 Simian Spirit Guide

    4 Magus of the Moon
    4 Blood Moon
    4 Chalice of the Void
    3 Trinisphere (Considering going up to 4)

    4 Gathan Raiders
    4 Rakdos Pit Dragon
    2 Flametongue Kavu
    3 Arc-Slogger

    2 Ratchet Bomb

    SB:
    2 Flametongue Kavu
    2 Ratchet Bomb
    1 Trinisphere
    3 Pyrokinesis
    3 Tormod's Crypt
    1 Faerie Macabre
    3 Pithing Needle

    This deck is built to do two things: 1) cheat out a lock piece as soon as possible. 2) Fill the deck out with the least bad cards. Kavu is a meta choice, since people are still running tribal in my meta, and dark horizons is rising in popularity. Ratchet bomb is a huge help versus problem enchantments, and so I don't feel too bad about losing Anarchy in the board. Basically, this deck is playable by a computer if you know the right lock piece to drop versus each deck, which is really something that comes with experience. For instance, t1 on the play blood moon is fine versus the format. But if your opp drops forest-> Hierarch? At least try for song into chalice 2 or a trini to stall them while you drop fat. Sidboarding is not supercomplicated but should be tested out-kavu is pretty bad versus 3 4/3s, for instance, but moons out on the draw and magi out versus red is less obvious.

    P.S. in order of blind lock piece on the play, the priority order is IMo as follows
    1) Blood Moon
    2) Magus of the Moon
    3) Trinisphere
    4) Chalice 1
    ----Only keep the following after mulls----
    5) Slogger
    6) RPD+hellbent swing
    7) Ratchet Bomb
    8) Raiders

  12. #2732

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Ozymandias View Post
    1) No Arc-Slogger whyyyy.
    2) You need SB needle, and SB keg/Ratchet bomb
    3) With extra cities, 3 mana is easier, and since stompy is dead in the long run anyway, might as well run some trinispheres, which are a lot more crippling than Thorn
    4) What the pros don't realize is that pyrokinesis isn't the best removal if you have to MD removal.
    1. Because Arc-Slogger clogs up hell bent and is only useful in a small amount of match ups - most noteably Vial Goblins. I have sufficient removal vis-a-vis 4x Pyrokinesis which are free and gives me good board advantage. I also pack enough creatures so that Arc-Slogger won't be missed.

    2. Why is it necessary for me to have Rachet Bomb/needle/keg? Thorn of Amethyst stops anything that might be troublesome that these things might or might not be able to handle. I also find that Keg and Needle are counter intuitive since I Chalice at 1 a lot. Don't tell me to remove swarms because that's what my creature removal package of Flametongue Kavu and Pyrokinesis are for.

    3. You are incorrect here I'm afraid. In the long-run Thorn is still useful where as 3sphere is the only card that becomes dead. Thorn is strong because multiples can push a Jace2/Firespout/Moat as far back as turn 5-7. This is another argument why Thorn of Amethyst is better than 3sphere.

    4. I'm sorry, what the pros don't realize? So why are they called pros? So do the casual players realize this? I personally am not a pro, so I don't know. I just know that it has great synergy with my build since there is no 3sphere. It is solid creature removal because it gets rid of pesky chump blockers which are otherwise a stall tactic against Dragon Stompy's huge creatures. In the main, they improve both aggro and mirror matches as well as control matches where their creatures are limited in number.

    One criticism against my own deck is, I traded explosiveness for stability, which has significantly weakened my mirror match since 3sphere now hurts me more than it does them. I also play more 0 drop artifact mana so chalice also hurts me at 0 more than it does them. I also run less 2-lands. However, I do have a stronger game one which all depends on the roll anyway. I think I'll work on a stronger board to help with the mirror match.

    Quote Originally Posted by Ozymandias View Post
    Here's my list for reference:

    10 Mountain
    4 City of Traitors
    4 Ancient Tomb
    4 Chrome Mox
    4 Seething Song
    4 Simian Spirit Guide

    4 Magus of the Moon
    4 Blood Moon
    4 Chalice of the Void
    3 Trinisphere (Considering going up to 4)

    4 Gathan Raiders
    4 Rakdos Pit Dragon
    2 Flametongue Kavu
    3 Arc-Slogger

    2 Ratchet Bomb

    SB:
    2 Flametongue Kavu
    2 Ratchet Bomb
    1 Trinisphere
    3 Pyrokinesis
    3 Tormod's Crypt
    1 Faerie Macabre
    3 Pithing Needle

    This deck is built to do two things: 1) cheat out a lock piece as soon as possible. 2) Fill the deck out with the least bad cards. Kavu is a meta choice, since people are still running tribal in my meta, and dark horizons is rising in popularity. Ratchet bomb is a huge help versus problem enchantments, and so I don't feel too bad about losing Anarchy in the board. Basically, this deck is playable by a computer if you know the right lock piece to drop versus each deck, which is really something that comes with experience. For instance, t1 on the play blood moon is fine versus the format. But if your opp drops forest-> Hierarch? At least try for song into chalice 2 or a trini to stall them while you drop fat. Sidboarding is not supercomplicated but should be tested out-kavu is pretty bad versus 3 4/3s, for instance, but moons out on the draw and magi out versus red is less obvious.

    P.S. in order of blind lock piece on the play, the priority order is IMo as follows
    1) Blood Moon
    2) Magus of the Moon
    3) Trinisphere
    4) Chalice 1
    ----Only keep the following after mulls----
    5) Slogger
    6) RPD+hellbent swing
    7) Ratchet Bomb
    8) Raiders
    To address your first point,I would call this a more traditional build and that it doesn't really bring anything new to the table. Everyone tries to "cheat" the lock pieces into play as soon as possible. It is implied when playing Dragon Stompy.

    As for your second point, I hardly doubt playing Flametongue Kavu is a meta-choice. Legacy is a creature heavy environment, so Kavu is pretty much manditory. If you ask me, Blood Moon is a meta-choice. There are loads of decks that don't play non-basics including Vial Goblins/Fish/Dragon mirror/Boros Sligh and loads of decks that can use your red mana that you give them like TES/Zoo/Affinity. That is another reason why I booted Blood Moon because it seems dead in so many match ups that it's just too risky to keep a 3-of let alone a 4-of. There are too many times where I fought goblins and I had Blood Moon and Magus both in my hand. They love red mana, so why are we giving it to them? How are these cards relevant in the mirror? I think everyone would say that their deck has the "least number of bad cards" but if you analyze it a little further, with as little bias as possible, you'll notice a lot of flaws in your own deck. My suggestion is to keep an open mind and listten to why some cards are good and why they are bad and try to make the best judgement.

    Excuse me? I haven't tested Kavu vs Vengevine, but I wouldn't go as far as calling it BAD. It kills one when it comes into play and it blocks one when they attack killing 2 Vengevines. I would hardly call that BAD. BAD is a 2/2 that costs 3 mana that dies to Vengevine and serves you 4 points of damage.

    In regards to your prioritizationg, I strongly disagree with chalice @ 1 being the least important. If you think about it, a majority of decks (I would say 90-95%) in legacy play 8-10 one drops where as maybe only as high as 85% play Dual Lands (Fish and Goblin is a large majority). Granted Every deck in Legacy plays non-basic but making tribal deck's mana into colourlessR is hardly a problem for them since they pack 4 Vials. Sure, it's an auto scoop if you get lucky against 43.Lands.dec or CounterTop or Landstill, but come on. Do you really believe that Blood Moon is the strongest play here going as far as ranking Magus of the Moon (who dies to bolt btw) over Chalice of the Void?

    I get your deck, I really do. It's a very traditional Dragon Stompy deck focusing a majority of your efforts on an explosive punch and large creatures. I've been there, trust me. I tried to fit 3 Arc-Sloggers and 4 Trinispheres into the deck before and succeed in doing so. But I didn't win too much against tribal decks because I was too focused on the explosiveness I had nothing to deal with the resolved problems at hand. Dragon shouldn't stay focused on the explosiveness because a lot of Legacy decks are very resiliant against this type of playing style. Dragon should evolve into something that's more controlling and aim for stability over explosiveness.

    That is my take on it. If I sounded offensive, please excuse me. You just didn't seem to have any reasoning in you, so I had to point out some of the more obvious flaws in your argument.
    Last edited by jin; 12-05-2010 at 10:21 AM.

  13. #2733

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Tacosnape View Post
    Sure. It's not the most finely tweaked thing in the world, though. I rarely play this deck much at the moment given how awful the metagame is for it.

    10 Mountain
    4 Ancient Tomb
    4 City of Traitors
    4 Chrome Mox

    4 Seething Song

    4 Blood Moon
    4 Trinisphere
    4 Chalice of the Void

    4 Simian Spirit Guide
    4 Magus of the Moon
    4 Rakdos Pit Dragon
    4 Gathan Raiders
    4 Arc-Slogger
    2 Kargan Dragonlord

    SB:
    4 Ratchet Bomb
    4 Tormod's Crypt
    4 Pithing Needle
    3 Umezawa's Jitte
    Pretty much what I run except for the dragonlords (I still run 2 jitte main deck)

    But the problem I have the most difficulty with is sideboarding...

    And not what to put in, but what the heck I have to take out of the deck...

    Some help here would be sweet (yes, I am someone that simply takes sideboarding notes with him...).

    Thanks ahead,
    Robin.

  14. #2734

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by overseer1234 View Post
    Pretty much what I run except for the dragonlords (I still run 2 jitte main deck)

    But the problem I have the most difficulty with is sideboarding...

    And not what to put in, but what the heck I have to take out of the deck...

    Some help here would be sweet (yes, I am someone that simply takes sideboarding notes with him...).

    Thanks ahead,
    Robin.
    Dragonlord is interesting it I feel that it could work in my build since I don't play 3sphere and more red sources. How do you like your Jittes main? Don't you feel that you can never equip them and when you do, they get plowed?

    Sideboarding is pretty difficult with Dragon. I feel that Dragon is more like a combo deck, so you have to sideboard that way. You can't dilute the deck by cutting all of one card, so you must take out a little of everything. It depends on match ups but some of the more flexible cards are:

    1x Chrome Mox
    1x Seething Song
    Xx Blood Moon (if they play mono colour)
    Xx Magus of the Moon (although with traditional Dragon builds, I don't take them out because they are still a 2/2 body and I can't get myself to cut creatures from this deck since it runs so little).
    Xx Trinisphere (ie. vs affinity or Goblins on the draw or any other explosive aggro deck on the draw)

    If you run tacosnape's build with jitte instead of Dragonlord, you might have even less creatures. So I really don't think you'd want to side any out. I hope I offered you new perspective.

  15. #2735

    Re: [Deck] Dragon Stompy

    I see alot of discussion but poor results. I think DS needs to wait for an other meta.

  16. #2736

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by gieli0 View Post
    I see alot of discussion but poor results. I think DS needs to wait for an other meta.
    They would have to unban mystical tutor for that to happen,.. No one would bring Dragon Stompy to a big tournament because there is a lot of random decks that can kill the traditinoal build of Dragon Stompy (ie. mono green decks with traditionally expensive green creatures, eldrazi decks, etc.) Bascially any random aggro strategy that plays mono colour is a treat to the traditional Dragon Stompy build. I think my version avoids that, but I'm bias.

  17. #2737

    Re: [Deck] Dragon Stompy

    There are some people that say their list avoids getting beat by random decks, but I never see any tournement results. My meta is full of merkfolk and goblin, for that is a reason to not bring DS, Zoo is also played much.
    I know DS can win those MU but you're allways the underdog and getting beat by random decks that normaly is a walkover just sucks.

  18. #2738

    Re: [Deck] Dragon Stompy

    In light of my previous discussion with Ozymandias and also with testing, I have decided to change my sideboard to this:

    1x City of Traitors
    2x Anarchy
    4x Tormod's Crypt
    2x Pyroclasm
    3x Ratchet Bomb
    3x Koth of the Hammer

    Here are my reasoning behind these changes:
    Defense Grid: It is good but not sufficient in today's metagame. CounterTop have,... well.. Counterbalance and Top which are not affected by Defense Grid. Landstill have really strong permanent removal so Defense Grid alone will do nothing since their removal mostly move at sorcery speeds.

    Boil: Naturally, since I wanted to cut it before anyway

    Arc-Slogger: really was a flex slot which I couldn't figure out how to fill up.

    Pyroclasm: went down to 2 because of my already strong maindeck removal. This coupled with a accurately aimed Ratchet Bomb allows me to handle swarms in 4 different ways including Pyrokinesis and blockers.

    Additions:

    Ratchet Bomb: I decided that I don't like Pithing Needle in this deck so I opted to stick with Ratchet Bomb. I realized that Ratchet Bomb can be good in the mirror which apparently I am weak at post board. Other than that, I haven't really figured out its uses. I'll probably use it in conjunction with Pyroclasm to hate out Goblins.

    City of Traitors: for the mirror match since 3sphere hurts me more than it does them especially when they go first. I need all of the free mana I can get to ramp up enough since my 7 artifact mana are no longer useable under chalice @ 0 and 3sphere.

    Koth of the Hammer: I realized just now that my UBg Landstill match ups can be really bad because of Pernicious Deed. Since I am reluctant to play Pithing Needle on deed, I opted to go with a more aggressive option. I feel that needle gives us a false sense of security since they can easily remove needle and blow up the deeds immediately whcih will be devastating. Koth provides acceleration as well as threats that cannot be removed by Landstill's Pernicious Deed. He's also cheaper than Akroma, which I don't have the acceleration to play.

    Quote Originally Posted by Phantom View Post
    V. Food for Thought

    Some lingering questions:

    - What is the correct split between creatures/equipment/disruption/accel?

    - How many 5cc beaters? Which ones are superior? Is Razormanes time up?

    - For an unknown metagame, what is the optimum number of Trinis and Blood Moons mainboard?

    - Is Sword of Fire and Ice as good or bad as advertised here? 2, 3, or 4 Jitte?

    - Does ETW have a place here? Could it be useful in a specific meta? If so, which?

    - Who will be the first person to get yelled at for suggesting Covetous Dragon?

    - Is Tephraderm as amazing as he looks here?

    - Does Defense Grid deserve a spot in the board? If so, in leiu of what?

    - Demonfire. Hot or not? Or board only?

    - Does the deck need any draw or filtering? Is there any out there that the deck could run?

    I think my last few posts addressed some of these questions from the first page. I would like some feed back also. To recap:

    - as many creatures as you can pack; no equipment; cheapo acceleration; strong and broad disrupts

    - no 5cc beaters because they are too expensive

    - cut 3sphere and moon since they are narrow

    - they are good, the deck just doesn't have enough creatures to support the equipment

    - yes it has a place in the traditional builds, but not in mine since I can't make enough mana in one turn. EtW is applicable in Blue match ups. Although today's metagame it might not even come close to making the cut. I could see a deck build to use it though.

    - not I

    - didn't test him,.. seems interesting.. too bad he's 5cmc but he is single R

    - No, not anymore.

    - Pyrokinesis maindeck is better.

    - no because you want hellbent. Try thorn of amethyst as disruption instead.

    Thoughts?

    Quote Originally Posted by gieli0 View Post
    There are some people that say their list avoids getting beat by random decks, but I never see any tournement results. My meta is full of merkfolk and goblin, for that is a reason to not bring DS, Zoo is also played much.
    I know DS can win those MU but you're allways the underdog and getting beat by random decks that normaly is a walkover just sucks.
    Oh yeah, I totally agree with what you are saying here. A Fish/Goblin/Zoo infested metagame is tough. I'm sorry I haven't posted any results (LOL), but I mostly play in small tournaments and a lot of my testing is done between my friends, in these small tournaments and a bit on MWS online.

    If you still want to give Dragon a try in THAT metagame, why don't you mock up my list on MWS and see how you like it. I have had positive results against multiple Fish/Goblin decks online. I haven't tried the Zoo match up, but on the play, I doubt you'd lose since chalice at 1 destroys them. A strategy I have here is play multiple chalice at 1 so that topdecking 1 pridemage is not enough. Blood Moon is weak in this match up so I'm glad I run less than 5. It will slow them down though especially if they don't see it and don't fetch for basics. It really ruinse their pridemage plan. On the draw, you'll probably have to waste a Pyrokinesis on a Nactl but you need to drop that Chalice ASAP! Outside of that you can try to set up a wall of blockers and burn out their creatures while your thorns slow down their burns, but it is definately not as effective as chalice. Perhaps multiple thorns since they generally only have 3-4 lands in play. I have to concede that 3sphere is better in this match up.

    Against Goblin and Fish, it is all very easy since Pyrokinesis ruins their day and none of their creatures can beat your creatures alone. Post board Pyroclams and Ratchet Bombs should help.

  19. #2739
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    Re: [Deck] Dragon Stompy

    Again, if you cut Arc-Slogger and Trinisphere, you're left with a pile of red threats and mild disruption backed up with no card draw, card advantage, consistency, or deck manipulation. Anyone running this deck needs to ask themselves why they're running it. The strategy of Dragon Stompy is a hypermodern attempt to avoid having much of a cohesive strategy and instead try to just play the cards with the highest "Oops, I win" percentages in the format and win that way. And if that fails, the backup plan is one single super-aggressive burst that the opponent either stops or doesn't.

    And also, the bunk about Arc-Slogger shutting off Hellbent is well overhyped. You don't have draw, so you don't topdeck them all that often. And the ones you start with or do topdeck can be Imprinted on Chrome Mox, used to flip Gathan Raiders, or just flat-out cast.

    Goblins and Merfolk aren't terribly nightmarish, actually. Jitte helps a ton against Goblins, and Ratchet Bomb is a beast against Merfolk, but yes. Heavily tribal metagames aren't the place for this deck. DS thrives when Combo and decks with exotic manabases are at the forefront.

    @Ozy: How's the maindeck Ratchet Bomb? I've been meaning to test this forever and never get around to it.

    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.

  20. #2740

    Re: [Deck] Dragon Stompy

    Ratchet bomb is really helpful versus a bunch of stuff. For instance, DS is kind of weak versus an opposing vial, or Empty tokens on t1 (which a lot of storm combo decks should go for versus you). It's not the most powerful card, but it gives you a lot of flexibility versus random junk like Enchantress. I really just got tired of drawing two trinispheres and uncastable Kavus. Bomb can also help you mop up stuff that slips under your chalice wall.

    @jin: see, the problem with reconfiguring DS as cheap fat backed by llight disruption is that you have no sources of card advantage, and all the decks that do in legacy can just 1 for 1 you to death. Furthermore, you have no reactive answer to many of the killer cards in Legacy. This deck has to play like Roshambo: If your attempts to kick your opponenent in the nuts early don't succeed, say goodbye yo your testes satchel.

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