A tapped creature can't attack. Since no creatures have vigilance in the deck, I think it's what he meant to say (since obviously tapped creatures do deal damage as you need to tap creatures to actually attack).
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
You can't play it before turn 3 without it dying (unless you want a really bad burn spell) and as a turn 3 play it's really not all that impressive. Sometimes you won't even be able to pay the echo on turn 4 since the deck only runs 17 or so lands and Quirion Ranger won't be able to give you an extra mana in your upkeep. The cost is just too prohibitive for it to be good enough despite the nice stats.
You can't play it before turn 3 without it dying (unless you want a really bad burn spell) and as a turn 3 play it's really not all that impressive. Sometimes you won't even be able to pay the echo on turn 4 since the deck only runs 17 or so lands and Quirion Ranger won't be able to give you an extra mana in your upkeep. The cost is just too prohibitive for it to be good enough despite the nice stats.
I figured as much: I thought it was cool because on third turn with two Rancor in hand it's basically a three-card, flying Ball Lightning that you can pay the echo cost to keep.
You can't play it before turn 3 without it dying (unless you want a really bad burn spell) and as a turn 3 play it's really not all that impressive. Sometimes you won't even be able to pay the echo on turn 4 since the deck only runs 17 or so lands and Quirion Ranger won't be able to give you an extra mana in your upkeep. The cost is just too prohibitive for it to be good enough despite the nice stats.
I figured as much: I thought it was cool because on third turn with two Rancor in hand it's basically a three-card, flying Ball Lightning that you can pay the echo cost to keep.
Interestingly enough I came across this deck Deluxicoff played to a 3-1 recently that runs Uktabi Drake as a 3-of: http://www.mtgo-stats.com/decks/131495
He's running the full 4 Hunger of the Howlpack which makes sense given he has Uktabi Drakes to trigger it with as well as a full set of Bonesplitters to compliment Rancor as cheap temporary pumps for the Drake. Slippery Bogle looks a bit out of place in a Stompy deck but I guess he wants something he can safely put his morbid Hunger of the Howlpacks on. Kind of an interesting take on Stompy with a bit of hexproof and suicide aggro strategies mixed in. I'm not sure that the deck is very good but it's certainly unique.
Is there any particular reason why we don't see Viridian Longbow in more sideboards? I had this played against me and it was actually extremely effective due to Nettle Sentinel and Quirion Rangers working overtime. They could easily deal 4+ damage in a turn (enough to take out Spire Golems, not to mention multiple faeries, Delvers and even ninjas).
Most people use Scattershot Archer, which is really good. But I thought the fact that the Longbow can deal tons of damage to the same creature and even to the opponent or non-flying might offset the simplicity of the Archer by having a more malleable damage source. What do you think?
Is there any particular reason why we don't see Viridian Longbow in more sideboards? I had this played against me and it was actually extremely effective due to Nettle Sentinel and Quirion Rangers working overtime. They could easily deal 4+ damage in a turn (enough to take out Spire Golems, not to mention multiple faeries, Delvers and even ninjas).
Most people use Scattershot Archer, which is really good. But I thought the fact that the Longbow can deal tons of damage to the same creature and even to the opponent or non-flying might offset the simplicity of the Archer by having a more malleable damage source. What do you think?
The biggest draw back to Longbow is that it costs 3 to equip. In a normal deck that doesn't mean much, but I've won matches where I saw 3 lands between both games combined. And this isn't even going into how even if you can scrounge up that mana it likely means you are tapping out and can't leave up bluff mana for pump spells and "counters".
Longbow is okay but as was mentioned it's kind of a clunky card and this deck can be pretty starved for mana as it is sometimes. It works a lot better in Elves since half of their creatures tap for mana anyways meaning being able to move it around and do multiple pings a turn is much more realistic.
Has anyone tried to add Muscle Sliver and Predatory Sliver? Seems like it'd be a huge play to play a Sliver on turn two and follow that up with another one so that you have a 3/3 ready to attack on turn three.
I don't think so because as a 1/1 it is easier to die, not a good beater, and the body (normally used to defense in mirror) only appears when it dies.
Questions:
- Land Grant is no valid in Pauper because it hasn't been 'printed' in MTGO, right?
- no love for Ghazbán Ogre?
I don't think so because as a 1/1 it is easier to die, not a good beater, and the body (normally used to defense in mirror) only appears when it dies.
Questions:
- Land Grant is no valid in Pauper because it hasn't been 'printed' in MTGO, right?
- no love for Ghazbán Ogre?
Land Grant is legal in MTGO Pauper but why would you? There is no advantage to playing Land Grant vs a forest and you have to reveal your hand and risk having your "land" countered.
Land Grant is legal in MTGO Pauper but why would you? There is no advantage to playing Land Grant vs a forest and you have to reveal your hand and risk having your "land" countered.
Deck filtering. You don't draw less additional lands - a big advantage IMO in a topdeck mode deck like this.
But the disadvantages are clear - counterable and no more surprise.
Maybe going 14 or 15 forests helps a little bit.
Well some decks play Nest Invader for the extra body - Blisterpod could replace that?
That eldrazi spawn pulls it's weight as edict fodder, daze insurance, holds a rancor or bonesplitter etc... but I find that being able to proactively turn on morbid for hunger of the howlpack to be among the best uses for this sacrificial spawn. How-HOW-HOWWWWWWWWL!
Recent 5-0 Stompy decks don't use hexproof against MBC. Dorks like Nest Invader and undying ones work better IMO.
Suggestions: Prey Upon (or sort of) on a pumped creature and Ambush Viper, respectively.
Epic Confrontation is a better choice for one more mana and you can use most of your 2/2 dorks (I'd ditch Sedge Scorpion because it's not relevant in an aggro deck IMO). Nest Invaders token helps a lot in several scenarios already developed in previous posts here so I bought this idea. Thinking about Basking Rootwalla (maybe 2).
Been awhile since I posted last in this thread. I've been rotating between a number of different Stompy versions but have managed to go 5-0 in leagues 8 times in the last 2 weeks. Dromarx and deluxeicoff play Stompy waaay better than I. Still, I'm averaging a ~60%+ win rate. For what it's worth, I've been compiling info on my league results and here's some sense of our matchups (ordered by most times played):
As expected, we have bad matchups vs Affinity, Kiln Fiend, Elves, and Familiar. Anything with islands usually turns out pretty well, especially with maindeck River Boa. I'm finding stiffer competition in leagues in USA PM hours vs earlier in the day.
Picked this deck up a fortnight ago and am absolutely loving it: still make mistakes all the time, though!
I find I just roll over Delver, Tron, Homebrew, Goblins, Burn & UB Decks (with the exception of the heavy Dredge Stinkweed/Angler version), which is lovely. On the other hand, we're a dog to Elves and UR, and Affinity if they've 'got it'.
I have yet to play vs Familiars, but sorta assumed it be favourable - between archers, evasive beats & vines :c Anything we can reasonably do to shore things up?
Strangely, I've been having issues with RW metalcraft and UWR midrange - intellectually it feels like their awkward manabase should be punishing, but the ~ 12ish Bolts and value draw + incidental lifegain and CoP: Green is feeling real rough. Any tips?
Really, I'm just hoping for an Invigorate unbanning :i
If Invigorate is unbanned, then you will not be able to play Stompy anymore as Infect will be way much faster than you are.
Affi is a real problem, is there any way to stop Fling in green? I've only found "prevent combat damage" kind of cards.
Also, trying to figure out wich is the best route to take vs MBC. Is it Hexproof or cards like BlisterpodNest Invader ?
Would Gut Shot be a good card for sideboard? It can take away Spellstutter Sprite while we are tapped in response to the trigger, or removing a Wellwisher .
Familiar is a bad matchup. Vs a good familiar pilot, we are always unfavored. I've tried archers, Relic of Progenitus, and removal (gut shots/prey upon and enchantment removal for CoP) and we still lose the majority of the time. The only way I've beaten familiar is if the clock saves me OR I get a nut draw that kills them by turn 4. Turn 5 and later vs good familiar pilots and we're doomed. Our best bet is to not dilute the main deck and keep high power creatures and pumps to do damage fast...a saved Vines of Vastwood may steal a victory if they don't expect it with it targeting the same target as their Ghostly Flicker or Snap. I find by the time they get CoP:Green down, it's already too late anyways, thus I don't board in enchantment hate.
For Affinity, I steal games if I have 1 or more Gleeful Sabotage early and target their lands...hopefully they kept a land light hand. Otherwise, I've stolen games using a Feed the Clan/Fog/Moment's Peace after they mass pump their Atog. Still, we are very unfavored in this matchup.
Vs RW metalcraft and UWR midrange, I find a Hunger of the Howlpack on a Silhana Ledgewalker, River Boa, or Skarrgan Pit-Skulk can pull out the game with pump backup for their removal. Archers and sabotage can come in too depending on the opponent's deck (lots of fliers or Cop:Green). Most of the time I bring in some number of Gleeful Sabotage to take care of Journey to Nowhere or their artifact lands if they miss a drop. One can also get value with a timely Vines before Journey enters play. If all your creatures are Hexproof or Vine'd, then they have to select one of their creatures to exile. Otherwise, Vine'sing your own creature in response to the enters the battlefield trigger on JtN works well too. These should be slightly favorable matchups for us assuming stock RW and UWR builds.
IMO, MBC is 50/50. Our best cards are the persist and undying creatures. We need to kill them before they get to 5 mana thanks to Gary (Gray Merchant of Asphodel). After that, our percentages go way down. Sometimes they miss a land drop early giving us till turn 6 to kill them. Cuombajj Witches is a real problem so hopefully they block with it and we pump to kill it or we have removal like Epic Confrontation to kill it. Otherwise, empty your hand fast so we can draw gas as Chittering Rats can set us back. Hunger of the Howlpack is really good here too. If they waste all their removal early and then we land a pit-skulk or ledgewalker or even Mire Boa, we should be able to push damage through. Still it's a matchup that really rewards tight play.
IMO, we need removal in the SB. Something like Gut Shot, Prey Upon, Epic Confrontation, or Pit Fight. These make the Delver matchups even better but we don't need help there. I'm always wary of an opposing Standard Bearer to take away our pumps. Removal helps with that. Instant removal even better. Removing a blocker before attacks can push a lot of damage through.
Hope this helps or spurs others with more knowledge than I to respond as well.
It's different with Nettle Sentinel. But Mutagenic Growth can do a similar job at this point.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
You can't play it before turn 3 without it dying (unless you want a really bad burn spell) and as a turn 3 play it's really not all that impressive. Sometimes you won't even be able to pay the echo on turn 4 since the deck only runs 17 or so lands and Quirion Ranger won't be able to give you an extra mana in your upkeep. The cost is just too prohibitive for it to be good enough despite the nice stats.
I figured as much: I thought it was cool because on third turn with two Rancor in hand it's basically a three-card, flying Ball Lightning that you can pay the echo cost to keep.
Interestingly enough I came across this deck Deluxicoff played to a 3-1 recently that runs Uktabi Drake as a 3-of: http://www.mtgo-stats.com/decks/131495
He's running the full 4 Hunger of the Howlpack which makes sense given he has Uktabi Drakes to trigger it with as well as a full set of Bonesplitters to compliment Rancor as cheap temporary pumps for the Drake. Slippery Bogle looks a bit out of place in a Stompy deck but I guess he wants something he can safely put his morbid Hunger of the Howlpacks on. Kind of an interesting take on Stompy with a bit of hexproof and suicide aggro strategies mixed in. I'm not sure that the deck is very good but it's certainly unique.
Most people use Scattershot Archer, which is really good. But I thought the fact that the Longbow can deal tons of damage to the same creature and even to the opponent or non-flying might offset the simplicity of the Archer by having a more malleable damage source. What do you think?
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
The biggest draw back to Longbow is that it costs 3 to equip. In a normal deck that doesn't mean much, but I've won matches where I saw 3 lands between both games combined. And this isn't even going into how even if you can scrounge up that mana it likely means you are tapping out and can't leave up bluff mana for pump spells and "counters".
Questions:
- Land Grant is no valid in Pauper because it hasn't been 'printed' in MTGO, right?
- no love for Ghazbán Ogre?
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Land Grant is legal in MTGO Pauper but why would you? There is no advantage to playing Land Grant vs a forest and you have to reveal your hand and risk having your "land" countered.
Ghazban Ogre is beyond terrible in pauper.
Deck filtering. You don't draw less additional lands - a big advantage IMO in a topdeck mode deck like this.
But the disadvantages are clear - counterable and no more surprise.
Maybe going 14 or 15 forests helps a little bit.
Really? I could swear it's bad only against red but delver on the play can hurt me early too... Yeah... Got it
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
That eldrazi spawn pulls it's weight as edict fodder, daze insurance, holds a rancor or bonesplitter etc... but I find that being able to proactively turn on morbid for hunger of the howlpack to be among the best uses for this sacrificial spawn. How-HOW-HOWWWWWWWWL!
16 Forest
Creatures (26)
4 Garruk's Companion
2 Nest Invader
4 Nettle Sentinel
4 Quirion Ranger
2 River Boa
4 Skarrgan Pit-Skulk
2 Vault Skirge
4 Young Wolf
2 Bonesplitter
4 Groundswell
2 Hunger of the Howlpack
2 Mutagenic Growth
4 Rancor
4 Vines of Vastwood
4 Gleeful Sabotage
2 Prey Upon
2 Relic of Progenitus
4 Scattershot Archer
1 Scryb Sprites
2 Vault Skirge
Don't laugh, Scryb Sprites was a pet card for me a long time ago
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Suggestions: Prey Upon (or sort of) on a pumped creature and Ambush Viper, respectively.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
DeckNameWinsLossesMatches%WinRate
Delver1642080.00%
Affinity5101533.33%
Burn1041471.43%
MBC761353.85%
Acid Trip931275.00%
UB DelverAngler 841266.67%
Kiln Fiend381127.27%
Kuldotha Jeskai 821080.00%
Tron551050.00%
UB Teachings71887.50%
Familiar25728.57%
GW Hexproof32560.00%
Homebrews404100.00%
Soul Sisters22450.00%
Stompy13425.00%
Elves 13425.00%
Goblins21366.67%
Infect 12333.33%
Slivers11250.00%
As expected, we have bad matchups vs Affinity, Kiln Fiend, Elves, and Familiar. Anything with islands usually turns out pretty well, especially with maindeck River Boa. I'm finding stiffer competition in leagues in USA PM hours vs earlier in the day.
I find I just roll over Delver, Tron, Homebrew, Goblins, Burn & UB Decks (with the exception of the heavy Dredge Stinkweed/Angler version), which is lovely. On the other hand, we're a dog to Elves and UR, and Affinity if they've 'got it'.
I have yet to play vs Familiars, but sorta assumed it be favourable - between archers, evasive beats & vines :c Anything we can reasonably do to shore things up?
Strangely, I've been having issues with RW metalcraft and UWR midrange - intellectually it feels like their awkward manabase should be punishing, but the ~ 12ish Bolts and value draw + incidental lifegain and CoP: Green is feeling real rough. Any tips?
Really, I'm just hoping for an Invigorate unbanning :i
Affi is a real problem, is there any way to stop Fling in green? I've only found "prevent combat damage" kind of cards.
Also, trying to figure out wich is the best route to take vs MBC. Is it Hexproof or cards like Blisterpod Nest Invader ?
Would Gut Shot be a good card for sideboard? It can take away Spellstutter Sprite while we are tapped in response to the trigger, or removing a Wellwisher .
My sideboard right now is:
1x Epic Confrontation
4x Scattershot Archer
4x Gleeful Sabotage
3x Feed the Clan
For Affinity, I steal games if I have 1 or more Gleeful Sabotage early and target their lands...hopefully they kept a land light hand. Otherwise, I've stolen games using a Feed the Clan/Fog/Moment's Peace after they mass pump their Atog. Still, we are very unfavored in this matchup.
Vs RW metalcraft and UWR midrange, I find a Hunger of the Howlpack on a Silhana Ledgewalker, River Boa, or Skarrgan Pit-Skulk can pull out the game with pump backup for their removal. Archers and sabotage can come in too depending on the opponent's deck (lots of fliers or Cop:Green). Most of the time I bring in some number of Gleeful Sabotage to take care of Journey to Nowhere or their artifact lands if they miss a drop. One can also get value with a timely Vines before Journey enters play. If all your creatures are Hexproof or Vine'd, then they have to select one of their creatures to exile. Otherwise, Vine'sing your own creature in response to the enters the battlefield trigger on JtN works well too. These should be slightly favorable matchups for us assuming stock RW and UWR builds.
IMO, MBC is 50/50. Our best cards are the persist and undying creatures. We need to kill them before they get to 5 mana thanks to Gary (Gray Merchant of Asphodel). After that, our percentages go way down. Sometimes they miss a land drop early giving us till turn 6 to kill them. Cuombajj Witches is a real problem so hopefully they block with it and we pump to kill it or we have removal like Epic Confrontation to kill it. Otherwise, empty your hand fast so we can draw gas as Chittering Rats can set us back. Hunger of the Howlpack is really good here too. If they waste all their removal early and then we land a pit-skulk or ledgewalker or even Mire Boa, we should be able to push damage through. Still it's a matchup that really rewards tight play.
IMO, we need removal in the SB. Something like Gut Shot, Prey Upon, Epic Confrontation, or Pit Fight. These make the Delver matchups even better but we don't need help there. I'm always wary of an opposing Standard Bearer to take away our pumps. Removal helps with that. Instant removal even better. Removing a blocker before attacks can push a lot of damage through.
Hope this helps or spurs others with more knowledge than I to respond as well.