Re: [Deck] Dreadstill - Enter the Fist
Congrats and cool list, I've been running almost the same lately, with the following differences:
-1 Island + 1 Volcanic
-2 Sensei's +2 Repeal <--so far I love them, enables Standstill in early game and let you get rid of problematic permanents in very late game.
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Hopo
How was your maverick matchup? Did you play against it?
I didn't get to play against maverick this tournament because there were hardly any players playing it. But last month I played against it twice and went 1-0-1. The matchup becomes extremely favorable postboard with 10 pieces of removal.
@kiiblast: If I were to cut the tops I think I'd put in another cantrip or something along the lines of ponder, preordain, or up the count of Gitaxian Probe to 4.
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Roodmistah
I didn't get to play against maverick this tournament because there were hardly any players playing it. But last month I played against it twice and went 1-0-1. The matchup becomes extremely favorable postboard with 10 pieces of removal.
Even pre board I think is a decent matchup, if you menage to stick an early Grim and force his big threats (Kotr, Scavenging, GSZ for Kotr and Scavenging) or if you stick an early nought-obviously.
Quote:
Originally Posted by
Roodmistah
@kiiblast: If I were to cut the tops I think I'd put in another cantrip or something along the lines of ponder, preordain, or up the count of Gitaxian Probe to 4.
Yeah I thought about upping the Probes, since I've been really satisfied with the information that the card gives, but I also thought that seeing 2 in an opening hand makes mull decision more difficult. By the way, Repeal has proven decent in testing. Bouncing the Germ token, or a flipped delver before casting Standstill is really nice.
Re: [Deck] Dreadstill - Enter the Fist
Repeal is a fine card and I know people who have had success with it in the past so do whatever you feel is best. I know Top is still really good and should be at least considered, though.
I updated the primer to include some of the more popular matchups you are going to see now in tournament play and the current list I had on there.
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Roodmistah
Repeal is a fine card and I know people who have had success with it in the past so do whatever you feel is best. I know Top is still really good and should be at least considered, though.
I updated the primer to include some of the more popular matchups you are going to see now in tournament play and the current list I had on there.
Thanks Roodmistah.
Seeing you did so well with the deck makes me think to pick it up again as well. Dreadstill has been dead for a long time in my meta and perhaps it's time for a comeback :).
Your primer was interesting as well although I have one more favor to ask. Would you also post which cards you cut in what match-up? I find would find that very interesting as well.
Thanks and congrats!
Re: [Deck] Dreadstill - Enter the Fist
Your sideboard seems solid as well. I'd still like to discuss the Tormod's Crypts instead of Surgical Extractions. I think that due to being free and instant, it has perfect synergy with Standstill. You up the number of outs to a Reanimate you can draw from Standstill by 3 cards, as a Crypt drawn from Standstill could as well be a land in the terms of effectiveness.
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Hopo
Your sideboard seems solid as well. I'd still like to discuss the Tormod's Crypts instead of Surgical Extractions. I think that due to being free and instant, it has perfect synergy with Standstill. You up the number of outs to a Reanimate you can draw from Standstill by 3 cards, as a Crypt drawn from Standstill could as well be a land in the terms of effectiveness.
It looks like a close call. Surgical Extraction also flips your Delvers whereas Crypt doesn't,. On the other hand, Crypt is much better graveyard hate all around. In any case, i think Extraction deserves consideration in Roodmistah's deck since it is very tempo-oriented.
Also, well done Roodmistah! I was genuinely happy when i saw Dreadstill on the top 8.
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Hopo
Your sideboard seems solid as well. I'd still like to discuss the Tormod's Crypts instead of Surgical Extractions. I think that due to being free and instant, it has perfect synergy with Standstill. You up the number of outs to a Reanimate you can draw from Standstill by 3 cards, as a Crypt drawn from Standstill could as well be a land in the terms of effectiveness.
I thought about this too actually. Seeing as we don't have Mage anymore it may make perfect sense to just play with Surgical in that slot. I haven't tested it so I can't really say but I know in the Ichorid matchup you'd rather have Crypts. In other GY-based matchups however, Extraction is probally stronger.
One of the main reasons Dreadstill is much stronger now then it has been lately is due to alot of the same reasons RUG is now a DTB.
-Delver
-Dismembers
-Probe
We get that alternate win condition that we never really had before. And cards like KoTF, Tombstalker, and Goyf just don't affect us anymore because of Dismember.
EDIT: Matchups were as followed
2-1 Affinity
2-0 Burn/Sligh
2-0 Stoneblade
2-0 RUG
2-0 Belcher
2-0 High Tide
0-2 RUG
2-1 Combo Elves
ID
T8: 1-2 Reanimator (really bad beatz the 3rd game).
Re: [Deck] Dreadstill - Enter the Fist
Congrats on the finish Mr Hannigan! Dreadstill all through out these years!
Re: [Deck] Dreadstill - Enter the Fist
I'm running this and liking it:
3 Phyrexian Dreadnought
2 Tombstalker
2 Vendilion Clique
4 Delver of Secrets
4 Lightning Bolt
2 Fire/Ice
1 Deathmark
3 Force of Will
3 Spell Pierce
3 Daze
4 Stifle
4 Brainstorm
2 Ponder
1 Top
2 Inquisition of Kozilek
1 Thoughtseize
1 Island
3 Volcanic Island
4 Underground Sea
1 Badlands
4 Polluted Delta
3 Scalding Tarn
4 Wasteland
--BOARD--
3 Surgical Extraction
1 Kira, Great Glass Spinner
3 Duress
2 Perish
2 Dread of Night
2 Red Elemental Blast
2 Pithing Needle
-Matt
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Roodmistah
Ugr Dreadstill- In Progress
Go on... :eek:
Re: [Deck] Dreadstill - Enter the Fist
Following Roodmistah's example I switched Dark Confidants once more to Standstils to go to solid two colors. Good decision, as it got me 3 byes to Ghent today in Helsinki.
4 Scalding Tarn
4 Volcanic Island
4 Mishra's Factory
3 Wasteland
3 Island
2 Polluted Delta
4 Delver of Secrets
4 Grim Lavamancer
3 Phyrexian Dreadnought
4 Stifle
4 Force of Will
4 Standstill
4 Brainstorm
4 Daze
3 Spell Snare
3 Gitaxian Probe
1 Trickbind
1 Boomerang
Sideboard:
3 Red Elemental Blast
3 Lightning Bolt
3 Surgical Extraction
3 Spell Pierce
2 Dismember
1 Gilded Drake
The list was a blast to play and as far as I can think, able to beat basically anything. Only three dreadnoughts means I can use Stifles aggressively throughout the game and the format is now full of excellent targets. Basically all the cards were relevant. Even Trickkbind and Boomerang won games out of nowhere.
Re: [Deck] Dreadstill - Enter the Fist
So i've been looking for another deck for my Standstills after going 0-3 or 0-4 drop the last 4 tournaments with BUG Landstill and this seems to be the coolest aswell as good performing.
I'm just wondering a few things, mainly if the counter package is sufficient?
And my second question why are the bolts sideboard and not mainboard? And against what do you actually board them in?
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Viridia
So i've been looking for another deck for my Standstills after going 0-3 or 0-4 drop the last 4 tournaments with BUG Landstill and this seems to be the coolest aswell as good performing.
I'm just wondering a few things, mainly if the counter package is sufficient?
And my second question why are the bolts sideboard and not mainboard? And against what do you actually board them in?
The counter package is actually quite intense you have preboard
4 FoW, 4 Daze, 3-4 Snare, and 5 Stifles -postboard-
4 Fow, 2-4 Daze, 3 Snare, 3 Pierce, 3 REB, and 5 Stifles
To address the bolt issue...the main reason I at least do not play them mainboard is because if you were going to you'd want Snapcasters in the maindeck as well over Grim Lavamancer. Simple put, playing with Bolts main and not Snapcasters as well seems suboptimal IMO. Bolts are a nice board luxury to have because against really aggressive aggro decks (Mono Red, green) etc. they give you an extra boost. I personally just prefer Lavamancers over them basically for that reason. It also makes you less reliant if you did run Bolts/Grims to not have to rely on your duals as much.
@Hopo: Good job! 4 Volcs are way too many play with 3 at most, 2 prefered :P. How'd you like Gitaxian Probe?
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Roodmistah
@Hopo: Good job! 4 Volcs are way too many play with 3 at most, 2 prefered :P. How'd you like Gitaxian Probe?
My reasoning is that you need red mana in basically all the matchups where you see Wastelands as well. This goes back to when merfolk and maverick were the premier decks and not much has changed in this regard. Had I played with two Volcanics only, I would have straight lost two matches yesterday. I was able to win through Counterbalance lock when opponent also had Crucible of Worlds and Wastelands, but I basically needed a new red source for each Lavamancer activation, Bolt or Blast I played. One might think it's a good idea to play a basic mountain there, but it's effectively a colorless land in your starting hand and I have enough of those already. I also mulliganed a lot yesterday but many times my starting 5 was enough to win the game. This deck mulligans really well and you can have absolute nuts with even five cards, like I did (Delver, Island, Factory, Standstill, Daze)
Probes were nice. They didn't once do the thing I wanted them to do, which is to let me know whether to begin with Delver or Stifle, but it really comes in handy when you are trying to solve the puzzle of dealing 20 and countering just enough spells to make it happen. Definitely a solid card and depending on matchup, can be just what you need to help to deal the last points of damage through removal and counters. At worst it digs for one.
Regarding bolts: I felt a bit awkward by not having any removal in maindeck besides Lavamancers, hence the Boomerang. In practice, dreadnought just let's you ignore vast majority of the creatures anyone might play by being of unfair size and colorless. Only Qasali Pridemage and Knight of the Reliquary need responses, and sometimes even those don't matter. Dreadnought is so huge that even Griselbrand had to play defense and that's the position where I just win.
I have played the last 9 months with 4 Bolts and 4 Fire/Ice and no Snapcasters. I find the mage too slow to my liking. My opinion is that Snapcaster helps in creature matchups, but I also find that dreadnoughts don't need any help in those.
Re: [Deck] Dreadstill - Enter the Fist
My previous few tournaments I was playing with 1 basic mountain in my sideboard more or less like you are saying to deter the wasteland decks. I never found the colorless to be a problem but I rarely ever needed it to the put where I actually cut it from my most recent list. It's strange but I hate drawing a dual in my opening hand I guess. I'm also thinking of the possibility of putting Crucible back in the board to help against the likes of RUG and control.
Re: [Deck] Dreadstill - Enter the Fist
Hey ... if you do not mind I got a question on the side. While I still love stomping peoples' faces with a 12 power creature because it was my first legacy deck I do not really like the more recent lists. Instead of an incredible flexible aggro control deck the deck evolved into a tempo deck which tries to drop standstill on a positive board. There have always been such lists which were formerly usually played which Confidant. It is not like I think this generally bad it is more that I dislike the general game plan of the deck and feel that it is not really suitable for me.
What specifically made the deck not viable anymore and why is this very tempo orientated game plan better than a more controlling one? I was unfaithful at this time and played original Team America and missed a lot of the evolution. Thanks a lot in advance :smile:
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Roodmistah
My previous few tournaments I was playing with 1 basic mountain in my sideboard more or less like you are saying to deter the wasteland decks. I never found the colorless to be a problem but I rarely ever needed it to the put where I actually cut it from my most recent list. It's strange but I hate drawing a dual in my opening hand I guess. I'm also thinking of the possibility of putting Crucible back in the board to help against the likes of RUG and control.
With Stifle in hand, passing the turn with Volcanic on board to have it attempted to be Wasted is as good as Stifling a fetch in my opinion.
Crucible might not be the worst, but my style is to usually use the window they give me by durdling with their mana denial to push through my 1-cc treaths and protect them. Getting wastelanded doesn't matter much if you have a dude in play, and 3 basic islands and 4 Dazes make the mana denial quite ineffective in the end.
Still, I will think of the basic mountain a bit further. It would go to maindeck, though, as sb space is tight, as usual.
Re: [Deck] Dreadstill - Enter the Fist
I normally play with 4 Volcs as well, maybe it's too greedy, but I feel confortable with my mana base config (which is Hopo's one, btw. Maybe -1 fetch +1 Island, can't remember correctly, but that's it).
Probes are amazing when facing RUG Delver and Control matchups. Knowing if they are holding a fow/Daze/Pierce or a brainstorm or if UW control is holding a StP, or if it's possible to mana screw them is AMAZING.
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
oRen
What specifically made the deck not viable anymore and why is this very tempo orientated game plan better than a more controlling one?
I don't know what you mean exactly, but I stopped succeeding when GW started to be played heavily. Green Sun's Zenith made Countertop look silly and you couldn't even Spell Snare their Pridemages anymore. Plus they had lot's of removal.
Tempo plan is good because of Delver. Back in the days you could just save the removal spell for dreadnought. Now there's also Delver who will win the game if not removed. Roodmistah just explained this a few posts above, you should perhaps read the page before asking further questions.