Thursday, December 27, 2018

Four-Color Dredge in Arena Standard

I've been playing a lot of Arena over the last few days. The game itself is a massive improvement over Magic Online, and while it doesn't offer the wide array of formats MTGO does, the best-of-one structure means Arena Standard is as much of a brewer's paradise as any MTGO format. I've had fun grinding my way up the ladder with both traditional decks (mainly Golgari Midrange) and untraditional ones that might not work in best-of-three.


       


My favorite of those untraditional decks is one I've been playing over the past day or so at Platinum 3/4: Four-Color Dredge, or Chilled Lox if you're into terrible great puns. For those who aren't into the paper Magic scene or older formats, dredge was a mechanic from the original Ravnica block in 2005. If a card with, say, dredge 5 is in your graveyard and you would draw a card, instead you can return the card with dredge to your hand and put the top five cards of your library into your graveyard. In combination with cards like Narcomoeba and Dread Return that do something when they're in your graveyard and draw engines like Bazaar of Baghdad, dredging on every draw can generate enough advantage to outpace even the faster Vintage decks with the right tools around it.

I toyed with the idea of using Narcomoeba and Venerated Loxodon together shortly after the full spoiler came out, but couldn't get it to work. At the time, there were three major issues. First, the deck struggled to win postboard games, when a deck like Golgari Midrange could keep its streamlined gameplan while adding cards like Ritual of Soot. Second, Venerated Loxodon wasn't doing enough to consistently win games on its own, and the draws without it weren't great. Third, the mana was terrible.

After I started playing Arena, I went back to the deck. The first problem was solved by a best-of-one format, and as it turned out, there were fairly simple solutions for the other two.


       


Molderhulk, which I initially dismissed as slow and clunky, turned out to be fast and powerful, increasing the deck's consistency with eight top-end threats instead of four. Molderhulk also mitigates two of Venerated Loxodon's main weaknesses, bringing back white sources from the graveyard when the elephant gets stuck in hand and providing a way to take a turn off to convoke Loxodon while keeping the pressure on or multiple blockers up.

As for the mana issues, I just needed to make a few adjustments. After reducing black to a secondary color and cutting any white and blue cards other than Narcomoeba and Venerated Loxodon, Unclaimed Territory got better at naming whatever it needs to without screwing up the curve. With Stitcher's Supplier and Molderhulk both being Zombies and Pelt Collector and Glowspore Shaman both being Elves, it maintains functionality beyond being just a white or blue source.

With that in mind, I arrived at this list:

Four-Color Dredge

Forest
Overgrown Tomb
Swamp
Temple Garden
Unclaimed Territory
Watery Grave
Woodland Cemetery

Pelt Collector
Stitcher's Supplier
Glowspore Shaman
Merfolk Branchwalker
Narcomoeba
Wildgrowth Walker
Jadelight Ranger
Venerated Loxodon
Molderhulk


      


The gameplan here is to fill up the graveyard with self-mill cards and explore creatures, building up a reasonable board state while applying pressure to the opponent's life total. This sets up a board state where at least one huge threat (Venerated Loxodon or Molderhulk) will break the game wide open. If that isn't enough, the self-mill engine helps close things out: Narcomoeba chips in for incremental damage in the air, while Creeping Chill gets in the last few points of damage.

Stitcher's Supplier and Pelt Collector are the turn one plays. Ideally, the one-drops would be the same color, but Stitcher's Supplier is insanely powerful. When six cards hit the graveyard, there's around a 60% chance of hitting at least one of either Narcomoeba or Creeping Chill, and since over half the deck is creatures it makes casting Molderhulk on time easier. This means that when the opponent makes a play like turn 
one Ghitu Lavarunner, attacking into Stitcher's Supplier has real downside for them.

I chose to play Pelt Collector over Llanowar Elves because it helps an area of weakness while Llanowar Elves doesn't. Many of the creatures in the deck have below-curve bodies, and getting an extra few points of damage in early is valuable. Unlike Golgari Midrange, which wants to play Carnage Tyrant and Vivien Reid as fast as possible, this deck doesn't get much out of acceleration other than playing Jadelight Ranger a turn early.

At two mana, Glowspore Shaman is an aggressive body with self-mill tacked on. It's usually better not to put a land on top of the deck, but it's nice to have the option. Merfolk Branchwalker fills a similar role. Wildgrowth Walker provides a much-needed bit of defense against aggressive decks while synergizing with the gameplan. With all three in hand and the mana to cast them, I like playing Glowspore Shaman first unless I'm up against an aggressive deck, in which case I would play Wildgrowth Walker first.

Jadelight Ranger is the only three-drop. Three mana isn't the best slot in this deck – the ideal turn three plays are Molderhulk and Venerated Loxodon – but a graveyard engine with a serviceable body and card selection tacked on is a good backup plan.

The best hits off of all those graveyard enablers are Narcomoeba and Creeping Chill. Narcomoeba can turn a good start into a broken one when milled early, and if cast or milled later, it does a decent job at chipping away at the opponent's life total. Creeping Chill provides both speed and inevitability. It's good with a fast start, and digging for it with self-mill cards can close out a grindy game.

Molderhulk and Venerated Loxodon are the top-end threats. Venerated Loxodon's hard-to-answer anthem effect is a huge swing, provided the opponent can't take advantage of a turn where the only blocker is a 4/4.

It's better to play shocklands tapped when possible, but the deck has two ways (aggression and lifegain) to mitigate the negative effects of playing one untapped. It's sometimes better to play an untapped shock on turn one when playing another land instead, like Unclaimed Territory, would cut off plays later.

When figuring out what to name with Unclaimed Territory, my main priority is figuring out what will allow me to cast everything in my hand, then what will allow me to cast the non-Narcomoeba spells in my deck, and finally Narcomoeba if there isn't any reason for me to name something else. The five common names are Scout for Merfolk Branchwalker and Jadelight Ranger (Scout could also represent Seekers' Squire so it's better to use that than Merfolk), Zombie for Stitcher's Supplier and Molderhulk, Elf for Pelt Collector and Glowspore Shaman, Cleric for Venerated Loxodon (Elephant is, fittingly, too obvious), and Illusion for Narcomoeba.


      


Dredge doesn't have any truly great matchups, but it doesn't have any truly bad ones either. Even the more effective answers like Deafening Clarion can't kill every single threat, and even the faster finishers like Crackling Drake aren't always fast enough.

Despite all the shocklands and X/1s, mono-red is a good matchup. Their deck is designed to deal 20 damage, not 26, so Wildgrowth Walker and Creeping Chill are effective against them. The setup cards aren't great, but they can still trade off while advancing the gameplan, and Stitcher's Supplier is more explosive than anything their deck can do. The top-end threats also shine here, with Molderhulk presenting a body they have a hard time dealing with while keeping the pressure on, and Venerated Loxodon growing creatures out of Chainwhirler range. Although Dredge's gameplan lines up well overall, Runaway Steam-Kin and Goblin Chainwhirler can be difficult to beat due to the lack of spot removal, so I think it's better to play around Chainwhirler as much as possible.

White aggressive decks are generally okay matchups. Sometimes their start is unbeatable, but in the games where it isn't, Stitcher's Supplier is better than any of their turn one plays, Wildgrowth Walker and the explore cards help stem the bleeding, they can't usually block Narcomoeba, Molderhulk is too huge for them to trade with, and Venerated Loxodon helps neutralize an anthem on the other side of the board.

Jeskai Control is good, but tricky. Dredge has a fast clock, but their answers are good and their finishers are better, so correctly identifying what risks to take and what cards to play around is often the difference between winning and losing a game. Risky plays like attacking all-out and forcing them to have Settle are usually bad. The clock isn't fast enough to completely take away their room to maneuver, and as aggro-heavy as the Arena meta is, it makes sense for them to play more sweepers than a typical best-of-three control deck would play.

Golgari is not great, but not horrible either. They have a good lifegain engine with four Wildgrowth Walker and up to twelve explore creatures. Their main weakness is in dealing with threats they can't block one-on-one: Molderhulk and Narcomoeba. Venerated Loxodon is also strong, although without Benalish Marshal to pump it up to a 5/5 it's a bit weak to Finality.

Izzet Drakes is another fine matchup. If they gum up the board with Murmuring Mystic or try to end the game in two hits with Enigma Drake or Crackling Drake, there isn't really much Dredge can do, so it's really important to get aggressive. I like making more aggressive plays like an all-out attack even when their life isn't particularly low. I'd rather play against the version with no Enigma Drake than the version that plays it, because when they spend the first three turns playing cantrips it's hard for them to win, but when they have a good blocker on turn three it gives them more room to execute their gameplan.


     


Unfortunately, the new manabase means there's no hope of playing a few cards that might seem good in this deck. Of those cards, Doom Whisperer is probably the most important. A 6/6 flying body for five is good at ending games, and this deck can take full advantage of the surveil engine by dumping a bunch of Narcomoebas and Creeping Chills in the graveyard. I think Pelt Collector is better than Llanowar Elves in the second one-drop slot, but not by much, and if I were to adjust the deck to include Doom Whisperer (probably as the second top-end threat instead of Venerated Loxodon) I would make that switch.

The others are less consequential. Seekers' Squire and Lazav, the Multifarious are solid cards, but they're minor sacrifices given that Stitcher's Supplier, Glowspore Shaman, Merfolk Branchwalker, and Jadelight Ranger are all better at their primary function of dumping cards in the graveyard and applying pressure. Seekers' Squire is probably playable anyway, but costing black mana is a downside, and Wildgrowth Walker edges it out for the final two-drop slot in part because of that downside.

Gruesome Menagerie is also a no-go, but I don't like that card in this deck. At five mana, I need a game-winning bomb, not a card that does the things I wanted to do on turn one or two. I feel similarly about Midnight Reaper. Drawing cards is bad when those cards are mostly creatures that cost one or two mana, and losing life is also bad. It helps reload after a board wipe, but other than that function I don't like it.


      


If I were to play it in best-of-three, my sideboard would probably look something like this:

3 Golgari Raiders
Duress
4 Kraul Harpooner
Midnight Reaper
Sorcerous Spyglass
Wildgrowth Walker

In a linear deck like this one, it's important not to change the gameplan too much, which means it's usually better to play specialized cards that are great against one deck than catch-alls that are good against two or three. Furthermore, the inability to reliably cast nongreen, noncreature spells on time limits the number of options. Aside from Kraul Harpooner, all of the cards in the sideboard are targeted toward a specific style of deck.

Golgari Raiders could be maindeckable, but I don't want too many cards that rely heavily on the graveyard engines to function, and I think Molderhulk's functionality as a mana fixer and ability to be cast on less than four lands make it a better fit. Against a deck like Golgari Midrange, a good draw with graveyard engines is essentially a requirement to win the game, and a hasty attacker that's bigger than Carnage Tyrant forces them to have one of their few removal spells or risk falling behind. It's also good against control, which is forced to answer it at instant speed or lose a chunk of their life total.

Duress and Sorcerous Spyglass stop control decks from taking over via board wipes and planeswalker engines. Even with only nine black sources, Duress is fine because it doesn't need to be cast in the early turns, whereas a creature like Seekers' Squire or a removal spell like Moment of Craving would be more problematic for the manabase.  Sorcerous Spyglass is a preemptive answer to Teferi, Hero of Dominaria, which is their best way to close out a game.

Sometimes, control decks will draw a boardwipe and play it immediately, or ignore Spyglass naming Teferi and win with Niv-Mizzet, Parun, which is where Midnight Reaper comes in. One boardwipe is good for them, but drawing a bunch of cards and filling the board back up again makes things hard for them. It's also a creature, which helps cast Molderhulk on time. I like cutting Creeping Chill in this matchup in part because it's too hard to play Molderhulk and sideboard hate and another four noncreature spells, and playing creature-based hate cards as much as possible helps with that.

Wildgrowth Walker's utility as a blocker, threat, and lifegain engine is good against white and red aggressive decks. It's only a two-of in the maindeck, never too terrible against any deck but only great in certain matchups, but I want the full four in the matchups where it shines.

Because the deck can't play spell-based removal and hope to cast it on time, it's hard to deal with big fliers, which stop Narcomoeba dead in their tracks and end games within a couple turns. Against Izzet Drakes, Jeskai Control, Boros Angels, or any other deck that relies on fliers, Kraul Harpooner shores up that weakness. The body is good against most of those decks as well, in case there isn't another good turn two play available.




Although Four-Color Dredge isn't as strong as a tier-one deck, it can hang with anything in the format, and I like it for grinding up the lower levels of the ladder or bringing to Friday Night Magic. Plus, it's a lot of fun!

(Edit: Adding an importable version of the list, without links.)

4 Forest
4 Overgrown Tomb
3 Swamp
4 Temple Garden
4 Unclaimed Territory
2 Watery Grave
1 Woodland Cemetery

4 Pelt Collector
4 Stitcher's Supplier
4 Glowspore Shaman
4 Merfolk Branchwalker
4 Narcomoeba
2 Wildgrowth Walker
4 Jadelight Ranger
4 Venerated Loxodon
4 Creeping Chill
4 Molderhulk

Thursday, December 13, 2018

Making Colossal Dreadmaw Playable in Pauper

My name is Felix Sloo and I'm a Magic Online grinder, originally from the Bay Area in California but currently living in France. I've had some minor tournament successes but mostly enjoy brewing up decks and playing them on Magic Online. Some of my favorites that I've played and had success with over the year I've been focusing on MTGO include RG Burn (top 16 in a Modern PTQ), Jund Chainwhirler (5-0 in a Modern comp league), and the one I'm going to talk about today, Pauper Mono-Green Ramp with four maindeck Colossal Dreadmaw.

Last weekend I played my version of Mono-Green Ramp (which I'm calling Dreadmaw Stompy for meme value and to distinguish it from the many other green decks throughout history that have played green cards and ramp) in the Pauper challenge and went 4-3, good for top 32. This wasn't the first time I played the deck – I played a version of it a few weeks ago with less success (2-4), but I think my current list is better.





My list started with the premise that Utopia Sprawl is one of the most powerful cards that hasn't been broken in Pauper yet. Combined with Arbor Elf, it can power out a four-drop on turn two. The deck even gets eight copies of Sprawl because Wild Growth is legal, which helps immensely with adding consistency.

I started working as a port of Modern Ponza (a R/G land destruction deck that plays Utopia Sprawl and Arbor Elf alongside powerful threats like Chandra, Torch of Defiance and Stormbreath Dragon). A quick Google search revealed the existence of Blastoderm, and thinking about it I realized that most decks in Pauper don't have the tools to beat a five-power creature on turn two backed up by another powerful threat on turn three. The deck also just goes bigger than what almost everyone else is doing, so even without the nut draw of Arbor Elf into a Sprawl effect, it can still power out some aggressive creatures on turns 3-4 and hope to get there. I added two other four-drops in Thundering Tanadon and Baloth Gorger, along with some threats higher on the curve in Tajuru PathwardenHollowhenge Beast, and Colossal Dreadmaw.

This was the list I played in the first challenge, which performed reasonably well against slow decks like Tron but struggled against everything else, especially Delver and Boros:

18 Forest
4 Arbor Elf
4 Fyndhorn Elves
1 Llanowar Elves
4 Utopia Sprawl
4 Wild Growth
4 Thermokarst
2 Baloth Gorger
4 Blastoderm
1Serrated Arrows
4 Tajuru Pathwarden
2 Hollowhenge Beast
4 Thundering Tanadon
4 Colossal Dreadmaw

4 Gleeful Sabotage
4 Gut Shot
4 Scattershot Archer
3 Serrated Arrows




This list has some major flaws that didn't seem obvious to me at the time but are noticeable now. First of all, it has too many ramp effects and not enough threats. While it is nice to have the added consistency in theory, in practice the gameplan of multiple ramp spells and one or two big threats is not enough to consistently win games. The deck needed to have some flexibility to stand a chance of winning. To solve this, I cut the non-Arbor Elf, non-Growth ramp effects because they make the deck weaker to removal than Utopia Sprawl or Wild Growth, and I believe that outweighs the benefit of using them as attackers in the late game.

There were also a number of individual cards that weren't up to par. The deck realistically almost never hits enough mana to kick Baloth Gorger, and a 4/4 for 4 with no evasion just isn't good enough. Tajuru Pathwarden and Hollowhenge Beast were also extremely awkward in trying to curve out and not significantly better than the four-mana options available. The sideboard was so heavily geared towards beating Delver that I couldn't bring in all the anti-Delver cards without significantly hampering the gameplan, and Serrated Arrows doesn't cut it in a world of Gurmag Anglers and Kor Skyfishers. Thermokarst was also not strong enough as a turn two play since many Pauper decks play cheap enough spells to win through land destruction.

Though some of the individual cards flopped, others shined. Blastoderm is too ineffective on its own (as it often was in this list), but when combined with another big threat or two it can blow a game wide open. Thundering Tanadon's not-insignificant cost of a fifth of your life total is offset by that cost being optional and the fact that it's a meat cleaver of a body that can get damage through early blockers effectively, Colossal Dreadmaw is nearly unbeatable for Delver when it comes down on turn three or four. It's even possible to play more than four since it's a functional reprint of a planeswalker deck common from Hour of Devastation (Brambleweft Behemoth) although I stuck with four because I wanted consistency in finding a four-drop to play early.




Even though the list was heavily flawed, I saw potential. Ramping out four-drops on turn two is great, but I needed to do it more consistently and base the list more on maximizing that gameplan than being a port of Ponza.

Fortunately, I was able to find some upgrades. Looking at Ponza's plan of running four Tireless Trackers in addition to land destruction, I decided that I needed an aggressive play to make early big creatures more effective. Phantom Tiger fits that bill nicely – the pseudo-undying makes it a great tandem attacker with a five-power four drop and helps it play defense, and it has a side benefit of interacting well with Vines. 




Vines of Vastwood is probably the most important of the new cards in the deck. It essentially has three different modes that wouldn't be worth the card on their own, but the flexibility is incredibly powerful. The first is saving something from a removal spell, the second is pumping something in combat to save a big creature and/or get through trample damage, and the third "hidden" mode is countering a Priest or Inside Out combo (since Vines can stop any creature from being the target of your opponent's spells).

Tangle Golem can't come down on turn two with an Elf/Sprawl combo, but it can come down on turn three with one ramp spell, and it's easier to protect it with Vines later in the game than the other "four-drops." It also has the nice side benefit of getting through Prismatic Strands. I also added three copies of Rancor to make the deck better against blockers like Kor Skyfisher. Finally, I added Wall of Roots as another ramp effect that would serve as a blocker and play well with Vines, and changed the sideboard to make it both more effective against Delver and more balanced against other decks (in all honesty, my initial sideboard was pretty terrible so there was nowhere to go but up).

This was the list I played in the challenge last weekend:

18 Forest
Arbor Elf
Utopia Sprawl
Wild Growth
4 Wall of Roots
4 Phantom Tiger
Blastoderm
Thundering Tanadon
Colossal Dreadmaw
4 Tangle Golem
3 Vines of Vastwood
3 Rancor

4 Dissenter's Deliverance
4 Golgari Brownscale
Nylea's Disciple
4 Scattershot Archer




I was pleasantly surprised with how the deck performed. In contrast to the first challenge where I was getting completely steamrolled sometimes, I felt like this list could enact its gameplan in most games, especially later in the tournament when I faced four Delver decks in a row and started cutting Wall of Roots. The threats all felt reasonably strong, whereas the first time around it felt like I was settling for playing bad cards because I couldn't think of better alternatives – it turned out it all it took to find them was some more creative card searches. The sideboard also felt improved, with Thragtusk
Nylea's Disciple turning a few corners against Delver and white decks. In one game, I was able to narrowly outrace a triple-Delver start thanks to multiple Disciples (plus the Delvers taking a couple turns to flip).

NOTES ON INDIVIDUAL CARDS

Arbor Elf, Utopia Sprawl, and Wild Growth are automatic four-ofs.

Wall of Roots did virtually nothing, which may have partly been influenced by the decks I played against, but it's the worst of the four ramp cards by a significant margin and I feel the slots would be better used on more three-drops or top-end threats. It's worth noting that I started cutting Wall of Roots during the final few rounds and the deck felt much smoother without it.

Phantom Tiger did a great job of filling its role of coming down on turn two in draws that can't get to four mana by then, and serving as a good attacker and blocker later. I think it's probably the best card for its role but I'm also interested in playing five or more copies, possibly in the form of something more aggressive like Hungry Spriggan.

Blastoderm was great when backed up by another big threat that stuck, and not good enough when trying to attack on its own or with just a Phantom Tiger. Cutting Wall of Roots for more threats should help with that issue.

Thundering Tanadon is a good card in theory, but it has some flaws that concern me – especially against aggro and Delver decks, which have both ways to handle the body and ways to take advantage of the life payment. It's still an efficient body with trample and I think running four is correct at the moment given that it's better than the other options at four mana, though I have a gut feeling that I may too high on it having not playing against any true aggro decks since the first challenge.

Tangle Golem performed well. Five power at four mana is a good number, and although not being able to cast it on turn two seems a bit awkward in theory, it didn't play out that way in practice.

Colossal Dreadmaw is, like Tanadon, a card that I suspect I'm overvaluing a bit because of my matchup spread, but Dreadmaw is much harder to deal with both via removal and blockers so I feel more secure in saying four is the correct number (meme value notwithstanding). Unlike Tanadon, it is very good against Delver, which is a plus.

I never got to use Vines of Vastwood to counter anything, but it still overperformed. A lot of players might want to try to double or triple block to pull back within reach of parity rather than chump blocking to neutralize big attackers, and Vines comes in huge against that plan. It was a bit awkward when I drew multiples, but I feel three is a good number, possibly with a fourth in the sideboard for matchups where countering a combo is relevant.

Rancor was fine. It helped me pull ahead a couple times, but it was also yet another non-threat card to reduce the likelihood of drawing well. Three is probably too many, but it might be correct to play some number.

There are seven sideboard cards I think are good: the four Golgari Brownscales, the third and fourth Nylea's Disciples, and the fourth Vines of Vastwood. I haven't found anything I love to fill the other eight slots, but there are a number of serviceable cards, so for now I'm basing it off which decks I might benefit from warping my gameplan against.

I never brought in Dissenter's Deliverance, although I like having it even with Affinity having basically fallen off the map since it's still decent in some quantity against Boros Monarch.

I brought in Golgari Brownscale as another threat against Exhume. That was an incorrect approach to the matchup in hindsight, but I feel it has value against aggro decks that use the ground like Goblins and possibly Burn. I believe it's worth noting that Disciple is significantly better than Brownscale and if I were going to run seven total, I would cut a Brownscale first.

Nylea's Disciple was great. Lifegain is huge against hyperaggressive decks like Stompy, Goblins, or Burn as well as tempo-oriented ones like Delver, and as with Phantom Tiger, the three-power body is a good tandem attacker with a bigger creature. It's a slam-dunk four-of in the sideboard in my eyes and I could see a copy or two in the main as well.

Scattershot Archer is still good against Delver. I want to try cutting it, but I suspect I'll probably go back to it soon since the other options for sideboard slots 12-15 seem medium at best.

I want to try Relic of Progenitus because it seems good against more decks than Scattershot Archer or Dissenter's Deliverance. There's a good chance that it's actually terrible against most of those decks, but trying a card never hurt anyone.

I saw someone in a Reddit thread question why I wasn't running Aurochs Herd or Self-Assembler. Truthfully I forgot those cards existed, but after thinking about it I believe they're too slow to fit into the game plan. The deck wins games by powering out big creatures early, and I don't see a 4/4 for 5 being efficient enough for the mana investment against something like Delver or better than the alternative of beating face as fast as possible against more control-oriented decks like Tron or Pestilence.

NOTES ON MATCHUPS

In the challenge, I played against:

UB Exhume (0–2)
WB Pestilence (2–1)
WB Pestilence (1–2)
UR Delver (0–2)
UR Delver (2–1)
UR Delver (2–1)
U Delver (2–1)

Exhume feels like a bad matchup. They're enacting a relatively similar gameplan, but they get to do it while playing removal spells and cantrips, and their tradeoff of having to spend mana on cantrips early isn't a huge deal. I think it isn't an 0-2 loss every time given that sometimes their mana will be inconsistent or their deck will be too slow, but I do think it's unfavorable based on theory and my limited experience. The silver lining is that it isn't a very common deck.

I beat three of the four Delver decks I faced this time around after suffering a thrashing at the hands of Delver despite "reasonable" draws last time, although there's evidence that suggests this was something of an anomaly. Some of the games I won were off of Delver stumbling. Phantom Tiger and Vines do greatly improve the matchup, as does Nylea's Disciple postboard. In addition, the three Delver players I beat were in the X-3 bracket, and although they didn't play noticeably badly, I may not have fared so well against top Delver players. Still, I feel it isn't hugely unfavorable. Moving Nylea's Disciple to the maindeck may help as that's one of the best cards against them.

I feel confident in saying that slower decks like Tron, Pestilence, and MBC are generally favorable. They don't tend to do much in the first couple turns, and that's a weak point this deck is good at attacking. I am a bit more worried about U/x and Boros Monarch because their removal lines up reasonably well and they can get aggressive without exposing themselves too much.

Faster decks like Goblins are also good matchups in theory. I believe the plan of trying to curve a turn-one ramp spell into a three and a four that can gain some life postboard is a workable one, and there's always the possibility of finding an surer path to a win when their draws don't line up. I am worried about Elves (though it seems to have mostly gone to the wayside for the time being) and somewhat about Boros Bully.

If I were to play a tournament with this deck today, this is the (completely untested) list I'd run:

18 Forest
Arbor Elf
Utopia Sprawl
Wild Growth
Phantom Tiger
Hungry Spriggan
Blastoderm
Tangle Golem
Nylea's Disciple
Thundering Tanadon
Colossal Dreadmaw
Vines of Vastwood
Rancor

Dissenter's Deliverance
Golgari Brownscale
Nylea's Disciple
4 Relic of Progenitus
Vines of Vastwood

And a sideboard plan for that list:

U/x DELVER

OUT


IN


TRON

OUT


IN

 

BOROS MONARCH

OUT



IN


BOROS BULLY

OUT



IN


PRIEST COMBO

OUT


IN


RED AGGRO

OUT



IN



Dreadmaw Stompy might not be the deck you want to play if your main goal is to win a tournament, but if you're looking to have a ton of fun and possibly do well, then I recommend trying it out!