I'm pretty sure I've made better contributions to the thread than suggesting Blisterpod. After reading it, it sounds quite unplayable. Please let me know if you've found otherwise though.
In other news, is Skyshroud Elite ever playable? I play this deck with casual kitchen table builds so it wouldn't made sense for me, but it seems quite powerful in the right meta. I know the primer mentions it, but I'm looking for actual personal experience playing the card, if any exists.
My 10 land stompy is commons only and I thought of this card too. It's hard to recommend it over a 2/1+ or a 1/1 with evasion type items we already have, simply because we rush so early, that 1 extra damage always helps. Plus the scion's 1 mana isn't very useful in most builds.
Mind sharing your list? If it's commons only I'm curious how it might perform in Pauper. I've always been drawn to a Lowland Stompy deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
Official Bouncer & Clan Rep of the Greek Alliance!
Many thanks to:
Sig: CharlieD at Limited Edition Signatures
Avvy: XenoNinja at HotP Studios
Re: first post pauper list, that's considerably out of date now. See the list in the link for more recent advancements; it overlaps the first post list by only Sentinel, Ranger, Rancor, and Land Grant.
Also from that link, and the main reason for my post, has anyone tried Brindle Shoat? It won't replace the Talara's Battalions in my deck, but I know not everyone runs Battalions, and this is something that can run in with Rancor or eat removal, then try again. It seems like it should compete with other 2-drops like River Boa and Silhana Ledgewalker though.
I think the problem with Shoat is that it's first body is more likely to be ignored when pushing for damage because of its poor initial damage output and the ramifications of it dying. I see this happen frequently with Young Wolf in Pauper, but the wolf only costs 1 mana and the choices aren't as wide in that format. I don't think Shoat can compete with the usual contenders on this one. It's definitely a powerful card, however.
Yeah, all of that is true, but I guess I'd rather use the boar than Ledgewalker in this deck. Similar to Ledgewalker, it makes a hard-to-ignore threat when Rancored and makes Rancor less risky. It's better in that you get an elephant if they use a sweeper.
River Boa is a harder choice to make though, and I'd probably rather have Garruk's Companion or the Battalions that I've ended up liking (though partially for flavor).
What cards traditionally from this deck are no longer worth running? What sort of replacements should we be using? Is Land Grant really worth using over 4 more Forests? I love using this deck in casual, but I'm not sure how it can be updated.
I use Land Grant because of Talara's Battalion, Dryad Arbor, and cause that's how we did it back in my day :rolleyes:. Don't run Land Grant in a competitive environment, because getting turn-1 Dazed out of your ability to play spells really sucks.
As for traditional cards, people have dropped Bounty of the Hunt and Vine Dryad (other reasons to run Land Grants). Other old-school staples like Ghazban Ogre, Rogue Elephant, Briar Shield, and River Boa have been mostly replaced by more efficient or safer recent printings. See the recent links and lists in this thread for specifics.
This question actually comes up very frequently in this thread, so the first thing I would do is read the last 10 pages or so in order to get a good idea of how modern cards have replaced old staples of the deck.
I took a look at what Modern and Pauper are doing with Stompy, since they are much more active in the archetype than we are. I wanted to see what we can learn from them, and maybe tweak their decks to add some cards they're unable to use.
Pauper only uses 3 Skarrgan Pit-Skulks to avoid getting too many in your opening hand (you never want to play it on turn 1), while Modern doesn't use Skarrgan Pit-Skulk at all.
Modern uses Experiment One, a card we frequently dismiss as bad (especially when used with Pit-Skulk). Maybe Modern is on to something with valuing Experiment One over Pit-Skulk.
Neither Modern nor Pauper use Land Grant, Elvish Spirit Guide, Rogue Elephant, Mtenda Lion, Jungle Lion, or Giant Growth. Maybe these cards are simply antiquated. More Forests seems to be more consistent than tricks with Land Grant and Elvish Spirit Guide.
Both Modern and Pauper use Vines of Vastwood. Most people in this thread dislike it, because you can rarely pay the kicker, but it does seem like a solid way of ending a game.
Pauper places a strong emphasis on evasion: 2 Silhana Ledgewalkers, 2 River Boas, 1 Shinen of Life's Roar, and 4 Vines of Vastwood. The River Boas are probably due to them not having access to as many cards, but the Silhana and Shinen are cards we've seen here. Most people here think Silhana is too reliant on pump, and Modern would agree. Shinen is interesting to me, because it's also 2 mana for 1 damage, and it could simply be removed. I'm curious why Pauper runs Shinen but not Taunting Elf, which we have seen here a few times. I'm not a huge fan of either Shinen or Taunting Elf, but that's simply because I like guaranteed threats in a deck that's reliant on winning early.
Modern seems to like simply power efficient cards. Tusker, Dryad, Strangleroot, and Leatherback are just good bodies for their price. The big bodies help buff up Experiment One, which in turn buffs up Avatar of the Resolute.
Modern and Pauper both use odd support cards like Hunger of the Howlpack and Aspect of Hydra. I'm not sure how I feel about these. We usually go for something consistent like Giant Growth.
Modern doesn't have Quirion Ranger, which our deck and Pauper's is built around, so take everything I say about it with that in mind. It's probably not as good as the Pauper deck or our versions.
Cards Modern chooses to neglect: Vines of Vastwood, Silhana Ledgewalker, Groundswell, Giant Growth, and Skarrgan Pit-skulk.
After writing all this up, I just noticed that the Modern deck was posted in an article as a budget modern deck--it's not really used in competitive Modern, so take everything I said about it with a grain of salt.
I'm going to try working on a decklist based on what I've learned, but feel free to comment on anything I said!
I'm not sure I agree with the Vines of Vastwood thing (either that it makes for a better finisher or that it aids in evasion), but otherwise what you noted seems to make sense. 10ish land stompy has great flavor, but as we've already said it's not exactly safe or consistent, and that hurts its competitive side.
My build is highly synergistic and has a lot of internal interactions because that's the sort of deck I like.
I know some folks here use a ton of 2/1s, but I'm trying to limit my exposure to Forked Bolt, Electrickery, and similar x-for-1 removal. This admittedly limits my aggression given my increased use of 1-power creatures. Vault Skirge is great, but I want to keep my deck mono-green.
The heavy personalization and self-imposed limitations make it pretty much the exact definition of "pet deck." It still does pretty good in kitchen table Magic though!
[This card] - [is made more powerful by, or interacts with, these cards]
Talara's Batallion - Land Grant, Mutagenic Growth
Nettle Sentinel - Quirion Ranger
Winter Orb - Quirion Ranger
Sylvan Library - Land Grant (maybe I should add true fetchlands)
Quirion Ranger - Forest
Groundswell - Quirion Ranger
Pendelhaven - Quirion Ranger, Skarrgan Pit-Skulk, Dryad Arbor
Dryad Arbor - Land Grant
If the point of this thread is to explore the design space of using less than a dozen actual land cards in a deck, then the 16-20 land designs might be a bit off topic. That said, I really appreciate you taking the time to compare the strategies and card choices used by the various designs!
Is the only purpose of running land grant deck thinning? There are plenty of articles showing the advantage from deck thinning is negligible, and that what we lose by giving our opponents information is not negligible. I'm sure it served as both a land and food for vine dryad and bounty of the hunt, but if we aren't running those cards anymore, land grant is simply worse than a forest.
If we deem land grant as obsolete, is it really fair to say decks with -4 land grant and +4 forest are off topic and not low land stompy?
Edit: land grant interacts with dryad arbor and Talara's battalion, but if you're not running those, I'd argue a forest is better.
I wouldn't say it's entirely obsolete, though on the other hand I might be jumping through hoops to justify its inclusion. As per my list above it also helps Sylvan Library, which hopefully becomes more of a budget/casual card now that it's being reprinted. Deck thinning is not at all on the list of reasons I run it (I've posted before discouraging the use of fetches in Legacy just to thin the deck).
I haven't looked around to see what other threads discuss "high-land" Stompy archetypes. I'm not a mod, but I imagine that discussion might be more useful there if those threads exist.
Low-land Stompy has a history of explosive openings, where a turn-0 Vine Dryad on the draw gave you a pseudo-hasty attacker that made a great Rancor target. Builds like mine (and to an even greater extent other posters here who run more 2/1s for 1) can put 4 or more power on the field on the first turn, and threaten to take off half an opponent's life total on a turn-2 swing via pump.
Both of the lists you cited had nearly 10 2+ drops, which is another side effect of having access to more land... it's wasted unless you increase your curve. You end up with a design that trades speed for safety.
I can't argue with the results of competitive Pauper and Modern designs, and I've said many times before that 10ish land designs aren't nearly as viable in competitive settings. That said, this is a casual subforum, and I certainly hope that a lowland strategy can continue to make improvements over time. We should certainly look to other formats to see whether their tech can be ported over, and again your research is an important part of that effort.
I'm very intrigued by Experiment One. One issue is the relative lack of 3-power and 3-toughness guys that a lowland build can support. I run Battalion but can't afford to run too many. So we end up with a card that most likely will top out at a 2/2 for 1. Still not bad, but the question is how often it stays a 1/1. We already have topdecks like Pit Skulk that are significantly weaker after a sweeper resets the board, and ExOne would likely stay a 1/1 for quite some time in such a situation.
I've also been wondering about Nimble Mongoose now that it's also being reprinted. People are already using 1-2 Become Immense as finishers in this thread. Of course, Mongoose can't benefit from our pump and Dryad Militant keeps it small.
If I were to try to make the lowland build more powerful, I'd actually consider a landbase of 1 Forest, 2 Taiga, 1 Arbor, 1 Pendelhaven, 5 fetches, then replacing say 4 Jungle Lion, 2 Dryad Militant, 1 Quirion Ranger, 1 Pit Skulk, and 4 pump with Kird Apes, Nacatls, and Lightning Bolts. Kird Ape's toughness along with the existing Battalions might then open the door for ExOne. Getting rid of the extra Militants and adding fetches also opens up the Mongoose question again. The fetches help reset the topdeck for Library along with being more ways to find Arbor. It's probably crap, but I'm a fan of Taigas from way back in the 90s so it might be just dumb enough to try.
EDIT: You usually would have enough "regular land" targets to not have to whiff on Land Grant/fetchland for a good portion of the game. With the 3 "regular land", 5 fetches, and 4 Land Grants, you'd need to be more than 10 turns in to have a 50-50 chance of drawing more than 3 of those 12 cards and being "forced" to find Arbor. Some might balk at the low land count in the face of land destruction, but keep in mind Quirion Rangers can help save land. If I weren't so set on the mono-green idea this would actually be pretty intriguing!
Dunno if we are allowed to talk about spoiler-season cards here or if the discussion must be bottled until release. An Eldritch Moon card spoiled today has particular relevance to legacy-rules casual lowland stompy. Also touches heavily on the Land Grant debate.
I personally don't think that guy is good enough, considering we have something like this available, and it doesn't get played.
I mean--you have to warp your deck a bit to maximize him and when you don't get that boost, he's pretty meh. Also doesn't really remove (or make up for) any of the drawbacks of running Land Grant and those drawbacks are significant.
Well, we'll see. I know I'll give it a try, either in casual (again, this is the casual forum, brutally-optimized-efficiency isn't always the goal) or in modern. But yeah, Rogue Elephant is a thing I would probably reintroduce with this, because land in the graveyard suddenly helps. (Also, on the drawbacks of Land Grant - any casual environment I'd likely play in isn't an environment where I fear Force of Will - people who play Force of Will have tables they'd rather be sitting at than the casual one).
We got spoiled another green Savannah Lions with upside too, but the upside's not relevant in a deck that never curves out to 5 so I suspect that doesn't affect us any - it doesn't push Dryad Militant out and I don't think many decks are in want of fifth thru eighth Savannah Lions.
Oo, good point on the Militant interfering with my own Delirium attempt.
I don't even have a casual legacy lowland stompy together right now - I have aggro monogreen Modern and Standard decks (not quite as lowland as this, but still pretty fast and lowcurve) but have been giving idle thought to reviving the casual legacy version, and that new Delirium guy had me thinking about trying to outfit LLS for delirium. Fetches and Rogue Elephant can supply the land; Land Grant the sorcery; Seal of Strength and Briar Shield in consideration for enchantments (and they contribute to Aspect of Hydra before they pop); Slaughterhorn to quickly seed the grave with a creature...
Yay! Discussion on new cards!
Boo! Everything I came here to say has already been said!
LOL. I was going to bring up the Prowler and Dryad... and mention Militant still is better... and ask if anybody had a delirium Dryad build because of Grant and Elephant.
I think the delirium variant is worth some time to put together if anyone is willing.
I've been brewing a BG take on it using Tormented Hero as my Dryad Militant substitute and potentially running Grim Flayer (presently my only more-than-1-CMC card aside from Land Grant) to double down on Delirium. It does mean forfeiting Aspect of Hydra and probably not running Bounty of the Hunt tho.
I'll admit it helps that I own 4 Overgrown Tombs and 0 Stomping Grounds. But Kird Ape and Tormented Hero are close-to-equivalent for this deck's purpose (always attacking, never blocking). They're both 1-drops that deal 2 damage if unblocked, with the Tormented Heroes doing an extra point of lifeloss when targeted by a booster spell. There's also the whole 'this is the casual forum' here, almost any aggressive deck can be made better by adding 4 bolts but casual is the place where people can take voluntary leave from brutal efficiency. I'm considering the Delirium variant because, predominantly, I want to try a Delirium variant. If your suggestion is "abandon the BG delerium and play red for bolts!", my answer is "but I want to play delirium, not bolts".
Another EMN card that might really have a place in non-devotion-driven Stompy (Aspect of Hydra based decks need not bother) ... Lupine Prototype. We tend to run our hands down to zero awfully quick.
Sure, I get you. I'm totally on board with discussing variants done for flavor or to try to use mechanics like Delirium and Hellbent. As I've pointed out several times, I wouldn't be playing Land Grant if I wanted to be effective. I am suspicious of anything with 1 toughness though, given that we already have so many. Cards like Forked Bolt and Electrickery exist even in casual play.
I'd like to see someone break Lupine Prototype in Stompy, but I'm perfectly happy with Battalions for now given the support I have for it.
My deck is starting to move away from the lowland mold though; it has started to take on more 2-drops than I'd like in a 10-land deck. I'm at 12 land plus 4 Land Grant in what is effectively a 56 card deck (the Urza's Baubles slowcantrip out to feed delirium).
My let's-try-the-new-things build is starting to look like:
I don't think you'll be needing junk like Urza's Bauble and Gnarled Scarhide to get your Delirium on. You'll easily have a creature, land, instant/sorcery and artifact/enchantment in the 'yard to activate it in a timely fashion (like turn 3-4). Unfortunately, you should be winning on turn 4, so adding Delirium to this list will require to it to slow down and make up for its slowness with more consistent threats.
If you're going to keep all those 2-drops, run 1-2 Dryad Arbor, it can be fetched EOT with any fetchland and gives you a turn 1 creature that also adds mana for your turn 2 play without taking space in your deck, as well as counting for two card types in your graveyard.
I realize it's another 2-drop, but if you're going with a slower strategy, you should probably be playing Winter Orb. Unless you want friends. That's a good reason not to play it too.
Bounty of the Hunt requires you to exile the cards, not place them in the graveyard, so it's not really helping your Delirium strategy. It's a decent card, but other more modern pump spells will be better now.
In other news, is Skyshroud Elite ever playable? I play this deck with casual kitchen table builds so it wouldn't made sense for me, but it seems quite powerful in the right meta. I know the primer mentions it, but I'm looking for actual personal experience playing the card, if any exists.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
Mind sharing your list? If it's commons only I'm curious how it might perform in Pauper. I've always been drawn to a Lowland Stompy deck.
Many thanks to:
Sig: CharlieD at Limited Edition Signatures
Avvy: XenoNinja at HotP Studios
In other words, it's the "Pauper Stompy" list in post 1.
Certainly there is something newer for Pauper to consider?
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
http://www.gatheringmagic.com/alexullman-041916-the-pauper-8-from-oath-of-the-gatewatch/
Re: first post pauper list, that's considerably out of date now. See the list in the link for more recent advancements; it overlaps the first post list by only Sentinel, Ranger, Rancor, and Land Grant.
Also from that link, and the main reason for my post, has anyone tried Brindle Shoat? It won't replace the Talara's Battalions in my deck, but I know not everyone runs Battalions, and this is something that can run in with Rancor or eat removal, then try again. It seems like it should compete with other 2-drops like River Boa and Silhana Ledgewalker though.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
River Boa is a harder choice to make though, and I'd probably rather have Garruk's Companion or the Battalions that I've ended up liking (though partially for flavor).
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
As for traditional cards, people have dropped Bounty of the Hunt and Vine Dryad (other reasons to run Land Grants). Other old-school staples like Ghazban Ogre, Rogue Elephant, Briar Shield, and River Boa have been mostly replaced by more efficient or safer recent printings. See the recent links and lists in this thread for specifics.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Pauper Decklist
4 Groundswell
3 Hunger of the Howlpack
2 Mutagenic Growth
4 Nest Invader
4 Nettle Sentinel
4 Quirion Ranger
4 Rancor
2 River Boa
1 Shinen of Life's Roar
2 Silhana Ledgewalker
3 Skarrgan Pit-Skulk
3 Vault Skirge
4 Vines of Vastwood
4 Young Wolf
Modern Decklist
4 Avatar of the Resolute
3 Dismember
4 Dryad Militant
4 Experiment One
18 Forest
4 Kalonian Tusker
4 Leatherback Baloth
4 Rancor
4 Strangleroot Geist
3 Treetop Village
4 Vines of Vastwood
Here's what I find interesting:
After writing all this up, I just noticed that the Modern deck was posted in an article as a budget modern deck--it's not really used in competitive Modern, so take everything I said about it with a grain of salt.
I'm going to try working on a decklist based on what I've learned, but feel free to comment on anything I said!
My build is highly synergistic and has a lot of internal interactions because that's the sort of deck I like.
I know some folks here use a ton of 2/1s, but I'm trying to limit my exposure to Forked Bolt, Electrickery, and similar x-for-1 removal. This admittedly limits my aggression given my increased use of 1-power creatures. Vault Skirge is great, but I want to keep my deck mono-green.
The heavy personalization and self-imposed limitations make it pretty much the exact definition of "pet deck." It still does pretty good in kitchen table Magic though!
[This card] - [is made more powerful by, or interacts with, these cards]
Talara's Batallion - Land Grant, Mutagenic Growth
Nettle Sentinel - Quirion Ranger
Winter Orb - Quirion Ranger
Sylvan Library - Land Grant (maybe I should add true fetchlands)
Quirion Ranger - Forest
Groundswell - Quirion Ranger
Pendelhaven - Quirion Ranger, Skarrgan Pit-Skulk, Dryad Arbor
Dryad Arbor - Land Grant
If the point of this thread is to explore the design space of using less than a dozen actual land cards in a deck, then the 16-20 land designs might be a bit off topic. That said, I really appreciate you taking the time to compare the strategies and card choices used by the various designs!
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
If we deem land grant as obsolete, is it really fair to say decks with -4 land grant and +4 forest are off topic and not low land stompy?
Edit: land grant interacts with dryad arbor and Talara's battalion, but if you're not running those, I'd argue a forest is better.
I haven't looked around to see what other threads discuss "high-land" Stompy archetypes. I'm not a mod, but I imagine that discussion might be more useful there if those threads exist.
Low-land Stompy has a history of explosive openings, where a turn-0 Vine Dryad on the draw gave you a pseudo-hasty attacker that made a great Rancor target. Builds like mine (and to an even greater extent other posters here who run more 2/1s for 1) can put 4 or more power on the field on the first turn, and threaten to take off half an opponent's life total on a turn-2 swing via pump.
Both of the lists you cited had nearly 10 2+ drops, which is another side effect of having access to more land... it's wasted unless you increase your curve. You end up with a design that trades speed for safety.
I can't argue with the results of competitive Pauper and Modern designs, and I've said many times before that 10ish land designs aren't nearly as viable in competitive settings. That said, this is a casual subforum, and I certainly hope that a lowland strategy can continue to make improvements over time. We should certainly look to other formats to see whether their tech can be ported over, and again your research is an important part of that effort.
I'm very intrigued by Experiment One. One issue is the relative lack of 3-power and 3-toughness guys that a lowland build can support. I run Battalion but can't afford to run too many. So we end up with a card that most likely will top out at a 2/2 for 1. Still not bad, but the question is how often it stays a 1/1. We already have topdecks like Pit Skulk that are significantly weaker after a sweeper resets the board, and ExOne would likely stay a 1/1 for quite some time in such a situation.
I've also been wondering about Nimble Mongoose now that it's also being reprinted. People are already using 1-2 Become Immense as finishers in this thread. Of course, Mongoose can't benefit from our pump and Dryad Militant keeps it small.
If I were to try to make the lowland build more powerful, I'd actually consider a landbase of 1 Forest, 2 Taiga, 1 Arbor, 1 Pendelhaven, 5 fetches, then replacing say 4 Jungle Lion, 2 Dryad Militant, 1 Quirion Ranger, 1 Pit Skulk, and 4 pump with Kird Apes, Nacatls, and Lightning Bolts. Kird Ape's toughness along with the existing Battalions might then open the door for ExOne. Getting rid of the extra Militants and adding fetches also opens up the Mongoose question again. The fetches help reset the topdeck for Library along with being more ways to find Arbor. It's probably crap, but I'm a fan of Taigas from way back in the 90s so it might be just dumb enough to try.
EDIT: You usually would have enough "regular land" targets to not have to whiff on Land Grant/fetchland for a good portion of the game. With the 3 "regular land", 5 fetches, and 4 Land Grants, you'd need to be more than 10 turns in to have a 50-50 chance of drawing more than 3 of those 12 cards and being "forced" to find Arbor. Some might balk at the low land count in the face of land destruction, but keep in mind Quirion Rangers can help save land. If I weren't so set on the mono-green idea this would actually be pretty intriguing!
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
I mean--you have to warp your deck a bit to maximize him and when you don't get that boost, he's pretty meh. Also doesn't really remove (or make up for) any of the drawbacks of running Land Grant and those drawbacks are significant.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
We got spoiled another green Savannah Lions with upside too, but the upside's not relevant in a deck that never curves out to 5 so I suspect that doesn't affect us any - it doesn't push Dryad Militant out and I don't think many decks are in want of fifth thru eighth Savannah Lions.
I don't even have a casual legacy lowland stompy together right now - I have aggro monogreen Modern and Standard decks (not quite as lowland as this, but still pretty fast and lowcurve) but have been giving idle thought to reviving the casual legacy version, and that new Delirium guy had me thinking about trying to outfit LLS for delirium. Fetches and Rogue Elephant can supply the land; Land Grant the sorcery; Seal of Strength and Briar Shield in consideration for enchantments (and they contribute to Aspect of Hydra before they pop); Slaughterhorn to quickly seed the grave with a creature...
Boo! Everything I came here to say has already been said!
LOL. I was going to bring up the Prowler and Dryad... and mention Militant still is better... and ask if anybody had a delirium Dryad build because of Grant and Elephant.
I think the delirium variant is worth some time to put together if anyone is willing.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
Another EMN card that might really have a place in non-devotion-driven Stompy (Aspect of Hydra based decks need not bother) ... Lupine Prototype. We tend to run our hands down to zero awfully quick.
I'd like to see someone break Lupine Prototype in Stompy, but I'm perfectly happy with Battalions for now given the support I have for it.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
But it might fit better in a black hellbent deck (?).
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
My deck is starting to move away from the lowland mold though; it has started to take on more 2-drops than I'd like in a 10-land deck. I'm at 12 land plus 4 Land Grant in what is effectively a 56 card deck (the Urza's Baubles slowcantrip out to feed delirium).
My let's-try-the-new-things build is starting to look like:
4 each of:
Slaughterhorn (this will seldom be cast as a creature - it's basically a Giant Growth that puts a creature in the GY rather than an instant)
Lupine Prototype
Grim Flayer
Lotleth Troll
Gnarlwood Dryad
Gnarled Scarhide (I decided to replace Tormented Hero with this for better delirium enabling)
Rogue Elephant
Mutagenic Growth
Briar Shield
Urza's Bauble
Land Grant
Bounty of the Hunt
8 Fetches
4 BG duals (sadly likely all Overgrown Tombs unless proxy Bayous are tolerated).
I'm also looking at adding Lotus Petal(s) ... just trying to figure out if there's any point in trying to maintain this deck as being Legacy legal.
I don't think you'll be needing junk like Urza's Bauble and Gnarled Scarhide to get your Delirium on. You'll easily have a creature, land, instant/sorcery and artifact/enchantment in the 'yard to activate it in a timely fashion (like turn 3-4). Unfortunately, you should be winning on turn 4, so adding Delirium to this list will require to it to slow down and make up for its slowness with more consistent threats.
If you're going to keep all those 2-drops, run 1-2 Dryad Arbor, it can be fetched EOT with any fetchland and gives you a turn 1 creature that also adds mana for your turn 2 play without taking space in your deck, as well as counting for two card types in your graveyard.
I realize it's another 2-drop, but if you're going with a slower strategy, you should probably be playing Winter Orb. Unless you want friends. That's a good reason not to play it too.
Bounty of the Hunt requires you to exile the cards, not place them in the graveyard, so it's not really helping your Delirium strategy. It's a decent card, but other more modern pump spells will be better now.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio