Mental
07-11-2008, 01:01 PM
This list actually developed from my testing of ROFLStompy. First I tested with blue, and then, too make Bitterblossom more powerful, it seemed logical to add Spellstutter Sprite and Scion of Oona. Flying is a seriously underrated ability in this format - many builds of Thresh play no creatures with flying, and you can turn your guys sideways every turn. Only 4 creatures in this deck don't have flying, and their really, really, good anyways.
The disruption package centers around Wasteland, Vindicate, and Stifle. This package was inspired by a conversation I had with EmidIn about a BWu deadguy variant his team worked on that played Stifle in the place of Sinkhole.
Here's the list:
4 Polluted Delta
4 Flooded Strand
3 Underground Sea
2 Tundra
1 Scrubland
1 Swamp
1 Island
4 Wasteland
4 Dark Confidant
4 Spellstutter Sprite
4 Scion of Oona
3 Tombstalker
3 Bitterblossom
4 Brainstorm
4 Stifle
4 Vindicate
4 Swords to Plowshares
2 Umezawa's Jitte
4 FoW/Thoughtseize
SB
4 Duress
2 Blue Elemental Blast
2 Hydroblast
4 Extirpate
1 Tombstalker
2 open
Some slots explained:
The FoW/Thoughtseize slot is a weird one. Since the deck was originally black with a very light blue splash, it played Thoughtseize over FoW. However, now that the focus has shifted more heavily towards blue, FoW can be supported. Both cards are good here, and it's really personal choice for me. FoW does complement Stifle better, but on the other hand, 'Seize gives you useful information about an opponents hand and isn't card disadvantage.
The open SB slots can be filled with Pithing Needle or something like that - really, I have no idea what to put in there.
Board in the Tombstalker against decks that will bring in Pyroclasm. Pyroclasm wrecks you.
Now for the MU analysis:
First, a warning. I haven't tested these - this deck is still pretty rough around the edges. These are just assumptions I've made from goldfishing this deck a few hundred times.
Threshold:
The key to this MU is attacking their manabase successfully and not letting Counterbalance stick. Vindicates are best used on lands, but if you have to nuke CB with them, do it. Bitterblossom is a beating for them, as is the entire faerie package. Overall I'd call this MU positive, though the builds that play Mystic Enforcer are a little scary.
Goblins:
This MU isn't easy. If Vial sticks, you're in some trouble, and you're LD package really isn't great against them. Vindicate Vials and Warchiefs and the like, only do it to lands if you can back it up with a good amount of Wastes and Stifles. I'd say this MU is slightly negative.
Landstill:
Pernicious Deed is a beating, but that's why you play Stifle. Landstill is slow and clunky and you can win by attacking their manabase, so that's what you have to do. If they stabilize, they'll most likely win. I'd call this MU even.
Discuss.
The disruption package centers around Wasteland, Vindicate, and Stifle. This package was inspired by a conversation I had with EmidIn about a BWu deadguy variant his team worked on that played Stifle in the place of Sinkhole.
Here's the list:
4 Polluted Delta
4 Flooded Strand
3 Underground Sea
2 Tundra
1 Scrubland
1 Swamp
1 Island
4 Wasteland
4 Dark Confidant
4 Spellstutter Sprite
4 Scion of Oona
3 Tombstalker
3 Bitterblossom
4 Brainstorm
4 Stifle
4 Vindicate
4 Swords to Plowshares
2 Umezawa's Jitte
4 FoW/Thoughtseize
SB
4 Duress
2 Blue Elemental Blast
2 Hydroblast
4 Extirpate
1 Tombstalker
2 open
Some slots explained:
The FoW/Thoughtseize slot is a weird one. Since the deck was originally black with a very light blue splash, it played Thoughtseize over FoW. However, now that the focus has shifted more heavily towards blue, FoW can be supported. Both cards are good here, and it's really personal choice for me. FoW does complement Stifle better, but on the other hand, 'Seize gives you useful information about an opponents hand and isn't card disadvantage.
The open SB slots can be filled with Pithing Needle or something like that - really, I have no idea what to put in there.
Board in the Tombstalker against decks that will bring in Pyroclasm. Pyroclasm wrecks you.
Now for the MU analysis:
First, a warning. I haven't tested these - this deck is still pretty rough around the edges. These are just assumptions I've made from goldfishing this deck a few hundred times.
Threshold:
The key to this MU is attacking their manabase successfully and not letting Counterbalance stick. Vindicates are best used on lands, but if you have to nuke CB with them, do it. Bitterblossom is a beating for them, as is the entire faerie package. Overall I'd call this MU positive, though the builds that play Mystic Enforcer are a little scary.
Goblins:
This MU isn't easy. If Vial sticks, you're in some trouble, and you're LD package really isn't great against them. Vindicate Vials and Warchiefs and the like, only do it to lands if you can back it up with a good amount of Wastes and Stifles. I'd say this MU is slightly negative.
Landstill:
Pernicious Deed is a beating, but that's why you play Stifle. Landstill is slow and clunky and you can win by attacking their manabase, so that's what you have to do. If they stabilize, they'll most likely win. I'd call this MU even.
Discuss.