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Magic Duels - Green Stompers

Magic Duels

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STOMP! Bring some might to your Magic Duels experience with a simple but effective mono-green stompy deck. This deck is packed with fat creatures and pump spells to outgun your opponent. It includes three copies of elemental bond to keep you drawing and keep you in the game. Here's a card-by-card explanation of the deck.

3x Primal Bellow - Primal bellow is the pump spell of choice for your fat tramplers or Thopters. Casting this on an evasive creature almost always amounts to significant extra damage! There's no better feeling than closing a game early thanks to a well-placed bellow or two. It can even save your creatures from damage-based removal if necessary.

3x Blossoming Defense - A strictly better Ranger's Guile that can protect your creatures from targeted removal and serve as a powered-down pump spell in a pinch!

4x Elvish Visionary - The Visionary is the only creature in our deck that doesn't trigger Elemental Bond, but that doesn't matter because he draws us a card anyway! Once his job is done, use him as a chump blocker.

4x Terrain Elemental - This elemental is an early-game threat, but once elemental bond is down you get a 3/2 and draw a card for only 2 mana!

3x Nature's Way - This card serves as your primary removal spell, and since you will always have high power creatures, it is easy to make effective use of it. The vigilance and trample are a welcome bonus to your vanilla creatures!

3x Larger Than Life - A sorcery speed titanic growth that helps our vanilla creatures get damage through. Larger Than Life cast on a Snare Thopter is a thing of true beauty. I kept it as a 3-of to make room for more creatures to use it, we are playing green after all.

3x Elemental Bond - This card should need no explanation. Once it's on the board, every creature you play will draw you a card, that's pure value!

3x Peema Outrider - In almost all cases you wont want to create the servo token, since a 4/4 trampler for four mana is a pretty good deal, but either way it will trigger the Bond, so feel free to create a lil chump blocker!

3x Snare Thopter - Hasty, evasive and powerful enough to trigger elemental bond. When combined with your many pump spells this little thopter can close out games pretty quickly.

2x Conclave Naturalists - This deck is noticeably light on removal, so these girls serve as another fat body as well as removal for the more annoying artifacts and enchantments your opponent might play.

3x Arborback Stomper - The value this card gives you is well worth it's high cost. Best case scenario it nets you 5 life and draws you a card. A 5/4 trampling body is nothing to sniff at either!

1x Verduous Gearhulk - A permanent +4/+4 to any of your creatures is always a good thing, but this robot's effect is most effective when applied to a Snare Thopter or an Arborback Colossus.

1x Nissa, Vital Force - Nissa just fits this deck like a glove. She can +1 if you're in the lead to shoot more fatties at your opponent's face, or -3 to bring back one of your value creatures or pump spells from the dead.

24x Forests - We finish off the deck with a simple land base that provides consistent mana to help you reach the cards at the top of the curve.

Possible additions/alterations:

2x Tireless Tracker - I played with the tracker for a while but I ran into some problems. If played on curve, he's a more expensive Terrain Elemental and I'd rather use his slots on evasive creatures like Snare Thopter. Once his clue engine gets going, I just found it too slow, I would rather spend 2 mana and get a 3/2 and a card than spend it on sacrificing a clue. I also wanted to keep the 3-drop slot for elemental bond only.

4x Self-Assembler - This pushes the curve a little high, adding 4 cards into the 5-drop slot. However, with Elemental Bond online it guarantees a card advantage of +2 every turn, which can quickly get out of hand (no pun intended).

3x Titanic Growth - The instant speed does help surprise the opponent from time to time, but more often than not I found Larger Than Life more useful for getting damage through from non-evasive sources.

Please comment if you have any suggestions or your own take on this deck!

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