Hi everyone. I'm not sure how much testing has been done here but I took stompy to FNM today and it was a blast, went 3-0-1. Won't give a report but I'll summarise how the matchups felt quickly.
VS Mardu pyromancer 2-1
Hand control and removal hurt a lot, however if you can protect a steel leaf long enough it can't be blocked by pyro, elementals and spirits, and can eat bedlam revellers all day.
VS Burn 2-0
Stompy actually seemed a bit faster, and it's possible to pressure them into burning some of your smaller creatures. Finks came in from the side. Again, steel leaf can't be blocked.
VS Abzan rites 2-0
Dryad militant exiled unburial rites when it was milled, and scooze ate everything else that hit the bin. Seemed easy to get under this deck in the first few turns with aggro. Rhino/resto is tough, but pumped creatures can get over the top. Mostly managed to avoid removal in these games.
VS BGWU junk/sun titan? 1-1-1
This deck was killer. I think I did a decent job getting in the early aggro and protecting creatures, but after a while he stabilised we just ended up with big boards unable to get through. I made plenty of misplays in this one. Scooze was a hero eating sun titan targets.
Honestly I think I had good matchups, consistent draws and plenty of good luck. Anyway, it's a fun deck and Steel Leaf Champion absolutely crushes. Keep working at it!
Went 3-1 at my first ever FNM yesterday (one round was a bye) with a pretty standard list. I'm not 100% familiar with the ins and outs of every deck in the meta, so it was a good learning experience for me.
vs BOGLES 1-2
This match up felt pretty bad, I found myself unable to land board wipes due to totem armour, and unable to capitalise on blockers due to rancor and spirit mantle. Mainboard path to exile obviously didn't really help, and the only appilcation for detention sphere was to attempt to take away auras.
Boarded in settle the wreckage after game 1. I managed to take game two with a massive board wipe, but then round 3 I mulligan, don't hit enough lands and then get beat. I didn't hit settle the wrecakge, but as a 4 drop I feel like it would be too slow. This game left me wanting 2x blessed alliance in the sideboard which I might try next time.
vs EMERIA TITAN 2-0
This guy ran a very similar list, and the games were both very evenly matched and grindy as hell. He was running gideon of the trials and ojutai's command, whereas I had restoration angel and phantasmal image. Didn't gain much valuable information here but it was a super fun game. At one point using Flickerwisp and Restoration Angel I got to copy an attacking Gideon using a phantasmal image that was stuck under a detention sphere.
The only reason I managed to win here was by holding back path/D sphere and exiling all his sun titans, exiling his yard a couple of times with tormod's crypt and by restoration angel combat tricks.
vs GR PONZA 2-0
I feel like I got lucky here. In game 1 I pathed the turn 1 arbor elf and only got hit by one stone rain. He landed a blood moon which ends up under a detention sphere. Turn 4, BBE into another blood moon, and then he blows up my single basic island (while i have a hand full of detention sphere and supreme verdict). The game grinds out until I manage to flickerwisp detention sphere and take both moons. Wrath of god was a bloody godsend here, not having blue in the cost.
This game left me cursing only having one basic island, however I feel as if we can't add a second. I boarded in my day of judgment and settle the wreckage, taking out 2 supreme verdicts. I suppose I should have boarded in a negate or something. As mentioned earlier in the thread, celestial purge looks very appealing here.
Game 2 I got lucky where he mulled, and then didn't hit enough lands. Spreading seas helped here.
Alright folks! I had a good night and learned a lot. I did find myself not wanting to use ghost quarter as I want to get to 6 lands as soon as possible for sun titan. Unless I'm missing the point for ghost quarter, I might try field of ruin next time. Additionally, I didn't get to land my reflector mage but I can't think of a situation where I really needed him. If he came out I would probably just add another wrath of god, or a fourth spreading seas and try with that.
That new shock that decides the damage can be good. Fights off bobs, snaps, all kind of random cliques, etc. And can enrqge two Dino's at once.
Are you talking about Dual Shot? I'm certainly intending to give it a go. It's basically a forked bolt at instant speed, but the drawback is you can't deal 2 to a single creature, and you can't ping a player either..
Basically I wanted to play Ranging raptors and Ripjaw Raptor in a deck with recurring burn. Pestilence came to mind, and so Pyrohemia is the same deal, but modern legal and in our colours.
Dinosaurs seem to have too high CMC to just be playing straight up, and this list will probably both have a terrible early game and rely heavily on Ranging raptors to kick off, which is a bit of a problem. I've got seal of fire in there so that I can actually do something on turn one, and free up a mana later on if required.
It needs better burn spells I guess, something like Tremor.
Cards, strategies and thoughts would be appreciated.
Yep hello, I've been trying to make Haakon knight tribal (black red) work for yonks, however it never held up. New Olivia did reignite my current brew however, so here's the list from memory
It's basically a terrible dredge deck, using crypt of agadeem to spit out a team on like turn 4, sometimes with haste. It's pretty jank and wouldn't hold up against grave hate, however collective brutality does a lot of work earlier on, and bloodghast helps heaps when I'm desperately trying to dredge stuff up. It's fun, but the manabase is rough and it needs another discard outlet.
All you guys brewing B or BR haakon knight variants, has anyone tried Olivia, Mobilized for war? A moderately costed, flying discard outlet that has more power than most of our knights, and can give our knights haste straight up.
If anyone has some suggestions, I am very keen to improve this deck. I have always wanted to work in some Mistbind Clique, but the curve is typically very low, and with Mistbind taking up room in a hand I feel it's unlikely for Erayo to flip. At the very least I was considering testing Scion of oona instead of Favorable winds
The deck typically plays OK, you can certainly string a game out long enough to win if you can get multiple uses out of a single Spellstutter sprite. Faerie conclave and Quickling are usually the most reliable beaters. You might think there isn't enough counter, but bouncing your creatures is generally adequate to avoid removal.
I recently created a casual Knight of new alara deck, and after a reasonable amount of testing I found that quite often it is preferable to play something else - it's not often you can get away clean with the knight. The list was made from the alara blades and 3-colour naya creatures, to capitalise on the knight's ability. What won me the games was actually might of the nephilim though. I'll show you the list, it goes in a different direction -
Another inclusion I should make would be a 1-2 of Sigarda, host of herons, but I've refrained from doing so because the card is a bit too powerful for my playgroup. The deck is potent (casually) on it's own, especially with burning-tree emissary pumping out your other two drops. I have shied away from good selesnya two-drops likeVoice of resurgence in this list primarily because you can't cast them off Burning-tree. If we were going down the selesnya path it would be 100 times better to just use wilt-leaf liege rather than the knight anyways.
4 Experiment One
1 Kessig Prowler
4 Strangleroot Geist
4 Avatar of the Resolute
2 Kalonian Tusker
1 Scavenging Ooze
4 Steel Leaf Champion
1 Rhonas the Indomitable
1 Ghalta, Primal Hunger
3 Aspect of Hydra
4 Blossoming Defense
2 Dismember
Enchantments
4 Rancor
Lands
19 Forest
2 Hashep Oasis
Sidebaord
1 Choke
1 Creeping Corrosion
2 Damping Sphere
1 Grafdigger's Cage
1 Heroic Intervention
2 Kitchen Finks
2 Natural State
2 Scavenging Ooze
2 Shapers' Sanctuary
1 Thrun, the Last Troll
VS Mardu pyromancer 2-1
Hand control and removal hurt a lot, however if you can protect a steel leaf long enough it can't be blocked by pyro, elementals and spirits, and can eat bedlam revellers all day.
VS Burn 2-0
Stompy actually seemed a bit faster, and it's possible to pressure them into burning some of your smaller creatures. Finks came in from the side. Again, steel leaf can't be blocked.
VS Abzan rites 2-0
Dryad militant exiled unburial rites when it was milled, and scooze ate everything else that hit the bin. Seemed easy to get under this deck in the first few turns with aggro. Rhino/resto is tough, but pumped creatures can get over the top. Mostly managed to avoid removal in these games.
VS BGWU junk/sun titan? 1-1-1
This deck was killer. I think I did a decent job getting in the early aggro and protecting creatures, but after a while he stabilised we just ended up with big boards unable to get through. I made plenty of misplays in this one. Scooze was a hero eating sun titan targets.
Honestly I think I had good matchups, consistent draws and plenty of good luck. Anyway, it's a fun deck and Steel Leaf Champion absolutely crushes. Keep working at it!
Went 3-1 at my first ever FNM yesterday (one round was a bye) with a pretty standard list. I'm not 100% familiar with the ins and outs of every deck in the meta, so it was a good learning experience for me.
2 Restoration Angel
2 Blade Splicer
2 Court Hussar
4 Flickerwisp
3 Lone Missionary
1 Phantasmal Image
1 Reflector Mage
4 Sun Titan
4 Wall of Omens
//Enchantment (6)
3 Detention Sphere
3 Spreading Seas
4 Path to Exile
//Sorcery (3)
2 Supreme Verdict
1 Wrath of God
//Land (24)
4 Emeria, the Sky Ruin
2 Flooded Strand
3 Ghost Quarter
3 Hallowed Fountain
1 Irrigated Farmland
1 Island
9 Plains
1 Prairie Stream
1 Day of Judgment
1 Disdainful Stroke
1 Dispel
4 Negate
2 Pithing Needle
1 Settle the Wreckage
2 Stony Silence
1 Supreme Verdict
2 Tormod's Crypt
vs BOGLES 1-2
This match up felt pretty bad, I found myself unable to land board wipes due to totem armour, and unable to capitalise on blockers due to rancor and spirit mantle. Mainboard path to exile obviously didn't really help, and the only appilcation for detention sphere was to attempt to take away auras.
Boarded in settle the wreckage after game 1. I managed to take game two with a massive board wipe, but then round 3 I mulligan, don't hit enough lands and then get beat. I didn't hit settle the wrecakge, but as a 4 drop I feel like it would be too slow. This game left me wanting 2x blessed alliance in the sideboard which I might try next time.
vs EMERIA TITAN 2-0
This guy ran a very similar list, and the games were both very evenly matched and grindy as hell. He was running gideon of the trials and ojutai's command, whereas I had restoration angel and phantasmal image. Didn't gain much valuable information here but it was a super fun game. At one point using Flickerwisp and Restoration Angel I got to copy an attacking Gideon using a phantasmal image that was stuck under a detention sphere.
The only reason I managed to win here was by holding back path/D sphere and exiling all his sun titans, exiling his yard a couple of times with tormod's crypt and by restoration angel combat tricks.
vs GR PONZA 2-0
I feel like I got lucky here. In game 1 I pathed the turn 1 arbor elf and only got hit by one stone rain. He landed a blood moon which ends up under a detention sphere. Turn 4, BBE into another blood moon, and then he blows up my single basic island (while i have a hand full of detention sphere and supreme verdict). The game grinds out until I manage to flickerwisp detention sphere and take both moons. Wrath of god was a bloody godsend here, not having blue in the cost.
This game left me cursing only having one basic island, however I feel as if we can't add a second. I boarded in my day of judgment and settle the wreckage, taking out 2 supreme verdicts. I suppose I should have boarded in a negate or something. As mentioned earlier in the thread, celestial purge looks very appealing here.
Game 2 I got lucky where he mulled, and then didn't hit enough lands. Spreading seas helped here.
Alright folks! I had a good night and learned a lot. I did find myself not wanting to use ghost quarter as I want to get to 6 lands as soon as possible for sun titan. Unless I'm missing the point for ghost quarter, I might try field of ruin next time. Additionally, I didn't get to land my reflector mage but I can't think of a situation where I really needed him. If he came out I would probably just add another wrath of god, or a fourth spreading seas and try with that.
Let me know if I'm doing anything wrong.
Are you talking about Dual Shot? I'm certainly intending to give it a go. It's basically a forked bolt at instant speed, but the drawback is you can't deal 2 to a single creature, and you can't ping a player either..
I came here to abuse enrage triggers. This is my jank list, I call it Dinohemia.
3 Boros Reckoner
4 Deep-Slumber Titan
3 Raging Swordtooth
4 Ranging Raptors
4 Ripjaw Raptor
2 Snapping Sailback
1 Stuffy Doll
Instants
4 Lightning Bolt
Sorceries (7)
1 Volcanic Fallout
2 Savage Stomp
4 Pyroclasm
3 Seal of Fire
2 Pyrohemia
Lands (23)
10 Mountain
4 Stomping Ground
4 Wooded Foothills
3 Rootbound Crag
2 Raging Ravine
2 Forked Bolt
Basically I wanted to play Ranging raptors and Ripjaw Raptor in a deck with recurring burn. Pestilence came to mind, and so Pyrohemia is the same deal, but modern legal and in our colours.
Dinosaurs seem to have too high CMC to just be playing straight up, and this list will probably both have a terrible early game and rely heavily on Ranging raptors to kick off, which is a bit of a problem. I've got seal of fire in there so that I can actually do something on turn one, and free up a mana later on if required.
It needs better burn spells I guess, something like Tremor.
Cards, strategies and thoughts would be appreciated.
1 Anger
2 Ashenmoor Liege
1 Black Knight
4 Bloodghast
2 Extractor Demon
2 Golgari Thug
4 Haakon, Stromgald Scourge
4 Knight of Infamy
2 Olivia, Mobilized for War
4 Stinkweed Imp
2 Stromgald Crusader
1 Darkblast
//Sorcery (8)
4 Collective Brutality
4 Faithless Looting
//Tribal Instant (2)
2 Nameless Inversion
//Land (22)
4 Blood Crypt
4 Crypt of Agadeem
2 Dakmor Salvage
2 Dragonskull Summit
4 Graven Cairns
6 Swamp
It's basically a terrible dredge deck, using crypt of agadeem to spit out a team on like turn 4, sometimes with haste. It's pretty jank and wouldn't hold up against grave hate, however collective brutality does a lot of work earlier on, and bloodghast helps heaps when I'm desperately trying to dredge stuff up. It's fun, but the manabase is rough and it needs another discard outlet.
3x Familiar's Ruse
1x Remand
1x Echoing truth
Sorcery (8)
4x Gitaxian Probe
4x Serum Visions
Enchantment (3)
3x Favorable Winds
4x Faerie impostor
3x Erayo, Soratami Ascendant
2x Quickling
1x Mistblade Shinobi
4x Faerie Miscreant
4x Spellstutter Sprite
4x Ornithopter
2x Memnite
17x Island
3x Faerie Conclave
1x Dispel
1x Spell Snare
1x Echoing Truth
2x Hurkyl's Recall
2x Spellskite
1x Vapor Snag
If anyone has some suggestions, I am very keen to improve this deck. I have always wanted to work in some Mistbind Clique, but the curve is typically very low, and with Mistbind taking up room in a hand I feel it's unlikely for Erayo to flip. At the very least I was considering testing Scion of oona instead of Favorable winds
The deck typically plays OK, you can certainly string a game out long enough to win if you can get multiple uses out of a single Spellstutter sprite. Faerie conclave and Quickling are usually the most reliable beaters. You might think there isn't enough counter, but bouncing your creatures is generally adequate to avoid removal.
4x Burning-Tree Emissary
4x Jund Hackblade
3x Dryad Militant
4x Woolly Thoctar
2x Naya Hushblade
3x Loxodon Smiter
2x Knight of New Alara
1x Meglonoth
3x Collected company
4x Might of the Nephilim
Planeswalkers (1)
1x Garruk, caller of beasts
Enchantment (5)
4x Rancor
1x Shield of the oversoul
Lands (23)
3x wooded foothills
4x Temple Garden
3x windswept heath
2x Plains
4x Forest
4x stomping grounds
3x mountain
Another inclusion I should make would be a 1-2 of Sigarda, host of herons, but I've refrained from doing so because the card is a bit too powerful for my playgroup. The deck is potent (casually) on it's own, especially with burning-tree emissary pumping out your other two drops. I have shied away from good selesnya two-drops likeVoice of resurgence in this list primarily because you can't cast them off Burning-tree. If we were going down the selesnya path it would be 100 times better to just use wilt-leaf liege rather than the knight anyways.
In this list rancor is an absolute must.
Cutting down on the number of Knight of new alara also let me include collected company, which was nice.
If my list didn't rely on things like rancor and might of the nephilim, I could include something cool like pillar of the paruns. But after using might on a rancored woolly thoctar you can never again deny might of the nephilim's importance here.