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  • posted a message on Stompy
    I'd say Might of the Masses is almost always worse than Giant Growth
    Posted in: Aggro & Tempo
  • posted a message on Jund Hardened Scales (FNM Funzies)
    Also this new card seems like a good fit to the deck:

    Charnel Troll - 1BG

    Creature - Troll
    Trample

    At the beginning of your upkeep, exile a creature card in your graveyard. If you do, put a +1/+1 counter on Charnel Troll. Sacrifice it otherwise.

    BG, Discard a creature card: Put a +1/+1 counter on Charnel Troll.

    Playing this on t3 and on the beginning of t4 discarding a Bloodhall Ooze or Experiment One before the trigger seems like a profitable play. However, it might need a bit more manipulation of the gy.
    Posted in: Deck Creation (Modern)
  • posted a message on Jund Hardened Scales (FNM Funzies)
    I don't know if anyone still reads here but still Smile This is what I am running right now,



    I really enjoy the play style, but cannot say it's even t2 competitive, however, it wins from time to time against Merfolk, Mardu Pyromancer, Burn etc. Still haven't played against Humans, Jund. Had a horrible match against Blue Tron though.
    Posted in: Deck Creation (Modern)
  • posted a message on Stompy
    If you have too many 8-whacks and Soul Sisters, 1-2x Torpor Orb, and 1-3xPrey Upon would help a lot.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    I believe Rancor is the most important one, especially with the deathtouch creatures (any blocker has 1 toughness against a trampling deathtoucher), which you play 5 of, then comes Vines of Vastwood as it is so versatile. I would start cutting Aspect of Hydras and always keep Rancor and Vines of Vastwood as 4 ofs.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Quote from The Fluff »
    Quote from phaircaron »
    I think we are on the same spot on all the points except one: don't you need a mainboard creature removal? I find mainboard 2 or 3 Dismembers invaluable as it not only removes chump blockers but also removes Tasigurs, Goyfs, Hollow Ones. Also you can kill your own creature that gets blocked by or your own blocker that blocks a Wurmcoil or a lifelink bogle to prevent the opponent from gaining life.

    Also, do you have a sideboard list in mind?


    In the Wurmcoil blocking our creature scenario. Isn't it better to just dismember the wurm, turning it into a 1/1? The opponent gains only 1 life, and we get to trample through some damage if our creature had trample.



    Yeah, in that scenario it's mostly better to hit the Wurmcoil with dismember, unless that 1 gained life will keep the opponent alive of course, but if we are blocking, then not killing the wurmcoil is mostly better as otherwise they would have 2 blockers on our combat phase next turn.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    I think we are on the same spot on all the points except one: don't you need a mainboard creature removal? I find mainboard 2 or 3 Dismembers invaluable as it not only removes chump blockers but also removes Tasigurs, Goyfs, Hollow Ones. Also you can kill your own creature that gets blocked by or your own blocker that blocks a Wurmcoil or a lifelink bogle to prevent the opponent from gaining life.

    Also, do you have a sideboard list in mind?
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    congratulations on the result but I couldn't relate the deck and the stompy thread.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Torpor Orb might help (just keep in mind it doesn't stop Meddling Mage ), as well as Prey Upons. Protect your Scavenging Ooze and you'd have a chance.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    hehehe the ability is like a set bonus Grin
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    I liked it, the only minus is that the champion is not a female Grin
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    I really don't understand the reasoning behind mana dorks. It basically comes down to this:

    - What do you want to ramp into?
    - A 3 cmc creature on turn 2.
    - So you definitely need to play this mana dork on turn 1 to achieve this goal?
    - Yes.

    Which part of this makes sense to you guys? I am really having a hard time convincing myself. If you want to play a mana dork for devotion to aspect, play Wheel of Sun and Moon, Shapers' Sanctuary, or even Evolutionary Leap.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Depends on the situation really. You might want to overcommit to the board if you have a 3/3 or bigger E1 with a geist, or you have Heroic Intervention in hand, or even want to make sure a wrath is used before playing that Dungrove Elder that you think will close out the game in 1 or 2 turns.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    I have no problem drawing E1 in turns 2 or 3, or even 4. A turn 4 play of E1 + Geist + rancor or 1 mana up is still a strong play. My point is if your goal is to ramp into a 3 drop, then it means you should play a mana dork on turn 1, right? That's why I also wanted to see the list.

    A card saying "play me on turn 1 or i'm a chump blocker" is not of stompy material. If a counter argument would be it can attack the next turn, then drawing into a manland or even a fetchland to fetch a Dryad Arbor are better options.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    But what if you end up having a hand with just 1 or 2 cmc creatures, or no ramp and some 3 cmc ones? Both cases are highly likely as you will most probably run 4x mana dork and 6-7x 3 cmc creatures. I guess a top deck mana dork would make you lose more games than a turn 2 3cmc creature wins you games.

    However, I would like to see a list, and of course would be happy to see you having success with it. It's just I feel like our 3 drops are not powerful enough to ramp into. As the only "ramping into" play is a turn 1 mana dork, unlike other decks that you can play your ramp spells/creatures in turn 2-3-4 and on turn 4-5-6 you can play 7-8-9 cmc spells which are worth ramping into.
    Posted in: Aggro & Tempo
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