Like aggressive green decks, but not into all that mana ramp? Well, welcome to...
History
10-Land Stompy is a highly-aggressive green deck, which originated in the extended of 2002. Most decks in extended at the time were combo-orientated, such as Oath, and in order to play aggro in such an environment, you needed to have an extremely fast clock. Thus, 10-Land Stompy (XLS) was born.
Strategy
The general strategy behind XLS is to run very cheaply costed, efficient creatures/spells (mostly 1-2cc) to aggressively deal as much damage as possible. Running such a low curve of spells allows us to run a very low land count… less land means more creatures/spells that can do damage. On top of this, a few key synergies with green’s plethora of mana-dorks allows us to make more much more mana than we should during turns 2-3, especially for such a land-lean deck.
Basic run through: Cast cheap creatures, making use of Quirion Ranger, Land Grant, and Llanowar Elves to support the manabase. The rest is simple, turn sideways, and pump heavily. Lather, rinse, repeat, win. Therein lies the weakness of XLS… like many weenie-orientated aggro decks, it can run out of steam before doing its 20 damage. However, we add a little support, such as draw, to try and help that.
Deck construction: Most XLS decks want to run nearly as many pump and support spells as creatures (bone_doc feels 30:20:10 is the best), while some run slightly more creatures. What’s key is to keep a good amount of efficient pump, as that’s how you’ll push through extra damage. Less can be run for more of a swarm approach. The best way to view it, is like mono-green burn in a way. Make your choices as effective as possible.
The creature selection for XLS is somewhat similar in strategy to most aggro strategies. Basically, find creatures with a high power:cost ratio (Rogue Elephant), cast them quickly, and swing for the fences. That’s cool, because green’s king at that whole power:cost deal.
One of the nice things about XLS is that most of the key cards in the deck are dirt cheap commons, and plenty of options to customize it for your style; you can throw together a strong XLS deck for $10. And twice that will make a powerful build with Rancor and Skullclamp. The choice is up to you how much money you want to sink into the deck.
Another nifty think about XLS is the ability to play so few lands. By filling the deck with mainly 1-2cc critters, the beautifully low curve allows you to play a very low land count (generally). However, if you want to add some more of the efficient 2cc creatures as well, I suggest you up your land count to around 12-14 lands, to help consistency. If you want to add in maybe four 2cc creatures, up the land count to 10 or 12 is okay. Upping to say, ten 2cc critters, should probably have you closer 14 land. Beyond this is just starting to stray from the XLS strategy to a normal green aggro strategy.
There is probably more pump in a stompy deck than any other type of deck. And the pump serves a couple (obvious) purposes. Such as casting Giant Growth after blockers are declared, to take your modest 2 and 3 power creatures to 5, 6, 7 power and beyond. They are like the deck's "Burn Spells."
Card Breakdown Manabase Forest – Are you really asking me to explain this?? Have you been playing manaless Ichorid for the past 3 years or something???
Land Grant – Pretty much a free land, especially in a deck that runs so few land. There’s nice tricks to be played with Quirion Ranger and Rogue Elephant. While its debatable as to the value of “thinning” (supposedly statistically insignificant), it seems pretty obvious that the effect of thinning in a deck with so few lands is much more significant.
Llanowar Elves and Fyndhorn Elves – Classic green mana dorks. Without a doubt, an auto 4-of. He's part of the reason this deck can run so low of land. Oh, he can attack too. Great on his own, but incredible with…
Quirion Ranger – Perhaps the MVP of this deck. She's the gas. The ever-important gas. She plays well with Llanowar Elves, and gives most of your guys pseudo-vigilance. Ranger with a Llanowar Elves, and a forest is worth 4 mana. While controlling one land. I’d rate her a six if it were possible. Just a cool trick: She can basically be a mana dork herself, just tap and untapped land for mana, bounce it to your hand, and play it again for another piece of mana. And yes, she CAN target untapped creatures. Also, you would think this deck scoops to land destruction? Well, Quirion makes you IMMUNE to land kill spells too! ABSOLUTELY NO REASON to not max this card.
Arbor Elf – While it serves the same purpose as Llanowar/Fyndhorn Elves, this guy is not quite as useful in XLS. He can't be abused very much by Quirion Ranger, and it useless with no land out.
Elvish Spirit Guide – This card is great! Totally worth it. I find myself using it more and more every time I play this deck.
Wild Growth – Another classic accelerant. Not as good as Llanowar Elves, but decent. Cons include not being able to attack with it, and is a bad date with Rogue Elephant. Would be almost cool with Arbor Elf if you didn’t lose the WG to a bounce with the Quirion Ranger. There is better accel out there for this deck.
Pendelhaven – While the deck isn’t chock full of 1/1s, its tough to scoff at “free” pump for Llanowar Elves, Scryb Sprites, Quirion Ranger, ect. It's largest downside is that it can't be bounced by Quirion, so it might force you to mull when you only have the Quirion + 1 land hand. Certainly not a 4-of, especially due to it's legendary status, but not bad as an 11th-14th land.
Dryad Arbor – It’s a free Llanowar Elves, but would also count as a land drop… with summoning sickness. Not awful, but could get in the way of our Quirion Ranger antics. Perhaps could be an 11th-14th land.
Creatures Main Creatures 0cc
There are a few free creatures out there, and having one or two allow your curve to remain low. More than a handful of these will encourage 8-land builds. Ornithopter – Free flyer just waiting to get pumped? Yes please! Great in decks that opt for a greater percentage of pump. 0 power sucks when we run outta’ juice though, and a bit of a bad topdeck.
Memnite – Free 1/1, and free is great in any deck, especially one with 10’ish land. Good little creature, and the price is tough to beat. But a 1/1 is still just a 1/1. Hasn't been tested thoroughly.
Phyrexian Walker – Free, and good toughness, however, XLS deck doesn’t care much about toughness. Plus lacks the evasion of the Ornithopter. Move along.
Basking Rootwalla – Great with Wild Mongrel or Stampede Driver. This cute widdle guy has reusable pump build in for some staying power. Not great if hardcast, so might require some building around.
Vine Dryad - A classic card. Beating for 1 on the draw turn 1 is always nice, especially at instant speed. Also, it must be noted it "costs" 4 mana, so it helps protect itself from things like Ratchet Bomb and Engineered Explosives, which normally wreck this deck.
1cc
The bread and butter of the deck, 1cc creatures will provide the vast majority of the offensive.
Dryad Militant - STAPLE. Absolutely no reason to not play this. Main 4 all day 'erra day.
Experiment One - Not quite as auto-include as Militant due to some small deck conflicts (it's just awkward with Pit-Skulk). I'd still main 4 most of the time.
Rogue Elephant - Rogue Elephant is a card that has to be played around to work right, but its power is just so worth it. A 3/3 for G? Hell'yeah! He just begs the question of, "How can we make this work??" Rogue Elephant makes Land Grant pretty much guaranteed free, and many tourney decks have shown the value of free land searching and the ability to run low land for a greater threat density. What makes the deck tick and mitigates the Elephant's issue further is the Quirion Ranger / Llanowar Elves interaction, which is pretty much GOLD, and makes the Elephant doable. Don't leave home without them.
Ghazban Ogre – Ghazban Ogre used to be a shoe-in back in the day. 2/2 for G in a deck where you were most likely always going to have more life. Not great vs. burn or the more-prevalent-nowadays lifegain decks. Today, there are slightly better or less conditional creatures, but this is still a good budget/oldschool option.
Wild Dogs – Well, here's Ghazban Ogre's ugly, drunken, half-brother. We lost 1 toughness… for... cycling? But, how often are you going to have the mana to cycle this for a card… or have it and be willing to spend 2 mana on this? Not often is my bet.
Skyshroud Ridgeback – This guy is deceptively great. XLS is full of aggressive cards that have conditions to meet. On the other hand, Ridgeback is a relatively condition-free 2/3 for G, for the duration that you're likely to need him. “But wait, ZOMG, he’s gone in two turns!” In 2 turns, you should have dealt at least 15 damage between him ‘n your other critters. If you haven't, your game is over whether your 2/3 sticks around or not. Also, a nice target for Bequeathal.
Mtenda Lion – Basically a 2/1 for G. Your average blue player is never going to pay the U to prevent a measly 2 damage. In the first 3 turns, BillyBlueDeck is going to be saving his stuff for a Counterspells. And if he’s actually dumb enough to pay the U or leave the island untapped… well, its a nearly free Time Walk for you. Bonus!
Jungle Lion – Can’t block? Who has time for blocking nowadays?
Tattermunge Maniac – 2/1 for G is good, but other dudes edge this card out.
Scryb Sprites – It's green. And it flies. Weird. Flying critter for G isn’t bad, but 1 power isn't anything special. Good in a deck with a much heavier pump package.
Uktabi Drake - Another flier, but it has haste. Downside is, it doesn't stick around. Pretty cool, but not amazing. Another potent Bequeathal and Skullclamp target.
Magus of the Vineyard – Risky play with this dude. You’re making free mana for you and ‘yer opponent, but he gets to use it first. Now, in theory, you should be able to make better use of that free mana than your foe (and could open you up to some 2cc dudes), but giving them first dibs on free mana to bring blockers out isn’t great for your strategy. Use cautiously and with lots of evasion.
Nettle Sentinel – Pretty much a con-free 2/2 for G. You’re playing lots of green spells over the next 4 turns, he’ll untap no problem. In fact, he can generally be thought of as having vigilance.
Twinblade Slasher – Expensive to pump, the wither is not likely to make much of a difference to you. Not a “bad” card, perse’…we just have better pump and combat tricks in here.
Taunting Elf – I dig this card. It always takes everyone by surprise. He goes from “awe cute” to “crap, 10 damage and I can’t block any of it!”. Bequeathal bait.
Scythe Tiger – Not nearly as cool as the Elephant. Sure, it can't be burned, but you can’t target it with your own pump either. Oh, and its got one less toughness. There’s not room in this deck for both the Elephant and this (unless you’re trying for a goofy 10-Land Harvest Wurm Stompy deck.)
Skarrgan Pit-Skulk – 2/2 for G. What's more? IT HAS NO DRAWBACK. Amazing synergy with Rancor as well.
Elvish Lyrist/Druid Lyrist - These prevent you from just rolling over to cards like Ghostly Prison that would screw you over. Druid is preferable to Elvish, due to helping immunity to Engineered Plague. Always find room for 4 of these guys between the main and the side.
Skyshroud Elite - A very meta-dependent choice. If you are in a more developed metagame, he could potentially be a 2/3 for G, no drawbacks!
Wolfbitten Captive - Very solid card. Definitely better than Basking Rootwalla. He's a solid mana sink, but you often times will be using most of your mana. Hopefully, at least! If he flips, you more often than not will be flipping him back the next turn with your machine-gun weenies, but he seems more powerful as a human anyway. If you have a soft-spot in your heart for werewolves, or just like to put pressure on-board without committing, this is always a fine card for that.
Ulvenwald Tracker - Slow. Way too slow. Much too slow indeed. For 2 mana you could be getting so much pressure on the field that their one creature shouldn't matter. I could see this as a 1-of in maybe a tech slot if you're into that sort of thing, but I'm personally not a fan of this card.
2cc
Here’s a selection of some efficient or evasive 2cc creatures.
Silhana Ledgewalker – Not the greatest power, but there aren’t more resilient, or better pump targets out there.
River Boa – The regeneration here is key, and helps keep the pressure and punch through those last few damage points without fear. Plus, very imposing when wearing a Rancor. Say hi to BillyBlueDeck for me
Garruk's Companion – A 3/2 trample for GG is very efficient, and the trample is a huge add-on. A little pump on this guy every turn, and you’ve applied heavy T2 pressure that’s tough to recover from.
Harvest Wurm – Tricky card to play in this deck. The synergy with Rogue Elephant is obvious and sick, though the odds that you’ll see one of each in the first 3 turns isn’t great. *****in’ if you can pull it off. Can be pitched to Bounty of the Hunt or Vine Dryad if the Elephant shenanigans don’t work out.
Strangleroot Geist - Very nice card indeed. I'd max the 2-drops in here to 6-8 slots, max, so if you have room or just don't like the other cards, this is always worth running. Much better than Garruk's Companion, too!
Pump Giant Growth – Staple. 3 damage for G, plain and effective.
Groundswell - Excellent pump spell. Great synergy with Quirion Ranger.
Vines of Vastwood - Normally a good card in green decks with a lot of ramp, but only so-so here. It's rare you’ll want to sink GG into kicking it. Not bad protection, if you feel you reallllly need it for your meta, and 4 damage for GG is not awful, but there’s better pump in this deck.
Rancor – An all-star in this deck. 2 damage, and trample… for a single G. Oh, and its reusable. Tough to believe this was a common. Though its probably one of the pricier cards $-wise, its very worth it, as it keeps your pressure on through the game with recurring pump-spells.
Seal of Strength – Decent older card, 3 damage for G is good. You lose some of the surprise factor, but can be fun to use for the psychological factor. Plus, if you’re attacking with more than they can block, extra pump should be obviously on its way. Can be used as a savings plan for your pump, letting you use all your mana on T2 or T3 if needed. Besides, who doesn't like more Giant Growth?
Might of Old Krosa – 4 damage for G is good, though requires playing around it a bit.
Briar Shield – No real surprise factor here, but the ability to add extra pain for a few turns, and then much more when swing for the win is pretty nice. If played well, you should expect at least to get the normal +1/+1 for a turn, and the +3/+3 the turn you sac it.
Bounty of the Hunt – I LOVE this card. Nobody ever sees it coming. This deck, while certainly focused on aggro, also has a variety of cards that may not always be cherry at that point of the game, and you’ll usually find something in your hand that would be better used as a surprise free Giant Growth than whatever it was. A free Giant Growth woulda’ been cool on its own (card disadvantage aside), the ability to distribute the pump to save creatures, overpower blockers, or spread the wealth & complicate your opponents reaction plan is what takes this from good to great. Try it, you’ll like it.
Scent of Ivy – Great in the opening hand (6 potential flying damage with an Ornithopter, T2), not very good later. Should be good for at least 3 damage, though revealing your hand is not a great idea if you opponent hasn’t played against your deck before.
Stampede Driver – Another potentially good card that has to be played around, great with a deck heavier on creature swarm, and the trample makes allll the difference.
Berserk – Coupled with a good creature, after any pump, Big Daddy 'B is perfect for this deck. Tourney level and priced appropriately :p.
Invigorate - If you are running Berserk, this is a 5-star card. If you aren't. leave these at home.
Prey's Vengeance - Basically a +4/+4 pump spell, split over 2 turns. Biggest issue is that it doesn't pump it all at once, but it's a perfectly viable option.
Muscle Burst - Another card that has nothing really wrong with it, but there are just better options.
Mutagenic Growth - The deck can get a bit mana-hungry, but I still wouldn't run this. +2/+2 is irrelevant so often it's not even funny.
Revenge of the Hunted - An interested card indeed. I personally am biased against the miracle mechanic, so maybe take this review with a grain of salt! I'm not sure how this will effect the deck right now. As a miracle it seems awesome, but it is literally impossible to hardcast this in stompy. My thoughts go to some sort of "pitch-stompy" with 4 Vine Dryad and 4 Bounty of the Hunt. Time will tell if this turns out, though I am doubtful.
Draw
This deck needs some draw to give it a little staying power as we empty our hands.
Skullclamp – What hasn’t already been said about Skullclamp over the years? It slices, it dices, it juliens elephants… and it freakin’ draws you like crazy. The deck is packed with 1 toughness dudes. This card single-handedly takes the deck from a “turn5 or nothing”, into a formidable mid-game monster (if it goes that long.) Oh, not to mention allows for plausible recovery from Wrath of God and friends.
Bequeathal – I find Bequeathal to be ideal card draw in this deck :). You have Taunting Elf and Skyshroud Ridgeback as perfect targets. The elf is serving the purpose of getting through damage by waylaying blockers...meaning, "she gonna' die". The Ridgeback will die in two turns. Both keel over, when you're likely to want to draw some cards. That's eight cards in the deck that Bequeathal should be guaranteed to find a target for.
Other Support Dismember – Finally! Mono-Green has removal! What's 4 life when you will be clearing out their last blocker before you win, right? Just don't use too many of them, as they mess with your cards that want green spells.
Prey Upon – Not quite as good as Dismember. Most of your guys are small, so in order to make a trade with anything, you will also need some pump on it. Plus you lose your guy. Not worth it.
Winter Orb – A deck with low land count, mana dorks, and a slim curve. Sounds like a perfect recipe for mana denial. Winter Orb will be guaranteed to slow down your opponent WAY more than you.
Ankh of Mishra – This deck relies heavily on Quirion Ranger/Land Grant sorts of interaction, which doesn’t meld all that well with the Ankh. However, you’re still running fewer lands, likely faster threats, you can come out on top. Plus, your opponent will think twice about playing lands when their life is down past 10.
Sylvan Library – Stompy decks tend to have weak mid and late games. This can help you go the extra mile. I suggest only one or two though.
Splashing Other Colors
Running 4 Land Grant in most builds, you get a free fetch, as long as it’s a “forest”, which means: Original Duals & other (guildpact/ravnica) duals. Of course, that increases the cost of the deck ($ha-$hing). With 4 Land Grant and 4 Duals, you stand a reasonable chance at accessing that splashed color by T2 (roughly 1 in 7 cards).
The intent of this deck is to roll 20 damage out as quickly as possible. Your splash should also have the intent of supporting that strategy, either by burning the way of blockers (Sligh-ish), or otherwise removing them (Swords to Plowshares), or pumping your dudes (Unstable Mutation).
Red Taiga – The original G/R dual. Not budget friendly.
i can be wrong, but i think 10 land stompy need some comments about the infect version (that runs cool man in casual), also i will post my 2 list (since i dont reminder) when i arrive to my house, i have a pauper and a "true" power version
Well isn't this just perfect. I was talking about how our meta needs a 10 land stompy just the other day but nobody had the first clue how to go about making one.
Awesome! I was going to write this but then I got lazy. I'm glad it's finally written!
A few comments -
- Honestly I have never seen Mana Elves in a competitive 10-land stompy build though. Considering the deck runs on a maxed curve of two, I can't really see how it's needed.
- IMO Land Grant should be 5 stars easily. Sure it can be randomly countered etc. but the effect of thinning is magnified with such a low land count. Also, keep in mind extra Land Grants can be pitched to Vine Dryad and Bounty, something that lands cannot do.
- Also about Vine Dryad, what you're missing about the card that makes it so vital is that it has 3 toughness (Higher than most other creatures) and it "costs" four, meaning it's one of the few creatures that can survive stuff like Powder Keg, Ratchet Bomb, and Engineered Explosives, which generally wreck the deck. I think Vine Dryad is an absolute must.
- Pendelhaven is bad, IMO. Not only opens you up to hate but the deck basically revolves around Quirion Ranger.
- Another thing about Quirion Ranger - it essentially makes the deck immune to land destruction, which the deck would otherwise fold to. After I tell people about 10-land stompy, their first reaction is that it autoloses to land destruction, not knowing the true power of the Ranger.
- Skyshroud Ridgeback is really bad. In theory it should kill someone before the fading effect ends, but in reality, you actually have to interact with the other player. Any form of disruption and its effectiveness dwindles. Try playing it when the opponent has a few blockers out. It's completely useless.
- Missing Elvish Lyrist/Druid Lyrist. It prevents auto-game over from stuff like Ghostly Prison or various other enchantments that would screw you over. Essential to any build despite its one power.
- Also missing Skyshroud Elite. It may not be that useful in a casual setting but more competitive metas it's basically a 2/3 for 1 with no drawback.
- The key to River Boa isn't really regen, it's regen coupled with Islandwalk. Normally blue's favored disruption method is through artifacts like Keg and Ratchet Bomb, or through blocking, both methods essentially useless against Boa. The card is a nightmare for blue players because it makes it so much tougher for them to stabilize.
- Besides Quirion Ranger, the other key to the deck is Winter Orb. I know you have it included but I think it turns the deck from decent to an absolute monster. The deck has a couple of main weaknesses: one, it's pretty easy to disrupt, as long as you get the disruption within the first three turns, and two, against most other aggro decks since they'll play bigger creatures than you. Winter Orb puts you on at least even ground/puts the game in your favor.
Awesome! I was going to write this but then I got lazy. I'm glad it's finally written!
Sort of like me on my Vampire primer I should get back to work on that.
A few comments -
- Honestly I have never seen Mana Elves in a competitive 10-land stompy build though. Considering the deck runs on a maxed curve of two, I can't really see how it's needed.
It basically adds tons of explosiveness (especially with Ranger), plus, they are 1/1 dudes when you're ready for an alpha-strike
- IMO Land Grant should be 5 stars easily. Sure it can be randomly countered etc. but the effect of thinning is magnified with such a low land count. Also, keep in mind extra Land Grants can be pitched to Vine Dryad and Bounty, something that lands cannot do.
Yeah, no idea why we rated it lower.
- Also about Vine Dryad, what you're missing about the card that makes it so vital is that it has 3 toughness (Higher than most other creatures) and it "costs" four, meaning it's one of the few creatures that can survive stuff like Powder Keg, Ratchet Bomb, and Engineered Explosives, which generally wreck the deck. I think Vine Dryad is an absolute must.
Thanks I'll add that
- Pendelhaven is bad, IMO. Not only opens you up to hate but the deck basically revolves around Quirion Ranger.
Hence me saying maybe as a higher land count. I have seen some lists run it, so I thought it was worth a mention.
- Another thing about Quirion Ranger - it essentially makes the deck immune to land destruction, which the deck would otherwise fold to. After I tell people about 10-land stompy, their first reaction is that it autoloses to land destruction, not knowing the true power of the Ranger.
Haha, I'll add that little bit too!
- Skyshroud Ridgeback is really bad. In theory it should kill someone before the fading effect ends, but in reality, you actually have to interact with the other player. Any form of disruption and its effectiveness dwindles. Try playing it when the opponent has a few blockers out. It's completely useless.
That hasn't been my experience. He's always just been a fast beater for me. A lot of people won't even block to try and kill him, do to him "dieing in 2 turns." Those people, of course, are the ones who haven't played against the deck before
- Missing Elvish Lyrist/Druid Lyrist. It prevents auto-game over from stuff like Ghostly Prison or various other enchantments that would screw you over. Essential to any build despite its one power.
Oh yeah, for sure!
- Also missing Skyshroud Elite. It may not be that useful in a casual setting but more competitive metas it's basically a 2/3 for 1 with no drawback.
Forgot this guy too. I remembered him right before I posted the primer, but I was too lazy to add him at the time :/
- The key to River Boa isn't really regen, it's regen coupled with Islandwalk. Normally blue's favored disruption method is through artifacts like Keg and Ratchet Bomb, or through blocking, both methods essentially useless against Boa. The card is a nightmare for blue players because it makes it so much tougher for them to stabilize.
Sure, I'll add that tidbit as well.
- Besides Quirion Ranger, the other key to the deck is Winter Orb. I know you have it included but I think it turns the deck from decent to an absolute monster. The deck has a couple of main weaknesses: one, it's pretty easy to disrupt, as long as you get the disruption within the first three turns, and two, against most other aggro decks since they'll play bigger creatures than you. Winter Orb puts you on at least even ground/puts the game in your favor
I wouldn't say it's an auto-include (Like the Pauper one can hold it's own without it), but definitely should be tried to be fit in.
Great job on the primer!
More notable pump spells: Invigorate another free pump. Gives 3 life to an opponent, but it is irrelevant if you play Berserk straight afterwards.
Edit:
How about Spider Umbra? Small buff, reach and another life for the enchanted creature.
Same with Hyena Umbra if running a W splash.
Very nice. I've read the beginning threads, but it's good to see it all in place. I'll read over and see if I can catch any grammar problems / typos. Eventually though, it's on my "To-Build" pile, so maybe I'll actually get some experience on it.
If there does come an infect version, Invigorate is 5 star there. It's absolutely free in infect and it takes the Giant Growth slot for sure. I've moved my Growths out for them in my infect and never looked back.
Very nice. I've read the beginning threads, but it's good to see it all in place. I'll read over and see if I can catch any grammar problems / typos. Eventually though, it's on my "To-Build" pile, so maybe I'll actually get some experience on it.
If there does come an infect version, Invigorate is 5 star there. It's absolutely free in infect and it takes the Giant Growth slot for sure. I've moved my Growths out for them in my infect and never looked back.
Well, I'm not going to put up an infect version until the end of the Mirrodin block, in case we get more infect support (which we probably will).
noble hierarch is a 5 star in stompy, its a llanowar that gives pump
This is an interesting comment to me. It seems to me that you're not very likely to attack with only one creature in 10land stompy, you're often attacking with a few, and pumping what gets thru, right? Maybe NH would help get thru T2 damage, or the pumping a last standing critter on your last stand.
I don't have any NH, so I guess I'm curious how it works in practice.
depends of your opening hand, if you draw only one NH, i still prefer to hit with another creature and use NH + lands to cast other pump spells, if you drop a Silhana + NH T1 i only hit with Silhana, even if i had NH + Silhana, i prefer to drop Silhana T1 and NH T2. But, NH is like fetchs lands or tarmogoyf for stompy casual, too much $$, but do some tests in MWS, im testing a infect version with NH, its cool, one more poison counter is good for sure
With infect, I could see that. With a Rancor'd goyf or Silhana, I could see that too. I just don't like the 0 power, but I suppose you're not planning to attack with him. Truthfully, I've attacked with a Llanowar more often that I'd originally thought I might.
A build with Silhana seems a slightly different strategy that a blind "rush and pump what makes it through" strat.
Bone_doc's thread from about 6 months ago introduced me to the XLS archetype. I went nutty mocking up stompy decks with every sort of evasive creatures I could find. I even had a dryad stompy. (Not a good one, but...)
Llanowar Augur is probably the most controversial. Thing is, he grants trample. And trample is important for any creature that doesn't have evasion (like Skyshroud Ridgeback). He also works as an alternate target for Bequeathal. Some opponents make the mistake of thinking he's a little wall. He doesn't have defender, yet they ignore him when deciding how many blockers to leave. Every now and then I'll GG him and swing.
Couplah card notes.
Invigorate is fabulous in infect decks, but can also find a home in more traditional stompy builds. I've seen a few abusing the synergy with Kavu Predator. Very tricksy, though. I tested it for a while, but ultimately felt it was too difficult to get them lined up.
Talara's Battalion will screw you over more often than you'd think. I run/ran her in my elf stompy. I probably wouldn't run her in anything other than an elf stomper.
hm i have missed the trample in llanowar augur, loose the instant speed for trample and a good target for bequeathal, nice sinergy, i will run that to see.
talara only shines in a "ramp" stompy variant, virtual ramp helps here, i run 2 talara in a stompy with elvish spirit guide with no screw.
I could be misinterpreting what you wrote about Elvish Spirit Guide, but it looks like the same mistake I made when I bought the cards. The shopkeeper told me that exiling ESG counted as a spell and I played it as such. Well, turns out ESG's mana ability is not a spell. It's an ability. Even says so right on the card. (Silly me.) Top decking Talara's Battalion is trouble even if you do hold onto an ESG waiting for her.
ESG isnt a spell, he helps to drop the green spell need for talara, top decking talara is a trouble, because of that i run only 2, i dont wanna to see talara in first turns, but i like to see talara in my t2 with 2 lands and one more mana source in hand
anyway, in my current meta, talara isnt that good, too much bolts flying in the red sky these days ^^
Llanowar Augur looks very interesting, wasn't familiar with that card. Its like an almost better Seal of Strength...though having to use it during your upkeep makes it tricky. It'd be a shoe-in for a deck with lots of evasion...how does it play in testing in a conventional stompy?
Llanowar Augur is a relatively new addition to the deck. I can't claim much testing experience. He got added after testing against burn. I found I was getting too many pump cards and my creatures kept getting burned off. So, I went looking for a card that was both creature and pump. If you play with a sideboard, he might earn a spot in there.
Slippery Bogle is another 1cc creature for the primer. Another solution for removal-heavy meta. You just have to have to make the card dance a little when you cast him. The tongue sticking out in the artwork is more effective that way.
Llanowar Augur is a great card in XLS, imo. First turn, drop a land, drop memnite, drop Llanowar Augur. T2, Memnite's a 4/4 with trample. Not bad. You can even equip beqeathal or Skullclamp to it.
Oh, and why isn't Birds of Paradise in this primer? While it doesn't have power on its own, it has flying, which is a big bonus over Llanowar Elves. Plus, if you splash other colors, it doesn't just produce G.
I'm just trying Bequeathal > Skullclamp right now, to help support the Dryad and Bounties. Harvest Wurm is there mostly because It's got a really nifty ineraction with Elephant, but I might try Talara's Battalion in it's place. There are 8 ways to pitch a dead one, and the Dryad help support it. Singleton Library should be a staple in my opinion. It gives you a lot of reach, and is good alongside Bequeathal/Skullclamp, but more than 1 seems to clog too much, even with pitching. Any thoughts on this?
Ya know, Sylvan Library might be a good replacement for Skullclamp, if we wanted to make the deck Legacy.
Think about it like this: You pay one to play Skullclamp, and another to equip. That's already two mana to draw two cards. And we're not even factoring in every next time you want to equip Skullclamp. Sylvan Library, on the other hand, costs two mana as well, but has no other cost besides that (not factoring in life loss). So, it consistently draws two more cards per turn, the life loss shouldn't matter as you should already be winning by the time Sylvan Library hits play, and you don't need to sacrifice any creatures, ensuring a few more points of damage per turn.
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History
10-Land Stompy is a highly-aggressive green deck, which originated in the extended of 2002. Most decks in extended at the time were combo-orientated, such as Oath, and in order to play aggro in such an environment, you needed to have an extremely fast clock. Thus, 10-Land Stompy (XLS) was born.
Strategy
The general strategy behind XLS is to run very cheaply costed, efficient creatures/spells (mostly 1-2cc) to aggressively deal as much damage as possible. Running such a low curve of spells allows us to run a very low land count… less land means more creatures/spells that can do damage. On top of this, a few key synergies with green’s plethora of mana-dorks allows us to make more much more mana than we should during turns 2-3, especially for such a land-lean deck.
Basic run through: Cast cheap creatures, making use of Quirion Ranger, Land Grant, and Llanowar Elves to support the manabase. The rest is simple, turn sideways, and pump heavily. Lather, rinse, repeat, win. Therein lies the weakness of XLS… like many weenie-orientated aggro decks, it can run out of steam before doing its 20 damage. However, we add a little support, such as draw, to try and help that.
Deck construction: Most XLS decks want to run nearly as many pump and support spells as creatures (bone_doc feels 30:20:10 is the best), while some run slightly more creatures. What’s key is to keep a good amount of efficient pump, as that’s how you’ll push through extra damage. Less can be run for more of a swarm approach. The best way to view it, is like mono-green burn in a way. Make your choices as effective as possible.
The creature selection for XLS is somewhat similar in strategy to most aggro strategies. Basically, find creatures with a high power:cost ratio (Rogue Elephant), cast them quickly, and swing for the fences. That’s cool, because green’s king at that whole power:cost deal.
One of the nice things about XLS is that most of the key cards in the deck are dirt cheap commons, and plenty of options to customize it for your style; you can throw together a strong XLS deck for $10. And twice that will make a powerful build with Rancor and Skullclamp. The choice is up to you how much money you want to sink into the deck.
Another nifty think about XLS is the ability to play so few lands. By filling the deck with mainly 1-2cc critters, the beautifully low curve allows you to play a very low land count (generally). However, if you want to add some more of the efficient 2cc creatures as well, I suggest you up your land count to around 12-14 lands, to help consistency. If you want to add in maybe four 2cc creatures, up the land count to 10 or 12 is okay. Upping to say, ten 2cc critters, should probably have you closer 14 land. Beyond this is just starting to stray from the XLS strategy to a normal green aggro strategy.
There is probably more pump in a stompy deck than any other type of deck. And the pump serves a couple (obvious) purposes. Such as casting Giant Growth after blockers are declared, to take your modest 2 and 3 power creatures to 5, 6, 7 power and beyond. They are like the deck's "Burn Spells."
Card Breakdown
Manabase
Forest – Are you really asking me to explain this?? Have you been playing manaless Ichorid for the past 3 years or something???
Land Grant – Pretty much a free land, especially in a deck that runs so few land. There’s nice tricks to be played with Quirion Ranger and Rogue Elephant. While its debatable as to the value of “thinning” (supposedly statistically insignificant), it seems pretty obvious that the effect of thinning in a deck with so few lands is much more significant.
Llanowar Elves and Fyndhorn Elves – Classic green mana dorks. Without a doubt, an auto 4-of. He's part of the reason this deck can run so low of land. Oh, he can attack too. Great on his own, but incredible with…
Quirion Ranger – Perhaps the MVP of this deck. She's the gas. The ever-important gas. She plays well with Llanowar Elves, and gives most of your guys pseudo-vigilance. Ranger with a Llanowar Elves, and a forest is worth 4 mana. While controlling one land. I’d rate her a six if it were possible. Just a cool trick: She can basically be a mana dork herself, just tap and untapped land for mana, bounce it to your hand, and play it again for another piece of mana. And yes, she CAN target untapped creatures. Also, you would think this deck scoops to land destruction? Well, Quirion makes you IMMUNE to land kill spells too! ABSOLUTELY NO REASON to not max this card.
Arbor Elf – While it serves the same purpose as Llanowar/Fyndhorn Elves, this guy is not quite as useful in XLS. He can't be abused very much by Quirion Ranger, and it useless with no land out.
Elvish Spirit Guide – This card is great! Totally worth it. I find myself using it more and more every time I play this deck.
Lotus Petal – See Elvish Spirit Guide. However, this little guy can be more potent in lists running Tarmogoyf.
Wild Growth – Another classic accelerant. Not as good as Llanowar Elves, but decent. Cons include not being able to attack with it, and is a bad date with Rogue Elephant. Would be almost cool with Arbor Elf if you didn’t lose the WG to a bounce with the Quirion Ranger. There is better accel out there for this deck.
Pendelhaven – While the deck isn’t chock full of 1/1s, its tough to scoff at “free” pump for Llanowar Elves, Scryb Sprites, Quirion Ranger, ect. It's largest downside is that it can't be bounced by Quirion, so it might force you to mull when you only have the Quirion + 1 land hand. Certainly not a 4-of, especially due to it's legendary status, but not bad as an 11th-14th land.
Dryad Arbor – It’s a free Llanowar Elves, but would also count as a land drop… with summoning sickness. Not awful, but could get in the way of our Quirion Ranger antics. Perhaps could be an 11th-14th land.
Mox Emerald – “Smoke ‘em if you got ‘em.”
Creatures
Main Creatures
0cc
There are a few free creatures out there, and having one or two allow your curve to remain low. More than a handful of these will encourage 8-land builds.
Ornithopter – Free flyer just waiting to get pumped? Yes please! Great in decks that opt for a greater percentage of pump. 0 power sucks when we run outta’ juice though, and a bit of a bad topdeck.
Memnite – Free 1/1, and free is great in any deck, especially one with 10’ish land. Good little creature, and the price is tough to beat. But a 1/1 is still just a 1/1. Hasn't been tested thoroughly.
Phyrexian Walker – Free, and good toughness, however, XLS deck doesn’t care much about toughness. Plus lacks the evasion of the Ornithopter. Move along.
Basking Rootwalla – Great with Wild Mongrel or Stampede Driver. This cute widdle guy has reusable pump build in for some staying power. Not great if hardcast, so might require some building around.
Vine Dryad - A classic card. Beating for 1 on the draw turn 1 is always nice, especially at instant speed. Also, it must be noted it "costs" 4 mana, so it helps protect itself from things like Ratchet Bomb and Engineered Explosives, which normally wreck this deck.
1cc
The bread and butter of the deck, 1cc creatures will provide the vast majority of the offensive.
Dryad Militant - STAPLE. Absolutely no reason to not play this. Main 4 all day 'erra day.
Experiment One - Not quite as auto-include as Militant due to some small deck conflicts (it's just awkward with Pit-Skulk). I'd still main 4 most of the time.
Rogue Elephant - Rogue Elephant is a card that has to be played around to work right, but its power is just so worth it. A 3/3 for G? Hell'yeah! He just begs the question of, "How can we make this work??" Rogue Elephant makes Land Grant pretty much guaranteed free, and many tourney decks have shown the value of free land searching and the ability to run low land for a greater threat density. What makes the deck tick and mitigates the Elephant's issue further is the Quirion Ranger / Llanowar Elves interaction, which is pretty much GOLD, and makes the Elephant doable. Don't leave home without them.
Ghazban Ogre – Ghazban Ogre used to be a shoe-in back in the day. 2/2 for G in a deck where you were most likely always going to have more life. Not great vs. burn or the more-prevalent-nowadays lifegain decks. Today, there are slightly better or less conditional creatures, but this is still a good budget/oldschool option.
Wild Dogs – Well, here's Ghazban Ogre's ugly, drunken, half-brother. We lost 1 toughness… for... cycling? But, how often are you going to have the mana to cycle this for a card… or have it and be willing to spend 2 mana on this? Not often is my bet.
Skyshroud Ridgeback – This guy is deceptively great. XLS is full of aggressive cards that have conditions to meet. On the other hand, Ridgeback is a relatively condition-free 2/3 for G, for the duration that you're likely to need him. “But wait, ZOMG, he’s gone in two turns!” In 2 turns, you should have dealt at least 15 damage between him ‘n your other critters. If you haven't, your game is over whether your 2/3 sticks around or not. Also, a nice target for Bequeathal.
Mtenda Lion – Basically a 2/1 for G. Your average blue player is never going to pay the U to prevent a measly 2 damage. In the first 3 turns, BillyBlueDeck is going to be saving his stuff for a Counterspells. And if he’s actually dumb enough to pay the U or leave the island untapped… well, its a nearly free Time Walk for you. Bonus!
Jungle Lion – Can’t block? Who has time for blocking nowadays?
Tattermunge Maniac – 2/1 for G is good, but other dudes edge this card out.
Scryb Sprites – It's green. And it flies. Weird. Flying critter for G isn’t bad, but 1 power isn't anything special. Good in a deck with a much heavier pump package.
Uktabi Drake - Another flier, but it has haste. Downside is, it doesn't stick around. Pretty cool, but not amazing. Another potent Bequeathal and Skullclamp target.
Magus of the Vineyard – Risky play with this dude. You’re making free mana for you and ‘yer opponent, but he gets to use it first. Now, in theory, you should be able to make better use of that free mana than your foe (and could open you up to some 2cc dudes), but giving them first dibs on free mana to bring blockers out isn’t great for your strategy. Use cautiously and with lots of evasion.
Nettle Sentinel – Pretty much a con-free 2/2 for G. You’re playing lots of green spells over the next 4 turns, he’ll untap no problem. In fact, he can generally be thought of as having vigilance.
Twinblade Slasher – Expensive to pump, the wither is not likely to make much of a difference to you. Not a “bad” card, perse’…we just have better pump and combat tricks in here.
Taunting Elf – I dig this card. It always takes everyone by surprise. He goes from “awe cute” to “crap, 10 damage and I can’t block any of it!”. Bequeathal bait.
Scythe Tiger – Not nearly as cool as the Elephant. Sure, it can't be burned, but you can’t target it with your own pump either. Oh, and its got one less toughness. There’s not room in this deck for both the Elephant and this (unless you’re trying for a goofy 10-Land Harvest Wurm Stompy deck.)
Skarrgan Pit-Skulk – 2/2 for G. What's more? IT HAS NO DRAWBACK. Amazing synergy with Rancor as well.
Elvish Lyrist/Druid Lyrist - These prevent you from just rolling over to cards like Ghostly Prison that would screw you over. Druid is preferable to Elvish, due to helping immunity to Engineered Plague. Always find room for 4 of these guys between the main and the side.
Skyshroud Elite - A very meta-dependent choice. If you are in a more developed metagame, he could potentially be a 2/3 for G, no drawbacks!
Pouncing Jaguar - Not the best, but not the worst either.
Wolfbitten Captive - Very solid card. Definitely better than Basking Rootwalla. He's a solid mana sink, but you often times will be using most of your mana. Hopefully, at least! If he flips, you more often than not will be flipping him back the next turn with your machine-gun weenies, but he seems more powerful as a human anyway. If you have a soft-spot in your heart for werewolves, or just like to put pressure on-board without committing, this is always a fine card for that.
Ulvenwald Tracker - Slow. Way too slow. Much too slow indeed. For 2 mana you could be getting so much pressure on the field that their one creature shouldn't matter. I could see this as a 1-of in maybe a tech slot if you're into that sort of thing, but I'm personally not a fan of this card.
2cc
Here’s a selection of some efficient or evasive 2cc creatures.
Silhana Ledgewalker – Not the greatest power, but there aren’t more resilient, or better pump targets out there.
River Boa – The regeneration here is key, and helps keep the pressure and punch through those last few damage points without fear. Plus, very imposing when wearing a Rancor. Say hi to BillyBlueDeck for me
Garruk's Companion – A 3/2 trample for GG is very efficient, and the trample is a huge add-on. A little pump on this guy every turn, and you’ve applied heavy T2 pressure that’s tough to recover from.
Harvest Wurm – Tricky card to play in this deck. The synergy with Rogue Elephant is obvious and sick, though the odds that you’ll see one of each in the first 3 turns isn’t great. *****in’ if you can pull it off. Can be pitched to Bounty of the Hunt or Vine Dryad if the Elephant shenanigans don’t work out.
Sylvan Ranger – Basically a Land Grant on legs.
Sakura-Tribe Elder – See Sylvan Ranger. Can't attack or block, but ramps. Generally inferior to Sylvan Ranger.
Viridian Emissary - Like Sakura-Tribe Elder, but beats for 2. Requires more testing.
Tarmogoyf – Everyone’s favorite green meatstick. With a deck packin’ a potential assortment of graveyard bound creatures (Taunting Elf/Elvish Spirit Guide), instants (Giant Growth), Sorceries (Land Grant), enchantments (Seal of Strength), artifacts (Lotus Petal), and land (care of Rogue Elephant)…the potential is there for a beefy ‘Goyf! Pretty spendy though.
Talara's Battalion - Requires a little building around, but can be worth it.
Scryb Ranger - Quirion Ranger + Scryb Sprite, kinda.
Wren's Run Vanquisher - Elvish Stompy is very viable, and this is one of the main reasons to run it. Another might be Wirewood Pride.
Strangleroot Geist - Very nice card indeed. I'd max the 2-drops in here to 6-8 slots, max, so if you have room or just don't like the other cards, this is always worth running. Much better than Garruk's Companion, too!
Pump
Giant Growth – Staple. 3 damage for G, plain and effective.
Groundswell - Excellent pump spell. Great synergy with Quirion Ranger.
Vines of Vastwood - Normally a good card in green decks with a lot of ramp, but only so-so here. It's rare you’ll want to sink GG into kicking it. Not bad protection, if you feel you reallllly need it for your meta, and 4 damage for GG is not awful, but there’s better pump in this deck.
Rancor – An all-star in this deck. 2 damage, and trample… for a single G. Oh, and its reusable. Tough to believe this was a common. Though its probably one of the pricier cards $-wise, its very worth it, as it keeps your pressure on through the game with recurring pump-spells.
Seal of Strength – Decent older card, 3 damage for G is good. You lose some of the surprise factor, but can be fun to use for the psychological factor. Plus, if you’re attacking with more than they can block, extra pump should be obviously on its way. Can be used as a savings plan for your pump, letting you use all your mana on T2 or T3 if needed. Besides, who doesn't like more Giant Growth?
Might of Old Krosa – 4 damage for G is good, though requires playing around it a bit.
Briar Shield – No real surprise factor here, but the ability to add extra pain for a few turns, and then much more when swing for the win is pretty nice. If played well, you should expect at least to get the normal +1/+1 for a turn, and the +3/+3 the turn you sac it.
Bounty of the Hunt – I LOVE this card. Nobody ever sees it coming. This deck, while certainly focused on aggro, also has a variety of cards that may not always be cherry at that point of the game, and you’ll usually find something in your hand that would be better used as a surprise free Giant Growth than whatever it was. A free Giant Growth woulda’ been cool on its own (card disadvantage aside), the ability to distribute the pump to save creatures, overpower blockers, or spread the wealth & complicate your opponents reaction plan is what takes this from good to great. Try it, you’ll like it.
Scent of Ivy – Great in the opening hand (6 potential flying damage with an Ornithopter, T2), not very good later. Should be good for at least 3 damage, though revealing your hand is not a great idea if you opponent hasn’t played against your deck before.
Stampede Driver – Another potentially good card that has to be played around, great with a deck heavier on creature swarm, and the trample makes allll the difference.
Berserk – Coupled with a good creature, after any pump, Big Daddy 'B is perfect for this deck. Tourney level and priced appropriately :p.
Invigorate - If you are running Berserk, this is a 5-star card. If you aren't. leave these at home.
Prey's Vengeance - Basically a +4/+4 pump spell, split over 2 turns. Biggest issue is that it doesn't pump it all at once, but it's a perfectly viable option.
Muscle Burst - Another card that has nothing really wrong with it, but there are just better options.
Might of the Masses - Pretty decent finishing pump spell. I wouldn't max it, but it isn't all that bad. See also: Wirewood Pride
Mutagenic Growth - The deck can get a bit mana-hungry, but I still wouldn't run this. +2/+2 is irrelevant so often it's not even funny.
Revenge of the Hunted - An interested card indeed. I personally am biased against the miracle mechanic, so maybe take this review with a grain of salt! I'm not sure how this will effect the deck right now. As a miracle it seems awesome, but it is literally impossible to hardcast this in stompy. My thoughts go to some sort of "pitch-stompy" with 4 Vine Dryad and 4 Bounty of the Hunt. Time will tell if this turns out, though I am doubtful.
Draw
This deck needs some draw to give it a little staying power as we empty our hands.
Skullclamp – What hasn’t already been said about Skullclamp over the years? It slices, it dices, it juliens elephants… and it freakin’ draws you like crazy. The deck is packed with 1 toughness dudes. This card single-handedly takes the deck from a “turn5 or nothing”, into a formidable mid-game monster (if it goes that long.) Oh, not to mention allows for plausible recovery from Wrath of God and friends.
Bequeathal – I find Bequeathal to be ideal card draw in this deck :). You have Taunting Elf and Skyshroud Ridgeback as perfect targets. The elf is serving the purpose of getting through damage by waylaying blockers...meaning, "she gonna' die". The Ridgeback will die in two turns. Both keel over, when you're likely to want to draw some cards. That's eight cards in the deck that Bequeathal should be guaranteed to find a target for.
Other Support
Dismember – Finally! Mono-Green has removal! What's 4 life when you will be clearing out their last blocker before you win, right? Just don't use too many of them, as they mess with your cards that want green spells.
Prey Upon – Not quite as good as Dismember. Most of your guys are small, so in order to make a trade with anything, you will also need some pump on it. Plus you lose your guy. Not worth it.
Winter Orb – A deck with low land count, mana dorks, and a slim curve. Sounds like a perfect recipe for mana denial. Winter Orb will be guaranteed to slow down your opponent WAY more than you.
Ankh of Mishra – This deck relies heavily on Quirion Ranger/Land Grant sorts of interaction, which doesn’t meld all that well with the Ankh. However, you’re still running fewer lands, likely faster threats, you can come out on top. Plus, your opponent will think twice about playing lands when their life is down past 10.
Sylvan Library – Stompy decks tend to have weak mid and late games. This can help you go the extra mile. I suggest only one or two though.
Splashing Other Colors
Running 4 Land Grant in most builds, you get a free fetch, as long as it’s a “forest”, which means: Original Duals & other (guildpact/ravnica) duals. Of course, that increases the cost of the deck ($ha-$hing). With 4 Land Grant and 4 Duals, you stand a reasonable chance at accessing that splashed color by T2 (roughly 1 in 7 cards).
The intent of this deck is to roll 20 damage out as quickly as possible. Your splash should also have the intent of supporting that strategy, either by burning the way of blockers (Sligh-ish), or otherwise removing them (Swords to Plowshares), or pumping your dudes (Unstable Mutation).
Red
Taiga – The original G/R dual. Not budget friendly.
Kird Ape – Ideal 2/3 for R.
Lightning Bolt - The king of burn.
Wheel of Fortune – This deck likes to empty its hand…lets refill it on the cheap!
Brute Force :rate4.5:– A red Giant Growth.
White
Savannah - Your dual land of choice.
Path to Exile/Swords to Plowshares - Removal never hurt an aggro deck.
Loam Lion - See Kird Ape.
Black
Bayou - Your dual land of choice.
Dark Confidant - Gives you more of a lategame.
Check out the SuiBlack Primer for more good, cheap, efficient creatures to add on a black splash.
Blue
Tropical Island - Your dual land of choice.
Unstable Mutation - It's like a blue Giant Growth, and it's continuous. Something with Evasion would be the best thing to enchant.
Sample Decklists
8 Forest
4 Land Grant
4 Elvish Spirit Guide
Other Creatures: 30
4 Dryad Militant
4 Nettle Sentinel
4 Quirion Ranger
4 Silhana Ledgewalker
4 Skarrgan Pit-Skulk
4 Vine Dryad
4 Skyshroud Elite
2 Rogue Elephant
4 Rancor
4 Might of Old Krosa (Berserk)
4 Giant Growth
2 Dismember
10 Forest
Creatures: 30
4 Quirion Ranger
4 Skyshroud Ridgeback
4 Llanowar Elves
4 Ghazban Ogre
4 Mtenda Lion
4 Nettle Sentinel
3 Rogue Elephant
3 Taunting Elf
4 Briar Shield
4 Giant Growth
4 Bequeathal
4 Rancor
4 Land Grant
10 Forest
4 Land Grant
1 Lotus Petal (Mox Emerald)
Creatures: 27
4 Llanowar Elves
4 Quirion Ranger
4 Rogue Elephant
4 Skyshroud Ridgeback
4 Mtenda Lion
4 Taunting Elf
3 Ghazban Ogres
4 Giant Strength
4 Seal of Strength
4 Briar Shield
4 Rancor
3 Bounty of the Hunt
10 Forest
Creatures: 27
4 Llanowar Elves
4 Quirion Ranger
4 Nettle Sentinel
4 Silhana Ledgewalker
4 Talara's Battalion
4 Elvish Spirit Guide
3 Wren's Run Vanquisher
4 Might of Old Krosa
4 Giant Growth
4 Rancor
4 Land Grant
3 Skullclamp
2 Wirewood Pride
2 Berserk
Links and References
http://forums.mtgsalvation.com/showthread.php?t=246751 - Largely commented on thread.
//www.mtgthesource.com/forums/showthread.php?15020-[Deck">-Berserk-Stompy"]http://www.mtgthesource.com/forums/showthread.php?15020-[Deck]-Berserk-Stompy - The Berserk Stompy primer over at The Source. It's basically the legacy version of this.
http://forums.mtgsalvation.com/showthread.php?t=280826 - Suicide Black primer written by Fio. If you like this deck, you may want to check this out too.
Credits
Article written by DrDRum, co-written by Bone_doc
Also, a huge thank you for whoever built a 10-Land Stompy deck and posted it here, and for whoever posted on bone_doc's original thread!
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A few comments -
- Honestly I have never seen Mana Elves in a competitive 10-land stompy build though. Considering the deck runs on a maxed curve of two, I can't really see how it's needed.
- IMO Land Grant should be 5 stars easily. Sure it can be randomly countered etc. but the effect of thinning is magnified with such a low land count. Also, keep in mind extra Land Grants can be pitched to Vine Dryad and Bounty, something that lands cannot do.
- Also about Vine Dryad, what you're missing about the card that makes it so vital is that it has 3 toughness (Higher than most other creatures) and it "costs" four, meaning it's one of the few creatures that can survive stuff like Powder Keg, Ratchet Bomb, and Engineered Explosives, which generally wreck the deck. I think Vine Dryad is an absolute must.
- Pendelhaven is bad, IMO. Not only opens you up to hate but the deck basically revolves around Quirion Ranger.
- Another thing about Quirion Ranger - it essentially makes the deck immune to land destruction, which the deck would otherwise fold to. After I tell people about 10-land stompy, their first reaction is that it autoloses to land destruction, not knowing the true power of the Ranger.
- Skyshroud Ridgeback is really bad. In theory it should kill someone before the fading effect ends, but in reality, you actually have to interact with the other player. Any form of disruption and its effectiveness dwindles. Try playing it when the opponent has a few blockers out. It's completely useless.
- Missing Elvish Lyrist/Druid Lyrist. It prevents auto-game over from stuff like Ghostly Prison or various other enchantments that would screw you over. Essential to any build despite its one power.
- Also missing Skyshroud Elite. It may not be that useful in a casual setting but more competitive metas it's basically a 2/3 for 1 with no drawback.
- The key to River Boa isn't really regen, it's regen coupled with Islandwalk. Normally blue's favored disruption method is through artifacts like Keg and Ratchet Bomb, or through blocking, both methods essentially useless against Boa. The card is a nightmare for blue players because it makes it so much tougher for them to stabilize.
- Besides Quirion Ranger, the other key to the deck is Winter Orb. I know you have it included but I think it turns the deck from decent to an absolute monster. The deck has a couple of main weaknesses: one, it's pretty easy to disrupt, as long as you get the disruption within the first three turns, and two, against most other aggro decks since they'll play bigger creatures than you. Winter Orb puts you on at least even ground/puts the game in your favor.
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
4 Elvish Spirit Guide
4 Mtenda Lion
4 Nettle Sentinel
4 Quirion Ranger
4 Rogue Elephant
4 Skarrgan Pit-Skulk
3 Taunting Elf
4 Bounty of the Hunt
4 Giant Growth
4 Land Grant
4 Rancor
4 Seal of Strength
Yeah, let it be noted DrDRum wrote the bulk of this. I only posted it because I would be online more often to update it.
Responses in bold
AH yes, Invigorate should be added.
Looks legit. I might try and fit 2-3 Winter Orb in there though. (Maybe in place of Guide?)
I'll have the OP updated in a little.
If there does come an infect version, Invigorate is 5 star there. It's absolutely free in infect and it takes the Giant Growth slot for sure. I've moved my Growths out for them in my infect and never looked back.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
noble hierarch is a 5 star in stompy, its a llanowar that gives pump
talara's battalion is at most a 3 or 4 star
some spells
10 Forest
4 Llanowar Elves
4 Quirion Ranger
4 Nettle Sentinel
4 Silhana Ledgewalker
4 Talara's Battalion
3 Wren's Run Vanquisher
4 Elvish Spirit Guide
4 Giant Growth
4 Rancor
4 Land Grant
3 Skullclamp
2 Wirewood Pride
2 Berserk
9 Forest
1 Pendelhaven
4 Noble Hierarch
4 Rogue Elephant
4 Quirion Ranger
3 Silhana Ledgewalker
3 Tarmogoyf
2 Scryb Ranger
2 Vengevine
4 Elvish Spirit Guide
4 Giant Growth
4 Rancor
4 Berserk
4 Land Grant
4 Skullclamp
1 Lotus Petal
1 Mox Emerald
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Well, I'm not going to put up an infect version until the end of the Mirrodin block, in case we get more infect support (which we probably will).
Thanks, I'll update the OP soon.
This is an interesting comment to me. It seems to me that you're not very likely to attack with only one creature in 10land stompy, you're often attacking with a few, and pumping what gets thru, right? Maybe NH would help get thru T2 damage, or the pumping a last standing critter on your last stand.
I don't have any NH, so I guess I'm curious how it works in practice.
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
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A build with Silhana seems a slightly different strategy that a blind "rush and pump what makes it through" strat.
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
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Here's another take on Stompy lovin'.
4x Bequeathal
4x Land Grant
4x Llanowar Augur
4x Llanowar Elves
4x Quirion Ranger
4x Silhana Ledgewalker
4x Skarrgan Pit-Skulk
4x Skyshroud Ridgeback
4x Briar Shield
4x Rancor
4x Seal of Strength
2x Vines of Vastwood
Link to deck @ TappedOut.net
Llanowar Augur is probably the most controversial. Thing is, he grants trample. And trample is important for any creature that doesn't have evasion (like Skyshroud Ridgeback). He also works as an alternate target for Bequeathal. Some opponents make the mistake of thinking he's a little wall. He doesn't have defender, yet they ignore him when deciding how many blockers to leave. Every now and then I'll GG him and swing.
Couplah card notes.
Invigorate is fabulous in infect decks, but can also find a home in more traditional stompy builds. I've seen a few abusing the synergy with Kavu Predator. Very tricksy, though. I tested it for a while, but ultimately felt it was too difficult to get them lined up.
Talara's Battalion will screw you over more often than you'd think. I run/ran her in my elf stompy. I probably wouldn't run her in anything other than an elf stomper.
4x Land Grant
4x Bramblewood Paragon
4x Elvish Archdruid
4x Elvish Spirit Guide
4x Elvish Vanguard
4x Imperious Perfect
3x Joraga Warcaller
4x Llanowar Elves
4x Priest of Titania
4x Quirion Ranger
4x Sylvan Messenger
2x Sylvan Ranger
3x Talara's Battalion
4x Wren's Run Vanquisher
Link to deck @ TappedOut.net
BR Sleeper Ascension - Casual
hm i have missed the trample in llanowar augur, loose the instant speed for trample and a good target for bequeathal, nice sinergy, i will run that to see.
talara only shines in a "ramp" stompy variant, virtual ramp helps here, i run 2 talara in a stompy with elvish spirit guide with no screw.
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anyway, in my current meta, talara isnt that good, too much bolts flying in the red sky these days ^^
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DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
Llanowar Augur is a relatively new addition to the deck. I can't claim much testing experience. He got added after testing against burn. I found I was getting too many pump cards and my creatures kept getting burned off. So, I went looking for a card that was both creature and pump. If you play with a sideboard, he might earn a spot in there.
Slippery Bogle is another 1cc creature for the primer. Another solution for removal-heavy meta. You just have to have to make the card dance a little when you cast him. The tongue sticking out in the artwork is more effective that way.
BR Sleeper Ascension - Casual
Oh, and why isn't Birds of Paradise in this primer? While it doesn't have power on its own, it has flying, which is a big bonus over Llanowar Elves. Plus, if you splash other colors, it doesn't just produce G.
:symb::snow: Seizan, Perverter of Truth
10 Forest
Creatures: 26
4 Vine Dryad
4 Skarrgan Pit-Skulk
4 Quirion Ranger
4 Llanowar Elves
4 Mtenda Lion
4 Rogue Elephant
2 Harvest Wurm
4 Land Grant
4 Winter Orb
4 Rancor
4 Giant Growth
4 Bounty of the Hunt
3 Bequeathal (Skullclamp)
1 Sylvan Library
I'm just trying Bequeathal > Skullclamp right now, to help support the Dryad and Bounties. Harvest Wurm is there mostly because It's got a really nifty ineraction with Elephant, but I might try Talara's Battalion in it's place. There are 8 ways to pitch a dead one, and the Dryad help support it. Singleton Library should be a staple in my opinion. It gives you a lot of reach, and is good alongside Bequeathal/Skullclamp, but more than 1 seems to clog too much, even with pitching. Any thoughts on this?
Think about it like this: You pay one to play Skullclamp, and another to equip. That's already two mana to draw two cards. And we're not even factoring in every next time you want to equip Skullclamp. Sylvan Library, on the other hand, costs two mana as well, but has no other cost besides that (not factoring in life loss). So, it consistently draws two more cards per turn, the life loss shouldn't matter as you should already be winning by the time Sylvan Library hits play, and you don't need to sacrifice any creatures, ensuring a few more points of damage per turn.
:symb::snow: Seizan, Perverter of Truth