Savage Swipe doesn't seem very good. You can't pump you're own creature in response to take down something real nasty. It can never kill Gurmag Angler. It seems like solid SB piece against opposing wide decks like humans, which can be a crap-shoot match-up.
I don't see why you cannot pump your own creature before fighting. The 2 power pre condition is only for the +2/+2, not for fighting.
The only upside I can see it have is when you T1 Experiment One, T2 Dryad Militant and Scale Up targeting the E1 so you can hit for 6 on turn 2, but that doesn't seem worth it in comparison with Aspect that can hit for 6 as a combat trick to finish the game.
You'd hit for 7 in this case, as E1 would have base power 6 and 1x +1/+1 counter. As AmicDeep and thatmarkguy stated this is why it's not that bad to use it on an Avatar, as it's always a +3/+2 pump, however, being a sorcery makes it a bit hard for us to justify playing it.
2) In reference to how Narnam's Renegade gets counters, just to make sure I have it right, the Renegade gets the +1/+1 counter if, at any point in the turn before the Narnam is cast, a permanent like a fetch leaves the battlefield. This could also apply to any creatures that go to the graveyard from the battlefield if you cast Narnam EoT?
3) My current deck runs 4X of Pelt Collecter/Experiment One/Dryad Militant. is it best to run 4 Experiment One OR 4 Pelt Collector but not necessarily both? Or would a 4/2 split, in addition to the 4 Dryad Militant be more ideal?
2) You do not necessarily cast Narnam Renegade to get the +1/+1 counter. For example you can get a narnam from a Collected Company and +1/+1 would still be placed on it if a permanent you control have left the battlefield that turn.
3) I'd say 4 Dryad Militant is a must nowadays. And 4 Experiment One is almost trivial to play. However, I do not like having more than 4 evolve-like creatures as I run 1-2 Torpor Orb in the sb against Merfolk, Humans, and Snapcaster Mage decks. And somehow more than 4 1/1 creatures seem a bit clunky when you draw them in multiples.
I run 3x Damping Spheres, and 1x Grafdigger's Cage in the sideboard, even though cage hurts Strangleroot Geist. Spheres are good against top 2 decks (tron and izzet phoenix) and the top 7th deck (amulet titan) according to mtggoldfish, and the Cage is a good card to have in the opener, but it might still help you even if you cannot play it turn 1.
I am very happy with the state of Stompy in the current metagame, we have game against every deck apart from Death's Shadow decks, which I haven't seen in the last 6-7 friendly leagues in mtgo. I have faced 2x Grixis DS in one competitive league though, and I can say it's our worst matchup. However, they are in a big decline in the meta, so maybe I was unlucky in that league I guess.
Dismember at minimum 2x is just great. He'll even against some bad matchup game 1 you can use on your own creature to benefit
This is a really important point. I've won many games against tron in which on my turn 3 I Dismembered my Strangleroot Geist when it was certain that they weren't going to be able to assemble tron or Oblivion Stone in the next 1-2 turns.
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:
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.