Stompy is a long-running archetype which features efficient green creatures and pump spells. Its goal is always the same: deal as much damage as possible as quickly as possible. In Modern, we have lots of great, cheap options to facilitate this, many of which are inherently strong meta choices. These often make for explosive games which consistently end on turn 4-5 (in line with other decks in the format).
One of the advantages of Stompy in Modern is it's an inherently cheap deck that doesn't require any truly expensive cards. It's also fairly straightforward to play (although there is definitely a learning curve, and skill is required for optimal results). As such, if you're brand new to Modern and are looking for a starting point, this is a great one.
The Modern version of this deck was created in part by Hans Christian Ljungquist (who posts here as user_369654), and has been updated in 2015 by destroyermaker. The list you can see here is the most recently updated version, that can be seen as the basic list.
This can be seen as a starting point when designing or building a stompy list.
Please note the creatures were very carefully chosen, and that when you are suggesting or testing creatures, they must be 3 toughness or higher, be able to get to 3 toughness or higher and stay there (Experiment One, Pelt Collector), or otherwise have a very relevant ability stapled onto them (Dryad Militant). This is because we need our creatures to dodge as much popular removal as possible (Electrolyze, Grim Lavamancer, Kolaghan's Command, Collective Brutality, etc), and also be able to profitably block or trade with as many popular creatures as possible (Goblin Guide, Thalia, Guardian of Thraben, Snapcaster Mage, Bloodghast, etc). If we can't do that, we need to hurt popular decks hard enough that we don't mind so much that our creature dies easily. This is a strict approach, but it will get you the most competitive version of the deck possible.
Please do not suggest 4 drops; we're an aggro deck with 21 lands and can't consistently cast them, nor do we want to. There are very few exceptions to this, the most important one a single Thrun, the Last Troll in the sideboard. We also don't want more than 21-22 lands, lest we turn into a midrange deck.
These cards are generally agreed upon to be in the core of every traditional Stompy list. If you want to experiment with card choices, know that these cards HAVE to be in there, unless you have a really good reason for it!
Below you can find an in-depth look at the cards in Stompy, including reasons why they're chosen and how they're best used.
The main land we use. Comes into play untapped, completely painless, and is Blood Moon-proof. If you run a build with Dungrove Elder, you want to run as many of these as possible in your landbase.
An efficient manland, Village provides us with a much-needed extra body (with evasion no less) that gives us reach, especially against decks with mass removal. Coming into play tapped can be a hindrance, but as a 2-of it helps a lot more than it hurts. Some prefer it as a 1-of, but I've never had any real trouble with it as a 2-of.
This is the card you buy last, since it is half of the budget of the deck. If you've just started or want to make a budget build you can leave this card out, but if you can, 1 or 2 of these can make a big difference! While hurting you for mana no matter what, the cheap card draw is insane and can give us just the little push to victory.
While being a land that hurts some of the time, it has a slight upside of being able to be a pump spell late game. Because it can only be used at sorcery speed, you're sadly unable to use this as a combat trick. It costs 4 mana, which is a lot for our deck, but it might be the extra pump you needed to break through. It's best used as a budget alternative for Horizon Canopy.
One of the best green one drops in the format, Experiment starts off small but consistently grows bigger, often to the point where it can dodge popular removal, or just regenerate through it. It's a bad topdeck and can come at awkward times, but it's well worth it overall.
The newest addition of our deck, Pelt Collector is slightly different from Experiment One but acts as the same card in our deck; they both have advantages and disadvantages. While Pelt Collector lacks the resilience of possible regeneration, it is a much better topdeck because other creatures dying triggers the pseudo-evolve. Also gives himself trample if it stays unanswered, one of the most relevant abilities we could ask for. Check your meta and deck to see which one you prefer (playing them together doesn't work that well because they don't evolve one another AND they are still both bad topdecks, although Pelt Collector is slightly better). This card is still being tested! Important info: While Narnam Renegade is slightly worse for Pelt compared to Experiment (Pelt doesn't look at defense), a lot of creatures get a lot better because their power can grow, making their deaths important for Pelt. Strangleroot Geist, Avatar of the Resolute, Scavenging Ooze, Dungrove Elder, Groundbreaker, even Treetop Village, and pump from Rhonas the Indomitable, Rancor, and our usual pump-spells all improve slightly because of Pelt's dying-power trigger.
A 2/1 for 1 that evolves Experiment One/Pelt Collector and hurts Storm, blue decks, and graveyard decks. Solid card. If you don't play the full playset for whatever reason, put the rest in your sideboard (although it is strongly suggested to play all 4 in the mainboard). Important info: If Dryad Militant gets hit by Lightning Bolt, the Bolt gets exiled since she lives until state-based action is checked. If hit by other removal, such as Path to Exile or Fatal Push, the removal will go to the graveyard.
She exiles instants and sorceries if they enter the graveyard from ANYWHERE. This means that this applies to casting, discarding, dredging and plain milling. Thought Scour is an important card here, and it also applies to your own pump spells, regardless of whether they resolve or not.
This is a very strong card, being able to enter the battlefield with a +1/+1 counter and having deathtouch, but the decks that run this card want to have 8-10 fetches to reliably trigger revolt. It is significantly weaker in fetchless lists, but in both cases the deathtouch can prevent a lot of big creatures from attacking you (Death's Shadow, Tarmogoyf, etc). It also has very strong interaction with Experiment One and Avatar of the Resolute. Important info: A creature with deathtouch and trample only needs to deal 1 damage to each blocking creature, and the rest will all go to the defending player.
Although you're probably dead before you can use the transform ability, Kessig Prowler is another 2/1 for 1. Now mostly overlooked by Narnam Renegade.
The 1 power is a significant downside, but the Deathtouch can be really useful against Eldrazi en Death's Shadow decks. The bloodrush ability only gives +1 power, but it's uncounterable and makes combat a little bit scary for our opponents.
Fast, efficient, has a good devotion count, and typically forces your opponent to 2 for 1 themselves to get rid of it. Excellent card, and one of the other main reasons the deck works as well as it does.
Avatar of the Resolute
A strictly better Garruk's Companion, this card has everything we want. Trample makes this card scarier to block, the reach is very strong against Delver and affinity, and with all the +1/+1 counters our other creatures have, this can easily be a 4/3 or a 5/4 for 2 mana. Important info: The synergy between Avatar and Experiment One/Pelt Collector can be a bit tricky. The Avatar comes into play with counters on it, and THEN the evolve ability triggers. If there is an Experiment One/Pelt Collector without counters on it in play when you cast Avatar, the Avatar will not get counters from that creature.
A key card to keeping this deck competitive, Ooze shrinks Goyfs and gives us serious game against Burn, UWx, Storm, Reanimator, Dredge and Death's Shadow decks. The only downside is that it is a 2/2 with 1 devotion, but the hate is well worth it. Most decks run 3 in the 75, of which 2-3 main. It never hurts to have 1 or 2 in your sideboard! Important info: Keep mana open! Try to use the Ooze's ability at the end of your opponent's turn, so you have mana open to threaten with pump spells or protection.
You can eat cards like Kitchen Finks when they hit the graveyard, preventing them from entering the battlefield again with persist.
If your Ooze gets removed in response to you exiling a creature with its ability, it won't get a counter (since it died) but you will still gain 1 life.
Even though it's above the curve, it does not have trample, it dies to Lightning Bolt and it does not have a useful ability. The use of this card has seen some decline lately, as the above 2-drops are all better than this one. If you want to use a build with less 3-drops, it's a good card to include on top of the 10 core 2-drops.
Steel Leaf Champion
The latest addition to our deck, and it is exactly what we need. An incredibly strong 3-drop, with a huge body and the inability to be chump blocked, and 3 devotion as well. This card made Leatherback Baloth obsolete, and you need a very good reason not to run 4 of these.
Rhonas the Indomitable
This card is insane. It is huge, dodges everything but Path to Exile, and is a mana sink that gives creatures trample as well. Oh yeah, it has deathtouch so it's a prime target for Rancor. You need some board presence to attack with it, but even a Dryad Militant can be pumped to swing for 9. Most people run 1 or 2 since he's legendary, and 1 devotion is a bit sad, but other than that we have nothing to complain about.
An amazingly agressive card, and one of my personal favourites. If you want to finish games quickly and are not afraid of removal, this is the card for you. It lives for one turn, but the fact that you have 6 extra power with haste can be really scary against some decks. One of the upsides of this card is that it gives enough devotion by itself to survive a Lightning Bolt with an Aspect of Hydra, but other than that it dies to almost everything, including Walking Ballista. Look at your meta when you decide if this card is the one for you!
Another hasty one, which can permanently weaken your opponent's creatures or just beat face immediately. It dies to Lightning Bolt though, which can be big for a 3 mana investment. It's also not as big as some of the other 3-drops.
This is a very strong card against midrange and control decks, slowly growing bigger and unable to be hit by spot removal. However, it has mostly been replaced with Rhonas the Indomitable since it came out. You might want to run less utiliy lands when this is in your deck, and it only gives 1 devotion, but if you know games will get long and Path to Exile is a threat, this card can get insane. Your opponent Pathing other creatures even makes Elder bigger!
This card is very resilient, but very slow. If you want to play the midrange game, or have a meta full of removal, this can be a good card. It's a shame Path to Exile still hits. If you have a normal or fast stompy build, this card is not for you.
Surrak, the Hunt Caller
As a 4-drop, you want something incredible. This card can be that extra push with haste that you needed, or it can be very underwhelming. Note that using 4-drops causes you to be tapped out (most likely), leaving no mana for pump and/or protection.
Aspect of Hydra
Almost always at least a Giant Growth, Aspect often gets up to 4, 5, 6, or 7, and steals games that couldn't be won otherwise. It's an unfair card, which this deck needs to compete. Opponents never see it coming the first time, and after that you'll still likely be able to punish them hard regardless of what they do. You'll encounter a lot of situations where it's late game and the board is full on both sides; you go for the alpha strike and put Aspect on the one unblocked guy or the guy with trample and win. But also sometimes just the raw damage will get you the win a turn before they are able to go off with storm or Scapeshift, for example.
Vines of Vastwood
This card is bonkers. It negates all targeted removal, and can be kicked for an extra pump spell. Important info: Vines does not give hexproof, but protection from your opponent, regardless what Vines is targeting. Therefore, it can also negate a pump spell on an opponent's creature against Infect, counter a Temur Battle Rage against Grixis Death's Shadow, or even equipping a Cranial Plating for a turn against Affinity. Some opponents do not know this card, so you might be able to surprise them game 1. I know I did!
A very powerful enchantment, Rancor offers a lot for little, including the ever-important evasion. Yes, you can get 2 for 1'd by it, but as mentioned, almost all of our creatures dodge popular removal, and we have Aspect and Vines, so between that and smart play, you'll be doing the 2 for 1'ing or even 3 for 1'ing most of the time (be sure to bait removal with Rancor then cast Vines or Aspect in response to really piss off your opponent).
This card can act as extra removal negation while also slightly pumping your creature. It doesn't pump as much as Vines of Vastwood, but only costs one mana. Since decks like Twin and Infect aren't really played anymore, this might be preferable over Vines of Vastwood. Make sure you have at least 4 of these two cards in your main, with a max of 6 if you have a removal heavy meta.
The pump isn't much, but it can definitely surprise your opponent. Only better than Aspect of Hydra in rare situations. If you want to add it, don't add more than 1.
At 2 mana, it is a reasonable card. A single-sided fight card that also gives the all-important trample. Since it's not a fight card, you can even use this on a Dryad Militant with a Rancor attached without having to worry about it dying. Also very good if you run more deathtouch creatures. If you feel like 2 Dismember is not enough, this is a nice addition. Important info: The damage the card makes your creature deal does not work with trample, only combat damage does. If your opponent's creature dies before the card resolves, your creature still gets trample and vigilance.
Suboptimal Card Choices
Here is a list of cards that have been tested, and are generally not good enough to play in this deck. This can be because of multiple reasons: they don't have enough synergy with the rest of the deck, they are not good in the current meta, they are unreliable, win-more, or there are simply better options.
The fact that it doesn't create green mana is way too big of a deal for us to play this.
Okina, Temple to the Grandfathers
We only play 2 legendary creatures mainboard an 1 sideboard, so it is just not worth putting this over having advantages that basic lands have.
Although it used to be a popular card, Wolf is simply underwhelming. Even though it survives removal once, the opponent will usually let it live and take 1 damage per turn until they've built up their board state. Also doesn't evolve Experiment One when it hits the battlefield. Only good in a Hardened Scales build.
Even though this is a 3/3 for only 1 mana, giving your opponent an extra land is just really, really bad. With Path to Exile, you can at least do it in their turn, so that you have your own turn without them having the advantage. With the Dryad, it does not have that. It also cannot attack the turn it enters, making this a poor choice.
Underwhelming, and requires your creatures to have both attacked and hit your opponent for it to enter with a counter, which is also a slight extra downside for Experiment One.
The sacrifice cost is way too costly for this card to be used. It also cannot be pumped or enchanted with Rancor.
Even though it has flying and haste, the echo cost makes this card a lot worse than it looks.
The untap ability makes it very clunky when your hand starts being empty around turn 4. It also requires you to play something before combat if you want to attack with this, which is very undesirable at times.
This card can get very big, but it has no evasion or other abilities, only gives 1 devotion, and can also be very underwhelming when you're behind. It doesn't evolve Experiment One since the ability triggers when it enters the battlefield. This also means that your opponent can react to the trigger by dealing 1 damage to it.
This has been tested as a substitute for Leatherback Baloth, but the vigilance is not worth the -1/-1. We want as much power as possible, and do not want to be on the defensive.
Even though the flash is nice, 4/2 is just not good enough and the bestow cost is way too high.
Only use this in a fetch build, as a 1 or 2-of. This is a very midrange-y card though, and you want to keep her out of Bolt-range as quickly as possible against most decks.
Even though it's good when you're on the losing side, we much prefer Aspect of Hydra since it can be much more explosive. It is always at least as big as Giant Growth, and when it's not you probably aren't going to win anyway.
Although this card has seen use for a long time, the fact that you need a board state for this AND that it's sorcery speed makes for an underwhelming piece of removal. It can be good, and it sadly is the best green removal spell, but Dismember is better. It has one slight upside over Nature's Way in that it only costs 1 mana.
Revenge of the Hunted
We have no way of manipulating our deck, so this is only good as a topdeck mid or lategame. If it's in your opening hand it's absolutely worthless.
It's worse than Aspect of Hydra, whether you play fetches or not. You'd rather have the option to go to +5/+5 or +6/+6, since that is not an unlikely scenario for us, and often one that wins us the game. Every point of damage matters!
While an Overrun-effect will most likely win you the game, it costs 4 mana, a whole turn, and your opponent will definitely try to kill it before you can use his -4. Very slow, and already slightly above our curve. His +1 doesn't do much for us either, which is a bummer.
Although it helps us in the mid/late game, it gives us important tempo loss in the early game, needs to be in your opening hand and is a terrible topdeck.
This card is simply too slow for us. 4 mana is hard to pull off, and doing nothing to improve the board state for an entire turn isn't what we want to be doing.
This has been tested, and it is better to just put in the 3-drop you want to search for instead of this card. It shines more in toolbox decks, but not in Stompy.
Nissa, Voice of Zendikar
This has proven to be too slow, and turns the deck into more of a midrange deck, which is not what we're looking for.
Rhonas's Last Stand
The creature you get might be pretty big, it gives no devotion, doesn't have any evasion, dies to Fatal Push and the card's downside creates such a huge tempo loss that it's not worth playing it.
Life Goes On
Even though it's conditional, this is the single best lifegain spell. It negates more than 2 Lightning Bolts and only costs 1 mana, what more do you want? Watch out for Skullcrack, and time your play right.
If you're afraid of Skullcrack or just want to play as aggro as possible, then this card is not bad at all. A reasonable body, and hard to remove.
Feed the Clan
Another condition, but one we can easily meet. 10 life is insane, but the 2 mana makes it slightly less favourable over Life Goes On.
Bow of Nylea
A pretty versatile card. It gives our creatures deathtouch when they attack, creating great synergy with trampling creatures, can pump, gain us life every turn, or can shoot down flyers. the big downside to this is that it is super easily removed. Good against decks like Burn and Death's Shadow.
Relic of Progenitus
One of the most popular pieces of grave hate. It can constantly apply pressure, and even draws you a card when you sacrifice it. Important info: If you target your opponent with the first ability, they get to choose which card they exile.
Free, and completely gets rid of a graveyard (not both), but you can only use it once.
Wheel of Sun and Moon
This does not affect the cards already in someone's graveyard, but is a solid card. It also works against mill if you target yourself, and even gives you 2 devotion.
Since we are always tight on mana, the phyrexian cost is very useful against mana dorks, affinity, Vizier of Remedies, Elves and Infect. Can even function as the last 1 damage to your opponent!
Most people who don't play this main put them in the side. Hits almost everything, and is the best removal we have.
Gets rid of absolutly everything, at the cost of a 3/3 for the owner of the permanent. 3 mana is pretty costly, but it is an instant, and if you're flooding you can even use it on your own lands to turn it into a beast! Good against Tron since you can hit their lands.
A classic piece of removal, this hits the bigger cards and is more useful against Chalice of the Void since it gets put on 1 a lot against us.
Unravel the Aether/Deglamer
The answer against Wurmcoil Engine. Now played a lot less, since Tron has shifted more to the planeswalker side and the Wurm isn't their main wincon anymore. Should be used instead of Naturalize, since it is better in almost every scenario.
At 4 mana, this takes a long time before you can cast it, but if you can cast this against affinity, you've basically won.
A sorcery, but able to destroy 2 of your opponent's cards as long as you have 2 creatures you can tap.
If you're facing bigger artifacts such as Hollow One, this might be good for you. 1 mana, instant speed, good card.
Back to Nature
A fringe card, since it only shines against enchantment prison and Bogles, but resolving this card almost equals victory for you.
Since the most popular enchantments that are being played aren't much of a threat to us (Blood Moon does nothing, Bitterblossom is too slow most of the times), we're better off playing Manglehorn unless your meta is full of enchantments.
Thrun, the Last Troll
Thrun is the bane of almost every control deck, and most people run 1 in the sideboard. 4/4 is very nice, it dodges all removal and can survive most mass removal as well; this card is impossible to get rid of.
Another card that has seen some decline in use. It is costly at 3 mana, but if you manage to land it against a tapped out control deck, you can seriously screw them over. Note that this isn't good against Merfolk, since they both use a lot of non-Islands as blue sources, and they use Spreading Seas often.
This is a great card against blue decks in general, being able to surprise them with a green counterspell for 1 mana! Can counter other counterspells and cards like Gifts Ungiven.
Eyes of the Wisent
Not used often anymore, this card is good against control heavy decks, as long as you're able to land it.
Although it's not used often, this can be a very strong card against counter heavy decks. Important info: You don't have to activate his ability immediately. You can react to an opponent trying to counter your creature by activating. The counterspell will still resolve, but not counter anything.
This can act as an uncounterable pump spell, and it has the option to be a creature, although an expensive one. It also feeds Scavenging Ooze. If you have a counter heavy meta, this can be a good inclusion, but other than that it's not worth it.
An incredible card, it dodges removal, most mass removal (with the exception of All Is Dust), and can make combat a piece of cake for one turn. Just make sure you have 2 mana open if you feel like a Wrath of God is coming.
Good for removal heavy metas and midrange decks. This card hasn't been tested a lot yet, but it has potential.
Although you need to have mana open at almost all times, this card is very strong against removal heavy decks.
Our very own multitool. Costs only 1 mana, and shuts down almost anything. Good against Tron, Vizier combo, Affinity, Jund, planeswalkers, equipment and manlands in general. Important info: You name a card as it enters the battlefield, not when you cast it. When you play against a deck with counterspells, wait for the Needle to resolve before you say which card you're naming. It also doesn't target, so you can name cards with hexproof.
If Liliana of the Veil or 8-rack is big in your meta, then this can be really nice. a 4/4 that gains some life too is something Burn struggles against as well.
Same as Obstinate Baloth. It doesn't gain life but pumps your creatures, which isn't necessarily worse but most people prefer the Baloth because of its versatility.
A classic. Can be good against decks like Eldrazi or Merfolk, as long as you can swing back for lethal.
The goal of this deck is to be able to play the 3-drops as soon as possible, using Birds of Paradise and the incredible Noble Hierarch to deal even more damage with her exalted ability. This deck wants to win as soon as possible, even earlier than the basic Stompy list; this is possible by sacrificing a bit of the stability in order to play fragile, but very dangerous hasty cards like Boggart Ram-Gang and Groundbreaker. The 2 Eternal Witnesses are able to get them back to your hand, or just retrieve a Collected Company in order to get another 2 3-drops on the battlefield. Treetop Village has also been completely scrapped, in order to have 3 mana available at turn 2, and being able to play Collected Company turn 3 without any lands holding you back.
This version is just incredibly fast, being able to outrace most combo decks and overwhelm a number of slower decks.
This deck heavily relies on both mana dorks and being able to cast Collected Company. If your dork gets removed turn 1 it is a significant setback, and playing against counterspells can be problematic.
This card is deceivingly powerful. Her exalted ability is sneakily very good, slipping in extra damage and making combat a little more different in a deck that wants those small advantages, and on an otherwise empty board lets Hierarch (or multiple Hierarchs, or a Hierarch and a Birds) do some damage.
Birds of Paradise
The biggest upside over some other 1/1 mana dork is the flying keyword, as it gives us a random attacker with evasion that we can drop an Aspect of Hydra on or such to dodge blockers, or allows us to block some flyer on the other side, and this can be more important than the 1 power. Also can randomly help with casting Dismember or Act of Aggression out of the sideboard.
She hasn't got the best body, but her ability to come into play with Collected Company and immediately return it to your hand is very powerful, allowing you to chain them often and flood the board.
This is what the deck revolves around. Most of the time you want to cast this:
During your pre-combat main phase. You're trying to find hasty creatures and devotion to get as much damage in as possible.
During your opponent's combat step, after attackers are declared. You're trying to find some blockers to soak up some damage and hopefully kill some of the attacking creatures.
During your opponent's end step. This way the creatures that come into play are able to attack immediately, regardless of whether they have haste or not. Important info: If you cast it during your opponent's end step and get a Groundbreaker, it will not be sacrificed when your opponent's turn ends. The "At the end of turn" trigger has already passed, so you can attack with it during your own turn.
Monogreen has its benefits (consistency, no life loss from lands or spells if we don't run removal or run Nature's Way instead of Dismember, being able to steal games with the explosive Aspect of Hydra), but splashing certainly has its benefits too. Most people who splash use white: it gives us Path to Exile, Dromoka's Command, and some strong sideboard cards.
This deck sacrifices the explosiveness of the mono green version for resilience. Because of this, most people using the white splash drop the Aspect of Hydra for more protection spells and more removal.
Note that when you splash, you are using a lot of fetchlands (8-10) to both always have access to a white source, and to trigger revolt on Narnam Renegade, of which you should always play 4.
Misty Rainforest/Verdant Catacombs
These are significantly more expensive as the other two, and will most likely be the last cards you'll get for this deck to fill up the last 2 spots.
Since land destruction exists, you need to run two to be sure you can cast all the cards in your deck.
A card that's even better in this build. They come into play untapped, produce both colours you care about, create card advantage and even trigger revolt when you need it! Run 2-4.
ONLY run a Plains when you have a really big splash (more than 25% of cards played are white), since this can really screw you over and make a lot of cards unplayable with this land.
This is the biggest reason to splash white. Dromoka's Command does absolutely everything you can ask for: it can act as removal, can create +1/+1 counter synergy, can destroy enchantments, and most importantly, can negate any damage dealing spell! This includes cards like Lightning Bolt, Pyroclasm and Anger of the Gods. Definitely run 3-4 in your main/side. Important info: There's a lot happening in this card. Whichever modes you pick will resolve in reading order, so if you pick the +1/+1 counter and the fight mode, the counter will be put on before your creature fights. You also HAVE to pick 2 modes.
The enchantment removal might not be used very often, but it shines against Merfolk (Spreading Seas), Bogles, Ad Nauseam (Phyrexian Unlife) and BW Tokens (Bitterblossom, Intangible Virtue). Note that you cannot target the enchantment, since your opponent chooses which enchantment will be sacrificed. This also means that this mode will not work if your opponent has a Leyline of Sanctity in play.
The +1/+1 counter has nice synergy with Kitchen Finks, since -1/-1 and +1/+1 counters remove each other. That means that if you have a Finks with a -1/-1 counter on it and you target it with Dromoka's Command, it will lose the counter and persist will trigger again if it dies.
Path to Exile
This is generally considered to be the best removal spell in Modern, so no reason not to run 3-4 in your main/side.
A really strong 1-drop that's always going to be a 2/3. You can run this over Dryad Militant if you want a more resilient creature.
Voice of Resurgence
This card is pretty slow, but is a pain to remove. It's not much of a threat as a 2/2 for 2 mana, but it needs to be destroyed twice and the token can be pretty big as well. Good if you want more of a midrange build, or if control is big in your meta.
While the token isn't that spectacular, the removal can be really useful against decks like Eldrazi Tron and Death's Shadow, and the pump (with trample!) at instant speed can be very strong as well.
Suboptimal Card Choices
It might generate colourless mana, but you will not need it very often so most of the times this is a worse Horizon Canopy.
I do not know how much time I have in the coming days/week, but I've started working on it! I changed the basic list into something more accurate, if you think the list is wrong (especially in the sideboard), please let me know (with arguments of course)!
I haven't started writing the card choices for this, so I understand if things aren't very clear (like the Kessig Prowler main)
And yes, I would love all the help you can give!
Do you have a list I could use, along with card choices for main and side? The more information, the better!
I'm probably going to work on it some more tomorrow, since it is pretty late over here.
Also, I'm just going to edit the current primer instead of creating one from scrap; that's a lot easier for me, since I have no clue about editing. If there are parts of the text that you want to stay/leave, please let me know!
I'm glad a new primer is up! However, I do have a few suggestions.
1) The card choices section doesn't display the images, so please fix that.
2) There's no sideboard guide. Most people playing this deck (including me) are playing this to get started in modern without having to spend too much money. That means not many people playing this deck know how to sideboard properly and when to sideboard certain cards (although some of the options are pretty obvious). It would probably take a while, but most of the tier 1 forums have them.
3) This might not be a mistake, but the tournament results seem a bit off. Maybe the deck has just gone down in quality that much, but the last reported tournament win is from 2015.
I don't want to put too much pressure onto here, because I know this forum just started and you mostly copy-pasted a lot of the stuff from the previous forum. This deck isn't tier 1 or even tier 2, so we should mostly be thinking of it as a user-friendly deck for those trying to enter into modern. Therefore, I think a guide on how to play the deck should also be included.
1) I will, but I might need some help with a reliable image source whose images I can use.
2) I was planning on making that, but rewriting the entire primer might take a while, so I'll work on one thing at a time.
3) It might be better to just remove that, since all of it is outdated and the list they played with 2 years ago (and the meta back then) has changed a lot.
I completely copied everything, so yeah. I totally agree with you; I want to make this a guide, mostly for players new to the deck. I also want to write a 'bad card choices' section, since that's where most questions come from (like the recent Old-Growth Dryads-conversation.)
I am planning on changing everything, bit by bit. Also changing the structure: I think card choices should come before splash lists. First talk about what cards are in the basic build, and then go to what you can change about it with cards people sometimes use. I would then go to other builds (CCompany builds, revolt, Hardened Scales) and splashes. Talk about the card choices there, and then move on to matchups and sideboard card choices (don't know which order yet). Lastly the bad card choices, and cards that you might want to play instead of those.
(Hardened Scales is also broken)
If I can suggest a thing, I'd rather put the "Bad Card Choices" section within the "Card Choices" thread because a new Stompy player can immediately see why those cards are bad compared to the cards chosen for the main list. By the way I like your ideas about changing the overall structure!
I've worked a lot on card choices, did lands and most of the creatures (except the 3-drops). Please let me know what you think, if I've missed something or wrote something wrongly! Even if nothing's wrong, I'd love to get some feedback! Right now I have other things to do,but I'll continue later today.
And yes, I will put the bad card choices directly underneath the good card choices, thanks!
I personally really dislike the Oasis, since the pump costs 4 mana, is a single use, and most importantly, is only at sorcery speed, which makes it a lot less powerful. I would personally advise to use Horizon Canopy over it.
On the other hand, I know that people are testing it, so putting it on the bad card choice list might be a bit harsh. I'm not sure yet, but I'll definitely write the card in!
I'm planning on making more lists, don't worry! What would you say is a budget list? I would say that only Horizon Canopy, Rhonas and Scavenging Ooze are expensive enough to leave out of a budget build, but other than that there aren't many expensive cards here anyway.
I know that we have to concentrate to make a good primer now, but I need your suggestions about the SB for my deck because I think it is not so good and maybe you can give some advices to make it better. I usually play against DS, Burn, Affinity, a Vengevine + Hollow One deck and sometimes Infect.
I know that's almost impossible but I'm trying to make a SB which can make our deck competitive even against our worst matchups (yeah, I'm a dreamer ahah)
Thank you I'll give them a shot! I've put Tormod's Crypt because of the 0 mana and activation cost but the card draw might be really relevant sometimes. Also I've put there Naturalize because it hasn't any restriction as Natural State but 1 more mana is 1 more mana... I was also thinking about the number of enchantment that I usually face and it's pretty low, so I was wondering if it could be better a 2x of oxidize instead.
However thank you for your helpful suggestions!
The reason I use Natural State is because it hits everything affinity uses, and that's a deck you face a lot. I know that Creeping Corrosion is 4 mana, but if you land it against affinity, you win. It's that easy. So that is up to you, whether you like the card or not.
When talking about Oxidize, you can look at your meta and your play history. How many artifacts with a cmc of 4+ do you face that you want to remove, versus how many enchantments you face that you want to remove. If you don't face many of either, I would go with Natural State since it covers more.
(Ooh, it also hits Eidolon of the Great Revel! On the other hand, Oxidize also hits Hollow One and I think that might be more important.)
I really like that the primer is getting reworked.
Could you maybe add something like primer under construction to the top until it is finished?
That's a good idea, thanks! I'm going to work on it again now!
And amicdeep, I was thinking of doing that, but instead started with a build that is the most standard one, to give people an idea of what an average deck looks like. I'll probably make a core like that after card choices, to show people which cards are always in the deck unless you're going for something drastic and have a good reason to cut them.
As for the Oasis:
I have never played with it, so I have no experience. You do, so that's nice! I see that it can be useful, and I think it's very good to call it a budget alternative for Horizon Canopy. The only problem I see with it is: if you add one on top of 2 Canopies, it might cost you some serious life, which can be bad against certain matchups like affinity and burn. One of the pros of running this deck is that the landbase is almost completely painless, which gives us a slight advantage. Now, I don't know the maths here, so I don't know whether the difference between 2 and 3 hurtlands is significant, but I do know that if you have 2 in your opening hand, it's very bad. Therefore, I'd say (just a feeling, no experience) that you do NOT want to run 4 or more.
Does anyone have experience with having 3 hurtlands main, and how many times you've had 2 in your opening hand?
Amicdeep, you've run 3 hurtlands WITH fetches! Can you tell us more about that, in terms of life?
Thank you so much, this does really help paint a picture! In the part where you start with "If there was a decent removal spell...", you say that it may not be the best option for mono green. What exactly do you mean might not be the best option? I can't see what you're referring to.
EDIT: Worked on creatures, other spells, and a large portion of bad card choices. Let me know what you think! Is the list too long? I wanted to be as clear as possible, especially for new players.