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Thread: [Deck] Dreadstill - Enter the Fist

  1. #1881

    Re: [Deck] Dreadstill - Enter the Fist

    empty the warrens, dredge tokens, just another answer that doesn't get hit by needle, more options

  2. #1882
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Gibsonmac View Post
    empty the warrens, dredge tokens, just another answer that doesn't get hit by needle, more options
    But... we already have Pyroclasm, don't we? ._.
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  3. #1883
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    Re: [Deck] Dreadstill - Enter the Fist

    The most feared card for the U-R version is Tombstalker. You lose to that card so hard it's not funny. Even though Echoing Truth doesn't win the game on its own there it helps a lot.

    That said I don't see any reason at all besides Tombstalker to include it.

  4. #1884
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    Re: [Deck] Dreadstill - Enter the Fist

    I would put REB among the SB staples as well. Also, isn't Submerge played over Echoing Truth anyway?

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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Van Phanel View Post
    The most feared card for the U-R version is Tombstalker. You lose to that card so hard it's not funny. Even though Echoing Truth doesn't win the game on its own there it helps a lot.

    That said I don't see any reason at all besides Tombstalker to include it.
    Against that guy we have Sower in the SB... I still don't get it.
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  6. #1886

    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Adan View Post
    Against that guy we have Sower in the SB... I still don't get it.
    Tombstalker can land fast and it's not Spell Snare-able or even Daze-able off of 3 land. Once it lands there are very few options to remove it in your deck even with 2x Sower of Temptation sided in. Your chance to win at that point becomes land a fast dreadnought in response.

    The UGr list can land a Goyf or Dreadnought and win but the Ur list has limited options. Assuming the opponent is playing Sinkholes, which they often are, you can't even reliably get Sower down in the mid-game.

  7. #1887
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    Re: [Deck] Dreadstill - Enter the Fist

    I came back to UGR from UR yesterday but i run following list by now:

    4 Dreadnought
    3 Tarmogoyf
    2 Trinket Mage

    4 Counterbalance
    3 Standstill
    3 S. divining top
    4 force of will
    4 brainstorm
    4 stifle
    3 spell snare
    3 daze
    1 rushing river
    1 engineered explosives
    1 trickbind

    4 Scalding Tarn
    2 Polluted delta
    3 Mishras factory
    3 Wasteland
    3 Tropical Island
    3 Volcanic Island
    3 Island

    Sideboard:

    3 Pyroblast
    3 Firespout
    2 Trygon predator
    2 Krosan Grip
    3 Submerge
    2 Parch


    I play Submerges(they have been awesome last tournaments i played them...) more for the tarmogoyf/green matchups at all but it also works in a lot of builds which run Stalkers, most splash green also for goofies so we are able to submerge stalkers too. As i also often had troube with merfolk more than zoo etc i choosed Parch as it definatly removes a fish or warmonks =) so for the 2 slots the bolts wheren't that much better at all.

  8. #1888
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    Re: [Deck] Dreadstill - Enter the Fist

    Does natural order have any place in dreadstill? Either in the MD or a surprise in the sideboard?

    And is there an updated sideboarding guide?

  9. #1889
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by OurSerratedDust View Post
    Does natural order have any place in dreadstill? Either in the MD or a surprise in the sideboard?
    Omg

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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by OurSerratedDust View Post
    Does natural order have any place in dreadstill? Either in the MD or a surprise in the sideboard?
    @Dust: Why would you sacrifice an 12/12 or a Goyf to play progenitus and lose 1 card in the best scenario?You can sacrifice a Mishra BUT i will cost 5mana or 6 if you play around daze.You are just drawing dead cards or making 1 for 4 or 1 for 3.

    I think dreadstill need some 3cc effective spells to abuse CB.I was thinking about cutting CB/Top engine and add some spell pierce and Vendillion.Did anyone tested or thought about it?
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  11. #1891
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Shimi View Post
    @Dust: Why would you sacrifice an 12/12 or a Goyf to play progenitus and lose 1 card in the best scenario?You can sacrifice a Mishra BUT i will cost 5mana or 6 if you play around daze.You are just drawing dead cards or making 1 for 4 or 1 for 3.

    I think dreadstill need some 3cc effective spells to abuse CB.I was thinking about cutting CB/Top engine and add some spell pierce and Vendillion.Did anyone tested or thought about it?
    Umm you have to sacrifice a green creature. But you have the right idea; Natural Order really isn't the type of card you can just squeeze into any archtype.

  12. #1892
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    Re: [Deck] Dreadstill - Enter the Fist

    I was thinking with Dryad Arbor to fetch for....

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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Tangle.Wire View Post
    I came back to UGR from UR yesterday but i run following list by now:

    4 Dreadnought
    3 Tarmogoyf
    2 Trinket Mage

    4 Counterbalance
    3 Standstill
    3 S. divining top
    4 force of will
    4 brainstorm
    4 stifle
    3 spell snare
    3 daze
    1 rushing river
    1 engineered explosives
    1 trickbind

    4 Scalding Tarn
    2 Polluted delta
    3 Mishras factory
    3 Wasteland
    3 Tropical Island
    3 Volcanic Island
    3 Island

    Sideboard:

    3 Pyroblast
    3 Firespout
    2 Trygon predator
    2 Krosan Grip
    3 Submerge
    2 Parch


    I play Submerges(they have been awesome last tournaments i played them...) more for the tarmogoyf/green matchups at all but it also works in a lot of builds which run Stalkers, most splash green also for goofies so we are able to submerge stalkers too. As i also often had troube with merfolk more than zoo etc i choosed Parch as it definatly removes a fish or warmonks =) so for the 2 slots the bolts wheren't that much better at all.

    why only 3 goyf?

  14. #1894
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by OurSerratedDust View Post
    I was thinking with Dryad Arbor to fetch for....
    It still isn't a reliable way to have the green creature to sacrifice and you are talking about getting double green and four lands. It just doesn't work in a mono blue deck that splashes for Goyf and some SB cards.

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    Re: [Deck] Dreadstill - Enter the Fist

    3 Goofy cause 4 Dreadnought + 4 Stifle +1 Trickbind lets us focus on the Dreadnought plan.

  16. #1896
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    Re: [Deck] Dreadstill - Enter the Fist

    @Shimi as for the 3CC drops i love rushing river once in the maindeck and grips+trygon preadator for the sideboard so for the countertop matchup it will be fine. Clique is awesome too but not for the UGR list as we run to much with all those goofies,trinkets,dreadnought.

  17. #1897

    Re: [Deck] Dreadstill - Enter the Fist

    I'm just curious why dreadstill is not moved into the decks to beat section, because it is just one of the decks you have to beat in each tournament and has a lot of top8 performances.

  18. #1898
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by miko View Post
    I'm just curious why dreadstill is not moved into the decks to beat section, because it is just one of the decks you have to beat in each tournament and has a lot of top8 performances.
    The deck to beat section is based statistically on the number of top 8's in 6+ Round tournaments from the previous month, due to the illusion that Path to Exile and Qasali Pridemage killing off Dreadstill a lot of players have moved away from playing Dreadstill because of this it's number of top 8's has decreased making it no longer qualify for DTB.
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  19. #1899

    Re: [Deck] Dreadstill - Enter the Fist

    Ah ok. Nice system. Dynamic deck sections. Well done.

  20. #1900
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    Re: [Deck] Dreadstill - Enter the Fist

    Hi everybody, i played a little local tourmament (i think we where 17 people) yesterday and went 2-1-2 ^^ The Decks i've seen where all on a good quality so i think its was fine to proof my testings.

    I faced following decks:

    UGR Coatl ThreshThreshThreshThreshThreshThreshThreshThresh (typical list with lavamancers instead of mongoose) [draw]
    UGR Canadian ThreshThreshThreshThreshThresh [2:1]
    Its the Fear [draw]
    Reanimator [1:2]
    Ad Nauseaum Tendrills [2:1]

    I ran following list:

    4 Dreadnought
    3 Tarmogoyf
    2 Trinket Mage

    3 S. Divining Top
    3 Counterbalance
    4 Force of Will
    3 Standstill
    4 Brainstorm
    4 Stifle
    1 Trickbind
    1 Rushing River
    3 Daze
    3 Spell Snare
    2 Engineered Explosives

    3 Tropical Island
    3 Volcanic Island
    2 Polluted Delta
    4 Scalding Tarn
    3 Island
    3 Mishras factory
    3 wasteland

    Sideboard:

    3 Submerge
    3 Pyroblast
    2 Hydroblast
    2 Trygon Predator
    1 Krosan Grip
    3 Firespout
    1 Crucible of Worlds

    So i think i should have played U/R as it plays a bit more constand on the control play..

    I had bad luck having the draw on the Coatl ThreshThreshThreshThreshThresh on time out and same for the ITF but also i had luck winning against ANT having my opponent a hard mistake.

    The Reanimator matchup was really hard (as i don't play graveyard removal) but facing thoughtseize/duress/forces/null rods post board it was rally hard to counter an reanimate/exhume on the second turn even with daze etc.

    The ThreshThreshThreshThreshThreshThreshThreshThresh matchups where pretty good as we have so many outlets stopping them and i was able to disrupt them same way they did on every game so they couldn't genereaty any speed and had to focus on getting mana at all.

    I came up with following list now:

    3 Dreadnought
    3 Trinket Mage

    3 Counterbalance
    3 S. Divining Top
    4 Force of Will
    1 Crucible of Worlds
    4 Stifle
    3 Spell Snare
    3 Daze
    4 Lightning Bolt
    4 Brainstorm
    3 Standstill
    2 Engineered Explosives

    1 Tropical Island
    3 Volcanic Island
    3 Mishras factory
    4 wasteland
    2 polluted Delta
    4 Scalding Tarn
    4 Island

    Sideboard:

    1 Morphling
    3 Pyroblast
    3 Firespout
    2 Submerge
    3 Tormod's Crypt
    1 Rushing River
    2 Blood Moon

    So i will give Crypts a try again as i wished for it when i was facing life from the loam and maybe against the lavamancers.
    I am not really sure if i still want to run the trickbind as i only play 3 noughts even on the UR build but i don't want to move an EE or Crucible out of the Mainboard, same for any Dazes/Bolts

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