Serene Heart is probably the single best sideboard card against them, it will really wreck their day and the worst it will do to you is knock off a Rancor or two that you can recast. Gleeful Sabotage is also fairly good against them and is less narrow of a sideboard card, being good against Affinity and somewhat useful against Delver decks as well. Hexproof isn't really that popular right now so I'd recommend playing Gleeful instead since it has more applications. If the Hexproof deck takes off at some point though then Serene Heart is definitely something to keep in mind.
Also something to keep in mind is that the Hexproof decks often board Standard Bearer against us, so you're going to want some way to deal with it.
Standart bearer. Meaning boarding hornet sting against hexproof. Nice. I'll keep serene heart in mind. Thanks!
I've been thinking of running Relic of Progenitus or Nihil Spellbomb in the sideboard for FissurePost. If they can't get their Flicker/Wall loop going then they will have a real tough time winning, and it seems like it would be worth it given how common that deck is on MTGO. Spellbomb seems better than Relic, since I'd rather not have to leave mana open, has anyone tested either of these cards?
I've been thinking of running Relic of Progenitus or Nihil Spellbomb in the sideboard for FissurePost. If they can't get their Flicker/Wall loop going then they will have a real tough time winning, and it seems like it would be worth it given how common that deck is on MTGO. Spellbomb seems better than Relic, since I'd rather not have to leave mana open, has anyone tested either of these cards?
I think Faerie Macabre is what is usually used by Stompy decks if they really want graveyard hate, however there are a number of problems with your plan:
-Flicker + Wall isn't needed for them to win at all, it just gives them lategame inevitability and an "oops, I win" combo that they might stumble onto sometimes. They can still easily beat you by storming off and bouncing all your permanents by chaining Cloud of Faeries and Snap a bunch of times.
-Bringing in narrow sideboard cards such as graveyard hate is diluting the aggressive nature of your deck and in turn giving the Fissure player a longer time to set up. You shouldn't be diluting your deck with cards like this unless they are absolutely necessary to win the matchup (which graveyard hate is not against Fissure Post). If you want an example of a card that is absolutely necessary to bring in, see Hornet Sting against decks with Standard Bearer (a card you are utterly powerless to beat under most circumstances). You can beat Flicker + Wall by killing the opponent before it ever becomes relevant.
-If you really need to you already have access to 4 Vines of Vastwood that can stop them from getting back Ghostly Flicker anyways (target their Wall in response to the Flicker)
In general you should be winning the game before Flicker + Wall ever becomes relevant. Sure they might stumble onto it on turn 5 or 6 on occasion, but this is not the norm. It's usually much later in the game (after they have bounced your permanents and/or have board control) that Flicker + Wall becomes a thing, and you've generally already lost by that point anyways. If you're bringing in graveyard hate against Fissure Post what you are doing is playing not to lose. You should not be doing that - you are the aggro deck, not the control deck. The Post deck has the inevitability, you need to be trying to beat them down before that inevitability allows them to take over, either by racing, disrupting them enough with Scattershot Archers to slow them down, or leveraging your Vines of Vastwoods to protect your threats/disrupt them mid-combo.
I think some post-ban discussion is warranted. I can see three things that bode poorly for stompy:
1) it's going to be one of the clear top dogs, so people will be gunning for us, big time.
2) WW is likely to have a new lease on life, and that means standard bearer and possibly even guardian of the guildpact, which hasn't been sighted in a long, long time.
3) Even more troubling, MBC has lost its worst enemy and MBC is naturally favoured against stompy.
As far as build responses, I would suggest that safehold elite, hunger of the howlpack and ledgewalker's stocks go up. undying creatures protecting a ledgewalker from edicts is one of the few ways to win the MBC matchup, hunger's ability to reset morbid and/or create a massive hexproof beater is clutch. Also elite is the deck's one possible answer to guardian of the guildpact. Also, bonesplitter and even rancor start to lose a lot of value, as you end up with the "all pumps, no creatures" problem in the MBC matchup. Ditto vanilla beaters like garruk's companion which are much worse outside of pure race situations.
I'm a new Stompy player and I like the deck a lot for the few games I played with it but I'm wondering about a few things.
- The matchup against Izzet Nivix Fiend seems horrendous. I always get smashed on turn 3/4 and there is not much I seem to be able to do about it. How should I play this matchup?
- Is the Izzet Nivix Fiend matchup one that Moment's Peace is for? Also wouldn't Fog be better since it costs less?
- I've replaced Vault Skirge with Wild Mongrel since it changing color + pump seems to be better against Izzet Nivix Fiend. Am I wrong here?
- Would Nature's Claim be better than Gleeful Sabotage against affinity and auras?
Nivix Fiend IS a horrible match up for Stompy. Without kill spells, our best hope is to cast a Vines of Vastwood on their Kiln Fiend or Cyclops in response to their Artful Dodge or the double strike card. Fog and Moments Peace is helpful as well if you can cast them in time will keep you alive.
I'm a new Stompy player and I like the deck a lot for the few games I played with it but I'm wondering about a few things.
- The matchup against Izzet Nivix Fiend seems horrendous. I always get smashed on turn 3/4 and there is not much I seem to be able to do about it. How should I play this matchup?
- Is the Izzet Nivix Fiend matchup one that Moment's Peace is for? Also wouldn't Fog be better since it costs less?
- I've replaced Vault Skirge with Wild Mongrel since it changing color + pump seems to be better against Izzet Nivix Fiend. Am I wrong here?
- Would Nature's Claim be better than Gleeful Sabotage against affinity and auras?
The Nivix Fiend matchup is mostly about getting a Vault Skirge suited up with Rancor/other permanent buff and getting out of a range. You should hold up Vines to counter Assault Strobe if possible, and keep back a blocker to threaten blocking with a pump spell on a blockable attack.
Board in Fogs or Moment's Peace for that matchup.
Nature's Claim might be better against Auras since it is instant (killing an Armadillo Cloak before he can attack is quite good) but worse against everything else since it gives your opponents life, not something you want to be doing as an aggro deck.
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MTGO Decks:
Pauper: U Delver Fae UR Nivix Fiend UWB Esper Sage
GInfect RIP UFissure Post RIP URIzzet Post RIP UBRThe Perfect Pauper Storm RIP
I'm a new Stompy player and I like the deck a lot for the few games I played with it but I'm wondering about a few things.
- The matchup against Izzet Nivix Fiend seems horrendous. I always get smashed on turn 3/4 and there is not much I seem to be able to do about it. How should I play this matchup?
- Is the Izzet Nivix Fiend matchup one that Moment's Peace is for? Also wouldn't Fog be better since it costs less?
- I've replaced Vault Skirge with Wild Mongrel since it changing color + pump seems to be better against Izzet Nivix Fiend. Am I wrong here?
- Would Nature's Claim be better than Gleeful Sabotage against affinity and auras?
-It's a pretty poor matchup, probably the worst for Stompy among common opponents. Game 1 you pretty much just have to race and hope they don't have it, outside of drawing a Vines of Wastwood which you can possibly use to buy yourself a turn (target their Fiend/Cyclops in response to Assault Strobe and you'll usually survive another turn which can be enough). After sideboard Fog effects can kind of help but they usually bring in Dispel to counter it so it's far from foolproof. I've also been trying a single Prey Upon lately since I find that while I can sometimes race a turn 3 Cyclops a turn 2 Kiln Fiend is pretty much impossible to race, so haumphing it with Prey Upon can actually buy me the time needed to win. It's been okay the few times its come up so far.
-Moment's Peace should be fine against other aggro too, such as Goblins or the mirror. 2 Fog effects out of one card is pretty big in those kinds of matchups. I think Fog is better though against Nivix Fiend just by being cheaper. I find the way the games play out I'm wanting to tap down every turn because I need to establish a quick clock so it's rare I'm able to sit back on more than 1 mana without compromising my own offence.
-It's maybe marginally better at best. Neither card is particularly great. Mongrel letting you block through an Apostle's Blessing is obviously useful but they still are running a bunch of Artful Dodges and sometimes Distortion Strikes that will bypass it anyways. Vault Skirge can be useful just by being a 1 drop (you really need to establish some sort of early clock against them). It can also potentially slow their clock, though I've found it usually doesn't really in practice. I don't think either card is particularly good against them honestly but I like Vault Skirge slightly more just because it's cheaper and can let you do something like hold up Vines/Fog as well as put a body in play more easily.
-Absolutely not, their life totals are very much relevant and I'd much rather have Gleeful for both.
I've also been trying a single Prey Upon lately since I find that while I can sometimes race a turn 3 Cyclops a turn 2 Kiln Fiend is pretty much impossible to race, so haumphing it with Prey Upon can actually buy me the time needed to win. It's been okay the few times its come up so far.
I tried a 4x Pit Fight in the sideboard in place of 4x Hornet's Sting. But 2 mana seems a bit much. So now I'm tying 4x Prey Upon.
I've added a note in the OP that if anyone wants to take a stab at updating the original primer for the fissure/post bans, just PM me and I'll send over the code and happily paste any (good!) changes in. In particular, the sideboard, matchup and decklist section needs serious updating, I'm not sure if the card choice discussion needs to be changed or not though.
I've added a note in the OP that if anyone wants to take a stab at updating the original primer for the fissure/post bans, just PM me and I'll send over the code and happily paste any (good!) changes in. In particular, the sideboard, matchup and decklist section needs serious updating, I'm not sure if the card choice discussion needs to be changed or not though.
there really hasn't been a lot of change in the deck since the ban outside of it becoming less effective
worth testing, but the reason you lose against MBC is by not killing them quickly enough for them to get their 5+ mana lifegain engines going, holding up regen mana will potentially slow your clock down while not addressing the fundamental issue of speed and their late game being unbeatable.
Thanks for the reply, I was also thinking about lignify as a sideboard option maybe against affinity and tron, for their big creatures, Atog in affinity, and Ulamog's crusher in tron, and possibly against crypt rats in mono black when they tap out.
I've been stopped pretty hard lately against burn. They just vaporize every creature I lay and lead me out of the game with curse of the pierced heart. Brindle Boar seems like nowhere near enough to help out. Ranger's guile from the board maybe? You guys have any suggestions?
ummm, if you're against a burn player that's pointing burn at your creatures, that's pretty weird. You already have heaps of ways to punish them for that plan (vines, gather, hunger, young wolf, elite, ledgewalker). Basically you're playing a deck with multiple repeatable sources of damage that you can protect, while he's playing a deck that has non-repeatable sources of damage. If he's wasting burn on your creatures, you should be winning. Play your pumps smart/defensively if necessary and you should be fine in that spot. your bigger problem is if it descends into a pure race situation (which it by rights should), the burn player is usually going to be faster given a reasonable draw that includes a fireblast.
I guess the games I had were pretty unrepresentative then because they were multiple rancor draws and I never saw youngwolf, or elite I just kinda played 3 or 4 dudes which he killed with double bolts to get past vines and then I wiffed for a few turns and died, and that was how the whole series went.
In a more represantive game is brindle boar really enough? It seems like it negates a single fireblast which doesn't seem like a whole lot. What other options are there?
I guess the games I had were pretty unrepresentative then because they were multiple rancor draws and I never saw youngwolf, or elite I just kinda played 3 or 4 dudes which he killed with double bolts to get past vines and then I wiffed for a few turns and died, and that was how the whole series went.
In a more represantive game is brindle boar really enough? It seems like it negates a single fireblast which doesn't seem like a whole lot. What other options are there?
The only other option I know of is Nourish which negates two burn spells and is cheaper but can't kill your opponent like Brindle Boar can. Haven't played a lot with either card so I couldn't tell you which is better in practice.
First look at the deck is awesome. A buddy of mine was running a list similar as a casual deck vs my pauper eye candy.
His list had all the blood thirst guys, even storm blood berserker, and was running the new Gatecrash Gruul mana dork as an enabler. (taps for G+ping) as well as the best red removal.
It's amazing how Mono green doesn't lose much of anything in the pump department when going converting to pauper. Mutagenetic growth, rancor, vines of the vastwood, and groundswell are all crazy strong.
I guess the games I had were pretty unrepresentative then because they were multiple rancor draws and I never saw youngwolf, or elite I just kinda played 3 or 4 dudes which he killed with double bolts to get past vines and then I wiffed for a few turns and died, and that was how the whole series went.
In a more represantive game is brindle boar really enough? It seems like it negates a single fireblast which doesn't seem like a whole lot. What other options are there?
This sounds unrealistic. I don't think a burn player has ever targeted one of my dudes with two lightning bolts and still won the game, much less times where he targets 3 or 4 dudes.
yesterday i've played a paper tournament, and i've lost two matches against WW. The problem against them is that they have removals. How can this deck resist?
Rancor is probably your most important card against White Weenie as they generally have no way to permanently get rid of it (maybe an Oblivion Ring but even that's not very likely) and it lets you push through things like Squadron Hawks much more easily, especially combined with Pit-Skulk. Ledgewalkers are pretty weak against them in general because of Hawks and the abundance of other flyers, and Hunger of the Howlpack isn't great since they have exile removal. If removal is a problem against them, Vines of Vastwood is a pretty big help, as is Gleeful Sabotage to kill Journey to Nowhere. Sunlance can be fought off with a pump spell usually (Gather Courage works especially well if it's a Nettle Sentinel or bloodthirsted Pit-Skulk being targeted). Javilineers can be annoying if you're relying on Quirion Ranger to stick around but other than that he's not usually a big problem.
Depending on the style of list they're playing you have some good sideboard options for them in your list. Hornet Sting should always come in against WW just for fear of Standard Bearer out of their board. Even if they don't have it you can still take out an Icatian Javilineer so it's not entirely dead. If they're a list heavy on flyers (ex. War Falcon, Squadron Hawk, Leonin Skyhunter) then Scattershot Archer becomes reasonable. Gleeful is usually pretty good too as they almost always run some number of Bonesplitters and 4 Journeys as well as Razor Golem if they're a bit more midrange. Overall White Weenie is usually favored here just because of the aforementioned Standard Bearer and other cards like Prismatic Strands that cause Stompy a lot of grief and their general ability to go slightly bigger. Stompy can win, but you need an aggressive draw (ideally with a Rancor) that can kill White Weenie before cards like Strands take over the game.
Timbermaw larva as a curve topper? Extremely strong in mono green, add a rancor, and you have a serious, serious clock.
4 mana for a creature that dies to just about any removal spell in the format and has no immediate impact is a lot in Pauper. For 4 mana you can bestow a Leafcrown Dryad which I think is a lot better (should create a similar sized threat while also giving you some resilience to removal).
Thank you for your answer, you're always very clear. I'll post updates!
I have another question: is Ambush Viper worth a test? I was thinking about replacing 3 Garruk's Companion with 3 of this one.
Probably not. Ambush Viper is best used as a defensive card, and Stompy isn't a deck that should be taking the defensive role too often. I could see it as a sideboard card maybe, it's fairly decent against Affinity at least (can even take out an Atog if the Affinity player doesn't expect it, which Stompy normally can't do). Seems much worse overall though against decks like Delver, MBC, Tron, Cyclops/Fiend (since you won't usually get to block them anyways) and any sort of midrange Kitty deck.
Yes it does. Tapped creatures have dealt their combat damage as normal since Sixth Edition :-P Sometimes Gather Courage is underwhelming, but other times it's completely nuts (casting it by tapping Nettle Sentinel, for example).
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Standart bearer. Meaning boarding hornet sting against hexproof. Nice. I'll keep serene heart in mind. Thanks!
I think Faerie Macabre is what is usually used by Stompy decks if they really want graveyard hate, however there are a number of problems with your plan:
-Flicker + Wall isn't needed for them to win at all, it just gives them lategame inevitability and an "oops, I win" combo that they might stumble onto sometimes. They can still easily beat you by storming off and bouncing all your permanents by chaining Cloud of Faeries and Snap a bunch of times.
-Bringing in narrow sideboard cards such as graveyard hate is diluting the aggressive nature of your deck and in turn giving the Fissure player a longer time to set up. You shouldn't be diluting your deck with cards like this unless they are absolutely necessary to win the matchup (which graveyard hate is not against Fissure Post). If you want an example of a card that is absolutely necessary to bring in, see Hornet Sting against decks with Standard Bearer (a card you are utterly powerless to beat under most circumstances). You can beat Flicker + Wall by killing the opponent before it ever becomes relevant.
-If you really need to you already have access to 4 Vines of Vastwood that can stop them from getting back Ghostly Flicker anyways (target their Wall in response to the Flicker)
In general you should be winning the game before Flicker + Wall ever becomes relevant. Sure they might stumble onto it on turn 5 or 6 on occasion, but this is not the norm. It's usually much later in the game (after they have bounced your permanents and/or have board control) that Flicker + Wall becomes a thing, and you've generally already lost by that point anyways. If you're bringing in graveyard hate against Fissure Post what you are doing is playing not to lose. You should not be doing that - you are the aggro deck, not the control deck. The Post deck has the inevitability, you need to be trying to beat them down before that inevitability allows them to take over, either by racing, disrupting them enough with Scattershot Archers to slow them down, or leveraging your Vines of Vastwoods to protect your threats/disrupt them mid-combo.
Fires :symr:f Salvation
1) it's going to be one of the clear top dogs, so people will be gunning for us, big time.
2) WW is likely to have a new lease on life, and that means standard bearer and possibly even guardian of the guildpact, which hasn't been sighted in a long, long time.
3) Even more troubling, MBC has lost its worst enemy and MBC is naturally favoured against stompy.
As far as build responses, I would suggest that safehold elite, hunger of the howlpack and ledgewalker's stocks go up. undying creatures protecting a ledgewalker from edicts is one of the few ways to win the MBC matchup, hunger's ability to reset morbid and/or create a massive hexproof beater is clutch. Also elite is the deck's one possible answer to guardian of the guildpact. Also, bonesplitter and even rancor start to lose a lot of value, as you end up with the "all pumps, no creatures" problem in the MBC matchup. Ditto vanilla beaters like garruk's companion which are much worse outside of pure race situations.
- The matchup against Izzet Nivix Fiend seems horrendous. I always get smashed on turn 3/4 and there is not much I seem to be able to do about it. How should I play this matchup?
- Is the Izzet Nivix Fiend matchup one that Moment's Peace is for? Also wouldn't Fog be better since it costs less?
- I've replaced Vault Skirge with Wild Mongrel since it changing color + pump seems to be better against Izzet Nivix Fiend. Am I wrong here?
- Would Nature's Claim be better than Gleeful Sabotage against affinity and auras?
The list I'm running:
16 Forest
Creatures:
4 Nettle Sentinel
4 Quirion Ranger
4 Skarrgan Pit-Skulk
4 Young Wolf
1 Scattershot Archer
3 Silhana Ledgewalker
3 Wild Mongrel
2 River Boa
1 Shinen of Life's Roar
4 Rancor
1 Bonesplitter
4 Groundswell
3 Gather Courage
3 Hunger of the Howlpack
3 Vines of Vastwood
4 Gleeful Sabotage
4 Hornet Sting
4 Moment's Peace
3 Scattershot Archer
The Nivix Fiend matchup is mostly about getting a Vault Skirge suited up with Rancor/other permanent buff and getting out of a range. You should hold up Vines to counter Assault Strobe if possible, and keep back a blocker to threaten blocking with a pump spell on a blockable attack.
Board in Fogs or Moment's Peace for that matchup.
Nature's Claim might be better against Auras since it is instant (killing an Armadillo Cloak before he can attack is quite good) but worse against everything else since it gives your opponents life, not something you want to be doing as an aggro deck.
U Delver Fae
UR Nivix Fiend
UWB Esper Sage
G
InfectRIPU
Fissure PostRIPUR
Izzet PostRIPUBR
The Perfect Pauper StormRIPModern:
UW
EggsRIPGR Tron
Legacy:
0 Manaless Dredge
UWR Miracles
UWB Stoneblade and Deathblade
UWR Delver
UWR Landstill
-It's a pretty poor matchup, probably the worst for Stompy among common opponents. Game 1 you pretty much just have to race and hope they don't have it, outside of drawing a Vines of Wastwood which you can possibly use to buy yourself a turn (target their Fiend/Cyclops in response to Assault Strobe and you'll usually survive another turn which can be enough). After sideboard Fog effects can kind of help but they usually bring in Dispel to counter it so it's far from foolproof. I've also been trying a single Prey Upon lately since I find that while I can sometimes race a turn 3 Cyclops a turn 2 Kiln Fiend is pretty much impossible to race, so haumphing it with Prey Upon can actually buy me the time needed to win. It's been okay the few times its come up so far.
-Moment's Peace should be fine against other aggro too, such as Goblins or the mirror. 2 Fog effects out of one card is pretty big in those kinds of matchups. I think Fog is better though against Nivix Fiend just by being cheaper. I find the way the games play out I'm wanting to tap down every turn because I need to establish a quick clock so it's rare I'm able to sit back on more than 1 mana without compromising my own offence.
-It's maybe marginally better at best. Neither card is particularly great. Mongrel letting you block through an Apostle's Blessing is obviously useful but they still are running a bunch of Artful Dodges and sometimes Distortion Strikes that will bypass it anyways. Vault Skirge can be useful just by being a 1 drop (you really need to establish some sort of early clock against them). It can also potentially slow their clock, though I've found it usually doesn't really in practice. I don't think either card is particularly good against them honestly but I like Vault Skirge slightly more just because it's cheaper and can let you do something like hold up Vines/Fog as well as put a body in play more easily.
-Absolutely not, their life totals are very much relevant and I'd much rather have Gleeful for both.
I tried a 4x Pit Fight in the sideboard in place of 4x Hornet's Sting. But 2 mana seems a bit much. So now I'm tying 4x Prey Upon.
there really hasn't been a lot of change in the deck since the ban outside of it becoming less effective
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swampwalk's not irrelevant though
In a more represantive game is brindle boar really enough? It seems like it negates a single fireblast which doesn't seem like a whole lot. What other options are there?
The only other option I know of is Nourish which negates two burn spells and is cheaper but can't kill your opponent like Brindle Boar can. Haven't played a lot with either card so I couldn't tell you which is better in practice.
His list had all the blood thirst guys, even storm blood berserker, and was running the new Gatecrash Gruul mana dork as an enabler. (taps for G+ping) as well as the best red removal.
It's amazing how Mono green doesn't lose much of anything in the pump department when going converting to pauper. Mutagenetic growth, rancor, vines of the vastwood, and groundswell are all crazy strong.
Just thought I'd add my thoughts.
This sounds unrealistic. I don't think a burn player has ever targeted one of my dudes with two lightning bolts and still won the game, much less times where he targets 3 or 4 dudes.
http://forums.mtgsalvation.com/showthread.php?t=496372
Rancor is probably your most important card against White Weenie as they generally have no way to permanently get rid of it (maybe an Oblivion Ring but even that's not very likely) and it lets you push through things like Squadron Hawks much more easily, especially combined with Pit-Skulk. Ledgewalkers are pretty weak against them in general because of Hawks and the abundance of other flyers, and Hunger of the Howlpack isn't great since they have exile removal. If removal is a problem against them, Vines of Vastwood is a pretty big help, as is Gleeful Sabotage to kill Journey to Nowhere. Sunlance can be fought off with a pump spell usually (Gather Courage works especially well if it's a Nettle Sentinel or bloodthirsted Pit-Skulk being targeted). Javilineers can be annoying if you're relying on Quirion Ranger to stick around but other than that he's not usually a big problem.
Depending on the style of list they're playing you have some good sideboard options for them in your list. Hornet Sting should always come in against WW just for fear of Standard Bearer out of their board. Even if they don't have it you can still take out an Icatian Javilineer so it's not entirely dead. If they're a list heavy on flyers (ex. War Falcon, Squadron Hawk, Leonin Skyhunter) then Scattershot Archer becomes reasonable. Gleeful is usually pretty good too as they almost always run some number of Bonesplitters and 4 Journeys as well as Razor Golem if they're a bit more midrange. Overall White Weenie is usually favored here just because of the aforementioned Standard Bearer and other cards like Prismatic Strands that cause Stompy a lot of grief and their general ability to go slightly bigger. Stompy can win, but you need an aggressive draw (ideally with a Rancor) that can kill White Weenie before cards like Strands take over the game.
4 mana for a creature that dies to just about any removal spell in the format and has no immediate impact is a lot in Pauper. For 4 mana you can bestow a Leafcrown Dryad which I think is a lot better (should create a similar sized threat while also giving you some resilience to removal).
Probably not. Ambush Viper is best used as a defensive card, and Stompy isn't a deck that should be taking the defensive role too often. I could see it as a sideboard card maybe, it's fairly decent against Affinity at least (can even take out an Atog if the Affinity player doesn't expect it, which Stompy normally can't do). Seems much worse overall though against decks like Delver, MBC, Tron, Cyclops/Fiend (since you won't usually get to block them anyways) and any sort of midrange Kitty deck.
Yes it does. Tapped creatures have dealt their combat damage as normal since Sixth Edition :-P Sometimes Gather Courage is underwhelming, but other times it's completely nuts (casting it by tapping Nettle Sentinel, for example).
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