League 3:
Dredge 2-0
Burn 2-1
Hardened Scales 1-2
UW Death and Taxes 2-1
Storm 2-1
The GW Midrange list was kind of Strange playing Stonehorn Dignitary trying to flicker it. If you have any questions about specific matches feel free to ask, as it would be too many to describe all of them here. From my experience with the deck so far (I am playing the deck way longer than just these leagues):
Storm and Dredge feel like really good matchups.
Burn is probably 50/50.
The Scapeshift decks are a pure race, and it feels like they are slightly favoured. This matchup always makes me feel kinda uncomfortable.
Amulet titan feels way better, as you can use Damping Spheres to buy yourself some time. But it is still tough.
Spirits also alway feels winnable but I am not 100% sure there.
Against Hardened Scales I feel like I havent played enough matches against it to judge the matchup. The other decks are all rather exotical therefore I'll leave them out.
A little late, but congrats on your success. How did the Dredge match go. Was Dryad useful in winning that?
Since Dredge introduced Creeping Chill Dryad Militant is pretty useful against them. As you are denying them 12 Damage and some lifegain. In general I really like it especially game 1 as it can catch them of guard and turn the corner. Even though it is not Game winning on it's own. It stops Conflagerate which is their main way of removing our stuff. And also can slow their dredging down as it also exiles Life from the Loam.
A turn 1 Dryad can be really helpful to win the match, as it can catch them off guard G1 and forces them to play around it G2. But it is not game winning on its own like other GY hate.
okay thanks for the reply. Nice to know that dryad is effective against Dredge.
I have a similar experience using the dryad against Grixis Shadow. It's does not win the game, but slows them down a lot.. because every instant and sorcery put into their yard by thought scour becomes exiled including the thought scour itself, they cannot cast angler early, and their snapcaster becomes worse.
I would like to share a Tournament experience (5 rounds, ~30 players) with my beloved archetype, which I had at the Weekend. After a little pause I came back to Stompy after my recent Delver Experiments turned out to be quite complicated.
Not a lot new here - I tested the new Instand-Speed fight spell Titanic Brawl, and added Hooting Mandrills as my 6th "3-drop", since I can Support it with 6 Fetches and it cannot be hit by Spell Queller or Fatal Push, AND doesn't trigger Eidolon.
Matchups, in short:
Game 1: 8 Whack, lost 1-2
Not a lot to say here. The games I lost, I lost to direct Burn to face, just after stabilizing the board. Being on the Play is extremely relevant here, because you can Close the board really fast, and the Goblins won't have any good attacks. Renegade as 2/3 on Turn 1, Geist on defence and Baloth were the Key Factors.
But if you don't draw Feed the Clan, you still loose to triple Goblin Grenade.
Game 2: BW Tokens, won 2-0
I managed to draw more threats than my Opponent drew answers, and he never got to assemble a board. So I could just stomp him twice. Of Course, Steel Leaf Champion is the MVP here. After Boarding Rec Sage against his Enchantments and a Little more protection against his Removal was relevant, also playing around a Settle the Wreckage helped.
Game 3: Burn, lost 1-2
Quite a copy of the 8 Whack match, lost both games on the Draw without drawing Feed the clan, and Ooze was too slow. The Searing Blaze / Searing Blood effects are brutal against our deck. The game on the Play was easy, however - especially since my Opponent left Eidolon in.
Still feels like a very Close matchup, which definitely could have gone either way.
Game 4: Mono Red Prison, lost 1-2
That was hard - my Opponent started with Chalice on 1 AND Bridge, and then slowly killed me with Chandra. Really not a lot I could do about it. Game 2 was decided by my removal for Bridge, and I even won through an Anger of the Gods - threat Management is really important against those type of strategies. In Game 3, he had it all - Chalice, Bridge, and even Spellskite for Blocking and Protection.
I guess this matchup is decided Game 1, whether your Opponent starts with the right Piece of hate. If it is Blood Moon, you are ok, if it's Chalice into Bridge, it can get tough really quick.
Game 5: Bant Spirits, won 2-0
That was not really interesting, my oppponent kept medium Hands, missed his land Drops and got overwhelmed twice. Nice match for me, but no significant learnings here.
Not the result I was hoping for (2-3), but in a way, still an ok day. The Matches I lost were quite close, the Matches I won definitely were not.
To the changes, I cannot say a lot because the data set is still small. I drew Mandrills only once, and at a time were it wasn't relevant in any way. I was however quite impressed with the instant fight spell. It simply gives you a lot more Options inside combat, and the +1/+1-Counter clause is actually not that hard to achieve. I will leave it in as a 1-of and see how that feels.
On future tests, I am planning to cut Ooze and the 6th 3-drop from the main, and maybe add 2 more 2-drops to gain a little more tempo. Although my first Impression was negative, I might give Kraul Harpooner a second Chance. In my LGS, Spirits is quite a thing at the Moment, and I am also looking at Crackling Drake here.
No plans to implement a splash Color so far. To me, the deck feels good the way it is.
To the discussion about Dryad Militant, I can a 100% confirm the Card is unbelievably good against Dredge. In testing, I had my Opponent several times concede against a turn 1 Dryad. It basically shuts off that many mechanics inside the deck, that the Opponent is left with just the creature part of the deck, which just isn't that impressive against our board.
Thx for the report. For which records do you use Lead the Stampede and Dungrove Elder from your sideboard. I guess Lead the Stampede is against mass removal?
Thx for the report. For which records do you use Lead the Stampede and Dungrove Elder from your sideboard. I guess Lead the Stampede is against mass removal?
If yes, how do you like it?
Yes, Lead the Stampede is against any matchup which requires you to load back up resources at any Point. Mass removal in control is a good example here, or any midrange strategies with a lot of spot removal, like Jund, Abzan or Mardu Pyromancer. Dungrove Elder is actually for similar situations, cause it dodges that removal. Not the mass removal, but still hard to deal with.
I have to admit that I cannot a 100% evaluate these 2 Cards, since I didn't draw them in the Tournament and I also haven't been able to use them in a while. They can be Kind of awkward sometimes, since they often require you to tap out, while not adding that much pressure to the board, compared to the Default Options (e.g. Steel Leaf Champion). But in the type of games you Need them, they both allow you to turn the game around.
Dungrove Elder is especially impressive against any decks that use Path to Exile.
So, still some testing to be done, but so far I do not see better Sideboard Options for the grindy matchups than these two.
if your having issues with burn have you tried kitchen finks? maybe on mb over beloth and 2 more sb. i also personally like a single pulse of murasa in the sb as its solid lifegain and card advantage to bring back stranglroots, scoze, finks against burn, or your hexproof things against control.
Maybe since stompy has so much trouble interacting or disrupting it should include more life gain creatures to better help board stabilization while it builds up?
I would say look at the decklist and card choices (including suboptimal cards) in the primer, that might help. I see you are trying to get the synergy of putting the -1/-1 counters on your 1-drops, how does that work out? Isn't it a bit slow in comparison to other decklists?
Also, I would really suggest adding Dryad Militant to your deck; it disrupts so many popular decks that you can't really afford not to play her.
Lastly, I'd say that for a Stompy deck, which wants to win as fast as possible, 6 lands that come into play tapped is too much of a hindrance for our gameplan.
Have you played with your decklist already, and if so, what are your opinions/findings?
I agree, about what Magicyio said about lands. 6 come into play tapped is too much. Most lists have 2 treetop village, three I think is tha maximum number the deck can handle when it comes to tapped lands.
I have been playing this deck since the beggining of time so everyone knows what im playing before the game starts. however, this time i added the burning-tree and revolt dude along with wacker and green wheel. the past couple weeks the deck has been a turn too slow and i lose close games to phoenix.
G1: i play mostly what feels like a regular green stompy game i play none of the new cards except for a greenwheel revolted on turn 2. i get him down to 4 but he finds lethal turn 4. he was on the play.
g2: yet again i find non of my new package but i do find two copies of apsect of hydra equalling +5+5 each and take him down turn 4. i was mega dead if i didnt rip one off the top
g3: what i have been waiting for. turn 1 militant even though i cut two of them. turn two was hidden herbalist x2 or 3 into a green wheel. i untapped mainphased a aspec of hydra +4+4 into surge wacker swing for 18 on turn 3. he had a slower hand and we took it down.
round 2: burn
im playing against my buddy and we draw and go grab ice cream. EZ victory
round 3: burn again
g1: i lost the die roll
g2: i was on the play
g3: he was dead and i was at 4. he had to draw a boros charm. i cut him right to it. Feels bad man
round 4: 4 color shadow
this game was an unfortunate slaughter for my opponent. i Oofed him on turn 3 both games. he delt a few to many points to himself and i had wacker both games.
mb finks
this is something i tried for a while, i found that yes its solid against burn but its not that great against much else at the moment (maybe jund) but that about it.
for phoenix scooze and militants are the most effective way to win. also having well timed removal is critical for drakes and things, the reason finks isn't as good is that they don't care about you having it on the field as 2 life is nothing and they don't need to kill it to win. the decks is feeling like it need another reach creature (agree with the comment above it may be worth revisiting Kraul Harpooner with phoenix and spirits so prevalent in the meta)
i've been struggling with the phoenix matchup and with the w splash im able to have dromkas commands, path and rest in peace in my 75. it basically comes down to luck and a race with them and it's one we normally loose.
oh and in case anyone is interested in a optimised w/g list. this has been my competitive list for the last 2 months, it turn 4s well and the naie and sb hatebears allow for a solid amount of disruption.
notes Selesnya Charm is has become stronger and stronger as a removal card with the rise of phoenix and and the drop of humans, hence 2 in the 75 Rhonas the Indomitable and hooting mandrills are much less good than they where but they are still a strong option in a deathshadow and control heavy meta.
scooze, has been feeling slower and slower, hence the down to 2 mb and a rest in peace in its sb slot. but militant has become better and better in the meta so not all bad
at the moment im finding Blossoming Defense to be a stronger option than vines and vines ability to target our opponents stuff doesn't matter to much and the 1 mana for both the hexproof and the pump is very relevant , and i'm running 1 Dromoka's Command in a vines/defence slot as burn based removal is becoming more and more the norm,
1 Treetop Village. i've come to the conclusion that in a w splash build, the fetch requirements and teeg in sb helping stop or stall most board wipes 1 is all that's needed in the 75 (and all there is room for)
flexy slot/ undecided
Thrun, the Last Troll as he's become much worse now the most common mass removal spells i find are damnation and terminus. so may replace him with guttural Response
on another note has anyones tested a red splash with rhythm of the wild yet? as i would be interested how much the haste made up for taking turn 3 off and how much the creatures can't be countered clause matters in a aggro deck without caven.
I cant imagine rhythem of the wild being remotely playable. it would need to look more like the coco versions with mana dorks but then i think its a worse payoff card than coco but i suppose everything is worth a try. in the green/white list i have i tend to play no maindeck removal but thats entirely preferance as i want to be as aggressive as possible. i have found cards like rhonas to completely and utterly suck. i think the greenwhite lists can get away with 2 treetop but i think you may be playing 1 too many fetches for that to work in your list. i usually played 10. i have found rest in peace to be way to slow and mana intensive in games were i let thing in the ice or drake take me over so i cut them completely and now i play 2 relic and 2 cage. that way i can aggressively fight the thing in the ice tempo. i also played 1 stomping ground and 1 firespouts. if you havent tried blessed alliance and unravel the aether in your board you should. they have been amazing. i have been playing this deck for so so long and im glad more and more people are commenting on this thread. i plan on playing the deck this weekend at regionals
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A little late, but congrats on your success. How did the Dredge match go. Was Dryad useful in winning that?
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A turn 1 Dryad can be really helpful to win the match, as it can catch them off guard G1 and forces them to play around it G2. But it is not game winning on its own like other GY hate.
I have a similar experience using the dryad against Grixis Shadow. It's does not win the game, but slows them down a lot.. because every instant and sorcery put into their yard by thought scour becomes exiled including the thought scour itself, they cannot cast angler early, and their snapcaster becomes worse.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
I started with this list:
11 Forest
2 Horizon Canopy
1 Treetop Village
4 Windswept Heath
2 Wooded Foothills
//Enchantments
3 Rancor
//Instants
3 Aspect of Hydra
1 Blossoming Defense
2 Dismember
1 Dissenter's Deliverance
2 Vines of Vastwood
1 Titanic Brawl
4 Experiment One
2 Narnam Renegade
4 Avatar of the Resolute
4 Strangleroot Geist
2 Kalonian Tusker
1 Scavenging Ooze
4 Steel Leaf Champion
1 Leatherback Baloth
1 Hooting Mandrills
1 Act of Aggression
2 Damping Sphere
1 Dungrove Elder
2 Feed the Clan
2 Lead the Stampede
1 Mistcutter Hydra
1 Natural State
1 Reclamation Sage
1 Scavenging Ooze
1 Shaper's Sanctuary
1 Unravel the Aether
1 Hunt the Hunter
Not a lot new here - I tested the new Instand-Speed fight spell Titanic Brawl, and added Hooting Mandrills as my 6th "3-drop", since I can Support it with 6 Fetches and it cannot be hit by Spell Queller or Fatal Push, AND doesn't trigger Eidolon.
Matchups, in short:
Game 1: 8 Whack, lost 1-2
Not a lot to say here. The games I lost, I lost to direct Burn to face, just after stabilizing the board. Being on the Play is extremely relevant here, because you can Close the board really fast, and the Goblins won't have any good attacks. Renegade as 2/3 on Turn 1, Geist on defence and Baloth were the Key Factors.
But if you don't draw Feed the Clan, you still loose to triple Goblin Grenade.
Game 2: BW Tokens, won 2-0
I managed to draw more threats than my Opponent drew answers, and he never got to assemble a board. So I could just stomp him twice. Of Course, Steel Leaf Champion is the MVP here. After Boarding Rec Sage against his Enchantments and a Little more protection against his Removal was relevant, also playing around a Settle the Wreckage helped.
Game 3: Burn, lost 1-2
Quite a copy of the 8 Whack match, lost both games on the Draw without drawing Feed the clan, and Ooze was too slow. The Searing Blaze / Searing Blood effects are brutal against our deck. The game on the Play was easy, however - especially since my Opponent left Eidolon in.
Still feels like a very Close matchup, which definitely could have gone either way.
Game 4: Mono Red Prison, lost 1-2
That was hard - my Opponent started with Chalice on 1 AND Bridge, and then slowly killed me with Chandra. Really not a lot I could do about it. Game 2 was decided by my removal for Bridge, and I even won through an Anger of the Gods - threat Management is really important against those type of strategies. In Game 3, he had it all - Chalice, Bridge, and even Spellskite for Blocking and Protection.
I guess this matchup is decided Game 1, whether your Opponent starts with the right Piece of hate. If it is Blood Moon, you are ok, if it's Chalice into Bridge, it can get tough really quick.
Game 5: Bant Spirits, won 2-0
That was not really interesting, my oppponent kept medium Hands, missed his land Drops and got overwhelmed twice. Nice match for me, but no significant learnings here.
Not the result I was hoping for (2-3), but in a way, still an ok day. The Matches I lost were quite close, the Matches I won definitely were not.
To the changes, I cannot say a lot because the data set is still small. I drew Mandrills only once, and at a time were it wasn't relevant in any way. I was however quite impressed with the instant fight spell. It simply gives you a lot more Options inside combat, and the +1/+1-Counter clause is actually not that hard to achieve. I will leave it in as a 1-of and see how that feels.
On future tests, I am planning to cut Ooze and the 6th 3-drop from the main, and maybe add 2 more 2-drops to gain a little more tempo. Although my first Impression was negative, I might give Kraul Harpooner a second Chance. In my LGS, Spirits is quite a thing at the Moment, and I am also looking at Crackling Drake here.
No plans to implement a splash Color so far. To me, the deck feels good the way it is.
To the discussion about Dryad Militant, I can a 100% confirm the Card is unbelievably good against Dredge. In testing, I had my Opponent several times concede against a turn 1 Dryad. It basically shuts off that many mechanics inside the deck, that the Opponent is left with just the creature part of the deck, which just isn't that impressive against our board.
If yes, how do you like it?
Yes, Lead the Stampede is against any matchup which requires you to load back up resources at any Point. Mass removal in control is a good example here, or any midrange strategies with a lot of spot removal, like Jund, Abzan or Mardu Pyromancer. Dungrove Elder is actually for similar situations, cause it dodges that removal. Not the mass removal, but still hard to deal with.
I have to admit that I cannot a 100% evaluate these 2 Cards, since I didn't draw them in the Tournament and I also haven't been able to use them in a while. They can be Kind of awkward sometimes, since they often require you to tap out, while not adding that much pressure to the board, compared to the Default Options (e.g. Steel Leaf Champion). But in the type of games you Need them, they both allow you to turn the game around.
Dungrove Elder is especially impressive against any decks that use Path to Exile.
So, still some testing to be done, but so far I do not see better Sideboard Options for the grindy matchups than these two.
Competitive Decks
Devotion to the Lash B ----
Monkey Conservation WUGR ---- Dragon WorshipR
https://www.mtggoldfish.com/deck/1659219#paper
YOUTUBE CHANNEL: GOBOTS
Also, I would really suggest adding Dryad Militant to your deck; it disrupts so many popular decks that you can't really afford not to play her.
Lastly, I'd say that for a Stompy deck, which wants to win as fast as possible, 6 lands that come into play tapped is too much of a hindrance for our gameplan.
Have you played with your decklist already, and if so, what are your opinions/findings?
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
I have been playing this deck since the beggining of time so everyone knows what im playing before the game starts. however, this time i added the burning-tree and revolt dude along with wacker and green wheel. the past couple weeks the deck has been a turn too slow and i lose close games to phoenix.
G1: i play mostly what feels like a regular green stompy game i play none of the new cards except for a greenwheel revolted on turn 2. i get him down to 4 but he finds lethal turn 4. he was on the play.
g2: yet again i find non of my new package but i do find two copies of apsect of hydra equalling +5+5 each and take him down turn 4. i was mega dead if i didnt rip one off the top
g3: what i have been waiting for. turn 1 militant even though i cut two of them. turn two was hidden herbalist x2 or 3 into a green wheel. i untapped mainphased a aspec of hydra +4+4 into surge wacker swing for 18 on turn 3. he had a slower hand and we took it down.
round 2: burn
im playing against my buddy and we draw and go grab ice cream. EZ victory
round 3: burn again
g1: i lost the die roll
g2: i was on the play
g3: he was dead and i was at 4. he had to draw a boros charm. i cut him right to it. Feels bad man
round 4: 4 color shadow
this game was an unfortunate slaughter for my opponent. i Oofed him on turn 3 both games. he delt a few to many points to himself and i had wacker both games.
this is something i tried for a while, i found that yes its solid against burn but its not that great against much else at the moment (maybe jund) but that about it.
for phoenix scooze and militants are the most effective way to win. also having well timed removal is critical for drakes and things, the reason finks isn't as good is that they don't care about you having it on the field as 2 life is nothing and they don't need to kill it to win. the decks is feeling like it need another reach creature (agree with the comment above it may be worth revisiting Kraul Harpooner with phoenix and spirits so prevalent in the meta)
i've been struggling with the phoenix matchup and with the w splash im able to have dromkas commands, path and rest in peace in my 75. it basically comes down to luck and a race with them and it's one we normally loose.
Competitive Decks
Devotion to the Lash B ----
Monkey Conservation WUGR ---- Dragon WorshipR
4x Dryad Militant
4x Experiment One
4x Narnam Renegade
4x Avatar of the Resolute
2x Scavenging Ooze
4x Strangleroot Geist
4x Steel Leaf Champion
1x Rhonas the Indomitable
Enchantment (2)
2x Rancor
Instant (10)
3x Aspect of Hydra
3x Blossoming Defense
3x Dromoka's Command
1x Selesnya Charm
4x Forest
2x Horizon Canopy
4x Misty Rainforest
2x Temple Garden
1x Treetop Village
4x Windswept Heath
4x Wooded Foothills
3x Gaddock Teeg
3x Knight of Autumn
3x Path to Exile
2x Pithing Needle
1x Rest in Peace
1x Selesnya Charm
1x Stony Silence
1x Thrun, the Last Troll
notes
Selesnya Charm is has become stronger and stronger as a removal card with the rise of phoenix and and the drop of humans, hence 2 in the 75
Rhonas the Indomitable and hooting mandrills are much less good than they where but they are still a strong option in a deathshadow and control heavy meta.
scooze, has been feeling slower and slower, hence the down to 2 mb and a rest in peace in its sb slot. but militant has become better and better in the meta so not all bad
at the moment im finding Blossoming Defense to be a stronger option than vines and vines ability to target our opponents stuff doesn't matter to much and the 1 mana for both the hexproof and the pump is very relevant , and i'm running 1 Dromoka's Command in a vines/defence slot as burn based removal is becoming more and more the norm,
1 Treetop Village. i've come to the conclusion that in a w splash build, the fetch requirements and teeg in sb helping stop or stall most board wipes 1 is all that's needed in the 75 (and all there is room for)
flexy slot/ undecided
Thrun, the Last Troll as he's become much worse now the most common mass removal spells i find are damnation and terminus. so may replace him with guttural Response
on another note has anyones tested a red splash with rhythm of the wild yet? as i would be interested how much the haste made up for taking turn 3 off and how much the creatures can't be countered clause matters in a aggro deck without caven.
Competitive Decks
Devotion to the Lash B ----
Monkey Conservation WUGR ---- Dragon WorshipR