Turn 1 - Experiment One
Turn 2 - Strangleroot Geist
Turn 3 - Eldritch Evolution -> Surrak, The Huntcaller
Is 18 damage on turn 3. Pretty spicy. I love having toolbox access. Could build a bit more all-in, or have grindy 1-ofs, or both. It's a dead top-deck if the board is empty.
We've certainly got some new toys to try.
It's 16, not 18, still good though.
Whats even better is you can sack that Geist next turn to another Eldritch Evolution and drop Nylea, god of the hunt or Polukranos, World Eater next turn and they get haste.. I'm guessing that nylea should have Devotion to activate her but if not she does give all your creatures trample so that's nice and she can pump... Polukranos can clear the board, etc... I really might try out 4 of these in place of Collected company i was running. and stick one of Surrak and one of these others.
Turn 1 - E1 no damage
Turn 2 - Geist evolve E1 attack for 4
Turn 3 - Sac Geist (undying trigger) Evolve E1, Grab Surrak, Evolve E1, attack for 12 Total of 16 By turn 3 thats pretty good...
Turn 4 - Attack for 12? or sac geist again and go grab either of those creatures i mentioned and attack for 16, 9 with trample or if nylea is not a creature 9 with trample or polukranos and attack for 15
That just seems nasty. Definitely going to try running Eldritch Evolution. I've always liked Surrak, the Hunt Caller in this deck and this just seems to make him worth running.
Also liking Kessig Prowler. a 2/1 for a green with no downsides sounds great to me. Sure his transform is a lot, but you don't even need to use it. Strictly better than Young Wolf. Wondering if running both EE and KP in the same deck would be feasible...
Long time lurker checking in. I finally made it out to a couple game nights at the local modern hotspot to get some games in with my stompy deck. 30+ people each night, some really good players and cool people.
I started with a pretty standard list but on the slow side. This is the deck as it sat after the first event, with the sideboard pushed toward what I saw the first night:
The first event was a few weeks ago. I went 3-2 with a bye, dropped a match 0-2 to RG Tron, another 0-2 to RB Storm. I won against Infect by greedily catching him with Dismember in response to pumps on his turn in two games running. I won against a Dredge deck basically by drawing maindeck scoozes and sideboard Relics.
I went back out the next week and went 2-3, again losing to RB Storm, one game to BG Elves. I lost to a mono-green Tooth and Nail combo deck which T3 combo'd into an Emrakul and Xenagos in game one for a very splashy win. I won against a controlly Grixis deck by drawing more threats than he had answers and Dismembering his Gurmag Angler. The other deck I won against slips my mind.
I felt like the deck was too slow, too midrangey. I caught up on the last few months of posts in this thread I had missed and put together the most aggressive, fastest goldfishing list I could to see how it would fare:
With the aggressive curve 21 lands felt right. I really wanted to hit the 1 drops and go full aggro so I left out the Treetop Villages.
I had read mixed opinions on Nettle Sentinels in this thread but felt that the deck needed at least 10-11 one drops to almost guarantee the turn one play. In goldfishing the untap downside often ended up being a Vigilance-like upside, while occasionally requiring me to play pumps before combat as the biggest drawback. At $2 a pop I was hesitant to buy especially right before EMN spoilers, but the deck needed another one drop and I figured the odds of a good one drop being printed were low. Queue the Kessig Prowler facepalm.
----------------------------
37 people showed up, some traveling over an hour to play Thursday night. 6 rounds and a lot of high-tier decks with skilled pilots, along with some more casual folks (like me) and some brews.
-Match 1: was against some sort of RG Land destruction deck. I drew well, curved out, and drew enough land to keep two on the board despite repeated destruction effects. Game 2 I boarded in natural state for his color fixing and killed his only red source (Utopia Sprawl) locking out half his hand and going 2-0 round 1. Already the deck was running way better, with explosive starts and the kind of damage potential I hoped for.
-Match 2: was against Naya Burn. I was quite concerned about this matchup having dropped my Feed the Clans. G1 he seemed unsure how to play against me and I was able to build a big field with a Baloth, stop him swinging his creatures and swing in with Geists he didn't want to block + pump. G2 he got a T2 Eidolon which seemed like GG, but I had an explosive start, built a small board, then surprised him with Aspect to burst him to 1 life. We entered a Mexican standoff for a turn, then I called a judge over to ask about the Lightning Helix/Eidolon interaction. Turns out he would die before the heal- I played a 5/4 Avatar then trampled over him the next turn. 2-0, 2 matches won.
-Match 3: was vs the GB Elves who beat me the week before. I had a strong start G1 on the draw and he drew nothing but mana dorks. G2 on the draw I had a strong one lander with E1, Nettle Sentinel, Rancor, Aspect into some two drops. Surely I'd draw the second land- nope. I got a lot of early damage in then he ramped out. G3 on the play, another one lander that seemed too good to pass up. I really hesitated taking it after the previous experience, but kept it. T1 E1, T2 Sentinel, T3 Rancor, T4 Rancor, I've got him low and should have lethal next turn, he draws his one-of sideboard Dismember and has enough to block lethal from the other creature. I never draw the second land and go down 1-2 strongly questioning the concept of the greedy one-land keep. 2 matches to 1.
-Match 4: was vs Merfolk. My opponent was super nice, a Kindergarten teacher at a local school, who had been out of the game for a while. She was a bit rusty and didn't know quite how to approach the matchup. G1 and G2 I went wider and bigger and trampled over with Rancor. I'm not sure if Merfolk is a good or a bad matchup, it seems like they have more tricks but aren't as explosive. 2-0, 3 matches to 1.
At this point I'm feeling great about how the deck is running, pretty far up in the standings and maybe even looking at top 8 and prize money (store credit). If I can win at least one of my two remaining matches I think my odds are good.
-Match 5: vs Affinity. Rough matchup. I mulligan to six? Five? No lands, one land and no one drop, just unplayable. He runs over me immediately. Side in the artifact hate, G2, again, 1 lander, 2 lander with 3 drops, finally a 2 lander with hate and one creature. I draw nothing else and he runs over me again. Deck WAS running hot until now, guess ending the streak on a difficult matchup wasn't the worst.
At this point vs Affinity and vs Elves I've had multiple games where I simply didn't draw into any land, and other games where I've had tons of land. I keep looking at the deck between games and finding huge clumps of creatures, spells, lands. I carefully layer the deck between matches, alternating lands, pumps, creatures, then do 7 thorough shuffles at the start of each match to completely randomize it, only to hit the same problem again. There's got to be something wrong with my mash shuffles, or maybe it's just really bad luck. 0-2, 3 matches to 2. Final match.
-Match 6: vs Eldrazi Taxes- I had vaguely heard of it but didn't really know what it did. It was almost midnight when this match started, had been playing for hours after working all day, pretty tired (all the excuses) but I wanted the win to hopefully still get top 8. G1 I had a great aggro opener on the play and it didn't matter. He had all sorts of repeated blink effects which hosed E1 counters and rancor/buff plays, hand destruction, first strike and taxes, it was a mess.
I had taken out most of my durable threats like Thrun and the manlands (not that they'd do well here) so my options were limited. G2 I sided in the Dungroves and two Dismembers. Drew a Dungrove, played it turn three, and kept drawing land. He had no answer to it and scooped. G3 I drew into Dungrove again, almost played it T3, but got greedy and played out an E1 and Tusker instead. In doing so I threw any hope of winning the game as he had discard the very next turn, yanked the Dungrove and ground me out. Why I didn't get the Dungrove he single handedly scooped to G2 out ASAP I still don't know. 1-2
-------------------------
3-3 for the night, 13 out of 37, had a chance at top 8 with it coming down to the very last game. Tons of fun.
Looking forward I'm probably going to slow the deck down just a bit. Maybe bring back the Treetops, maybe drop a Dryad Militant/Sentinel and a Tusker for 2 maindeck Scooze. Maybe go 3/2 Baloth/Dungrove mainboard instead. I love the explosiveness and hate to give up the speed, but I feel like it needs more game against grindy decks and Dungroves have been amazing in those matchups. Sideboard I'm thinking of dropping needle for Thrun, maybe dropping the Chokes I just bought (d'oh), buying another Dungrove or bringing back Feed the Clan. Suggestions are very welcome.
EMN spoilers are super exciting- Kessig Prowler is getting tested for sure, and the potential for Eldritch Evolution is huge. Sadly the preorder is already at $14 even while people argue whether it's actually any good and budget is personally a big factor in Stompy's appeal. It also seems very easy to lose sight of the simplicity of the Stompy core and make the deck something else entirely. Here's hoping that it ends up being worse than CoCo and Chord for all the decks already running those and finds a place as a budget option for Stompy to go a bit bigger or a bit more versatile and toolboxy.
EMN spoilers are super exciting- Kessig Prowler is getting tested for sure, and the potential for Eldritch Evolution is huge. Sadly the preorder is already at $14 even while people argue whether it's actually any good and budget is personally a big factor in Stompy's appeal. It also seems very easy to lose sight of the simplicity of the Stompy core and make the deck something else entirely. Here's hoping that it ends up being worse than CoCo and Chord for all the decks already running those and finds a place as a budget option for Stompy to go a bit bigger or a bit more versatile and toolboxy.
TL;DR Stompy is great fun
Congratulations to you for the results! I think Eldritch Evolution will go down in price, it's a good card for sure, but not as good as Birthing Pod, or Food Chain, as they are permanents that stay on the field. I agree that one of the Stompy's appeal come from its being budget friendly. (I thought for a long while before getting my 1xThrun, the Last Troll, and then said "it's just a 1 of, so it's still kind of budget friendly :)") So, I'll try to test Eldritch Evolution with proxies, and on free software, until the price drops to somewhere around 3$ or 4$. I might be super wrong here and the card might end up being the Collected Company of the Eldritch Moon.
I feel like EE won't change the way we play the deck that much (I think it'll make it a bit more fun), we will still be aggressive, the important thing is not to over extend and fill the deck with turn 3 combos with Mutagenic Growth. The deck is successful mainly because it's consistent, being aggressive comes after that.
Also for Nettle Sentinel argument, I like the card but I feel like she's unplayable just because she is not "consistent enough". What I mean is we need to play something to be able to attack with her, or even a pump that might go to waste. I would want to have a trampler on board, either Avatar of the Resolute or Treetop Village, or something with Rancor, then cast Aspect of Hydra on one of them and also have Vines of Vastwood to protect the creature. So Nettle Sentinel kind of makes the deck combo-ish, I hope I managed to tell what I mean.
Re: greatcrow. Sorry but saying the new Kessig Prowler being "strictly better" than young wolf is untrue because it depends on the context. young wolf is a better top deck late game when your behind and you need a blocker but late game and you need a big dude and you have the mana? --> transform the eldrazi wolf. young wolf has better synergy with avatar of the resolute. and on the subject of the new eldrich evo it combos well with young wolf. just saying.
Re: Dinomaarten. Ram gang just depends on your style you need to try them out and figure out what works best for you. Example being me personally I run 4 copies of aspect of hydra as i feel its the best card in the entire deck. steals games out of nowhere countless times. I run ZERO dungrove elder for that exact reason. that and because usually I curve out around 3-4 mana anyways not making him a serious threat if he resolves and I'd rather have something giving GGG to my devotion instead. /end rant.
p.s. I recommend natural state > nature's claim
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
I'm a lurker as well and I was wondering what you guys think of the card Boggart Ram-Gang in Stompy. I used to run 4 Dungrove Elders, but lately they seem to be just a tad too slow. Ram-Gangs are great attackers and also help with additional devotion for Aspect of Hydra.
Agree with ddxxe on Boggart Ram-Gang. Depends on meta and your play style but I love the speed and devotion of them. They are particularly amazing in the variant of the Stompy that I am running.
Also agree with him on Natural State unless your meta is full of big artifacts in slow decks (but then, i guess, what are you worried about anyway?)
Ram Gang is good but it dies from Bolt; if we wait to have fourth mana to use Aspect to save it from bolt we lose the utility of Haste. Post reset it is a great card but I'd rather prefer Dungrove Elder that dies only if it is alone with Liliana in play.
Just because a creature dies to bolt doesn't mean he shouldn't try it, specially after he has already expressed that Dungrove Elder felt slow.
Re: QuakerBoy
Glad to see the "Collected Stompany" list doing so well. It really is a supercharged version of the traditional list. Tron is usually an auto-lose to tron if I don't win the dice roll.
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Rollback Post to RevisionRollBack
Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
is this the one drop we've been waiting for and needing!?!?!? No one is gonna want to block this guy with a Goyf or eldrazi or whatever. This set is giving us a lot of new things. I luv it.
I have been testing EE in place of 4 Collected Company and 1 Surrak replacing Baloth. If surrak is in hand I mulligan. 2 EE's not bad but drawing a third sucks. Drawing into a second not bad. 4 Out 10 times i was able to sac strangleroot to go get surrak. 1 of those surrak was in hand. Rancor is great still, aspect is great, vines really plays no help early cause of the two man cost and we are tapped out. Great after turn 4 and a resolved Surrak. Havent tried a build with young wolf to make worth while trade of sac 1 cc creature to get a baloth or a dungrove elder or Ram-Gang for haste. thats 3 mana for 5 power but the wolf has no blah. Best scenario is always Geist with no counter for whatever. Great thing is sac happens as cost so defeats removal...i like that
is this the one drop we've been waiting for and needing!?!?!? No one is gonna want to block this guy with a Goyf or eldrazi or whatever. This set is giving us a lot of new things. I luv it.
Lol... wish it was damage... would be broken but fun!
I know we're talking about ELM, but I wanted to ask what you guys thought about Wilt-Leaf Cavaliers instead of a Baloth? I play in a pretty removal heavy Meta so Dungrove is a must. But for But is it practical to sacrifice the +1P/+1T for the vigilance? Leatherback Baloth is great but what good is a 5 butt when he's turned sideways? (Plus, I love Wilt-Leaf's art.) Thoughts?
I actually love Permeating Mass as its sorta green removal that Evolves Experiment One. It's kinda a 1/3 unblockable that can occasionally nerf something like a Kalitas. Pretty torn between the two 1-drops
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GG"Leave but a shred of root and it will return, bursting with vigor."GG
I have been testing EE in place of 4 Collected Company and 1 Surrak replacing Baloth. If surrak is in hand I mulligan. 2 EE's not bad but drawing a third sucks. Drawing into a second not bad. 4 Out 10 times i was able to sac strangleroot to go get surrak. 1 of those surrak was in hand. Rancor is great still, aspect is great, vines really plays no help early cause of the two man cost and we are tapped out. Great after turn 4 and a resolved Surrak. Havent tried a build with young wolf to make worth while trade of sac 1 cc creature to get a baloth or a dungrove elder or Ram-Gang for haste. thats 3 mana for 5 power but the wolf has no blah. Best scenario is always Geist with no counter for whatever. Great thing is sac happens as cost so defeats removal...i like that
What do you guys think of grim flayer. I understand that he forces us to run black and therefore can make our manabase inconsistant/painful but it does open up the golgari library and makes dismember potentially not cost 4 life.
Copying a creature copies the base stats of that creature, meaning a pumped Permeating Mass dealing combat damage to another creature should make that creature a 1/3, not a 4/6. What I'm not sure of, however, is if turning the goyf into a Permeating Mass removes the damage from it, which would mean that despite it's becoming a 1/3 it would still survive. Perhaps someone else can answer that part...
That just seems nasty. Definitely going to try running Eldritch Evolution. I've always liked Surrak, the Hunt Caller in this deck and this just seems to make him worth running.
Also liking Kessig Prowler. a 2/1 for a green with no downsides sounds great to me. Sure his transform is a lot, but you don't even need to use it. Strictly better than Young Wolf. Wondering if running both EE and KP in the same deck would be feasible...
WBTokensWB
I started with a pretty standard list but on the slow side. This is the deck as it sat after the first event, with the sideboard pushed toward what I saw the first night:
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
2 Kalonian Tusker
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
3 Aspect of Hydra
2 Dismember
4 Vines of Vastwood
Land (22)
20 Forest
2 Treetop Village
Enchantment (3)
3 Rancor
1 Back to Nature
3 Deglamer
1 Dismember
3 Feed the Clan
1 Gut Shot
1 Natural State
2 Pithing Needle
2 Relic of Progenitus
1 Thrun, the Last Troll
The first event was a few weeks ago. I went 3-2 with a bye, dropped a match 0-2 to RG Tron, another 0-2 to RB Storm. I won against Infect by greedily catching him with Dismember in response to pumps on his turn in two games running. I won against a Dredge deck basically by drawing maindeck scoozes and sideboard Relics.
I went back out the next week and went 2-3, again losing to RB Storm, one game to BG Elves. I lost to a mono-green Tooth and Nail combo deck which T3 combo'd into an Emrakul and Xenagos in game one for a very splashy win. I won against a controlly Grixis deck by drawing more threats than he had answers and Dismembering his Gurmag Angler. The other deck I won against slips my mind.
I felt like the deck was too slow, too midrangey. I caught up on the last few months of posts in this thread I had missed and put together the most aggressive, fastest goldfishing list I could to see how it would fare:
4 Avatar of the Resolute
4 Dryad Militant
4 Experiment One
3 Kalonian Tusker
4 Leatherback Baloth
4 Nettle Sentinel
4 Strangleroot Geist
4 Aspect of Hydra
4 Vines of Vastwood
Enchantment (4)
4 Rancor
Land (21)
21 Forest
2 Choke
2 Deglamer
3 Dismember
2 Dungrove Elder
2 Natural State
1 Pithing Needle
3 Scavenging Ooze
With the aggressive curve 21 lands felt right. I really wanted to hit the 1 drops and go full aggro so I left out the Treetop Villages.
I had read mixed opinions on Nettle Sentinels in this thread but felt that the deck needed at least 10-11 one drops to almost guarantee the turn one play. In goldfishing the untap downside often ended up being a Vigilance-like upside, while occasionally requiring me to play pumps before combat as the biggest drawback. At $2 a pop I was hesitant to buy especially right before EMN spoilers, but the deck needed another one drop and I figured the odds of a good one drop being printed were low. Queue the Kessig Prowler facepalm.
----------------------------
37 people showed up, some traveling over an hour to play Thursday night. 6 rounds and a lot of high-tier decks with skilled pilots, along with some more casual folks (like me) and some brews.
-Match 1: was against some sort of RG Land destruction deck. I drew well, curved out, and drew enough land to keep two on the board despite repeated destruction effects. Game 2 I boarded in natural state for his color fixing and killed his only red source (Utopia Sprawl) locking out half his hand and going 2-0 round 1. Already the deck was running way better, with explosive starts and the kind of damage potential I hoped for.
-Match 2: was against Naya Burn. I was quite concerned about this matchup having dropped my Feed the Clans. G1 he seemed unsure how to play against me and I was able to build a big field with a Baloth, stop him swinging his creatures and swing in with Geists he didn't want to block + pump. G2 he got a T2 Eidolon which seemed like GG, but I had an explosive start, built a small board, then surprised him with Aspect to burst him to 1 life. We entered a Mexican standoff for a turn, then I called a judge over to ask about the Lightning Helix/Eidolon interaction. Turns out he would die before the heal- I played a 5/4 Avatar then trampled over him the next turn. 2-0, 2 matches won.
-Match 3: was vs the GB Elves who beat me the week before. I had a strong start G1 on the draw and he drew nothing but mana dorks. G2 on the draw I had a strong one lander with E1, Nettle Sentinel, Rancor, Aspect into some two drops. Surely I'd draw the second land- nope. I got a lot of early damage in then he ramped out. G3 on the play, another one lander that seemed too good to pass up. I really hesitated taking it after the previous experience, but kept it. T1 E1, T2 Sentinel, T3 Rancor, T4 Rancor, I've got him low and should have lethal next turn, he draws his one-of sideboard Dismember and has enough to block lethal from the other creature. I never draw the second land and go down 1-2 strongly questioning the concept of the greedy one-land keep. 2 matches to 1.
-Match 4: was vs Merfolk. My opponent was super nice, a Kindergarten teacher at a local school, who had been out of the game for a while. She was a bit rusty and didn't know quite how to approach the matchup. G1 and G2 I went wider and bigger and trampled over with Rancor. I'm not sure if Merfolk is a good or a bad matchup, it seems like they have more tricks but aren't as explosive. 2-0, 3 matches to 1.
At this point I'm feeling great about how the deck is running, pretty far up in the standings and maybe even looking at top 8 and prize money (store credit). If I can win at least one of my two remaining matches I think my odds are good.
-Match 5: vs Affinity. Rough matchup. I mulligan to six? Five? No lands, one land and no one drop, just unplayable. He runs over me immediately. Side in the artifact hate, G2, again, 1 lander, 2 lander with 3 drops, finally a 2 lander with hate and one creature. I draw nothing else and he runs over me again. Deck WAS running hot until now, guess ending the streak on a difficult matchup wasn't the worst.
At this point vs Affinity and vs Elves I've had multiple games where I simply didn't draw into any land, and other games where I've had tons of land. I keep looking at the deck between games and finding huge clumps of creatures, spells, lands. I carefully layer the deck between matches, alternating lands, pumps, creatures, then do 7 thorough shuffles at the start of each match to completely randomize it, only to hit the same problem again. There's got to be something wrong with my mash shuffles, or maybe it's just really bad luck. 0-2, 3 matches to 2. Final match.
-Match 6: vs Eldrazi Taxes- I had vaguely heard of it but didn't really know what it did. It was almost midnight when this match started, had been playing for hours after working all day, pretty tired (all the excuses) but I wanted the win to hopefully still get top 8. G1 I had a great aggro opener on the play and it didn't matter. He had all sorts of repeated blink effects which hosed E1 counters and rancor/buff plays, hand destruction, first strike and taxes, it was a mess.
I had taken out most of my durable threats like Thrun and the manlands (not that they'd do well here) so my options were limited. G2 I sided in the Dungroves and two Dismembers. Drew a Dungrove, played it turn three, and kept drawing land. He had no answer to it and scooped. G3 I drew into Dungrove again, almost played it T3, but got greedy and played out an E1 and Tusker instead. In doing so I threw any hope of winning the game as he had discard the very next turn, yanked the Dungrove and ground me out. Why I didn't get the Dungrove he single handedly scooped to G2 out ASAP I still don't know. 1-2
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3-3 for the night, 13 out of 37, had a chance at top 8 with it coming down to the very last game. Tons of fun.
Looking forward I'm probably going to slow the deck down just a bit. Maybe bring back the Treetops, maybe drop a Dryad Militant/Sentinel and a Tusker for 2 maindeck Scooze. Maybe go 3/2 Baloth/Dungrove mainboard instead. I love the explosiveness and hate to give up the speed, but I feel like it needs more game against grindy decks and Dungroves have been amazing in those matchups. Sideboard I'm thinking of dropping needle for Thrun, maybe dropping the Chokes I just bought (d'oh), buying another Dungrove or bringing back Feed the Clan. Suggestions are very welcome.
EMN spoilers are super exciting- Kessig Prowler is getting tested for sure, and the potential for Eldritch Evolution is huge. Sadly the preorder is already at $14 even while people argue whether it's actually any good and budget is personally a big factor in Stompy's appeal. It also seems very easy to lose sight of the simplicity of the Stompy core and make the deck something else entirely. Here's hoping that it ends up being worse than CoCo and Chord for all the decks already running those and finds a place as a budget option for Stompy to go a bit bigger or a bit more versatile and toolboxy.
TL;DR Stompy is great fun
Congratulations to you for the results! I think Eldritch Evolution will go down in price, it's a good card for sure, but not as good as Birthing Pod, or Food Chain, as they are permanents that stay on the field. I agree that one of the Stompy's appeal come from its being budget friendly. (I thought for a long while before getting my 1xThrun, the Last Troll, and then said "it's just a 1 of, so it's still kind of budget friendly :)") So, I'll try to test Eldritch Evolution with proxies, and on free software, until the price drops to somewhere around 3$ or 4$. I might be super wrong here and the card might end up being the Collected Company of the Eldritch Moon.
I feel like EE won't change the way we play the deck that much (I think it'll make it a bit more fun), we will still be aggressive, the important thing is not to over extend and fill the deck with turn 3 combos with Mutagenic Growth. The deck is successful mainly because it's consistent, being aggressive comes after that.
Also for Nettle Sentinel argument, I like the card but I feel like she's unplayable just because she is not "consistent enough". What I mean is we need to play something to be able to attack with her, or even a pump that might go to waste. I would want to have a trampler on board, either Avatar of the Resolute or Treetop Village, or something with Rancor, then cast Aspect of Hydra on one of them and also have Vines of Vastwood to protect the creature. So Nettle Sentinel kind of makes the deck combo-ish, I hope I managed to tell what I mean.
Re: Dinomaarten. Ram gang just depends on your style you need to try them out and figure out what works best for you. Example being me personally I run 4 copies of aspect of hydra as i feel its the best card in the entire deck. steals games out of nowhere countless times. I run ZERO dungrove elder for that exact reason. that and because usually I curve out around 3-4 mana anyways not making him a serious threat if he resolves and I'd rather have something giving GGG to my devotion instead. /end rant.
p.s. I recommend natural state > nature's claim
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
Agree with ddxxe on Boggart Ram-Gang. Depends on meta and your play style but I love the speed and devotion of them. They are particularly amazing in the variant of the Stompy that I am running.
Also agree with him on Natural State unless your meta is full of big artifacts in slow decks (but then, i guess, what are you worried about anyway?)
BWTokens
GCollected Stompany
BWGUSeance Insanity
URUR Bloo
3x Avatar of the Resolute
3x Birds of Paradise
4x Boggart Ram-Gang
1x Eternal Witness
4x Groundbreaker
3x Leatherback Baloth
4x Noble Hierarch
1x Reverent Hunter
1x Scavenging Ooze
4x Strangleroot Geist
4x Aspect of Hydra
4x Collected Company
4x Vines of Vastwood
Land (20)
20x Forest
1x Act of Aggression
2x Back to Nature
2x Creeping Corrosion
2x Dismember
3x Natural State
1x Reclamation Sage
2x Scavenging Ooze
2x Spellskite
Had 20 people show for a 5 round night.
Round 1 - Merfolk
2-1
1-0
Round 2 - Red Devotion
2-1
2-0
Round 3 - Tron
2-1
3-0
Round 4 - Ad Nauseam
2-1
4-0
Round 5 - R/U Storm
0-2
4-1
Was the only undefeated going into the final round and even after losing got first place due to tiebreakers. Lots of fun!
BWTokens
GCollected Stompany
BWGUSeance Insanity
URUR Bloo
Just because a creature dies to bolt doesn't mean he shouldn't try it, specially after he has already expressed that Dungrove Elder felt slow.
Re: QuakerBoy
Glad to see the "Collected Stompany" list doing so well. It really is a supercharged version of the traditional list. Tron is usually an auto-lose to tron if I don't win the dice roll.
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
is this the one drop we've been waiting for and needing!?!?!? No one is gonna want to block this guy with a Goyf or eldrazi or whatever. This set is giving us a lot of new things. I luv it.
I have been testing EE in place of 4 Collected Company and 1 Surrak replacing Baloth. If surrak is in hand I mulligan. 2 EE's not bad but drawing a third sucks. Drawing into a second not bad. 4 Out 10 times i was able to sac strangleroot to go get surrak. 1 of those surrak was in hand. Rancor is great still, aspect is great, vines really plays no help early cause of the two man cost and we are tapped out. Great after turn 4 and a resolved Surrak. Havent tried a build with young wolf to make worth while trade of sac 1 cc creature to get a baloth or a dungrove elder or Ram-Gang for haste. thats 3 mana for 5 power but the wolf has no blah. Best scenario is always Geist with no counter for whatever. Great thing is sac happens as cost so defeats removal...i like that
Lol... wish it was damage... would be broken but fun!
Anyone else testing with this card?
I attack with Permeating Mass and it pass the dmg to a player and I use something like Aspect of hydra, becoming a 4/6.
In the second phase I can use Prey Upon to fight somthing like Tarmogoyf. It becomes a 4/6? or a 1/3? option A it survives, option B it dies...
Permeating Mass says "combat" damage