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Type: Posts; User: Cait_Sith

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    Re: [Deck] Dreadstill - Enter the Fist

    I would still estimate it at about 70% overall. While TES is digging for Shusher, you at least can pack on disruption until you drop a fast Dreadnought.

    Since they cut Plunge a long time ago, the...
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    Re: [Deck] Dreadstill - Enter the Fist

    Nought-Stifle is an immensely powerful combo, but it needs protection for the 2 (rarely 3) turns it takes for Nought to rip your opponent's life to shreds. Landstill offers one of the most...
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    Re: [Deck] Dreadstill - Enter the Fist

    Okay, Clark. I will explain this to you very clearly:

    Grunt is slow. Slow is bad. It takes SEVERAL TURNS before it can effectively used. Just because it costs 2 doesn't mean it can be dropped turn...
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    Re: [Deck] Dreadstill - Enter the Fist

    Hey, a bunch of top decklists run them!, just not very many. Magri has but 2 Tarmogoyfs main and one additional one side. They are a nice a addition, but not quite needed.

    The real question is, if...
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    Re: [Deck] Dreadstill - Enter the Fist

    Deck's plan:

    Control games viciously. Drop giant dude for the win.

    It takes THREE successful attacks for Grunt to actually shave a turn off of Dreads attack. Even then, you only buy a turn. You...
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    Re: [Deck] Dreadstill - Enter the Fist

    Ichorid's strategy is to dump their ENTIRE library into their graveyard by turn 3. Grunt hits two cards by turn 3.

    It hates Ichorid with the same skill Extract hates TES.

    It doesn't do much...
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