Great results! Awesome deck list! One thing though, are you happy playing with 2x dismember? Were you ever in situations where you were wishing you had played a 3rd main deck?
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Modern UMerfolk WDeath and Taxes BRBliztkrieg GStompy
- - -
"Rock is overpowered. Paper is fine."
-Scissors
I'm playing with 21 lands and 2 dismember MD.
I'm tired of floods and sometimes I wish the third dismember in MD. I think I'll try 19 forest + 1 village
I feel like it is, but I personally don't have much problem with it. Like you said, it's a fringe but budget deck that can pull off some impressive wins from time to time, and in a meta with Goyf at $150 and Snapcaster approaching $100, it's hard to ask more of a deck that can cost around $50. But who knows, maybe a set in the future will give us some goodies to work with.
So it seems that Origins has very little for us, just possible SB material in Caustic Caterpillar and Aerial Volley. Are we really forever bound to tier 3? I can't even think of a card they could print in the next set that would make this archetype that much more competitive. Sure, people don't expect us, and it's great fun to beat decks that often cost ten times more, but I think that may have something to do with the fact, that they do not prepare for us. I'd really love to take this deck in a more competitive direction, it's just that currently I don't see any ways to do it.
What we need is more cheap, efficient, resilient, and devotion producing creatures.
One example:
(x)- 1GG
Creature-(y)
When x enters the battlefield, reveal the top 4 cards of your library. Put all green creatures revealed this way with power and toughness less than or equal to your devotion to green into your hand and the rest on the bottom of your library in any order.
3/4
Or maybe a better turn 1 creature:
G
Whenever you cast a green spell, regenerate x
Whenever a creature enters the battlefield, x gets +x+x until end of turn equal to that creature's devotion to green.
1/1
Indeed, there is no card that we can add in our deck to turn it tier2, only cards that will change a little bit.
All we can do is wait and make some little changes in MD and SB to ajust for meta game
There's a Modern PPTQ at my LGS this weekend - looking forward to it!
Welp, so much for this! I went 1-3 drop. Things just weren't going my way.
Round 1 against Jund: 1-2. We split the first two games, then for game 3 I mulled to 6 on the draw, to have my opponent go Inquisition, Thoughtseize, Thoughtseize to decimate my hand. Sigh, whatever.
Round 2 against Affinity: 1-2. Again split the first two games, then mull to 5 for game 3. Still pushed him close, but a couple of timely Etched Champion draws on his part stopped the beats.
Round 3 against Grixis Control (no Delver or Twin - odd): 2-0. Stompy did what stompy does, and stomped.
Round 4 against American Control: 0-2. Permission, permission, permission, removal, board sweepers. Sigh. Can I play this? No. How about this? No. This?! NO! Am I allowed to play any Magic ever? Hmm . . . no. Aite, I'm done, had enough.
Easily the worst I've done with Stompy, not very much went my way. I still love the deck though and want to keep playing it. I even picked up a few FNM promo foil Rancors and foil Vines of Vastwoods in order to bling the deck a little. I'm up to 15 Beta edition Forests (this is my way of pimping my lands - loads of people use Zendikar or Unhinged full art lands in their decks, but everyone sits up and takes notice when I play a Beta land. It's sweet )
Round 1 - Jund (pretty stock list)
Game 1: Killed him on turn 4 with little resistance.
Game 2: Ran out of gas due to a targeted discard spell & Kolaghan's Command.
Game 3: This was a close game where both of us drew the exact card we needed to live for 3 consecutive turns. I drew a creature and he drew a land while we were both below 5 life.
1-0 (2-1 in games.)
Round 2 - Mono Blue Artifact Combo
Game 1: Killed him on turn 4 while he cast Voltaic Key and Astral Cornucopia.
Game 2: He resisted with Cyclonic Rift and Engineered Explosives but the EE killed two of his combo pieces. When he put one back on top of his deck with Academy Ruins he Time Walked himself one turn and he died the turn before killing me with infinite Blue Sun's Zenith.
2-0 (4-1 in games.)
Round 3 - Jund (maindeck Fulminator Mage & Huntmaster Of The Fells.)
Game 1: Blew him out on turn 4 only seeing a Scavenging Ooze and a Lightning Bolt on his side.
Game 2: Went real long. He drew two Huntmast Of The Fells right on time to survive and I ran out of gas and died to a flipped 4/4 and a Raging Ravine in 2 turns.
Game 3: I had no 1-drop, cast T2 Strangleroot Geist, which he immediately cast Lightning Bolt on and facepalmed. We battled back and forth with Scavenging Ooze on both sides for a while. Another 2 Huntmasters and a Feed The Clan put him back at 20 life right before going to time. We started turns with him at 20 and me on 9 life, him having the first turn. He attacked with Treetop Village on turns 1, 3, and 5. I drew 3 Forests in a row. I probably would've have given him the win rather than drawing, regardless, due to him being at 20, and the semi-casual environment. Still disheartening to brick that hard on draws.
2-1 (5-3 in games.)
Round 4: Infect
Game 1: We both have aggressive starts. I block a 5/5 Inkmoth Nexus with Avatar Of The Resolute 2 turns in a row while attack for 5. She has the Delve pump spell once I'm out of removal/relevant blockers.
Game 2: I cast a couple copies of Dismember, an Oxidize, and an Unravel The Aether while Dryad Militant & Strangleroot Geist get in.
Game 3: She activates Inkmoth Nexus to attack on turn 2. I kill it with Gut Shot in response to her Mutagenic Growth putting her on 1 land for the next 3 turns and kill her with no resistance.
3-1 (7-4 in games.)
Leatherback Baloth has been super mopey and I want to replace him. Probably going to use 4 copies of Kitchen Finks, and replace a single Aspect Of Hydra with a single Hooting Mandrills. 4 Scavenging Ooze has been awesome, and have two copies on the field is fine because you can eat and buff the unblocked one or if they both get out of range of Lightning Bolt drawing that Abrupt Decay still can't save them. I've played 4 copies of Dismember MD since I built the deck and haven't been disappointed by it, yet. The SB isn't very thoughtful but gets the job done fine. Hunt The Hunter has been amazing when it's good, and never a dead draw yet, but is the least-boarded in card, by a mile.
Considering a build with Loxodon Smiter in the 3 CMC spot and 4 Dromoka's Command replacing the Aspect Of Hydra and one Dismember. This would make my turn 3 a lot more relevant against Remand decks, make Kolaghan's Command and Liliana Of The Veil far worse, and open up a lot more SB options. Would not cost us much in terms of aggression other than losing the explosiveness of an Aspect kill, which has been less and less relevant for me lately, anyway. Might weaken the Tron match-up, too much, though.
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GG"Leave but a shred of root and it will return, bursting with vigor."GG
Have a look through the last dozen or so pages - yes people have tried it out. TL;DR: It isn't quite good enough to make the 75. Occasionally it's good, but not often enough to justify cutting other well tested cards.
Yeah, I saw some other people mention it, but never really heard back on the results. I have tried it in testing with my deck and I'm not really sure it fits.
I pre-ordered CoCo specifically to try it here. It doesn't work well in this deck. Honestly, anything over three mana is pretty mediocre here. The deck is strongest when the curve caps at three.
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“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
@D90Dennis14: I'm thinking Strangleroot Geist might be the actual best card in the deck aside from maybe Rancor or Forest. It's so aggressive and frustrating. I wish I could play more than 4 copies.
I subbed the 4 Leatherback Baloth out to try 4 Boggart Ram-Gang. So far I'm pumped on it. Maybe I lose too much resilience. After I get some more matches in I'll post if I'm sticking with them or trying something else.
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GG"Leave but a shred of root and it will return, bursting with vigor."GG
What makes Strangleroot Geist better than Kalonian Tusker or Gyre Sage ?
Maybe the haste is good for early damage but the extra resilience of the Tusker or the Evolve+Mana Ramp of the Sage seems a bit more attractive to me.
Another green 2-drop I like is Talara's Battalion, it seems like a much stronger creature (just not for turn 2).
Strangleroot Geist is definitely one of the best cards in the deck.
It just does so much, and checks the most boxes:
- Haste: Really important. We're an aggro deck, not a midrange one.
- Undying: resilience and synergy with Avatar of the Resolute
- Evolves Experiment One
- 2 Devotion for Aspect of Hydra
- 2 power for 2 mana is ok, because of everything else we get
Kalonian Tusker is also pretty good. It's undercosted, also provides 2 Devotion, and almost always evolves Experiment One. It's
not a bad card but not an amazing one either; however, it does escape Pyroclasms and Electrolyzes, and can trade, if not win, with many creatures in the format.
Strangleroot Geist is better than Kalonian Tusker, but that doesn't mean you shouldn't run both; most lists do.
Generally we want undercosted creatures (power being more important than toughness), and our hand is already emptied out super fast when the curve tops out at 3 cmc, so there's no need for mana dorks.
Other than Experiment One, the +1/+1 counter thing is a sub-theme that's purely a coincidental bonus, so playing cards to support it/rely on it is a bad idea, imo.
For example, we play Avatar of the Resolute because it's strictly better than Garruk's Companion. The extra ability is just the cherry on top.
I've always really liked dungrove elder. Not sure you'd want to run 4, but they're definitely a good top deck for being a 3cmc creature in an all forest deck
Like some other posters here said, Dungrove Elder has been great. Even with hexproof, I'm still surprised at how well it gums up the board, and if it attacks and isn't blocked, I'm always confident in casting Aspect on it since it won't get 2 for 1-ed.
I'm also iffy on Talara's Battalion. It looks good on paper, but it comes down on turn 3 at best. More often it'll come down turn 4 or 5, and that's too slow, especially if you have to hold back another card to prepare for it.
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Trample, and you are guaranteed a 3/2 on an empty board.
I've tried to build a variant of Stompy with some Evolve mixed -in, here it is:
4x Avatar of the Resolute
4x Experiment One
3x Gyre Sage
4x Leatherback Baloth
4x Nettle Sentinel
4x Renegade Krasis
4x Talara's Battalion
2x Wilt-Leaf Cavaliers
2x Wilt-Leaf Liege
17x Forest
3x Treetop Village
Instant (3)
3x Vines of Vastwood
Sorcery (2)
2x Prey Upon
4x Rancor
What do you think ?
Some cards I thought would be good in the deck but decided to leave out (should I have kept any of them instead of the included ones ?):
Strangleroot Geist, Dungrove Elder, Mul Daya Channelers and Nylea, God of the Hunt
UMerfolk
WDeath and Taxes
BRBliztkrieg
GStompy
- - -
"Rock is overpowered. Paper is fine."
-Scissors
I'm tired of floods and sometimes I wish the third dismember in MD. I think I'll try 19 forest + 1 village
What we need is more cheap, efficient, resilient, and devotion producing creatures.
One example:
(x)- 1GG
Creature-(y)
When x enters the battlefield, reveal the top 4 cards of your library. Put all green creatures revealed this way with power and toughness less than or equal to your devotion to green into your hand and the rest on the bottom of your library in any order.
3/4
Or maybe a better turn 1 creature:
G
Whenever you cast a green spell, regenerate x
Whenever a creature enters the battlefield, x gets +x+x until end of turn equal to that creature's devotion to green.
1/1
This is the type of card we need.
All we can do is wait and make some little changes in MD and SB to ajust for meta game
Welp, so much for this! I went 1-3 drop. Things just weren't going my way.
Round 1 against Jund: 1-2. We split the first two games, then for game 3 I mulled to 6 on the draw, to have my opponent go Inquisition, Thoughtseize, Thoughtseize to decimate my hand. Sigh, whatever.
Round 2 against Affinity: 1-2. Again split the first two games, then mull to 5 for game 3. Still pushed him close, but a couple of timely Etched Champion draws on his part stopped the beats.
Round 3 against Grixis Control (no Delver or Twin - odd): 2-0. Stompy did what stompy does, and stomped.
Round 4 against American Control: 0-2. Permission, permission, permission, removal, board sweepers. Sigh. Can I play this? No. How about this? No. This?! NO! Am I allowed to play any Magic ever? Hmm . . . no. Aite, I'm done, had enough.
Easily the worst I've done with Stompy, not very much went my way. I still love the deck though and want to keep playing it. I even picked up a few FNM promo foil Rancors and foil Vines of Vastwoods in order to bling the deck a little. I'm up to 15 Beta edition Forests (this is my way of pimping my lands - loads of people use Zendikar or Unhinged full art lands in their decks, but everyone sits up and takes notice when I play a Beta land. It's sweet )
Round 1 - Jund (pretty stock list)
Game 1: Killed him on turn 4 with little resistance.
Game 2: Ran out of gas due to a targeted discard spell & Kolaghan's Command.
Game 3: This was a close game where both of us drew the exact card we needed to live for 3 consecutive turns. I drew a creature and he drew a land while we were both below 5 life.
1-0 (2-1 in games.)
Round 2 - Mono Blue Artifact Combo
Game 1: Killed him on turn 4 while he cast Voltaic Key and Astral Cornucopia.
Game 2: He resisted with Cyclonic Rift and Engineered Explosives but the EE killed two of his combo pieces. When he put one back on top of his deck with Academy Ruins he Time Walked himself one turn and he died the turn before killing me with infinite Blue Sun's Zenith.
2-0 (4-1 in games.)
Round 3 - Jund (maindeck Fulminator Mage & Huntmaster Of The Fells.)
Game 1: Blew him out on turn 4 only seeing a Scavenging Ooze and a Lightning Bolt on his side.
Game 2: Went real long. He drew two Huntmast Of The Fells right on time to survive and I ran out of gas and died to a flipped 4/4 and a Raging Ravine in 2 turns.
Game 3: I had no 1-drop, cast T2 Strangleroot Geist, which he immediately cast Lightning Bolt on and facepalmed. We battled back and forth with Scavenging Ooze on both sides for a while. Another 2 Huntmasters and a Feed The Clan put him back at 20 life right before going to time. We started turns with him at 20 and me on 9 life, him having the first turn. He attacked with Treetop Village on turns 1, 3, and 5. I drew 3 Forests in a row. I probably would've have given him the win rather than drawing, regardless, due to him being at 20, and the semi-casual environment. Still disheartening to brick that hard on draws.
2-1 (5-3 in games.)
Round 4: Infect
Game 1: We both have aggressive starts. I block a 5/5 Inkmoth Nexus with Avatar Of The Resolute 2 turns in a row while attack for 5. She has the Delve pump spell once I'm out of removal/relevant blockers.
Game 2: I cast a couple copies of Dismember, an Oxidize, and an Unravel The Aether while Dryad Militant & Strangleroot Geist get in.
Game 3: She activates Inkmoth Nexus to attack on turn 2. I kill it with Gut Shot in response to her Mutagenic Growth putting her on 1 land for the next 3 turns and kill her with no resistance.
3-1 (7-4 in games.)
4 Dryad Militant
4 Experiment One
4 Leatherback Baloth
4 Scavenging Ooze
4 Strangleroot Geist
4 Dismember
4 Rancor
4 Vines Of Vastwood
21 Forest
3 Dungrove Elder
2 Feed The Clan
2 Gut Shot
2 Hunt The Hunter
2 Oxidize
2 Relic Of Progenitus
2 Unravel The Aether
Leatherback Baloth has been super mopey and I want to replace him. Probably going to use 4 copies of Kitchen Finks, and replace a single Aspect Of Hydra with a single Hooting Mandrills. 4 Scavenging Ooze has been awesome, and have two copies on the field is fine because you can eat and buff the unblocked one or if they both get out of range of Lightning Bolt drawing that Abrupt Decay still can't save them. I've played 4 copies of Dismember MD since I built the deck and haven't been disappointed by it, yet. The SB isn't very thoughtful but gets the job done fine. Hunt The Hunter has been amazing when it's good, and never a dead draw yet, but is the least-boarded in card, by a mile.
Considering a build with Loxodon Smiter in the 3 CMC spot and 4 Dromoka's Command replacing the Aspect Of Hydra and one Dismember. This would make my turn 3 a lot more relevant against Remand decks, make Kolaghan's Command and Liliana Of The Veil far worse, and open up a lot more SB options. Would not cost us much in terms of aggression other than losing the explosiveness of an Aspect kill, which has been less and less relevant for me lately, anyway. Might weaken the Tron match-up, too much, though.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
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Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
I subbed the 4 Leatherback Baloth out to try 4 Boggart Ram-Gang. So far I'm pumped on it. Maybe I lose too much resilience. After I get some more matches in I'll post if I'm sticking with them or trying something else.
Maybe the haste is good for early damage but the extra resilience of the Tusker or the Evolve+Mana Ramp of the Sage seems a bit more attractive to me.
Another green 2-drop I like is Talara's Battalion, it seems like a much stronger creature (just not for turn 2).
Have you considered trying Wilt-Leaf Cavaliers or Dungrove Elder in the 3-drop spot?
What do you think about Renegade Krasis ?
It just does so much, and checks the most boxes:
- Haste: Really important. We're an aggro deck, not a midrange one.
- Undying: resilience and synergy with Avatar of the Resolute
- Evolves Experiment One
- 2 Devotion for Aspect of Hydra
- 2 power for 2 mana is ok, because of everything else we get
Kalonian Tusker is also pretty good. It's undercosted, also provides 2 Devotion, and almost always evolves Experiment One. It's
not a bad card but not an amazing one either; however, it does escape Pyroclasms and Electrolyzes, and can trade, if not win, with many creatures in the format.
Strangleroot Geist is better than Kalonian Tusker, but that doesn't mean you shouldn't run both; most lists do.
Generally we want undercosted creatures (power being more important than toughness), and our hand is already emptied out super fast when the curve tops out at 3 cmc, so there's no need for mana dorks.
Other than Experiment One, the +1/+1 counter thing is a sub-theme that's purely a coincidental bonus, so playing cards to support it/rely on it is a bad idea, imo.
For example, we play Avatar of the Resolute because it's strictly better than Garruk's Companion. The extra ability is just the cherry on top.
Legacy: RUG Delver
What do you think about Dungrove Elder, Talara's Battalion and Wilt-Leaf Cavaliers for this deck ?
Like some other posters here said, Dungrove Elder has been great. Even with hexproof, I'm still surprised at how well it gums up the board, and if it attacks and isn't blocked, I'm always confident in casting Aspect on it since it won't get 2 for 1-ed.
I don't think Wilt-Leaf Cavaliers is good enough. Vigilance isn't that great in this format, imo. I'd rather have Leatherback Baloth.
I'm also iffy on Talara's Battalion. It looks good on paper, but it comes down on turn 3 at best. More often it'll come down turn 4 or 5, and that's too slow, especially if you have to hold back another card to prepare for it.