I've been playing the deck for a little while now and keep finding myself in situations where I'd like a little more removal and more sideboard options so I think I'm going to try out a light splash. How does this look for something like that? Should I include one basic plains in the sideboard to help with ghost quarter / field of ruin?
Also, this whole thread has been such a great wealth of information for someone just starting with the deck. Thank you all!
People have different opinions on what a splash manabase would look like. Personally, I've gone through adding a single non-forest basic in case of ghost quarter or Field of Ruin scenarios - and doing that screwed me up more times than it helped. Even if that lone basic that is not a forest did not show up in the opening hand, it could show up later as our third land.. and that would stop baloths from coming out on curve. Presently, I just now rely on the fetches to be able to get me another dual instead of adding a basic land that is not a forest. Of course, other people might have a different experience.. so take what I said with a grain of salt.
Oh, and on another thing about splash lists or lists with plenty of fetch. Ponza becomes a more difficult match-up, so just hope to dodge it in FNM.
Great points. I don't have much (any?) ponza in my meta, so I'm willing to sacrifice some points against it to be a little better against the field (especially things like Elves/goblins which are everywhere for me).
I won't be adding the plains. I can only imagine myself staring at two steel leafs with a plains as one of my three lands. No thanks. With that though, how should a splash base look? The 8 fetches seem good, the canopy is nice (but I won't be buying anymore), and I can't imagine wanting more than 2 temple gardens. Are the groves too bad? Should they be Razorverge thickets instead? Go to 10 fetches?
Groves are just a bit too many, perhaps -2 grove + 2 more basic forest? You don't want two groves showing up in your opener. 1 Canopy is ok. You only have a few W spells anyway, the deck can cast those just fine already.
And I agree.. having a little bit more removal and better sideboard helps against certain decks. Just out of curiosity, against which decks in your meta are the Choke for?
______________________
Hmm, and about the decks in your meta. Goblins are ok, just have to survive their initial aggression, with bigger creatures.. we eventually gain the upper hand. Goblins might become a difficult match-up in the future though.. if someone manage to make a functional combo version using skirk prospector and fecundity.
Elves are difficult to win against. Need to get a good opener with rancor, and they should have a slow opener for me to stand a chance. I board in all 3 dismember against them, and also have one Ulvenwald Tracker in the main. I use my other decks if the meta has too many elves.
I only really need one Choke as there is quite a bit of Jeskai/Grixis running around - but I've got the Shapers' and RIP to bring in against them as well. 2 Chokes seemed overly redundant. I also added 2 Pridemages as a concession to Bridge as I don't have any other way to deal with it and have to have an out. We've got a lantern player and plenty of burn players run it out of the side. This board looks a lot more balanced to me and I've got multiple good cards to board in for just about every matchup. I was ok with cutting 1 Pulse because Dromoka's Command already makes the burn matchup so much better.
Yeah, Goblins aren't too bad now with Dromoka's and the paths out of the side. I've really liked Damping Sphere against fecundity goblins. Dromoka's helps there too as they have to sac their Fecundity.
Elves are just rough. I had a savvy player board in Elvish Champions against me and it was brutal. Ulvenwald Tracker is really spicy though - I like it.
Yeah, Goblins aren't too bad now with Dromoka's and the paths out of the side. I've really liked Damping Sphere against fecundity goblins. Dromoka's helps there too as they have to sac their Fecundity.
Elves are just rough. I had a savvy player board in Elvish Champions against me and it was brutal. Ulvenwald Tracker is really spicy though - I like it.
That's a nice tech against fecundity Goblins.
Elves is simply a bad matchup.. sometimes I get super fast hands that could kill them before they setup the Ezuri overrun, but most of the time they are just faster. I board in all removal available in the sideboard, and hope to dismember Archdruid or Ezuri - but the matchup is still bad, I think it's 60/40 or even 70/30 in their favor. Just hoping to dodge Elves when I go to FNM with this deck. ^__^
Hi! I had played Mono G Stompy 1 year ago, and I loved it. Now with steel leaf champion I can't wait to update my deck and play it. Any advices to my current decklist on mainboard or sideboard? I need to change 4 cards for 4 steel champions. Any other changes recommend?
I think your most logical switches are to replace your Groundbreakers and Baloths for Steel Leaf Champions. I'd recommend trying that out to see how you feel about it and then tuning from there.
SLC has been an all star in so many matchups. Burn can't chump which kills their ability to race. It's a fast clock on it's own and especially with Rancor/pumps. It laughs at souls tokens, elves, young Pyromancer tokens, mana dorks, every hatebear..
In a 20 land deck, just how often are you in a position to cast a 4 mana instant at the end of your opponent’s turn in a game that you haven’t already effectively won or lost?
You won’t usually have 4 land on turn 4 in a 20 land deck. The coco plan is one that might work in a deck that curves into it at the right time. I don’t think 20 land Stompy is that deck.
For a coco package you need at least 6 1-drop mana producers for 20 lands, but i'd still suggest 21 lands for more consistency
I used to run it back in the day with boggart ram-gang and eternal witness and gw stompy coco
I have run a list similar (mainly leatherback baloth over Steel Leaf) before with some decent success.
Groundbreaker limits the use of Collected Company to being cast in your own main phase. Part of the appeal of Collected Company is that it lets you play around board wipes. Overloading on haste creatures limits that effect and playing one-shot damage sources, like Groundbreaker, works directly against it.
You can CoCo during your opponent's end step so that the time that would have hit the trigger to lose Groundbreaker that turn has already passed, so it would hang around until your own end step and get a swing in.
It is an unfortunate nonbo with the desire to cast CoCo to create surprise blockers during your opponent's combat phase, though.
You can CoCo during your opponent's end step so that the time that would have hit the trigger to lose Groundbreaker that turn has already passed, so it would hang around until your own end step and get a swing in.
It is an unfortunate nonbo with the desire to cast CoCo to create surprise blockers during your opponent's combat phase, though.
If we consider all cards as having a "stat-budget", where the stats, abilities and keywords on any given card have to match up to the cost of the card (mana+other costs) then we quickly realize that having haste is a keyword that is paid for in the "stat-budget". Compare Boggart Ram-Gang to Leatherback Baloth for an approximation of the cost of haste (yes it also has wither, which muddles the picture a bit). However with Collected Company you are not maximizing the usefulness of haste, since casting it on your opponent's end step gives your creatures pseudo-haste anyway. So in overloading on haste creatures you are paying full price for keywords that you don't always use to full effect.
I have run a list similar (mainly leatherback baloth over Steel Leaf) before with some decent success.
Groundbreaker limits the use of Collected Company to being cast in your own main phase. Part of the appeal of Collected Company is that it lets you play around board wipes. Overloading on haste creatures limits that effect and playing one-shot damage sources, like Groundbreaker, works directly against it.
So, expounding on what thatmarkguy said, here is what I have told others about using Collected Company in regards to Groundbreaker.
1) I am casting it during the pre-combat main phase on my turn to try to find haste and/or devotion to either get in lethal or push it close. Groundbreaker is great here in both ways.
2) I am casting it during my opponents combat step, after attackers are declared, to attempt to flash in some blockers. Groundbreaker is usually good here as it can usually get a kill or at the least soak up some damage that I could not afford to take.
3) I am casting it during my opponents end step. This is the sneakiest part because, even though at first glance it doesn't seem so, Groundbreaker is strong here too. With the way the rules work, during the end step, all "at end of turn" triggered abilities trigger before players are able to cast spells or activate abilities. Therefore, if I put a Groundbreaker onto the field with Collected Company at that point, the time for the sacrifice ability to trigger is already passed for the turn and has to wait until the next end step (on my turn) before it can trigger, giving me the chance to still attack with it before having to sac it.
There are very few times that I will be casting Collected Company outside of those 3 scenarios (maybe in response to hand disruption). In those rare cases I just hope I don't hit any of the 4 Groundbreakers.
As for the haste, you are correct that it is wasted if used at end step, but the plan is to be fast in general, and the haste is partly trying to make the difference of not having as many smaller creatures; getting in the damage hard and heavy more than swarm. Generally, I am not worried about a couple of creatures not making use of haste if I just so happen to get them with Company to block or at end step. I feel that I making more use of the benefit of haste than what is being wasted at those times.
However, that was all prior to Steel Leaf Champion, which, as I said, I mostly just switched for the Leatherback Baloths. When I ran this deck before, I did not have 2 creatures of comparable power like Steel Leaf and Baloth, and I haven't had a chance to test to see how it would do with both of them and dropping the Boggart Ram-Gang. I feel it would probably be stronger but slower. Gotta say, I really just love ram-gang though, as it is part of the turn 3 win scenario for this deck. But, I need to try the heavier version when I get the chance.
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!
I came back to 8 1-drops because Kessig Prowler was an awful topdeck and Narnam Renegade it's too slow without a consistent way to trigger Revolt (if i had 8 fetchlands and a couple of Canopies, I would run 4 of them without a doubt).
I'm doubtful with the flex slot in the side. I wanted to try Tireless Tracker vs BGx Midrange decks, but in a deck without fetchlands it probably wouldn't do a better job than Eternal Witness. Another option is to just run a 3rd Dungrove Elder. What do you think? Would you choose one of these 3 options or maybe you would put some anti-sweeper (Heroic Intervention) or anti-token (Ratchet Bomb)?
Dusted out the old mono-g stompy as a brief diversion from Tron and Lantern and went 3-1. Just replaced the balots with champions and a rhonas for a tusker.
Match 1 Slivers
Game one had me at 17 and him at 4 after my aggressive start. Then he coco'd into a flying+lord and cracked back for lethal. Ouch.
2 and 3 went my way with double hexproof pump spells to seal it against a necrotic sliver.
Match 2 GW Value
Went 2-1, crushed through with rancor and aspect on the games I won, got buried in value behind courser, tracker, and KotR the game I lost.
Match 3 GW Value
Practically the same deck but aggressive ghost quartering himself made his KoTRs grow bigger than my stuff very quickly, could not setup profitable attacks. Beat him down G2 and G3 was more of the same with a path to exile in his hand (seen from courser a turn before) made attacking super awkward while he just built up a powerful board against me. More Courser, Tracker, KotR value that you really have to beat down quickly.
Match 4 5c Humans
2-0, Geists and Rancors blew him away. Champion of the Parish didn't get going fast enough to race my dudes and kicked vines pushed me through the finish line.
Fun night of beating folks down and dodging removal.decs. Steel Leaf Champion is the real deal. Strap a rancor on that dude and things get real serious real quick.
I still like treetop village despite all the ghost quarters I saw; it made the difference in one of my games against GW when they didn't have a quarter. Didn't see Rhonas all night but that's fine, I'm sure he'll be sweet when he lands. I kind of missed Nature's Way out of the side but dismembers are probably better. <shrug>
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: -UBG Lantern Control-GW or RG or R Tron - G Stompy - C KCI Combo-
EDH: -UG Ezuri-UGZegana-BRMogis-WUBRGRamos-WBREdgar-URLocust God-WUBRBreya-BMacar-WUBrago-WEvra-
The deck feels great and I feel is really tight in its play. Has answers for alot of decks and I am hopeful that with the printing of damping sphere it will give it a huge chance vs what i feel is the toughest matchup(tron).
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern RUAffinityUR GMono Green StompyG CEldrazi TronC URWJeskai GeistWRU WRBoros BurnRW BRWMardu PyromancerWRB
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Also, this whole thread has been such a great wealth of information for someone just starting with the deck. Thank you all!
4x Avatar of the Resolute
3x Dryad Militant
4x Experiment One
4x Narnam Renegade
1x Rhonas the Indomitable
2x Scavenging Ooze
4x Steel Leaf Champion
4x Strangleroot Geist
Instants
2x Aspect of Hydra
3x Dromoka's Command
4x Vines of Vastwood
4x Rancor
Lands
6x Forest
1x Horizon Canopy
4x Sunpetal Grove
2x Temple Garden
4x Windswept Heath
4x Wooded Foothills
2x Choke
2x Damping Sphere
3x Path to Exile
2x Pulse of Murasa
2x Rest in Peace
2x Shapers' Sanctuary
2x Stony Silence
Oh, and on another thing about splash lists or lists with plenty of fetch. Ponza becomes a more difficult match-up, so just hope to dodge it in FNM.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
I won't be adding the plains. I can only imagine myself staring at two steel leafs with a plains as one of my three lands. No thanks. With that though, how should a splash base look? The 8 fetches seem good, the canopy is nice (but I won't be buying anymore), and I can't imagine wanting more than 2 temple gardens. Are the groves too bad? Should they be Razorverge thickets instead? Go to 10 fetches?
8x Forest
1x Horizon Canopy
2x Sunpetal Grove
2x Temple Garden
4x Windswept Heath
4x Wooded Foothills
And I agree.. having a little bit more removal and better sideboard helps against certain decks. Just out of curiosity, against which decks in your meta are the Choke for?
______________________
Hmm, and about the decks in your meta. Goblins are ok, just have to survive their initial aggression, with bigger creatures.. we eventually gain the upper hand. Goblins might become a difficult match-up in the future though.. if someone manage to make a functional combo version using skirk prospector and fecundity.
Elves are difficult to win against. Need to get a good opener with rancor, and they should have a slow opener for me to stand a chance. I board in all 3 dismember against them, and also have one Ulvenwald Tracker in the main. I use my other decks if the meta has too many elves.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
I've retooled the board a little bit -
1x Choke
2x Damping Sphere
3x Path to Exile
1x Pulse of Murasa
2x Qasali Pridemage
2x Rest in Peace
2x Shapers' Sanctuary
2x Stony Silence
I only really need one Choke as there is quite a bit of Jeskai/Grixis running around - but I've got the Shapers' and RIP to bring in against them as well. 2 Chokes seemed overly redundant. I also added 2 Pridemages as a concession to Bridge as I don't have any other way to deal with it and have to have an out. We've got a lantern player and plenty of burn players run it out of the side. This board looks a lot more balanced to me and I've got multiple good cards to board in for just about every matchup. I was ok with cutting 1 Pulse because Dromoka's Command already makes the burn matchup so much better.
Yeah, Goblins aren't too bad now with Dromoka's and the paths out of the side. I've really liked Damping Sphere against fecundity goblins. Dromoka's helps there too as they have to sac their Fecundity.
Elves are just rough. I had a savvy player board in Elvish Champions against me and it was brutal. Ulvenwald Tracker is really spicy though - I like it.
That's a nice tech against fecundity Goblins.
Elves is simply a bad matchup.. sometimes I get super fast hands that could kill them before they setup the Ezuri overrun, but most of the time they are just faster. I board in all removal available in the sideboard, and hope to dismember Archdruid or Ezuri - but the matchup is still bad, I think it's 60/40 or even 70/30 in their favor. Just hoping to dodge Elves when I go to FNM with this deck. ^__^
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Deck: Stompy Angel
//Main
4 Aspect of Hydra
4 Avatar of the Resolute
2 Dismember
4 Dryad Militant
1 Dungrove Elder
4 Experiment One
19 Forest
2 Groundbreaker
2 Leatherback Baloth
4 Rancor
3 Scavenging Ooze
4 Strangleroot Geist
1 Thrun, the Last Troll
2 Treetop Village
4 Vines of Vastwood
//Sideboard
2 Back to Nature
1 Creeping Corrosion
3 Feed the Clan
1 Fog
1 Natural State
2 Prey Upon
2 Prowling Serpopard
2 Skylasher
1 Thragtusk
Display deck statistics
PD: I don't want to play fetchlands and one more color.
Thanks!
SLC has been an all star in so many matchups. Burn can't chump which kills their ability to race. It's a fast clock on it's own and especially with Rancor/pumps. It laughs at souls tokens, elves, young Pyromancer tokens, mana dorks, every hatebear..
4x Avatar of the Resolute
4x Dryad Militant
2x Dungrove Elder
4x Experiment One
1x Ghalta, Primal Hunger
1x Rhonas the Indomitable
2x Scavenging Ooze
4x Steel Leaf Champion
4x Strangleroot Geist
4x Aspect of Hydra
2x Dismember
4x Vines of Vastwood
Enchantment (4)
4x Rancor
Land (20)
20x Forest
1x Creeping Corrosion
2x Feed the Clan
2x Manglehorn
2x Natural State
2x Pithing Needle
2x Prey Upon
2x Relic of Progenitus
2x Summoning Trap
Version - Company package
4x Avatar of the Resolute
4x Dryad Militant
2x Dungrove Elder
4x Experiment One
1x Ghalta, Primal Hunger
1x Rhonas the Indomitable
2x Scavenging Ooze
4x Steel Leaf Champion
4x Strangleroot Geist
4x Aspect of Hydra
2x Dismember
4x Collected Company
2x Vines of Vastwood
Enchantment (4)
2x Rancor
Land (20)
20x Forest
1x Creeping Corrosion
2x Feed the Clan
2x Manglehorn
2x Natural State
2x Pithing Needle
2x Prey Upon
2x Relic of Progenitus
2x Summoning Trap
As most of my creatures arent hasty ones, I think casting 2 big dudes EOT would be nice, but I havent testet it yet. Any opinions?
You won’t usually have 4 land on turn 4 in a 20 land deck. The coco plan is one that might work in a deck that curves into it at the right time. I don’t think 20 land Stompy is that deck.
I used to run it back in the day with boggart ram-gang and eternal witness and gw stompy coco
3x Avatar of the Resolute
3x Birds of Paradise
4x Boggart Ram-Gang
4x Groundbreaker
4x Noble Hierarch
1x Rhonas the Indomitable
1x Scavenging Ooze
4x Steel Leaf Champion
4x Strangleroot Geist
4x Aspect of Hydra
3x Blossoming Defense
4x Collected Company
1x Vines of Vastwood
20x Forest
I have run a list similar (mainly leatherback baloth over Steel Leaf) before with some decent success.
BWTokens
GCollected Stompany
BWGUSeance Insanity
URUR Bloo
Groundbreaker limits the use of Collected Company to being cast in your own main phase. Part of the appeal of Collected Company is that it lets you play around board wipes. Overloading on haste creatures limits that effect and playing one-shot damage sources, like Groundbreaker, works directly against it.
It is an unfortunate nonbo with the desire to cast CoCo to create surprise blockers during your opponent's combat phase, though.
If we consider all cards as having a "stat-budget", where the stats, abilities and keywords on any given card have to match up to the cost of the card (mana+other costs) then we quickly realize that having haste is a keyword that is paid for in the "stat-budget". Compare Boggart Ram-Gang to Leatherback Baloth for an approximation of the cost of haste (yes it also has wither, which muddles the picture a bit). However with Collected Company you are not maximizing the usefulness of haste, since casting it on your opponent's end step gives your creatures pseudo-haste anyway. So in overloading on haste creatures you are paying full price for keywords that you don't always use to full effect.
So, expounding on what thatmarkguy said, here is what I have told others about using Collected Company in regards to Groundbreaker.
1) I am casting it during the pre-combat main phase on my turn to try to find haste and/or devotion to either get in lethal or push it close. Groundbreaker is great here in both ways.
2) I am casting it during my opponents combat step, after attackers are declared, to attempt to flash in some blockers. Groundbreaker is usually good here as it can usually get a kill or at the least soak up some damage that I could not afford to take.
3) I am casting it during my opponents end step. This is the sneakiest part because, even though at first glance it doesn't seem so, Groundbreaker is strong here too. With the way the rules work, during the end step, all "at end of turn" triggered abilities trigger before players are able to cast spells or activate abilities. Therefore, if I put a Groundbreaker onto the field with Collected Company at that point, the time for the sacrifice ability to trigger is already passed for the turn and has to wait until the next end step (on my turn) before it can trigger, giving me the chance to still attack with it before having to sac it.
There are very few times that I will be casting Collected Company outside of those 3 scenarios (maybe in response to hand disruption). In those rare cases I just hope I don't hit any of the 4 Groundbreakers.
As for the haste, you are correct that it is wasted if used at end step, but the plan is to be fast in general, and the haste is partly trying to make the difference of not having as many smaller creatures; getting in the damage hard and heavy more than swarm. Generally, I am not worried about a couple of creatures not making use of haste if I just so happen to get them with Company to block or at end step. I feel that I making more use of the benefit of haste than what is being wasted at those times.
However, that was all prior to Steel Leaf Champion, which, as I said, I mostly just switched for the Leatherback Baloths. When I ran this deck before, I did not have 2 creatures of comparable power like Steel Leaf and Baloth, and I haven't had a chance to test to see how it would do with both of them and dropping the Boggart Ram-Gang. I feel it would probably be stronger but slower. Gotta say, I really just love ram-gang though, as it is part of the turn 3 win scenario for this deck. But, I need to try the heavier version when I get the chance.
BWTokens
GCollected Stompany
BWGUSeance Insanity
URUR Bloo
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!
19 Forest
2 Treetop Village
Creatures:
4 Experiment One
4 Dryad Militant
4 Avatar of the Resolute
4 Strangleroot Geist
2 Scavenging Ooze
2 Dungrove Elder
4 Steel Leaf Champion
1 Rhonas the Indomitable
4 Aspect of Hydra
4 Rancor
3 Vines of Vastwood
1 Blossoming Defense
2 Dismember
2 Damping Sphere
2 Pithing Needle
1 Grafdigger's Cage
1 Thrun, the Last Troll
1 Scavenging Ooze
2 Feed the Clan
1 Pulse of Murasa
2 Deglamer
1 Manglehorn
1 Shaper's Sanctuary
1 Flex Slot
I came back to 8 1-drops because Kessig Prowler was an awful topdeck and Narnam Renegade it's too slow without a consistent way to trigger Revolt (if i had 8 fetchlands and a couple of Canopies, I would run 4 of them without a doubt).
I'm doubtful with the flex slot in the side. I wanted to try Tireless Tracker vs BGx Midrange decks, but in a deck without fetchlands it probably wouldn't do a better job than Eternal Witness. Another option is to just run a 3rd Dungrove Elder. What do you think? Would you choose one of these 3 options or maybe you would put some anti-sweeper (Heroic Intervention) or anti-token (Ratchet Bomb)?
4x Avatar of the Resolute
2x Blossoming Defense
4x Dryad Militant
4x Experiment One
19x Forest
2x Kalonian Tusker
4x Rancor
1x Rhonas the Indomitable
2x Scavenging Ooze
4x Steel Leaf Champion
4x Strangleroot Geist
3x Treetop Village
4x Vines of Vastwood
1x Creeping Corrosion
3x Damping Sphere
2x Dismember
2x Kitchen Finks
1x Scavenging Ooze
3x Thrun, the Last Troll
3x Unravel the Aether
Link to deck @ TappedOut.net
Match 1 Slivers
Game one had me at 17 and him at 4 after my aggressive start. Then he coco'd into a flying+lord and cracked back for lethal. Ouch.
2 and 3 went my way with double hexproof pump spells to seal it against a necrotic sliver.
Match 2 GW Value
Went 2-1, crushed through with rancor and aspect on the games I won, got buried in value behind courser, tracker, and KotR the game I lost.
Match 3 GW Value
Practically the same deck but aggressive ghost quartering himself made his KoTRs grow bigger than my stuff very quickly, could not setup profitable attacks. Beat him down G2 and G3 was more of the same with a path to exile in his hand (seen from courser a turn before) made attacking super awkward while he just built up a powerful board against me. More Courser, Tracker, KotR value that you really have to beat down quickly.
Match 4 5c Humans
2-0, Geists and Rancors blew him away. Champion of the Parish didn't get going fast enough to race my dudes and kicked vines pushed me through the finish line.
Fun night of beating folks down and dodging removal.decs. Steel Leaf Champion is the real deal. Strap a rancor on that dude and things get real serious real quick.
I still like treetop village despite all the ghost quarters I saw; it made the difference in one of my games against GW when they didn't have a quarter. Didn't see Rhonas all night but that's fine, I'm sure he'll be sweet when he lands. I kind of missed Nature's Way out of the side but dismembers are probably better. <shrug>
EDH: -UG Ezuri-UGZegana-BRMogis-WUBRGRamos-WBREdgar-URLocust God-WUBRBreya-BMacar-WUBrago-WEvra-
4x Avatar of the Resolute
4x Dryad Militant
2x Dungrove Elder
4x Experiment One
2x Groundbreaker
3x Steel leaf champion
3x Scavenging Ooze
4x Strangleroot Geist
1x Thrun, the Last Troll
4x Aspect of Hydra
4x Vines of Vastwood
Land (21)
19x Forest
2x Treetop Village
4x Rancor
The deck feels great and I feel is really tight in its play. Has answers for alot of decks and I am hopeful that with the printing of damping sphere it will give it a huge chance vs what i feel is the toughest matchup(tron).
RUAffinityUR
GMono Green StompyG
CEldrazi TronC
URWJeskai GeistWRU
WRBoros BurnRW
BRWMardu PyromancerWRB