I recently realized, that his effect isnt a may effect. While I think a 4/4 for 5 with potential Naturalize effect is very good, there are better effects for this in green. Do you still think he is 360 material?
I love this guy in my 630, and because of the big body, it's probably my favorite Naturalize-dude in my cube. Acidic Slime is probably overall better, but ol' Stompy ain't getting cut anytime soon.
I was wondering a while ago whether I would rather have a 2/2 Deathtouch or a 4/4. I think I'd usually take the 4/4 but considering how many times I have destroyed a land with Acidic Slime, I have to say the slime is definitely the better card.
I was wondering a while ago whether I would rather have a 2/2 Deathtouch or a 4/4. I think I'd usually take the 4/4 but considering how many times I have destroyed a land with Acidic Slime, I have to say the slime is definitely the better card.
Agreed, this is why I concede that, even though I like the Stomphowler more, I think Slime is probably overall better.
I think the Slime is better overall. But even in 360 (especially at 360?) the concentration of "must-answer" targets is too high not to run both. Other creatures are cooler and more exciting, but Stimphowler gets it done.
I also think Slime is better even without an abuse engine. With a way to abuse Slime the slime easily outclasses the stomphowler.
Whether you run it depends very very heavily on the number of must-answer artifacts you run, of course. I play it at 360 unpowered but I could see it coming out for some of the new absurdly high-powered five drops that have been coming out.
I run both in a 270 Cube. Indrik Stomphowler is nowhere near my cut list. It has been relevant in every game it's seen. Personally, I like it a bit more than the slime.
Advantage Indrik Stomphowler:
- 4/4 vanilla may be slightly better than 2/2 deathtouch.
- 4G is an easier cost than 3GG.
Advantage Acidic Slime:
- You opponent will always have a target for this card.
- There are many powerful utility lands in cube and mana screwing / slowing the opponent down is a great way to press your green creature advantage.
- Never having to blow up one of your own permanents when you need another body on the board is great.
All in all, Slime is better, but I'd join Sexyindiancurry and just play both.
In a 360, cutting Stomphowler could be the right move, but I think in most cubes you would want Stomphowler and Slime (and Wickerbough Elder, who I would cut before either Slime or Stompy).
In a 360, cutting Stomphowler could be the right move, but I think in most cubes you would want Stomphowler and Slime (and Wickerbough Elder, who I would cut before either Slime or Stompy).
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We've actually kept Wickerbough and let the Stomphowler go. for 3GG instead of 4G you get pretty much Stomphowler exactly, but it opens up a lot more flexibility. The biggest selling point to me for Wickerbough is that you can play it as a dude when they don't have anything down and still get value out of it. If they don't play their amazing artifact until they've dealt with Wickerbough, that's not awful for me, and it's better than sitting with a dead Stomphowler in hand.
I find the need for double-green if you want to blow something up right away really annoying. I've found the Stomphowler more reliable when you absolutely need to crack something now. That said, none of those three are close to being cut in my cube.
I think Indrik and Slime should probably both be staples in 360 cubes. As the cube grows and more answers are needed, then Wickerbough should start being considered. But yeah, I don't think Slime and Indrik should be competing against each other.
In my experience, the Stomphowler is the better card, since it offers you some card advantage, an out to the most common non-creature threats and a big body for a pretty low cost. Every cube should be running the beast.
Better than what? Wickerbough does exactly the same thing for a slightly rougher mana cost, and gives way more flexibility. I assume you are talking about slime, which trades the body for a wider selection of threats to kill, which has often been relevant. Sometimes my green deck just wants to kill maze of ith.
@rant: how many green decks do you play where 3GG is a rough mana cost? My green decks are usually much heavier on color commitments than other colors, and I'm fine with that, so I think the increased flexibility from wickerbough is absolutely worth the almost minimal change in mana cost
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My own view is that Slime>Wickerbough Elder>Stomphowler.
I love the additional targets Slime can hit, which puts it first for me. The Elder just beats the Stomphowler as the GG for an identical effect is rarely a problem whereas the ability to still have the effect if I don't have a 5th mana source has more often been relevant. That said, all three make my 450.
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I'm with Sylar and Humpty: Acidic Slime > Wickerbough Elder > Indrik Stomphowler
...but after reading some of the responses on this thread, I'm wondering if stomphowler is a little better than elder.
I think not. I'd cut Indrik for a second Acidic Slime or a second Wickerbough Elder (well I might just add the second Elder and cut a four drop, but if I had to choose I'd certainly cut Indrik first!)
Okay, but I run Nantuko Vigilante in addition to the other three. Is it the worst? It is also 5 mana split potentially over two turns, with some misdirection possible, but it easily had the worst body. Is four of the Naturalize guys too many in a 500 cube?
Okay, but I run Nantuko Vigilante in addition to the other three. Is it the worst? It is also 5 mana split potentially over two turns, with some misdirection possible, but it easily had the worst body. Is four of the Naturalize guys too many in a 500 cube?
I don't think it is too many. How good Nantuko Vigilante is depends on what kind of decks you typically play. I cut it because most of our green decks feature one or more ways to get creatures on the battlefield without actually casting them (Green Sun's Zenith, Natural Order, Birthing Pod, Recurring Nightmare) and in those decks Vigilante does not do the trick. If the majority of decks actually cast the creatures, Vigilante is quite good.
I recently realized, that his effect isnt a may effect. While I think a 4/4 for 5 with potential Naturalize effect is very good, there are better effects for this in green. Do you still think he is 360 material?
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Agreed, this is why I concede that, even though I like the Stomphowler more, I think Slime is probably overall better.
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Whether you run it depends very very heavily on the number of must-answer artifacts you run, of course. I play it at 360 unpowered but I could see it coming out for some of the new absurdly high-powered five drops that have been coming out.
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I go for the slime because destroying lands is a good option too.
- 4/4 vanilla may be slightly better than 2/2 deathtouch.
- 4G is an easier cost than 3GG.
Advantage Acidic Slime:
- You opponent will always have a target for this card.
- There are many powerful utility lands in cube and mana screwing / slowing the opponent down is a great way to press your green creature advantage.
- Never having to blow up one of your own permanents when you need another body on the board is great.
All in all, Slime is better, but I'd join Sexyindiancurry and just play both.
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We've actually kept Wickerbough and let the Stomphowler go. for 3GG instead of 4G you get pretty much Stomphowler exactly, but it opens up a lot more flexibility. The biggest selling point to me for Wickerbough is that you can play it as a dude when they don't have anything down and still get value out of it. If they don't play their amazing artifact until they've dealt with Wickerbough, that's not awful for me, and it's better than sitting with a dead Stomphowler in hand.
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Acidic Slime > Wickerbough Elder > Indrik Stomphowler
But I don't see any of them leaving my 540 cube in a while unless straight upgrades are printed.
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Better than what? Wickerbough does exactly the same thing for a slightly rougher mana cost, and gives way more flexibility. I assume you are talking about slime, which trades the body for a wider selection of threats to kill, which has often been relevant. Sometimes my green deck just wants to kill maze of ith.
@rant: how many green decks do you play where 3GG is a rough mana cost? My green decks are usually much heavier on color commitments than other colors, and I'm fine with that, so I think the increased flexibility from wickerbough is absolutely worth the almost minimal change in mana cost
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My own view is that Slime>Wickerbough Elder>Stomphowler.
I love the additional targets Slime can hit, which puts it first for me. The Elder just beats the Stomphowler as the GG for an identical effect is rarely a problem whereas the ability to still have the effect if I don't have a 5th mana source has more often been relevant. That said, all three make my 450.
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...but after reading some of the responses on this thread, I'm wondering if stomphowler is a little better than elder.
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