Well I couldn't seem to find a list for this and figured since this is the deck of choice to loan out this weekend, I figured why not create some discussion about it.
A lot of these cards seem objectively bad. Sigil of Distinction comes to mind. Also why no Phyrexian Revoker? He's great in any stompy list. I'm also unsure why you wouldn't run some Vendillion Cliques since they're 3/1 flyers with no drawback outside of the double blue cost unlike the other flyers you have in your 3 spot.
Overall I just don't see the reason for a Blue Stompy deck. White and Red both offer disruption in the form of enchantments/creatures and I'm not sure if Force and Jace really make up for that.
Edit: You may also have enough artifacts to get away with Thirst for Knowledge pitching extra Moxes/Trinispheres (which also should be added).
A lot of these cards seem objectively bad. Sigil of Distinction comes to mind. Also why no Phyrexian Revoker? He's great in any stompy list. I'm also unsure why you wouldn't run some Vendillion Cliques since they're 3/1 flyers with no drawback outside of the double blue cost unlike the other flyers you have in your 3 spot.
Overall I just don't see the reason for a Blue Stompy deck. White and Red both offer disruption in the form of enchantments/creatures and I'm not sure if Force and Jace really make up for that.
The sigil is there as a target for Trinket Mage. Running 1 of the Cliques is feasible since the Mage can fetch a Mox for some colored mana. Revoker needs to be in the SB...but these decks are very dependent on the local meta, so I trust OP knows his meta.
His other flyers are especially good for the deck because they work well with the Sol lands. I've seen some that use Illusory Angel as a 3-drop flyer. Blue can play Red's disruption in the form of Propaganda and Back to Basics.
Trinket Mage also seems objectively bad in this deck. He only works if you drop him turn 1 for a Chalice (which you won't be able to play until turn 2). Stompy decks live or die by their turn 1 plays. Turn 2 Chalice (that the opponent knows is coming thanks to Trinket) is not a winning strategy. Instead Trinket Mage should be a Trinisphere. That at least buys you time to get your lock together.
Trinket Mage also seems objectively bad in this deck. He only works if you drop him turn 1 for a Chalice (which you want be able to play until turn 2). Stompy decks live or die by their turn 1 plays. Turn 2 Chalice (that the opponent knows is coming thanks to Trinket) is not a winning strategy. Instead Trinket Mage should be a Trinisphere. That at least buys you time to get your lock together.
I don't care for the Stompy game, but I've seen Trinket in most of the Sea Stompy lists for quite a while. So it's doing something, apparently, aside from dropping Moxen and Seat of the Synod(s). Phyrexia if I know what.
Well revoker is an option for board. Dropping in turn 1, game 1 is a crapshoot and isn't aggressive at all.
I like clique but the double blue tends to be an issue. So I sacrificed not playing it. Also the 1 toughness feels exceptionally bad right now.
I'm still thinking about thirst. Ended up with jace purely because it does so much.
Trinket mage tutors up mana, chalice, and an equipment that is a beating with the mana ramp. Also a chalice turn 1 or 2 on one will beat decks on its own so I don't see a problem there. Trinisphere negates half of this deck on its own.
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I had both in the main originally. Honestly I'm not really playing it though. I friend wanted to play it for our last tournament so I built it for him. It does prey on a meta quite hard.
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In the Eye of Chaos main deck, the whole point of playing the deck ... or at least in sideboard. Acid Rain is another great sideboard since getting to 4 mana is pretty easy in this kind of deck and its a very insanely good sideboard card right now.
This list would be the same, but with trinisphere main as well. I believe that first list was based on my testing at the time as generally you would see trinisphere and chalice main but those cards affect chrome mox and FoW. Playing Jace was my concession to that.
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Unlike Dragon Stompy and Sylvan Plug, where you dump your hand into some from of lock that just gets them right away (turn 1 chalice, turn 2 TSphere or Blood Moon, et al.), Sea Stompy just doesn't have that luxury AND can't recover if it goes to *****. Yes, you have like a million 4/3s for 3, but without a way to just lock them right out of the game like Blood Moon can, they can just kill it. In the Eye of Chaos is certainly a start, but I would rather see something more back breaking like Nether Void...maybe a black splash is worth it.
The last time I ever saw a Sea Stompy deck was WAY back when in 2012 when some brave soul took it to top 8 at an SCG event in my home town of Providence. The list:
It was featured on camera during the quarterfinals where it got taken out fairly quickly.
There are seeds to something awesome here, as Chalice/Sphere/FoW is a potent combo of cards, but without something like Blood Moon or a lock piece it just doesn't seem good, IMO. Yes, huge flying undercosted flyers with Swords on them are one thing, but when your opponent can deal with them and continue to actually play Magic, the deck hasn't done it's job.
Illusory angel I found to be quite a bit worse then I had hoped. Back to basics could have potential for additional disruption. The biggest issue I found was having double blue since it seemed it was inevitable to flood out into a lot of quickly useless colourless mana.
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I thought I'd revived this thread because it got a great new addition with Nimble Obstructionist. This is a deck I've worked on a lot over the years and I like to play it regularly. It's a pretty good Legacy deck. I suppose it can still be called Sea Stompy instead of Blue Stompy even thought it doesn't have Sea Drake, because it has a lot of Islands and therefore a lot of Seas.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Does anyone know a good answer to batterskull for this deck? Batterskull with a SoFI equipped is unbeatable.
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Always wear protection kids, sleeve up your deck.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Does anyone know a good answer to batterskull for this deck? Batterskull with a SoFI equipped is unbeatable.
That's unbeatable for just about all decks.
You could try stealing the artifact, or Vapor Snagging the token (before Sword gets attached).
Getting them to bounce Batterskull, or after Stoneforge Mystic finds it, and then play Vendillion Clique. That's old school.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Yeah, that's pretty awesome. Wonder if there's a good way to abuse cards you pitch to the graveyard. Regardless, amazing for filtering duplicate lock pieces, etc.
4 serenading efreet
4 trinket mage
4 spellstutter sprite
3 pestermite
3 mulldrifter
4 force of will
4 chalice of the void
2 umezawa's jitte
2 sword of fire and ice
1 sigil of distinction
1 seat of the synod
4 ancient tomb
4 city of traitors
9 island
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Tiny Leaders Overlord
Overall I just don't see the reason for a Blue Stompy deck. White and Red both offer disruption in the form of enchantments/creatures and I'm not sure if Force and Jace really make up for that.
Edit: You may also have enough artifacts to get away with Thirst for Knowledge pitching extra Moxes/Trinispheres (which also should be added).
RGoblinsR
RWerewolf StompyR
URU/R DelverRU
RGBelcherGR
BThe GateB
GBLoam PoxBG
WGBNic FitBGW
UHigh TideU
UMerfolkU
UFaerieNinjaStillU
WBUAffinityUBW
GSquirrelsG
UWGSliversGWU
The sigil is there as a target for Trinket Mage. Running 1 of the Cliques is feasible since the Mage can fetch a Mox for some colored mana. Revoker needs to be in the SB...but these decks are very dependent on the local meta, so I trust OP knows his meta.
His other flyers are especially good for the deck because they work well with the Sol lands. I've seen some that use Illusory Angel as a 3-drop flyer. Blue can play Red's disruption in the form of Propaganda and Back to Basics.
RGoblinsR
RWerewolf StompyR
URU/R DelverRU
RGBelcherGR
BThe GateB
GBLoam PoxBG
WGBNic FitBGW
UHigh TideU
UMerfolkU
UFaerieNinjaStillU
WBUAffinityUBW
GSquirrelsG
UWGSliversGWU
I don't care for the Stompy game, but I've seen Trinket in most of the Sea Stompy lists for quite a while. So it's doing something, apparently, aside from dropping Moxen and Seat of the Synod(s). Phyrexia if I know what.
Well revoker is an option for board. Dropping in turn 1, game 1 is a crapshoot and isn't aggressive at all.
I like clique but the double blue tends to be an issue. So I sacrificed not playing it. Also the 1 toughness feels exceptionally bad right now.
I'm still thinking about thirst. Ended up with jace purely because it does so much.
Trinket mage tutors up mana, chalice, and an equipment that is a beating with the mana ramp. Also a chalice turn 1 or 2 on one will beat decks on its own so I don't see a problem there. Trinisphere negates half of this deck on its own.
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Tiny Leaders Overlord
Did you consider Propaganda and/or Back to Basics?
I think Revoker would be a good card to bring in for game 2. Most of the red versions of the stompy deck run it main.
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Tiny Leaders Overlord
In the Eye of Chaos main deck, the whole point of playing the deck ... or at least in sideboard. Acid Rain is another great sideboard since getting to 4 mana is pretty easy in this kind of deck and its a very insanely good sideboard card right now.
Drift of Phantasms can transmute for Crucible of Worlds to Wasteland lock, can also tutor up a Tangle Wire, Ensnaring Bridge, Trinisphere
Shoreline Ranger is a 3/4 Flyer for 5U with Island cycling.. I've seen some lists play a 1-of.
Pithing Needle can be tutored up with Trinket Mage .
Psionic Blast is a really great finisher.
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It's....(sighs) really underwhelming.
Unlike Dragon Stompy and Sylvan Plug, where you dump your hand into some from of lock that just gets them right away (turn 1 chalice, turn 2 TSphere or Blood Moon, et al.), Sea Stompy just doesn't have that luxury AND can't recover if it goes to *****. Yes, you have like a million 4/3s for 3, but without a way to just lock them right out of the game like Blood Moon can, they can just kill it. In the Eye of Chaos is certainly a start, but I would rather see something more back breaking like Nether Void...maybe a black splash is worth it.
The last time I ever saw a Sea Stompy deck was WAY back when in 2012 when some brave soul took it to top 8 at an SCG event in my home town of Providence. The list:
1 Trinket Mage
3 Illusory Angel
3 Mulldrifter
3 Phyrexian Revoker
3 Sea Drake
4 Cloud of Faeries
4 Serendib Efreet
Instants [6]
2 Dismember
4 Force of Will
1 Jace, the Mind Sculptor
Artifacts [14]
1 Sword of Fire and Ice
2 Umezawa's Jitte
3 Sword of War and Peace
4 Chalice of the Void
4 Chrome Mox
Lands [18]
1 Seat of the Synod
4 Ancient Tomb
4 City of Traitors
9 Island
1 Engineered Explosives
1 Pithing Needle
1 Relic of Progenitus
1 Sigil of Distinction
1 Tormod's Crypt
2 Spellstutter Sprite
2 Trinket Mage
2 Flusterstorm
1 Steel Sabotage
2 Venser, Shaper Savant
1 Jace, the Mind Sculptor
It was featured on camera during the quarterfinals where it got taken out fairly quickly.
There are seeds to something awesome here, as Chalice/Sphere/FoW is a potent combo of cards, but without something like Blood Moon or a lock piece it just doesn't seem good, IMO. Yes, huge flying undercosted flyers with Swords on them are one thing, but when your opponent can deal with them and continue to actually play Magic, the deck hasn't done it's job.
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
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Tiny Leaders Overlord
Here is my list
// 15 Artifact
4 Chalice of the Void
4 Chrome Mox
2 Umezawa's Jitte
3 Sword of Fire and Ice
1 Sigil of Distinction
1 Mox Diamond
// 22 Creature
3 Trinket Mage
4 Stratus Dancer
4 True-Name Nemesis
4 Looter il-Kor
2 Misthollow Griffin
1 Walking Ballista
4 Nimble Obstructionist
4 Force of Will
// 19 Land
4 Ancient Tomb
4 City of Traitors
10 Island
1 Seat of the Synod
1 Tormod's Crypt
1 Pithing Needle
1 Basilisk Collar
2 Phyrexian Revoker
2 Back to Basics
2 Misdirection
2 Submerge
2 Flusterstorm
2 Warping Wail
Possible Inclusions:
Hangarback Walker
Vendilion Clique
I can already see some changes I'd like to make.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
-----The Legacy Flowchart-----
Tiny Leaders Overlord
That's unbeatable for just about all decks.
You could try stealing the artifact, or Vapor Snagging the token (before Sword gets attached).
Getting them to bounce Batterskull, or after Stoneforge Mystic finds it, and then play Vendillion Clique. That's old school.
J
This is the best new addition to the deck in a long time. Very happy this amazing card was printed.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC