- JamesTheIV
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Member for 9 years, 2 months, and 7 days
Last active Sun, Oct, 4 2020 14:31:59
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It doesn't evolve E1 occasionally. If it does, your opponents are doing something wrong. Kessig Prowler is a 2/1 that can evolve based on how you played. Young Wolf cannot evolve unless it actually dies which is up to your opponent at most of the time. Your opponents are bad if they are actually killing Young Wolf into it. There are ways to make enticing but if anyone is familiar with how the deck works, it's just way easier to play around. Basically one card banks on your own play and the other card is based on your opponent sucking. Sorry I prefer to be able to do things rather than play people who are just fundamentally bad at the game. Based on your screen shots I wouldn't judge your opponents too highly either. If you ever read my posts here on this thread, I am more in favor of ways to play to your best rather than limiting yourself. A lot of people disagree but hey, you aren't the first.Posted in: Modern Archives - Established -
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Posted in: Modern Archives - EstablishedQuote from Stefanish »Greenbelt Rampager is just a 3 mana 3/4. Greenwheel Liberator will very often be 4/3, synergizes with Avatar of the Resolute and evolves E1 to 4/4.
Yes, there will be times when you won't be able to proc revolt, that's why I think it could be good maybe as 2-off
Keep in mind that Greenbelt Rampager isn't just a 3 mana 3/4. It's 3 mana spread over a flexible number of turns, so you can very easily get him as a 3/4 on turn 2. While Greenwheel Liberator can (in the right circumstances) get E1 to a 4/4, it requires you to already have a 3/3 E1 :and: have Revolt active. Rampager can take a 1/1 E1 up to 4/4 all by himself so long as you have 3 mana open. That's very low overhead, and the sort of consistency that this deck thrives on. -
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If anything, Greenwheel Liberator is closer to a trap from what I can gather. Adding fetches for the synergy also incidentally opens the deck up to Blood Moon, and without them revolt will be considerably less reliable to hit. I mean, Dryad Sophisticate is a better 2/1 for 1G, and it's not like anybody's even remotely considering playing that.Posted in: Modern Archives - Established
I really think Greenbelt Rampager merits a trial run due to its beyond-bolt butt, flexible mana allotments and E1 synergy. However, adding stuff like Attune with Aether feels like a stretch. -
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I don't think a two-mana 4/3 is anything to write home about, though I admit it does have a favorable interaction with Avatar. My main concern is that it encourages abandoning what I feel are this deck's strengths for inconsistent gains.Posted in: Modern Archives - Established
Splashing other colors makes Aspect worse, as does playing creatures that only provide one G devotion. Aspect allows us to steal games by (often) giving us a turn of damage for one mana, which I feel is key to this deck's success.
The other problem with Liberator is that it is horribly inconsistent. If we can't trigger Revolt, it's a Savannah Lions for two mana, which is horrible. Avatar, by comparison, is ahead of the curve at two for a 3/2 trample reach even without an etb buff.
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thatmarkguy posted a message on Jules Robins twitter spoiler Greenbelt RampagerPosted in: The Rumor Mill -
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phaircaron posted a message on StompyPosted in: Modern Archives - EstablishedQuote from GreatCrow »So what do you guys think of the new black board wipe? I think it's going to suck really hard for this deck.
I cannot see if Yahenni's Expertise is better than Damnation really. Let's me keep my 4/4 Experiment Ones, and Leatherback Baloths, so I'd say I'm not worried too much about it.
Edit: I've just realized the second clause on that card. It might be really powerful in decks like grixis or jund, but we have Dryad Militant and Scavenging Ooze to keep the gy clean
Edit 2: I have no idea whether this card is good or not.
And a few words for the Nettle Sentinel discussion going on for a while, it's a good card on its own but not suited to our play style. What I mean is, I see creatures in stompy in 2 groups: cheap creatures (1 cmc) that you don't care if they're removed, which is a 1 to 1 so a fair game, and expensive creatures (2 and 2+ cmc) that can either survive bolts & block stuff without any help, or has other relevant abilities. So, for example Kalonian Tusker fits in neither of these group, hence I play him as a 1 of when I have nothing else to include, it's the worst card we have but there are not enough good contesters for the 2cmc slot.
Also, we have ways to protect our creatures when we want to: if you do care about your E1, you just Vines of Vastwood a Lightning Bolt or Abrupt Decay. Even if we seem to be a linear deck, the choice of protecting a creature at the cost of leaving something else unprotected can cost you the game, or win you the game. It's not like we flood the board and try to win on turn 3 or 4.
So, what we have is:
Group 1
- Experiment One, and Dryad Militant don't need further explanations.
- Strangleroot Geist, and Scavenging Ooze doesn't survive bolt, and destroy effects but geist comes back, a very very relevant ability, and scooze does wonders and definitely deserves a vines back up when played.
- Avatar of the Resolute, reach+trample almost always call for instant removal against most decks.
- Leatherback Baloth, a huge meatball. This is an example of a no relevant ability (of course apart from Aspect of Hydra), but a 4/5 on 3cmc is not something you see everywhere.
- Kalonian Tusker, mostly only grows E1, no other relevant ability and dies to bolt, can block some 2 power creatures though, hence it's prefered over Garruk's Companion, but still the worst creature in my opinion.
+ cards I like to play are:
Always in sideboard as a 1 of: Thrun, the Last Troll, if survives the wrath effect next turn, does whatever you want him to do.
Sometimes in mainboard, rarely in sideboard, both as 2 ofs: Dungrove Elder, if your meta calls for it, can be really relevant.
The thing about stompy's playstyle is to be able to consistently and profitably attack on turns starting from 2 until the game ends. In which Nettle Sentinel can provide neither. Starting from turn 3, it will always be tapped, untapping it mostly means unprofitably attacks (pumps without rancor, or with a creature to block), or no attacks (getting 2 for 1'ed) at all. Also she isn't worth dedicating Mutagenic Growths to, that move is too cute even if you have the required setup (NS tapped, MG in hand, all lands tapped, opponent taps out to attack with 2 power creatures). But how often will you get that chance?
What does Kessig Prowler offer you? A 2/1 that can cosistently and sometimes profitably attack, no setups needed for it to attack. Plus, it can, even though very rarely, can become a 4/4. And what does Nettle Sentinel offer? A 2/2 that can attack profitably (not many stuff can block it on turn 2-3) in first 2 turns, and then requires a setup.
So, when is Nettle Sentinels ability more relevant than Kessig Prowlers late game ability? In my opinion, I would play NS only when the meta is crawling with Cryptic Commands, maybe that's the case for her supporters and ended up winning them a couple of games. However, would those games be unwinnable otherwise? If that's your meta maybe upping the land count and main boarding 2 Dungrove Elders would be a better choice, or maybe 3 Treetop Villages? Both cases call for testing though. Theoretically, for me there have always been a better option than NS, hence I never tried it. If you guys try and find out it's working, I would love to hear the scenarios. -
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Try out Nettle Sentinel and you will realize why we don't play it.Posted in: Modern Archives - Established -
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Smells_Better posted a message on What if Certain Playsets Were Allowed in EDH?Relentless Rats and Shadowborn ApostlePosted in: Commander (EDH) -
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Kedvesem posted a message on "Partner" if you could partner any two exisiting commanders who would they be?Umm, Bruna, the Fading Light and Gisela, the Broken Blade...Posted in: Commander (EDH) -
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GoldenOldBoy posted a message on BurnAt first thought, Price of Progress immediately becomes extremely painful.Posted in: Aggro & Tempo - To post a comment, please login or register a new account.
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Im to a point where I've tested all these new cards (without splashing colors and playing bad zoo) and its not working out so well. Only idea I have left is to test a playset of groundswell in the place of aspect of hydra in this list where I added energy elephants, narnam renegades and 8 fetches. Devotion is lower and I think wwe have more chances to hit landfall with fetches. Otherwise I'm going back to the old list.
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because of this new spoiled card, I'm finally buying a Mikokoro, center of the sea also. good ways for us to loot thru all those mountains and get to our key spells will also having mana available to pump ashling
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https://deckbox.org/sets/1017616
No so much budget but its def not a $1000 deck. One thing Ive learned about running ashling is that you really don't want to spend too much mana on other spells. you want to keep pumping her as much as possible. Everyone else at the table will leave you alone once they realize you have your finger on the blow everything up button. Sit back and watch others beat each other up. swing in at someone with poor defenses every now and then. I always mulligan into a mana doubler / hearthstone. I want to be able to have enough mana to blow the board up as early as turn 5. The notes on the deck there aren't current but it gives you a good idea how to play this mana hungry mama.
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For example Caged Sun & Gauntlet of Power could maybe be Heartstone & Mana Flare or Extraplanar lens (not exactly budget tho)
Other cards I would highly recommend that are still budget:
Opal Palace helps you regain some counters if Ashling keeps dyin.
Loxodon Warhammer the cheapest of all equipment that synergize well with Ashling. But theres a handful that go really well with Ashling. Also get a Godo, Bandit Warlord to tutor them up and onto the battlefield.
Warp World - Best way to board wipe Ive found. We never have much to lose. Deals with indestructible creatures we cant damage with Ashling and deals with pesky artifacts and enchantments
Chandra's Ignition & then blow up Ashling is the best way to win a game ever
you could also run Fork to either copy an opponents tutor spell since we don't have lots of good tutors in red or well... fork Chandra's Ignition
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would also be cool to see some sort of Sunforger on a stick living weapon commander.