Quote from phaircaron »Quote from FourSkinrender »Savage Swipe doesn't seem very good. You can't pump you're own creature in response to take down something real nasty. It can never kill Gurmag Angler. It seems like solid SB piece against opposing wide decks like humans, which can be a crap-shoot match-up.
I don't see why you cannot pump your own creature before fighting. The 2 power pre condition is only for the +2/+2, not for fighting.
I had simply missed the fact that they are two separate actions. Thought this could only target creatures with power of 2. I still prefer Dismember, but this is the best "fight" spell we've got now.
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I don't see why you cannot pump your own creature before fighting. The 2 power pre condition is only for the +2/+2, not for fighting.
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I run 3x Damping Spheres, and 1x Grafdigger's Cage in the sideboard, even though cage hurts Strangleroot Geist. Spheres are good against top 2 decks (tron and izzet phoenix) and the top 7th deck (amulet titan) according to mtggoldfish, and the Cage is a good card to have in the opener, but it might still help you even if you cannot play it turn 1.
Against Thing in the Ice, your best cards are Rancor and Dismember, as Rancor lets you be aggressive and Dismember is our best removal.
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For the fun part: I have proxied and played almost any other deck and somehow I cannot enjoy any of them as much as I do stompy. Small zoo and gobots are close in terms of fun but their inconsistency and so low resiliency takes the fun part from them after some games. However, I'm a big fan of +1/+1 counters, I've tried to build mono green Hardened Scales decks but they were also not resilient enough, Hardened Scales that is not on a stick is not good for a stompyish style deck. So, I've been trying to build something with Winding Constrictor. The creature base is so similar to stompy, I've tried Bloodhall Ooze for a while and even though it's great when it works, it's so much inconsistent. So, lately I've been having so much fun with this build
4 Narnam Renegade
4 Winding Constrictor
4 Strangleroot Geist
4 Avatar of the Resolute
3 Scavenging Ooze
2 Charnel Troll
1 Dreadbore
2 Thoughtseize
3 Inquisition of Kozilek
2 Abrupt Decay
2 Fatal Push
1 Dismember
2 Forest
2 Swamp
4 Bloodstained Mire
4 Wooded Foothills
2 Blood Crypt
2 Overgrown Tomb
2 Stomping Ground
3 Raging Ravine
1 Blooming Marsh
2 Ancient Grudge
2 Spike Feeder
2 Damping Sphere
2 Golgari Charm
2 Natural State
2 Relic of Progenitus
1 Damnation
1 Thrun, the Last Troll
1 Torpor Orb
Lately I've been thinking of 2 things about this build:
So I have something like this in mind:
4 Narnam Renegade
4 Avatar of the Resolute
4 Winding Constrictor
4 Strangleroot Geist
3 Scavenging Ooze
2 Charnel Troll
2 Nissa, Voice of Zendikar
2 Abrupt Decay
2 Fatal Push
1 Dismember
3 Path to Exile
3 Dromoka's Command
4 Verdant Catacombs
4 Windswept Heath
2 Godless Shrine
2 Temple Garden
2 Overgrown Tomb
1 Blooming Marsh
2 Forest
2 Swamp
2 Plains
2 Rest in Peace
2 Stony Silence
2 Damping Sphere
2 Golgari Charm
1 Thrun, the Last Troll
1 Damnation
3 Knight of Autumn
2 Natural State
I still couldn't try the abzan list but I guess I'll have fun with it. It has big creatures, some combat tricks, a little bit more creature removal (compared to my 2+1 Dismembers and 0+1 Prey Upon stompy list), and a fun planeswalker. I wanted to keep it like stompy (so that I could post it in this topic :)), big creatures and combat tricks, so that's why I removed the Inquisition of Kozileks and Thoughtseizes.
I still feel like none of the builds can match the power of Rancor + Aspect of Hydra, but they are quite close.
Lastly, another really fun build is this RUG Evolve deck. It tries to gain board presence in first 2-3 turns and then have counterspell backup. I feel like Pelt Collector can work better than Experiment One in this build even though the builds do not have Rancor just because the deck have access to counter spells. However, I won't argue about that deck in here as it already has a separate topic for itself.
Anyways, here are some fun builds for you to try and enjoy. Note that the sideboard choices and landbase are not perfect. I tried to have some sideboard answers for all the decks but I might have missed some, now that I think about it I was planning to add 2x Blessed Alliance for the bogles matchup but I forgot. So, have a good day/night, and thoughts and comments are very welcome.
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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.
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Mana dorks need a lot of investment and the payoff is not high in stompy. They die to every any kind of removal out there, and what they do is cast a 4/5 on turn 2 that will get chump blocked when it swings, or at best cast a 5/4 on turn 2 that will die to a smaller portion (which is still a huge set) of removals. And you'll end up having a mana dork on the battlefield with almost no other effect to the game, well maybe except chump blocking in later turns.
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1- Keep up dismember on turn 1
2- play militant on t1 to prevent faithless looting flashbacks
3- play experiment one on turn 1 if you can grow it to a 3/3 on turn 2
However, the most important is to untap with a Scooze at latest on turn 4, or on turn 5 if you have enough chump blockers. if you have one in hand do chump in early turns with whatever you can and then play the Scooze.