Re: [DTB] Dreadstill - Enter the Fist
If you're expecting lots of Reanimator and Dragon Stompy, you should give Rushing River a try.
Pithing Needle targets depend on the builds you are playing against. As J.V. said Rakdos Pit Dragon is bad news for you, naming him with peedle helps if you can't outright counter/remove him. But I would probably name Jitte first (if it's in the build. Against Thresh, I dunno, Polluted Delta? ...since you are only running 1, and attacking the mana base is sum good. I'm not sure I would keep them in against Thresh though.
Meddling Mage will almost always name Krosan Grip vs. Thresh, as you will at least have the opportunity to counter other removal for the Nought. Hit either Exhume or Reanimate against reanimator. Note, you can stilfe the comes into play ability on Animate Dead. (At least I'm pretty sure you can.)
Against Thresh, EE's are your best tool. You're build gives you the option of recurring them via A. Ruins. Use them early and often. Don't forget against Counterbalance you have set the converted mana cost to 3 or higher while keeping the sunburst @ 2. If you don't see landstill, the BtB in the side could become Control Magic (I suggest this over threads, due to reanimator in the meta.)
Re: [DTB] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Desp
Okey, thank You.
Any proposition what should I target for with needle and meddling mages against ThreshThreshThreshThreshThresh, stompy and reanimator ? What in Your opinion would be the best choice ?
Against Thresh you have to use Needle sensationally since you are going to be shutting down your own cards too. Useually it goes on Sensei's Divining Top if they get it first, also dropping it on E.E. or a fetchland is often good if you get ahead.
Against Stompy it usually goes on Rakdos Pit Dragon or Equipment (Jitte Specifically).
Reanimator it goes on Putrid Imp usually.
Re: [DTB] Dreadstill - Enter the Fist
Thanks for the answers. I think my chances now are much better than before. Just one more thread to speak, I asked You guys what should I side in for different opponents, but any ideas what should I side out ? The meta I will have to face is almost random with almost all kinds of decks. But I kknow that there is more tresholds and stompy's than other decks so I'm askin only about this.
Re: [DTB] Dreadstill - Enter the Fist
Dragon Stompy:
-3 Counterbalance
-2 Spell Snare
-1 Tormod's Crypt
+3 Blue Elemental Blast
+2 Chill
+1 Engineered Explosives
Thresh:
-1 Trickbind
-2 Daze (If on the Draw)
-2 Spell Snare (If on the Play)
-1 Pithing Needle (If they don't run CB/T)
-1 Sensei's Divining Top (If they do run CB/T)
-1 Tormod's Crypt (Believe me it's not as good as you think against thresh)
+3 Meddling Mage
+1 Back to Basics
+1 Engineered Explosives
Reanimator:
-1 Daze
-1 Trickbind
-1 Vedalken Shackles
-1 Phyrexian Dreadnought
+2 Meddling Mage
+1 Tormod's Crypt
+1 Swords to Plowshares
Re: [DTB] Dreadstill - Enter the Fist
Thanks for help. Now I feel much more confident. Guess I'm prepared :P
Re: [DTB] Dreadstill - Enter the Fist
Some of the latest Dreadstill top 8's
Uwg Dreadstill by Helge Grziwotz
Main- 60
8th out of 72(Iserlohn Legacy 8/3/08)
Creatures [6]
3 Phyrexian Dreadnought
3 Trinket Mage
Instants [22]
4 Brainstorm
4 Daze
4 Force of Will
3 Spell Snare
4 Stifle
3 Swords to Plowshares
Enchantments [7]
3 Counterbalance
1 Hoofprints of the Stag(hmmm, 1-of?)
3 Standstill
Artifacts [5]
1 Crucible of Worlds(hmmm, 1-of?)
2 Engineered Explosives
2 Sensei's Divining Top
Lands [20]
1 Academy Ruins
4 Flooded Strand
3 Island
4 Mishra's Factory
1 Tropical Island
4 Tundra
3 Wasteland
Sideboard-15
4 Blue Elemental Blast
1 Swords to Plowshares
2 Trickbind
1 Gaea's Blessing
1 Energy Flux(wtf?)
1 Sacred Ground(wtf?)
1 Engineered Explosives
1 Pithing Needle
3 Tormod's Crypt
Ugr Dreadstill by Alexander Thomas
Main-60
8th out of 38 players(Legacy Hassloch 8/17/08)
Creatures [8]
4 Phyrexian Dreadnought
2 Tarmogoyf
2 Trinket Mage
Instants [20]
4 Brainstorm
4 Daze
2 Echoing Truth(why not more Goyfs or Mages?)
4 Force of Will
4 Stifle
1 Trickbind
1 Vision Charm(O SNAPP!)
Enchantments [6]
2 Counterbalance(WHY?!?!?)
4 Standstill
Artifacts [5]
1 Crucible of Worlds(hmmm, 1-of?)
2 Engineered Explosives
2 Sensei's Divining Top
Lands [21]
3 Flooded Strand
5 Island
4 Mishra's Factory
3 Polluted Delta
2 Tropical Island
1 Volcanic Island
3 Wasteland
Sideboard-15(most of these are very questionable)
1 Tarmogoyf
1 Blue Elemental Blast
2 Hydroblast
2 Krosan Grip
2 Pyroclasm
1 Counterbalance
1 Crucible of Worlds
2 Pithing Needle
3 Tormod's Crypt
A common sight in both of these lists is the 1-of Crucible. They don't run E. Tutor or any search but they run Crucible as a 1-of? Maybe the deck has enough draw and manipulation to do this. I don't know, I just thought I would share these lists with the Source because they struck me as very intresting.Thoughts?
Re: [DTB] Dreadstill - Enter the Fist
I played a side legacy event at Gen con with the Urg version of Dreadstill. For a quick overview of what happened I figured I'd write this up.
My list (From memory, and possibly lacking cards):
4x Dreadnought
4x Goyf
3x Trinket
4x Force
4x Daze
4x Stifle
2x Trickbind
3x Counterbalance
2x Sensei's Divining Top
1x Pithing Needle
4x Standstill
4x Brainstorm
4x Mishra's Factory
4x Wasteland
2x Tropical Island
2x Volcanic Island
4x Flooded Strand
2x Polluted Delta
3x Island
Sideboard:
1x Pithing Needle
2x REB
2x Pyroblast
4x Krosan Grip
3x Firespout
3x Tormod's Crypt
Nope, got all of it.
Round1 Vs. Goblins (Red\Black)
Game one I have Factory, Fetch, Goyf, Force, Daze, SDT, and Brainstorm. I keep, and play first. I drop the fetch and pass. He plays a R\B dual, and then trys to lackey. I crack the fetch, brainstorm into complete shit (Pretty sure it was 2x Nought, other useless card), and daze it. On my turn I drop my land and draw my first nought. On his turn he drops waste, wastes my land and then plops down a fanatic. I take my turn, draw crap (nought on top) and then play a fetch with my factory. He drops jitte, and I draw shit till he has like 6 counters on it, and he kills me.
What a lousy way to start a tourney.
In 3 fire spouts, I have no idea what I took out.
I pile shuffle about 4 times, and then open a one-lander with no brainstorm, and no top. I go to six, and see Island, Waste, Stifle, Goyf, SDT, Nought. I keep this out of pure desperation, hoping he doesnt have anything to stop me. I'm playing, and I just drop my island and pass (which, while being a play mistake for not , actually wins me this game) He goes turn one, R\B dual --> Duress. I think well, shit. I lay my 5 cards on the table, and say "Guess this one's obvious". He takes the top, and when I dreadnought the next turn he explains he's never seen the combo before. I'm sincerly thankful for that, and he cant stop Nought beats before he dies.
Game Three I have the nuts. Force-backed dreadnought kills him.
1-0 Matches, 2-1 Games
Round 3 vs. Goyf\Dryad Sligh
He wins the die roll, decides to go first, and I don't remember what was in my hand, but it had 1 goyf, and was keepable. He plays turn one R\G dual into Kird ape, and I figure I've already won the match. Mistake. I play my goyf, and he drops more creatures, including a Burning Tree shaman and a goyf. I get run over before I can stabilize.
I board in 3 firespouts again, and again I have no idea what I took out. Probably the same cards.
Game two and three are mostly a blur, but I remember at one point he had 3 goyfs and a Burning Tree on the table, to my Nought and Goyf. I was behind in life, forgot that my Firespout couldn't kill his burning tree due to it's having 4 toughness, and then I died to beats. I lose vs. my best matchup. Suck.
1-1 for Rounds 3-3 for games.
Round 3 vs Combo (either Fetchland Tendrils or TES)
I watched a match where this guy had been playing combo earlier, and I was pretty thankful that I got paired against another good matchup. I win the die roll, and my opening hand consists of Force, Force, SDT, Stifle, Daze, Land, counterbalance. I keep, figuring that double force with a Stifle for storm triggers is going to be good enough. My turn one is land, Top. He plays a fetch, cracks it and thoughtseizes me. He groans when he sees the hand, and takes my Counterbalance. I untap, draw my card (Stifle) and pass the turn. At the end of his turn I top into three more blue cards. He plays some fetches, and I keep toping into blue cards and not lands. He attempts a diminishing returns and I force. At one point I remember my hand was Force, Force, Force, 3x blue card, stifle. Eventually I find a fetchland, crack it, and see a goyf at the end of his turn. Goyf beats him dead in the next 4 or so turns.
I bring In 4 REBs, and I have no idea again what I took out.
Game two I have an opening hand with Factory, Factory, Island, Force, Daze, Stifle, Stifle and I keep. He plays fetch and passes. Island -> pass gets him to crack his fetch. I stifle it and he's landless for most of the rest of the game. I play factorys, start beating and eventually brainstorm into a goyf. The turn before he dies, he trys to Infernal while cracking two leds. I force, and he loses.
At least I still beat combo.
2-1 for Matches, 5-3 for games.
Round 4 vs Dragonstompy.
I win the die roll, and go Volc, top, pass. My hand has no counters, but does have Factory and standstill and wasteland. He plays mountain and passes. So the first thought in my head is "what kind of shitty goblins hand did this guy keep?". I drop my wasteland (play error, this should have been factory --> standstill but it was like 1AM at this point, and I was tired) and pass back. He goes City --> moon magus. I keep stammering "oh fuck dragonstompy" for about a minute, and then proceed to die to magus and Face-down beats about 7 turns later.
I board in 3 grips, 3 firespouts and my needle, I board out couterbalance, both my tops, and something else.
Game two takes quite some time. I start by mulling to six and then forcing a Magus. I have lands, Standstill and Kgrip however, so I feel pretty good. He trys a chalice at two, I grip it, we keep going like that for a few turns. Eventually I have 2 factorys, a bunch of lands, a trinket mage and a needle on pit dragon. I've beat him down to about 8 with just mage and factorys but he starts playing creatures, and I'm starting to look like I'm in trouble. I have stiflenougt in hand, but was trying to hold it for game three. Didn't wanna make it TOO obvious what I was playing. In the end I drop stiflenought and two swings do him in.
Game three is truly intense. My opening hand has lands, Firespout, Kgrip, lands, force, trinket and another blue card (Daze?). He goes City, manamonkey, Magus, and I force. On my turn I drop land and pass. He draws his card and passes. I drop my third land and pass back to him. He drops a mox pitching a Gathan, and then pays three for Trinisphere. On his end of turn I Grip his mox, and he sits with no plays again for a couple of turns while I build lands. I think I had standstill at somepoint in this game, which he broke for Gathan. Or something else, I don't remember. I do remember getting a 2-for one Firespout on a magus and a Gathan though, and then eventually winning with beats. Pretty sure he did some good damage to himself with a tomb later on though, so I may have only had to kill him from about 12 or so. All in all, these last 3 games were some of the best matches of magic I've ever had.
Rounds: 3-1, Games 7-4.
Conclusion: I love this fuckin deck, and firespout is the nuts against aggro. Every time I drew that card it killed everything but Goyf and Tombstalker. It seriously makes goblins cry really hard, and always being able to cast it against Dragonstompy makes it a great out to Magus.
Re: [DTB] Dreadstill - Enter the Fist
Your list is very nice, I'm glad to see you were tanking on Mountain. Rough that you lost to GS, but hey shit happens. Were you happy with Needle in the main? I don't like it. You need at least some EE in there to handle Chalice and CB definetally. Grats on the finish :-)
Re: [DTB] Dreadstill - Enter the Fist
List looks good Panda! My only real criticism is the lack of Engineered Explosives... I just can't see not running it, I'm considering upping the count the card is too good.
Also here is my Latest list since Hadley:
Lands:21
4 Mishra's Factory
3 Wasteland
3 Polluted Delta
2 Flooded Strand
3 Tropical Island
2 Volcanic Island
4 Island
Creatures:9
3 Tarmogoyf
3 Phyrexian Dreadnought
3 Trinket Mage
Noncreature Spells:30
4 Force of Will
4 Brainstorm
4 Stifle
4 Standstill
3 Counterbalance
3 Daze
3 Spell Snare
2 Sensei's Divining Top
2 Engineered Explosives
1 Trickbind
Sideboard:15
3 Blue Elemental Blast
3 Red Elemental Blast
3 Tormod's Crypt
3 Krosan Grip
2 Firespout
1 Pithing Needle
Re: [DTB] Dreadstill - Enter the Fist
EE was originally a one of in the main, then it got moved to sideboard for the needle, then it got taken out for another needle. I never really liked the card in testing, as most of the time all it was taking out for me were goyfs, which were better answered by a nought, or another goyf. I really don't find chalice as devastating as I used to. It's really a matter of playing around it for me at this point. Most of the time I never see two of them, and when I see one it's always set to one. If thats the case, I just try to land a goyf around it and protect the goyf till I can win. If they set it at two, I still get to go Stifenought. Post board I bring in 4x Grip, and those solve the chalice problem handily. Counterbalance is nasty, but again, Grip solves all my problems post-board. I'm almost considering putting 2 of the grips main, just because they fix so much shit.
I played in the Legacy camps event at Gencon as well, but didn't fare nearly as well. I won my first 3 rounds, but then got paired against aggro loam on the top table and lost, after that got matched against two rock decks in a row. There went champs...
Re: [DTB] Dreadstill - Enter the Fist
Sensei's Divining Top is your best friend against Rock. It will help you dig for your Counterbalance which is the nuts against Rock. I've won the match like 1 out of 3 times, it's very difficult(especially when they maindeck Grips(all of our meta does it, they fear us)lol).
Re: [DTB] Dreadstill - Enter the Fist
Quote:
Originally Posted by
HammafistRoob
Sensei's Divining Top is your best friend against Rock. It will help you dig for your Counterbalance which is the nuts against Rock. I've won the match like 1 out of 3 times, it's very difficult(especially when they maindeck Grips(all of our meta does it, they fear us)lol).
Standstill is also phenomenal against Rock.
Re: [DTB] Dreadstill - Enter the Fist
Quote:
Originally Posted by
J.V.
List looks good Panda! My only real criticism is the lack of Engineered Explosives... I just can't see not running it, I'm considering upping the count the card is too good.
Also here is my Latest list since Hadley:
Lands:21
4 Mishra's Factory
3 Wasteland
3 Polluted Delta
2 Flooded Strand
3 Tropical Island
2 Volcanic Island
4 Island
Creatures:9
3 Tarmogoyf
3 Phyrexian Dreadnought
3 Trinket Mage
Noncreature Spells:30
4 Force of Will
4 Brainstorm
4 Stifle
4 Standstill
3 Counterbalance
3 Daze
3 Spell Snare
2 Sensei's Divining Top
2 Engineered Explosives
1 Trickbind
Sideboard:15
3 Blue Elemental Blast
3 Red Elemental Blast
3 Tormod's Crypt
3 Krosan Grip
2 Firespout
1 Pithing Needle
Hey Tom,
Been testing a list similar to yours.
Have you found that you liked the dual count? I found that I never liked to draw the duals unless I fetched for them.
I am running a similar main with this mana base:
2 tropical island
1 volcanic island
3 polluted delta
3 flooded strand
4 mishras factories
3 wasteland
5 island
I am more and more amazed by this deck every day. Just today on mws I wreaked three opponents with the same strategy stifle fetch, waste nonbasic, drop fat for the win.
was not going to do this originally but this is the build I am currently testing with and am extremely happy with.
// Lands
1 [R] Volcanic Island
3 [ON] Polluted Delta
3 [ON] Flooded Strand
5 [PT] Island (2)
3 [TE] Wasteland
4 [AQ] Mishra's Factory (3)
2 [A] Tropical Island
// Creatures
2 [MI] Phyrexian Dreadnought
3 [FD] Trinket Mage
3 [FUT] Tarmogoyf
// Spells
3 [CS] Counterbalance
4 [MM] Brainstorm
2 [CHK] Sensei's Divining Top
1 [FD] Engineered Explosives
3 [DIS] Spell Snare
4 [OD] Standstill
2 [TSP] Trickbind
4 [SC] Stifle
4 [NE] Daze
4 [AL] Force of Will
// Sideboard
SB: 3 [A] Red Elemental Blast
SB: 2 [FNM] Tormod's Crypt
SB: 3 [TSP] Krosan Grip
SB: 3 [SHM] Firespout
SB: 1 [10E] Pithing Needle
SB: 3 [U] Blue Elemental Blast
Re: [DTB] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Maagler
Hey Tom,
Been testing a list similar to yours.
Have you found that you liked the dual count? I found that I never liked to draw the duals unless I fetched for them.
I've never really had any issues with the duals, in fact I've often wished to draw into them.
Re: [DTB] Dreadstill - Enter the Fist
I played the following list a few weeks ago and was very happy with it. I went top 4 (split) in a 26 people tournament loosing only one game during the whole tournament.
I played against:
1) burn
2) belcher
3) eva green with white splash
4) ID (I was the only player with 9 points at that point)
5) ID
Top 8
Affownity (lost game 1)
The list
Quote:
Originally Posted by
J.V.
I think Cunning wish Could be really good, I'd probably Play Ugb Dreadstill if I was going to play Cunning Wish, something like this most likely:
Lands:21
3 Tropical Island
1 Underground Sea
3 Polluted Delta
3 Flooded Strand
3 Wasteland
4 Mishra's Factory
4 Island
Creatures:9
3 Trinket Mage
3 Tarmogoyf
3 Phyrexian Dreadnought
Noncreature Spells:30
4 Force of Will
4 Stifle
4 Brainstorm
4 Standstill
4 Daze
3 Counterbalance
2 Sensei's Divining Top
2 Cunning Wish
2 Engineered Explosives
1 Trickbind
Sideboard:15
3 Blue Elemental Blast
2 Tormod's Crypt
2 Pithing Needle
2 Krosan Grip
2 Extirpate
1 Echoing Truth
1 Berserk
1 Fact or Fiction
1 Trickbind
Altough in retrospect I would cut black and probably go for red as a third color. Extirpate was never needed and I find it a frustrating card to draw from time to time because it doesn't normally change board states.
Changes would be:
- 1 underground sea
+ 1 volcanic island
SB
- 2 extirpate
- 1 fact or fiction
- 1 pithing needle
+ 3 red elemental blast
+ 1 fling
I don't know if the inclusion of berserk will still be needed when using fling, but for now I'll keep both and cut one as testing will hopefully reveal the weakest choice.
Re: [DTB] Dreadstill - Enter the Fist
@ Duals issues: I'm now testinf this deck and, as many said before, it's amazing. I'm currently testing a Urg list, I started with a 1xVolc/2xTrop configuration and after some testing I moved to 2xVolc/3xTrop. In fact I'm testing the last list J.V. posted. Sometimes I was getting my volcanics wasted soon and this can be a problem in games 2 and 3 when you ant to use your red SB cards. I mean, being attacked by weenies with Firespout in hand and no access to red mana is pretty frustrating.
Re: [DTB] Dreadstill - Enter the Fist
Quote:
Originally Posted by
godryk
@ Duals issues: I'm now testinf this deck and, as many said before, it's amazing. I'm currently testing a Urg list, I started with a 1xVolc/2xTrop configuration and after some testing I moved to 2xVolc/3xTrop. In fact I'm testing the last list J.V. posted. Sometimes I was getting my volcanics wasted soon and this can be a problem in games 2 and 3 when you ant to use your red SB cards. I mean, being attacked by weenies with Firespout in hand and no access to red mana is pretty frustrating.
Sounds like you're moving towards Shay's build, which has been pretty great from what I've seen.
Re: [DTB] Dreadstill - Enter the Fist
After some more testing... what do you think about the Landstill matchup? Any suggestion of SB strategies and cards? I'm liking Goyf in this deck so I'm talking about UG/UGx Dreadstill.
Re: [DTB] Dreadstill - Enter the Fist
Ugr gives you firespout and red blasts. Spouts don't help much against Landstill ( they are the NUTS against aggro), but red blasts are probably pretty nice depending on the version. I don't really think you want to go Ugw, as white doesn't add much to the green version. I think white's best feature is the Oblivion rings, and those and Kgrips are fighting for spots. The only other things I can really think of white adding are meddling mage and Enlightened tutor. I never really like the card disadvantage from Enlightened, but I really didn't test it that much so it could be hot.
So I would say either Ugr or Ugb are your choices. My personal favorite is Ugr, but some people like the Ugb version for the tempo of Bob, and the extra advantages of Extripate. Or something.
Re: [DTB] Dreadstill - Enter the Fist
Yeah I really recommend Ugr if you have a lot of landstill, REB out of the board and K-Grip are huge.