Twelve-land stompy is a deck that seems to be well-loved around the casual table for a few reasons:
1) With a good hand, it can beat an expensive deck with ease.
2) Twelve or less lands means that you can run tons of creatures and other stuff.
3) There's nothing like swinging for ten damage on the fourth turn.
I threw together a 12-Land list--with a twist. 12-Land is usually played as monogreen. This is red and black. The sole problem with the list is the manabase: untapped duals are really powerful and necessary to the deck's speed. However, they're expensive. I included two copies of Blackcleave Cliffs in the list (I pulled two copies from a fat pack) and they comprise a quarter of the deck's price.
The main problem that a 12-Land deck has is consistency in the late game. I've tried to resolve that issue. One note--I'm still not sure about the choice of Spikeshot Elder over Seal of Fire. The issue is still up in the air. Resolve as you see fit.
4 Bloodhall Ooze
4 Carnophage
4 Death's Shadow
4 Guul Draz Vampire
4 Jackal Pup
4 Pulse Tracker
4 Spikeshot Elder
4 Tattermunge Maniac
4 Vampire Lacerator
4 Bonesplitter
4 Lightning Bolt
4 Vendetta
4 Akoum Refuge
2 Blackcleave Cliffs
2 Mountain
3 Swamp
1 Terramorphic Expanse
Obviously, the deck is kind of luck-reliant. The nuts draw is a turn one Bloodhall Ooze, turn two Tattermunge Maniac and Pulse Tracker, turn three shenanigans. Bonesplitter on Spikeshot Elder hasn't happened in testing yet, but it'll happen someday--and I can't wait for it. In the worst scenario, he's a 1/1 for one mana which isn't necessarily bad. Signal Pest, however, may eventually replace him. Your late game is a combination of Death's Shadow, Guul Draz Vampire, and Bloodhall Ooze. Getting a single one of them active should win you the game in short order. Note also that Tattermunge Maniac is green, though you're going to pay red mana for him. That means that he'll boost your Ooze.
Until next time, play on.
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