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puntwothree's avatar
7 years ago

Ultimate League: Combo // Stomper

Let’s talk about Stompodon.

Stompodon used to be a good card. At three, plants had ways of removing it, but not a lot of them. It was near-impossible to trade up.

Spending Turn 4 on a Stompodon against the competitive meta is risky. Without adjusting its defenses, plants actually have quite a few “trade” options, and a solid handful of options to “trade up.” It can still win games, but can equally lose them by giving up a tempo advange during a crucial turn. Stompodon/Eacape Through Time used to be a line... but thanks to the nerf hammer you have to wait until Turn 6 to try this nifty trick. Turn 6 to buff what’s left of your hand? ... Potentially? There are better plays.

Here’s the point: in the pre-con “Combo Stomper,” there is one glaring mistake (in my personal opinion): the inclusion of the “Stomper” part.

Back me up, Magic players. Would you take, say, a High Tide deck and throw in a stupid (technical term) fat (technical term) green tramply beast thing? What a waste of mana!

Which brings us to “Combo”: the deck I used preferentially to take me to Ultimate League this season. It’s a variation on “Back to Basics” (in the strategy discussion). I shelled out for the Zombology Teachers (obviously, they’re in other decks I’ve posted) and made a couple other strategic tweets, like the 2x Rocket Science. Rocket Science took up a slot vacated by... Escape Through Time. I figured I usually protect Zombies facing fatties (technical term: a plant with a lot of attack and health) anyway, so why not remove them? Rocket Science doesn’t fill my hand with (often) useless cards (this deck has a tendency to get full-handed), and has the advantage of working when my zombies are dead.

I can’t count the number of times a Rocket Science has won me the game in the Escape Through Time slot. It’s the only card in the deck that ain’t really on theme. Sometimes you just need removal.

This deck has terrific end-game presence and early game potential (turn 2 win possible... I’ve never done it) thanks to Going Viral. And one of its biggest weaknesses (still over 50%, but it’s close) is Berries, which if rumors are to be believed are about to see setbacks.

In case you were wondering, Trickster didn’t make the cut. It’s bad off the top of the deck. I find Paparazzi Zombie to be more dynamic.

”Stomper”:

This may be the last season I do this. One, because it’s exhausting. Two, because the erosion of Berries most likely bumps “Combo” to the top of my competitive list. How did TheCakeIsALie persist for so long?

So I’m giving you a bonus: Pic 2 is my Stompodon deck.

I’ve already discussed that I don’t think Stompodon is a good card post-nerf. So this is more of a “fun” deck (it’s a shame I got my Stompodons after the extra dust window...). Stompodon/Triplify is what you’re going for. Rustbolt is the only Hero in which this combo works, and has the advantage of being able to flash Stompodon in.

When the deck works as intended, it works increadibly well. It’s a fun deck to play when you have something like a “deal 300 damage” mission on tap. Because boy, can you create some fat fatties (technical term) with Stompodon, and it can be fun to see how fat you can make them.

When the deck doesn’t work, it gets easily dismantled and overrun.

Win. And enjoy. In any order.

1 Reply

  • Tips for playing Combo:

    Your #1 priority early game is to make sure that your opponent has at least a very difficult time 2-for-1ing your zombies and/or trading up. As such:

    1) If you have a Teleportation Zombie in hand, play it first. Sometimes I even Teleport it in vrs. Spudow to avoid a Turn 2 Tater Toss.

    2) The only Zombies I’ll play Turn 1 are Zombology Teacher and Genetic Experiment. Experiment, because it’s expendable and does enough face damage to justify the gambit. Teacher against opponents w/out damage-dealing superpowers and/or with another Teacher and Healthy Treat in hand. Note that although Zombie Middle Manager is expendable, it is not worth the superblock charging. Incidentally, if Teacher trades with Forget-Me-Nuts, I am OK with that.

    3) If I don’t get Teleportation Zombie, I’ll usually wait until Turn 3 to drop, say, Paparazzi Zombie in Lane 4* and Teacher on Heights. Teacher is slightly more important, so it’s OK if P.Z. eats a Sun Strike. Though plant decks can easily remove both Zombies Turn 3, they can’t do it with a single card (minimum 2/2) and can’t easily trade up. If you wait until Turn 4, you have to start worrying about Sour Grapes vrs. Kaboom.

    *This spacing is important because Shrinking Violet. Practice it until it is automatic.

    4) Zombie Middle Manager is usually a card I throw in front of a plant. This is a good Lane 4 candidate; place it before you place P.Z. or Teacher. This gives your opponent less information about your deck, as P.Z. and Teacher could both theoretically be conjured by Z.M.M.

    5) Don’t go crazy with Going Viral in the early game. Don’t play it on an empty board unless you desperately need the card draw, for instance.

    6) Send back cards in the beginning until you have at least one Zombie, at least one trick, at least on source of card draw, and no more than 1 Healthy Treat or Going Viral. Beam Me Up doubles as a Zombie, and is sometimes my first play (over Teleportation Zombie v. Solar Heroes, as it is terrific against both Twin Sunflower and Solar Winds.

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