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Thread: [OLD] UGr Threshold

  1. #1101
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    Re: [DTB] UGr Threshold

    Here's David's Thresh article (Sorry to beat you to it)
    http://www.magiceternal.com/legacy/Legacythresh.html

    I think he pretty much hit everything on the button, his explanations are pretty concise and nothing is really there to refute it. Very often I see players complaining that they do poor with Threshold (I did at first as well) but they just can't figure the deck out. I'm fairly certain that anybody who can properly learn the deck will stop doubting it by any means, and his version has become my Skeleton for actual Threshold lists (8 Dudes, 18 lands, etc).

    One thing I didn't see mentioned in the article is Extirpate which should probably me mentioned as it can be tough (Not devastating if you play this right), but nonetheless. Also, what is the mirror like?

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    Re: [DTB] UGr Threshold

    Very good primer.

    Recently, I decided to give tempothresh a try and I really like it. But I have one remark. Very often I use bounce spells to remove annoying artifacts or enchantments. But I rarely use them to bounce creatures. And sometimes, there’s nothing interesting to bounce and the cards are stuck in my hands. So wouldn’t it be better to drop the bounce spells and add 2 trygon predators main? I side them in very often and I think 2 extra creatures would be a good addition. I’m not saying the bouce spells aren’t good, but are they really better than the predators?

  3. #1103
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    Re: [DTB] UGr Threshold

    Quote Originally Posted by Vanco View Post
    Very good primer.

    Recently, I decided to give tempothresh a try and I really like it. But I have one remark. Very often I use bounce spells to remove annoying artifacts or enchantments. But I rarely use them to bounce creatures. And sometimes, there’s nothing interesting to bounce and the cards are stuck in my hands. So wouldn’t it be better to drop the bounce spells and add 2 trygon predators main? I side them in very often and I think 2 extra creatures would be a good addition. I’m not saying the bouce spells aren’t good, but are they really better than the predators?
    Here's the thing, the broadness of the Bounce spells is the reason that they should continue to be maindecked. If you know your metagame really well, and aren't expecting Exalted Angel, Magus of the Tabernacle, Tombstalker, Reanimator, and other decks with creatures out of burn range, by all means, run the Predators. However, keep in mind that without an efficient clock and multiple Ices, you will have a difficult time dealing with any resolved fatties with asses out of burn range
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  4. #1104
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    Re: [DTB] UGr Threshold

    I'm thinking of cutting the Dragons for Fire/Ice in Moonthresh.Could someone explain is this just wrong?

  5. #1105
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    Re: [DTB] UGr Threshold

    Quote Originally Posted by fetchesbasiclands View Post
    I'm thinking of cutting the Dragons for Fire/Ice in Moonthresh.Could someone explain is this just wrong?
    Yes it is wrong because Fledling Dragon is still the beatstick you can cast under Blood Moon. And that also has got some synergies, because you can pump all your mana into the Dragon, making him more lethal than Mystic Enforcer.
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    Re: [DTB] UGr Threshold

    Quote Originally Posted by fetchesbasiclands View Post
    I'm thinking of cutting the Dragons for Fire/Ice in Moonthresh.Could someone explain is this just wrong?
    It's not. I actually have been running the Canadian bounce configuration over two Dragons, just because they're nearly impossible to reliably cast and I really liked having an answer to everything. As for Fire/Ice, I'm not sure if this is the right the right deck for them. Moon Thresh wins by bombs, something that Fire/Ice is not.
    You have to anylize what aspects of the deck you enjoy. Maybe Canadian Thresh might be a better choice for your playstyle.
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  7. #1107
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    Re: [DTB] UGr Threshold

    Quote Originally Posted by Adan View Post
    Yes it is wrong because Fledling Dragon is still the beatstick you can cast under Blood Moon. And that also has got some synergies, because you can pump all your mana into the Dragon, making him more lethal than Mystic Enforcer.
    Dragon is the reason why you run 3 of them thanks to Moon. Another reason why you shouldn't cut Dragon from Moon Thresh is because the deck is generally slow; you'll be trapped in stalemates more often without Dragon to break stalemates.

    @White Ghost: Your right, Thrash is better for his play style. Moon Thresh is generally a very slow deck, so playing fast is a mistake a majority of the time.
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    Re: [DTB] UGr Threshold

    Well,I think Moonthresh is more of my playstyle.I just wanted to up the blue count a little,those bounces could do it better than F/I.I just don't really like early Dragons,so maybe cut one or two?

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    Re: [DTB] UGr Threshold

    Quote Originally Posted by fetchesbasiclands View Post
    Well,I think Moonthresh is more of my playstyle.I just wanted to up the blue count a little,those bounces could do it better than F/I.I just don't really like early Dragons,so maybe cut one or two?
    If you were to cut a card, a 3rd Dragon is fine, but put that Dragon in the board. Replace the Dragon with a 4th Counterbalance. There, you have 24 Blue cards.
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    Re: [DTB] UGr Threshold

    What is everybody's boarding plan with Moon Thresh? Here's mine so far, which needs a few adjustments, imo.


    Mirror:

    -1 Forest
    -1 Daze
    -1 Portent
    -1 Lightning Bolt
    -2 Blood Moon

    +3 Red Elemental Blast
    +1 Counterbalance
    +2 Krosan Grip


    TES:

    -4 Lightning Bolt
    -3 Fledgling Dragon
    -1 Nimble Mongoose

    +2 Blood Moon
    +1 Magus of the Moon
    +1 Counterbalance
    +4 Pyroclasm


    Landstill:

    -4 Daze
    -4 Lightning Bolt
    -1 Nimble Mongoose

    +1 Counterbalance
    +1 Magus of the Moon
    +3 Red Elemental Blast
    +2 Blood Moon
    +2 Krosan Grip


    43 Land:

    -4 Lightning Bolt
    -4 Nimble Mongoose

    +2 Blood Moon
    +1 Magus of the Moon
    +1 Counterbalance
    +2 Ancient Grudge
    +2 Krosan Grip

    Not sure about how I should board against this MU.


    Breakfast:

    Not sure yet, but would like suggestions.
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    Re: [DTB] UGr Threshold

    Hello Anti~American4621, anti MUC may be

    -2 blood moon
    -4 lightning bolt
    +3 red elemental blast
    +2 ancient grudge
    +1 krosan grip

    On other hand, What do you think about having in the sideboard 4 pyroclasm and 1 engineered explosives againts Ichorid, is enought or not ?

    Im going to have a tournament very soon and in the metagame will be at least one ichorid and I dont find an open slot for including tormod's crypt.

  12. #1112
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    Re: [DTB] UGr Threshold

    Quote Originally Posted by Osse View Post
    Here's David's Thresh article (Sorry to beat you to it)
    http://www.magiceternal.com/legacy/Legacythresh.html
    This is indeed a very well written article. Thanks for the effort! I was just building my version of UGw Thresh but after reading this piece I changed to UGr again. I haven't regretted it since...

    I'm thinking of adding 2 or 3 Tormod's Crypt to the side to fight Life From the Loam decks. I'm just not sure it's necessary or if the decks are even going to show up. We'll be having a Legacy tournement soon here in Belgium...

    Robrecht.

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    Re: [DTB] UGr Threshold

    Quote Originally Posted by Anti~American4621 View Post

    43 Land:

    -4 Lightning Bolt
    -4 Nimble Mongoose

    +2 Blood Moon
    +1 Magus of the Moon
    +1 Counterbalance
    +2 Ancient Grudge
    +2 Krosan Grip

    Not sure about how I should board against this MU.
    I wouldn't board out Mongeese, as they can often be game winners because Maze of Ith doesn't affect them. Is Ancient Grudge needed? Why?
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    Force of Will is terrible with Bob, i rather Mana Leak.

  14. #1114

    Re: [DTB] UGr Threshold

    Be sure Robrecht that Loam and Terranova will show up, in big percentages too. And be sure that Trash has a bad matchup against it. You just cannot beat recurring Terravores. I have tried. It is only possible when you can disrupt their mana enough and have a threat. A tip in beating it, counter a quick Mox Diamond. And keep countering the loam. But I think I won't be playing Trash at the tournament. I guess, because I kinda fell in love with it...

  15. #1115
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    Re: [DTB] UGr Threshold

    I think that mind harness is a very good tech againts a metagame full of terravores , Countryside Crusher and other green monsters like dorans or tarmogoyf.

    If you cant beat terravore you have to try to stole it!!!

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    Re: [DTB] UGr Threshold

    Quote Originally Posted by Odd Mutation View Post
    This is indeed a very well written article. Thanks for the effort! I was just building my version of UGw Thresh but after reading this piece I changed to UGr again. I haven't regretted it since...

    I'm thinking of adding 2 or 3 Tormod's Crypt to the side to fight Life From the Loam decks. I'm just not sure it's necessary or if the decks are even going to show up. We'll be having a Legacy tournement soon here in Belgium...

    Robrecht.
    If you are afraid of Loamdecks you should play the black variant anyways, Extirpate will save your ass, as well as better removal (Smother is excellent against Loam since it destroys...every creature they play).
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    Re: [DTB] UGr Threshold

    Quote Originally Posted by PhanTom_lt View Post
    I wouldn't board out Mongeese, as they can often be game winners because Maze of Ith doesn't affect them. Is Ancient Grudge needed? Why?
    They board in Chalice of the Void. And you lose.

  18. #1118
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    Re: [DTB] UGr Threshold

    Ancient Grudge is still a too specific thing to me. We already have Trygon Predators, Krosan Grips and the insane Engineered Explosives to deal with pesky Artifacts and Enchantments.

    Ancient grudge is the most clunky card among them, except you are expecting a lot of Affinity where I can imagine that card to see play.
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  19. #1119
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    Re: [DTB] UGr Threshold

    I feel obligated to try any new Threshold build that puts up results. And I like the Option that "Canadian Thresh" gives me.

    I did well at my local toury with it, but it always seems like I am on the verge of loosing at any moment. It didn't really feel like the thresh decks I am used to. I took it home and adjusted a couple of things, trying to keep as close to the original concept as possible. A number of things showed up in testing:

    1. Wear Away was amazing almost always (I wish I had more of them)
    2. Post sideboard, Submerge was amazing in the mirror match.
    3. Top was good even without CB in the board.
    4. Fire/Ice seemed weak almost always, even against goblins.
    5. I liked the Versatility of Stifle
    6. Spell Snare was good most of the time.
    7. This deck needs more fetchlands
    8. I feel this deck needs crypt in the SB, shrinking the opponents creatures was very good.
    9. Trygon was not able to deal with the threats fast enough to matter.
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    Re: [DTB] UGr Threshold

    Quote Originally Posted by Happy Gilmore View Post
    3. Top was good even without CB in the board.
    Reason why this build should not run Sensei's Divining Top:

    Without Counterbalance, the only reason to play Sensei's Divining Top would be Dark Confidant. But due to Thresholds low manacurve (and in this case the colorsplash), even that reason becomes redundant.

    When you don't play Counterbalance, it automatically means that you are playing a more aggressive Threshold variant. And Sensei's Divining Top is contradictory to that concept since he is a permanent, thus not getting you Threshold and he is manaintensive: he requires mana you would rather use for playing critters or Brainstorm/Ponder in your turn.

    Yes, Brainstorm in your own turn. That's how he's played correctly most of the time since you can play him, exchange some cards into better ones and then fetch the crap away, drawing completely new cards. You then have access to every card and may utilize them in the same turn you have drawn them. That's why I think 4 brianstorm and 4 Ponder are already enough to generate a nice cardquality.

    4. Fire/Ice seemed weak almost always, even against goblins.
    Against Goblins, huh? Extra removal is never wrong against Goblins and in the mirror, tapping away a Mystic Enforcer for example to gain 1 extra turn can be extremely valuable (same is true for Tarmogoyfs).

    The thing is that this kind of Threshold is designed to be more aggressive. And for that purpose, goobafish (the designer) has chosen the red splash as it offers you burnspells to deal more damage. And well, 4 Lightning Bolts are not enough. And so the second-best and most versatile burnspell Fire//Ice is included. But Fire//ice may also be a card you have to get used to first.

    But if playec correctly, he should always be a advantageous cantrip or generates CA (by disposing a critter and ping or disposing 2 critters).

    But all the Burn together can also act as kill in the second place which is also vital because you run less creatures than usual.


    7. This deck needs more fetchlands
    Possible, if you want to raise the permanentcount you would have to compensate it by increasing the number of fetchland, BUT what do you want to cut? This deck already runs 18 lands, 4 of them being Wastelands which eventually land in the grave and 6 fetchlands. That makes a total of 10 permanents that can be sacrificed to fuel the grave.

    (by the way, trick: Activating Wasteland's ability needs you first to announce the ability, then announcing the targets and THEN sacrificing it as activation cost. In emergencies, Wasteland may target itself, gets sacced and then is countered on resolution).

    8. I feel this deck needs crypt in the SB, shrinking the opponents creatures was very good.
    Since Tarmogoyf is out I don't like Crypts in the SB anymore, but if you play in a meta where a lot of people are playing Werebears as additional critters you might also try Loaming Shaman (savage tech in the past, shrinking EVERY critter and then being the biggest creature with 3/2). But thanks to Tarmogoyf, this is an out-dated thing. But if you want to play Crypts in the SB, just do it. That's what a SB is good for.

    9. Trygon was not able to deal with the threats fast enough to matter.
    Dunno, but in the yet Stax-infested meta where I play, I found he's an excellent sideboardcard. Also useful against Affinity.
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