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$2.27€2.340.15 | |||
Instant, Sorcery, Enchantment, Artifact (8) | |||
Land (22) | |||
$1.65€1.160.02 | |||
$12.08€10.340.15 | |||
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$0.34€0.450.57 | |||
$0.30€0.240.02 |
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Learn more Download For WindowsSo... we have Amonkhet Remastered now. That means we have Rhonas the Indomitable and Collected Company.
Yeah... you can probably guess what deck I was going to make.
Collected Company is just straight gas, and the addition of Rhonas makes green-based stompy decks a thousand times better than they were before.
So I made a Golgari Company deck, tried it out, liked it a lot, and now we're here.
No doubt you are already aware of the playstyle of Stompy - slam big creatures onto the board quick, throw them at your opponent, and profit. Collected Company helps that playstyle a lot - we can slam our creatures onto the baord at instant speed (read: after a wipe) and we get incredible value for our mana in a deck already centered around powering out overstatted creatures.
So... the cards.
The core of the deck looks very much like your conventional stompy gameplan - play above-curve creatures every turn, with some early ramp.
Llanowar Elves: We're a stompy deck. What did you expect? This is our mana dork of choice. There's not much else to say about Llanowar Elves apart from the fact that it's very good.
Pelt Colelctor: Hey look, it's the 1 mana 4/4! Basically everything in our deck will consistently trigger Pelt Collector until it starts being incredibly large, so this is an easy 4-of.
Resilient Khenra: 2 mana 2/2s aren't that insane. 2 mana 2/2s that can come back and buff anothre creature on ETB? Yeah. I'm happy playing Khenra. It's not the most insane 2-drop in the world, but it sure does get the job done, and that's really all we need.
Garruk's Harbinger: 3 mana 4/3 with some relevant protection? Not horrible. Not the best, either. But certainly not horrible. However, a 3 mana 4/3 that basically always draws us a creature when it connects? Now that's value. Rhonas giving the dude trample to get over a chump blocker and letting us draw deeper isn't half bad, either.
Steel Leaf Champion: 5 power AND evasion for 3 mana? Yes please. Steel Leaf Champion is the reason why we only have 2 lands in our deck that can't produce green. Being able to slam this bad boy turn 3 feels solid. Being able to windmill em down on turn 2? I'm shivering just thinking about it.
Rotting Regisaur: 7 power for 3 mana, and most of the time, we're hellbent by the time we throw down Regisaur anyways. If we aren't, we can usually just pitch a useless land or early drop we won't be needing again. Obviously, being chump-blocked is a problem, but Rhonas lets us bypass that, and being able to just get an insane statline on the field for 3 mana makes the splash worth it.
Rhonas the Indomitable: An indestructible 5/5 for 3 mana. That's almost always attacking. Rhonas can survive board sweepers, letting us drop a 3-drop right after and swing in for an early 5, with the threat of a pump later on to smash face even harder. The only reason I'm not running the full 4 Rhonas is because he's legendary. But I want to see a Rhonas almost every game I can.
So there are our above-rate creatures. Here's literally all that's left of our deck - the utility cards.
Thoughtseize: We're splashing black, and Thoughtseize is Thoughtseize. Our deck doesn't even necessarily want to play this card on turn 1, we're perfectly happy playing it turn 3 so we can snipe a Wrath of God or some other interaction.
Scavenging Ooze: A bear that grows. Scooze can definitely be a stompy tool too - our graveyard fills up pretty quickly, believe it or not - but I've decided to include it as a utility creature because that's usually what it is. We can eat an Uro, a Cat, or a Woe Strider in the yard, as well as gain some life in the matchups where it matters. In the matchups where it doesn't, we can just eat graveyards to start making a big body to beat our opponent down with.
Collected Company: The namesake of the deck, Collected Company is value shavings on top of a value souffle drenched in value sauce. For 4 mana, we get 6 mana worth of stuff at instant speed. What's not to love?
So here's the tough part. We're trying to play Steel Leaf Champion - a GGG creature - in a 2-color deck, and we also want to be able to cast Rotting Regisaur's 2B on turn 2. As such, we're running all the untapped dual lands, as well as 2 swamps in the hopes that Llanowar Elves lets us power out a Champion even in the face of having lands that can't tap for B. There's probably a better manabase distribution for this deck, but I've yet to figure it out.
I've also decided to run 2 Hashep Oasis just because they're utility lands that enter untapped and can tap for green. Every once in a blue moon, that +3/+3 will really help, and the drawbacks of running Oasis isn't painful enough to warrant not having at least a couple.
The deck really hates going above its 5th land, so we're only running 22. This means that sometimes we won't hit CoCo on 3, but it also means that sometimes we just draw straight gas to finish the game. It's a mixed bag, really. Llanowar Elves helps alleviate the pains of the lower land count.
So. Our sideboard hate is pretty self-explanatory. We have creature hate, noncreature hate, counterspell hate, flyer hate, and aggro hate.
Destiny Spinner: Because fuck U Tempo, amirite? This is basically just in here because it clowns on counterspells for the low price of 2 mana, as well as providing a decent body to swing with. Should probably be Allosaurus Shepherd since that can't be countered itself and protect CoCo.
Kitesail Freebooter: This should be pretty obvious. This is effectively copies 5-8 of Thoughtseize that can also put a flyer on the board.
Kraul Harpooner: Ehh. Not so sure about this card. I was running this because I was seeing a lot of U Tempo, but now that it's died down, I could see swapping them out for some more removal or resiliency.
Lovestruck Beast: A 3 mana 5/5 wall for any deck trying to get aggressive. It's pretty hard for red to attack through this thing, and it can usually let us stall the game until we get enough fatties on the board to start swinging in for lethal amounts of damage.
Cast Down and Primal Might: Creature removal. I went for this split because I like Cast Down being instant speed and letting us pick off creatures that might be a bit too big. I'm leaning towards Primal Mights because they can buff our creatures and let us stay aggressive.
We generally like playing against a lot of decks, but the ones that run cards like Claim the Firstborn can be quite the beating for us.
Generally, we're not too sad to see a UWx Cotnrol deck on the other side of the table. We just need to try hitting hard and hitting fast, and then using Rhonas and CoCo to get to the finish line.
We side in all four copies of Kitesail Freebooter, and side out all of our Scavenging Oozes.
We can usually race red just by virtue of having bigger creatures to wall theirs and the explosiveness of Collected Company. Scavenging Ooze is very good here, as it lets us trade creatures for their burn, and then get a big blocker and some lifegain of said trades.
We side in all three copies of Lovestruck Beast, as well as Cast Down and the Primal Mights. Side out all four copies of Thoughtseize, a Collected Company, and a Rhonas the Indomitable.
Game 1 is a bit wishy-washy for us. If we can fire off an early Thoughtseize, we can disrupt their curve enough to plant some power on the board and win the race. Since our deck relies so much on curving out, though, if they can disrupt us, we can flounder a bit.
We side in all 3 copies of Destiny Spinner and 2 copies of Kitesail Freebooter, as well as both copies of Kraul Harpooner. Cut the Rotting Regisaurs, a Steel Leaf Champion, and 2 copies of Collected Company.
The CoCo version of Jund Sac is kind of beatable if we can start swinging hard enough to make their Citadel dead.
The Cat version is substantially harder, since the cat can blank Regisaur, Harbinger, and Rhonas.
We side in the Cast Down, a Kitesail Freebooter, and both Primal Mights. We cut all 4 copies of Rotting Regisaur.
Sacrifice decks are easily our worst matchup, and they're currently pretty popular, so watch out.
Field decks really got turbo-boosted when they got Hour of Promise. Our gameplan's similar to control. Hit hard, and hit quick.
We side in all 4 copies of Kitesail Freebooter, dropping either the Scavenging Oozes or the Rotting Regisaurs.
I've seen some other Golgari CoCo lists floating around, and there are some cards I quite like. Here's a list:
Allosaurus Shepherd in the sideboard: Basically just a Destiny Spinner that flips U Tempo off twice instead of once. Plus it can turn small elves into relevant bodies later on. I like this idea and will probably try it in future iterations.
Prowling Serpopard in the mainboard or sidebard: Some counter hate that can also just be an above-curve body, Not a fan of Serpopard personally, since if I want to hate on counters, I can just run Spinner or Shepherd.
Shifting Ceratops in the sideboard: Another above-curve blue-hating creature. My main gripe is that Ceratops doesn't get yoinked from CoCo, and there's a lot of times when we won't have the mana to cast this on curve.
Yorvo, Lord of Garenbrig in the mainboard: Just a big creature that grows. Sort of like Regisaur. I'd consider playing this in pure green CoCo, but I don't want to tax the manabase even harder, and Yorvo's lack of evasion sorta hurts for me.
Champion of Lambholt in the mainboard: This is actually a spicy one. It prevents your big boys from getting chumped, and Rhonas's pump lets you get through boards you normally wouldn't be able to. Unfortunately, can also just be a 3 mana 1/1 and we're not spamming the board with tokens to pump it too quickly.
Heroic Intervention in the sideboard: Just some good old wrath hate. I tried these, and eventually swapped em for Kitesail Freebooters. Intervention's good against Sacrifice decks, since Mayhem Devil can't ping off your sacrfice fodder and they can't Claim your stuff, but I overall just preferred the proactive gameplan that Freebooter gave me. I'd definitely run this in the sideboard of a pure green CoCo, though.
Lovestruck Beast in the mainboard: I dislike having to rely on my 5/5 having a 1/1 to attack. However, I love the card in the sideboard, since impenetrable wall is impenetrable wall.
Gilded Goose or Paradise Druid or Skull Prophet in the mainboard: I've been considering some extra dorks to land that sweet, sweet turn 3 CoCo. I eventually decided against it, since our deck is more of a Stompy base with CoCo than a CoCo Deck playing as Stompy. We prefer to just draw 3-drops later in the game rather than benefit from the possible explosiveness that extra sorks give us.
As of now, this is my 12,100th character on this writeup. Chances are you didn't read the whole thing, but hey. It helped me think about the deck some more and I enjoyed typing this up.
Do please try some CoCo build. The card's super strong and even more fun. 10/10 would windmill turn 3 again.
See ya.
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