I would be enthusiast to run a control list with main deck bridge, but at the moment the only planeswalkers that can act as a win conditions are chandras and koth. Unfortunately sarkhan have no sinergy with bridge; even if you reach his ultimate, he cannot attack under a bridge.
Karn Liberated seems like a solid inclusion in a control D Stompy running a full playset of bridge. Bridge protects Karn and Karn gives a way to deal with noncreatures as well as a win condition.
A rough draft on a control list running Wildfire. My concerns are that it will be super grindy and takes loads of time before able to win. That's why i have taken out Chandra, Pyromaster out of the list. One card i have been testing was Chandra Ablaze and it was pretty awesome turning dead Simian Spirit Guides into Fireblasts. Her -2 is nice, especially when you have a Moon/3sphere lock on your opponent and he cant get rid of his card on hand. Also with Ensnaring Bridge it can still put fire on your opponent. And her ultimate is cool to. Just recast a Wildfire and a bunch of Seething Songs then empty your hand. Anyway, i liked her more then Pyromaster. Karn wasn't that hard to cast and was able to keep pressure on the opponent. Kinda like Liliana of the Veil, but better. His ultimate, however, is very situational and often not usable. One time i was able to exile an Emrakul, but my opponent playing Maze of Ith and was on the play i couldn't take that risk.
I understand the Ensnaring Bridges, but i don't like them to much. Sweepers might be plain better against most decks since the bridge is the only thing standing between them. Offcourse, 12post, MUD, Sneak, Reanimate, etc it's so much better.
I think that the new Sarkhan actually sucks in a control list. His +1 might be the only thing good unless under a bridge. His -3 is situational. But his ultimate is not to good. I don't see when you want to be casting 2/3 cards every turn in this list. In a aggro list with Moggcatcher it might be sooo much better.
Anyway, idea is simple. Open with a Moon/Sphere/Chalice, Sweep, Walker, Wildfire... When this goes there arent many decks that can recover and people just scoop when you hit the board with a t1 Trinisphere pretty often.
4 Ancient Tomb
4 City of Traitors
3 Wasteland
9 Mountain
4 Simian Spirit Guide
4 Seething Song
3 Blood Moon
4 Trinisphere
4 Chalice of the Void
2 Ensnaring Bridge
3 Crucible of Worlds
4 Pyroclasm
2 Mizzium Mortars
4 Wildfire
3 Koth of the Hammer
2 Karn Liberated
1 Chandra Ablaze
SB: 1 Blood Moon
SB: 2 Ensnaring Bridge
SB: 3 Defense Grid
SB: 3 Pillage
SB: 2 Cursed Totem
SB: 4 Magus of the Moon
No Offence but doesn't this start to deviate from the original topic (Red Stompy variants) and shouldn't this be in a Mono Red Controll topic in the development section?
Just my 2 cents
I believe this is a topic worth discussing further (unless a Mod wants to make a supreme verdict for us)...
The control list Bobmans posted isn't any further from 'Dragon Stompy' than the Moggcatcher lists dominating the discussion now. They overlap the same cards (mana and lock pieces), only differing on the win-cons.
So do we want multiple X-Stompy threads scattered throughout Established and Developing (Dragon, Werewolf, Goblin, Control), or do we lump them all together as '8-Moon' Stompy and keep one thread?
One thread definitely. It's not like there are thousands people playing this deck, and separating each variant would make for semi-dead threads.
I decided to build Werewolf Stompy as one of my legacy decks since my love for D&T is waning.
Was it a good choice?
I mean the creatures aren't expensive at all so I don’t mind if I have to switch to Goblin Stompt if it's the best version.
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I've been starting to playtest Rabblemaster now and I love him to death. Finally there's a creature at 2R that isn't terrible.
I've been using my list from the previous page and I thought I'd post the sideboard that I'm using as well:
3x Anarchy
3x Confusion in the Ranks
2x Koth of the Hammer
2x Pyrokinesis
2x Ratchet Bomb
1x Tuktuk Scrapper
1x Goblin Sharpshooter
1x Emrakul, the Aeons Torn
Did you pick up the Goblin Settler yet?
This is my current SB:
3x Ensnaring Bridge
1x Emrakul, the Aeons Torn
1x Goblin Sharpshooter
2x Stingscourger
2x Sulfur Elemental
1x Boartusk Liege
3x Leyline of the Void
2x Koth of the Hammer
Can someone explaime the reason for sb emrakul (only against painters??) And boartusk liege.
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Emrakul the Aeons Torn is for Sneaky Show and a nice trick vs Painter only that MU isn't bad with this deck.
Boartusk Liege is a lord that doesn't die to Firespout Pyroclasm etc etc
Not sure if my MUD 8 moon belongs here or the Metalworker thread. Anyway I'm running this list to great success, specifically to rape BUG.
4 Chalice
4 Blood Moon
4 Magus of the Moon
4 Metalworker
4 Grim Monolith
4 Lodestone
4 Forgemaster
2 Wurmcoil
1 Sundering Titan
3 Lightning Greaves
4 Lotus Petal
2 Mox Diamond
6 Mountain
4 Great Furnace
4 Ancient Tomb
4 City of Traitors
2 Darksteel Citadel
The deck is basically MUD with moons. I've trimmed all the high casting cost stuff for moons because in this meta, resolved moon= gg. Doesn't matter if you can't cast your high cc stuff with a moon in play, if you resolve it you've won. It's also not too difficult to cast a Wurmcoil off basic mountains and a Grim Monolith or Metalworker.
Plan A is the Moon screw plan and Plan B is the MUD stompy plan. If the moons get countered or destroyed, the deck shifts to MUD monsters.*
Why not just play Dragon stompy? Because 3 cc and 4 cc Red creatures are terrible. Rabble master and mogg catcher? Cmon, they can't stand up to SFM, Tarmogoyf and Co.*
The issue I had with Dragon Stompy is that once plan A (Moon Plan) fails, the rest of the deck is too underpowered to put up a fight. By combining MUDs powerful base with moons, it's become a pretty strong wrecking ball.
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Ya initially I wasn't running any Forgemaster and playing full set of Wurmcoil and some batterskulls. Unfortunately Wurmcoil was pretty hard to cast at 6 mana and batterskull while strong, was not a game over card.
What I like about Forgemaster is that if you untap with it or haste is with Greaves, you can power out Sundering Titan. If you have moon in play batterskull can win you the game same as Forgemaster but if you don't, Forgemaster into Sundering Titan is game over.
I've lost to jace or liliana on batterskull but I've never lost after a Sundering Titan of Forgemaster. If Forgemaster doesn't get sacked, another activation sacks Sundering Titan for another land d effect into a Lodestone golem is confirm game over. Batterskull just does not close games our as firmly as Forgemaster because you need to Durdle around and connect with batterskull 5 times to kill them. In that time they will find a way to deal with batterskull.
Forgemaster untap= gg. End of story.
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