Bumf**k

by DoTheWumpus on 08 May 2011

Main Deck (60 cards)

Sideboard (2 cards)

Artifacts (2)

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Deck Description

Hello everyone, I am surewhynot's friend, and after A LOT of 'pestering' I finally made an account to put up my ten land stompy.

Deck Tags

  • Stompy
  • 10L

Deck at a Glance

Social Stats

33
Likes

This deck has been viewed 21,380 times.

Mana Curve

Mana Symbol Occurrence

000050

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Bumf**k

I didn't pester you THAT much =P

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Posted 09 May 2011 at 00:16

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what are you talking about? you bugged the crap out of me for the last week!

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Posted 09 May 2011 at 01:27

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It worked though =P

I'm trying to get Matt to get his deck up here, but he won't budge. =/

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Posted 09 May 2011 at 01:34

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matt won't crack, he isn't even human. we've been over this ;)

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Posted 09 May 2011 at 01:36

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XD

He really isn't. Good ol' stonefaced Matt...We love him though =P

btw, where's the Tarmogoyf?

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Posted 09 May 2011 at 01:39

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i want to try out the tempting wurm for a little while. i'll probably go back to tarmogoyf, but i want to try the magical mystery turd :)

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Posted 09 May 2011 at 01:43

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Wow, this is a really good stompy deck. I haven't seen many of the ten land style, but this is pretty good.
However, I really don't know how I feel about the 'magical mystery turd'. I just don't think it's worth the boost it gives the opponent.

Again, I really like the deck though.

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Posted 09 May 2011 at 07:58

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Very interesting deck. Dont think I have seen anything like this before.

Don't know what kind of budget you are on but Goyf is the obvious addition. I think Scythe Tiger would be good here, he's pretty powerful. If you have duels, some splashes would make the deck a bit better, but I think you would need to use 2-4 duels for the mana to work.

White would give you Loam Lion, Emerge Unscathed, or spot removal.
Black would give you Confidant or spot removal.
Red would give you Kurd Ape or Lightning Bolt

Pretty interesting deck
Red would give you Kurd Ape/Bolt

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Posted 09 May 2011 at 12:39

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i'm glad you both like the deck. since everyone's first reaction was 'what? were's tarmogoyf?', i guess it is obvious i should just stick with him. i payed for them right? :) tempting wurm had its uses and certainly could be played with few answers from my opponent, but tarmogoyf fits so nicely into this.

about splashing: of our group of seven, i'm 'the poor kid' :|
those two tarmogoyfs are basically the most expensive things i own when it comes to magic (unlike SOME people with their black lotus and mox and crap :|)
so duals are out of the equation from the start, but if i had them i still would not use them.
to operate a deck with just ten lands requires a lot of specific efficiency and a sort of 'guideline build' of certain cards that you would be stupid not to include. sort of like how reanimator has different designs, but they all have entomb, exhume, and/or reanimate.

for that reason i just can not afford to splash, even if i had the means to do so, because even the slightest deviation could cost me a great deal in how the deck effectively plays out.

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Posted 09 May 2011 at 14:30

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Ahh, but that's the magic of duels. A Taiga IS a forest. it's also a mountain. So it does work in this deck.

The one thing you didn't really pick up on is Scythe Tiger... He's better than your similar 1-drops, eseciallu thanks to shroud

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Posted 10 May 2011 at 02:21

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nah. it still does not work that way. it isn't so much the lands that limit the ability to splash, but the strict card base needed to run the deck as cleanly as it can. IF i had taiga or something like it i still would lose that essential efficiency if i added in kurd ape or something like that.

scythe tiger is actually a big disappointment for me. shroud really makes it unusable because i can not pump it at all. if it had troll shroud, then yes, i would use it without thinking twice.

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Posted 10 May 2011 at 02:32

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"Dont think I have seen anything like this before."

"haven't seen many of the ten land style"

This made me laugh. Mostly because it's just like how most people react when they see it. Y'know, they play the Seven Decks, the first being my extraction...so they think "Ok...so that was odd, but sort of just a super-duper control deck...I think."

Then they see this.

"What the **** is this?"

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Posted 10 May 2011 at 04:25

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I think I've seen... Three counting this... One wasn't a stompy though, it was a ten land zoo... Mind$#@% to the nTh degree man.

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Posted 10 May 2011 at 05:07

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http://www.myfacewhen.com/106/

No, seriously. 10L Zoo?! That makes no sense! O_o

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Posted 10 May 2011 at 05:15

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It's land base was like TES or Dredge, but smaller... It played out like you'd think, but it worked.

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Posted 10 May 2011 at 06:05

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Weird. Then again, Zoo is just weird in general =/

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Posted 11 May 2011 at 07:49

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wow 42 'likes' cool. how many do i need to get my deck on the top list? :)

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Posted 15 May 2011 at 19:43

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About fifty usually, so it'll probably be there by the end of the day :P

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Posted 15 May 2011 at 20:20

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Actually, it takes exactly 50 =P

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Posted 16 May 2011 at 04:55

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RoboRisu has deleted this comment.

Posted 16 May 2011 at 07:14

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Well we're friends IRL =]

I admittedly wouldn't say I know very much about 10L Stompy either, but the idea of the deck is that it really only needs about 1 or 2 lands at any time. The only reason they run 10 is for probability's sake...10 is just enough that they get the amount they want every game, but never have to worry about having too much.

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Posted 16 May 2011 at 07:24

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This really is an interesting deck, I have to say that winters orb really gives your deck the advantage over your opponent since your deck can run off of 1 -2 lands and most decks need more to function properly.

I think I would get rather frustrated playing this deck. LOL

really great build, I would like to see it in action though.

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Posted 16 May 2011 at 15:03

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wow great deck. first time ive seen a deck with only 10 lands! i didnt notice it at first until i read the comments. i might try something like this in the future haha

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Posted 16 May 2011 at 16:22

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btw can you guys please check out my deck? i really need help thanks! :D

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Posted 16 May 2011 at 16:24

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Cool deck idea, can you check out my standard tournament deck, I need advice on it.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=185319

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Posted 16 May 2011 at 20:29

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My friend (which stopped playing at 2004 and still got his cards) have a deck with 2 lands. It usually kills at turn 1. I'll try to post it sometime so keep your eyes open!

Nice deck btw!

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Posted 16 May 2011 at 20:37

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Rancor is such a beating! I like the deck and the concept. I could see this being one of those decks that makes people really and truly want Mental Misstep! Overall I like the deck but can't help but wonder if there might be a better option for card draw than the Infiltration Lens. I'm honestly not sure what it would be for this deck, but in my experience it just ends up basically making one creature unblockable, rather than drawing the cards needed, until chumping is actually a must (in which case you usually are in a position where the extra cards don't matter too much). Despite that, I'm not really sure what other option I'd take but just want to point out that I feel like there must be some card out there that could replace it. Otherwise, I think it's a solid looking deck (especially for being so short on lands compared to a more typical deck).

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Posted 17 May 2011 at 07:36

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there WAS a better card. skullclamp was that card. but for some stupid reason wotc thought it was too strong and banned it. if you want to get an idea of how the deck used to run, replace infiltration lens with skullclamp in your head every time you see it in the sample hand.

thankfully almost everyone in our shop agrees that banning skullclamp was pretty dumb, and instead dis-allow the decks that abused it to the point of banning. when a new player at the shop wants to try out the 'seven decks' as surewhynot talked about, i will use infiltration lens unless they are ok with me using skullclamp.

i suppose i could edit the deck to have skullclamp in the mainboard and infiltration lens in the sideboard.

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Posted 17 May 2011 at 08:06

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Yeah, Skullclamp was clearly just nuts, but idk. I can't figure out what it is/should be but there must be some other card similar in function (drawing cards) that could work here and isn't banned. haha. I'm just not sure. But yeah, idk... Skullclamp I think definitely needed to be baned at the time, if for no other reason than allowing a ton of players to not be so pissed off for them ever printing it. However, I don't think it would be quite as good anymore with all the disruption and combo decks available. Still super insane, but not over-the-top broken like it once was, at least not in legacy formats.

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Posted 17 May 2011 at 16:32

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scythe tiger would work well in a deck like this, especially if you're playing rogue elephant

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Posted 18 May 2011 at 21:18

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Græt Sucksess.

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Posted 22 May 2011 at 16:51

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You guyz are epic. I have wondered what the seven decks were. I know one is the evilest-evil extractor deck and another is some kinda stompy, but what are the other five? Correct me if I am wrong, but do each of your groups seven people have one deck they contribute to make up "the seven decks"?

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Posted 09 June 2011 at 12:58

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Yep, the Seven Decks are each of our best decks. They are:

1) Extraction (Mine) -- Kneel before your Lord
2) 10 land Stompy -- Bum-F**k
3) Extraction -- Enigma
4) Esper Prison -- Alcatraz
5) A deck similar to my Black Sacrifice -- No name =/
6) Extraction -- Go Fish
7) Artifact Tempo -- Four dead in Ohio

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Posted 09 June 2011 at 18:25

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Cool; thanks for the reply. This kinda makes me want to make my own best deck...

P.S. What is it like playing against one of your friend's Extraction deck with your own Extraction deck?

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Posted 10 June 2011 at 03:06

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Extraction has "2.5" tough matchups (at least in Legacy). I say 2.5 because the third used to be the worst, but has since become very manageable.

1) Affinity. Specifically, variations of raggedjoe's design. I'm not kidding, his design revolutionized the deck. This is the new big problem deck for Extraction. It is super-fast aggro that can work around most means of control, and it has no real "key" cards to it. The deck is often faster than the time it usually takes to cripple it. =/ (damn you ragged -_-)

2) Lands. This is a weird deck type that uses around 34-36 lands. It used to dominate Extraction decks, but lately with the newer cards, has become a whole lot easier to face. Even so, it's still a bit hard to play them, but nothing like before.

3) Other Extractions. It's a bit ironic, but Extraction is indeed good against Extraction! So to answer your question, the games against my friends with their own Extraction decks are a lot of fun. Their decks are both much different than the general design I go with, so it's also fun in that regard. Go Fish is a Poxtraction Prison that simply uses one well played "BitterBomb" to eliminate anything that could get through the layers of defense set up by the Prison half. Enigma is a Poxtraction Aggro/Control hybrid that uses wish cards to constantly shift from Aggro to Control as the moment sees fit. I still don't quite get how it can do it so effectively. One moment you're facing a control, and the next you're looking at a scary aggro army.

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Posted 10 June 2011 at 03:51

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Very informative. I learn something every time I log on to this site. I know my meta would want to strangle me if I made an Extractor. Nobody has one to date; however, I do not have any cards to make one...(I traded my only copy of Extirpate)... :(

I imagine Extractor vs. Extractor being a race to see who gets the key cards first and start ripping the other's deck apart.

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Posted 10 June 2011 at 08:41

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=O

You TRADED Extripate?!

Just kidding. You're correct about Extraction vs Extraction. The games almost always end up with both decks completely worthless and come down to who runs out of cards first. They're funny and intense games, and a hell of a lot of fun =]

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Posted 10 June 2011 at 08:47

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Thought so. On the topic of stompys (and on the comment board of DoThe Wumpus...I like your deck btw); I hope it wouldn't be too shameful if either of you would scan over the stompy I made.

Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=180766

P.S. It's pretty much the same as surewhynot's but I put in a small combo with infiltration lens. It works pretty well for me so far. Try to see what it is :)

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Posted 12 June 2011 at 02:50

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Three-hundred bucks. I'd say you lucked out.

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Posted 27 August 2011 at 00:45

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i completely lucked out. i can not believe how expensive tarmogoyf as become. this deck used to be a little bit under 300 honestly. :|

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Posted 27 August 2011 at 05:02

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Very nice. I love the fact that it only has 10 lands. Not very often you see a deck that has less than 20-23 lands much less only 10. I have a friend who runs an elf deck that only has 10, but this is the only other one I have seen. Very, very cool. If I wanted to build a deck of this nature, how might I do that?

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Posted 16 August 2012 at 00:06

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thank you. unfortunately, it has been well-proven that a 10L stompy can not work without at least one gaea's cradle, and should really use two. the overall frame of a 10L is also very constrictive. these decks can run perfectly fine on just one land, occasionally on none, the 10 lands are there because of probability. it is the best number to still get a land while maintaining that crucial minimum. vine dryad, spirit guide, bounty of the hunt, and winter orb are all near essential inclusions, as is skull clamp, though you will have to see how your play group feels about it. after that it comes down to filling the deck with as many heavy threats for as little mana as possible. in 10L i would advise never exceeding two mana unless it can be cast for free.

now if you want to know how you would go about building an ordinary stompy, i can help you there as well, but i will probably need to see a rough draft first, since stompy deck diversity goes way up once you step out of the 10L area.

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Posted 16 August 2012 at 23:03

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ok. I will remember those cards for future reference. also, what about non-stompy 10 land decks? any suggestions there?

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Posted 17 August 2012 at 01:23

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sorry, i have been preoccupied what with having a beautiful girl around again. :P non stompy 10L rarely works. in order for a deck to operate under a ten land frame, it needs a number of specific cards, or very similar variants. the efficiency brought by a stompy load out greatly helps alleviate the risk of having just ten lands, but in other decks it can be a hindrance. that of course is not to say other forms of 10L do not exist, they do, but even combo decks run over ten. happy stomping! :)

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Posted 13 September 2012 at 22:40

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