Is Old-Growth Dryads going to be good enough to replace other one-drops like Experiment One and Narnam Renegade? I only run 8 one-drops (I don't count Rampager), and I'm not 100% sure I'd run this; I'd have to test it. Maybe someone running more one-drops or Dryad Militant in the main would definitely use it.
As far as I know this is the only image anyone has to work with. Make of it what you will.
There are people who haven't embraced the Narnam, or want to play the superaggro game where 3 power rather than 2 is really relevant. People playing Kessig Prowler... would probably be well suited to upgrade it to this.
I've felt since Old-Growth Dryads was first leaked that it's a definite 2 of as you don't want to many (imagine playing 3 in the first 2 turns your oponets would have a huge advantage.
Maybe... or maybe having the power on board to win on turn 4 from only 3 cards is a good thing. You have all the rest of your cards and all your mana turns 3 and 4 to pump/defend/accompany your creatures, which alone are swinging for 3+9+9 = 21 if unopposed. Sure, if you walk into a Wrath you're kinda boned, but you've got a lot of other resources to work with.
I don't think SS will net you more than 2 cards very often. When it only nets you 2... I once had a deck like this that ran Warriors' Lesson that could draw you 2 cards for a G (provided you had two unblocked creatures, which decks like this often do). Even that's not good enough for Stompy (it barely worked in that other deck, and was passable only because of Heroic triggers). I just don't see the payoff for SS being good enough often enough for Stompy.
I've felt since Old-Growth Dryads was first leaked that it's a definite 2 of as you don't want to many (imagine playing 3 in the first 2 turns your oponets would have a huge advantage.
Maybe... or maybe having the power on board to win on turn 4 from only 3 cards is a good thing. You have all the rest of your cards and all your mana turns 3 and 4 to pump/defend/accompany your creatures, which alone are swinging for 3+9+9 = 21 if unopposed. Sure, if you walk into a Wrath you're kinda boned, but you've got a lot of other resources to work with.
I don't think SS will net you more than 2 cards very often. When it only nets you 2... I once had a deck like this that ran Warriors' Lesson that could draw you 2 cards for a G (provided you had two unblocked creatures, which decks like this often do). Even that's not good enough for Stompy (it barely worked in that other deck, and was passable only because of Heroic triggers). I just don't see the payoff for SS being good enough often enough for Stompy.
It would be bad in certain matchups, and potentially good in others. To me that kinda suggests it's sideboard material, but I'm not sure if it would be better than other cards in the matchups where it's good though.
Even if it doesn't net you two draws, it makes your opponent think twice about targeting your creatures, which can lead to mistakes or generate favorable board states for us to be able to sneak in an Aspect attack for lethal.
Hi. New here. I wanted to share my Stompy decklist from the last few FNM's and ask for a little help to improve the main and side, since I feel the deck can improve.
* Yeah, I know Narnam Renegade should go with fetchlands, but I feel good with the elf as it is. Great with a Rancor and as a blocker against Burn or Shadow.
In the last 4 FNM's, I went:
2-2 (1-2 vs UB Mill, 2-1 vs Burn, 2-1 vs Elves, 1-2 vs Jeskai Saheeli)
2-2 (1-2 vs GW Tron, 2-0 vs Dredge, 2-1 vs Zombies, 1-2 vs Jeskai Saheeli)
2-2 (2-1 vs Bogles, 2-0 vs Burn, 1-2 vs Knightfall, 0-2 vs Eldrazi Tron)
1-3 (1-2 vs Grixis Shadow, 0-2 vs Living End, 1-2 vs Grixis Shadow, 2-0 vs Elves)
In the first 3 FNM's, I ran two Ghost Quarters (without Baloths) in main. They didn't do bad, but they also got me stucked in some matches. I'd like to improve sideboard (I've bought Pithing Needle, Ratchet Bomb and Relic of Progenitus, so they are going to be in). I also want to know how do you do against Elves, EldraTron and Grixis Shadow, since I feel that they are my worst matchps. Any ideas?
Just being realistic. I could definitely see it as a budget option for people that don't want to play fetches for Narnam Renegade. Is it just straight up better than other one-drops we have available? I doubt it, but we'll see. It's going to feel pretty bad when you ramp your opponent into a turn 2 Thought-Knot Seer or worse.
it's a bad picture, but if I squint, it DOES look like it's probably a 3 and not a 1
Better pic is available now. Think this is still good enough?
As someone who often plays more combo/control based strategies, I think this card is VERY bad. What I can tell you is cards like Molten Rain out of decks like Zoo/ Burn is almost game over; It deals 2 damage + often 2 extra damage because you need to grab another shock land to replace the lost mana and it literally buys the opponent an extra turn to get their attacks in before the control/ combo player goes off.
Similarly, Rishadan Port was banned in its own standard because aggro decks could get their creatures down and then port down their opponent's lands, often "time walking" them. I can tell you this card is pretty much a 3/3, but your opponent gets an extra turn. (I also want to add, letting your opponent fetch a land can sometimes "save" them some damage thy would take; e.g. I need blue-black-red, but you gave me a land (I get red). On my turn, instead of grabbing steam vents, I can just grab an island instead.
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
Do people who run Path to Exile refuse to use it on early opposing threats because it 'time walks' themselves?
I play Gifts Ungiven. I can tell you is that if you Molten rain my third land drop, I cannot combo off and have to wait one more turn before going off. If you play a 3/3 that gives me a land on turn 1, I can combo off on turn 3. (Gifts Ungiven into Unburial rites + fatty is almost instantly game over for you)
If path a zoo deck, the extra land really doesn't help them THAT much. However, if you give a control/ combo player an extra land, its often the difference between night and day. Getting to turn 3 verdict (with your acceleration), turn 4 verdict (normal) turn 5 verdict (with molten rain/ Rishadan port disruption) is extremely big difference. This is why Toxic Deluge and pyroclasm are so good
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
it's a bad picture, but if I squint, it DOES look like it's probably a 3 and not a 1
Better pic is available now. Think this is still good enough?
Absolutely. I could be wrong, I have been wrong before, but Path also gives the other person a basic land, it DOESN'T reduce their life total, and everyone playing white runs it. It may be garage when the dust settles, but I am excited to at least test it
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Absolutely. I could be wrong, I have been wrong before, but Path also gives the other person a basic land, it DOESN'T reduce their life total, and everyone playing white runs it. It may be garage when the dust settles, but I am excited to at least test it
Path isn't a good comparable just because it also lets your opponent tutor a basic land. Path lets you interact with your opponent's board by removing a creature of your choice from the game. That's a big deal. Putting a 3/3 on the board turn 1 is nice but not exactly game-breaking.
Or maybe there is a "value" version of this deck running 4x Old-Growth Dryads and 4x Rhonas's Last Stand that's ready to break into the top tiers ...
Absolutely. I could be wrong, I have been wrong before, but Path also gives the other person a basic land, it DOESN'T reduce their life total, and everyone playing white runs it. It may be garage when the dust settles, but I am excited to at least test it
Path isn't a good comparable just because it also lets your opponent tutor a basic land. Path lets you interact with your opponent's board by removing a creature of your choice from the game. That's a big deal. Putting a 3/3 on the board turn 1 is nice but not exactly game-breaking.
Or maybe there is a "value" version of this deck running 4x Old-Growth Dryads and 4x Rhonas's Last Stand that's ready to break into the top tiers ...
you seem oddly fixated on tiers, it's a super budget deck that's supposed to be fun and just good enough to have a modest chance. I doubt this deck will ever be a powerhouse....but I DID put 4 Last Stand in mine recently and make top 4 at my LGS, through play mistakes. that card actually impressed me a little
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it's a bad picture, but if I squint, it DOES look like it's probably a 3 and not a 1
Better pic is available now. Think this is still good enough?
As someone who often plays more combo/control based strategies, I think this card is VERY bad. What I can tell you is cards like Molten Rain out of decks like Zoo/ Burn is almost game over; It deals 2 damage + often 2 extra damage because you need to grab another shock land to replace the lost mana and it literally buys the opponent an extra turn to get their attacks in before the control/ combo player goes off.
Similarly, Rishadan Port was banned in its own standard because aggro decks could get their creatures down and then port down their opponent's lands, often "time walking" them. I can tell you this card is pretty much a 3/3, but your opponent gets an extra turn. (I also want to add, letting your opponent fetch a land can sometimes "save" them some damage thy would take; e.g. I need blue-black-red, but you gave me a land (I get red). On my turn, instead of grabbing steam vents, I can just grab an island instead.
Would have to agree... giving almost any competitive deck in Modern an extra land in the early turns is bad news. Old Growth Dryad is the kind of card I like used against me... and I'm not the one using it. Of course, there could be some hyper fast all-in Stompy variant that could want them.
As for the path to exile comparison. Path to Exile removes a relevant threat.. such as an early large tarmogoyf, or a turn 1 glistener elf, basically anything dangerous enough worth getting rid of right away - even at the cost of giving someone an extra land. The dryad does not get rid of a threat... instead it presents itself as the threat in exchange for the opponent getting one more land... a 3/3 on turn one isn't very scary.
I don't know if this card is good or not, but you have to consider that PTE is a 1-for-1 that Evolving Wildses them, but this card isn't a trade that does so. You're up on (V)CA until they remove it or outclass it.
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Is Old-Growth Dryads going to be good enough to replace other one-drops like Experiment One and Narnam Renegade? I only run 8 one-drops (I don't count Rampager), and I'm not 100% sure I'd run this; I'd have to test it. Maybe someone running more one-drops or Dryad Militant in the main would definitely use it.
There are people who haven't embraced the Narnam, or want to play the superaggro game where 3 power rather than 2 is really relevant. People playing Kessig Prowler... would probably be well suited to upgrade it to this.
Maybe... or maybe having the power on board to win on turn 4 from only 3 cards is a good thing. You have all the rest of your cards and all your mana turns 3 and 4 to pump/defend/accompany your creatures, which alone are swinging for 3+9+9 = 21 if unopposed. Sure, if you walk into a Wrath you're kinda boned, but you've got a lot of other resources to work with.
I don't think SS will net you more than 2 cards very often. When it only nets you 2... I once had a deck like this that ran Warriors' Lesson that could draw you 2 cards for a G (provided you had two unblocked creatures, which decks like this often do). Even that's not good enough for Stompy (it barely worked in that other deck, and was passable only because of Heroic triggers). I just don't see the payoff for SS being good enough often enough for Stompy.
It would be bad in certain matchups, and potentially good in others. To me that kinda suggests it's sideboard material, but I'm not sure if it would be better than other cards in the matchups where it's good though.
Even if it doesn't net you two draws, it makes your opponent think twice about targeting your creatures, which can lead to mistakes or generate favorable board states for us to be able to sneak in an Aspect attack for lethal.
1 Treetop Village
4 Experiment One
4 Dryad Militant
2 Narnam Renegade
4 Strangleroot Geist
4 Avatar of the Resolute
2 Scavenging Ooze
3 Leatherback Baloth
3 Dungrove Elder
1 Rhonas the Indomitable
4 Vines of Vastwood
4 Rancor
2 Dismember
1 Dungrove Elder
2 Beast Within
2 Deglamer
1 Feed the Clan
1 Pulse of Murasa
1 Obstinate Baloth
2 Fog
1 Heroic Intervention
2 Great Sable Stag
1 Gut Shot
1 Ghost Quarter
* Yeah, I know Narnam Renegade should go with fetchlands, but I feel good with the elf as it is. Great with a Rancor and as a blocker against Burn or Shadow.
In the last 4 FNM's, I went:
2-2 (1-2 vs UB Mill, 2-1 vs Burn, 2-1 vs Elves, 1-2 vs Jeskai Saheeli)
2-2 (1-2 vs GW Tron, 2-0 vs Dredge, 2-1 vs Zombies, 1-2 vs Jeskai Saheeli)
2-2 (2-1 vs Bogles, 2-0 vs Burn, 1-2 vs Knightfall, 0-2 vs Eldrazi Tron)
1-3 (1-2 vs Grixis Shadow, 0-2 vs Living End, 1-2 vs Grixis Shadow, 2-0 vs Elves)
In the first 3 FNM's, I ran two Ghost Quarters (without Baloths) in main. They didn't do bad, but they also got me stucked in some matches. I'd like to improve sideboard (I've bought Pithing Needle, Ratchet Bomb and Relic of Progenitus, so they are going to be in). I also want to know how do you do against Elves, EldraTron and Grixis Shadow, since I feel that they are my worst matchps. Any ideas?
Thanks and sorry for my english.
This does not work. Heritage Druid's ability doesn't target anything (and is a mana ability, so does not use the stack).
Better pic is available now. Think this is still good enough?
Just being realistic. I could definitely see it as a budget option for people that don't want to play fetches for Narnam Renegade. Is it just straight up better than other one-drops we have available? I doubt it, but we'll see. It's going to feel pretty bad when you ramp your opponent into a turn 2 Thought-Knot Seer or worse.
As someone who often plays more combo/control based strategies, I think this card is VERY bad. What I can tell you is cards like Molten Rain out of decks like Zoo/ Burn is almost game over; It deals 2 damage + often 2 extra damage because you need to grab another shock land to replace the lost mana and it literally buys the opponent an extra turn to get their attacks in before the control/ combo player goes off.
Similarly, Rishadan Port was banned in its own standard because aggro decks could get their creatures down and then port down their opponent's lands, often "time walking" them. I can tell you this card is pretty much a 3/3, but your opponent gets an extra turn. (I also want to add, letting your opponent fetch a land can sometimes "save" them some damage thy would take; e.g. I need blue-black-red, but you gave me a land (I get red). On my turn, instead of grabbing steam vents, I can just grab an island instead.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
I play Gifts Ungiven. I can tell you is that if you Molten rain my third land drop, I cannot combo off and have to wait one more turn before going off. If you play a 3/3 that gives me a land on turn 1, I can combo off on turn 3. (Gifts Ungiven into Unburial rites + fatty is almost instantly game over for you)
If path a zoo deck, the extra land really doesn't help them THAT much. However, if you give a control/ combo player an extra land, its often the difference between night and day. Getting to turn 3 verdict (with your acceleration), turn 4 verdict (normal) turn 5 verdict (with molten rain/ Rishadan port disruption) is extremely big difference. This is why Toxic Deluge and pyroclasm are so good
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Absolutely. I could be wrong, I have been wrong before, but Path also gives the other person a basic land, it DOESN'T reduce their life total, and everyone playing white runs it. It may be garage when the dust settles, but I am excited to at least test it
Path isn't a good comparable just because it also lets your opponent tutor a basic land. Path lets you interact with your opponent's board by removing a creature of your choice from the game. That's a big deal. Putting a 3/3 on the board turn 1 is nice but not exactly game-breaking.
Or maybe there is a "value" version of this deck running 4x Old-Growth Dryads and 4x Rhonas's Last Stand that's ready to break into the top tiers ...
you seem oddly fixated on tiers, it's a super budget deck that's supposed to be fun and just good enough to have a modest chance. I doubt this deck will ever be a powerhouse....but I DID put 4 Last Stand in mine recently and make top 4 at my LGS, through play mistakes. that card actually impressed me a little
Would have to agree... giving almost any competitive deck in Modern an extra land in the early turns is bad news. Old Growth Dryad is the kind of card I like used against me... and I'm not the one using it. Of course, there could be some hyper fast all-in Stompy variant that could want them.
As for the path to exile comparison. Path to Exile removes a relevant threat.. such as an early large tarmogoyf, or a turn 1 glistener elf, basically anything dangerous enough worth getting rid of right away - even at the cost of giving someone an extra land. The dryad does not get rid of a threat... instead it presents itself as the threat in exchange for the opponent getting one more land... a 3/3 on turn one isn't very scary.
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