This Company is Breaking all the Ground

Modern YoungQuakerBoy

SCORE: 19 | 28 COMMENTS | 2904 VIEWS | IN 15 FOLDERS


FNM 8/26/16 —Aug. 30, 2016

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.

Smeltz45 says... #1

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

July 7, 2016 2:47 p.m.

YoungQuakerBoy says... #2

@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... #3

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.

YoungQuakerBoy says... #4

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... #5

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.

YoungQuakerBoy says... #6

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... #7

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.

YoungQuakerBoy says... #8

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... #9

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.