Hardened Scales 1-2
UW Death and Taxes 2-1
The GW Midrange list was kind of Strange playing Stonehorn Dignitary trying to flicker it. If you have any questions about specific matches feel free to ask, as it would be too many to describe all of them here. From my experience with the deck so far (I am playing the deck way longer than just these leagues):
Storm and Dredge feel like really good matchups.
Burn is probably 50/50.
The Scapeshift decks are a pure race, and it feels like they are slightly favoured. This matchup always makes me feel kinda uncomfortable.
Amulet titan feels way better, as you can use Damping Spheres to buy yourself some time. But it is still tough.
Spirits also alway feels winnable but I am not 100% sure there.
Against Hardened Scales I feel like I havent played enough matches against it to judge the matchup. The other decks are all rather exotical therefore I'll leave them out.
A little late, but congrats on your success. How did the Dredge match go. Was Dryad useful in winning that?
Since Dredge introduced Creeping Chill Dryad Militant is pretty useful against them. As you are denying them 12 Damage and some lifegain. In general I really like it especially game 1 as it can catch them of guard and turn the corner. Even though it is not Game winning on it's own. It stops Conflagerate which is their main way of removing our stuff. And also can slow their dredging down as it also exiles Life from the Loam.
A turn 1 Dryad can be really helpful to win the match, as it can catch them off guard G1 and forces them to play around it G2. But it is not game winning on its own like other GY hate.
okay thanks for the reply. Nice to know that dryad is effective against Dredge.
I have a similar experience using the dryad against Grixis Shadow. It's does not win the game, but slows them down a lot.. because every instant and sorcery put into their yard by thought scour becomes exiled including the thought scour itself, they cannot cast angler early, and their snapcaster becomes worse.
I would like to share a Tournament experience (5 rounds, ~30 players) with my beloved archetype, which I had at the Weekend. After a little pause I came back to Stompy after my recent Delver Experiments turned out to be quite complicated.
Not a lot new here - I tested the new Instand-Speed fight spell Titanic Brawl, and added Hooting Mandrills as my 6th "3-drop", since I can Support it with 6 Fetches and it cannot be hit by Spell Queller or Fatal Push, AND doesn't trigger Eidolon.
Matchups, in short:
Game 1: 8 Whack, lost 1-2
Not a lot to say here. The games I lost, I lost to direct Burn to face, just after stabilizing the board. Being on the Play is extremely relevant here, because you can Close the board really fast, and the Goblins won't have any good attacks. Renegade as 2/3 on Turn 1, Geist on defence and Baloth were the Key Factors.
But if you don't draw Feed the Clan, you still loose to triple Goblin Grenade.
Game 2: BW Tokens, won 2-0
I managed to draw more threats than my Opponent drew answers, and he never got to assemble a board. So I could just stomp him twice. Of Course, Steel Leaf Champion is the MVP here. After Boarding Rec Sage against his Enchantments and a Little more protection against his Removal was relevant, also playing around a Settle the Wreckage helped.
Game 3: Burn, lost 1-2
Quite a copy of the 8 Whack match, lost both games on the Draw without drawing Feed the clan, and Ooze was too slow. The Searing Blaze / Searing Blood effects are brutal against our deck. The game on the Play was easy, however - especially since my Opponent left Eidolon in.
Still feels like a very Close matchup, which definitely could have gone either way.
Game 4: Mono Red Prison, lost 1-2
That was hard - my Opponent started with Chalice on 1 AND Bridge, and then slowly killed me with Chandra. Really not a lot I could do about it. Game 2 was decided by my removal for Bridge, and I even won through an Anger of the Gods - threat Management is really important against those type of strategies. In Game 3, he had it all - Chalice, Bridge, and even Spellskite for Blocking and Protection.
I guess this matchup is decided Game 1, whether your Opponent starts with the right Piece of hate. If it is Blood Moon, you are ok, if it's Chalice into Bridge, it can get tough really quick.
Game 5: Bant Spirits, won 2-0
That was not really interesting, my oppponent kept medium Hands, missed his land Drops and got overwhelmed twice. Nice match for me, but no significant learnings here.
Not the result I was hoping for (2-3), but in a way, still an ok day. The Matches I lost were quite close, the Matches I won definitely were not.
To the changes, I cannot say a lot because the data set is still small. I drew Mandrills only once, and at a time were it wasn't relevant in any way. I was however quite impressed with the instant fight spell. It simply gives you a lot more Options inside combat, and the +1/+1-Counter clause is actually not that hard to achieve. I will leave it in as a 1-of and see how that feels.
On future tests, I am planning to cut Ooze and the 6th 3-drop from the main, and maybe add 2 more 2-drops to gain a little more tempo. Although my first Impression was negative, I might give Kraul Harpooner a second Chance. In my LGS, Spirits is quite a thing at the Moment, and I am also looking at Crackling Drake here.
No plans to implement a splash Color so far. To me, the deck feels good the way it is.
To the discussion about Dryad Militant, I can a 100% confirm the Card is unbelievably good against Dredge. In testing, I had my Opponent several times concede against a turn 1 Dryad. It basically shuts off that many mechanics inside the deck, that the Opponent is left with just the creature part of the deck, which just isn't that impressive against our board.
Thx for the report. For which records do you use Lead the Stampede and Dungrove Elder from your sideboard. I guess Lead the Stampede is against mass removal?
If yes, how do you like it?
Yes, Lead the Stampede is against any matchup which requires you to load back up resources at any Point. Mass removal in control is a good example here, or any midrange strategies with a lot of spot removal, like Jund, Abzan or Mardu Pyromancer. Dungrove Elder is actually for similar situations, cause it dodges that removal. Not the mass removal, but still hard to deal with.
I have to admit that I cannot a 100% evaluate these 2 Cards, since I didn't draw them in the Tournament and I also haven't been able to use them in a while. They can be Kind of awkward sometimes, since they often require you to tap out, while not adding that much pressure to the board, compared to the Default Options (e.g. Steel Leaf Champion). But in the type of games you Need them, they both allow you to turn the game around.
Dungrove Elder is especially impressive against any decks that use Path to Exile.
So, still some testing to be done, but so far I do not see better Sideboard Options for the grindy matchups than these two.
if your having issues with burn have you tried kitchen finks? maybe on mb over beloth and 2 more sb. i also personally like a single pulse of murasa in the sb as its solid lifegain and card advantage to bring back stranglroots, scoze, finks against burn, or your hexproof things against control.
I would say look at the decklist and card choices (including suboptimal cards) in the primer, that might help. I see you are trying to get the synergy of putting the -1/-1 counters on your 1-drops, how does that work out? Isn't it a bit slow in comparison to other decklists?
Also, I would really suggest adding Dryad Militant to your deck; it disrupts so many popular decks that you can't really afford not to play her.
Lastly, I'd say that for a Stompy deck, which wants to win as fast as possible, 6 lands that come into play tapped is too much of a hindrance for our gameplan.
Have you played with your decklist already, and if so, what are your opinions/findings?
I agree, about what Magicyio said about lands. 6 come into play tapped is too much. Most lists have 2 treetop village, three I think is tha maximum number the deck can handle when it comes to tapped lands.