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This Company is Breaking all the Ground





Mono-Green Collected Company Stompy; Collected Stompany, if you will.

A more bursty, heavy version of Mono-Green Stompy. This version runs mana dorks for the chance to get out 3 drops on turn 2 and Collected Company on turn 3. The haste and CoCos help give us unexpected speed, and paired with the boost spells can kill out of nowhere. It has the potential for turn 3 wins.

Check out this featured article for more insight:Modern Front Page Feature #4

Credit to mtgsalvation modern stompy thread and user Flaat for the name.


I went 2-2 at FNM again this week with my deck abandoning me in my time of need in round 4.

Round 1 I played U/R Storm. He had beaten me 2-0 a couple weeks ago comboing on turn three each time. This week he was a bit slower as I beat him on turns 4 or 5 both games and was even holding the boarded in Dismember to handle the Goblin Electromancer if he had it second game. Being the decks that they were the games were completely un-interactive and the round was over in under 15 minutes. It felt good to win after the helplessness of the last time.

Round 2 I played against R/W burn. I had a fast start with a Noble Hierarch into Groundbreaker for 7 damage to face on turn 2 but I needed to get a third land to play my Collected Company or play a creature and a boost on the same turn but never got the third land and lost. Game 2 I never saw my sideboard cards and he got his deflecting palm to turn my Groundbreaker back to 6 damage to my face and end up losing pretty handily. Burn is certainly one of the tougher matchups that I have.

Round 3 I played another burn player, who I had lost to 0-2 a couple weeks ago as well. Game 1, on the play, I fly out of the gates and kill him on turn 4. Game 2 I see all of my sideboarded in cards, 2x Kitchen Finks, 2x Spellskite, and 1x Scavenging Ooze, through either drawing or companys and gained something like 13 life to attrition him out. Very fortunate drawing there and it felt good after how bad it had been the last time.

Round 4 was where I lost it. This was one of the saddest rounds I have ever played. My opponent was playing Mardu removal/lifegain something. He had Lightning Bolts, Lightning Helixs, Path to Exiles, Lingering Soulss, Kalitas, Traitor of Ghet, and Shambling Vent. He was slow and I was fast. I came out of the gates swinging and forcing him to use his removal very reactionary and had him backpedaling hard. I got him to 1 life with an empty board, after his removal, and no hand, but he had also used up his removal, then... lands... for 4 straight turns. I already had at least 5 on the board and just needed anything that would do anything. It was not to be as in the 4 turns where I did nothing he gained life back and built up a board presence and I lost. Game two was close to the same story with a few more interesting things. I got him to 3 life with him having no board presence and having used up lots of removal. He drops Ajani Vengeant to keep my last creature, a Leatherback Baloth, tapped and I drew 5 straight lands with 4 or 5 already on the board and my baloth tapped for eternity. It was the worst feeling to know I had the games in hand if I only drew anything usable and turn after turn another land. :'( A couple other interesting things happened in game two. He had boarded in Hallowed Moonlight and cast it in response to a Collected Company (and I was still that close to winning). I went ahead and just exiled a Birds of Paradise for the funs. Another interesting thing that happened was regarding a choice I made on the last combat I was able to do anything. I had the baloth, a Strangleroot Geist and a Birds of Paradise on the board and a Aspect of Hydra in my hand. He was at 7 life and had nothing on the board. I swung with the baloth and geist, and he was going to take it if I did nothing. I knew I had to use the aspect to try to get the win but I also knew he almost had to have removal of some sort. So, having not seen a Path to Exile that game, and knowing that the baloth was more important to keep around if I could, I decided play the aspect on the geist to avoid having the baloth pathed. However, it turned out that he had bolt, and he bolted the geist in response, and in the end (if I had known of course) I could have targeted the baloth with the aspect and he couldn't have stopped it and I would have won. More tears, but hindsight is 20/20.

Overall it played great and I had fun until variance killed me in the end.


crusher10 says... #1

I really like your hasty list! I suggest subbing in 2 Scavenging Ooze for 2 Avatar of the Resolute.

February 24, 2016 10:46 a.m.

Grentain says... #2

I assume you're looking for big, efficient dudes who get hit by Collected Company? I like the idea of CoCo into something like Phyrexian Soulgorger

May 5, 2016 10:01 a.m.

YoungQuakerBoy says... #3

Haha, Grentain, thanks for your suggestion. That is certainly an interesting option and one that I hadn't seen before. The issue there is that it does not have haste or help with green devotion and there is a decent chance that it gets killed on my turn, before combat, but after I have to sac something for it. I think the downside is just a bit too high for it. Maybe if I was running a list with much more undying creatures or could give it haste or something. I appreciate your suggestion.

May 5, 2016 2:08 p.m.

Grentain says... #4

Yeah, I noticed after the fact that you had a bit of a Devotion theme going on, too. I like that you brought up the Undying idea - I may run with that in a brew of my own. Phyrexian Soulgorger, Kitchen Finks, Strangleroot Geist, etc.

May 5, 2016 4:15 p.m.

YoungQuakerBoy says... #5

I know a few Stompy lists run Young Wolf as well but I am not sure how many other decent creatures that return fit into mono-green. It would almost be better in a build that could fit Gravecrawler and consistently reanimate it.

May 5, 2016 4:49 p.m.

tyty4ty says... #6


May 13, 2016 4:34 p.m.

YoungQuakerBoy says... #7

tyty4ty: Thanks for the suggestion! I can see your reasoning as the deck is high in devotion. The issue with nykthos is that this deck is made to be fast and at the same time is very mana intensive. I need to be able to use green mana on turns one and two with a one or two land hand. Late game it almost doesn't matter as I have no really big spells or ways to draw more things to cast.

May 13, 2016 4:56 p.m.

Decapablo says... #8

If you want play faster, I suggest you to put off Birds of Paradise and Noble Hierarch, because Youve 4x Collected Company to restart the battle after mass removal, so you want to play bigger creatures.
Then, in the first turn, you can play: 4x Experiment One, because it became so big! And also help Avatar of the resolute to became bigger too! Youve to play more +1/+1 counters creatures.
So, I suggest you:
- 4x Noble Hierarch
+ 4x Experiment One
- 3x Birds of Paradise
+ 1x Avatar of the Resolute
+ 1x Scavenging Ooze
+ 1x Predator Ooze
- 2x Aspect of Hydra
+ 2x Rancor

June 24, 2016 11:02 a.m.

YoungQuakerBoy says... #9

Thanks for the comment, Decapablo. What you are suggesting is much closer to traditional stompy and is, in a decent part of how it runs, a different deck. This version is still plenty fast (have had turn 3 wins) it just focuses more on being explosive and burst damage than regular stompy. I am only running mana dorks at my 1 drop slot so that I can usually get out a 3 drop on turn 2 and potentially Collected Company on turn 3.

June 30, 2016 11:11 a.m.

Smeltz45 says... #10

Just a general question, what do you guys think about Predator Ooze in traditional mono green stompy?

July 7, 2016 2:47 p.m.

@Smeltz45: Predator Ooze hits a couple good points for Stompy. It has high devotion and is hard to remove. The negative side of it is that it is slow. Stompy generally wants to be an aggro deck and this version specifically relies on either really efficient or really speedy creatures. It usually doesn't have time for too many value plays. Even the Collected Companys, which are my value plays, many times are used to try to get some haste creatures in on my pre-combat main phase to finish off an opponent or get them dangerously low. Thanks for the suggestion!

July 8, 2016 8:32 a.m.

ChiefBell says... #12

Groundbreaker and Strangleroot Geist really like Primal Forcemage. With geist especially it's disgusting because you get a 5/4 then a 6/5. Uktabi Drake is another one that works well with the Primal Forcemage package.

July 29, 2016 9:25 a.m.

Hey, ChiefBell: Thanks for the suggestion! I had actually recently discussed Primal Forcemage a little with another person who had been running a couple. It was in consideration of the 2 flex slots that the Eternal Witnesses are in currently. I haven't tested the forcemages before, in fact I only recently changed from 1x Reverent Hunter and 1x Witness to the 2x Witness, to test it out, and haven't actually played it yet. The guy I talked to said that in his testing the 2x witness seemed the best, of those three options, in those flex slots, so I decided to go this way instead of the other.

Unless you are talking about going full in 4x forcemage and trying to increase the number of haste creatures, which seems may be the case with the Drake suggestion. For that I have not looked too much into it at this point, and I am not sure what the deck would turn in to at that point. It may be interesting to put together at some point, although I am certainly happy with how the current deck runs and performs. Thanks!

July 29, 2016 4:13 p.m.

Mortem says... #14

Isn't Groundbreaker kind of a nonbo with Collected Company? With everything else out of your deck, you seem to want to cast Company on their turn so you can untap and attack. But with Groundbreaker, you want to cast it during your turn to be able to attack with it before you can lose it.

August 1, 2016 10:42 a.m.

Hey, Mortem! That is a good question, and it may seem so at first. However, there are usually three ways that it plays out with casting Collected Company.

1) I am casting it during the pre-combat main phase on my turn to try to find haste and/or devotion to either get in lethal or push it close. Groundbreaker is great here in both ways.

2) I am casting it during my opponents combat step, after attackers are declared, to attempt to flash in some blockers. Groundbreaker is usually good here as it can usually get a kill or at the least soak up some damage that I could not afford to take.

3) I am casting it during my opponents end step. This is the sneakiest part because, even though at first glance it doesn't seem so, Groundbreaker is strong here too. With the way the rules work, during the end step, all "at end of turn" triggered abilities trigger before players are able to cast spells or activate abilities. Therefore, if I put a Groundbreaker onto the field with Collected Company at that point, the time for the sacrifice ability to trigger is already passed for the turn and has to wait until the next end step (on my turn) before it can trigger, giving me the chance to still attack with it before having to sac it.

There are very few times that I will be casting Collected Company outside of those 3 scenarios (maybe in response to hand disruption). In those rare cases I just hope I don't hit any of the 4 Groundbreakers.

Great question!

August 1, 2016 11:07 a.m.

dannecticut says... #16

This list is sweet. I love Stompy (it was my first Modern deck) and this is definitely the best non-standard list I've seen. The only thing I don't have and don't have the budget for is Noble Hierarch. What would you replace it with if you had to? Elvish Mystic?

August 19, 2016 2:43 p.m.

Hey, dannecticut! I actually had this conversation with a guy just the other day, and I will tell you the same thing. First off, the Noble Hierarchs are very good in this deck and I would certainly suggest getting them if you ever have the means or opportunity. They don't seem like much but they are sneaky good and add just enough to make a difference you may not notice until you use them (and every little advantage matters in Modern). That said, I certainly understand the cost barrier that they are, which unfortunately alone makes this version of stompy not nearly as budget-friendly. You can substitue pretty much any mono-green one drop mana dork really, so yeah, Elvish Mystics are fine. I was using Elvish Mystics until I was able to get the play-set of Hierarchs. They are cheap and they fill in fine, but you can tell the power difference when you run Hierarchs. Good luck!

August 19, 2016 4:32 p.m.

dannecticut says... #18

Is Treetop Village not that good in this version? I usually have them as lands 21 and 22.

August 24, 2016 10:21 p.m.

Well, dannecticut, there are a couple things with this. The first is that one of the reasons Treetop Village is in traditional Stompy is to be late game when they are running low on options. This version already has much heavier late game and therefore doesn't usually need something quite like that. The biggest thing however, is the mana smoothness. I really want all of my lands to enter untapped in the early part of the game. Most of the time it can be integral. I can live off of 1 or 2 land hands but if they were tapped lands, I may be spending a turn doing nothing when I need to be doing something. I think that really it comes down to my running heavier threats at a slightly lesser density than traditional Stompy means that I still want to get creatures down as fast as possible, but they usually makes a bigger difference per creature, so it is more important to hit my curve, especially with less active 1 and 2 drops to fill in my curve in between. Not sure if that made sense. I know what I am trying to say but it seems to be coming out a bit off. :P

August 24, 2016 11:30 p.m.

No Rancor?

Also, Feed the Clan is killer sideboard tech. So is Surgical Extraction.

I run a similar stompy coco deck, you should check mine out.

September 10, 2016 7:08 p.m.

Hey, demonicgrizzly! Nice deck and thanks for the suggestions. The Boon Satyrs are an interesting/cool touch.

I had originally started with 4x Rancor instead of the Vines of Vastwoods but there was too much targeted removal in my meta and I kept getting 2 for 1d with it and thus made the switch to vines. Also, I am trying to keep my creature count to 28 for as strong of a chance for Collected Company to hit as possible, so my only flex slots for non-creature spells are those 4. Rancor might come back in one of these days but at the moment I am going with the Vines.

I had Feed the Clan in the side for a while but the only times I used it against burn I it was never enough and I wished that I was increasing my board state as well, thus the change to Kitchen Finks (which I am currently running the sideboard, I just haven't updated it too recently :P ).

Surgical Extraction is an interesting card. I'm not sure that I have enough combo decks in my meta at the moment to justify it but that would be one of the better choices if they become more prevalent.

Thanks for the suggestions and keep stomping!

September 13, 2016 10:54 a.m.

The extraction is nuts against Kiki-chord decks. Kills almost their entire strategy since they will chord for Eternal witness to get back chord (to get retsoration Angel to flicker e-Witt, to chord for Kiki) and you extract the chord in response to their first e-Witt. They never see it coming in mono green and it's absolutely priceless.

It is almost as delicious as the tears of all twin players when splinter twin got banned.

It's a definite sideboard card, and my meta is stick full of Kiki combos so I run it in like everything, but if you aren't facing it a lot, it's an easy swap out

September 13, 2016 5:45 p.m.

Seems legit. It is always nice to pop something out in a deck that they don't expect. I love when a player sees my opening and thinks that it some type of the normal stompy build but with mana dorks. Then I drop a Groundbreaker and they are like "wait... what?". Even better if I have the Aspect of Hydra with it.

I don't think that I have ever played against Kiki-Chord. We sometimes have a Storm player and have had had and Abzan infinite life combo deck before but I don't think that either is prevalent enough currently for me to make room in the sideboard for it at the moment.

September 14, 2016 4:42 p.m.

Chino90 says... #24

I run a very similar deck. What I can highly recommend you to avoid the situations that you mentioned where you flooded on lands and could only topdeck is to swap 2x forest for 2xTreetop Village. The Ape usually swings on turn 4 or 5 to close the games. It also has trample, which synergyses great with green pump spells.I also run 1x Harmonize, but that's a personal taste.

October 14, 2016 11:27 a.m.

Hey, Chino90! Thanks for the comment and suggestions. I have generally steered away from Treetop Village due to the high need of curving out tightly. I usually wouldn't want to see a tapped land in my first 3-4 lands. However, if it doesn't seem to have too much of an impact in that regard it could be a useful addition. Have you tested much how often you get it in hand and need to tap for the mana that turn versus not? The Harmonize is an interesting idea but not, I think, what I am looking for at the moment. Thanks!

October 17, 2016 9:50 a.m.

Jafjaf5 says... #26

Perhaps some of the other haste-y cards like Spark Elemental or Hellspark Elemental? Maybe splash red a bit more?...

October 10, 2017 2:15 p.m.

wonderboyrox says... #27

Is there a particular reason you choose to run Birds of Paradise over something like Arbor Elf? If you were to replace Birds with Arbor Elf, and add in some Utopia Sprawls, you could move your turn 3 Collected Company into your Turn 2 Collected Company.

Just seems like it would speed the deck up a bit, you're not even splashing other colors, so mana-fixing isn't an issue, might as well just go straight ramp for the faster plays.

October 10, 2017 2:38 p.m.

Thanks for the comments guys!

@Jafjaf5: I had looked at something more in that realm before with this deck:Face is the Place. That's What Forcemage Knows.. At that point it does become a different deck as using Aspect of Hydra, which is one of the big finishers in this version, is greatly diminished, as well as the deck having a whole different set of strengths and weaknesses. Thanks for the idea!

@wonderboyrox: The birds are there over some other 1 mana 1/1 ramping creature mainly to give another type of evasion on the board to be able to pump. The ability to to target a birds with Aspect of Hydra and fly over most blockers seems to outweigh the 1 power that one of the other creatures would bring. Surely, in some cases the other would be better, but in most, I am more happy to have the birds. On a much smaller scale, they can make the few sideboard cards that cost phyrexian mana (Dismember and Act of Aggression a little less painful.

The Arbor Elf and Utopia Sprawl idea is intriguing but runs into the issue of fitting it in the deck. I don't want to drop any of my proactive creatures to weaken my threats or Collected Company chances. I also don't want to drop any boosts or protection as I need a certain amount to have good chances of getting what I need in a game. The only option would probably be Noble Hierarchs and I would really hate to drop those, as they are deceivingly powerful. I guess what it comes down to is that I am not trying to ramp really high (such as in to Primeval Titan or something like that) and I believe that the pieces that I currently have work better with the surrounding cards.

Thanks for the ideas!

October 11, 2017 11:56 a.m.

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Date added 1 year
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This deck is Modern legal.

Cards 60
Avg. CMC 2.15
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Top rank #43 on 2016-08-14
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