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Angel Stompy and Faerie Stompy A Brief Look

February 23, 2011

So this week is the start of something awesome. At my local games shop this weekend they are holding a mox tournament for Legacy players.

This weekends top prize is a Mox Jet:

So this week is pretty much play testing and grinding for the chance to take that beauty home with me. the mox jet that I currently own is one I found on the side walk in the pouring rain back in 1993 on my home from school.

While the Jet is no where near Legacy legal, since all power 9 are banned in the format, it is still a gem any magic player will enjoy. Speaking of legacy decks, this week on Star City Games, Legacy columnist Drew Levin is doing a series based off the cards Ancient Tomb and City of Traitors. Since it is Tuesday several decks have already been posted in his column. Two particular decks I wanted to share with you are Angel Stompy and Faerie Stompy.

Both decks offer something in Legacy that you rarely see, and that is flyers.

First let us look at Angel Stompy:

From what I can tell this deck is a variant of the Faerie Stompy Deck, both run there forms of control and counter magic and lock downs to secure fast wins. The unfortunate thing about Legacy is that really it is ground pounder format with cards like Goblin Lackey, Goyf, and other predominate cards ruling the ground for control of the battlefield. what we neglect as Legacy players most of the time is those friendly flyers in sky. this i feel is mostly due impart by that most flyers have either too high of casting costs or serious drawbacks to them. But this isn’t always the case.

As we look at the Angel Stompy deck, it’s benefits are generating at least 3 to 4 mana on the first turn to drop a bomb, which puts your enemy on a clock. sometimes however dropping a first turn Trinisphere can be devastating for an aggro style deck which depends on it’s first turn drop more than a control deck. this locks your enemy into place for at least 3 full turns before they can do some serious damage giving you ample time to build your mana base (wastelands willing of course) and bring out your beefy creatures like Exalted angel and Baneslayer. Cards like Aven Mindcensor, Chalice of the Void, and O-ring allow you to control your enemies turn. Nothing says I hate goblins more then a first turn chalice on one to nuke the effects of aether vile and goblin lackey, which are essential tools for that deck, this quick access is allowed by the Powerful land cards Ancient Tomb and City of Traitors. Let us take a look at what Drew had to say in this manner:

Chalice of the Void – This card exemplifies everything that’s good and bad about Tomb/City decks: they have enormous potential power, and they can make plays that take their opponent out of the game completely, but they can also play cards that arrive too late to meaningfully impact the game or don’t do enough against certain opponents. Casting this on turn 1 can and will knock some decks right out of the game, but drawing it on turn 6 against a Junk opponent with Pernicious Deed on the table would be fairly sickening. Of course, denying opponents the ability to cast Swords to Plowshares is a big enough game-changer that it’s worth playing when your plan is to cast an Angel and go to town with it. Just be aware that, like everything else in the deck, this card is very high-risk, high-reward.

Trinisphere – Like with Chalice of the Void, I would probably want to chug arsenic if I drew this on turn 6. Actually, it’s even worse than that: Chalice stops Swords to Plowshares if you cast it on turn 6. Trinisphere doesn’t stop a whole lot when you cast it on turn 6. However, as with mostly everything else in a Tomb/City deck, it’s completely bonkers on turn 1. Not only is this is a fairly nice countermeasure to the decadent blue decks of Legacy that try to cast free countermagic or cheap cantrips, it’s also a useful tool for racing decks such as Merfolk and Goblins. When their two-drops become three-drops, their plan to play multiple spells in a turn and try to race looks pretty weak. Of course, the look on your opponent’s face when they realize their Force of Will costs three mana, one life, and one blue card is pretty satisfying, too…

Aven Mindcensor – Think of it as one of many pieces in a resource-disruption package that aims to keep an opponent off of stable mana long enough to kill them with an Angel. Dreams of “getting them” in response to a fetchland activation aside, the card actually carries an Umezawa’s Jitte admirably, acts as a reasonable combat trick, and has been the better Leonin Arbiter for years now.

Glowrider – The final piece of the resource-disruption package. All of the deck’s little “tax” effects add up against various spell-heavy control and combo decks. Your Mindcensor cuts off their fetchland; your Glowrider makes their cantrip cost one more; and suddenly they have two lands and can do exactly nothing. By the time they find a third land, you’ve found Trinisphere. By the time they’ve found a fourth, you’ve equipped your Sword of Body and Mind and are grinding their deck away. This deck’s disruption suite is much more than the sum of its parts. If Glowrider buys a turn or two against control decks, that’s ideal. Getting in for two a turn and forcing them to play a less-than-ideal game of Magic could very well buy you the time to slip a Baneslayer Angel into play and swing for the fences.

Pretty much it can devastating to when your locked down like that, and a win is out of your grasp.

Now moving on to Faerie Stompy, it like Angel Stompy work on the same principles of disruption, but also aggression. Fae even in Extended and when it was a standard style of deck in Lowryn block had huge advantages in it that make them a powerhouse control style deck, it is no different in Legacy, where Force of Will is blues best friend.

When you look at this deck the first thing you will notice from the Angel deck besides it’s colour is that it is an aggro-control deck. While Angel Stompy is also aggro-control, it works on different styles of control to lock you out. While this one simply denies you the advantage you may need. Dropping a first turn Sea Drake on turn one is also equally as devastating, a 4/3 flyer on the field puts you at a big disadvantage, come the next turn when it will start dealing it your life points, and there you are with no answer.

The biggest problem for the deck is playing against interaction-advantage-based midrange decks such as Junk. The problem that Faerie Stompy has with these sorts of decks is that Junk’s cards are all worth at least a card in the first few turns of the game, with the two-card discard spells being particularly backbreaking. The real problem with the deck is that when it’s put under pressure, the tension between Force of Will and Chrome Mox becomes readily apparent. With only 21 blue cards in the deck, having cards to remove from the game while also continuing to cast spells and stay in the game is a difficult proposition after a Hymn to Tourach resolves. To ameliorate this problem, I’ve cut back on difficult-to-cast game breakers such as Sower of Temptation in favor of additional disruption in the form of Phyrexian Revoker.

Phyrexian Revoker is a great counter magic card as it shuts off things like Aether Viles, Sensei’s Divining Top and Pernicious Deed from activating. Having that kind of access to shut off your opponents spell and control versus your aggro-control will do nothing but benefit you in the long run.

As you can see both decks have very distinct advantages and distinct disadvantages to them. I hope to play test both of these decks in the near future and write a further more detailed analysis or a deck tech regarding them.

Until next time, Happy Gaming.


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