PRIMER BY BENIE BEDERIOS
A: Deck lists
Original list by Illissius (Sideboard by Roodmistah)
UBg by KlausCode://LANDS
4 Flooded Strand
2 Island
4 Polluted Delta
2 Swamp
4 Underground Sea
4 Wasteland
//CREATURES
4 Phyrexian Dreadnought
4 Tombstalker
//OTHER
4 Brainstorm
4 Daze
4 Ponder
4 Snuff Out
4 Stifle
4 Thoughtseize
4 Vision Charm
edit: also, 4 Force of Will
//SIDEBOARD
4 Blue Elemental Blast
2 Echoing Truth
4 Engineered Plague
3 Extirpate
2 Pithing Needle
UB list by Benie BederiosCode://LANDS
1 Bayou
2 Bloodstained Mire
2 Flooded Strand
1 Island
4 Polluted Delta
2 Swamp
1 Tropical Island
2 Underground Sea
3 Wasteland
//CREATURES
4 Phyrexian Dreadnought
4 Tombstalker
3 Tarmogoyf
//OTHER
4 Brainstorm
4 Daze
2 Duress
2 Engineered Explosives
4 Force of Will
4 Ponder
4 Stifle
4 Thoughtseize
1 Trickbind
2 Vision Charm
//SIDEBOARD
2 Blue Elemental Blast
3 Dark Confidant
2 Extirpate
1 Hydroblast
2 Krosan Grip
1 Pernicious Deed
2 Pithing Needle
1 Threads of Disloyalty
1 Tormod's Crypt
B: Strategic OverviewCode://LANDS
1 Bloodstained Mire
3 Flooded Strand
2 Island
4 Polluted Delta
2 Swamp
3 Underground Sea
3 Wasteland
//CREATURES
4 Tombstalker
4 Phyrexian Dreadnought
//OTHER
4 Brainstorm
4 Daze
4 Force of Will
4 Stifle
4 Ponder
3 Predict
4 Snuff Out
3 Thoughtseize
4 Vision Charm
//SIDEBOARD
3 Blue Elemental Blast
3 Dark Confidant
3 Extirpate
3 Winter Orb
3 Wipe Away
DreadStalker is an aggro-control deck with the emphasise on aggro. It wants to keep an opponent of balance with cheap disruptions and finish the game fast with very large creatures. Against aggro, control and aggro-control it likes to be the beat down before aggro can overwhelm or control and aggro-control get in control. Against storm-combo it keeps disruption pieces back and wait for the right cards to win. Because the type of control this deck doesn't want to go in to control mode; with control cards that cost life or become dead late game. The deck can't hold this position for long.
C: Tactical Overview
Dread Stalker has got multiple to disrupt an opponent and get a large creature into play. In the early turns this deck wants to disrupt an opponent or play a large creature backed up with counter magic. Going for disruption, keep mana open for Stifle and try to Thoughtseize as soon as possible (turn 1, or when you keep mana open for Stifle turn 2). If you go for the second way, play cantrips to find the creatures and counters. Game 1 against an unknown opponent valuate your hand and determine which tactic would be the most optimal. The cantrips let you switch between tactics.
D: Card selection
Beats
Mandatory
Phyrexian Dreadnought: It is called DreadStalker for a reason. Of course you could play Dread, but I don't think it will work that well.
Tombstalker: Same story. It is two turns slower than Nought, but quite hard to remove. Evasion helps too.
Other cards
Tarmogoyf: Doesn't work to well with Tombstalker, but it's manageable. It's a quite fast clock without evasion. You can play a Dreadnought without Stifle or use Vision Charm to let it grow fast.
Cards that sneak Nought into play
Mandatory
Stifle: A useful card on itself and the easiest combo with Dreadnought. Stops fetch lands, Pernicious Deed and Engineered Explosives. It's also nice against Maze of Ith.
Vision Charm: two of the three abilities are used the most. The first sneaks in Nought and protect it from removal. When you use it to play Dreadnought, it is safe for a complete turn and you can protect it next turn against sorcery speed removal and you can protect with all your lands untapped. The second ability allows quick Tombstalkers and messes with top deck-tutors. The third ability can be used to stop an opponent to play a sorcery speed removal spell, like Wrath of God, Vindicate or Oblivion Ring.
Other cards
Trickbind: Same as stifle but also stops Sensei Divining Top for a complete turn and is almost uncounterable for one mana more.
Counters
Mandatory
Force of Will: The deck plays enough blue and it protects the creatures for free. Very much an auto include.
Daze: Another free counter. With Stifle and Wasteland (and SB Winter Orb) you can extend its usability.
Other cards
Spell Snare: A cheap-counter a lot card. It's a pity it doesn't target Swords to Plowshare
Other control
Mandatory
Thoughtseize: For one black mana and two lives it eats away a card from your opponents’ hand, and gives you knowledge of his business.
Wasteland: Some people dropped it, but coupled with Stifle it can hamper control and Threshold. It also makes Daze better.
Other cards
Snuff Out: Free cards are good. With the clock this deck can produce 4 lives hardly matters. Also stopping a 4/5 Goyf is never a bad thing.
Engineered Explosives: This can have some trouble with Chalice of the Void and Counterbalance. Engineered Explosive can deal with this and sweeps tokens and small critters (Nimble Mongoose). It is quite mana hungry though.
Pernicious Deed: A more powerful, more expensive Engineered Explosives. Don't try this card MD with only 18 lands, because it's also in a splash colour.
Smother: Quite cheap and it can hit black creatures. Most of the annoying creatures cost less than 3 anyway.
Diabolic Edict: Do you hate Nimble Mongoose and Morphling? Here is your answer. It's bad against aggro though.
Cantrips/draw
Mandatory
Brainstorm: You play blue, no chalice and a lot of fetches. Shouldn't be hard to see why this card is good. It fills the graveyard for Tombstalker too.
Ponder: additional cantrip, not as good as Brainstorm, but the build in shuffle effect is nice. It fills the graveyard for Tombstalker too.
Other cards
Sensei's Divining Top: not really a cantrip, but helps smooth out the draws.
Predict: Instant speed card advantage that fools with top deck tutors and Counterbalance. Also fills the graveyard for Tombstalker.
Dark Confidant: Because it's only a 2/1 it isn't a really good beater. It can be a much damaging with Tombstalker, Force of Will and Snuff Out. It draws removal away from the big men though.
Manabase
Just play at least 18 cards and depending on the play style it can go up to 21 lands.
Sideboard
Blue Elemental Blast/Hydroblast: Burn is quite even before board and with Blasts it becomes favourable. Also works nice against Goblins and is decent against Dragon Stompy.
Dark Confidant: control hates it. Additional threat and gives you a weapon in the attrition war.
Extirpate: quite good against control again. Deal with there removal or (draw) engine. It's sometimes hard to get it into the yard.
The rest is quite open. I guess decent players can figure out a SB for there Meta
Splashes
Red doesn't give much. Artifact removal (although Spree is quite weak when red is a secondary colour). Fling could be played too and of course Red Elemental Blast when needed.
Green is possibly the best splash. Gives Goyf and Krosan Grip. Deed could be played to in mana heavier versions.
White gives quite some options against control in Armageddon and Meddling Mage. Also gives the best removal spell in the game.
E: Matchups
Considering list Benie Bederios
Aggro-Loam
Chalice at 1 hurts. Tombstalker can shrink Loam's creatures and your removal hurts them. Play around Wasteland and you should win. Post-board Loam gets Krosan Grip which hurts quite a lot. You get Extirpate to hamper the Loam-Engine and/or stop there creatures.
Boarding: -3 Predict, -2 Ponder, + 3 Thoughtseize, +2 Wipe Away
Vial Goblins
The decks are about even in speed. You have better control against them, than they got against you. If you can hamper them a quick Dreadnought can seal the deal. Beware of Warren Weirding though. Post-board your get Red Elemental Blast to make the matchup a little better. Krosan Grip can hurt though, if they play it.
Boarding: -1 Daze, -1 Predict, -1 Ponder, +3 Blue Elemental Blast
UWx Landstill
Though matchup. They have a strong mana base and LOTS of ways to deal with your threats. Sometimes it's possible to punish there mana base or win with an early creature. Post Winter Orb and Pate comes in, making the matchup at least winnable, but still not nice.
Boarding -4 Snuff Out, -1 Ponder, -1 Vision Charm, + 3 Extirpate, +3 Winter Orb
UGw Threshold
Quite winnable. The decks are more or less the same, only your mana base is stronger and have bigger finishers. Try to attack there mana base and it should be fine. Post-board Thresh gets Krosan Grip to worry about. Tombstalker is safe though as long as you can keep Enforcer of the table.
Boarding -2 Predict, +2 Extirpate
UGr Threshold
The easies of the three, because the lack of removal (against you) and the lack of Counterbalance. DreadStalkers mana base is a little stronger. Post-board it gets a little worse due to Krosan Grip.
Boarding none
Epic Painter
Quite winnable. The mana base is weak and there are tons of ways to stop or hamper the combo. MD there is very little that can stop a Dreadnought or Stalker. Post board is a little difficult. If Epic Painter doesn't board in the man-plan, Extirpates are golden. If they do, Wipe Away, or no boarding at all is better.
Boarding -1 Daze, -1 Predict- 1 Ponder, +3 Extirpate
ORIGINAL POST
Alright, I originally posted this in the Dreadstill thread because the people there were going through a phase where they were discussing the possibility of dropping Standstills; now, they're going through a phase where they've decided anything without Standstill belongs in a different thread, and I've gotten multiple requests to start a new thread for this deck, by virtue of its great and tremendous potential, and though I don't like starting threads for decks I haven't played a single game with, in this case I shall bend to the People's will, so here it is.
Maindeck:
4 Phyrexian Dreadnought
4 Tombstalker
4 Stifle
4 Vision Charm
4 Brainstorm
4 Ponder
4 Daze
4 Force of Will
4 Thoughtseize
4 Snuff Out
4 Wasteland
4 Polluted Delta
4 Flooded Strand
4 Underground Sea
2 Island
2 Swamp
Sideboard:
Not very much fucking clue
The initial idea was that Vision Charm is another way to combo with Dreadnought, and Vision Charm plus fetchland equals Tombstalker on turn two.
From the original post:
The biggest potential flaw of the deck: only 8 threats, and no way to refill. Then again, there are Threshold builds which don't play many more than this, so who knows. The deck is actually pretty similar to the U/G Threshold builds with Stifle and Wasteland, except running Phyrexian Dreadnought, Tombstalker, and nothing at all instead of Nimble Mongoose, Tarmogoyf, and 2-4 other creatures.Quote:
Now this build is a whole lot more aggressive and less controllish than builds with Standstills and Countertop; it's closer to something like Eva Green. This is intentional.
What I really have no idea how to build is the sideboard. The trouble, basically, is that Dreadnought is vulnerable to so many different kinds of removal. Do you double down, try to anticipate what kind of removal they have and will be bringing in, and then try to protect your Dreadnoughts through the barrage? Or do you board out Dreadnoughts and Vision Charm to invalidate their removal, and bring in other threats and things more difficult to deal with? And here's where the trouble comes in: Phyrexian Dreadnought is vulnerable to Swords to Plowshares, to Engineered Explosives, and to Krosan Grip, meaning they will be keeping or bringing all of those cards in. If they have further creature removal in the board, they will bring it in. And it is highly difficult to find worthy threats who are vulnerable to none of these. It was suggested in the Dreadstill thread that Countertop could be sideboarded, but if they are bringing in their Grips anyways, then what's the point? One idea is to invalidate only their artifact destruction while bringing in more plain old creatures to try and overload their Swords, but if they've stocked up on other creature removal to go with it, you're still fucked. Or do you just fuck it and play hosers?
Anyways. A list of sideboard options I've considered:
Leyline of the Void
Faerie Macabre
Extirpate
Counterbalance + Sensei's Divining Top
Pithing Needle
Engineered Explosives
Engineered Plague
Hydroblast
Dystopia
Submerge
Mind Harness
Threads of Disloyalty
Vedalken Shackles
Dark Confidant
Hypnotic Specter
Jace Beleren
Tundra +
Meddling Mage
Swords to Plowshares
Tropical Island +
Pernicious Deed
Tarmogoyf
Krosan Grip
Volcanic Island +
Pyroclasm
more basic lands +
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