Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Atog
Do you side in sowers against other counter/top decks? Or are those just for tombstalker and mirror matches? And what you side out for Trygon predators, grip and maybe those sowers?
I pretty much board in 2 Sowers for a Dreadnought and a Trickbind against almost everything, to reduce the chance of a Dreadnought being Gripped.
Against Countertop, I board out 3 Daze for 3 Spell Pierce, and cut a Dreadnought and something else (probably an EE) for Krosan Grip and Trygon Predator.
Re: [Deck] Dreadstill - Enter the Fist
@BKclassic: I am not particularly worried for the MU but for it's increase in popularity, so I think that the sideboard must change to adapt to new decks etc. It's made for this reason!
Ty, your SB is very interesting..
Re: [Deck] Dreadstill - Enter the Fist
Recently took 6th at the TOGIT Mox Sapphire tournament with this list:
x3 Phyrexian Dreadnought
x4 Tarmogoyf
x2 Trinket Mage
x3 Counterbalance
x3 Sensei's Divining Top
x4 Force of Will
x2 Daze
x4 Brainstorm
x2 Lightning Bolt
x2 Fire Ice
x4 Stifle
x1 Trickbind
x1 Engineered Explosives
x3 Standstill
x3 Scalding Tarn
x3 Misty Rainforest
x2 Flooded Strand
x3 Volcanic Island
x3 Tropical Island
x1 Island
x1 Forest
x3 Mishra's Factory
x3 Wasteland
SB//
x3 Krosan Grip
x3 Ravenous Trap
x3 Firespout
x3 Spell Snare
x2 Spell Pierce
x1 Engineered Explosives
The deck ran amazingly well all day. I was successful over ANT, Lands, Zoo, and Dredge in Swiss. I lost to UGb Countertop (Andrew77) in Round 3 and lost to AggroLoam in T8. I ended up with an Alpha Mana Vault for my troubles.
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
TOGITwill
Recently took 6th at the TOGIT Mox Sapphire tournament with this list:
x3 Phyrexian Dreadnought
x4 Tarmogoyf
x2 Trinket Mage
x3 Counterbalance
x3 Sensei's Divining Top
x4 Force of Will
x2 Daze
x4 Brainstorm
x2 Lightning Bolt
x2 Fire Ice
x4 Stifle
x1 Trickbind
x1 Engineered Explosives
x3 Standstill
x3 Scalding Tarn
x3 Misty Rainforest
x2 Flooded Strand
x3 Volcanic Island
x3 Tropical Island
x1 Island
x1 Forest
x3 Mishra's Factory
x3 Wasteland
SB//
x3 Krosan Grip
x3 Ravenous Trap
x3 Firespout
x3 Spell Snare
x2 Spell Pierce
x1 Engineered Explosives
The deck ran amazingly well all day. I was successful over ANT, Lands, Zoo, and Dredge in Swiss. I lost to UGb Countertop (Andrew77) in Round 3 and lost to AggroLoam in T8. I ended up with an Alpha Mana Vault for my troubles.
How did your lands match up go? I have never played it and am interested in how it is.
Edit- Also how was Fire/Ice?
Re: [Deck] Dreadstill - Enter the Fist
The only reason I won the Lands match was because of early Dreadnoughts and timely wastelands. While you can win if the game goes deeper (CB @ 2 is fairly decent against Loam) its much much harder.
Fire//Ice was very underwhelming. I would consider it a flexible slot that can be whatever fits your meta.
Re: [Deck] Dreadstill - Enter the Fist
Lands is a match you really want Pithing Needle for. Taking out their Mazes and wasting Chasm, should give you the win.
It also really depends on the Lands build. Recurring EE's are a gigantic pain in the ass.
Re: [Deck] Dreadstill - Enter the Fist
do people run crubible of worlds, or fire/ice in these decks? what about md lightning bolts?
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Kanabo
do people run crubible of worlds, or fire/ice in these decks? what about md lightning bolts?
I think everybody who has tried Crucible of Worlds has found it to be too slow and controllish compared to the alternatives. It's hard to fit Crucible in as anything more than a 1-of and not give up some other form of card advantage in the process. I tried dropping Standstill to 2 for 2 Crucible and was not particularly impressed by the results.
Fire//Ice just does not fit. It would be nice to play it but again you're pulling Standstill (probably) for it or maybe going down to 7 counters. Both are bad trade-offs.
I believe people have tried MD Lightning Bolts and decided that they're better in the sideboard.
Re: [Deck] Dreadstill - Enter the Fist
I took following list to the GPT two week ago taking home 3 byes for Madrid:
x4 Phyrexian Dreadnought
x3 Trinket Mage
x3 Counterbalance
x2 Sensei's Divining Top
x4 Force of Will
x4 Daze
x3 Spell Snare
x4 Brainstorm
x4 Stifle
x1 Trickbind
x1 Crucible of Worlds
x2 Engineered Explosives
x4 Standstill
x2 Flooded Strand
x4 Misty Rainforest
x3 Volcanic Island
x1 Tropical Island
x4 Island
x4 Mishra's Factory
x3 Wasteland
SB//
x2 Relic of Progenitus
x2 Tormod's Crypt
x2 Firespout
x3 Red Elemental Blast
x2 Blue Elemental Blast
x2 Engineered Explosives
x1 Pithing Needle
x1 Blood Moon
The list went very well except the one crucible main...worst idea ever...even if it made one of my opps double force it in one game...very unnecessary play from him but we take what we get right?
i had to play following mu:
Round 1: CanThresh 2:0 (he countered the wrong spells and gets beaten in by my nought quickly)
Round 2: Merfolk 2:1 (had Nought with counter backup on turn 2 twice, he pitched his only removal (etruth) to FoW in Game3...thx...)
Round 3: NO Bant with Painter combo..: 1:2 (Prog gave me big time..)
Round 4: Death & Taxes 2:1 (he didn't find Grip in game 2 & 3)
Round 5: CanThresh 2:1 (he was the guy disliking Crucible...)
Round 6: ANT 2:0 (had enough counters to stop him combo out)
Top8: Dredge 2:1 (game1 he just kicks my ass, game2 and game3 bad dredges and needle on pimp + GY hate seal the deal)
Top4: NO Bant with Painter combo again... 2:1 (this time i take the better end, stifle + wasteland followed by CB/Top let me take home the 3 byes)
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
TOGITwill
SB//
x3 Krosan Grip
x3 Ravenous Trap
x3 Firespout
x3 Spell Snare
x2 Spell Pierce
x1 Engineered Explosives
Why don't you run Tormod's Crpyt or Relic of Progenitus in at least one of the Trap-slots? After all you have Trinket Mage to get them.
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Van Phanel
Why don't you run Tormod's Crpyt or Relic of Progenitus in at least one of the Trap-slots? After all you have Trinket Mage to get them.
At least in my meta everyone is playing traps, no more crypts/relics.
Ok, you have trinket mages, but turn 3 to get a crypt can be slow. Not to talk about relics. I suggest a 2 trap-1 crypt split btw.
Re: [Deck] Dreadstill - Enter the Fist
My main reasoning behind Traps over the artifact hate is...
1) It's untelegraphed. A good Dredge player can play around one or two pieces of artifact hate. If they don't see any and try to go off, Ravenous Trap comes in and can just absolutely ruin their day if you do it right. With Relic or Crypt, you have to play it out and let it sit and wait until you can use it to its full effectiveness. This of course gives them time to find an answer to it.
2) Ravenous Trap laughs at Pithing Needle.
3) In Dreadstill, Ravenous Trap doesn't even need to be in your hand to be good. With a Sensei's out, you can Brainstorm in response to their Cabal Therapy or Unmask, put the Ravenous Trap ontop of your deck, and still have access to it that turn without your opponent knowing you even play the damn card.
4) Ravenous Trap is the only GY hate available that can stop the T1 win with Dredge on the play.
Ravenous Trap just seems far superior to the other two.
Re: [Deck] Dreadstill - Enter the Fist
(first time poster, some time lurker)
I don't want to interrupt the GY-hate discussion but I'm wondering whether spalshing black for tombstalker has been thoroughly tested? The idea of having a few but very strong creatures strikes my fancy.
also, has academy ruins been tested?
Re: [Deck] Dreadstill - Enter the Fist
Academy Ruins has been tried and is too slow according to the people who have used it. The AR/EE synergy is nice but the game has usually been won or lost before you'd be profiting from it.
Splashing black would be for Dark Confidant. Tombstalker is hard to cast at :b::b:. The answer for people who really want big creatures is green and 4x Goyf, 3x Nought - or maybe 4x Nought if you really want the big stick early. Once you go to Goyf, Nought, Stalker you are probably better off in an Eva Green shell with other less conditional creatures than Nought.
Re: [Deck] Dreadstill - Enter the Fist
hm so what about planeswalkers?, with the new jace coming up and all that? or is it simply not needed? (I tried searching the thread before asking this question, couldn't find any matches, surprisingly?)
Re: [Deck] Dreadstill - Enter the Fist
The only reason he might be good is to bounce a creature every turn. But you're not always going to be able to hit 1UUU by turn 4 with factories and wastelands being played. I don't think he fits.
Re: [Deck] Dreadstill - Enter the Fist
With the rapid changes that have been happening to the meta Dreadstill needed to adapt. I've recently been doing a lot of testing with new Dreadstill lists and I have finally come up with a list that has lived up to the power and consistency that I have come to expect from Dreadstill while including many cards that I have been try to work into the deck such as Lightning Bolt and Spell Peirce without weakening the maindeck and pulling out the core of the deck. So Without further Ado I present you with:
DS'10
Lands:21
3 Wasteland
3 Mishra's Factory
3 Flooded Strand
3 Polluted Delta
3 Tropical Island
3 Volcanic Island
3 Island
Creatures:8
4 Tarmogoyf
2 Phyrexian Dreadnought
2 Trinket Mage
Noncreature Spells:31
4 Force of Will
4 Brainstorm
4 Stifle
3 Lightning Bolt
3 Spell Pierce
3 Daze
3 Standstill
3 Counterbalance
3 Sensei's Divining Top
1 Engineered Explosives
Sideboard:15
3 Firespout
2 Sower of Temptation
2 Krosan Grip
2 Ravenous Trap
1 Tormod's Crypt
1 Relic of Progenitus
1 Red Elemental Blast
1 Pyroblast
1 Pithing Needle
1 Engineered Explosives
Re: [Deck] Dreadstill - Enter the Fist
First of all i still think, Tarmogoyf in this Deck is just inferior to the playset noughts and 2 additional trickbinds, since nought wins you matchups where goyf only is suboptimal (u put in goyf against aggro, since its a crappy card vs control / combo and do not see that he just is only mediocre vs zoo and does NOT win vs merfolk - u win vs merfolk preboard only having a fast nought)...
Still the good thing about goyf is his cc2, and so he fits quite well into your build, i think. Bolts maindeck may be strong in the right metagame and the 3. top is indead a must (i've added it to my UR list too :-) ).
Really interesting are the 3 spell pierces. Are they worth the slot and are they really better then spell snare? While they handle ON THE PLAY a first turn vial or an early chant-effect they seam quite crappy in the midgame vs an enemy counterbalance with ur opponent having 4 mana. Neither spell pierce can handle an early goyf / confidant / qasali.
Another + point for them is, that you can counter an sword on your dreadnought but since you only play 2 of them it does not seem too good for me again...
Maybe i just forgot about some really important possibilities that spell pierce has (and spell snare has not) - simply tell me them then. :-)
Greetz,
Marius Hausmann
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
J.V.
With the rapid changes that have been happening to the meta Dreadstill needed to adapt. I've recently been doing a lot of testing with new Dreadstill lists and I have finally come up with a list that has lived up to the power and consistency that I have come to expect from Dreadstill while including many cards that I have been try to work into the deck such as Lightning Bolt and Spell Peirce without weakening the maindeck and pulling out the core of the deck. So Without further Ado I present you with:
DS'10
Lands:21
3 Wasteland
3 Mishra's Factory
3 Flooded Strand
3 Polluted Delta
3 Tropical Island
3 Volcanic Island
3 Island
Creatures:8
4 Tarmogoyf
2 Phyrexian Dreadnought
2 Trinket Mage
Noncreature Spells:31
4 Force of Will
4 Brainstorm
4 Stifle
3 Lightning Bolt
3 Spell Pierce
3 Daze
3 Standstill
3 Counterbalance
3 Sensei's Divining Top
1 Engineered Explosives
Sideboard:15
3 Firespout
2 Sower of Temptation
2 Krosan Grip
2 Ravenous Trap
1 Tormod's Crypt
1 Relic of Progenitus
1 Red Elemental Blast
1 Pyroblast
1 Pithing Needle
1 Engineered Explosives
Nice list. Couple questions:
How have been spell pierces working maindecked? Couple dreadnoughts seems good number, just to avoid 2-for-1 trades when trying to resolve that. Gotta test that list ->
Re: [Deck] Dreadstill - Enter the Fist
@J.V.
Interesting list. Questions:
1. Why Spell Pierce over Spell Snare?
I find 2cc creatures, specifically Qasali Pridemage and opposing Goyfs, to be one of the weak spots for Dreadstill at the moment. Are you getting results that suggest Spell Pierce is worth not being able to block the opponent dropping a QPM and then activating it without passing priority?
2. No Trickbind?
Is this working against opposing blue aggro control, given that Spell Pierce is now played in the meta?
3. 1x Engineered Explosives?
Wondering how EE is working as a singleton with only 2x Trinket Mage.
I look at the list and I really like the Lightning Bolts main, due to Zoo and Merfolk. I'm wondering if they are supportable though given the other trade-offs in play.