If Nullhide Ferox is equipped, let's say by Cobbled Wings and the ability is activated for Nullhide Ferox to lose all abilities, in this case it also loses flying. If I then equipped Cobbled Wings again while still attached to Nullhide Ferox, would it regain flying?
My suspicion is simply re-equipping would not create a new timestamp and so flying would not be regained unless the equipment was moved to another creature first then moved back to Nullhide Ferox. I'm not sure though.
I had less than 2 energy and cast Greenbelt Rampager. In response to the ETB trigger, my opponent killed the Greenbelt Rampager and I put it in the graveyard, then the ETB trigger resolved.
In this situation do I still get the 1 energy, and does the Greenbelt Rampager still return to my hand (ie. from the graveyard)?
I don't think Evolving Wilds is good, as it comes in tapped, and 24 land is way too much for a stompy deck. I also think Verdurous Gearhulk costs to much mana in an aggro stompy deck.
Invigorated Rampage seems so good for the dedicated combo version. Built to Smash and Rush of Adrenaline were great for 1 mana, but they both had their shortcomings. Larger Than Life was always the true combo piece and now we have 4 more of them, and they're instant! Wow
I can think of a list of pumps that I would prefer over Titanic Growth, but in their absence Titanic Growth is still a beast of a pump spell and stompy needs some decent pumps to help push through for the win. Now that Become Immense has rotated, I wouldn't run less than 4.
I too definitely had a pile of fun with Mono Green Stompy while Aspect of Hydra was legal
I even kept playing the deck after Aspect of Hydra rotated, and I found the deck continued to do quite well up until the battle lands came out and the color pie ceased to exist!
I think now that the fetchlands have rotated, and multi-color decks are going to have much clunkier mana, Mono Green Stompy is actually stronger than most will probably give it credit for.
Here is the current list I am testing (still working on the sideboard):
im playing vs coco more often then vs elderazi and 1 thing they have learned is to play around spell pierce...
i find dismember + dispel package more usefull.
I have been running 2 Grafdigger's Cage out of the side, along with 3 Dismember which as been working really well against company/chord decks. Cage also comes in handy against Grishoalbrand decks. You can even keep the cage on the field with Apostle's Blessing if they find removal for it, as blessing targets an artifact or creature. I like it because you can play it early when you have the opportunity, including casting it with Inkmoth, and it permanently shuts down Collected Company and Chord of Calling. It also shuts down persist from Kitchen Finks and Murderous Redcap, so they can't combo off.
wonder what are twisted images for? (i take that with 4 corrupters, spellskite is not a problem)
is dryad arbor necessary evil?
Jund/bg matchup is super hard anyway, maybe its better to focus on improving other MUs?
It seems good to have a range of answers for Spellskite for any given match-up, so you can pick what is more appropriate.
On the Jund topic, it's still around and is something to be prepared for. I have a good record against it, but am always happy to avoid it in a tournament
Tom Ross lists Infect as the 3rd best deck in modern right now, behind Eldrazi and Affinity. He claims that he is comfortable with the Eldrazi match-up, and Viridian Corrupter is helping with the Chalice of the Void problem. I notice he is running 2 Corrupters main, and 2 in the side. Here is his Infect deck from the article:
Activating Inkmoth Nexus while an opposing Melira, Sylvok Outcast is on the battlefield, will cause Inkmoth to become a creature with infect, but an opponent with Melira on the board can't get poison counters, so the damage does nothing.
However if Melira enters the battlefield while Inkmoth Nexus is a creature, Inkmoth will actually deal normal damage, as in this case it has lost infect. This scenario can sometimes happen when they use Chord of Calling or Collected Company to find Melira in your turn, and can be significant especially if you have a Wild Defiance in play and can attack for enough normal damage to win that turn.
I'm partial to Seal of Primordium. You can invest in it up-front, and cash in whenever you truly need it.
It does hit both artifacts and enchantments. They do know it's coming though, which could change what they decide to do in their turn. Although with seal you can invest early and have mana open for later. Either way, the added advantage of hitting enchantments seems very relevant.
An update on what I think is the best 2 mana answer to Chalice of the Void. It's Naturalize. I have come up against a RW Prison deck both online and face to face, which runs Chalice of the Void, Ghostly Prison, and Blood Moon. I was running Tel-Jilad Justice and it really needed to be Naturalize. This match-up is going to be more common now, and I think that if you are going to run a 2 mana answer, then you need it to deal with both artifacts and enchantments. Naturalize is the winner at least from my perspective.
I have also been testing Stonewood Invocation, as both Chalice of the Void and Spellskite don't stop it. Even though it costs 4 mana, it is essentially several spells rolled into one, and has been a great finisher surprisingly! Not sure yet if it will be included in my tourney deck.
For the Chalice of the Void problem I thought about a good old friend Hurkyl's Recall we can get rid of both Spellskite and Chalice and useful against affinty and lantern control, it's certainly a temporary solution but it can be enough for us to kill the next turn, what do you guys think ?
I have been looking at Hurkyl's Recall too. Being able to sweep both Chalice and Spellskite does seem good. I am just trying to decide if a more permanent solution is better or not.
My suspicion is simply re-equipping would not create a new timestamp and so flying would not be regained unless the equipment was moved to another creature first then moved back to Nullhide Ferox. I'm not sure though.
I had less than 2 energy and cast Greenbelt Rampager. In response to the ETB trigger, my opponent killed the Greenbelt Rampager and I put it in the graveyard, then the ETB trigger resolved.
In this situation do I still get the 1 energy, and does the Greenbelt Rampager still return to my hand (ie. from the graveyard)?
I would put in Larger than Life for sure.
I don't think Evolving Wilds is good, as it comes in tapped, and 24 land is way too much for a stompy deck. I also think Verdurous Gearhulk costs to much mana in an aggro stompy deck.
Other green low cmc beaters that look good are Baloth Pup and Kujar Seedsculptor.
I even kept playing the deck after Aspect of Hydra rotated, and I found the deck continued to do quite well up until the battle lands came out and the color pie ceased to exist!
I think now that the fetchlands have rotated, and multi-color decks are going to have much clunkier mana, Mono Green Stompy is actually stronger than most will probably give it credit for.
Here is the current list I am testing (still working on the sideboard):
2 Rogue's Passage
4 Servant of the Scale
4 Avatar of the Resolute
4 Sylvan Advocate
4 Den Protector
4 Deathmist Raptor
4 Baloth Pup
4 Surrak, the Hunt Caller
4 Collected Company
4 Titanic Growth
The main differences from your list seem to be Sylvan Advocate instead of Undergrowth Champion, Rogue's Passage for another way through, and Titanic Growth as the fat pump spell of choice.
On the Jund topic, it's still around and is something to be prepared for. I have a good record against it, but am always happy to avoid it in a tournament
2 Forest
3 Breeding Pool
4 Inkmoth Nexus
4 Misty Rainforest
1 Windswept Heath
4 Wooded Foothills
2 Pendelhaven
Creatures (14)
4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
2 Viridian Corrupter
2 Rancor
4 Become Immense
2 Dismember
1 Groundswell
4 Might of Old Krosa
4 Mutagenic Growth
1 Spell Pierce
4 Vines of Vastwood
4 Gitaxian Probe
3 Kitchen Finks
2 Viridian Corrupter
1 Wild Defiance
1 Dismember
2 Dispel
2 Nature's Claim
3 Twisted Image
1 Dryad Arbor
However if Melira enters the battlefield while Inkmoth Nexus is a creature, Inkmoth will actually deal normal damage, as in this case it has lost infect. This scenario can sometimes happen when they use Chord of Calling or Collected Company to find Melira in your turn, and can be significant especially if you have a Wild Defiance in play and can attack for enough normal damage to win that turn.
I should add that Viridian Corrupter has been brilliant, and I have even had the satisfaction of hitting Chalice of the Void with it on turn 2 after a turn 1 Noble Hierarch.
I have also been testing Stonewood Invocation, as both Chalice of the Void and Spellskite don't stop it. Even though it costs 4 mana, it is essentially several spells rolled into one, and has been a great finisher surprisingly! Not sure yet if it will be included in my tourney deck.