I understand that many will not like the idea of a 9-land stompy primer. I personally want it here since:
A) I haven't found a 9 land stompy primer less than a few years old That do not include the newer card sets or cards from Portal sets.
B) As a budget deck a simple primer can help a few new Legacy players get into the format without spending several hundred dollars. If they like the taste of Legacy power with 9 land stompy. They might want to stay and build better decks.
C) This is my first primer. I figured writing a primer for simple budget deck would give me experience for possible future primers I may do. Experience is always the key in Legacy. Be it in your writings or your game play.
Vine Dryad: One of the underrated creatures of Legacy in my eyes. This creature is able to be played as an instant. That means that it can come down on your opponent's turn if your on the draw. The Forestwalk is also relevant is some matches as well. Also, DON'T WORRY ABOUT THE DISCARDED CARD! By the second or third game, you will have a good idea of what cards can be pitched from your hand. Usually I discard Land Grant if my opening hand has multiple copies of Land Grant or more than 2 Forests.
Quirion Ranger: This hairy leg, hippy elf is one of the cards that makes 9 land stompy possible to play. This should always be used over mana producing like BoP or any mana elf, no matter what anyone else says, because the ranger is able to attack and use its ability in the same turn. Other uses include granting a pseudo Vigilance ability for a creature to be used as a blocker, and returning land that could be destroyed back to your hand. If you got a ranger in play, a Sinkhole should never have an negative effect. And also, remember that you can untap an untapped creature to return a tapped forest to your hand and replay it for more mana if needed.
Strangleroot Geist: This new addition to stompy gets to come back from the dead with a +1/+1 counter on it. And the Haste makes it better since few green creatures are granted Haste. Going Dyrad end of your opponent's turn, Geist on your first turn, swing for 3 is a good play against slower decks. A returned 3/2 Geist with Rancor and a pump spell in hand can deal lots of damage and blow through a blocker while surviving to do it again next turn. Through a little testing I'm might be going back to River Boa. Islandwalk is relevant as is regeneration. The Geist is cute and has a good ability but testing hasn't revealed it to be the bomb I thought it could be.
Dryad Militant: Another new addition that is a 2/1 for 1 green or white. Even better is what she does: If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead. This is a boon to stompy since she can remove Faithless Looting, Cabal Therapy, or any other instant/sorcery your opponent would recur, dredge, flashback, Etc. If you don't have 4 of her, get them now.
Rogue Elephant: This is one angry pachyderm! Almost never hesitate to put in play on your first turn, as he can throw out serious beatings very early. A beefy green guy that gets beefier after a Rancor goes on him!
Skyshroud Elite: The green Kird Ape that works against opponents playing non-basic lands. They should be a first-turn drop if you know your opponent is going to play non-basic lands. However, if your opponent isn't packing non-basics, it becomes fodder for the Vine Dryad or Bounty of the Hunt.
Elvish Spirit Guide: ESG. This is an versatile card for stompy! Use it to drop more creatures, pitch it to a spell -OR- cast it! If your not packing for of her, your not playing real stompy.
Jungle Lion: Like the Militant, a 2/1 for 1 green. I play with these instead of the Pit-Skulk because, i have been 4 for 1 on pumping the Skulk to a power of 10 or greater. the lion is at worst a 3 for 1 in most cases. The only downside, he can block.
Land Grant: If you think the creatures are the meat of the deck, this card is the potatoes. Cast it as early as you can and grab more forests to feed to your Elephants. And in the chance you have enough forests in play and draw this, its become fodder for your pitch spells.
Briar Shield: Very good, and superior to Giant Growth. The extra point of of strength and toughness is relevant in combat. Squeezing out those few points of damage can mean 2 creatures to face off against next to instead of 4-5. And it doesn't require mana to use it's Giant Growth ability. This is a deterrent, as creatures that block it have to have a toughness three greater than the attacker's power. This will often allow the attacking creature to blast through a blocker.
Rancor: One of the best green spells ever printed. For the low price of one mana, you can drop it onto a Jungle Lion and have a 4/1 trampling beat stick. Add to that, it returns to your hand if the creature dies so can continue the beats next turn.
Bounty Of The Hunt: This is a great way to save your creatures from a mass damage spell or to deliver the final blow on your opponent. Running four of these makes your opponent choose how they want to use direct damage against you very carefully, because it may just come out to pump 3 dudes so they survive.
Winter Orb: Put this out as soon as you can against mana hungry decks decks. Anyone who uses lots of mana will be slowed down as you turn your guys sideways and win games you really have
no reason to win.
Strategy
Your mission, should you choose to accept, is to get out as many creatures on your first turn. As long as you have thrown out more than your opponent can can get rid of, you can usually blow through them.
I use four Bounties and three Worbs. This is because I want pump to flow into my hand while Worb isn't needed 100% of the time. Trust me, you will draw the Worb when you need it. Getting it into play is a different monster though.
Rule 1: Cast your creatures before you canst your enchantments. Creatures have summoning sickness, your enchantments do not.
A lot of people will say they can win by turn four. This is true when gold fishing but actual playing requires you attack into other creatures that can prolong the game. So prepare yourself. Think a few turns ahead and estimate what the board position will be in the future. Running stompy forces you to sacrifice your mid and late game for an explosive first few turns. After turn 12 your chances of winning decrease exponentially. but on the bright side, you can constantly draw threats where other decks will sputter and run out of steam.
To directly answer the question about Briar Shield/Giant Growth/Bounty Of The Hunt, I build with 4 shields and 4 bounties. As explained earlier, the bounties require a pitched card and that it limits their usefulness to some degree. Growths have no place in here because they can only affect one creature. Briar Shield is superior because it can stick around.
The mindset of the stompy player.
Stompy, believe it or not, is an aggressively played control deck. Not through a Duress or a Counterspell are you able to control your opponent, but by playing aggressively. StP can kill one creature, but not the 3 you drop on your first turn can it? You end up controlling the tempo but forcing your opponent to adopt a defensive position and ignore his own agenda. That is because the creatures we employ showcase green's utility and speed.
Remember, "Waste not, want not". Every card drawn is a threat. Be it a pump spell, acceleration, or a creature. Cards like Mtenda Lion or Scythe Tiger can either be shut down by the opponent or can't be pumped. Some cards are under a constant debate in stompy. I remember the old Emerald Charm/Elvish Lyrist debate from years ago.
Other players debate Vine Dryad, but a seasoned stompy player knows that she is an essential card for the deck. Many people point out that you lose a card to cast her, but you run a deck with 47 other green cards to pitch to her. And the chances of you desperately needing every single one of them to win is rare. Looking at the dryad, it has forestwalk. If, and I mean a big IF you ended up in a mirror match, she can make you win by dropping her on turn 1. This also is great since many decks use forest based duals in there decks. Thresh, RUG, R/g goblins. Also she has flash. this is amazing since it allows you to drop it at the end of your opponent's turn. If your facing mass destruction, hoard them until they wipe the board and then drop them to recover faster than your opponent. Also since many deck now pack Counterbalance, the 4 casting cost is relevant. Legacy is dominated mainly by 0-3 casting cost spells. This means your opponent's have to burn a counter in their hand. And when you meet an opponent packing Pernicious Deed or Powder Keg, it means they have to expend more resources to blow her off the table. Making it a perfect time to drop a Worb.
Bounty of the Hunt follows the same principle as above. It is a surprise pump spell for free, and since it can affect multiple creatures, it helps against Lightning Bolt as well as other burn spells. It is also better than Giant Growth because it has an alternate casting cost that allows you to play it at any time.
Now, we have to talk about the tactics of playing stompy. As we read earlier, stompy is a deck that sacrifices your mid and late game for the explosive start. Not many creature decks have the ability to get 3 non token creatures into play on turn one. This stems from your ability to focus your resources into a blazing fast and controlling lead early on. Your goal is to drop as many creatures on turn one as possible, then enchant or pump them during your coming turns. With the explosive start, you get to force your opponent to catch-up to your strategy. Then, through Worb, you slow down their response to your threats. If they neglected their own game, playing against your Worb and creatures usually means they can't recover.
But, I must point out that you will not always win quickly or early on. You can hold on into the late game with Winter Orb and drawing a steady amount of threats. It could take 7 or 8 turns to take out your opponent but don't get discouraged. You need patience as well as a good plan at resource management to bring you into the mid game if your only going to draw a single card every turn. Know when to attack your opponent, but also when to hold back and block. With a Quirion Ranger in play, your choices on when to hold back simplifies, since you can untap your attacking creature during the declare blockers part of combat. Above all, know, not guess, when to pump and when to hold it in your hand.
Wild Dogs: 2 power for 1 mana is great but the drawback is a pain to deal with if your up against burn. This card would be for pitch spells or just to cycle. Other than that, never run this card at all.
Giant Growth: I prefer the shield but others want this instead. I guess it comes down to personal choice as well as play style. Stompy decks sporting these are a bit more aggressive on the attack.
River Boa or Mire Boa: This is another personal choice. The regen is great for clogging the board. But, mana intensive if multiple copies are in play and you want to keep them all. Islandwalk or Swampwalk is a good thing though.
Bonesplitter: The really poor man's Rancor. While it doesn't grant trample which is why Rancor is so good. It sticks around and can be switched every turn if needed.
Silhana Ledgewalker: Hexproof and can only be blocked with creatures with flying. Play this on turn one, then dump Rancor and Briar Shield on it and swing for the fences. Add in a little random pump and you can end the game pretty quick unless your opponent pays his BB for Tombstalker.
Tattermunge Maniac: A 2/1 for G that has to attack each turn. You plan to be attacking each turn so there is no real downside to this right?
Nettle Sentinel: 2/2 for G that wont untap until you play a green spell. With 48 green spells I'm pretty sure we'll be able to untap it every turn.
Dismember: It's black, it costs 4 life, but it can remove that blocker giving you problems. not a 4 of in the main deck but possible 2/2 split for the main and the board.
Sylvan Library: Most of us will have a pretty weak mid to late game. This can help you out but you shouldn't run 4 copies. If you choose to go the library route, run 2.
Mirri's Guile: A free top spin for green during my upkeep? A good idea but like the Library, 2 would be the right choice if your going this route.
Leyline of Lifeforce: Creature spells can't be countered. Awesome in your opening hand. Useless otherwise.
Dryad Arbor: A tutorable creature with land grant and a pitchable land to play some free spells. But it's a 1/1 that comes into play tapped.
Invigorate: Unless your running a build with Berserk, and if you own 4 copies of Berserk and trying to find a budget deck, well I don't know how finish that statement. Rule of thumb, no Berserk, no Invigorate.
talara's battalion: It's a 4/3 with trample for 2 mana with a condition that we normally meet. Just horrible to top deck with an empty hand though.
Cards you shouldn't add
Harvest Wurm: Don't try and be cute thinking you'll go Rogue Elephant then Harvest Wurm to grab your land back. It's a 3/2 that gets a land back. If it had a better power or toughness I might run them.
Ghazban Ogre: A 2/2 for G, what's not to love? Oh yeah the upkeep part of the card. We have better 2 power creatures without that horrible upkeep clause. F.Y.I. Kato from the O.J. trial fame once signed Ghazban Ogre.
All those "Hidden" cards from Urza's block. These are situational cards. Side boarding them is fine if you know what is going to be played. otherwise leave them at home. With that being said, if you got 4 open slots and can't decide what to put in, Hidden Gibbons is not a bad choice for Legacy.
Shroud creatures: You can't pump these guys. You may have made your opponent's removal irrelevant, but you also made your pump spells irrelevant at the same time.
Twinblade Slasher: A good 1 drop from green, but using his ability every single turn is a mana sink which you don't need.
Groundswell: Sure it gives a guy of your +4/+4 through the landfall ability. But can you guarantee that every time you cast it a land was played? If you can't, don't run it. Some will point out that with a ranger in play you should be able to drop a land every turn. Focusing on using that synergy to get the max out of the spell. It is promising as of now. I might be wrong in putting this card in this part of the primer. But I still not 100% sold on it.
Bequeathal: This is a card in some other stompy builds. This game plan is more of a suicide stompy build. Since you have to have the creature hit the graveyard to draw cards. I don't like my creatures going to the graveyard unless I want them there.
Sideboard
Sideboarding for stompy is both personal and meta dependent. I can offer a few suggestions but not a complete side board as your match-ups will be different every time.
Those "Hidden cards" from Urza's block I mentioned earlier. Each one is between 1-2 mana to cast and can become creatures providing the situational requirement has been met. The ones I actually find useful are as follows:
Hidden Ancients: Enchantments need to be cast. Great against an Enchantment heavy area.
Hidden Gibbons : Instants need to be cast. Personally, the best one of the hidden cards since so many decks actually pack instants.
Hidden Guerrillas : Artifacts need to be cast. Getting a 5/3 trampling soldier when your opponent drops an Ornithopter is pretty fun. But only really good against affinity or artifact heavy groups.
Hidden Herd : Non-basic lands need to be played. You might ask why this isn't in the main deck since Legacy is abound with duals. Well, the land needs to be played. If your opponent has 3 fetch lands out already and then you play this. When your opponent searches those duals out it still is an enchantment. Spells or abilities won't trigger this into becoming a 3/3 green dude. Not as situational as the other cards due to the amount of non-basic lands, but still able to play around to some degree.
Rushwood Legate: Good for a blue heavy area. Free to cast if the conditions are met and it comes with a 2/1 body. not bad for being free.
Compost: Outside of Sylvan Library, This is the best card draw your going to get until they unban Skullclamp. Heavy black only. If you can actually land one against dredge and they pop 8 black cards in the yard, your going to have some threats they need to deal with soon.
Nature's Claim: The only card for the side board I can absolutely say no matter what, will be used. Run 4 in the board to nuke artifacts or enchantments.
Seedtime: Since most of the sideboard cards are situational this one is here for the extra turn. If you land it against a blue player with some fat beats on the table, you could possibly win the game. Sometimes that extra turn is all it takes.
Sandstorm: This card actually helped me win a few games by taking down hordes of 1/1 tokens from a Decree of Justice. Good for goblin tokens, Narcomeobas, and Ichorids.
Whirling Dervish: Heavy black meta? Side in 4 of these and run with it. Those +1/+1 counters add up.
Tormod's Crypt: Free graveyard hate. Can't get cheaper that that.
Relic of Progenitus: 1 to cast and activate but you do get a card out of the deal. If you can't find the crypt, this works a little slower.
Grafdigger's Cage: This is a kick in the teeth for dredge. Ichorid/Ashen Ghoul/Bloodghast can't come back into play. And it kills Cabal Therapy. I think With Dryad Militant in the main and this in the sideboard, you could actually have a decent match-up against dredge if they hit play. I'm leaning towards 4 in the sideboard.
Thanks to those that read this. Remember this is my first primer I wrote and it is not a tier 1 deck. I would say that with a good stompy pilot it could be a tier 2 or maybe even a tier 1.5 deck. But you need to be a really good pilot for that to happen.
Stasis players like me are like those old gray haired convicts that have been locked up for 40 years straight. You can take us in a fight but you know you'll lose a testicle in the process of winning.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
I already mentioned the Pit skulk earlier. I normally get 4 for 1 on it a lot, beefing it up to be unblocked. Playing stompy, taking a 2-1 or a 3-1 is something that is going to happen. You just need to limit the amount of 2-1 or 3-1 that can occur. The Skulk increases that chance. Now if we packed Berserk, I would put Pit Skulk in. Say he comes in as a 2/2. with Rancor and Bounty he is now a 7/5 with trample. Cast Berserk and make him a 14/5. I don't know of any 14 power creature so he would slide in unblocked. And since Stompy can deal about 6 damage pretty quick, that is probably game. I just want Berserk before I run the Pit Skulk.
I totally forgot the Ledgewalker and will edit the list of cards to consider.
Bonesplitter.....I'm trying not to go the equipment route. Cause once I do that people always say "Hey, add some Jittes to your list." While I got 3 Jittes, I don't want to deal with that argument. Although Bonesplitter is a good budget card that will stick around like a pseudo Rancor.
As for the Might, I have to play it on my turn to get the full effect. A lot of times I have to pump in response on my opponent's turn.
And once Berserk is a $10 card. I'll include it. So please stop playing it. LOL
My main question, since this is my first primer, what did you think could have been better?
Edit: over the last few days I've gone through the card listing for green looking at every free spell and 1-2 mana cost spell for the deck as possibilities. Man that was fun. I still probably missed a few here or there. But I'm actually thinking or going back to River Boa as the regen and islandwalk is almost game against a few decks. Also I might possibly drop Jungle Lion for Nettle Sentinel. It just seems better and better every time I test it. It is pretty fun to play and when I won a match I pointed to my opponent's tundra and said that's how much my deck cost. Still wish I had Berserk it would make the deck quicker.
Stasis players like me are like those old gray haired convicts that have been locked up for 40 years straight. You can take us in a fight but you know you'll lose a testicle in the process of winning.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
Could the new card Wasteland Viper have a place in the deck. It is a little slow but has some much needed utility. Also I agree about Nettle Sentinel, with the amount of green spells being cast he is basically a 2/2 with no drawback and one of my favs in the deck
Wasteland Viper could be a good idea. I just have to test it out. Either putting it into play or as a combat trick to give one of your guys +1/+2 and deathtouch. I'm leaning more towards using the bloodrush ability. Pump Jungle Lion to a 3/3 and give him deathtouch. LOL, I killed your Dreadnought!
Private Mod Note
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Stasis players like me are like those old gray haired convicts that have been locked up for 40 years straight. You can take us in a fight but you know you'll lose a testicle in the process of winning.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
I've ordered me a playset of Wasteland Viper. I think combat trick is where he'll be most useful. Being able to attack relentlessly and possibly eliminating an enemy creature in the process or just plain-o pumping yours seems natural for this deck.
edit - *addition* for some reason I thought I was posting in the casual forum. Since this is new to Budget Legacy... I think the primer should include the INFECT variant. Cards like Mutagenic Growth and Invigorate have maximum value with Glistener Elf.
It is a good combat trick. But what do you take out???
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Stasis players like me are like those old gray haired convicts that have been locked up for 40 years straight. You can take us in a fight but you know you'll lose a testicle in the process of winning.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
I was actually thinking of switching out the lion with Nettle Sentinel . Better toughness and it can block if necessary.
Private Mod Note
():
Rollback Post to RevisionRollBack
Stasis players like me are like those old gray haired convicts that have been locked up for 40 years straight. You can take us in a fight but you know you'll lose a testicle in the process of winning.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
My next one would be Vine Dryad then. I personally do not play it in mine. Yes, losing your Skyshroud Elite if the opponent is non-basic landless is okay, but you don't want 8 cards that give card disadvantage in this kind of deck. There are creatures that are strictly better than Vine Dryad (I personally would not even play the Bounty anymore because of this and play other pump spells).
Here is my decklist (adding in Dryad Militant because I did not know about him before looking at this thread):
I actually didn't notice that after doing a serach. So I did the search again and still didn't find it. Then I noticed it was filed under casual. I only searched under Legacy.
It is a good primer. But I actually play this in Legacy.
I know a lot of people hate the Vine Dryad and Skyshroud Elite.
#1 the Dryad has flash which means it can come down after a board sweeper your opponent played. That has won me games.
#2 forestwalk. Thresh, BUG, and any other deck with forests hate that. That has also won me games.
#3 the Elite is a 2/3 for one "IF" your opponent is playing non-basic lands. If not, it's fodder for Bounty or the Dryad.
#4 the deck is based on my playstyle. I like free spells and doing crazy and stupid stuff in games. Your playstyle may vary.
#5 the bird is the word!!!!
In terms of including the infect variant in the primer, I can't. I never played the infect version and I wouldn't know what to say.
Groundswell is getting better and better everyday. I'm debating taking out 4 creatures and putting it in the main deck. Just trying to figure out what to take out.
Private Mod Note
():
Rollback Post to RevisionRollBack
Stasis players like me are like those old gray haired convicts that have been locked up for 40 years straight. You can take us in a fight but you know you'll lose a testicle in the process of winning.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
We are in the budget section so yes it is a cheap deck. But it is capable of some very fast starts and potential surprise wins against some of the better decks. There's no better feeling than beating a deck worth $1000 with a deck that cost ~45.
I am running Bequethal's and a couple Taunting Elf's in my version. I like the elf for taking care of pesky blockers and he has won me games. He might come out for a couple Wasteland Viper.
Stasis players like me are like those old gray haired convicts that have been locked up for 40 years straight. You can take us in a fight but you know you'll lose a testicle in the process of winning.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
I was thinking about Experiment One. The best it would be is a 3/3 after 2 turns. Then it just stagnates unless you have to remove the counters to regen him. Now in the off chance you get a hand with Experiment One, Dryad Militant, Rogue Elephant, Forest, 2 ESG, and one other card it can be brutal. a 2/1 and 2 3/3's on turn on it hard to race for some decks. But that is about a 1 in 100 chance of getting it. The Experiment is a good card just not for this stompy build.
Private Mod Note
():
Rollback Post to RevisionRollBack
Stasis players like me are like those old gray haired convicts that have been locked up for 40 years straight. You can take us in a fight but you know you'll lose a testicle in the process of winning.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
Played in the Early game it will allways become at least 2/2 and it has a chance of becoming 3/3 (and you can even regenerate it! You can even regenerate it with bounty of the Hunt counters!)
And in the Lategame if you don't draw other spells one will be 1/1 and the other will be tapped.
Would it be worth running some Fetchlands and a Dryad Arbor ?
I Know this is the Budged section but a lot of people have some Fetchlands.
It helps not getting flooded (having a 1/1 is better then not having a creature) and is a nice blocker with Quirion Ranger.
I think Mutagenic Growth (and maybe also invigorate) could have a place in the deck. It makes no card disadvantage (like Bounty of the hunt) and is almost as effective.
(And groundswell is also only better if you have a Landdrop, which you don't allways have).
If playing Vine Dryad AND Bount of the hunt, could maybe Chancellor of the Tangle have a place in the deck?
It generates mana and can be fetched for this cards afterwards. (Or can be discarded in Liliane or such things).
Also Hunger of the Howlpack is a card, which could be considered in such a deck (especially in the sideboard). Creatures will often die and 3 Power for 1 Mana is just quite a lot. Also it makes a creature harder to kill. Also if the opponent is playing removal in our turn it can be 3 "hasty" damage. And it can allways be used as 1 haste damage.
So for me the must play cards are the following:
4 Rancor 1 Mana 2 "hasty" power and reusable as good as it gets.
4 Dryad Militant 1 Mana 2 Power and hates some decks
4 Experiment One 1 Mana 2-3 Power (can sometimes regenerate) with almost no disadvantage.
4 Shyshroud Elite 1 Mana most of the time 2 Power and 3 toughness (helps to Evolve the Experiment below 2 Power).
4 Skaarkan Pit-Skulk 1 Mana 2 Power and he has a form of evasion, especially good with pump Spells, but cannot be played turn 1
4 Quirion Ranger 1 Mana and generates mana without tapping.
4 Rogue Elephant 1 Mana 3 Power but sacrificing a Land is also in this deck not allways what you want (or can).
4 Elvish Spirit Guide helps getting early mana (and so more power on the first turns) or can attack later
So the rest of the deck depends on preferences.
If you need an additional good beater:
Nettle Sentinel is the best other card you can find 2 Power 2 Toughness only 1 Mana almost no disadvantage.
Vine Dryad costs no Mana but makes card disadvantage and only has 1 power, put has some kind of evasion.
If you want pumpspells:
Mutagenic growth costs no Mana and does not make card disadvantage
Bounty of the Hunt costs no Mana und makes card disadvantage but is a little bit better then mutagenig growth.
Might of the old Krosa costs Mana but makes 4 damage, but then you cannot play it instant. If you want to play it instant it is worse then Mutagenic Growth.
Groundswell is only better then mutagenic growth if played a land, but then you can also play it instant.
Briar Shield if played early it can make more damage then the ones above, but is predictable. Played later (as sorcery) it is still quite good.
For me the combat tricks are more combat tricks and less direct damage spells, and are used mainly as a subsitute for removal, this is why I prefer Mutagenic Growth.
If you play Pitchspells or Nettle Sentinel Land grant can be better then an ordinary Land.
And you can also play Chancellor of the Tangle, he helps having fast starts and negates a little bit the disadvantage of the pitch spells, but is a dead card if drawn later.
My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Scythe Tiger can't be pumped. I have killed several Nimble Gooses with a Rogue Elephant wearing a Briar Shield.
Fetchlands might be ok for the deck if you have them but that opens you up to Stifle. Dryad Arbor is similar since it opens you up to wasteland.
Hunger of the Howlpack is conditional, but I can see it working with Dyrad Arbor being used as Elephant fodder then popping 3 +1/+1 counters on him giving me a 6/6 for 2 mana.
I'm actually tinkering with Mutagenic Growth right now. It shows promise and doesn't cost another green card.
For Nettle Sentinel, most of the time I can either cast a green spell to untap or use the Ranger to untap him. My best hand in testing. 3x Sentinel, Forest, 2x ESG, Bounty. Play all 3 Sentinels, go. Draw Land Grant. Swing for 6. Then pump to make it 9. Untap 3 dudes! I like the Sentinel. But I might end up going back to the Pit-skulk.
The Chancellor is awesome in your opening hand. If not, I just wasted 4 cards for something I can't cast.
Groundswell is amazing when you get the full effect. I want a pump spell that is "always going to be +x/+x" not "if you meet this condition it gets +x/+x" I always see those situations where it just become subpar to Giant Growth when I play. I just wish we had a non-conditional +4/+4 pump spell for one green. It would help a bit.
Private Mod Note
():
Rollback Post to RevisionRollBack
Stasis players like me are like those old gray haired convicts that have been locked up for 40 years straight. You can take us in a fight but you know you'll lose a testicle in the process of winning.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
I'm totally building this deck ! I wanted to creep into legacy and this is where I'm going lol
Is there any changes to the deck list? Or is it still the same as the beginning?
A) I haven't found a 9 land stompy primer less than a few years old That do not include the newer card sets or cards from Portal sets.
B) As a budget deck a simple primer can help a few new Legacy players get into the format without spending several hundred dollars. If they like the taste of Legacy power with 9 land stompy. They might want to stay and build better decks.
C) This is my first primer. I figured writing a primer for simple budget deck would give me experience for possible future primers I may do. Experience is always the key in Legacy. Be it in your writings or your game play.
4 Vine Dryad
4 Quirion Ranger
4 Strangleroot Geist
4 Dryan Militant
4 Rogue Elephant
4 Skyshroud Elite
4 Elvish Spirit Guide
4 Jungle Lion
4 Land Grant
4 Briar Shield
4 Rancor
4 Bounty Of The Hunt
3 Winter Orb
Land:
9 Forest
Card choices.
Vine Dryad: One of the underrated creatures of Legacy in my eyes. This creature is able to be played as an instant. That means that it can come down on your opponent's turn if your on the draw. The Forestwalk is also relevant is some matches as well. Also, DON'T WORRY ABOUT THE DISCARDED CARD! By the second or third game, you will have a good idea of what cards can be pitched from your hand. Usually I discard Land Grant if my opening hand has multiple copies of Land Grant or more than 2 Forests.
Quirion Ranger: This hairy leg, hippy elf is one of the cards that makes 9 land stompy possible to play. This should always be used over mana producing like BoP or any mana elf, no matter what anyone else says, because the ranger is able to attack and use its ability in the same turn. Other uses include granting a pseudo Vigilance ability for a creature to be used as a blocker, and returning land that could be destroyed back to your hand. If you got a ranger in play, a Sinkhole should never have an negative effect. And also, remember that you can untap an untapped creature to return a tapped forest to your hand and replay it for more mana if needed.
Strangleroot Geist: This new addition to stompy gets to come back from the dead with a +1/+1 counter on it. And the Haste makes it better since few green creatures are granted Haste. Going Dyrad end of your opponent's turn, Geist on your first turn, swing for 3 is a good play against slower decks. A returned 3/2 Geist with Rancor and a pump spell in hand can deal lots of damage and blow through a blocker while surviving to do it again next turn. Through a little testing I'm might be going back to River Boa. Islandwalk is relevant as is regeneration. The Geist is cute and has a good ability but testing hasn't revealed it to be the bomb I thought it could be.
Dryad Militant: Another new addition that is a 2/1 for 1 green or white. Even better is what she does: If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead. This is a boon to stompy since she can remove Faithless Looting, Cabal Therapy, or any other instant/sorcery your opponent would recur, dredge, flashback, Etc. If you don't have 4 of her, get them now.
Rogue Elephant: This is one angry pachyderm! Almost never hesitate to put in play on your first turn, as he can throw out serious beatings very early. A beefy green guy that gets beefier after a Rancor goes on him!
Skyshroud Elite: The green Kird Ape that works against opponents playing non-basic lands. They should be a first-turn drop if you know your opponent is going to play non-basic lands. However, if your opponent isn't packing non-basics, it becomes fodder for the Vine Dryad or Bounty of the Hunt.
Elvish Spirit Guide: ESG. This is an versatile card for stompy! Use it to drop more creatures, pitch it to a spell -OR- cast it! If your not packing for of her, your not playing real stompy.
Jungle Lion: Like the Militant, a 2/1 for 1 green. I play with these instead of the Pit-Skulk because, i have been 4 for 1 on pumping the Skulk to a power of 10 or greater. the lion is at worst a 3 for 1 in most cases. The only downside, he can block.
Land Grant: If you think the creatures are the meat of the deck, this card is the potatoes. Cast it as early as you can and grab more forests to feed to your Elephants. And in the chance you have enough forests in play and draw this, its become fodder for your pitch spells.
Briar Shield: Very good, and superior to Giant Growth. The extra point of of strength and toughness is relevant in combat. Squeezing out those few points of damage can mean 2 creatures to face off against next to instead of 4-5. And it doesn't require mana to use it's Giant Growth ability. This is a deterrent, as creatures that block it have to have a toughness three greater than the attacker's power. This will often allow the attacking creature to blast through a blocker.
Rancor: One of the best green spells ever printed. For the low price of one mana, you can drop it onto a Jungle Lion and have a 4/1 trampling beat stick. Add to that, it returns to your hand if the creature dies so can continue the beats next turn.
Bounty Of The Hunt: This is a great way to save your creatures from a mass damage spell or to deliver the final blow on your opponent. Running four of these makes your opponent choose how they want to use direct damage against you very carefully, because it may just come out to pump 3 dudes so they survive.
Winter Orb: Put this out as soon as you can against mana hungry decks decks. Anyone who uses lots of mana will be slowed down as you turn your guys sideways and win games you really have
no reason to win.
Strategy
I use four Bounties and three Worbs. This is because I want pump to flow into my hand while Worb isn't needed 100% of the time. Trust me, you will draw the Worb when you need it. Getting it into play is a different monster though.
Rule 1: Cast your creatures before you canst your enchantments. Creatures have summoning sickness, your enchantments do not.
A lot of people will say they can win by turn four. This is true when gold fishing but actual playing requires you attack into other creatures that can prolong the game. So prepare yourself. Think a few turns ahead and estimate what the board position will be in the future. Running stompy forces you to sacrifice your mid and late game for an explosive first few turns. After turn 12 your chances of winning decrease exponentially. but on the bright side, you can constantly draw threats where other decks will sputter and run out of steam.
To directly answer the question about Briar Shield/Giant Growth/Bounty Of The Hunt, I build with 4 shields and 4 bounties. As explained earlier, the bounties require a pitched card and that it limits their usefulness to some degree. Growths have no place in here because they can only affect one creature. Briar Shield is superior because it can stick around.
The mindset of the stompy player.
Remember, "Waste not, want not". Every card drawn is a threat. Be it a pump spell, acceleration, or a creature. Cards like Mtenda Lion or Scythe Tiger can either be shut down by the opponent or can't be pumped. Some cards are under a constant debate in stompy. I remember the old Emerald Charm/Elvish Lyrist debate from years ago.
Other players debate Vine Dryad, but a seasoned stompy player knows that she is an essential card for the deck. Many people point out that you lose a card to cast her, but you run a deck with 47 other green cards to pitch to her. And the chances of you desperately needing every single one of them to win is rare. Looking at the dryad, it has forestwalk. If, and I mean a big IF you ended up in a mirror match, she can make you win by dropping her on turn 1. This also is great since many decks use forest based duals in there decks. Thresh, RUG, R/g goblins. Also she has flash. this is amazing since it allows you to drop it at the end of your opponent's turn. If your facing mass destruction, hoard them until they wipe the board and then drop them to recover faster than your opponent. Also since many deck now pack Counterbalance, the 4 casting cost is relevant. Legacy is dominated mainly by 0-3 casting cost spells. This means your opponent's have to burn a counter in their hand. And when you meet an opponent packing Pernicious Deed or Powder Keg, it means they have to expend more resources to blow her off the table. Making it a perfect time to drop a Worb.
Bounty of the Hunt follows the same principle as above. It is a surprise pump spell for free, and since it can affect multiple creatures, it helps against Lightning Bolt as well as other burn spells. It is also better than Giant Growth because it has an alternate casting cost that allows you to play it at any time.
Now, we have to talk about the tactics of playing stompy. As we read earlier, stompy is a deck that sacrifices your mid and late game for the explosive start. Not many creature decks have the ability to get 3 non token creatures into play on turn one. This stems from your ability to focus your resources into a blazing fast and controlling lead early on. Your goal is to drop as many creatures on turn one as possible, then enchant or pump them during your coming turns. With the explosive start, you get to force your opponent to catch-up to your strategy. Then, through Worb, you slow down their response to your threats. If they neglected their own game, playing against your Worb and creatures usually means they can't recover.
But, I must point out that you will not always win quickly or early on. You can hold on into the late game with Winter Orb and drawing a steady amount of threats. It could take 7 or 8 turns to take out your opponent but don't get discouraged. You need patience as well as a good plan at resource management to bring you into the mid game if your only going to draw a single card every turn. Know when to attack your opponent, but also when to hold back and block. With a Quirion Ranger in play, your choices on when to hold back simplifies, since you can untap your attacking creature during the declare blockers part of combat. Above all, know, not guess, when to pump and when to hold it in your hand.
Possible card choices
Plant Elemental: A bit bigger on the backside compared to Rogue Elephant costing 1G and a forest sac. Slower, but able to survive a Lightning bolt without a pump spell.
Wild Dogs: 2 power for 1 mana is great but the drawback is a pain to deal with if your up against burn. This card would be for pitch spells or just to cycle. Other than that, never run this card at all.
Giant Growth: I prefer the shield but others want this instead. I guess it comes down to personal choice as well as play style. Stompy decks sporting these are a bit more aggressive on the attack.
River Boa or Mire Boa: This is another personal choice. The regen is great for clogging the board. But, mana intensive if multiple copies are in play and you want to keep them all. Islandwalk or Swampwalk is a good thing though.
Bonesplitter: The really poor man's Rancor. While it doesn't grant trample which is why Rancor is so good. It sticks around and can be switched every turn if needed.
Silhana Ledgewalker: Hexproof and can only be blocked with creatures with flying. Play this on turn one, then dump Rancor and Briar Shield on it and swing for the fences. Add in a little random pump and you can end the game pretty quick unless your opponent pays his BB for Tombstalker.
Tattermunge Maniac: A 2/1 for G that has to attack each turn. You plan to be attacking each turn so there is no real downside to this right?
Nettle Sentinel: 2/2 for G that wont untap until you play a green spell. With 48 green spells I'm pretty sure we'll be able to untap it every turn.
Dismember: It's black, it costs 4 life, but it can remove that blocker giving you problems. not a 4 of in the main deck but possible 2/2 split for the main and the board.
Sylvan Library: Most of us will have a pretty weak mid to late game. This can help you out but you shouldn't run 4 copies. If you choose to go the library route, run 2.
Mirri's Guile: A free top spin for green during my upkeep? A good idea but like the Library, 2 would be the right choice if your going this route.
Leyline of Lifeforce: Creature spells can't be countered. Awesome in your opening hand. Useless otherwise.
Dryad Arbor: A tutorable creature with land grant and a pitchable land to play some free spells. But it's a 1/1 that comes into play tapped.
Invigorate: Unless your running a build with Berserk, and if you own 4 copies of Berserk and trying to find a budget deck, well I don't know how finish that statement. Rule of thumb, no Berserk, no Invigorate.
talara's battalion: It's a 4/3 with trample for 2 mana with a condition that we normally meet. Just horrible to top deck with an empty hand though.
Cards you shouldn't add
Harvest Wurm: Don't try and be cute thinking you'll go Rogue Elephant then Harvest Wurm to grab your land back. It's a 3/2 that gets a land back. If it had a better power or toughness I might run them.
Ghazban Ogre: A 2/2 for G, what's not to love? Oh yeah the upkeep part of the card. We have better 2 power creatures without that horrible upkeep clause. F.Y.I. Kato from the O.J. trial fame once signed Ghazban Ogre.
All those "Hidden" cards from Urza's block. These are situational cards. Side boarding them is fine if you know what is going to be played. otherwise leave them at home. With that being said, if you got 4 open slots and can't decide what to put in, Hidden Gibbons is not a bad choice for Legacy.
Shroud creatures: You can't pump these guys. You may have made your opponent's removal irrelevant, but you also made your pump spells irrelevant at the same time.
Twinblade Slasher: A good 1 drop from green, but using his ability every single turn is a mana sink which you don't need.
Groundswell: Sure it gives a guy of your +4/+4 through the landfall ability. But can you guarantee that every time you cast it a land was played? If you can't, don't run it. Some will point out that with a ranger in play you should be able to drop a land every turn. Focusing on using that synergy to get the max out of the spell. It is promising as of now. I might be wrong in putting this card in this part of the primer. But I still not 100% sold on it.
Bequeathal: This is a card in some other stompy builds. This game plan is more of a suicide stompy build. Since you have to have the creature hit the graveyard to draw cards. I don't like my creatures going to the graveyard unless I want them there.
Sideboard
Sideboarding for stompy is both personal and meta dependent. I can offer a few suggestions but not a complete side board as your match-ups will be different every time.
Those "Hidden cards" from Urza's block I mentioned earlier. Each one is between 1-2 mana to cast and can become creatures providing the situational requirement has been met. The ones I actually find useful are as follows:
Hidden Ancients: Enchantments need to be cast. Great against an Enchantment heavy area.
Hidden Gibbons : Instants need to be cast. Personally, the best one of the hidden cards since so many decks actually pack instants.
Hidden Guerrillas : Artifacts need to be cast. Getting a 5/3 trampling soldier when your opponent drops an Ornithopter is pretty fun. But only really good against affinity or artifact heavy groups.
Hidden Herd : Non-basic lands need to be played. You might ask why this isn't in the main deck since Legacy is abound with duals. Well, the land needs to be played. If your opponent has 3 fetch lands out already and then you play this. When your opponent searches those duals out it still is an enchantment. Spells or abilities won't trigger this into becoming a 3/3 green dude. Not as situational as the other cards due to the amount of non-basic lands, but still able to play around to some degree.
Rushwood Legate: Good for a blue heavy area. Free to cast if the conditions are met and it comes with a 2/1 body. not bad for being free.
Compost: Outside of Sylvan Library, This is the best card draw your going to get until they unban Skullclamp. Heavy black only. If you can actually land one against dredge and they pop 8 black cards in the yard, your going to have some threats they need to deal with soon.
Nature's Claim: The only card for the side board I can absolutely say no matter what, will be used. Run 4 in the board to nuke artifacts or enchantments.
Seedtime: Since most of the sideboard cards are situational this one is here for the extra turn. If you land it against a blue player with some fat beats on the table, you could possibly win the game. Sometimes that extra turn is all it takes.
Sandstorm: This card actually helped me win a few games by taking down hordes of 1/1 tokens from a Decree of Justice. Good for goblin tokens, Narcomeobas, and Ichorids.
Whirling Dervish: Heavy black meta? Side in 4 of these and run with it. Those +1/+1 counters add up.
Tormod's Crypt: Free graveyard hate. Can't get cheaper that that.
Relic of Progenitus: 1 to cast and activate but you do get a card out of the deal. If you can't find the crypt, this works a little slower.
Grafdigger's Cage: This is a kick in the teeth for dredge. Ichorid/Ashen Ghoul/Bloodghast can't come back into play. And it kills Cabal Therapy. I think With Dryad Militant in the main and this in the sideboard, you could actually have a decent match-up against dredge if they hit play. I'm leaning towards 4 in the sideboard.
Thanks to those that read this. Remember this is my first primer I wrote and it is not a tier 1 deck. I would say that with a good stompy pilot it could be a tier 2 or maybe even a tier 1.5 deck. But you need to be a really good pilot for that to happen.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
EDIT: Bonesplitter could also be mentioned, since it is basically another Rancor.
Like Squandered Resources on Facebook for updates on article releases, deck lists, and more!
Getting Started in Legacy and Legacy Budget Primer 5!
Special thanks to Bornnover for the banner used in those articles.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
Berserk at the very least is not a budget card. =/ So I can understand his not including it.
Like Squandered Resources on Facebook for updates on article releases, deck lists, and more!
Getting Started in Legacy and Legacy Budget Primer 5!
Special thanks to Bornnover for the banner used in those articles.
I totally forgot the Ledgewalker and will edit the list of cards to consider.
Bonesplitter.....I'm trying not to go the equipment route. Cause once I do that people always say "Hey, add some Jittes to your list." While I got 3 Jittes, I don't want to deal with that argument. Although Bonesplitter is a good budget card that will stick around like a pseudo Rancor.
As for the Might, I have to play it on my turn to get the full effect. A lot of times I have to pump in response on my opponent's turn.
And once Berserk is a $10 card. I'll include it. So please stop playing it. LOL
My main question, since this is my first primer, what did you think could have been better?
Edit: over the last few days I've gone through the card listing for green looking at every free spell and 1-2 mana cost spell for the deck as possibilities. Man that was fun. I still probably missed a few here or there. But I'm actually thinking or going back to River Boa as the regen and islandwalk is almost game against a few decks. Also I might possibly drop Jungle Lion for Nettle Sentinel. It just seems better and better every time I test it. It is pretty fun to play and when I won a match I pointed to my opponent's tundra and said that's how much my deck cost. Still wish I had Berserk it would make the deck quicker.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
edit - *addition* for some reason I thought I was posting in the casual forum. Since this is new to Budget Legacy... I think the primer should include the INFECT variant. Cards like Mutagenic Growth and Invigorate have maximum value with Glistener Elf.
Casual
RGBeatz | BPauper MBC | 0Cheeri0s | BVampires
Competitive
RBurn | GWMaverick | WURPatriot | BWGJunkBlade | BPOX
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
See here.
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!!
Here is my decklist (adding in Dryad Militant because I did not know about him before looking at this thread):
4 Elvish Spirit Guide
4 Land Grant
3 Winter Orb
4 Skaargan Pit-Skulk
4 Nettle Sentinel
4 Skyshroud Elite
4 Quirion Ranger
4 Dryad Militant
4 Might of Old Krosa
4 Rancor
4 Briar Shield
I actually didn't notice that after doing a serach. So I did the search again and still didn't find it. Then I noticed it was filed under casual. I only searched under Legacy.
It is a good primer. But I actually play this in Legacy.
I know a lot of people hate the Vine Dryad and Skyshroud Elite.
#1 the Dryad has flash which means it can come down after a board sweeper your opponent played. That has won me games.
#2 forestwalk. Thresh, BUG, and any other deck with forests hate that. That has also won me games.
#3 the Elite is a 2/3 for one "IF" your opponent is playing non-basic lands. If not, it's fodder for Bounty or the Dryad.
#4 the deck is based on my playstyle. I like free spells and doing crazy and stupid stuff in games. Your playstyle may vary.
#5 the bird is the word!!!!
In terms of including the infect variant in the primer, I can't. I never played the infect version and I wouldn't know what to say.
Groundswell is getting better and better everyday. I'm debating taking out 4 creatures and putting it in the main deck. Just trying to figure out what to take out.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
I am running Bequethal's and a couple Taunting Elf's in my version. I like the elf for taking care of pesky blockers and he has won me games. He might come out for a couple Wasteland Viper.
Trinisphere and Chalice of teh Void wreck this deck! Answers???
BRG Living End
UGWRB Titan Bloom (40% complete)
Against Enchntress I play Tranquil Domain. It really is fun to nuke every non-aura enchantment for 1G at instant speed!
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
Hidden Gibbons if you use them. Otherwise, just try to outrace them. Nature's Claim if you think they'll side in Esnaring Bridge.
@fallen_angel_poet2000: Wouldn't Experiment One be a perfect fit for this deck?
Turn 1: Experiment. Turn 2 Nettle Sentinel, Dryad Militant. Turn 3 Elephant, Elite or even Vine Dryad.
BRG Living End
UGWRB Titan Bloom (40% complete)
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
Is Rogue Elephant better then Scythe Tiger?
Then Experiment One is in my oppinion better then Nettle Sentinel .
Played in the Early game it will allways become at least 2/2 and it has a chance of becoming 3/3 (and you can even regenerate it! You can even regenerate it with bounty of the Hunt counters!)
And in the Lategame if you don't draw other spells one will be 1/1 and the other will be tapped.
Also Skyshroud Sentinel and Rogue Elephant and Vine Dryad help making it a 3/3 so there should be enough support for it.
Would it be worth running some Fetchlands and a Dryad Arbor ?
I Know this is the Budged section but a lot of people have some Fetchlands.
It helps not getting flooded (having a 1/1 is better then not having a creature) and is a nice blocker with Quirion Ranger.
I think Mutagenic Growth (and maybe also invigorate) could have a place in the deck. It makes no card disadvantage (like Bounty of the hunt) and is almost as effective.
(And groundswell is also only better if you have a Landdrop, which you don't allways have).
If playing Vine Dryad AND Bount of the hunt, could maybe Chancellor of the Tangle have a place in the deck?
It generates mana and can be fetched for this cards afterwards. (Or can be discarded in Liliane or such things).
Also Hunger of the Howlpack is a card, which could be considered in such a deck (especially in the sideboard). Creatures will often die and 3 Power for 1 Mana is just quite a lot. Also it makes a creature harder to kill. Also if the opponent is playing removal in our turn it can be 3 "hasty" damage. And it can allways be used as 1 haste damage.
So for me the must play cards are the following:
4 Rancor 1 Mana 2 "hasty" power and reusable as good as it gets.
4 Dryad Militant 1 Mana 2 Power and hates some decks
4 Experiment One 1 Mana 2-3 Power (can sometimes regenerate) with almost no disadvantage.
4 Shyshroud Elite 1 Mana most of the time 2 Power and 3 toughness (helps to Evolve the Experiment below 2 Power).
4 Skaarkan Pit-Skulk 1 Mana 2 Power and he has a form of evasion, especially good with pump Spells, but cannot be played turn 1
4 Quirion Ranger 1 Mana and generates mana without tapping.
4 Rogue Elephant 1 Mana 3 Power but sacrificing a Land is also in this deck not allways what you want (or can).
4 Elvish Spirit Guide helps getting early mana (and so more power on the first turns) or can attack later
So the rest of the deck depends on preferences.
If you need an additional good beater:
Nettle Sentinel is the best other card you can find 2 Power 2 Toughness only 1 Mana almost no disadvantage.
Vine Dryad costs no Mana but makes card disadvantage and only has 1 power, put has some kind of evasion.
If you want pumpspells:
Mutagenic growth costs no Mana and does not make card disadvantage
Bounty of the Hunt costs no Mana und makes card disadvantage but is a little bit better then mutagenig growth.
Might of the old Krosa costs Mana but makes 4 damage, but then you cannot play it instant. If you want to play it instant it is worse then Mutagenic Growth.
Groundswell is only better then mutagenic growth if played a land, but then you can also play it instant.
Briar Shield if played early it can make more damage then the ones above, but is predictable. Played later (as sorcery) it is still quite good.
For me the combat tricks are more combat tricks and less direct damage spells, and are used mainly as a subsitute for removal, this is why I prefer Mutagenic Growth.
If you play Pitchspells or Nettle Sentinel Land grant can be better then an ordinary Land.
And you can also play Chancellor of the Tangle, he helps having fast starts and negates a little bit the disadvantage of the pitch spells, but is a dead card if drawn later.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Fetchlands might be ok for the deck if you have them but that opens you up to Stifle. Dryad Arbor is similar since it opens you up to wasteland.
Hunger of the Howlpack is conditional, but I can see it working with Dyrad Arbor being used as Elephant fodder then popping 3 +1/+1 counters on him giving me a 6/6 for 2 mana.
I'm actually tinkering with Mutagenic Growth right now. It shows promise and doesn't cost another green card.
For Nettle Sentinel, most of the time I can either cast a green spell to untap or use the Ranger to untap him. My best hand in testing. 3x Sentinel, Forest, 2x ESG, Bounty. Play all 3 Sentinels, go. Draw Land Grant. Swing for 6. Then pump to make it 9. Untap 3 dudes! I like the Sentinel. But I might end up going back to the Pit-skulk.
The Chancellor is awesome in your opening hand. If not, I just wasted 4 cards for something I can't cast.
Groundswell is amazing when you get the full effect. I want a pump spell that is "always going to be +x/+x" not "if you meet this condition it gets +x/+x" I always see those situations where it just become subpar to Giant Growth when I play. I just wish we had a non-conditional +4/+4 pump spell for one green. It would help a bit.
Decks I play
Legacy
Dredge 0
DredgeGBRU
AffinityXRUB
GoblinsRWB
10 land StompyG
BurnR
DreadstillURW
BelcherGR
Death and Taxes W
Enchantress GWR
BUILDING
Legacy Lands GBRUW
I'll never tell you the flavor text of Teferi's Imp!!
Is there any changes to the deck list? Or is it still the same as the beginning?
Thanks you very much DarkNightCavalier for the Sig.