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  • posted a message on Stompy
    Can you tell more about which decks you played against, and how Hexdrinker performed? Every bit of information is useful!
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    There are still a number of relatively new cards that have not been added to the primer yet.
    Damping Sphere (sideboard, maybe good enough?)
    Hexdrinker (fetchless builds)
    Savage Swipe (sideboard, maybe mainboard removal?)
    Tranquil Thicket (I don't think it's good enough)
    Collector Ouphe (sideboard)
    Weather the Storm (sideboard)
    Scale Up (also don't think it's good enough)
    Force of Vigor (sideboard)
    are all cards I'd like to have implemented in the primer before this site shuts down in July and I'll (most likely) be unable to edit the primer anymore. Are there anymore newer cards that I need to implement, either to show its appeal or to explain why it shouldn't be used?
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    @amicdeep:
    Isn't using 5 lands that come into play tapped a bit much for this deck, whose greatest strength comes from its speed? Cycling also costs 1 mana, which for our deck is still a significant amount of mana you're not spending on creatures/pump spells or holding up for Vines etc. I would also personally play 3-4 Rancor instead of 2, but I think that's more of a personal preference and/or local meta choice.

    @omer301:
    If you want to know about certain tricks and tips, look in the Card Choice section of the primer on page 1. With every card, I've written useful information about that card and how it interacts in certain situations. I know I'm the one who made the primer, but I greatly recommend looking through it!
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Quote from tokaok ยป
    Where to now?
    I don't know exactly what you mean by that, but if you mean 'how do I improve my deck from here?', I would suggest getting 8 fetchlands and playing Narnam Renegade. That card is seriously powerful and really upgrades the deck. It can make Experiment One a 3/3, it has counter synergy and the deathtouch makes it a scary card in general.

    As for Hexdrinker, it just needs to be tested a lot to see against which decks it's strong and against which it lacks, and if we want to play it (that might also differ for fetchless decks and fetch decks).
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Hogaak, Arisen Necropolis
    5[G/B][G/B]
    Legendary Creature - Avatar
    You can't spend mana to cast this spell.

    Convoke, delve (Each creature you tap while casting this spell pays for 1 or one mana of that creature's color. Each card you exile from your graveyard pays for 1.)

    You may cast Hogaak, Arisen Necropolis from your graveyard.

    Trample
    8/8

    ---

    I have no idea whether this card is even remotely playable for us, but it seems hilarious if we actually can cast it. We need two creatures at the least to play him, but we normally have that, and it seems like a Ghalta that's easier to cast for us.

    EDIT: I just read that this whole forum is going to close on July 8th. It's really sad to see this place go down after so long.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    They said in response, meaning the sorcery speed holds us back and makes us unable to react to removal or use it as a combat trick.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Is Savage Swipe good enough to include? I would think that Titanic Brawl would be a better choice. Can you also explain your reason for having Blossoming Defense over Vines of Vastwood (is it just lower mana cost? You're lowering your damage output this way), and your cutting one Avatar of the Resolute for one Scavenging Ooze (at least in comparison to the list in the primer)?
    Also, with your new optimum opening, you'd have a strong turn 2, but after that you'd just have one 4/1. While I'm still in favour of exploring this, I have a strong feeling that the 'original' optimum opening is a lot stronger than your new one.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    I completely agree BbearZ. The ideal one-drops are 4 Narnam Renegade, 4 Dryad Militant, and 2-6 others (Experiment One and Pelt Collector should be picked here).
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    That does look good! The fact that it starts as a 2/1 makes me have hope for this card. I'm not sure it will fit in a build that already has fetches and Narnam Renegade, but it's a very cool card nonetheless. I'm just a bit iffy on the sorcery speed of the leveling, which might be a problem (being unable so sink your unused mana into it).
    Double edit: I just realized that, when you level it up, it also has protection from our own instants. Being unable to pump him when it's a 4/4 seems less desirable.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Yeah sorry about that, I forgot about the counters. Either way, I would still say that the card is definitely not good enough for us, mainly because of the sorcery speed. Like thatmarkguy said before, we don't play Might of Old Krosa, and that does have the option of being played as an instant.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    The card does not make the creature lose their abilities (like in Turn to Frog).
    Another problem with it is the power limit; the fact that you can't really cast it on a big Avatar of the Resolute or a Steel Leaf Champion is pretty crucial too, even if it was an instant.

    The new fetchland should definitely be included (if you don't splash), and as long as it's cheaper than our current fetches it's a win for us.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    I've been thinking about it, and I sadly don't think it's a good card, and here's why:
    First of all, it's a sorcery. This already is a big red flag for our deck. I'll make it short: being unable to cast it in response is a big downgrade from Aspect of Hydra and Vines of Vastwood.
    Secondly, you'd want to compare this to other pump spells we have, to see which one gets us the most damage. If we look at Aspect of Hydra, which is generally seen as better than Giant Growth for our deck, you can see the Aspect will most likely give us 4 power or more. (Unless we're behind, but if we're behind we're most likely to lose anyway. Also part of the reason we don't play Giant Growth, but that aside.)
    Scale Up is going to get us 6 power at most, and that is when our original creature has 0 power. In an average case, let's say our creature has 3 power, meaning that this will give us 3 more power at sorcery speed. The Overload is completely irrelevant for us.
    The only upside I can see it have is when you T1 Experiment One, T2 Dryad Militant and Scale Up targeting the E1 so you can hit for 6 on turn 2, but that doesn't seem worth it in comparison with Aspect that can hit for 6 as a combat trick to finish the game.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    You can't pitch a (green!) card when Karn and Lattice are on the battlefield, since they are then colourless.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Force is a cycle, and the green one is not even that bad!

    Force of Vigor
    2GG
    Instant
    If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
    Destroy up to two target artifacts and/or enchantments.

    I don't know how necessary this is for us, but since we're always short on mana, being able to pitch a card to get rid of things fast might be really strong for us! It'll have to be tested to see if the card disadvantage is worth it, and against which decks you'd want to play this.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    It's sadly too expensive for us.
    Posted in: Aggro & Tempo
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