memnarch
01-28-2008, 08:26 PM
Why must threshold always splash a color? Honestly I don't think its worth making room just for lightning bolts or STP. There are so many good blue cards available. Wouldn't it be better just to pack more disruption and fatties along with having a more stable mana base?
I really think threshold is the best deck in the format. It drops early threats and has disruption to back them up AND make them grow (with goyf in the picture he can often become 5/6 or 6/7 in this deck for 2 mana!) . It is very consistent and operates so smoothly due to its extremely low mana curve, free counters and dig effects.
Anyways Im trying to make a GU list and see how it does. More threats, more blue disruption.
4 FOW
4 daze
4 spell snare
4 stifle
4 ponder
4 brainstorm
4 mental note
4 nimble mongoose
4 Werebear
4 Tarmogoyf
20 land
12 sac land
4 tropical island
2 island
2 forest
spell snare: (stops the goyf shouldn't that be enough?) one mana for 2 of theres, trumps counter spell, try it you wont be disappointed.)
stifle: (stops alot that hurts this deck kills sac lands, sets them back. Also pernicious deed and combo. countless other activated and triggered abilities. Great in the legacy format imo.)
mental note: (this will almost always bump you to threshold the turn you play, wich boost your beats, probably ends up being an extra 4-5 points of damage per game.)
I really think threshold is the best deck in the format. It drops early threats and has disruption to back them up AND make them grow (with goyf in the picture he can often become 5/6 or 6/7 in this deck for 2 mana!) . It is very consistent and operates so smoothly due to its extremely low mana curve, free counters and dig effects.
Anyways Im trying to make a GU list and see how it does. More threats, more blue disruption.
4 FOW
4 daze
4 spell snare
4 stifle
4 ponder
4 brainstorm
4 mental note
4 nimble mongoose
4 Werebear
4 Tarmogoyf
20 land
12 sac land
4 tropical island
2 island
2 forest
spell snare: (stops the goyf shouldn't that be enough?) one mana for 2 of theres, trumps counter spell, try it you wont be disappointed.)
stifle: (stops alot that hurts this deck kills sac lands, sets them back. Also pernicious deed and combo. countless other activated and triggered abilities. Great in the legacy format imo.)
mental note: (this will almost always bump you to threshold the turn you play, wich boost your beats, probably ends up being an extra 4-5 points of damage per game.)