Counter-Stompy!

Modern* GeminiSpartanX

SCORE: 5 | 9 COMMENTS | 645 VIEWS | IN 3 FOLDERS


GeminiSpartanX says... #1

mcstang1986- How does this deck look? I've updated the mono-green stompy build with the new revolt green guys and I think it's even better than before! Compare it to the old list here and let me know what you think!

(SB has not been updated)

February 23, 2017 11:18 a.m.

tlhunter07 says... #2

It's not bad! Haven't played Stompy before, but my friend does. +1

February 23, 2017 11:47 a.m.

musicman3310 says... #3

Not sure how well it will fit in the deck but Forced Adaptation is an idea.

February 23, 2017 12:53 p.m.

Mr.Mirage says... #4

Demo'd this against my Modern Miracles and I must say this thing put up a nasty fight. Think I used one copy of Terminus 3 times in one match just to keep the aggro off.

February 23, 2017 12:59 p.m.

Goody says... #5

Uhh I think splashing Winding Constrictor is more than worth it if you're including fetches. Throw in one or two Overgrown Tombs and you're golden.

February 23, 2017 6:17 p.m.

NyanNijet says... #6

Hardened Scales has a good fit in here.

February 23, 2017 7:56 p.m.

GeminiSpartanX says... #7

musicman3310- Forced Adaptation is a card, but is likely too slow for this deck.

Mr.Mirage- This deck is a beast, and if you count it out you'll often get steamrolled.

Goody, NyanNijet- I thought about going the route of the snake and Hardened Scales, but this deck functions more like an aggro-zoo list, whereas the enchantment and snake lean more towards a midrange build. Adding the snake and scales slows the overall clock of this deck by a turn on average, which is big game in modern. I know there is a modern GB counter deck floating around that uses those cards, but in this deck they don't add enough compared to what I would need to remove to include them. Having a snake out would also mean I only get 1 revolt trigger with the Greenbelt Rampager since I'd get the 2nd energy counter after 1 casting of it and then it would be forced to stay in play for the 2nd cast (which is a good idea in standard now that I think about it). The enchantment on turn 1 means that I'm sacrificing an attack on turn 2 for that ability, which this deck doesn't want to do. If you want to go midrange and add lots of extra counters later in the game, it's a great inclusion, as is the snake. My goal for this deck is to win on turn 4 almost every game, and it's pretty close to that goal right now.

February 24, 2017 7:03 a.m.

Goody says... #8

Just keep in mind you're talking about a turn 4 win while goldfishing. Real games often play out differently.

You'll face plenty of decks that can interact either through removal like Lightning Bolt and Dismember or by blocking/trading with Tarmogoyf, Kitchen Finks, Wild Nacatl, and this is where a card like the constrictor helps. Putting another 3/3 on the field is a lot weaker when they have a 4/5 to block.

February 24, 2017 12:12 p.m. Edited.

GeminiSpartanX says... #9

Goody- I think of this deck as essentially a version of zoo, which is mostly made of 2/3s and 3/3s. The pump spells and Rancors take the place of burn for the extra reach (which isn't quite as good), but you have the upside of generally bigger or more resilient creatures here. So yes, this deck shares some of the same weaknesses as lower-to-the-ground aggro decks, but all creature-based lists will have trouble against a heavy-removal draw from a control opponent. I just try to go wide enough and have the combat tricks to get them dead faster than they can stabilize.

February 24, 2017 1:48 p.m.

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