That depends what you have in hand. If you have counterbackup, i would drop nought. Then opponent have 2 turns left to answer your nought or die away. If you stifle fetch and then don't have another stifle in hand you give opponent time to find some answers or/and new threats.
And that wasteland still, i try to avoid dropping that if it's possible. Opponent has many time fetch taiga or plateau (he plays rgw-goblins) because i don't have wasteland in play. Sometimes i have won game by manascrewing opponent when he fetch first taiga, then drop lackey or vial and i daze it. Then i play wasteland and destroy his only land. They sometimes trust that vial / lackey too much so they can start with only one land.
Have anyone played recently against Merfolks? Just thinking what kinda matchup that is because vials, standstills and mutavaults from opponent. Countertop is good there and EE will shine too, right? How about our side? Do we side out all standstills for REBs/Echoing truths(resolved LoA is going to be problem if not solved quick)? Any comments are welcome :)
I have played against merfolk lists that aren't quite the normal build. Counter/Top is OK, EE sort of sucks since their cc's are different and it is a bit slow.
Again your MVP's here would be Pyroclasm or Firespout but you don't want to play them.
Personally I would take out all my Standstills and if necessary an EE or 2 to put in: REB, Pyroclasm/Firespout, and PITHING NEEDLE because vial will own you.
Merfolk is a very very tough matchup even with removal/REBs postboard. Try to get lucky if you can G1 and G2-G3 it's probally about a 50/50 matchup. I'd say it's the toughest out of the tribal decks for Dreadstill.
Well they have not much out for an early Nought, have they?
At least thats the way I win games against this deck.
Yeah, i have played 3 matches against Merfolk and I have never dropped a game. Run Spell Snare. As long as you can control Lord of Atlantis and Aether Vial, they don't really get ahead. Goyf is better then weenies and Factory is better than Mutavault. If they are running a splash, thats just gravy because that means you can Stifle their fetches and Waste their duals. Nought is a beating.
This is my Dreadstill: (list of standard Rodney Hannigan ... I think the best ... the Ur version allows us a first perfect game by Mono U .. 2 game in our strategy is implemented by cards MU improve our worst:
creatures
4 Phyrexian Dreadnought
3 Mage trinket
instant
4 Brainstorm
4 Daze
4 Force of Will
3 Spell Snare
4 Stifle
2 Trickbind
enchantment
3 counterbalance
4 Standstill
artifact
2 Engineered Explosives
2 Sensei's Divining Top
land
3 Flooded Strand
6 Island
4 Mishra's Factory
3 Polluted Delta
2 Volcanic Island
3 Wasteland
Sideboard:
3 Blue Elemental Blast
2 echoing Truth
1 Pyroblast
2 Red Elemental Blast
1 Pithing Needle
1 Relic of Progenitus
3 Tormod's Crypt
2 Magus of the Moon
The side as I said earlier adverse MU improves some of this deck ... I Think the real problem with the exit of Pyroclasm is the worsening of MU to Goblin ... there are BEB and EE but could nn enough ... some criticism or suggestions?
@Rodney Before my last tourney I switched out my Firespouts for Magus of the Moon, and in he first round I faced Merfolk. I got slaughtered. If you expect to face a lot of aggro I would think that Firespout would go in the MotM slot.
I have question about facing TES and ANT, as I expect to see a lot of it at the Winter Wonderland tourney. What do people board them against it, and how do you play against them?
I play the standard Ur list, with MotM in the board to deal with all the 3c Threshold.
Sideboarding strategies against TES
-2 Dreadnought
-1 Daze
+3 BEB
is normally how I go against them now. E-truth used to be good against them and still can be, but they rely on ETW alot less now.
ANT you normally want to bring in REBs instead of BEBs but the sideboarding strategy still remains the same for the most part.
The best way to beat these decks is just beat them down with Factories...don't really rely on too much else just control them and get in there with Factories. We run so much disruption that most of the time they can't really handle it.
Against TES we should safe counters for.. Ad Nauseam, Burning wish and Infernal Tutor, Orim's chant? Those take quite much resource at least if we won't get fast countertop online.
And against ANT i guess Ad Nauseam, Infernal Tutor and Mystical tutor? How about first turn LED? That enables to operate with IGG what we wont't want or should we just safe counters for that IGG?
Your goal in this matchup is to drop a Counterbalance. They can barely win after you've dropped one. Aside from that, Standstill is a very strong turn 2 drop as well. Always counter the Chant, even if you don't have any other counters, because this will cut him off IGG.
Don't counter LED, except with Counterbalance (and be careful here if you have a top, keep mana open for other spells). Counter Infernal Tutor if the hand is empty. Counter Burning Wish if the TES player has 4 mana open and you don't have an answer to EtW. If his had is empty while playing Wish, counter it anyway. Always counter AdN of course. Mystical Tutor shouldn't be countered in my opinion, but it might actually be good sometimes, if you somehow manage to be certain he will be looking for his buisness spell.
"Part of me belives that Barrin taught me meditation simply to shut me up."
-Ertai, wizard adept
http://solidarityprimer.proboards85.com/index.cgi
Thank you for good coverage and advices :) Just thinking that burning wish if i have Dreadnought in play, they can get shattering spree or something else answer. I haven't play more than five games against those decks so just trying to figure by decklists what is must-counter.
"Part of me belives that Barrin taught me meditation simply to shut me up."
-Ertai, wizard adept
http://solidarityprimer.proboards85.com/index.cgi
Yes exactly, stopping them from setting up is key against them since for the most part if you let them sculpt a god hand without CB/T They will just bust in your eyes even if you have 2-3 counters, so simply don't let them get the resources, also I have a slight disagreement with Rodney's Sideboarding plan:
Against TES:
-2 Trinket Mage
-2 Phyrexian Dreadnought
+3 Blue Elemental Blast
+1 Pithing Needle (For Vexing Shusher)
Against ANT
-1 Trinket Mage
-2 Phyrexian Dreadnought
+3 Red Elemental Blast
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