i would call this a good budget stompy. it is obviously done with what you had available, and is impressive in that regard. gravity well should be a sideboard card and untamed might is a terrible card so i would take those 3 cards out for 3 more forests. it is clear that you have the right mindset with stompy, so i have no doubt that over time this will grow into a truly powerful deck. :)
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i have made the deck. :) the trick is to buy them over a long period of time. :)
why do we not have giants banned yet? seriously. :|
i completely forgot! :O
well i am happy to see that my comment was so helpful to you. :) i know what you mean about the scuzzbacks being a difficult choice. 1 mana pseudo-ram gangs are nothing to sneeze at. overall i think the adjustments that you have made to the deck are outstanding. it may benefit you more to have only 2 overwhelming stampedes and then an additional scuzzback, or and additional mutagenic growth. the choice is entirely yours in that regard. in my previous post i neglected to mention that the appropriately named 'stomping grounds' are an excellent choice for making it even easier to play your cards. if you choose to use them, then arbor elf would be a good choice to replace llanowar elves. the arbor elf can untap stomping grounds as it is a forest, and then it can be tapped again for either r or g. :D again, best of luck! :D
one of the very rare exceptions to the mono-green lineage of stompy is the red/green type. this of course is not to say that any r/g deck could be made stompy, but i think you understand that. :) the deck in fact has many of the cards used in the original r/g deck. it was certainly a deck that had many, myself included, scratching their heads. it operated with the exact same fluidity as any other stompy deck, but it was different too. most notably of course it was not mono-green. sure, a number of its cards were the hybrid mana cards, but even so the potential for a loss of efficiency was there and yet it did not happen. there are a few cards that stand out to me though so i would like to go over them. blitz helion is an excellent choice, but with just one might prove mostly to be extra fluff on an already very aggressive and creature heavy package. i cringe a little bit every time i see apocalypse hydra. it has the potential to be impressive, but that potential essential begins at 7 mana, which is quite high especially for its singular inclusion in the deck. naturalize, or any such removal should almost always be used as a sideboard option for particularly tech-heavy opponents, otherwise it is simply a waste. in addition nature's claim is a far more suitable alternative to naturalize. with undergrowth i can not make up my mind really. on one hand i see it being quite effective, but on the other, i see it being a complete dead card and that is unacceptable. mage slayer i think is too much of an investment into a single creature to be worth it. it will in most cases be complete overkill, and the other options for its particular slot in the deck are far superior. i also have a few suggestions for overall better performance. the first is bloodbraid elf. being able to choose nearly half of your deck as a free 'bonus card' from playing it is potent in decks with this much speed. the second suggestion is some 'mana dorks'. while fast, the deck would benefit greatly with a few included. scuzzback scrapper, while good and effective, will provide a mediocre shift in momentum in comparison to a first turn llanowar elf, for example. third, and lastly, some form of card draw is always a useful and almost essential aspect to stompys of any kind. as with the original design, this deck would do very well with browbeat. often enough the opponent will make the wrong choice, especially with a deck like this. :) best of luck! :D
myr survived the banning! :D both zombies and elementals are back on the list. rogue survived banning, which worries me. :| also sure, you forgot allies, which got banned today too. nothing about wizards, but raggedjoe's deck could be the nail in the coffin if someone brings something like that. :P so here is the updated banned tribe list: 1. elf 2. cleric 3. kithkin* 4. goblin 5. ally 6. zombie 7. artificer 8. rebel 9. sliver 10. merfolk 11. knight 12. soldier 13. elemental 14. vampire 15. faerie 16. cat 17. treefolk *may be used to produce goats i think it is pretty agreeable really, except for rogues and probably wizards. it never occurred to me that lhurgoyfs could be ban-worthy but i suppose the really could be. :O
http://www.youtube.com/watch?v=f94j9WIWPQQ i am going to assume this is what you were referring to with the title. to be honest, he sounds terrified.
sure said you were a new convert though! now you can comment on everything! :D
gaea's cradle. you already knew that though. :) 1) i can haz chezburger? 2) why not? 3) please? 4) what is the air velocity of an unladen swallow?
sure buddy, you just made a lightbulb appear over my head. :P
this looks like an extraction deck sure would have made. in other words, good. :)
http://www.myfacewhen.com/180/
thank you! :D
red is the closest to come to what green can do with stompy, but the ideals from rdw to stompy are so different. just as much as someone can not make a 'gdw' someone can not really make a red stompy. they are simply too different. both rdw and stompy are capable of winning on turn two. stompy does it as a virtual win and rdw does it as a literal one. stompy is more consistent, rdw is very chaotic and unstable. it is a complete apples and oranges idea. :| the only red card that comes to mind that is more stompy-like than any green equals is goblin guide. groundbreaker versus ball lightning for example, groundbreaker is faster.
nice to 'meet' you too. :)
too much overkill? what? http://www.myfacewhen.com/i/501.jpg
do not try to say noggles with a mouth full of popcorn. that is all i am going to say.
i have little to add that sure has not already said. i can not say yet if skinshifter is good or not, but it looks good at least. :) one thing to remember is that it is often more effective to clamp diligent farmhand than to use its sacrifice ability.
i do not mind. :) are there any decks in particular that you would want me to look at?
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