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Odyssey's Effect on 12-Land Stompy

10.24.01 -

Well, it’s that time again folks.  As the new sets come in and shake everything up, someone like me has to set things straight.  I will be helping out around here as the Extended Specialist and figured this would be a great place to start: 12 Land Stompy. And don’t worry, there will be enough time to evaluate everyone’s favorites in due time.

As many people looked over the spoiler list for Odyssey, they probably thought “Man, green is just huge in this set!”  The only problem with this is that many of the big creature-makers such as Call of the Herd and Beast Attack probably won’t be able to work in something like Stompy.  Let me explain: Cards in most Stompy decks that have a casting cost (cc) of greater than two have an alternate cost to putting them into play.  For example: Vine Dryad costs 3G but has the alternate cost of removing a green card in your hand from the game instead of paying its mana cost.  Hopefully you have seen that something such as Beast Attack isn’t going to work.  Before I get going, let me show you a deck from this year’s Extended portion of Worlds:

11 Forest
4 Elvish Lyrist
4 Elvish Spirit Guide
4 Ghazban Ogre
4 Quirion Ranger
4 River Boa
4 Rogue Elephant
4 Skyshroud Elite
4 Vine Dryad
3 Bounty of the Hunt
4 Briar Shield
3 Land Grant
4 Rancor
3 Winter Orb

Sideboard:

4 Crumble
4 Emerald Charm
4 Rushwood Legate
3 Tangle
 

Now, let’s take a look at why certain cards are in the deck.  Elvish Lyrists are pretty obvious-they disrupt combo, stop Oath of Druids, and get rid of nasty enchantments such as Circle of Protection and Story Circle.  Elvish Spirit Guide is rarely cast in a game (remember the cc rule) but is there to accelerate the deck.  Ghazban Ogre is a great bargain against most decks (a 2/2 for G is pretty good) and River Boa can stop menacing fatties and is great with all of the blue running around in Extended.  Quirion Ranger really makes the deck shine.  You can use its ability to cast multiple critters a turn or untap some of your attacking creatures after they do their thing.  Rogue Elephant is just a beat stick being a 3/3 for G.  The sacrificing of the forest usually isn’t a big deal since most of the cards cost G anyway.  Skyshroud Elite is usually pretty big in Extended since many people use Wasteland and dual lands.  Vine Dryad is pretty good since you can cast it as an instant (and for free) and gets a lot better after Rancor comes out.  Bounty of the Hunt is great as a creature-saver and as a finisher.  Briar Shield is pretty much a Seal of Strength on steroids since it gives you more damage while waiting to be used.  Land Grant is a very important part of the deck.  Don’t be afraid to use it on your first turn with its alternate cost.  Your hand will probably be empty in a few turns anyway.  Rancor is hands down the best pumper in the deck (and maybe even the entire game) and is an automatic four of in just about any deck with green creatures.  Winter Orb is another great card.  It will all but shut down blue control and slow down almost everything else.  Quirion Rangers really love these things.  The sideboard is pretty self-explanatory.

Note:  Many of you may have heard these decks called 9-Land Stompy before.  The reason for running more forests is for two reasons: 1)Paying the comes-into-play cost of Rogue Elephant and 2)regenerating River Boa.

Odyssey’s Influence:

Looking over the green portion of the Odyssey spoiler, a few cards jump out to be tried.   A few (such as Chatter of the Squirrel) are new ideas that just might make it and others (such as Druid Lyrist) are just rehashes of old cards that could still make it into the deck.  The first card that I wanted to try was Muscle Burst.  This thought was quickly diminished as I looked at what other pump cards would have to be removed.  Another that looked interesting was Bearscape, but that costs three mana (see above).  That’s not to say that it can’t be used, though, so we’ll try and keep that one in mind (although it might take adding more land to use).  Howling Gale looked as if it might make it into the sideboard at least, but then again, I can’t think of any 1-toughness fliers that get used in Extended very heavily, if at all.  The last one that I wanted to try was Chatter of the Squirrel.  It gets us the card economy we’re after (two creatures for one cards isn’t bad) and won’t mess up the mana curve of the deck, which, for some strange reason, seems to be weighted more towards one and two.  You could swap them for Ghazban Ogres if you expect to see Sligh all over the place (casting creatures for the other guy never did sound good to me).  Druid Lyrist is just a metagame call.  It’s something to replace the Elvish Lyrist with if you fear running into Priest of Titania in a match.

Other cards you might consider running are Diligent Farmhand and Druid’s Call.  The Farmhand’s are really needed with the Land Grants in the deck.  The other card is Druid’s Call.  I find it to be a neat card, but it will probably remain on the sidelines unless you expect a lot of Sligh (which really wants to kill those Rogue Elephants).  One other anti-Sligh card is Squirrel Nest.  The problem its 1GG cc and using up one of our precious lands but it just might work.

So, after a little bit of manipulation the deck would look like this:

11 Forest
4 Druid Lyrist
4 Elvish Spirit Guide
4 Chatter of the Squirrel (or Ghazban Ogres)
4 Quirion Ranger
4 River Boa
4 Rogue Elephant
4 Skyshroud Elite
4 Vine Dryad
3 Bounty of the Hunt
4 Briar Shield
3 Land Grant
4 Rancor
3 Winter Orb
 

Sideboard:

4 Crumble
4 Emerald Charm
4 Rushwood Legate
3 Tangle (or Squirrel Nest if expecting Sligh)
 

Notice how the deck didn’t seem to change much as I went along.  That’s because I didn’t want to mess up the mana curve of the deck too much.  The only big change is the possible addition of something that costs three mana to the sideboard.  This shouldn’t be too bad, but you may want to change the number if it gives you too many problems or add in another forest to help out (possibly replacing a Winter Orb).

Tips on playing

Don’t be afraid to play out your hand quickly.  Usually, the only time this wouldn’t apply is when you’re playing against blue control, since they will usually be running Powder Keg.  If you find yourself in a tough match up such as Oath, White Weenie, Draw-Go, or Illusions/Donate just try and hang on through the first game and hope for the best after sideboarding.  Sometimes match-ups like these come down to the luck of the draw, but I don’t think that you want to rely on that too heavily.

For a beginner or someone on a budget, this a great deck to play since they can usually be built almost entirely out of the common bin and with a little trading (although you may have to buy a couple of the singles).  It has pretty good match-ups, although it does lack the staying power of other decks due to a lack of good card drawing.  This can be circumvented by using the traditional plan of attack, attack, attack.  Many decks can’t stand up to this constant pressure and will quickly fold under your onslaught.

Until next time, keep ‘em legal

Robby

robblytuff@yahoo.com


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