Thanks, it really is solid. I haven't tested Greenwheel Liberator just because I think Narnam Renegade is almost always better than her. Comes down early, and even without revolt can kill almost anything, with revolt attacks/blocks more favorably, and let's you keep up mana for your protection spells and pumps. However, the biggest plus of narnam is deathtouch. I feel like one of the most overlooked combos is deathtouch + trample. Narnam Renegade paired with Rancor gives you a chance against elves, humans, death's shadow decks.
"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
Vague? I am being very specific about Creeping Corrosion - it's fine sideboard card but you'd have to be sure that the overwhelming majority of your meta is artifact based for CC to be more than a dead draw. Like I'm seriously wondering if you meant to type Collected Company or something.
And the budget comment wasn't vague either. It's quite straightforward. Your deck with Pelt Collectors, Thorn Lieutenants, and Temple Gardens has a higher pricepoint than the primer baseline, which makes it unusual to describe your permutation as 'budget' when it's pricier than its inspiration.
You know what. Forget it. Thanks.
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"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
All of the testing I've done with Pelt collector has been really positive! Positive to the point that I have 4x collector to 2x E1.
Basically I've found that the regen on E1 hasn't mattered as much as the trample on Pelty. If either creature is going to die early its before they get multiple counters. If not, then they will win you the game because your opponent has chosen to remove the other creatures. In that scenario the trample is more beneficial. Also I seem to be running into a lot of removal that doesn't care about regeneration, be it exile or bouncing.
Adding on to a previous post Pelty has been a much better topdeck. You can just run him out and if/when your other creatures die he will grow leaving you with a sizable threat. This is something E1 could never do.
Can people doing the compare contrast thing say what else they’re running? IMHO pelty obviously works better with Groundbreaker (should usually evolve it twice) and worse with Narnam Renegade (which evolves E1 better because toughness). So people who say one is working better than the other really should give the context of what they’re running.
Does anybody have an idea how much Players attended the SCG Classic in Dallas? That would really help to get behind this result, because in my opinion this list looks quite unusual.
No removal mainboard, in the Sideboard no lifegain against Burn or Valakut, no cheap artifact removal, no Damping Sphere? And the 3 Meliras looks to me like a waste of Sideboard Slots, because I would expect you can handle the Infect matchup via removal and Vines, and also Infect is not that popular.
Don't get me wrong, I love to see our favorite deck in the Top 16 at SCG, but how is this possible? Maybe a statistical outlier?
No removal in main seems really strange. I almost always find a use for a removal in game 1. I guess Tuskers get replaced with Paths in games 2 and 3. In a white splash I'd definitely have 2x Blessed Alliance (sb) and 2xDromoka's Command (mb or sb), so I find the sideboard not up to my taste. ( Maybe bogles were banned for that tournament ) However, the pilot had some success with the list, would've been great if had a chance to hear the matchups and the card choices.
Narnam Renegade isn't an especially strong include in a build not running fetchlands. It's popular in fetch builds because you can reliably hit the Revolt requirement, but without fetches... you probably want something else there.
Is Pelt Collector now our third one drop in nonfetch builds? Or are people still considering... Kessig Prowler to fill out the 1-drops if they're holding to 4 E1/Peltys and aren't playing fetches?
Could probably shave a lone forest to make room for another threat or pump spell. Other than that, looks good. Aspect of hydra gives a lot of extra reach and I went back up to 4 after playing 3 for a while. Scooze is also so damn good in grindy matches that I want a 3rd to swap in from the sideboard.
Id go down to 21 land and do something along those lines.
Just need to get this put together so I can expand on it later.
Probably can be less but can get at least 1 Rhonas. Will eventually splash white once standard rotation finishes out.
As far as expanding it. I imagine I have to start with the Mana Base?
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"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
I've tried white splash for a while and even though Blessed Alliance and Dromoka's Command looks good while deckbuilding, requiring 2 mana is a big concern. However, I haven't faced many bogles to test the true power of Blessed Alliance. However, in the end I decided to replace spells we have with 1 cmc ones. So, here are my points:
At this point the trickiest thing for me is knowing what to take OUT in which matchups, so if anyone has any tips on that let me know!
Welcome to the Stompy Community
Your start looks really solid, as the other users pointed out, Narnam Renegade only works with Fetchlands (at least 4). And you might want to consider cutting a land, 21 is a good number. But you are definitely on the right way here.
Regarding Sideboarding: My experience is, that you mainly work on the non-creature side, while the beaters stay the same (because they are your way to win the game).
So you want to ask yourself, which spells don't fit the opponents deck. For example, Dismember Comes out against fast Aggro strategies, to save your life total. Creature removal in General Comes out against non-creature Combo Decks. Aspect and Rancor are cutting candidates whenever you face Control or Midrange Decks with lots of removal. And Scavenging ooze tends to be too slow, when you have to be as fast as possible and graveyard strategies are not a concern (for example Ad Nauseam).
These are basically my experiences on which Cards to board out.
Stubborn Denial - can often counter the boardwipe that would crush you (Terminus!), or key combo bits on combo decks.
Rapid Hybridization / Pongify - one cost removal that leaves behind a body that should be manageable. Alternately you use it on your own creature (ideally Geist) to make a surprise blocker that might also evolve E1/pelty.
Cloudfin Raptor - another E1 cousin, with evasion! Works nice with counters synergy builds, not so much with green devotion builds (Aspect).
Hmm, there was a fun but not overly consistent deck floating for a while that had a LOT in common with Stompy (E1, Geist, scooze, avatar) was based on these last two, also ran Young Wolf. The dream start was a t1 Cloudfin and then a t2 young wolf then pongify on the wolf, leaving you 3 bodies and 8 power, including 3 flying swinging on t2. Now that we have Pelt Collector I wonder if that deck’s consistency makes it worth re-evaluating.
Thorn Lieutenant and Ratchet Bomb is a temp call till I overhaul this again.
19 Forest
2 Treetop Village
Creatures (27)
4 Dryad Militant
1 Rhonas, The indominatable
3 Steel Leaf Champion
1 Dungrove Elder
4 Avatar of the Resolute
4 Experiment One
4 Stranglehold Geist
4 Thorn Lieutenant
2 Scavenging Ooze
4 Blossoming Defense
2 Rancor
2 Vines of Vastwood
2 Nature's Way
2 Aspect of Hydra
2 Heroic Intervention
2 Kitchen Finks
1 Life Goes On
2 Pulse of Murasa
2 Prowling Sepropard
2 Slaughterhorn
2 Ratchet Bomb
2 Autumn's Veil
-Stay Frosty
You know what. Forget it. Thanks.
You know what. Forget it. Thanks.
-Stay Frosty
Basically I've found that the regen on E1 hasn't mattered as much as the trample on Pelty. If either creature is going to die early its before they get multiple counters. If not, then they will win you the game because your opponent has chosen to remove the other creatures. In that scenario the trample is more beneficial. Also I seem to be running into a lot of removal that doesn't care about regeneration, be it exile or bouncing.
Adding on to a previous post Pelty has been a much better topdeck. You can just run him out and if/when your other creatures die he will grow leaving you with a sizable threat. This is something E1 could never do.
4x Pelt Collector
2x Experiment One
4x Dryad Militant
4x Strangleroot Geist
4x Avatar of the Resolute
1x Scavenging Ooze
4x Steel Leaf Champion
2x Groundbreaker
1x Rhonas the Indomitable
4x Vines of Vastwood
4x Aspect of Hydra
4x Rancor
1x Dismember
Lands:
18x Forest
2x Treetop Village
1x Hashep Oasis
1x Beast Within
3x Damping Sphere
2x Feed the Clan
2x Dismember
2x Tormod's Crypt
1x Scavenging Ooze
2x Natural State
2x Shaper's Sanctuary
List here: http://www.starcitygames.com/decks/124581
12 fetchlands, 3 Treetop Village, no Horizon Canopy
2 Kalonian Tusker mainboard, but no removal
No Gaddock Teeg in the sideboard, no Dromoka's Command in either
3 Melira, Sylvok Outcast in the sideboard, must've been expecting Infect.
No removal mainboard, in the Sideboard no lifegain against Burn or Valakut, no cheap artifact removal, no Damping Sphere? And the 3 Meliras looks to me like a waste of Sideboard Slots, because I would expect you can handle the Infect matchup via removal and Vines, and also Infect is not that popular.
Don't get me wrong, I love to see our favorite deck in the Top 16 at SCG, but how is this possible? Maybe a statistical outlier?
4 Experiment One
2 Narnam Renegade
4 Strangleroot Geist
4 Dryad Militant
2 Scavenging Ooze
4 Avatar of the Resolute
1 Rhonas the Indomitable
4 Steel Leaf Champion
3 Rancor
Land
2 Treetop Village
20 Forest
Instant
3 Aspect of Hydra
4 Vines of Vastwood
2 Dismember
Sorcery
1 Nature's Way
1 Ghalta, Primal Hunger
1 Choke
1 Shapers' Sanctuary
1 Pithing Needle
1 Relic of Progenitus
2 Damping Sphere
1 Deglamer
1 Fog
1 Unravel the Aether
2 Feed the Clan
1 Natural State
1 Pulse of Murasa
1 Creeping Corrosion
At this point the trickiest thing for me is knowing what to take OUT in which matchups, so if anyone has any tips on that let me know!
Is Pelt Collector now our third one drop in nonfetch builds? Or are people still considering... Kessig Prowler to fill out the 1-drops if they're holding to 4 E1/Peltys and aren't playing fetches?
Id go down to 21 land and do something along those lines.
19 Forest
2 Treetop Village
Creatures (24)
4 Avatar of the Resolute
4 Dryad Militant
4 Experiment One
4 Strangleroot Geist
1 Rhonas the Indomitable
3 Steel Leaf Champion
2 Scavenging Ooze
2 Kalonian Tusker
2 Vines of Vastwood
4 Blossoming Defense
4 Aspect of Hydra
2 Nature's Way
3 Rancor
2 Creeping Corrosion
3 Reclamation Sage
1 Life Goes On
2 Pulse of Murasa
2 Gaea's Blessing
2 Prowling Sepropard
2 Feed the Clan
Just need to get this put together so I can expand on it later.
Probably can be less but can get at least 1 Rhonas. Will eventually splash white once standard rotation finishes out.
As far as expanding it. I imagine I have to start with the Mana Base?
-Stay Frosty
1- Why do you guys deny Dismember and go for Nature's Way?
2-
Welcome to the Stompy Community
Your start looks really solid, as the other users pointed out, Narnam Renegade only works with Fetchlands (at least 4). And you might want to consider cutting a land, 21 is a good number. But you are definitely on the right way here.
Regarding Sideboarding: My experience is, that you mainly work on the non-creature side, while the beaters stay the same (because they are your way to win the game).
So you want to ask yourself, which spells don't fit the opponents deck. For example, Dismember Comes out against fast Aggro strategies, to save your life total. Creature removal in General Comes out against non-creature Combo Decks. Aspect and Rancor are cutting candidates whenever you face Control or Midrange Decks with lots of removal. And Scavenging ooze tends to be too slow, when you have to be as fast as possible and graveyard strategies are not a concern (for example Ad Nauseam).
These are basically my experiences on which Cards to board out.
For me the real candidates for blue splash are:
Stubborn Denial - can often counter the boardwipe that would crush you (Terminus!), or key combo bits on combo decks.
Rapid Hybridization / Pongify - one cost removal that leaves behind a body that should be manageable. Alternately you use it on your own creature (ideally Geist) to make a surprise blocker that might also evolve E1/pelty.
Cloudfin Raptor - another E1 cousin, with evasion! Works nice with counters synergy builds, not so much with green devotion builds (Aspect).
Hmm, there was a fun but not overly consistent deck floating for a while that had a LOT in common with Stompy (E1, Geist, scooze, avatar) was based on these last two, also ran Young Wolf. The dream start was a t1 Cloudfin and then a t2 young wolf then pongify on the wolf, leaving you 3 bodies and 8 power, including 3 flying swinging on t2. Now that we have Pelt Collector I wonder if that deck’s consistency makes it worth re-evaluating.