I noticed that Damping Sphere isn't included in the primer and no one appears to be running it in their sideboard. Is there a reason why Stompy doesn't use it at all?
I noticed that Damping Sphere isn't included in the primer and no one appears to be running it in their sideboard. Is there a reason why Stompy doesn't use it at all?
I can only speak from personal experience but I have found at least as far as Damping Sphere is concerned, I'm not really soft to the decks that it hates out. The exception is maybe burn, there are better answers to burn than sphere though.
As for pheonix, there are a few routes you can take. I've taken a liking to raking canopy in the SB as a 2 of in a few decks (although I haven't tried it in stompy) Obviously there is surgical. I'm running a few scooze MB as GY gate.
Thing in the ice I haven't found to be too big of a problem. I'm running 3 thrash//threat SB for removal, generally though my creatures are just bigger and the deck is faster than thing in the ice.
I noticed that Damping Sphere isn't included in the primer and no one appears to be running it in their sideboard. Is there a reason why Stompy doesn't use it at all?
I run 3x Damping Spheres, and 1x Grafdigger's Cage in the sideboard, even though cage hurts Strangleroot Geist. Spheres are good against top 2 decks (tron and izzet phoenix) and the top 7th deck (amulet titan) according to mtggoldfish, and the Cage is a good card to have in the opener, but it might still help you even if you cannot play it turn 1.
Against Thing in the Ice, your best cards are Rancor and Dismember, as Rancor lets you be aggressive and Dismember is our best removal.
I noticed that Damping Sphere isn't included in the primer and no one appears to be running it in their sideboard. Is there a reason why Stompy doesn't use it at all?
I run 2 Spheres in the SB, mainly against Tron and Amulet Titan. As far as I am concerned the Sphere is one of our few Outs against Tron, so it should definitely be in the Primer.
I found Phoenix to be close, we have actually quite ok chances of simply racing them. Avatar provides Reach against Phoenix, a lot of Stompy Decks Play Scooze in the Maindeck, and Thing in the Ice does not block Steel Leaf Champion. Also, Dryad Militant has some relevant text here.
But still, the Turn 3 Thing flip or 6 attacking power on Turn 2 thanks to Morphose + Faithless Looting is still scary. I guess our plan here is race at all cost, and have that one removal for the Thing.
Hi!
I've been lurking here for quite some time. My main deck is rUG evolve, but as it has had some rough times lately i've decided to try something different. This is sort of Gruul stompy, where i use atarka's command as pump spell instead of devotion. Maindeck relics and vines are there to hate the topdecks.
It's very much work in progress still, but any comments w'd be appreciated.
the red green version of the deck when you drop the devotion part of the deck just becomes a bad zoo deck. but as a rule i would run
12 fetchlands
4 narnams (arguably the best 1 drop)
4 krid apes
4 eones (better synergy with apes and narnams than pelt)
4 militant
2 scooze
4 giest
2 Ghor-Clan Rampager
4 bolts
4 commands
as a starting point.
from hear you can either go back in the +1 counter route with avatar (which works well with devotion) or more go wide with pump with burning tree and bushwacker or go taller and with mb blood moons with a haste breade build.
if you go red/green aggro i honestly wouldn't bother with spell breaker, i would use the red to go for a lower more aggressive build with either more one drops (goblin guilds ect), or some card advantage with light up the stage. if these builds are what you would want to explore more you may have better luck on the Zoo thread.
Hiya fellow Mono G Stompy players. Getting back into MtG after a few year hiatus and picking up Stompy as my budget-ish deck choice. Had a few questions about the current builds though as the last time I played with Stompy, Avatar of the Resolute was JUST coming out.
1) I don't have any fetch lands yet but I am debating picking them up at some point. I did have a couple questions regarding their usage. When is the best time to crack a fetch and is it ideal to grab a shock land with it? Or is it better to grab a basic Forest to mitigate the life loss?
2) In reference to how Narnam's Renegade gets counters, just to make sure I have it right, the Renegade gets the +1/+1 counter if, at any point in the turn before the Narnam is cast, a permanent like a fetch leaves the battlefield. This could also apply to any creatures that go to the graveyard from the battlefield if you cast Narnam EoT?
3) My current deck runs 4X of Pelt Collecter/Experiment One/Dryad Militant. is it best to run 4 Experiment One OR 4 Pelt Collector but not necessarily both? Or would a 4/2 split, in addition to the 4 Dryad Militant be more ideal?
2) In reference to how Narnam's Renegade gets counters, just to make sure I have it right, the Renegade gets the +1/+1 counter if, at any point in the turn before the Narnam is cast, a permanent like a fetch leaves the battlefield. This could also apply to any creatures that go to the graveyard from the battlefield if you cast Narnam EoT?
3) My current deck runs 4X of Pelt Collecter/Experiment One/Dryad Militant. is it best to run 4 Experiment One OR 4 Pelt Collector but not necessarily both? Or would a 4/2 split, in addition to the 4 Dryad Militant be more ideal?
Hello there.
2) You do not necessarily cast Narnam Renegade to get the +1/+1 counter. For example you can get a narnam from a Collected Company and +1/+1 would still be placed on it if a permanent you control have left the battlefield that turn.
3) I'd say 4 Dryad Militant is a must nowadays. And 4 Experiment One is almost trivial to play. However, I do not like having more than 4 evolve-like creatures as I run 1-2 Torpor Orb in the sb against Merfolk, Humans, and Snapcaster Mage decks. And somehow more than 4 1/1 creatures seem a bit clunky when you draw them in multiples.
Ok, so Renegade just has to enter the battlefield one way or another and it gets the counter assuming the prerequisite is met. Cool. Easy enough.
I think I'll stick to a 4/4/2 split of Militant/Collector/E1 just because I feel like our odds are best when we've got that T1 play to maximize our chances of swinging 4 power on T2. But Torpor Orb isn't a bad idea at all. I'll honestly probably incorporate that into my build. I don't know what my LGS meta will look like yet so I'm trying to build a sort of "catch all" SB until I know what I'm dealing with.
Thanks for your advice.
Would anyone recommend investing in the fetch lands now? Or waiting until Modern Horizons? My understanding is that fetches won't be reprinted in Horizons so I certainly don't expect the prices to drop much, if at all, but some of the speculation I've read was that we may get some new form of fetch land. Has anyone read anything like this? Has there been any official word about fetch reprints?
1) I don't have any fetch lands yet but I am debating picking them up at some point. I did have a couple questions regarding their usage. When is the best time to crack a fetch and is it ideal to grab a shock land with it? Or is it better to grab a basic Forest to mitigate the life loss?
Is your Question directed at the usage in Stompy, or in general? Because this depends heavily on the deck and Manabase you are playing, and on the Situation in the game.
In Stompy, of Course you always grab a Basic, because most lists play Fetches only to trigger Narnam Renegade.
There are a few exceptions that utilize Temple Garden for a White Splash, in this case you would Always get the Shock land as soon as possible, since your Options of deck Manipulation and ensuring you have the Right mana available are limited.
My current deck runs 4X of Pelt Collecter/Experiment One/Dryad Militant. is it best to run 4 Experiment One OR 4 Pelt Collector but not necessarily both? Or would a 4/2 split, in addition to the 4 Dryad Militant be more ideal?
This depends also on your personal preferences, but I agree with phaircaron, more than 4 Evolvers can make for strange starts, where you Play only 1/1s without an early possibility to make them bigger.
And in the direct comparison, Ex1 is definitely the winner for me, since I think Regeneration is more important than Trample, and 2 counters is much more easy to accomplish than 3 (in fact, most of the time the Ex1 will be dead before the second counter).
Personally, I Play 4 Experiments, 4 Dryads (agree with Phaircaron again, they are crucial in the curent meta) and 3 Renegades.
Would anyone recommend investing in the fetch lands now? Or waiting until Modern Horizons? My understanding is that fetches won't be reprinted in Horizons so I certainly don't expect the prices to drop much, if at all, but some of the speculation I've read was that we may get some new form of fetch land. Has anyone read anything like this? Has there been any official word about fetch reprints?
There will definitely be no Reprint of the Fetchlands in Horizons. A Kind of replacement is possible, but I think its not very likely.
Investing in the Fetches (to Play with them, of Course, not as a monetary Investment!) sounds like a reasonable choice to me. No guarantees that they will maintain their value, but since they are relevant in all eternal Formats, they are not likely to loose much of value.
And if you plan to get the Fetches for Stompy, you can start with Wooded Foothills and Windswept Heath, which are the cheapest Fetches you will find.
What're people's thoughts on Vivien's Arkbow? Seems useful for mid-late game filtering.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
I've tested the Arkbow for a couple of games, because I thought the same as you. While it's not a bad card at all. It just isn't enough of an improvement to be worth it. Most of the time it did not feel impactful enough for me. As said it does it's role. But hitting Experiment Ones from it does not feel good. It's a decent card for sure, the place where you want it is more in a toolbox deck where you can find your silverbullets with it.
Evolution Sage is the card I'm looking closely at for both my own personal version of stompy and the mainline one in this thread. I mean the mainline version in here has +1 counters on a lot of creatures and sage could leverage more from the fetches/land drops that are played and the other cards in the deck overall, and is a not horrible body in itself. The big issue I find is that its in a weird position in the mainline of what we want or not in the 3cc spot
True but any lands after a certain point with sage out become more than just crappy draws. But of course this is variable in both ways. Only get three lands and meh, get more than 5 and nothing else and bleh. As I said its in that position where it could make a difference but we have ALOT of things in the 3cc slot competing and the ratios would be hard to come by that could be measurably good or bad either way without a lot of playtesting
The problem is, that sage is only strong if we have a bunch of cards with counters on it. This means we need E1, Strangleroot, Avatar or Pelt in play. Just adding a counter to a single creature won't be enough over the other 3 drops we are playing. Forced Adaptation also isn't played. And if we have multiple creatures to proliferate then we should be on the winning side anyways. I think the card is win more in the situation where it is good. But in other situations our other 3 drops are better. Then there is the fact that it is a bad topdeck on an empty board and doesn't add much devotion for aspect. Another problem is that it needs a turn until it can do its thing. Therefore it can be removed before creating any impact.
Horizon spoiler
First new card for us
Strict upgrade of prey upon
Savage swipe g
Soc
target creture you control gets +2/+2 until end of turn if it has 2 power.
Then it fight creture you don't control.
This works extremely well with narnams, dryads, strangleroot, and eones.
Shame about lack of instant speed as then it may have been as good as one of our hexproof u pump spells. Buy probably an auto include along side dissmeber going forwards for mono green builds.
A straight upgrade to Prey Upon, so definitely interesting for those using it so far.
Not sure if this has the potential to outclass Dismember, but I see the possibility that it might be something comparable to the Searing-effects in Burn, where you have removal and extra Damage combined in one Card. I already liked this effect on Hunt the Hunter, which I play in my Sideboard.
Btw, I really like the first look on Horizons, since it looks like it's supporting fair strategies so far. Also, the pseudo-Force being only relevant on non-creature spells is great News for Aggro-strategies like ours.
I don't really like the design, and the Name is totally uninspiring ("what's the easiest choice for a Name so that everybody knows what we are doing here"), but the game design is hopefully not too oppressive.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
100% agree, the potential upside is not even close worth the Risk. And since we have Steel Leaf Champion, Tokens shouldn't be that of a Problem.
Also, what are your recommendations for combating Thing in the Ice and Arclight Phoenix decks?
Thanks in advance!
Budget Modern: GStompyG | R8-WhackR
I can only speak from personal experience but I have found at least as far as Damping Sphere is concerned, I'm not really soft to the decks that it hates out. The exception is maybe burn, there are better answers to burn than sphere though.
As for pheonix, there are a few routes you can take. I've taken a liking to raking canopy in the SB as a 2 of in a few decks (although I haven't tried it in stompy) Obviously there is surgical. I'm running a few scooze MB as GY gate.
Thing in the ice I haven't found to be too big of a problem. I'm running 3 thrash//threat SB for removal, generally though my creatures are just bigger and the deck is faster than thing in the ice.
I run 3x Damping Spheres, and 1x Grafdigger's Cage in the sideboard, even though cage hurts Strangleroot Geist. Spheres are good against top 2 decks (tron and izzet phoenix) and the top 7th deck (amulet titan) according to mtggoldfish, and the Cage is a good card to have in the opener, but it might still help you even if you cannot play it turn 1.
Against Thing in the Ice, your best cards are Rancor and Dismember, as Rancor lets you be aggressive and Dismember is our best removal.
I run 2 Spheres in the SB, mainly against Tron and Amulet Titan. As far as I am concerned the Sphere is one of our few Outs against Tron, so it should definitely be in the Primer.
I found Phoenix to be close, we have actually quite ok chances of simply racing them. Avatar provides Reach against Phoenix, a lot of Stompy Decks Play Scooze in the Maindeck, and Thing in the Ice does not block Steel Leaf Champion. Also, Dryad Militant has some relevant text here.
But still, the Turn 3 Thing flip or 6 attacking power on Turn 2 thanks to Morphose + Faithless Looting is still scary. I guess our plan here is race at all cost, and have that one removal for the Thing.
the red green version of the deck when you drop the devotion part of the deck just becomes a bad zoo deck. but as a rule i would run
12 fetchlands
4 narnams (arguably the best 1 drop)
4 krid apes
4 eones (better synergy with apes and narnams than pelt)
4 militant
2 scooze
4 giest
2 Ghor-Clan Rampager
4 bolts
4 commands
as a starting point.
from hear you can either go back in the +1 counter route with avatar (which works well with devotion) or more go wide with pump with burning tree and bushwacker or go taller and with mb blood moons with a haste breade build.
if you go red/green aggro i honestly wouldn't bother with spell breaker, i would use the red to go for a lower more aggressive build with either more one drops (goblin guilds ect), or some card advantage with light up the stage. if these builds are what you would want to explore more you may have better luck on the Zoo thread.
Competitive Decks
Devotion to the Lash B ----
Monkey Conservation WUGR ---- Dragon WorshipR
1) I don't have any fetch lands yet but I am debating picking them up at some point. I did have a couple questions regarding their usage. When is the best time to crack a fetch and is it ideal to grab a shock land with it? Or is it better to grab a basic Forest to mitigate the life loss?
2) In reference to how Narnam's Renegade gets counters, just to make sure I have it right, the Renegade gets the +1/+1 counter if, at any point in the turn before the Narnam is cast, a permanent like a fetch leaves the battlefield. This could also apply to any creatures that go to the graveyard from the battlefield if you cast Narnam EoT?
3) My current deck runs 4X of Pelt Collecter/Experiment One/Dryad Militant. is it best to run 4 Experiment One OR 4 Pelt Collector but not necessarily both? Or would a 4/2 split, in addition to the 4 Dryad Militant be more ideal?
Hello there.
2) You do not necessarily cast Narnam Renegade to get the +1/+1 counter. For example you can get a narnam from a Collected Company and +1/+1 would still be placed on it if a permanent you control have left the battlefield that turn.
3) I'd say 4 Dryad Militant is a must nowadays. And 4 Experiment One is almost trivial to play. However, I do not like having more than 4 evolve-like creatures as I run 1-2 Torpor Orb in the sb against Merfolk, Humans, and Snapcaster Mage decks. And somehow more than 4 1/1 creatures seem a bit clunky when you draw them in multiples.
Ok, so Renegade just has to enter the battlefield one way or another and it gets the counter assuming the prerequisite is met. Cool. Easy enough.
I think I'll stick to a 4/4/2 split of Militant/Collector/E1 just because I feel like our odds are best when we've got that T1 play to maximize our chances of swinging 4 power on T2. But Torpor Orb isn't a bad idea at all. I'll honestly probably incorporate that into my build. I don't know what my LGS meta will look like yet so I'm trying to build a sort of "catch all" SB until I know what I'm dealing with.
Thanks for your advice.
Would anyone recommend investing in the fetch lands now? Or waiting until Modern Horizons? My understanding is that fetches won't be reprinted in Horizons so I certainly don't expect the prices to drop much, if at all, but some of the speculation I've read was that we may get some new form of fetch land. Has anyone read anything like this? Has there been any official word about fetch reprints?
Is your Question directed at the usage in Stompy, or in general? Because this depends heavily on the deck and Manabase you are playing, and on the Situation in the game.
In Stompy, of Course you always grab a Basic, because most lists play Fetches only to trigger Narnam Renegade.
There are a few exceptions that utilize Temple Garden for a White Splash, in this case you would Always get the Shock land as soon as possible, since your Options of deck Manipulation and ensuring you have the Right mana available are limited.
This depends also on your personal preferences, but I agree with phaircaron, more than 4 Evolvers can make for strange starts, where you Play only 1/1s without an early possibility to make them bigger.
And in the direct comparison, Ex1 is definitely the winner for me, since I think Regeneration is more important than Trample, and 2 counters is much more easy to accomplish than 3 (in fact, most of the time the Ex1 will be dead before the second counter).
Personally, I Play 4 Experiments, 4 Dryads (agree with Phaircaron again, they are crucial in the curent meta) and 3 Renegades.
There will definitely be no Reprint of the Fetchlands in Horizons. A Kind of replacement is possible, but I think its not very likely.
Investing in the Fetches (to Play with them, of Course, not as a monetary Investment!) sounds like a reasonable choice to me. No guarantees that they will maintain their value, but since they are relevant in all eternal Formats, they are not likely to loose much of value.
And if you plan to get the Fetches for Stompy, you can start with Wooded Foothills and Windswept Heath, which are the cheapest Fetches you will find.
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
This thread is full of us rejecting things like CoCo because payoffs that wait for us to have four land are payoffs that come too late.
We play a thin land ratio largely because we are not reliant on hitting 4 land to prosper.
First new card for us
Strict upgrade of prey upon
Savage swipe g
Soc
target creture you control gets +2/+2 until end of turn if it has 2 power.
Then it fight creture you don't control.
This works extremely well with narnams, dryads, strangleroot, and eones.
Shame about lack of instant speed as then it may have been as good as one of our hexproof u pump spells. Buy probably an auto include along side dissmeber going forwards for mono green builds.
Competitive Decks
Devotion to the Lash B ----
Monkey Conservation WUGR ---- Dragon WorshipR
Not sure if this has the potential to outclass Dismember, but I see the possibility that it might be something comparable to the Searing-effects in Burn, where you have removal and extra Damage combined in one Card. I already liked this effect on Hunt the Hunter, which I play in my Sideboard.
Btw, I really like the first look on Horizons, since it looks like it's supporting fair strategies so far. Also, the pseudo-Force being only relevant on non-creature spells is great News for Aggro-strategies like ours.
I don't really like the design, and the Name is totally uninspiring ("what's the easiest choice for a Name so that everybody knows what we are doing here"), but the game design is hopefully not too oppressive.