Newsgroups: rec.games.trading-cards.magic.strategy From: lchancy@netcom.com (Lawrence Chancy) Subject: Actual Strategy!!Monogreen Stompy!! Date: Tue, 5 Aug 1997 15:49:39 GMT Howdy People, I just wanted to post a bit of a treatise on a deck archetype that my teammates and I feel is now one of the strongest in the current t2 environment. Admittedly there aren't any important tourneys for the new 2 for awhile but you can have ALOT of fun playing this monogreen deck at your local hangout and do well. I'll maybe get into the strategy of the deck later if I feel like it. Here are the strong points of the deck: 1. The deck never manascrews ever. Also it is impervious to all forms of mana control. 2. Some starts are near autowins. The deck is FAST. It goldfishes about as consistently in 4-6 as anything. 3. A bad draw or turn 1 thaw are almost game most of the time for your opponent. 4. It beats the SHIT out of red burn. A bad creature control draw for most decks is game for them. The deck redefines a good draw for most decks. 5. This deck is FUN FUN FUN to play. Plus since it gets so much disrespect from your opponents tell them your a scrub and how many points they just lost to you(even if its not true) :). Check it, SENOR STOMPY: 1cc: 5 elves(your pick, we think llanowar are way cooler than fyndhorn so we go 4/1) 4 quirion rangers(total mack daddy bomb babe, plus she looks like Kess from voyager) 4 ghazban ogres 4 rogue elephants 4 giant growths 21 2cc: 4 spectral bears 3 whirling dervish 2 harvest worms 4 winter orbs 13 3+cc: 3 jolrael's centaurs 2 bounties of the hunt(get these out of your trash box and play 'em they rock) 1 nature's resurgence 2 llurgoyf's(trust me they've used up their plows already) 8 Land: 2 hearts of yavimaya 16 forests Sideboard essentials: 2 tranquil groves 2 emerald charms 1 whirling dervish 3-4 monkeys 2 serrated arrows whatever else you want A few pointers about the deck: You pretty much always want 1st turn elf. Barring that ghazban vs. most decks except red or Kess. If you have a bad draw and have excess land(more than 2) then you play turn 1 elephant. Here is a typical sequence: Turn 1: forest elf Turn 2: forest, tap everything for 3 mana and drop spectral bear/worm plus ghazban or elephant. You have an average of 5-7 power in play on turn 2. Turn 3: Begin stomp mode. You can often hold back most of the rest of your creatures and just play tricks(growths/bounties) and winter orbs. Playing the orb. This is all about timing people. If your opponent goes turn 1 thaw, then you do turn 2 worb plus as many critters as you can get in play by turn 3. If not, wait till your opponent taps out trying to defend themselves. Turn 4 wrath by opponent. Lock 'em down with worb and play another critter. Arrows, lock 'em up play more stuff. Keep up the pressure but don't over commit TOO far. Unless you have a resurge. In that case go balls to the wall and see if you get the quick kill. If not resurge and put 'em away. Now go everywhere and start stomping. Have fun. BTW: This deck was the deck used by Bryan Hubble and Chris Herderman to win the masters and juniors Texas state t2 championships this weekend. Also it was used by me to win a smallish 30 or so person t2 tourney in Arlington weekend before last where I went 7-0/14-0 games. It is legit yet it looks scrubby. Unfortunately we didn't get this deck tuned in time for Nats but whatever have fun people. Hope you people enjoy it. If you have comments or questions please post them as followups and I'll get back to them. P.P.S. My name is Paul Gallagher NOT Lawrence Chancy, that dude is my cool roomie who lets me use his account. Adios. ---------------------------------------------------- Newsgroups: rec.games.trading-cards.magic.strategy From: lchancy@netcom.com (Lawrence Chancy) Subject: Re: !!!Mr. Stompie Makers!!! Date: Thu, 7 Aug 1997 14:39:56 GMT Comments on the idea that the deck needs quicksands and or boas. The answer to the quicksand idea is NO NO NO. Quicksands would have to be added on top of the existing land base because the current land mix is absolutely necessary for the proper running of the deck. This would require that you remove some creatures for quicksands which I would not do. This deck is so offensive that it pretty much puts its opponents on the defensive from the 2nd turn on and the games you lose are those which your opponent gets up an overwhelming first striking defense or has recursive ashen ghouls or whatever. You lose because your offense gets shut down. Having a few quicksands is not going to help this. Don't ask about boas. You don't want to commit mana to them under the orb because it'll slow you down and regeneration isn't that good in constructed play anyway because most creature elim will get rid of them no matter what. Big blue is no longer a strong deck and having islandwalk against counterpost is inconsequential. Only against Marogeddon would the regen be effective. Against most other deck types the current creature mix is probably the best one. Also, 4 bears/3 dervish is the way to go. The bears are there not because they are anti-black but because they have a high power/toughness to casting cost ratio and can kill knights of all kinds. Also, like the rogue elephants the bears can be saved from bolts with the heart of yavimaya, and of course they are unpyroclasmable. People, before you comment on a deck as unconventional as this one sorta is please play it in its current form and then make suggestions about changes. The post of the deck was not to open it up for changes, but rather just to let people know about it. Go have fun with it.