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I'm gonna try to make a stompy deck...since I barely know what it is please don't criticize (for the sake of criticizing) if I fail, just post constructive criticism. Thanks!
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I like this dude. For your first one, this is pretty damn good. I think you could work with less lands...like 20 max. If you do, you could maybe put in 3 Arbor Elfs. Also, Skullclamp with Groundbreaker is a classic. With the Oran-Rief, you can even give it a counter, equip it for extra beef later game and when the opponent is forced to block and absorb some of that trampling damage, you get card advantage =] Well done dude.
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thanks! Yah, I think I should lower lands and add in arbor elves...how did I forget arbor elves??? I like groundbreaker because with llanowar elves thats 6 damage on second turn (or about)!!!! And why 20 max lands?
also, i thought inflitration lense + groundbreaker was better because they either take six damage or more (instants such as primal bellow) or absorb and give me card advantage...and force them to make a choice: more damage or card advatange.
this is a good first deck i would max out at 22 lands and also you don't need skull clamp i mean skull clamp is good on ground breaker but you dont need it in its place add sommoner's trap and also check out my deck flaming demise
I've always hated summoner's trap...though I understand how its good. Main reason I hate it is because I have one and ran it in a deck and then i got screwed with liquemental coating + splinter T_T yah, my friend has like 3-4 of each and didn't notice the combo till I saw it here and pointed it out to him. But that was a one time thing. If more people suggest it I will add it.
oh, I commented on your deck. its pretty cool!
Infiltration Lens is obviously good with Groundbreaker for those reasons, but here's why it's good with Skullclamp. 1) It dies at end of turn anyway, so "clamp" it for cards. 2) if you pump it (or put counters on it) and then equip it, it does more damage and leads to being killed for cards or "clamped" for cards at the end of turn when the pumps stop. Skullclamp also kicks ass because once you have a good enough mana base you can start "clamping" your elfs, using their own mana to clamp themselves for cards. (This is why Skullclamp got banned =P) As for 20 lands max...it's not a "rule" of Stompy, but as a general thing, Stompy decks can do fine with little lands. There's two pretty special old-school Stompy decks that ran 14 lands and the other ran 10! Last bit, I have no idea what people see in Summoning Trap...I think it's in all honesty, an awful card. It's a sideboard card AT BEST. And it is not Stompy.
I have always preferred Genesis Wave and Elvish Piper (though that gets killed like, immediately) and other cards like diabolic tutor (though black) to summoning trap also.
Question for Surewhynot if he still looks at this deck: I put in harrow only because I saw every other stompy use it (well, almost every). Why is that, and not stuff like rampant growth (or enchantments like overgrowth)? Especially Overgrowth...thats like 2 extra mana for each time a forest is tapped....yet no stompy I have seen uses it...
Harrow is currently one of the only land accelerators that is actually Stompy. The other one being Fastbond (which again, went the way of Skullclamp =P). Harrow costs 3 mana to play as an instant, but puts out 2 lands untapped, and you can sac one of the lands used to pay the cost. In a way, it's 2 lands and deck thinning at instant speed for 1 mana. All other spells just don't function this way. Cultivate is sorcery with one tapped and one in hand, Rampant Growth is just...slow, Overgrowth can't accelerate in the early turns and actually will slow you down. An example of Harrow's awesomeness: Turn one, forest - elf. Turn 2, forest - tap elf and two forests - play harrow - sac one tapped land - thin deck out by 2 - put 2 untapped lands in - tap lands for Garruk's Companion. =]
Congratz on making the upcoming list! =]
this deck made upcoming? cool! first deck to make it there!
Hey took a look at your deck, not bad for your first Stompy! Personally i like your skullclamp idea and i think i might need to incorporate it into my Stompy Deck somehow. I would take out the Kalonian Behemoths as I don't think there worth it for such a high mana cost. There are plenty of other green cards you can use with better abilities and way less to cast. Take a look at my stompy deck for some ideas! Also have you thought about replacing infiltration lens with something like loxadon warhammer? Food for thought. My stompy deck link is: Stampede! - Dude's 2nd Path to Pain (G Stompy) http://www.mtgvault.com/ViewDeck.aspx?DeckID=341475