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Thread: [Deck] Dragon Stompy

  1. #1241
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    Re: [Deck] Dragon Stompy

    Hey,

    ah, somebody with some experience with the mentioned cards, perfect!

    To be honest: Yes, Lodestone Golem does not afflict Trinisphere as much, but in my opinion, the golem still works pretty good with our denial-strategy.
    Of course, neither Golem nor Tangle Wire may replace either Chalice nor Trinisphere, but I still think it is a good addition, and both cards work pretty well with each other.
    If I compare the Golem with f.e. an Avalanche Rider, I still prefer the Golem, allthough the Rider is far stronger under a Trinisphere. The Golem has an unfortunate kickback that will propably even hit us more then our opponent, but It has a damage output of 5 which is not too bad at all.

    In my experience with Dragon Stompy (old Hellbent build), I always missed the "second piece", which might be Wire / Golem.

    I am going to attend a 100 people legacy tournament in December with Goblin Stompy (Moggcatcher / Settler - Build). I will share my experiences with you guys

    Greetings,
    lz

  2. #1242

    Re: [Deck] Dragon Stompy

    Rummaging trough the net i found another version of goblin stompy:


    //NAME: Goblin Stompy - ponos
    9 Mountain
    4 City of Traitors
    4 Ancient Tomb
    2 Cavern of Souls
    4 Magus of the Moon
    4 Simian Spirit Guide
    1 Kiki-Jiki, Mirror Breaker
    1 Tuktuk Scrapper
    4 Moggcatcher
    4 Siege-Gang Commander
    1 Jaya Ballard, Task Mage
    1 Murderous Redcap
    3 Purphoros, God of the Forge
    1 Goblin Settler
    1 Rakka Mar
    4 Chalice of the Void
    4 Blood Moon
    4 Chrome Mox
    3 Trinisphere
    1 Boggart Shenanigans
    SB: 4 Confusion in the Ranks
    SB: 2 Pyrokinesis
    SB: 2 Ratchet Bomb
    SB: 2 Ensnaring Bridge
    SB: 3 Phyrexian Revoker
    SB: 1 Anarchy
    SB: 1 Goblin Sharpshooter

    What do you think?

  3. #1243
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    Re: [Deck] Dragon Stompy

    cutting the recruiters but keeping 1 off non goblins seems pretty weird - i would rather run jaya because its the cheaper and more versatile card. i dont think that the shenanigans deserve a slot when purphoros is dealing 2 damage, is triggered not only by goblins and doesn't target. stingscourger needs to be added to the main deck.

    i dont think the list is anywhere near the optimum but purphoros + sgc looks pretty sweet.

  4. #1244
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    Re: [Deck] Dragon Stompy

    Well, I played the deck in a 34ppl tournament and fell miserably. 0/5 and a bye in the last round. I kept playing to get a better sense of what was going on.

    The Deck:
    // Creatures: 23
    4 Magus of the moon
    4 Simian spirit guide
    4 Moggcatcher
    3 Siege-Gang Commander
    2 Flametongue Kavu
    1 Tuktuk Scrapper
    1 Kiki-Jiki, Mirror Breaker
    2 Murderous Redcap
    2 Rakka Mar
    // Artifacts: 12
    4 Chalice of the void
    4 Trinisphere
    4 Chrome mox
    // Instants / sorceries / Walkers: 2
    1 Koth of the Hammer
    1 Red Sun's Zenith
    // Enchantments: 4
    4 Blood moon
    // Lands: 19
    4 Ancient tomb
    4 City of traitors
    11 Mountain

    // Sideboard:
    SB: 2 Pyroblast
    SB: 1 Red Elemental Blast
    SB: 1 Koth of the Hammer
    SB: 1 Jaya Ballard, Task Mage
    SB: 1 Goblin Gardener
    SB: 2 Pyrokinesis
    SB: 1 Umezawa's Jitte
    SB: 1 Phyrexian Revoker
    SB: 3 Ensnaring Bridge
    SB: 2 Sulfur Elemental

    Deck Decisions
    I really think that a moggcatcher that starts the turn in your side can win you the game. I only need to survive to that.
    So the idea is to have:
    - The Moggcatcher pack:
    Moggcatcher
    Siege-gang commander
    Murderous Redcap
    Kiki-jiki, Mirror breaker
    Tuktuk scrapper
    - The survival pack:
    Flametongue Kavu
    Rakka Mar
    Red Sun's Zenith (should be Bonfire of the Damned)
    - The lock + Acceleration to deploy it:
    Chalice of the Void
    Trinisphere
    Magus of the Moon
    Blood Moon
    Chrome Mox
    Simian Spirit Guide

    Seeing that, I notice that Koth did not fill any purpose, shouldn't have been there.

    For the Sideboard I counted on a resolved Ensnaring Bridge to win me games to Dredge, any deck with TNN, Batterkulls, Reanimator, S&T....
    Koth was for the Control matchup.
    No side to GY hate was a personal idea. Dredge should be controlled with Ensnaring and Trinisphere.

    Mini Report
    I didn't take any notes. It happened 3 days ago, so it may be wrong in some aspects. I apologise for that.

    R1: Affinity
    I lose the day roll and he deploys 5 cards on the board T1. I try to stabilize and I do it thanks to a Kavu that does a 2x1. I get there with a Moggcatcher that brings me the Scrapper and a Kiki Jiki, bu I'm still slow. When an Etched Oracle enters, I have to go for the kill and I do it by brute force. WIN
    - G2 I lose to a really really fast start without option. I was in a point when I has Ancient Tomb + Mountain and a Simian in hand. I could chose Jaya Ballard or Murderous Redcap, and I lost because I was affraid of losing too much life with the tomb and Jaya. Wrong Decision. It was a bad hand, should have mulliganed.
    - G3 has no history.
    1st hand 7 lands - Mulligan to 6
    6 spells no mana - Mulligan to 5
    1 Mountain and all CMC 3+ - mulligan to 4
    Moggcatcher + 3 lands, let's pray. But praying is not enough. GG

    R2: Landless Dredge
    I lose th die roll for th esecodn time. I get to control the board like the previous round. Kikijiki+moggcatcher blockl a lot of ichorids :P
    - G2 I lose to combo. I had no Trinisphere, I landed an Ensnaring bridge and attacked with Rakka Mar tokens. I died the turn before winning.
    - G3 I land a Trinisphere + Ensnaring bridge but I had no more lands all the game. I could not survive the horde of ichorids + zombies. A Bonfire would have saved my life. GG

    R3: ANT
    I lose the die roll again. I win game 1 with chalice + Magus + Magus + Magus + Magus (yeah, all 4).
    G2: He could take away my trinisphere T1 and then comboes.
    G3: He removed my chalice and my magus didn't stop him (island in starting hand).

    R4: Patriot
    I lost the die roll one more time.
    I did ONE error in this game when I control a Moggcatcher (came last turn) and he has 1 card in hand. He has 4 mana and I have 4 too. I just drew a Chalice and, instead of passing the turn so I could search at elast once, I tried to play it. That meant Snapcaster to lightning, then he drew a Stoneforge+stoneforge and I lost.
    G2 I tried to go greedy T1. I could go Chalice or Magus, and knowing he has no basic lands, I went for Magus. He goes, Lightning to Magus. I play my chalice and the smashes it. GG

    R5: UR Delver
    Guess what, I lost the die roll (bingo!). He start so aggressive that even my Chalice at 1 the 1st turn can't stop him. I die on his turn 4 (Delver + pyromancer + Price killed me). I didn't see a single red source all game, should have mulliganed.
    Game 2, Trini 1st turn - Counter
    Trini 2nd turn - Counter
    Magus turn 3 - Lightning.
    I was all the game in the first 2 lands, I didn't draw any more.


    Conclussion
    The deck didn't play well and I didn't either. Maybe without the errors I would have ended better. Also, having those first random pairings (instead of the more suitable ones) would have helped me get paired with decks where the Moon and Magus were better (stellar in Dredge, for example :P)
    I needed more practice and I need to solve the mana. I need 20 lands.
    BTW, a player in there was scouting the deck and asked for a card (moggcatcher). I told him it was the tech and that I'd tell him later. He entered this forum and saw my post, so he knew exactly my composition. I didn't face him all day, he won the tournament. Maybe that's Karma.


    And now?
    I'll relax a few days then think what to do with the deck. Bonfire is a high prio. Then I need to really think in what solutions I may find on it. Until then CY (I'll be scouting you, beware ^^


    JMLL
    A PRO doesn't draw, he tutors every turn.

    JMLL

  5. #1245
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    Re: [Deck] Dragon Stompy

    I'm experimenting a bit with the goblin list.... unfortunately, i found out that true name nemesis hurts that strategy.

    The main strenght of the goblin version to me is that, even when you don't manage to land lock pieces, you can win the game thanks to the versatility of moggcatcher. A single rakdos pit dragon usually don't win the game, a single moggcatcher does instead because you are able to tutor for artifact destruction (tuktuk scrapper) , land destruction (goblin settler), token swarms and creature removal (siege-gang commander), bounce (stingscourger).

    Unfortunately, when true name nemesis lands, there is little you can do and moggcatcher can be too slow. Probably it is just better to run dragons and try to race nemesis flying over it.

  6. #1246

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by LeoCop 90 View Post
    I'm experimenting a bit with the goblin list.... unfortunately, i found out that true name nemesis hurts that strategy.

    The main strenght of the goblin version to me is that, even when you don't manage to land lock pieces, you can win the game thanks to the versatility of moggcatcher. A single rakdos pit dragon usually don't win the game, a single moggcatcher does instead because you are able to tutor for artifact destruction (tuktuk scrapper) , land destruction (goblin settler), token swarms and creature removal (siege-gang commander), bounce (stingscourger).

    Unfortunately, when true name nemesis lands, there is little you can do and moggcatcher can be too slow. Probably it is just better to run dragons and try to race nemesis flying over it.
    Hello everyone,

    I haven't played Goblin Stompy for a really long time (although it's one of my fav decks). Dragons get bolted and force you to hellbent. Not ideal. I don't see how you have trouble racing True-Name Nemesis (unless he has equipment on)? He attacks for 3, you smash with bigger stuff. If he's sitting there blocking you shoot the blocked goblin to the face. Blood moon keeps them off 2 blue as well... I haven't really updated my list since I made it (back on page 52). However the list by Ponos with purphoros, god of the forge seems cool, has he posted here recently? For ref: http://www.tcdecks.net/deck.php?id=11839&iddeck=86703

    My only concern is purphoros not becoming a creature. But I assume that's why he plays 4 SCG and not 3 --> he wants to cast them too. Some changes I'm thinking about: 1 krenko in the main to push things over the edge and instigator gang for tramply huge goblins. It will work quite nicely since we fetch goblins instead of casting spells. No need to timewalk to flip our werewolf! Only concern is bolt and abrupt decay are good vs the werewolf. In this case, I might add some cavern of souls. Furthermore, I think 3 Chrome Mox is the right number. Rather play another land (cavern or mountain) instead. Anyways, I'll post a list soon but it probably won't be much different. I'll start testing purphoros.

  7. #1247
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Blastoderm
    I don't see how you have trouble racing True-Name Nemesis (unless he has equipment on)? He attacks for 3, you smash with bigger stuff. If he's sitting there blocking you shoot the blocked goblin to the face. Blood moon keeps them off 2 blue as well...
    True Name Nemesis usually have equipments attached, because almost everyone play nemesis in stoneforge decks , except merfolks where nemesis is 4/2 or 5/3 though. Believe me, it might be problematic to race nemesis.

    Blood Moon keeps them off double blue, and in fact i would like to discuss the best creatures when our lock pieces fail.... because when our lock pieces are effective we could win also with Trained Orgg.

    And by dragons i wasn't meaning Rakdos Pit Dragon. I should have specified that i mean Thundermaw Hellkite or Stormbreath Dragon. Particularly, I believe that Stormbreath Dragon is perfect for this meta because it survives both bolt and swords to plowshares, especially in a build that also run cavern of souls to make him (or magus of the moon when needed) uncounterable. The issue is , as always, the mana cost of 5 , and to me also the fact that stormbreath will cost a lot until he is played in standard (i own one, but i'm not willing to buy 3 other soon).

  8. #1248

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by LeoCop 90 View Post
    True Name Nemesis usually have equipments attached, because almost everyone play nemesis in stoneforge decks , except merfolks where nemesis is 4/2 or 5/3 though. Believe me, it might be problematic to race nemesis.

    Blood Moon keeps them off double blue, and in fact i would like to discuss the best creatures when our lock pieces fail.... because when our lock pieces are effective we could win also with Trained Orgg.

    And by dragons i wasn't meaning Rakdos Pit Dragon. I should have specified that i mean Thundermaw Hellkite or Stormbreath Dragon. Particularly, I believe that Stormbreath Dragon is perfect for this meta because it survives both bolt and swords to plowshares, especially in a build that also run cavern of souls to make him (or magus of the moon when needed) uncounterable. The issue is , as always, the mana cost of 5 , and to me also the fact that stormbreath will cost a lot until he is played in standard (i own one, but i'm not willing to buy 3 other soon).
    I'll have to test against nemesis. If you really have that much trouble you could always run Magnetic Mountain lol. Oh and I always side in 4 ensnaring bridge against merfolk. I'll be trying this list:

    4 ancient tomb
    4 city of traitors
    12 mountain
    3 chrome mox
    4 simian spirit guide

    3 siege gang commander
    1 krenko, mob boss
    4 moggcatcher

    4 blood moon
    4 magus of the moon
    4 trinisphere
    4 chalice of the void

    3 instigator gang
    3 rakka mar
    3 purphoros, god of the forge

    SB:

    4 phyrexian revoker
    4 ensnaring bridge
    3 tormod's crypt
    1 stingscourger
    1 tuktuk scrapper
    1 goblin sharpshooter

  9. #1249

    Re: [Deck] Dragon Stompy

    hey guys, so i got 2nd in a scg iq on the 26th in dalton running stompy

    list:

    12 mnt
    4 ancient tomb
    4 city of traitors

    4 chrome mox
    4 simian spirit guide

    4 trinisphere
    4 chalice of the voice
    4 blood moon
    4 magus of the moon

    4 hound of griselbrand
    4 koth of the hammer
    4 moggcatcher
    3 siege-gang commander
    1 tuktuk scrapper

    sb:
    2 anarchy
    1 sulfur elemental
    2 ratchet bomb
    1 tuktuk scrapper
    2 stingscourger
    2 ensnaring bridge
    2 pyrokeinesis
    2 faerie macabre
    1 goblin sharpshooter

    i kept pretty bad notes from my actual games but of 5 rounds of swiss i went 3-1-1 into the finals

    round 1: BUG: 2-0 blood moon'd both games, he played a total of two spells in the match
    round 2: belcher 0-2 i was on the draw game one and kept a crappy one in the second game
    round 3: delver 2-1 i made a mistake game one and got blown out by a stifle, but had blood moon in 2+3
    round 4: reanimator 2-1 this was some terrible magic. g1 he mulls to 4, 0 spells. g2 i keep a terrible hand with faerie macabre. he goes for it on turn two and i blow him out, but i draw 0 lands. i never draw any in six turns. he casts exhume on a tidespout tyrant and i almost race with siege-gang. g3 chalice
    round 5: ID

    top 8
    round 6: high tide: 2-0. g1 he mulls to 5. moggcatcher getting singleton scrapper gets him. g2 he goes off, but fizzles.
    round 7: storm: 2-0. g1 t1 trinisphere, he tries to go off through it and whiffs. g2 t1 i get duressed he takes my trinisphere but i draw chalice off the top.
    round 8: reanimator: 0-2 this was miserable. he has t1 (!) iona g1 and g2 i play bad imprint a moggcatcher to try and play around spell snare for a blood moon. i never draw a threat and he finds a show and tell four turns later.

    People might wonder why no jitte, but I literally never wanted it in testing and it just clogged my hand up. It would have been pretty much worthless here.
    Anarchy just felt like wasted space in the sideboard. Sulfur elemental would have been a much better slot. I will probably also convert psychokinesis to cave-in. I really could not find any confusion in the ranks, although I'm not sure what I would cut for it.

    Regarding the threats - Koth and the Hound were both kinda eh. I found myself boarding them out a lot. Maybe Koth becomes Chandra, Pyromaster? I think I want to turn the hound into Rakka Mar. I mostly played against non-interactive decks, so maybe other people have had better experience. Overall, I like the moggcatcher build. I never lost a game after I tutored up a siege-gang, but then again, I already had lock pieces in play.

    Which made me wonder if this deck needs to run thorn of amethyst.

    Btw - if you're not running 4x SSG, 4x chrome mox, you are doing it wrong. it is so important to be able to trinisphere/moon/chalice on turn 1

  10. #1250
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    Re: [Deck] Dragon Stompy

    Congrats for the result, it's nice to see someone doing well with this deck !
    I like your deck , i would just like to play 1 Goblin Settler and 1 kiki-jiki. I know settler is expensive and difficult to find, but if you ever find the will/money to get him i recommend him. He can destroy random basic lands under a blood moon, and can keep opponents unable to play under a trinisphere. I just dream of doing turn 1 trinisphere, turn 2 moggcatcher, turn 3 fetch goblin settler, turn 4 fetch kiki-jiki and start copying settler so that the opponent will never cast anything in the game. Kiki is also good in copying siege-gangs (although this is equal to fetching another siege-gang) and tuktuk scrapper to blow multiple artifacts.


    On another note , do you think the new Flame-Wreathed Phoenix is playable ? i know that cards wich let opponents choose are generally not good, but both the modes of this phoenix look good. i think it could compete with rakdos pit dragon for the 4-mana flyer slot.

  11. #1251

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by grixx View Post
    hey guys, so i got 2nd in a scg iq on the 26th in dalton running stompy

    list:

    12 mnt
    4 ancient tomb
    4 city of traitors

    4 chrome mox
    4 simian spirit guide

    4 trinisphere
    4 chalice of the voice
    4 blood moon
    4 magus of the moon

    4 hound of griselbrand
    4 koth of the hammer
    4 moggcatcher
    3 siege-gang commander
    1 tuktuk scrapper

    sb:
    2 anarchy
    1 sulfur elemental
    2 ratchet bomb
    1 tuktuk scrapper
    2 stingscourger
    2 ensnaring bridge
    2 pyrokeinesis
    2 faerie macabre
    1 goblin sharpshooter

    i kept pretty bad notes from my actual games but of 5 rounds of swiss i went 3-1-1 into the finals

    round 1: BUG: 2-0 blood moon'd both games, he played a total of two spells in the match
    round 2: belcher 0-2 i was on the draw game one and kept a crappy one in the second game
    round 3: delver 2-1 i made a mistake game one and got blown out by a stifle, but had blood moon in 2+3
    round 4: reanimator 2-1 this was some terrible magic. g1 he mulls to 4, 0 spells. g2 i keep a terrible hand with faerie macabre. he goes for it on turn two and i blow him out, but i draw 0 lands. i never draw any in six turns. he casts exhume on a tidespout tyrant and i almost race with siege-gang. g3 chalice
    round 5: ID

    top 8
    round 6: high tide: 2-0. g1 he mulls to 5. moggcatcher getting singleton scrapper gets him. g2 he goes off, but fizzles.
    round 7: storm: 2-0. g1 t1 trinisphere, he tries to go off through it and whiffs. g2 t1 i get duressed he takes my trinisphere but i draw chalice off the top.
    round 8: reanimator: 0-2 this was miserable. he has t1 (!) iona g1 and g2 i play bad imprint a moggcatcher to try and play around spell snare for a blood moon. i never draw a threat and he finds a show and tell four turns later.

    People might wonder why no jitte, but I literally never wanted it in testing and it just clogged my hand up. It would have been pretty much worthless here.
    Anarchy just felt like wasted space in the sideboard. Sulfur elemental would have been a much better slot. I will probably also convert psychokinesis to cave-in. I really could not find any confusion in the ranks, although I'm not sure what I would cut for it.

    Regarding the threats - Koth and the Hound were both kinda eh. I found myself boarding them out a lot. Maybe Koth becomes Chandra, Pyromaster? I think I want to turn the hound into Rakka Mar. I mostly played against non-interactive decks, so maybe other people have had better experience. Overall, I like the moggcatcher build. I never lost a game after I tutored up a siege-gang, but then again, I already had lock pieces in play.

    Which made me wonder if this deck needs to run thorn of amethyst.

    Btw - if you're not running 4x SSG, 4x chrome mox, you are doing it wrong. it is so important to be able to trinisphere/moon/chalice on turn 1
    Nice result! Against reanimator/show and tell I think you'll need 4 ensnaring bridge. It's more versatile than confusion in the ranks (only good against show and tell (not even good against sneak attack)?) and you can even bring it in in other matchups (merfolk, stoneblade, TNN decks). Koth really shines with it too. I wouldn't play thorn of amethyst. Play 3-4 Revoker sb (great against top, stoneforge, sneak attack, griselbrand, LED). If death and taxes gets played alot then yea sulfur elemental would be nice, otherwise cave-in/pyrokinesis will do. Not sure about ratchet bomb...seems a little slow to me. There's some miracles in my meta so I like koth (I play 2-3) alot as well as a couple boil in the sb. Hound of griselbrand is decent against goyf/batterskull/liliana, doesn't die to bolt either. Protecting Koth until his ultimate is sometimes my gameplan where I can't come back with creatures. Rakka mar is also useful against (again miracles) jace and liliana (makes a token, has haste). Liliana can be a pain if you can't deal with her right away.

    Right now I'm playing your list -1 chrome mox -2 koth -1 tuktuk scrapper -1 hound +3 rakka mar, +2 instigator gang (don't want him too early, more of a late game finisher). Multiple chrome mox in my hand was pissing me off so I went down to 3.

    When you play against interactive decks that can play through blood moon (maverick, miracles), you'll see how moggcatcher, rakka mar and hound pull their weight :)

  12. #1252
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    Re: [Deck] Dragon Stompy

    One thing about Confusion is that it swaps for Omniscience if they drop that one.

  13. #1253

    Re: [Deck] Dragon Stompy

    Confusion is something you want to hardcast vs Show and Tell? Also, could a Sea/Faerie Stompy run a similar game plan, using 4 [mtgcard]Seahunter[/mtgcard] and 4 [mtgcard]True-Name Nemesis[/mtgcard]?

  14. #1254

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Entromancer View Post
    Confusion is something you want to hardcast vs Show and Tell? Also, could a Sea/Faerie Stompy run a similar game plan, using 4 [mtgcard]Seahunter[/mtgcard] and 4 [mtgcard]True-Name Nemesis[/mtgcard]?
    It merits testing, but I feel like Sea Stompy has enough win conditions in Sea Drake, Serendib Efreet, andIllusory Angel. This would probably be a better question for the Sea Stompy thread though :)

  15. #1255

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Entromancer View Post
    Confusion is something you want to hardcast vs Show and Tell? Also, could a Sea/Faerie Stompy run a similar game plan, using 4 [mtgcard]Seahunter[/mtgcard] and 4 [mtgcard]True-Name Nemesis[/mtgcard]?
    Except blood moon rapes this format and sea stompy doesn't play it.

  16. #1256
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    Re: [Deck] Dragon Stompy

    What do you guys think about beating TNN by boarding in Meekstone or Ensnaring Bridge in Goblin Stompy? Those are tools that Dragon Stompy cannot exploit.

  17. #1257

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by FTW View Post
    What do you guys think about beating TNN by boarding in Meekstone or Ensnaring Bridge in Goblin Stompy? Those are tools that Dragon Stompy cannot exploit.
    I always pack 4 bridges in my sb for this reason. It's so versatile!

  18. #1258
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Entromancer View Post
    Confusion is something you want to hardcast vs Show and Tell?
    You could, and I've done it before, but if you drop Confusion off of Show and Tell, you get the instant swap of Omniscience for one of your enchantments. If they drop a dude, then you swap forone of your dudes, if you have any on the board.

  19. #1259

    Re: [Deck] Dragon Stompy

    I am newish to the deck and have been reading the forums around here. How is dragon stompy winning once ensnaring bridge is resolved? I definitely see how it is awesome against a ton of decks, but it stops us from attacking too. I suspect that I am missing something obvious, but I am definitely missing something.

  20. #1260

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by asjohnson View Post
    I am newish to the deck and have been reading the forums around here. How is dragon stompy winning once ensnaring bridge is resolved? I definitely see how it is awesome against a ton of decks, but it stops us from attacking too. I suspect that I am missing something obvious, but I am definitely missing something.
    We usually have a card or two in hand, so Magus + Revoker beatdown can get there eventually. Otherwise, you can tick up Koth until you get to ping them to death with angry mountains. One nice thing about Bridge is that this deck doesn't need to play many spells, so we can slowly adjust our hand size as we see fit.

    Opposing Bridges, however, are much harder to deal with since you opponent can empty their hand to stall. Once again, Koth wins through that though.

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