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  • posted a message on Stompy
    Hey guys, just wanted to pop in and let you know that I will be taking a break from MTG for a little bit. Tournament reports wont come in, but I will try to stop by the thread to offer help and advice to anyone playing.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Here is my deck for anyone that is curious. It is identical to the one amic plays. I am still trying to fine tune the SB for my local meta.



    I also have the SB/playing guide from the original thread that amic typed up for me. I will post it here for everyone, and you can edit it as needed. I pretty much follow this guide when siding in and out.

    Ok geral rules for playing first the land base. In your opening hand count the fetches. The fetch the shock with the last fetch. (Unless otherwise needed). Always fetch a shock as drawing a dromars and a path off the top with no white source can be really frustrating.
    Leave the fetches on the feild until you have to sac them (for value) weather it's to counter a removal or trigger a narnam or in your oponets endstep any are fine just don't trigger for no reason as your opponent can take advantage with instant speed removal after you fetch but before you get your land.

    Creatures
    You want at least 2 one drops in opening hand e one is the ideal turn one play followed by 2 one drops turn 2

    Unless you have an e one on the feild that will evolve or an avatar play creatures in second main phase. Not first. As this decks has alot of ways to respond to removeal (bigger nastyer blockers). Unless you're in a race use your pump and hexproof defensively. (Only when you need to touch a goyf or against removal) remember if your carful you can bait removal and play to pump spells on the same creature on the stack) you swing with e one it's unblocked you pump with blossoming defence they try to remove you play a vines ect.

    Ok SB
    Eldrazi tron (it's a hard matchup you have to out race and hate them out) out rampagers, dryads, blossoming defence 2 e ones, Rancor. In gaddock teeg, path, mangle horn, Pithing needle, mandrill, Thrun.
    There are three thing that kill us in this matchup
    chalice (to negate rase your mana cuvre and play less late game one cost spells, mangle horn (its very hard to chalice to stop it) gaddock teeg

    Ballista collur combo. Play vines to stop equip. And Pithing needle to stop ballista or coller. This is the primary use of needle

    Endbringer. kill it or needle it

    Karn, needle and combat pump

    Matter reshaped, path

    All to dust , gaddock teeg.

    Basically play a teeg as early as possible (hopefully before they play a chalice for one) and keep him alive!

    Storm
    Out rampager, finks, mandrils
    In teeg, dryad.
    Get any hate down early (teeg dryad or scooze)
    Dryad is best as it keeps there Gy empty and stopes them really comboing off

    Teeg stops gifts and past on flames again stoping the combo
    Scooze just picks off the rituals from the Gy and anything else than manages to get in.

    Other good plays (most storm players will only of to the number requered to kill you dromars can negate one of the points of damage. ) Otherwise lots of pressure and agressive play Smile

    Burn
    out dryad, rampager (although it's bolt proof it's can be horrific if your opornt has edolon down).
    In path, mandrills, finks.

    This is were dromars comes into its own. With this you can negate a burn spell (either anger or Searing Blaze are best targets) and remove a creature or get one of yours outside of burn reach. just watch out for skull crack.

    Just use your fetch and shock consevative way.

    Merfolk
    Out rampager, Dryad, mandrills, finks 1 defence
    In choke, Pithing needles, one mangle horn , 2 path

    Simple put you land a needle for vial or mutavault, or a choke down early you win. They can be out raced but it's hard if you haven't landed either of these. Remove the lord's intelligently and you should be fine

    Ad nausum
    Out mandrills and Fink's
    In teeg

    First if you land teeg you win the carnt cast ad nausum
    Scoundly option you race then you use dromars to get rid of Phyrexian Unlife once they have gone to 0 life
    Dromars also for countering lightning storm.
    Just be aware of Pact of Negation
    If this is a common match up I would add another dromars to SB and 2 Guttural response.


    I will have another tournament report for everyone on Friday. I really appreciate the support you guys are giving me with this deck.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    I just saw that card on my FB feed. It looks interesting. The ability to gain hand advantage is pretty strong with the drawing effect, and pumping up a creature never hurts, plus you can generate loyalty counters which makes all of those things easier. I might have to pick a few up and test them out.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    This is going to me my first attempt at an after tournament report, so please bear with me. I will probably not remember all of the details, but Im going to try and put as much information out as I can. 5 rounds with cut to Top 8. On to the report!

    Round 1-Mono Green Stompy
    First matchup of the night was against Mono-Green Stompy. Lately this match has been a strange one for me, because it's like a mirror, but not quite. Game 1 I wasn't fast enough and he used Aspect of Hydra on his unblocked creature for huge damage to finish the game. Game 2 I ran into the same problems, but managed to open aggressively, and got him down to 5 life. He swung for 14 on the next turn to kill me. I sided in 2 Path to Exile to try and get rid of his bigger stuff but it wasn't working. 0-1

    Round 2-Affinity
    Second match was against Affinity. First game went to time. The game took almost 45 minutes because of Vault Skirge and lifelink. I finally got enough in my grave and his grave to pump a Scavenging Ooze to 10/10! I managed to finish him off with 2 Oozes for a total of 14 damage. Next game was in time, and it ended up in a draw, so I took the round. 1-1

    Round 3-Ad Nauseam
    Third round brought me up against Ad Nauseum. This is one of my hardest matchups, and he got both games withing 3 turns. I never saw any of my SB cards in the second game. I sided in Teeg, Pithing Needle, and Manglehorn. I guess the only card in that deck that gets hit by Pithing Needle is Lightning Storm. 1-2.

    Round 4
    No game here. My opponent had to leave and dropped. Free win! 2-2.

    Round 5-Aetherworks Marvel
    This deck was interesting. It ran Aetherworks Marvel and used it to bring out giant beaters like Emrakul and Ulamog. I lost against it last week, but I got my revenge this week. First game was good. I opened decent, and managed to get him down to 9 life versus my 19 life. He hit Ulamog, and removed 2 creatures, on the next turn he activated Aetherworks and hit an Emrakul. Game over. Game 2 I sided in Teeg, Pithing Needle, and Manglehorn to try and disrupt hist combo. I got Teeg out very early and used Pithing Needle to shut down his combo pieces. Game 3 I kept in the hate and once again got Teeg out early. Summoned a Manglehorn to kill his Woodweaver's Puzzleknot. amd beat him down with Strangleroot Geist and Narnam Renegade. 3-2

    Top 8- U/R Gifts Storm

    This has always been a bit challenging to me, but I lost this match because I was not fast enough. Dromoka's Command and Path to Exile put in work as well as Dryad Militant. He managed to combo off on turn 6. Game 2 I made this mistake of not siding in Teeg (it was about 11PM by this point, pretty tired.) I open with Militant and slow him down pretty good, but he managed to kill it and hit an Empty the Warrens for 16 goblins to my board of 2 creatures.

    All in all, it was a pretty decent night. I'm pretty sure I could have made better SB choices, and I probably should have paid more attention in Top 8. This is my second top in a row, so I know this deck can win. It seems to be a little bit slow compared to other decks, but I am not sure on how to make it any faster. Thanks for reading!
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Hey all! Hope you guys had an awesome Christmas! I was thinking about making weekly tournament reports, but I really have no experience in that area. What types of information would be useful to you guys? I figured that tracking this type of data would help make this deck better, and give you guys some insight into real world testing. It would also help me become a better pilot for this deck if I have several other people helping me analyze my play. Let me know what you guys think.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Thanks for the advice. I played last night and ended up 2-2. I lost to Sun and Moon (Blood Mooon early is devastating!) and an Aetherworks Marvel deck with Emrakul. I ended up beating a mono green stompy(very close games) and Merfolk deck to finish out the night. I also learned a lot of valuable stuff about sideboarding and when to play certain cards. Here is a list of what I took away from last night:

      1. Play Teeg as soon as you possibly can. I did not and it cost me a game.
      2. Do not be afraid to go all out when the situation dictates it.
      3. Do not worry about meta decks. They are beatable, and this deck can win consistently against them with smart play.

    To wrap this up, I feel that with enough practice and some very minor tweaking, this deck can be great. I plan on taking this deck to GP Las Vegas this year and seeing how far it will take me. I will need any help you guys can give me leading up to June 2018, but I have a good feeling about this deck.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Hey guys, been away for a little bit. I wanted to let you know that I have been playing this deck (G/W version) for the last 6 weeks at my local and I have not had too much success. I have played against pretty much all of the tier decks and have won games, but lost to some fringe stuff that was very hard to side against. so far, I have beaten U/R Gifts Storm, Jund, several Tron variants, Affinity, Five color Humans, Boros and Merfolk. I also managed to top last week. Most of these decks are a race for ours, so I have had to change my mentality and play style. I realized that I had to be more strategic with this build as opposed to "turn everything sideways and damn the consequences". Probably the most difficult aspect of this deck is what to side in against those tier decks. I know amic had a SB guide somewhere in the old thread, but is there any way we could add it to the primer to help out those who have a hard time?
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Hey guys, finally got to play amic's deck last night in a modern tournament. It didnt go as well as I had hoped, but that is to be expected when you play a new deck for the first time. I played against Eldrazi tron, merfolk, U/B control, and humans. The tron matchup was a race and the match went to time, but I held out and got the win. Merfolk was interesting, but he managed to flood the board both games and I couldnt catch up. U/B Control was a tough one, and not one I knew how to side against(I am still missing 2x Choke, 2x Gaddock Teeg, and 2x Kitchen Finks). Humans was also an interesting matchup, and one I was definitely not prepared for. I finished 1-3, but I learned a ton about how the deck plays and works. Once I get the remaining SB cards, I am pretty confident that I can win against those decks that gave me trouble.
    Posted in: Modern Archives - Established
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