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CoreySnetsel
Joined: 15 Sep 2008 Posts: 15
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Posted: Mon Oct 13, 2008 5:24 pm Post subject: LBC Demigod Stompy |
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Hey all, I'm currently working with a little something that I thought up a few days ago. I had always been a big fan of the Demigod Stompy extended decks, and made an attempt to bring it to block. Here is the current decklist I have going so far. It's mainly red, but has the splits with black, green, and white. Let me know what you think and if there is anything that could be done to make it slightly better. This is the LBC deck I'm currently playing on MTGO.
*NOTE* I know most of you will say Figure, but I don't like Figure all that much. Especially given the speed that this deck has, I am mainly looking for some slightly faster and heavier hitting cards, and when you look at the decklist, you'll see the ones that I'm wanting to dump.
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
18 [GUR] Mountain
4 [LRW] Spinerock Knoll
// Creatures
4 [EVE] Balefire Liege
4 [EVE] Cinder Pyromancer
4 [SHM] Bloodmark Mentor
4 [SHM] Ashenmoor Gouger
4 [SHM] Murderous Redcap
4 [SHM] Boggart Ram-Gang
4 [SHM] Demigod of Revenge
// Spells
2 [EVE] Fiery Bombardment
4 [SHM] Flame Javelin
4 [SHM] Spiteful Visions
// Sideboard
SB: 4 [SHM] Ashenmoor Liege
SB: 4 [EVE] Stigma Lasher
SB: 4 [SHM] Vexing Shusher
SB: 3 [LRW] Incendiary Command
Alright, so in a nutshell, this is how the deck works. I just recently added the Spinerock Knolls. I usually go turn 1 Spinerock removing a Balefire Liege to the Hideaway ability. Turn 2 I generally drop a Bloodmark Mentor (1/1 for 1R that gives all red creatures First Strike). Turn 3 I begin unloading the Ashenmoor Gougers and Boggart Ram-Gang. Then, turn 4 I either play a Murderous Redcap to kill off a trouble creature or deal 2 damage to opponent, or I play a Spiteful Visions to aid in killing people off and giving more draw so that if need be, I can discard all of the Demigods. The third option is to play a Boggart and deal up 7 damage to my opponent to use the Spinerock. I've been winning on either turn 6 or 7, but I'm wanting to find something to speed this up just a bit. I know that someway I can hit a turn 4 or turn 5 win. Any help would be greatly appreciated. |
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Jacois
Joined: 05 Sep 2004 Posts: 488
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Posted: Mon Oct 13, 2008 5:32 pm Post subject: |
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| Block is over |
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CoreySnetsel
Joined: 15 Sep 2008 Posts: 15
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Posted: Mon Oct 13, 2008 5:37 pm Post subject: |
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| Not on the online community, it doesn't end until October 20 on MTGO. Besides that, block will become the new standard when Shards officially releases online, so I'm also planning for future decks as far as post shards standard. |
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Ggerg
Joined: 04 Sep 2005 Posts: 487
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Posted: Mon Oct 13, 2008 5:54 pm Post subject: |
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| um...i'm speechless |
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twodioz
Joined: 27 Sep 2005 Posts: 105
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Posted: Mon Oct 13, 2008 5:59 pm Post subject: |
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the main difference here is that your deck does not accelerate the way Dragon Stompy does. Until you find a way to get an earlier threat into play, it will just be a regular beatdown deck.
The regular Red Deck wins for block is just plain better... |
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rdeg87
Joined: 29 Apr 2007 Posts: 200
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Posted: Tue Oct 14, 2008 4:17 am Post subject: |
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- 2 Fiery Bombardment
- 4 Spiteful Visions
- 4 Bloodmark Mentor
+ 2 Mountain
+ 4 Flamejab
+ 4 Figure of Destiny
You need 24 land if you want drop Demigod consistantly on turn 5, plus if you flood Jab always helps. Flame Jab has good synergy with your deck... Liege/Pyromancer. While also offering versatile burn. Normally it wouldnt be good enough but I think its good in your deck. I dont understand how a red aggro deck doesnt run figure, but you'll probably figure this out if you play with him.
If you dont want to completely cut out some of the cards I mentioned then you can tweak your numbers slightly, for example 4 Visions or 4 Redcap I feel is too many |
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