thefreakaccident
11-18-2007, 07:56 PM
This is a little pet deck that I myself invented.
It is based off of the UG threshold list that won worlds, and with a couple little changes has become a different strategy all its' own.
Without further adu, here is the list that will hopefully be showing up in many other places... the list is still being tested, but I do have brief MU analyses and strategies for after the list.
lands//18
4 wasteland
4 tropical island
3 wooded foothills
3 flooded strand
2 breeding pool
1 island
1 forest
creatures//14
4 tarmogoyf
4 nimble mongoose
4 trinket mage
2 phyrexian dreadnought
spells//28
4 force of will
4 daze
4 stifle
2 trickbind
3 counterbalance
2 sensei's divining top
1 Aether spell bomb
4 ponder
4 brainstorm
the sideboard has been the most difficult part of the deck to put together, although I think it should look something like this:
3 tormod's crypt
3 engineered explosives
3 krosan grip
2 pithing needle
4 red elemental blast (for goblins and random zoo... should probably be different)...
Card choices:
manabase:
14 mana producents... yes, you only need 1 grren to cast either goyf or mongoose... you only need 1 blue for trinket mage, and 1 colorless for the nought... The only UU card is a 3 of, being counterbalance, whereas the rest of the deck only requires 1 blue mana (stifles, FoWs, draw spells, trickbinds)... there are several artifacts in the deck as well.
4 wastelands- yes, they help your tempo over your opponent, by basically taking a turn away from them.
Creatures:
Trinket mage: utility, he searches removal, part of our main lock mechanism, and he grabs out our largest beater... auto 4 of.
Nimble Mongoose: best 1cc card basically printed that is currently in use... I don't see this slot being argued... auto 4 of.
Tarmogoyf: largest 2cc critter ever printed, he kills the opponent pretty efficiently.
The deck makes goyf rather large on average, while still getting threshold at a decent pace... the tempo gained by the deck is amazing, as well as the utility. There are 2 dreadnoughts for 2 reasons:
1.) you usually want to trinket them up
2.) you want to be able to tutor up a wincon at any point, this doesn't work if a dreadnought has been countered/destroyed/discarded.
Spells:
Force of Will: Best countermagic ever... lets move on... auto 4 of.
Daze: why 4? because with the manadenial this deck has to offer, it is like they are in the early-midgame the whole game (or at least you kill them)... thereby making it an even better 'hard' counter... auto 4 of.
Brainstorm: best draw spell in legacy.. auto 4 of.
Ponder: second best draw spell in legacy... auto 4 of.
Stifle: Extra mana-denial, while being one of the best blue card ever printed... great against opposing wastelands and storm combo... also is part of the nought combo... auto 4 of.
Trickbind: a split second version of stifle, sometimes this is so relevent that you may perfer this over stifle at times.. only 2, this is all you really want.
1 Aether Spellbomb: tutorable creature control... can be 'cycled' if drawn against combo... pretty solid, but only as a trinket target.
2 Sensei's divining top, because you only want one, but you need one, whether it is trinketed or not... you do not want more than two, it is the correct number.
The sideboard is in constant shift and requires tweaking.
Match Uannalyses:
Threshold:
This MU is rediculous... you run more creatures, and technically more disruption. The dreadnought combo is difficult to acheive, so the goal is simple. First, you focus all stifle effects on their fetches and dig for wastes... eventually you will widdle them down to only 1-2 lands... now they cannot cantrip, lay threats, and kill your threats... they have to choose. Your goal is to then stick a counterbaalance and win the war of attrition. Their goyfs are counteracted by yours, although they can break the goyf standoff with their removal so you want to cut them off of their splash colors before they go in for the attack... Counterbalance lock is also pretty darn effective, although this is becoming more and more frequent in all threshold type decks maindecks.
Overall preboard % is about 75% in your favour... they can still pull off wins if they are the black splash with a first turn thoughts3ize on their first turn or get a third turn confidant (daze is prevented, and assuming they get to 3 lands on turn 3)... just shit happens and they can sometimes pull off wins.
Postboard they bring in many different things against you... I usually just board in some engineered explosives, taking out a spellbomb and a trickbind... they can't win the board unless they play several more critters than you, then you simply blow up their dudes.
Combo Being (TES, Iggy Pop, Belcher, and SI)... basically the storm side of combo gets hit in the nuts very hard with 8 free counters and 6 stifle affects + the quickest clock in aggro-control... plus a one sided challice... not to mention wastelands for those that use lands as resource... Yeah I would say it is a decent Mu for this deck....
Overall % is rediculously high so much so that I fear to put the real percentage (only lost a game in 30 + games, not including in the real field and post board it getts evern better with the addition of EE for tokens)... I will put it at 85%, seeing as the whole mind twist from Iggy can be so devastating.
Control (landstill and stax):
If playing against stax, just pack your shit and go get something to eat for the round... they always to manage either:
a.) challice at one & 2 or they get a first or second turn trinisphere... both of which are devastating... I only won 3 games out of 15 played against this.. it is not a pretty MU.
If playing against landstill you have a much better chance than stax, but it is still not favorable... They have more hater than you have threats... the only way you can survive this is they get screwed mana wise via wastes, colored producents, and stifles.... I won a couple matches from this... You can also overextend your board to the point where they are forced to use deed, you swing for rediculous amounts and they use their 4th and 5th lands (leaving like maybe 2 max open) to blow deed, then you stifle/trickbind and try to win the counter-war... I beat BHWC landstill twice with this tactic in tourney play beating it 2-0... but this is by far the biggest fluke ever.
The stax MU is impossible, the landstill MU is just very difficult and will never just be given to you... %ages... stax is like 20-25% whereas the landstill MU is closer to 45-50 %... grip comes in for both MUs.
Burn and Bligh... you have counterbalance, cuntermagic, and large critters outside of burn range... pretty damn good if you ask me... I only played a couple games against Goyf sligh, but I stomped it both times... I also beat burn 8/10 games, so I guess that is a good thing. You board out trickbinds and such for chills (I run 3 chills in the board now).
It is based off of the UG threshold list that won worlds, and with a couple little changes has become a different strategy all its' own.
Without further adu, here is the list that will hopefully be showing up in many other places... the list is still being tested, but I do have brief MU analyses and strategies for after the list.
lands//18
4 wasteland
4 tropical island
3 wooded foothills
3 flooded strand
2 breeding pool
1 island
1 forest
creatures//14
4 tarmogoyf
4 nimble mongoose
4 trinket mage
2 phyrexian dreadnought
spells//28
4 force of will
4 daze
4 stifle
2 trickbind
3 counterbalance
2 sensei's divining top
1 Aether spell bomb
4 ponder
4 brainstorm
the sideboard has been the most difficult part of the deck to put together, although I think it should look something like this:
3 tormod's crypt
3 engineered explosives
3 krosan grip
2 pithing needle
4 red elemental blast (for goblins and random zoo... should probably be different)...
Card choices:
manabase:
14 mana producents... yes, you only need 1 grren to cast either goyf or mongoose... you only need 1 blue for trinket mage, and 1 colorless for the nought... The only UU card is a 3 of, being counterbalance, whereas the rest of the deck only requires 1 blue mana (stifles, FoWs, draw spells, trickbinds)... there are several artifacts in the deck as well.
4 wastelands- yes, they help your tempo over your opponent, by basically taking a turn away from them.
Creatures:
Trinket mage: utility, he searches removal, part of our main lock mechanism, and he grabs out our largest beater... auto 4 of.
Nimble Mongoose: best 1cc card basically printed that is currently in use... I don't see this slot being argued... auto 4 of.
Tarmogoyf: largest 2cc critter ever printed, he kills the opponent pretty efficiently.
The deck makes goyf rather large on average, while still getting threshold at a decent pace... the tempo gained by the deck is amazing, as well as the utility. There are 2 dreadnoughts for 2 reasons:
1.) you usually want to trinket them up
2.) you want to be able to tutor up a wincon at any point, this doesn't work if a dreadnought has been countered/destroyed/discarded.
Spells:
Force of Will: Best countermagic ever... lets move on... auto 4 of.
Daze: why 4? because with the manadenial this deck has to offer, it is like they are in the early-midgame the whole game (or at least you kill them)... thereby making it an even better 'hard' counter... auto 4 of.
Brainstorm: best draw spell in legacy.. auto 4 of.
Ponder: second best draw spell in legacy... auto 4 of.
Stifle: Extra mana-denial, while being one of the best blue card ever printed... great against opposing wastelands and storm combo... also is part of the nought combo... auto 4 of.
Trickbind: a split second version of stifle, sometimes this is so relevent that you may perfer this over stifle at times.. only 2, this is all you really want.
1 Aether Spellbomb: tutorable creature control... can be 'cycled' if drawn against combo... pretty solid, but only as a trinket target.
2 Sensei's divining top, because you only want one, but you need one, whether it is trinketed or not... you do not want more than two, it is the correct number.
The sideboard is in constant shift and requires tweaking.
Match Uannalyses:
Threshold:
This MU is rediculous... you run more creatures, and technically more disruption. The dreadnought combo is difficult to acheive, so the goal is simple. First, you focus all stifle effects on their fetches and dig for wastes... eventually you will widdle them down to only 1-2 lands... now they cannot cantrip, lay threats, and kill your threats... they have to choose. Your goal is to then stick a counterbaalance and win the war of attrition. Their goyfs are counteracted by yours, although they can break the goyf standoff with their removal so you want to cut them off of their splash colors before they go in for the attack... Counterbalance lock is also pretty darn effective, although this is becoming more and more frequent in all threshold type decks maindecks.
Overall preboard % is about 75% in your favour... they can still pull off wins if they are the black splash with a first turn thoughts3ize on their first turn or get a third turn confidant (daze is prevented, and assuming they get to 3 lands on turn 3)... just shit happens and they can sometimes pull off wins.
Postboard they bring in many different things against you... I usually just board in some engineered explosives, taking out a spellbomb and a trickbind... they can't win the board unless they play several more critters than you, then you simply blow up their dudes.
Combo Being (TES, Iggy Pop, Belcher, and SI)... basically the storm side of combo gets hit in the nuts very hard with 8 free counters and 6 stifle affects + the quickest clock in aggro-control... plus a one sided challice... not to mention wastelands for those that use lands as resource... Yeah I would say it is a decent Mu for this deck....
Overall % is rediculously high so much so that I fear to put the real percentage (only lost a game in 30 + games, not including in the real field and post board it getts evern better with the addition of EE for tokens)... I will put it at 85%, seeing as the whole mind twist from Iggy can be so devastating.
Control (landstill and stax):
If playing against stax, just pack your shit and go get something to eat for the round... they always to manage either:
a.) challice at one & 2 or they get a first or second turn trinisphere... both of which are devastating... I only won 3 games out of 15 played against this.. it is not a pretty MU.
If playing against landstill you have a much better chance than stax, but it is still not favorable... They have more hater than you have threats... the only way you can survive this is they get screwed mana wise via wastes, colored producents, and stifles.... I won a couple matches from this... You can also overextend your board to the point where they are forced to use deed, you swing for rediculous amounts and they use their 4th and 5th lands (leaving like maybe 2 max open) to blow deed, then you stifle/trickbind and try to win the counter-war... I beat BHWC landstill twice with this tactic in tourney play beating it 2-0... but this is by far the biggest fluke ever.
The stax MU is impossible, the landstill MU is just very difficult and will never just be given to you... %ages... stax is like 20-25% whereas the landstill MU is closer to 45-50 %... grip comes in for both MUs.
Burn and Bligh... you have counterbalance, cuntermagic, and large critters outside of burn range... pretty damn good if you ask me... I only played a couple games against Goyf sligh, but I stomped it both times... I also beat burn 8/10 games, so I guess that is a good thing. You board out trickbinds and such for chills (I run 3 chills in the board now).