Subject: 1.X DECK Date: Wed, 14 Oct 1998 19:14:46 EDT From: SumoDan007@aol.com To: fkusumot@ix.netcom.com Hi Frank, I would like to start off by saying great page. Here is my 1.X deck and how it works. It may seem like I'm beating a dead horse here, but Stompy is one of the best archetypes that has simply been given up on. And now, now that Urza's Saga is here, we can't play Stompy in Standard anymore. But its viable in Extended. So my point, is, that Stompy is under-used. And are under-used decks good? Yes, if they work. There is a reason an all-land deck hasn't been used before. But Stompy is now quite Rogue. But not Rogue enough. You still have to deal with the creature elimination most decks have, after sideboarding. So the one obstacle is creature elimination? Sounds easy to beat. One way is to simply play with many creatures. In a deck with 35 or more creatures, some Bolts and Incinerates won't slow it down. The other way is to use big creatures. Out of Bolt range. And the last, is to cripple their mana supply. Winter Orbs have been used since the dawn of time for this spot. And, we must be able to kill the Blue-based control decks, right? Draw-Go!, CMU Blue, Cuneo Blue, and any other Mono-U Disk-based deck will die to River Boas. Simply put, if they hit the board, your opponent dies. Regenerate them, and your opponent will die quickly. The main problem I've seen is U/W Control with Wraths, Disenchants, and Swords to Plowshares. Some untargetables help a little, as do Winter Orbs. But something as simple as play style helps here. Don't try to kill them with a hoard. Get out a 1st or 2nd turn beast, and don't cast anything. Just wait for them to react. Catch 'em with a Worb and another creature or 2 and the game is yours. So the only other things that could pose problems are combo decks and shadow beatdown. Shadow is easy to fix. 4 Heartwood Dryads between the Main Deck and Sideboard will stop some shadow creatures, but so will Torture Chamber. I personally like the Chambers and use 2. They also nail quite a few other decks quite hard (5CG Tradewind-Geddon especially). And the last thing to worry about is.... Combos! 2 Tranquilities in the board for this and other reasons. Tormod's Crypt is another way to hurt combo decks, as many are graveyard based. The only other option is to kill them quick and hope for a 2nd or 3rd turn Worb. And another thing to discuss, is the bad choosing of creatures. First, the graph. # of Creatures 1CC 2CC 3CC 4CC Normal 35 14 12 06 03 Mine 38 17 12 09 00 The most interesting note is my lack of 4CC Creatures. This was done to reduce total land count, which I'll discuss later. I replace the usual 4CC slot of Lhurgoyfs or 'Beests with another Mirri and 2 Cradle Guards (4/4 Trample for 1GG, Echo). Cradle Guards are great, and again, easier to pay, even though more expensive. After playing with Mirri, I realized that you need multiples against certain decks. The best way to protect her is drawing more than necessary. A 2/3 First Striking, Forestwalking, Doesn't tap to attack creature is a must-kill creature. Other cards are chosen incorrectly, and these are often the most insulting. Even Jon Finkel made some mistakes in his construction of "Wall of Stompy." Yes, I am saying that I'm right and Jon Finkel is wrong. I am saying this mainly because I have played with Stompy since Weatherlight came out, and have been modifying it since to be better and better. First off, he used Wall of Blossoms. That Wall is great. Its awesome. But not in an aggressive deck. Since he used those, he had 'Beests too. This causes more mana to be needed, resulting in a higher land count and less creatures. He also used Cursed Scroll. Cursed Scroll doesn't not belong in a Stompy deck. 3 mana to use its effect is horrendously expensive. And Worbs are often pulled to use these. Worbs are better than Scrolls against most decks, and more importantly, nearly any control. Scrolls give you more of an advantage against decks you can already beat. I always play with Worbs over Scrolls. Also, you should almost never use Giant Growths or Bounties of the Hunt. It is a very easy mistake to make, and I have realized why Hurricane is nearly exponentially greater. Simply put, Giant Growth will win you a game if you have an unblocked creature, same with Bounty. But Hurricane can do 2-4 damage only needing you to have the mana and more life. Mana comes from your creatures, your land, and a new Urza's Saga Legendary Land. It is Gaea's Cradle (T: Add G to your mana pool for every Green creature you control). 2 Elves, a Cradle, and 2 Forests net you a 5 point Hurricane. Another note on card selection, Mirri, Cat Warrior. A must-kill card. Use 2 Main, 1 Side. Some decks Mirri will really screw, others, she's just strong. And now, the deck you most likely have been waiting to see what I've been talking about, the deck I feel is as good as Stompy is post Urza's Saga: The Perfect Stompy 2 Ghazban Ogres 3 Skyshroud Elite 3 Quirion Rangers 1 Fyndhorn Elves 4 Llanowar Elves 4 Rogue Elephants 4 River Boas 3 Harvest Wurms 2 Spectral Bears 2 Whirling Dervish 1 Heartwood Dryad 2 Mirri, Cat Warrior 2 Fallow Wurms 2 Cradle Guards 3 Jolrael's Centaur 2 Hurricanes 4 Winter Orbs 1 Gaea's Cradle 2 Heart of Yavimaya 13 Forests SB: 2 Crumbles 2 Tranquilities 2 Tormod's Crypts 3 Cities of Solitude 3 Heartwood Dryad 2 Torture Chambers 1 Mirri, Cat Warrior First, the Crumbles. Cursed Scroll. Static Orb. Grindstone. 'Nuff said. The next are the Cities. These make Counter Decks or Tradewind decks use their abilities on their own turn. They are quite good actually. And 16 land is perfect. And while this isn't too common, I see people with 16 Forests and 4 Quicksands in their Stompy decks. WTF?!? Again, offense, not defense, is what Stompy should go for. I leave you with this. Any feedbags, err... feedback is appreciated. Hakuna Mutata..... Dan Mauro