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Thread: [Deck] Dragon Stompy

  1. #1441

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Octopusman View Post
    Can we have a pro vs con of Rabblemaster vs Assault, by match up if necessary? I'm curious.
    [Edit] I realize chump block on Rabblemaster is a concern aside from being easier to remove but in context (under lock pieces) I'm still curious.
    Assault was there only for miracles. It also has "goblins attack each turn if able". It doesn't die to swords to plowshares or terminus like rabblemaster does.

  2. #1442

    Re: [Deck] Dragon Stompy

    Has there been any consideration given to adding Imperial recruiter? It can fetch up Kiki-> kiki copy Recruiter-> fetch up Settler and then wreck mana bases all day.

  3. #1443
    Stomping blue decks with "dead" decks, as usual.
    Vandalize's Avatar
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    Re: [Deck] Dragon Stompy

    I've been lurking this thread for a while, and after I playtested some versions (Pit Dragon, Moggcatcher, Equipment + Beaters), I've found any threat base to be enough. This deck wins on Chalice of the Void, Trinisphere, Blood Moon and Magus of the Moon.

    90% of times, if you play 4 Trained Orgg you'll win the game, basically because our lock pieces are extremely good against the metagame.

    Still, I don't like the Moggcatcher list that much. It's a heavy mana investment for a creature that requires another mana investment. SCG is good, Kiki is also good, but they're expensive. I'd rather give the beats with Rakdos Pit Dragon, Gathan Raiders, Moltensteel Dragon or even Thundermaw Hellkite, that can end the game in pretty much the same clock as the Moggcatcher, but without being fancy and requiring extra mana to work.

    If you guys want the land destruction package, Avalanche Riders is also a good card to consider without a Moggcatcher shell.
    Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return

  4. #1444
    get outta here, humanity.
    iamajellydonut's Avatar
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    Re: [Deck] Dragon Stompy

    The reason why Mogg Catcher is so good is because as fun and powerful as it is to drop a Trinisphere, Blood Moon, Chalice of the Void, and a fattie, the honest truth is that the consistency of that lock is lacking and there's a huge investment into such a plan making it very fragile. Not to mention that there are a good amount of decks that just don't give a shit. Moggcatcher is a solution to that problem. Not only can it end the game through beats if necessary, but if it untaps and fetches, you both have a fattie and recoup on a very good portion of your investment.
    Quote Originally Posted by sdematt View Post
    tits.

  5. #1445

    Re: [Deck] Dragon Stompy

    Well, most of the beaters listed have the same color requirements as the Mogg Catcher. Kiki is a one-of, anyway.

  6. #1446
    get outta here, humanity.
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by The Crow's Eye View Post
    Well, most of the beaters listed have the same color requirements as the Mogg Catcher.
    That doesn't mean anything. The point is that you can play your Pit Dragon and go "hahaaa!" at the dome for a boatload of damage and maybe even another slap after that, but if they kill it at any point between twenty and one life, you're back to square one. Moggcatcher changes that. Moggcatcher changes that and spawns the meanest board that never stops kicking.
    Quote Originally Posted by sdematt View Post
    tits.

  7. #1447

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by nodahero View Post
    Has there been any consideration given to adding Imperial recruiter? It can fetch up Kiki-> kiki copy Recruiter-> fetch up Settler and then wreck mana bases all day.
    Blood moon does that for you. Recruiter is probably too slow.

  8. #1448

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Vandalize View Post
    I've been lurking this thread for a while, and after I playtested some versions (Pit Dragon, Moggcatcher, Equipment + Beaters), I've found any threat base to be enough. This deck wins on Chalice of the Void, Trinisphere, Blood Moon and Magus of the Moon.

    90% of times, if you play 4 Trained Orgg you'll win the game, basically because our lock pieces are extremely good against the metagame.

    Still, I don't like the Moggcatcher list that much. It's a heavy mana investment for a creature that requires another mana investment. SCG is good, Kiki is also good, but they're expensive. I'd rather give the beats with Rakdos Pit Dragon, Gathan Raiders, Moltensteel Dragon or even Thundermaw Hellkite, that can end the game in pretty much the same clock as the Moggcatcher, but without being fancy and requiring extra mana to work.

    If you guys want the land destruction package, Avalanche Riders is also a good card to consider without a Moggcatcher shell.
    The point is that if your lock pieces fail (which they will occasionally due to people playing basics or just countering your stuff) you need creatures that can hold back goyfs and batterskull. Gathan Raiders doesn't do that, neither does Thundermaw Hellkite.

  9. #1449
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by ivanpei View Post
    It's much better than Chandra Nalaar. He's not quite Jace or Liliana level but he's the best red has unfortunately. Right now I'm thinking of trying this Superfriends shell to dodge removal. It tries to minimize creatures and run zero equips.

    4 Chalice of the Void
    4 Trinisphere
    4 Blood Moon
    4 Magus or the Moon
    4 Simian Spirit Guide

    3 Dismember
    3 Ratchet Bomb
    2 Flame Tongue Kavu

    3 Chandra Pyromaster
    3 Koth of the Hammer
    4 Sarkhan Dragonspeaker

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

    The deck tries to play control while dropping lock pieces. You throw our your lock pieces as early as possible then try and clear the early game drops like Delver or Deathrites with removal. What I like about Sarkhan is that he is a Removal Spell plus win condition in one card. He is just so good in this deck. Quite often one or two creatures that sneak through your lock Web will wreck you. A Delver or Goyf is just really hard to deal with early.

    Rather than flat out aggro with a creature and equip build, I'm going to try a board control build where I sweep the weenies and drop walkers ftw. Also FTK can combo with Sarkhan in indestructible dragon form if there is nothing to fry. Or a Koth when you are land flooding after a swing with the 4/4.
    I'm actually curious as to how this playstyle works out. DS has always had two obvious weaknesses: limited removal, limited gas. After our initial 7 we often enter topdeck mode and thus struggle to compete with decks that counter our early removal and then fall back on cantrips, not to mention we can easily get overwhelmed if enemy creatures are either stronger or have more utility than our own. I haven't touched DS in about 2 years as I felt like it was at a wall development-wise but at the time I was running an artifact build something to the effect of:


    4 Great Furnace
    4 Ancient Tomb
    4 City of Traitors
    6 Mountain

    3 Mox Opal
    4 Simian Spirit Guide
    4 Seething Song
    2 Batterskull
    0-3 Umezawa's Jitte
    0-2 Sword of Fire and Ice
    4 Chalice of the Void
    3 Trinisphere
    1-2 Blood Moon

    4 Magus of the Moon
    4 Moltensteel Dragon
    4 Lodestone Golem
    4 Etched Champion
    1-2 Akroma, Angel of Fury

    I don't remember the exact build but this was rather close. The list could still possibly work given some minor tweaking, but it was very functional for me at the time. The artifact-focus meant I could take riskier T1 hands where I only had 1 or 2 Sol lands. Lodestone gave me a solid beater with an additional lock condition, and Etched Champion was essentially guaranteed his Metalcraft making him immune to nearly all removal (this was insanely powerful as BUG and Miracles weren't around).

    I've actually considered dropping my modifications to Rock and returning to Stompy-based decks as Chalice and Moon effects are notably strong in the present meta.

    Forlorn
    How to play Belcher:
    Step 1) Draw 7 cards.
    Step 2) Throw said 7 cards onto the table while making a "BLAH!" sound.
    Step 3) Hold up hands quizically and ask: "Do I win?"

    Decks
    Enchantress
    Dragon Stompy
    Rock
    UG Madness/Thresh (Pauper)

  10. #1450

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by iamajellydonut View Post
    That doesn't mean anything. The point is that you can play your Pit Dragon and go "hahaaa!" at the dome for a boatload of damage and maybe even another slap after that, but if they kill it at any point between twenty and one life, you're back to square one. Moggcatcher changes that. Moggcatcher changes that and spawns the meanest board that never stops kicking.
    My point was, if he can cast RPD, he can cast Moggcatcher.

  11. #1451
    get outta here, humanity.
    iamajellydonut's Avatar
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    Re: [Deck] Dragon Stompy

    Oh, fair enough.
    Quote Originally Posted by sdematt View Post
    tits.

  12. #1452
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    Re: [Deck] Dragon Stompy

    Hi All,

    Yesterday I took 4th place in a 35ish people tournament with the Goblin build below:

    R1: Bye
    R2: BUG (2-0)
    R3: Jund (I think I saw Confidants, Hymn, Punishing en Goyfs) (2-1)
    R4: Lands (1-2) WTF?!?!
    R5: Storm (2-1)
    R6: Sneaky Breach ID

    T8:
    1/4 UG Infect: (2-0)
    1/2 Sneaky Breach (0-2)



    8 Mountain
    4 Ancient Tomb
    4 Cavern of Souls
    4 City of Traitors
    1 Goblin Settler
    4 Magus of the Moon
    4 Moggcatcher
    1 Murderous Redcap
    4 Prophetic Flamespeaker
    2 Siege-Gang Commander
    4 Simian Spirit Guide
    1 Tuktuk Scrapper
    1 Kiki-Jiki, Mirror Breaker
    1 Krenko, Mob Boss
    4 Chalice of the Void
    3 Chrome Mox
    1 Sword of Fire and Ice
    1 Sword of Light and Shadow
    3 Trinisphere
    4 Blood Moon
    1 Umezawa's Jitte

    Sideboard

    3 Ensnaring Bridge
    1 Goblin Sharpshooter
    2 Stingscourger
    2 Sulfur Elemental
    4 Leyline of the Void
    1 Emrakul, the Aeons Torn
    2 Koth of the Hammer


    All in all I like the deck, but I don't like Krenko, I am thinking about replacing him with Goblin King. We have a lot of ways to create mountains on the opposing side of the table.
    I think i'm also replacing the Sword of Light and Shadow with a 3rd copy of Siege-Gang Commander.

  13. #1453

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Jelmerz77 View Post
    Hi All,

    Yesterday I took 4th place in a 35ish people tournament with the Goblin build below:

    R1: Bye
    R2: BUG (2-0)
    R3: Jund (I think I saw Confidants, Hymn, Punishing en Goyfs) (2-1)
    R4: Lands (1-2) WTF?!?!
    R5: Storm (2-1)
    R6: Sneaky Breach ID

    T8:
    1/4 UG Infect: (2-0)
    1/2 Sneaky Breach (0-2)



    8 Mountain
    4 Ancient Tomb
    4 Cavern of Souls
    4 City of Traitors
    1 Goblin Settler
    4 Magus of the Moon
    4 Moggcatcher
    1 Murderous Redcap
    4 Prophetic Flamespeaker
    2 Siege-Gang Commander
    4 Simian Spirit Guide
    1 Tuktuk Scrapper
    1 Kiki-Jiki, Mirror Breaker
    1 Krenko, Mob Boss
    4 Chalice of the Void
    3 Chrome Mox
    1 Sword of Fire and Ice
    1 Sword of Light and Shadow
    3 Trinisphere
    4 Blood Moon
    1 Umezawa's Jitte

    Sideboard

    3 Ensnaring Bridge
    1 Goblin Sharpshooter
    2 Stingscourger
    2 Sulfur Elemental
    4 Leyline of the Void
    1 Emrakul, the Aeons Torn
    2 Koth of the Hammer


    All in all I like the deck, but I don't like Krenko, I am thinking about replacing him with Goblin King. We have a lot of ways to create mountains on the opposing side of the table.
    I think i'm also replacing the Sword of Light and Shadow with a 3rd copy of Siege-Gang Commander.
    You should swap out the flamespeakers for Rabblemasters. I was all about flamespeaker, and he was good, but rabblemaster just does so much more. The whole point of flamespeaker was to draw more gas because you need to drop so much in your opening moves, but rabblemaster will just win the game on his own as well as be a legitimate clock. Then ability to pump out guys, and adding a singleton piledriver has let me smash through true names and merfolk decks that I know I would have had issues with in the past.


    Additionally, Krenko is the weakest card in the deck but he does have a purpose. Once he gets online, some decks can't beat him, or have to kump through hoops to do it. I'm hoping that Khans brings us a good goblin to put in his spot. I can see moving to a Goblin King as I have considered him in the past, especially now with Rabblemaster.

  14. #1454
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by ZTurgeon View Post
    You should swap out the flamespeakers for Rabblemasters. I was all about flamespeaker, and he was good, but rabblemaster just does so much more. The whole point of flamespeaker was to draw more gas because you need to drop so much in your opening moves, but rabblemaster will just win the game on his own as well as be a legitimate clock. Then ability to pump out guys, and adding a singleton piledriver has let me smash through true names and merfolk decks that I know I would have had issues with in the past.


    Additionally, Krenko is the weakest card in the deck but he does have a purpose. Once he gets online, some decks can't beat him, or have to kump through hoops to do it. I'm hoping that Khans brings us a good goblin to put in his spot. I can see moving to a Goblin King as I have considered him in the past, especially now with Rabblemaster.
    I'll test out the Rabblemaster, I am hesitant because of the "must attack" for the other goblins. But I'll see if that will be an issue. If I cut the Flamespeakers for Rabblemasters then the need for equipment is less. That would free up space for the King and maybe a Piledriver. Cutting the Flamespeakers also eliminates the double red in the cost of the 3 drop issue.

  15. #1455

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Jelmerz77 View Post
    I'll test out the Rabblemaster, I am hesitant because of the "must attack" for the other goblins. But I'll see if that will be an issue. If I cut the Flamespeakers for Rabblemasters then the need for equipment is less. That would free up space for the King and maybe a Piledriver. Cutting the Flamespeakers also eliminates the double red in the cost of the 3 drop issue.
    http://magic.wizards.com/en/articles...ily-2014-09-08 has my current list. Hopefully it will be of some help.

  16. #1456
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    Re: [Deck] Dragon Stompy

    Quote Originally Posted by ZTurgeon View Post
    http://magic.wizards.com/en/articles...ily-2014-09-08 has my current list. Hopefully it will be of some help.
    I will test the same deck minus -1 Jitte and 1 Krenko and plus 1 King and 1 SGC.

    What is your thought behind the 1 Boartusk Liege in the SB? is it strickly for the +1/+1?

  17. #1457

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by Jelmerz77 View Post
    I will test the same deck minus -1 Jitte and 1 Krenko and plus 1 King and 1 SGC.

    What is your thought behind the 1 Boartusk Liege in the SB? is it strickly for the +1/+1?
    I took it from someone else in this thread. It's good at pushing your guys out of punishing fire without dying to it itself, and it is also good against elesh norn for the same reason. It's also a solid card to bring in when you just need extra cards, because it is never really bad, just inefficient.

  18. #1458

    Re: [Deck] Dragon Stompy

    I am still not getting much success with the latest version of this deck against miracles. First game, you might have a chance if you get a really good draw and they do not see terminus for the first few turns. But in the second game, in comes humility and with swords and terminus and counters... its pretty difficult to win.

  19. #1459

    Re: [Deck] Dragon Stompy

    Quote Originally Posted by oliverpool View Post
    I am still not getting much success with the latest version of this deck against miracles. First game, you might have a chance if you get a really good draw and they do not see terminus for the first few turns. But in the second game, in comes humility and with swords and terminus and counters... its pretty difficult to win.
    Miracles has been rough matchup for me as well. Koth is king. Chalice for 1 slows them down but does't crush them like other decks. Jace is also very hard to deal with. I was debating having 3 side board Uba Masks because I see a lot of Miracles at my LGS.

  20. #1460
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    Re: [Deck] Dragon Stompy

    I'm not 100% sure about the sideboard, but this is probably what I would run at the moment:

    4x Magus of the Moon
    4x Moggcatcher
    4x Goblin Rabblemaster
    4x Simian Spirit Guide
    3x Siege-Gang Commander
    2x Rakka Mar
    1x Kiki-Jiki, Mirror Breaker
    1x Murderous Redcap
    1x Tuktuk Scrapper

    4x Chalice of the Void
    4x Blood Moon
    4x Chrome Mox
    3x Trinisphere
    1x Umezawa's Jitte
    1x Sword of Fire and Ice

    11x Mountain
    4x Ancient Tomb
    4x City of Traitors

    For the sideboard, I've been thinking about some number of Koths, Confusion in the Ranks, Anarchy, Pyrokinesis, and maybe a Sulfuric Vortex and an Emrakul.

    There's also been a Goblin Settler sitting at a local store for the past couple of months. I'm still torn on whether or not I should pick it up.

    I've also wanted to experiment with Fork or Reverberate vs Miracles. How awesome would it be to copy their Entreat the Angels? It's probably a terrible idea, but might be worth testing.

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