![]() It's just that the GRN meta naturally produced a similar yet superior archetype in Golgari Midrange. It's solid and can lead to scary plays that are hard to come back from even for dedicated control decks. This is the thing, nothing went inherently wrong with this build. This said, the slots it occupies can easily be given over to, who might be less interactive but can occasionally turn into card advantage and helps with the land drops.Īs possible alternative options, is underplayed, but its six-mana routine to kill a creature doesn't feel very efficient, even if it can take down and more assuredly than the Harpooner. Its body is the same as the Harpooner for one mana more, but it can boost itself and gain life, so it's a nice multi-purpose business what it's proposing. was extremely underrated in the previous Standard meta, despite the many potential targets it had there, and I'm glad that it's now being played more, even if it's mostly as a sideboard option to hate on Jump-start cards and Phoenixes, but the graveyard is still relevant enough in the meta to warrant a main deck role for the little Dinosaur. is the closest thing to creature removal the deck is able to run, and while it can occasionally get rid of some annoying flyer, it's situational enough to only show up in the starting sixty in virtue of its excellent cost/body ratio, which makes it ideal to grow a two-powered Pelt Collector further. remains the go-to guy for dealing with artifacts and enchantments ( and the white exilers are still rampant, and now there's also to contend with), and it's better main deck material than. Still, you have to make sure not to drop her after the demanding Beast, because that would raise her cost to a whopping seven mana, which is not a very reasonable amount for a deck that doesn't pack any ramp element beyond Llanowar Elves.Ĭonsequently, the rest of the support comes, by necessity, in creature form. She's so effective in everything she does, and with all the strategic and tactical options she brings to the board, she has become the sole noncreature card that most iterations of this Ferox-based archetype can afford to run. The Supporting ElementsĪs I correctly predicted (not that it was a hard a call to make), is now one of the most successful planeswalkers of this Standard era. This results in a more straightforward, almost entirely non-interactive aggro build, one where you just cast body upon body then turn them sideways, without even the luxury of a combat trick to time right. Which, granted, still makes for a tough carapace to pierce, but it also pushes the Ferox player away from noncreature spells, because shutting off its downside taxes them too much. That hexproof keyword is not actually hexproof, it's just the ability. For all intents and purposes, it's the fast beater I was wishing for as a replacement to what the previous incarnation of the deck was going to lose but it's also kind of a trap. It definitely feels powerful and can indeed win games by the sheer impact of its body alone. ![]() I'm personally of two minds about this guy, seeing it as the card that single-handedly caused the greatest excitement about the prospects of this new Stompy incarnation, then quickly turned them off. Īnd if and are still around to strengthen the mid-game, the new sheriff in town is certainly. is in this sense a strong follow-up to a turn-one Collector, freeing the deck from an over-reliance on Llanowar Elves and playing more like an actual Modern Stompy deck by mimicking the beats and interdependence of and. ![]() The Collector is a very different card than the Rampager, though, being much worse as a late-game draw, but with a nice potential in the early stages of the game, considering the deck is likely to chain creatures that will keep increasing the Collector's body, either by hitting or leaving the battlefield. ![]() In the new version, is still there to ensure an explosive turn two following a opening, while the legacy of as secondary turn-one action was picked up by. ![]()
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