Topiary Stomper

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Topiary Stomper

Creature — Dinosaur

Vigilance (Attacking doesn't cause this creature to tap.)

When this enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

This can't attack or block unless you control seven or more lands.

indieinside on 100% Dinosaur Tribal

3 months ago

Mortlocke

I shoved in nearly everything you suggested. I added in 2 basics of every color, Ancient Tomb, Kodama's Reach, Yavimaya, Cradle of Growth, Rampant Growth, Topiary Stomper, and Cultivate. That was a 12 card change because of you. Way too much, lol.

As for cuts, I took out 4 lands that entered tapped and 2 utility lands that weren’t mana center. Including my favorite one, Arena. I also cut 3 or 4 dinosaurs like you suggested, which was hard to do. The rest of the cards that got cut were higher CMC cards that were redundancies of other more efficient cards already in the deck. Stuff that did the same things but were at sorcery speed instead of instant speed. Things like that.

In regard to Duelist's Heritage and double trike, sadly you are mistaken. The official MTG ruling regarding double strike is that adding another instance of double strike through equipment or any other effects will not grant it any additional damage steps. No matter how much double strike you add, it is just a redundancy of the word with no gains. As for cuts though, I think the only areas that didn’t get cuts were the Mana Rocks and Tutors while adding to the Ramp and Lands.

I just can’t go with Roaming Throne. It’s not a dinosaur.

Thanks so much for the help.

indieinside on 100% Dinosaur Tribal

3 months ago

Hey Mortlocke, spam all you want!!!

To me Jeska's Will would be considered a late game card because I would already have it cast for free if my Commander is in play. Otherwise casting it to possibly only merit about two additional mana isn’t that big of a boost.

Kodama's Reach – no basic lands available. Maybe I should add some.

Rampant Growth – no basic lands available. Maybe I should add some.

Topiary Stomper – no basic lands available. Maybe I should add some.

Fellwar Stone – it is "okay", but weaker than people tend to realize.

I agree, I should probably cut a few dinosaurs to add in some basic lands. Even cutting down utility lands to and in basic lands and tutors.

I just can’t commit to Roaming Throne because he isn’t “actually” a dinosaur. It wouldn’t be 100% if I did that. Sure, you can choose a creature type. But he isn’t that creature type. He is a Golem. I am willing to lose strength to keep theme.

I love Arena, but you’re right. A basic would be much more helpful early game.

This is super helpful. Any other suggestions?

Mortlocke on 100% Dinosaur Tribal

3 months ago

As a fellow Dinosaur enthusiast, I am happy to take a look at your deck and toss in my two cents. From a glance at your deck and drawing a few first hands I've noted that your early game is rife with very high cmc spells and permanents with few opportunities to ramp and even fewer spells to keep the tempo going. You have an 8 cmc commander but not nearly enough ramp to get it out consistently. Please consider including:

As for what to cut to make room, is the difficult part. I'd look at the more redundant spells that make little difference once your board is established - shed the high cmc "win more" spells.

Also 35 lands is too few - bump them up to at least 37 maybe 38. You're a bit too greedy on Dinos, and should cut a few.

NV_1980 on Panty-loser....Sun Flavored?

7 months ago

Hi,

This looks fun, but if I may: it's not fast. There's a very simple reason for this. Your deck contains no additional mana sources other than lands and no ramp. On top of that, most creatures in your deck are very expensive to cast. Considering that you don't seem to be on a budget, I'd recommend the following cards:

Aside from all the above, you can also increase the deck's speed by adding stuff that allows you to filter through your deck like Scroll Rack and Sensei's Divining Top. Last but not least, Monstrous Vortex seems to be very suitable to the deck's overall theme and strategy.

Hyunkel on Wild and Unchained

2 years ago

Virtue of Strength's really good in like mono-green or gruul/selesnya landfall, you could pair that with Shigeki, Jukai Visionary and run mostly basic lands and fetch lands, you play cards like Topiary Stomper and Vorinclex  Flip to get more lands that you can tap for 3 mana, and then it's very straight forwards you coule run things like Lotus Cobra, Primeval Titan and other strong landfall cards, then you could run things like an Eldrazi Titan or some X mana creatures, hydras idk, whatever you feel like popping off with, I guess. I think it's a good card, the cycle of Virtues in general is really good, I feel like.

Hyunkel on Wild and Unchained

2 years ago

Yoooo dude, I was thinking exactly the same thing as I was writing the description, I was like "on the other hand, Teferi's Protection gets around everything for the same cost..." I think I looked, the other day, on the deckbuilder, and I couldn't find Teferi's Protection... For reference, I'm building this deck for Traditional Explorer and I think it's only available in Historic. I'm not too much of a fan of Alchemy nonsense, though, so that's why I usually stick to Explorer. However, thanks to your intervention, this got me thinking and Guardian of Faith does a marvelous job in this deck. It's a creature and it basically accomplishes the same thing, with the downside of not actually protecting you against burn spells to the face or protecting your enchantments and planeswalkers, it's a bit less flexible than Teferi's Protection but it has the added bonus of being a flash creature that can also get me some ETB triggers, with cards like Topiary Stomper, Titan of Industry and Vorinclex  Flip.

I was also considering Get Lost, I heard about how it's the best possible 2-drop removal in standard, and I think I might end up swapping the Ram Through for them, it looks solid, so I'll definitely at least test it.

Tsukimi on Can't Catch Me, I'm the GingerBant Man! [Primer]

2 years ago

Crow_Umbra I am trying to fine tune the ramp- Yavimaya Granger and Topiary Stomper didn't work out as well as I hoped, at 3 CMC they usually just come out the turn before Brenard so they don't help the game plan much. They will be replaced with Nature's Lore and Three Visits. I'll be swapping Ao Dawk Sky for Kodama of the East Tree but at 6 CMC I'm not really sure if it can be counted as ramp at that point? If we include it as ramp, that's 13 sources of ramp. I am always conflicted about how many 1cmc mana dorks to include in a deck like this... Early game they are perfect but late game they're not great to draw. What are your thoughts on 1 cmc mana dorks? Not sure if I should keep the 3 I have now or go down to 2 now that I have Three Visits and Nature's Lore...

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