|Commander / EDH||Legal|
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|Mirrodin Besieged (MBS)||Mythic Rare|
|Mirrodin Besieged: Mirran (MBM)||Mythic Rare|
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Thrun, the Last Troll
Legendary Creature — Troll Shaman
Thrun, the Last Troll can't be countered.
: Regenerate Thrun.
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Thrun, the Last Troll Discussion
1 month ago
Hey so overall the first impressions haven't been too good, the deck sometimes works and gets off to an explosive start but its draws are always a guess to say the least, mulling into oblivion is a problem I faced repeatedly. There is much too much variation at this juncture in the way the deck feels and plays, in other words we need to streamline this a bit. And to do that one needs decide which route the deck is going to be taken, and personally i feel a mono-green stompy or devotion list would best suit what is already here.
So firstly lets get over what should be removed:
Pretty much everything, I'll save a bit of time by just saying that a lot of the one-of's and two-of's have better alternatives, the only creatures i would keep are Llanowar Elves, Kalonian Tusker, and Obstinate Baloth (and even then Obstinate is better in a sideboard); the most important cut is Krosan Warchief it just isn't modern legal unfortunately. In addition to these creature cuts I would cut all the pump spells as well as Ring of Kalonia, and i know you have built this deck around it but also Primeval Bounty, I never once resolved this card in testing, I never even wanted to.
With all these cuts in mind we have a pretty blank slate to work with: lets start with the mana a deck like this wants 24 lands in my opinion, 4 of those (if financially viable) should be Nykthos, Shrine to Nyx to generate copious amounts of mana, there is also an argument for something like Treetop Village. This leave us 46 slots in the mainboard, the vast majority of which will be creatures:
So here the decision really is yours 2 of these sets should be in the deck, you want 8 accelerators in my opinion, these are the most budget friendly options; note however that if you choose to play Arbor Elf then you also want Utopia Sprawl.
One or the other both may be too much.
In my opinion you want both of these, they provide great curving threats whilst also fueling the devotion gameplan. These are your best threats.
- 1-3x of Thrun, the Last Troll
A resilient threat that works well with the devotion plan.
The big payoff, a huge threat that hits the board and makes an immediate impact.
The rest of the creature slots can be devoted to silver bullets so to speak, things like Scavenging Ooze or Reclamation Sage to have some mainboard hate, Courser of Kruphix for more acceleration, Tireless Tracker as just a great card.
As for non-creature spells, a few come to mind as worth it (left entirely to your discretion):
Provides much needed flexibility in combat as you can focus on curving out whilst still being able to pump.
- 1- 3x Heroic Intervention
Protection as you will go wide, this is usually a sidebaord card but can see play in the main as a one-of depending on meta.
- 1-3x Dismember
Our removal of choice, flexible and efficient, great for getting those last points of damage in.
A must if you play Arbor Elf, with that combination of cards it is possible to make 4 mana on turn two.
- 1-4x Garruk Wildspeaker
I personally believe he is good enough to see play, he is flexible enough that i can see him being quite effective.
This would require lowering the curve and removing anything above 3 mana but company is an incredible tempo play in a deck like this, providing some much needed acceleration, however you sacrifice the devotion plan in favor of it, and likely play Eternal Witness to recur company.
In the end the deck is yours so these are all just suggestions, i hope they help, I really see this more as a stompy list in need of a focus, hopefully the above provides some inspiration. If i have completely missed the mark however in what you are trying to do then let me know and I'll adjust. I'd also be more than happy to help with a sideboard.
1 month ago
I also forgot to mention Thrun, the Last Troll, although he is a bit expensive money wise. He wrecks control.
1 month ago
I tried a Courser build of this deck myself, and while sick with Jace, the Mind Sculptor, I like having the additional threat package of tracker + Karn much better, sweet innovation!
I'm a huge fan of Kalitas, Traitor of Ghet in the sideboard (probably cutting Thrun, the Last Troll). Turning all your removal into exile effects is incredibly powerful in a meta with a lot of sticky threats like Bloodghast, Kitchen Finks or Voice of Resurgence, it trumps burn, after a single activation it beats Gurmag Angler, it's utility can not be understated.
Naturalize is 99 percent of the time worst than Deglamer/Unravel the Aether, Trinket Mage is the only counter example I can think of. A split on those spells is better too: while you don't board then against Aether Vial to avoid Meddling Mage, you will appreciate it against Runed Halo out of mono white stax.
Furthermore, because Jace, the Mind Sculptor helps you find sideboard cards and 1 ofs pretty consistently over a longer game, I would consider some more narrow but powerful options such as Damnation, Creeping Corrosion, Back to Nature, Flaying Tendrils, or Jace, Architect of Thought to supplement the versatile 2 ofs in your board. This strategy can ensure you have plenty of cards for most of the format, while not taking too much room in your sideboard for narrow hosers, yet you still have access to them.
ZorrosRage on Stompy
1 month ago
Looks solid. I would 4x Steel Leaf Champion. Scavenging Ooze is a great card. Possible better on the side depending on if you know you're going to need it a lot then by all means add it to main its a meta call.
possibly -1 ooze +1 steel leaf champion
another possible fun card is Groundbreaker some people like the card some people dont.
on more of a fun for the hell of it card Ghalta, Primal Hunger not needed and probably not the best but 1x is always fun to see on the board.
as for side all of these are good. It will very depending on meta Feed the Clan, Damping Sphere, Manglehorn , Kitchen Finks, Relic of Progenitus, Creeping Corrosion, Obstinate Baloth, Natural State, Thrun, the Last Troll, and Shaper's Sanctuary
2 months ago
Thrun, the Last Troll is also uncounterable and regenerates, so it hoses control better than you might think. It is not nearly as good against midrange compared to control though. But against control they cannot kill it with a board wipe, removal spell, creatures, or countermagic. Except Spell Queller. That card makes me depressed in general. That is one thing you can use Dismembers on though.
Also, I completely agree with what you are saying about Scavenging Ooze. Its slow, takes mana to work, doesn't turn on Experiment One as well as other cards, etc. Until I actually tried Scavenging Ooze I didn't realize how good it is. It avoids any type of bolt effect (after pumping), grinds out well (which will happen sometimes game 1), is mainboard graveyard hate AND lifegain against various strategies, and it becomes huge. I recommend running Avatar of the Resolutes, Strangleroot Geists, a couple Kalonian Tuskers, and some Scavenging Oozes (never 4) all together. Also, having Scavenging Ooze in the main leaves more room in the sideboard.
I run a single Damping Sphere in my sideboard. I am out of room and it slows ME down a considerable amount as well (I would run 2 if I could). And I also just put all of the Dismembers in the sideboard, because I only want them in the matchups they are good. Having to Dismember an Eidolon of the Great Revel or something like that is awful.
2 months ago
Maaagic: Thanks for the suggestions! I took a look at your list and here are the main reasons/comments I have: Scavenging Ooze takes extra mana to be good. On turn two, if you play a Scavenging Ooze, you're either playing a creature that threatens to only attack for two, or you lessen the amount of mana you have to play pump spells and develop your board. I have found that Avatar of the Resolute is an absolute beast of a two drop, as it is guaranteed to bring three power with trample, and often brings four. Scavenging Ooze is better in the late game, but this deck tries to close the game out by turn five, so it seems lackluster except when I've played against cards like Bloodghast. 2: To me Thrun, the Last Troll seems inefficient. In the matches where you would want more hexproof, such as Jund or control builds that pack lots of direct removal, it seems better to just have more Dungrove Elder in the sideboard, as it costs one less mana, but will pack the same power and toughness by the time you could cast Thrun, the Last Troll (and can potentially have more). With Kitchen Finks, this deck is already good against many midrange decks, so the fact that it can help there is a must have. It may be worth testing though. My question to you is, why no Damping Sphere? It takes out storm on its own, which is otherwise a nightmare of a match-up for this deck. It also is great against tron, or any deck trying to be more aggressive than you, namely burn or affinity. Dismember is very good, but I have been having trouble taking cards out often in match-ups where it would be strong.
2 months ago
I am very experienced with mono green stompy and have swept multiple events with the deck and usually preform pretty well with it. I have quite a few suggestions I have picked up from playing a lot with the deck. Here we go:
Creeping Corrosion can demonish some decks as a one of in the sideboard.
Kitchen Finks is pretty great if you can afford it as it is good against aggro AND midrange.
At first I had no Scavenging Oozes in the mainboard but the more I playtested the more that changed. I run 3 in the main, because it is just so good.
There should also be at least 2-3 Dismembers in the whole 75 as it can kill a lot of annoying things that prevent you from getting through.
You need at least two Dungrove Elders in the main, it is so helpful to have hexproof. Even though it doesn't synergize with Treetop Village (which is also good for its own reasons) there is nothing more terrifying than a resolved Rancored Dungrove Elder.
I don't like Groundbreaker because it is not a permanent threat, and those are better.
I have very much considered Rhonas the Indomitable but it doesn't do anything on its own which is way more relevant than you might think. I have also considered polukranos, Surrak, the Hunt Caller, Ghalta, Primal Hunger, and more.
Here is my decklist: Modern Mono Green Stompy. If you want to talk just let me know and I can give you my opinion on anything.
3 months ago
I get what everyone is saying here, but as a STOMPY deck, you should only have 2 taplands at MAX. Treetop Village is strictly better for stompy than Oran-Rief, the Vastwood. Also, you should lose Nettle Sentinel and look for at least one Rhonas the Indomitable and at least one Prowling Serpopard. Your curve should end at 3, but if you NEED a closer, Surrak, the Hunt Caller is a great finisher, but your 4cmc spells should be limited to one, MAYBE two. 19 is about the right number of lands, but I think 3 Dismember is not optimal. Maybe lose one for a single Nature's Way or Prey Upon. As for your sideboard, you should look at cards like Thrun, the Last Troll, Choke, Back to Nature, Beast Within, Natural State, Dungrove Elder, Creeping Corrosion, and others.
As a starting point, I recommend the Green Stompy primer on MTGSalvation, and Alexander Feige's stompy list.