I also believe that the Weenie / Equipment / Dragons route is the way to go, as the other version seems to be just an hybrisized MUD.
never change a running system,or not?
oh, and I am in love with 2-off Moltensteel =D... 6 Instantkill finishers is quite good, and all other spells cost less than them? GREAT =D
Yes mox is needed. The purpose of dragon stompy is to get out a turn 1 lock piece then play a beatstick afterwards. You play 16 lock pieces - 8 moons, 4 trinis, 4 chalices, of which twelve require three mana. In order to get that kind of mana out you need all the reliable sources you can get, of which jeweled amulet and mox opal are not. And mox diamond is crap because land is really fuckin important to dragon stompy. This is also why wasteland is generally not good.
While I'm ranting, does anyone else think that seething song kinda sucks? What's it ramp you to? just slogger. If youve hit three mana you should be casting bombs, not rituals. I've been playing the 2 mana song and its been just as good outside of sloggerville. Red priest is bad for the same reason song is bad, actually its worse by a lot.
-Slay
OH SHIT THERES A HORSE IN THE HOSPITAL
Team Slay and Lego: Slay your a tool and your glasses are almost as GAY as your retarded snitch of a boyfriend Lego. Lego focus on your own game you are a fucking clown and should have heard the rediculous amount of people saying how much of a dick you were being and what kind of a fool you are. I laugh at you two. Seriously you both need attitude adjustments. I have never encountered a larger pair of pussy bitches in my whole life.
If you're running Slogger then you have to run Seething Song because you hurt the deck's consistency to hit hellbent when you have uncastable Sloggers in your hand. Also, other rituals don't accelerate you fast enough to cast Slogger as Seething Song. I run 2 Sloggers + 2 Songs and keep them at a 1:1 ratio.
So the question you really want to ask is: is Slogger worth it? I think it is because it wins you games you should have no business of winning consistently. The equipment builds that also cut Slogger still care about your opponent's board even when you have him at lethal because you still need to get one more swing in. Having Arc-Slogger finishes the job that your attack force diligently performed until your opponent started to stabilize.
has any of you guys ever tried playing Tangle Wire??
Seems to have some potential considering we have chalices to tap (and trinis when have less or any effect) and we are able to lock the first turns landing some threat and can therefore make a better use of those threats...
so just a thought...
Tangle Wire is simply not as good as either Chalice or Blood Moon, and you don't want to tap down ANY of your creatures or lands during any of your turns.
I just won a local tournament with Dragon Stompy. (I played NecroYawgmoth's List, thanks for posting ;-) )
Played against
Round 1:
Thopter foundry (1-1-1)
Round 2:
Mono Blue Staxx (Homebrew) (2-1)
Round 3:
ANT (2-0)
Round 4:
Merfolk (2-1)
Round 5:
Thopter foundry (ID)
Round 6:
ANT (2-0)
+ Top 4
Semi's ANT (2-0)
Final Canadian Thresh (Split and played for the honor 2-0 for me)
I really liked the SOBAM and the Phyrexian Revokers. Boarded out Kargan a lot (Too mana intensive)
Jaya was MVP against Merfolk (Saved my ass game 2)
Revokers hit so much, I really love this card. :-D
Would like to see some replacement for Kargan though, he is just not good enough.
cheers.
Jelmer
Shatterskull has the same problem as Kargan (and I think Kargan is better) Too mana intensive.
Jaya main would probably mean that I would side her out in a lot of Matchups as well. ;-)
Mountain Yeti = Old school style award but otherwise meh... ;-)
That new Moltensteel Dragon sounds promising but the possible liveloss worries me.
I sometimes find myself playing this deck as "Suicide Red" losing 8 to 10 live to Ancient Tomb.
so what if you lose the life. I say, and I play DS fairly often, that Moltensteel Dragon is what the deck needs. Honestly, the card is nuts. Here's what I am going to test when it comes out:
-2 Song
-1 Slogger
+3 Moltensteel
And also:
-2 Slogger
-1 Song
+3 Moltensteel
It's the best thing printed for a possible slot in ages. Seething Song becomes more relevant and it works well.
Ow don't get me wrong I see its potential.
(Its big, flies and a pump ability)
And I'll probably will test it as a 2 off, in stead of Kargan.
Has anyone thought about batterskul? Its in our five mana range. Seems pretty god for me. Unlike other equips can usefull by itself, and bad topdeck mode you can always return it back to your hand at end of turn and replay it again. Also we could include Godo, Bandit Warlord as one-of for litle combo.
Batterskull 5
Artifact - Equipment
Living weapon
Equipped creature gets +4/+4 and has vigilance and lifelink
3: Return Batterskull to its owner's hand.
Equip 5
I dunno if this was mentioned before but when we start playing moltensteel + phyrexian revoker it starts to become pretty low on the red count for chrome mox.... (especially if you want to play 4 equipment on top of that)
Batterskull actually looks like a decent slogger replacement. It shines in roughly the same matchups (ie against Tribal and aggressive decks), and it isn't a total loss when the opponent STP's it. The recursive ability might be largely useless but could still be golden for a deck that spends most of its time in topdeck mode without useful things to do with all its mana.
EDIT: Also, whilst Moltensteel is indeed a red card Chrome Mox specifically cannot imprint artifacts. Bummer, really.
Whoops. Missed that. Good eye, Watson. I am now on board with the batterskull idea. Also, this makes Seething Song a much better topdeck since it both casts and equips Batterskull, and can toss out a Slogger/burn with Slogger, toss out a few points of damage, as well as its normal drop of tossing out disruption on turn one. I like this card quite a bit. It even gets around destroy effects if necessary for 3. It's friggin' good for the list. Face it, this card turns your little beaters into a house. a 6/6 Magus with lifelink and can still block? Awesome. Also, now I won't worry as much about how often I tap Tomb. I'm getting 4x asap. Also, as if Dragon weren't pretty much gg, Dragon + this is.
--ABC
Batterskull just rocks with Etched Champion. Im considering them both, might be nice..
My list a couple of pages back includes revokers, 2 moltensteel, 4 equip And I have 24 red cards that can be pitched to mox. I'm going to stick with the mox diamond rule Aka, you need at least 24 cards to pitch to mox for it to be optimal as you don't want to be forced to pitch the moon effect when what you want is To cast it. For those who are going equipment less with slogger, I think batterskull is a good fit as he is pure colourless, wrecks tribal and if killed, can pump a weenie to a pretty big size. If moltensteel does not work out in my list, I'll play a pair of batterskulls instead.
Even without songs, batterskull is good because it doesn't need double red. 2 sol lands would do the trick. Thoughts? We have precious few non red slots, so moltensteel vs batterskull, which do you like better? I'm leaning on moltensteel because it's explosive, but batterskull might be a safer choice. When you are behind, you want batterskull, when you are ahead, you want moltensteel to wrap up the game before the opponent can recover.
Traditionally I like cards that pull you back from behind. But since this is a sui type deck, maybe the rules are different.
Batterskull? really?
That card is good, but on the other hand it is very clumsy... and I don't like cards that cost THAT much mana =( It can't even be imprinted, if we want to go the Hellbent Route...
oh, and about percentages for the Mox... Gui calculated this for me =)
Red Cards in Deck - Chance of 1 in OP7 - Chance of 2 in OP7
20 ---------- 95,?% ---------- 75%
21 ---------- 96,2% ---------- 78%
22 ---------- 96,7% ---------- 81%
23 ---------- 97,2% ---------- 83%
24 ---------- 97,8% ---------- 85,7%
25 ---------- 98,2% ---------- 87,7%
26 ---------- 98,6% ---------- 89,5%
You betcha.
wtf.That card is good, but on the other hand
Slogger costs "THAT much mana." You know, the card that wins games?it is very clumsy... and I don't like cards that cost THAT much mana =( It can't even be imprinted, if we want to go the Hellbent Route...
The fact of the matter is it's a creature that on a sorcery-speed whim makes our good creatures awesome and our awesome creatures into life-point eating Gods. How many times have you said, "I wish my life total was lower, then I could worry about tapping my Ancient Tomb again."
Another fact is that it's a 4/4 creature on turn 2 if you get double sol lands, which happens, and generally ends up being tossed back for a new hand. Why? You generally need a red mana source; with this, thats not a big deal. Also, I don't mind swinging my pit-dragon, gaining a mega-crap ton of life, and then being able to block with it, again gaining a mega crap ton of life.
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