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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
@JPoJohnson
Canadian Threshold has a pretty fair 50% against the entire field, faring very well against most storm and SnT variants. It drops the ball against Elves!, DnT, and Lands, but you're never completely out of the game.
Canadian Threshold's unique approach to MtG strategy is to continually gain as much as possible out of as few resources as possible. You have 1 mana stone rains (stifle) 1 mana, 3 power creatures that either fly or are untargetable, the most efficient burn spell in the game, and the two best/cheapest draw spells.
And they all cost a single mana. Utilize your resources well in manipulating your opponent's resources. There are certain lines of play that are almost always "correct", such as leaving a blue source available for Stifle and avoiding having more than 2-3 land in play at a time. As with anything, there are exceptions, but Canadian Threshold has a tried and true formula that has stuck around for years.
For decent sideboard advice, check the top of page 248. Personally, I feel there are some matchups where maintaining some number of Forces on the play and Dazes on the draw is beneficial dependent on the matchup. Otherwise, good stuff.
I've been playing it since Delver got printed, and I'd definitely build it again. Ignoring the price tag, of course.
+++++++++++++++++++++
Anyway.
Attended a 20 man today. 5 rounds, cut to top 8.
r1, Jund
2-0
I don't remember this matchup's specifics. Kept him down on land and board presence. Jund has a significant tournament presence, but the more I fishbowl it and talk with people who play it, the more it reveals itself to be no more than a Modern deck masquerading as a Legacy deck. Good, but never great.
r2 UWr Miracles
2-0
K-Grip came in from the side to blow up a Divining Top. Ice proved invaluable in battling Entreat the Angels tokens.
r3 The Gate
2-1
Repeatedly Iced an Obliterator in g2 to squeak by an attrition based matchup. Lost g1 despite Wasteland/Stifling him out for the first 6 turns due to no threat on board.
r4 ID
r5 ID
Top 8
r1 BUG//Team America
2-0
The protective quality of Stifle left me ahead in land both games. Spell Snare was amazing.
r2 Lands
1-2
g1 I rushed a Delver out despite having 2 Stifle and a Daze in hand. Three turns later I was on the losing end of a Marit Lage token. g2 was a mull to 5 for him and a timely wasteland from me, winning an easy game, but g3 was all him, with Exploration, LftL, Wasteland, patience and meticulous play on my opponent's part, and a combo finish resulting in another Marit Lage. Rough beats.
Very difficult matchup. Probably worth 1-2 Surgical Extractions in SB if it continues its upward trend of popularity.
Went 4-1-2 altogether, finishing 3rd. Used store credit for 4 Spirit of the Labyrinth (DnT) and 3 Golgari Charm.
List was:
4 Delver
4 Nimble
4 Tarmogoyf
4 Brainstorm
4 Stifle
2 Spell Pierce
4 Daze
4 Force of Will
4 Lightning Bolt
4 Fire//Ice
4 Ponder
4 Wooded Foothills
4 Scalding Tarn
4 Wasteland
3 Trop
3 Volc
SB:
2 Spell Snare
2 Grafdigger's Cage
2 Rough//Tumble
2 Submerge
3 Pyroblast
2 Ancient Grudge
1 Krosan Grip
1 Phantasmal Image
++++++++++++++++
The Spell Snares were fantastic, but I didn't face a single TNN to test the Phantasmal Image. Fire//Ice was Boss all day. Try the list. If you like it but want more counters, I suggest -1 Tarm, -1 Fire//Ice, +2 Spell Snare for the MB and -2 Spell Snare, -1 Phantasmal, +1 Tarm, +1 Spell Pierce, +1 Spell Snare in the SB.
Fire//Ice, I feel, is essential in battling DRS, Thalia, SFM, Germ Tokens, and a litany of other creatures while maintaining reach, cantripping, and pitching to Force of Will.
++++++++++++++++
Thanks for reading.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
that0neguy
I'm just saying, I would consider grudge main before I would consider spell snare to shore up a sfm mu. There is starting to be a solid number of high impact, important targets with so many decks packing equipment, Baleful strix, Shardless Agent, Aether vial, Phyrexian revoker, Ensnaring bridge.
So let me stop you right there ancient grudge does nothing against Baleful Strix, Shardless Agent and Phyrexian Revoker. For starters Strix resolves they draw a card clog up the lanes of attack. Even if we kill Strix they've drawn a card and we're down one. Against Strix it's strictly better to counter it. Shardless agent is more or less the same issue we don't care about a 2/2, but the cascade into Recall is just back breaking for us so much card advantage. Phyrexian Revoker we don't care about. What are they going to hit? The single JTMS in our sideboard that we don't even bring in against D&T lol? Aether Vial and ensnaring bridge are both troublesome though and do merit a grudge, but not popular enough to run main. As for using it for batterskull I think just running snare is better as it's not dead against a ton of match ups and is great against SFM/Batterskull.
Quote:
Originally Posted by
Erdvermampfa
Personally, with TNN taking over the format, I think that the era of RUG's unquestioned dominance has come to an end because its colors don't offer enough viable options to compete in the new Legacy environment. Everyone who's willing to concede that should probably shift to BUG now.
While it may be true that TNN does really rain our parade RUG is still a deck to be feared. There are hands where no deck can stop us. When you're able to stifle/wasteland someone; turn daze into a hard counter and beat them over the head with a 3/2 on turn 2 you've won. RUG's demise is partially because of TNN and also because of the decks running it also having SFM packages, supreme verdicts, and 7 - 8 spot removal. While we have gotten weaker because of TNN we're still the best tempo deck around and we have 50-50 or better match ups all around.
Quote:
Originally Posted by
JPoJohnson
I've just acquired a playset of Trops and Volcanics so I'm looking into building Threshold. I honestly know very little about the deck and how it matches up against the meta (beyond understanding how to play magic decently in general - I currently run Merfolk, TES, and Dredge).
I was wondering how it handles the meta, what its weaknesses are, where it shines, and any advice for someone looking to get into it (Such as, if you had a chance to start over and build a deck in legacy, would you build Threshold again now that you've experienced it or would you look elsewhere?)
Thanks guys, appreciate it! (:
Congrats on choosing a great deck to play. I would pick Threshold again hands down. It's a great deck because it has no real "bad" match ups. It has plenty of 50-50 match ups but no "well I'm playing against _____ I lose". Another perk is it runs all three pillars of legacy, tarmogoyf and great duals/fetches all of which will hold value. As for the match ups:
Storm 60/40 main in our favor and probably 70/30 sideboard. By far one of our easiest match ups since we can stifle the storm trigger.
Tezzerator is 50/50 and more 60/40 sideboard. Ancient grudge really helps out here. This is one of the few midrange decks where you want FOW even on the play because they have chalice of the void which essentially counters our entire deck.
Esper stoneblade/deathblade is probably 50/50 and maybe 60/40 sideboard. This matchup can go either way depending if we get a great delver hand or a ton of mana denial etc.
Elves (one of our best match ups) 60/40 and 70/30 sideboard. Rough and submerge just make the sideboard match so much in our favor.
Show and Tell (all variants) 50/50 and 60/40 sideboard. It's the only combo deck I've really have had trouble with because of their high threat density. Another issue is half the time they just have the nuts because they have 8 FOW with pact in their deck.
Patriot and rug mirrors are 50/50 and don't really get better sideboard. These matches it's all about the mana and 1 for 1s. All we want to do here is trade cards evenly and it becomes a huge attrition war (this is why you side FOW out here).
Counterbalance is sort of an awkward match up. It's very 50/50 because while they have a ton of removal between terminus, verdict and swords we also can just run 1 threat out at a time. Another thing that can really sway the match up is stifling their miracle triggers which really helps. Sideboard is probably the same nothing really changes because all we really bring in is x REB and a V-clique.
Jund people say is a bad match up, but it's still 50/50. Like Shardless they have a ton of must answer spells, but sideboard gets a lot better with submerge and rough. The main things that make this match up slightly unfavorable is them having P-fire to win goyf wars, Liliana and an early hymn can really ruin our day.
Lands I'll explain since it's been getting more popular since Thespian Stage. This match up is probably 50/50, but can be in our favor easily. Lands aside from being really hard to play also seems kind of inconsistent so it's hard to accurately explain the match up. Goose is our best creature since it dodges their mazes. We can easily win the match up so long as we slow them down by countering exploration and countering loam. Even though countering loam doesn't do anything really making them brick multiple turns in a row is all we need some times so long as we have a threat in play.
Now here are the few bad match ups:
Goblins 30/70 main and maybe 40/60 sideboard. They just have a lot of hate for us between wasteland and rishadan port. In addition to their land destruction they have really good card draw in ringleader and can out race us hands down with lackey. This match up has just a lot of pivotal points in it where we need to bolt a warchief, lackey or stifle a ringleader trigger.
Shardless BUG is one of our few bad match ups probably 40/60 in their favor and maybe 50/50 sideboard
This is mainly because of their excessive card draw and must answer spells like JTMS, Liliana, Abrupt Decay (ok can't answer that one), Deathrite, Hymn, Tarmogoyf, etc.
D&T is the other bad match up aside from BUG that's bad due to their excessive mana denial and us already playing in a low mana environment. 40/60 in their favor maybe 50/50 sideboard with sulfur elemental and life from the loam.
Merfolk is 40/60 main and 50/50 sideboard with rough helping a lot. This match ups is just really bad because they swim past us and have vial to dodge our counters.
One recommendation might be to start out running Gitaxian probe because having perfect information allows for perfect sequencing. After you learn the correct lines of play though it's probably better to run more burn or counters. There are times where the information does nothing and you would rather have a 5th bolt for their creature.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
I guess I kinda got pulled off track, i'm not really advocating for the use of ancient grudge in the md. I'm saying I would use spell pierce over spell snare.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Contract Killer, thx for your analysis. I'm not sure if the numbers aren't too optimistic, but well, the info provided is very useful.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
Bed Decks Palyer
Contract Killer, thx for your analysis. I'm not sure if the numbers aren't too optimistic, but well, the info provided is very useful.
They are optimistic indeed, still a nice analysis.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
anakyn
They are optimistic indeed, still a nice analysis.
Imho the correct numbers are much more 40:60 in favour of any non-Thresh deck (depends on our particular build, e.g. three-FBs designs with a pair of Roughs in sb must destroy Elves/Goblins), as Thresh is too well-rounded (if there's such a thing) and thus lack the bombs, unless we count Stifledazewaste a single bomb.
Also, there are some bad-dream-to-nightmare matches (like Lands, if they survive the early game), anything attrition/CB based (be it Pox or Miracles) and of course: Dredge.
I'm thinking of cutting one Cage and adding back the Crypt, I was very bothered some LftL.dec, otoh, Crypt does nothing against Elves and Dredge/Reanimator might play around it.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
Bed Decks Palyer
Contract Killer, thx for your analysis. I'm not sure if the numbers aren't too optimistic, but well, the info provided is very useful.
I will admit (with the exception of the bad matchups) the numbers were probably on the optimistic side. To be fair RUG kind of has a way of doing that to you. Sometimes you'll have games where you pass they pass back you pass back they fetch and then stifle then daze. Then next turn you wasteland and it's not even close any more. Or there are nail biter games where you lose by a small margin of them resolving a sfm with FOW + spell pierce back up. Those games you start to over analyze "did I counter something I didn't need to?" "Could I have held off on my Brainstorm?". It's just such a hard deck to play correctly, but when you do there are plenty of free wins due to opponents play mistakes.
There are just so many different lines of play and scenarios with RUG I feel like it's really hard to accurately describe the match ups. RUG has a good way of exploiting minor play mistakes and shoving our opponents face in it. We make sure to capitalize on those small mistakes and it usually makes the difference.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
Contract Killer
I will admit (with the exception of the bad matchups) the numbers were probably on the optimistic side. To be fair RUG kind of has a way of doing that to you. Sometimes you'll have games where you pass they pass back you pass back they fetch and then stifle then daze. Then next turn you wasteland and it's not even close any more. Or there are nail biter games where you lose by a small margin of them resolving a sfm with FOW + spell pierce back up. Those games you start to over analyze "did I counter something I didn't need to?" "Could I have held off on my Brainstorm?". It's just such a hard deck to play correctly, but when you do there are plenty of free wins due to opponents play mistakes.
There are just so many different lines of play and scenarios with RUG I feel like it's really hard to accurately describe the match ups. RUG has a good way of exploiting minor play mistakes and shoving our opponents face in it. We make sure to capitalize on those small mistakes and it usually makes the difference.
Yes, these are exactly my thoughts. While RUG is quite easy to play, it's bit harder to master. I know that this is told (and true) about each deck. What I meant was this: everyone may win with a lucky hand and/or unlucky opponent, but what counts more are those "real" games where you try to win by playing, not by double Stone Rain on first two turns. On difficulty scale, RUG is nowhere near to Dredge or similar decks, of course. I'm just saying that whoever believes that mere Stifles and Wastes will bring him to the top tables, isn't right.
Sadly, I think that sometimes it isn't really visible what was the cause of defeat (or win), so it's not that easy to make point-by-point manuals for the victory and a card-by-card sideboarding explanations. While the gameplan is easy and plain - lay down dude and tap it for twenty -, the execution might be difficult due to small (sometimes not even seen) details. To use the Dredge example once more: if you miss the BfB trigger, or if you forget to sacrifice Colliseum before removing seventh card to Ichorid, you know where the mistake happen. On the other hand, it's not that easy to tell "if I'd counter the cantrip/DRit/CB/SFM instead of ..., I'd definitely won."
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Hey guys !
This is my first Post here in the forum but i'm reading here for 2 years now, so hello to everybody :cool:
I've been playing RUG now for 2 years now, and what i mean is i ONLY play RUG and no other deck. In my oppinion it's the best deck in Legacy and until the release of TNN it matched itself always to the new meta. But as there are no possibilities to handle a resolved TNN RUG will loose to him while every of our creatures that could raise him gets sworded' of bolted'. I will go to the GP in Paris next week, and i don't know if RUG is still a good choice at the GP because of all the Esper/Patriot/ Jund dephts and TNN decks going around. I know at big tournaments like the GP there will be a lot of Combo that makes RUG a good choice. But on the other Hand all the TNN decks make it a very bad choice. So whats your opinion ? Should i swap to Patriot for the GP? Because it has the same good combo matchup as RUG but a better matchup against the TNN decks cause i can raise them better...
If i choose RUG this would be my SB:
3 Pyroblast
2 Submerge
2 Rough//Toumble
2 Flusterstorm
2 Surgical Exraction
1 True-Name Nemesis
1 Ancient Grudge
1 Krosan Grip
Maindeck is basic RUG with 2 Forked Bolts, 1 Dismember and 3 Spell Pierce and no Snares.
Should i change the Flusterstorm for Snares? I think in the Matchups where Flusterstorm is a good card, Spell Snare does the same but better. It handles Threats before the counterwar beginns and can win them, while Flusterstorm only can win them and not start them. I know this sounds stupid, but thats my experience.
Thanks for reading, Greets !
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Hello index, welcome!
Cards availability aside, in your place I'd stay true to Canadian, unless I had at least ten hours to extensively test the Patriot against all the possible DTB. It makes little sense to play a deck you're not used to, thankfully UWR isn't that different, so maybe it is reasonable choice.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
index
Hey guys !
If i choose RUG this would be my SB:
3 Pyroblast
2 Submerge
2 Rough//Toumble
2 Flusterstorm
2 Surgical Exraction
1 True-Name Nemesis
1 Ancient Grudge
1 Krosan Grip
Maindeck is basic RUG with 2 Forked Bolts, 1 Dismember and 3 Spell Pierce and no Snares.
So if I were you I would stick with RUG. It's what you're most comfortable with and therefore you'll probably do better with it. As for your sideboard I think most everyone has agreed that TNN has no place in the 75 period. It's just TNN goes against RUG's natural habitat of a low mana environment. I would cut the 2 surgical extractions in favor of grafdigger's cage and even then only 1. Extraction is cute, but cage is more versatile and does the same thing for us and then some. Another thing you might want to try is artifact mutation in favor of K-Grip. Three mana is just hard to get to these days and while split second is great it doesn't matter if we're dead by the time we can play it.
Mainboard I would try to find room for at least 2 snares it's just too good not to play right now especially if you're worried about the SFM decks. I would run 2 forked bolts, 2 pierces and 2 snares. Aside from that everything looks great good luck at GP Paris. So wish I could go, but a trans-continental flight is kind of expensive just to play magic for my taste.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
Contract Killer
So if I were you I would stick with RUG. It's what you're most comfortable with and therefore you'll probably do better with it. As for your sideboard I think most everyone has agreed that TNN has no place in the 75 period. It's just TNN goes against RUG's natural habitat of a low mana environment. I would cut the 2 surgical extractions in favor of grafdigger's cage and even then only 1. Extraction is cute, but cage is more versatile and does the same thing for us and then some. Another thing you might want to try is artifact mutation in favor of K-Grip. Three mana is just hard to get to these days and while split second is great it doesn't matter if we're dead by the time we can play it.
Mainboard I would try to find room for at least 2 snares it's just too good not to play right now especially if you're worried about the SFM decks. I would run 2 forked bolts, 2 pierces and 2 snares. Aside from that everything looks great good luck at GP Paris. So wish I could go, but a trans-continental flight is kind of expensive just to play magic for my taste.
I play the 2 Surgical extraxtion because thats my plan against Patriot, waste tundra and extract them. Patriot lists doesn't run stifle and their only way to deal with it is spell pierce post board. Why do you think Grafdigger's cage is better ?
I really dont know how to find a slot for them MD because i want to have a g1 answer to potential Goyf, Kotr and Batterskull if they resolve. And if there is a thing that i hate, it is randomness
EDIT: Ah yeah, i forgot my 15th slot in my SB. It's pithing Needle
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
index
I play the 2 Surgical extraxtion because thats my plan against Patriot, waste tundra and extract them. Patriot lists doesn't run stifle and their only way to deal with it is spell pierce post board. Why do you think Grafdigger's cage is better ?
I really dont know how to find a slot for them MD because i want to have a g1 answer to potential Goyf, Kotr and Batterskull if they resolve. And if there is a thing that i hate, it is randomness
EDIT: Ah yeah, i forgot my 15th slot in my SB. It's pithing Needle
I'm currently running 3 spell snare, 1 spell pierce and 1 dismember. The thing about snare is it stops Goyf and Batterskull (indirectly by hitting SFM) before they hit the table. The thing about the surgical and wasteland plan is it's too cute. I've tried it hell everyone has tried to live the dream of wasteland + surgical, but it just doesn't happen that often. The reason why Grafdigger's cage is better in terms of graveyard hate is because it deals with the same issues, it's permanent and it stops elves.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Hey guys, I played RUG Delver for the first time in a smaller 8 man and ended up going 3-0. I typically play homebrews and things of the like, but decided to play solid archetype for once (even though my list was a bit janky. Figured I'd do a mini write up.
My list was:
List was:
13 Creatures:
4 Delver
4 Nimble Mongoose
4 Tarmogoyf
1 Phantasmal Image
29 Spells
4 Brainstorm
3 Stifle
2 Spell Pierce
4 Daze
2 Force of Will
1 Misdirection
4 Lightning Bolt
2 Fire//Ice
4 Ponder
3 Gitaxian Probe
18 Lands
3 Misty Rainforest
1 Polluted Delta
4 Scalding Tarn
4 Wasteland
3 Tropical Island
2 Volcanic Island
1 Island
SB:
1 Spell Snare
2 Grafdigger's Cage
2 Force of Will
2 Submerge
2 REBs
2 Artifact Mutation
1 Misdirection
1 Pithing Needle
1 Life from the Loam
1 Flusterstorm
I kind of threw it together a half hour before the mini and it seemed to work out well. I'm new to RUG, but Have played BUG and Patriot. I will definitely try the 4 fire//ice build, that just looks very useful. I found 3 stifles to be plenty. I think the 3 Gitaxian Probes were on many cases my best card. It's so underplayed right now and is very synergistic with a deck like this where sequencing is extremely important. It helped me extra because I am newer to RUG delver.
1st Round: Storm
Game 1 was a turn 1 Delver, turn 2 flipped and dropped a goyf for extra pressure. He tried to go off turn 3 but I had FOW with Spell Pierce as an extra counter. I'm not too experienced against Storm but I sided in 2 forces, 2 rebs, and a Flusterstorm. I took out 4 Dazes, 1 misdirection.
Game 2 Was turn 1 Delver beats down to 2, keeping him off lands with stifle and Wasteland. He went off and made about 12 tokens, but I just swung through the next turn in the air for the win. Not sure, why he didn't go for the tendrils win.
RD 2 was against Elves, It wasn't very exciting, 2 very quick games. game 1 he mulled to 4 and early delver/ goyf beats with Daze and spell pierce. was too much. game 2 he mulled to 6, but wasteland with some counters and a graftdiggers cage was enough to hold him off to beatdown with a delver and a threshed goose. I think I sided in 2 cages, 1 FOW, and 2 submerge. took out 4 daze and a misdirection
RD 3 was against esper back to basics build. First game I mulled to 5 and probably should have went to 4. He killed me with batterskull and a jitte on a TNN when I had a wasteland in play. I don't remember game 2 much, but it was the opposite, he mulled once and I had every answer to his plays. Game 3 was pretty darn long. Basically an early RIP by him and a lingering souls traded back and forth with my 2 geese till it was about 6-8 and then he verdicted (he could have cast a verdict much earlier but was fine with trading. I think it was a misplay by him, but I'm not sure. Looking back on it I may have been a bit lucky because I was able to stifle the living weapon trigger for a batterskull then bolt the SFM. I also reb'd and dazed 2 TNNs, I had spell pierce for his back to basics and a couple other counters were able to hold him off until I got a delver to stick and flip the next turn and ride it to victory. It went back and forth there for at least 10-15 turns and I had an answer for literally everything he tried. My only 2 outs there were 2 delvers I had left or a delver and bolt.
If I had to redo it I would probably do:
13 Creatures:
4 Delver
4 Nimble Mongoose
4 Tarmogoyf
1 Phantasmal Image/ Scavenging ooze
29 Spells
4 Brainstorm
3 Stifle
2 Spell Pierce
4 Daze
3 Force of Will
4 Lightning Bolt
3 Fire//Ice
3 Ponder
3 Gitaxian Probe
18 Lands
3 Misty Rainforest
4 Scalding Tarn
4 Wasteland
3 Tropical Island
3 Volcanic Island
1 Island
SB:
1 FOW
2 Grafdigger's Cage
1 Submerge
2 REBs
2 Artifact Mutation
2 Rough Tumble
1 Pithing Needle
1 Life from the Loam
1 Flusterstorm
Honestly didn't miss the 4th Force of will in the main deck. I would even consider going down to 2. I think probe is one of the strongest tempo cards we have, I feel like I want no less than 3 in RUG. I like the idea of more burn, And I think Fire/Ice is perfect. I really wanted rough and tumble but never had it. I also think I need something that hits artifacts and enchantments instead of the artifact mutation. Not to sure yet. The phantasmal wasn't really used, the one time I could have, I felt it was better to just reb the TNN and keep up countermagic instead of copying a goyf.
Needless to say, I'll be following this thread more and playing rug a bit more too.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Thresh just won. OG is not yet dead.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
JeCroisQue
13 Creatures
4 Delver
4 Nimble Mongoose
4 Tarmogoyf
1 Phantasmal Image/ Scavenging ooze
29 Spells
4 Brainstorm
3 Stifle
2 Spell Pierce
4 Daze
3 Force of Will
4 Lightning Bolt
3 Fire//Ice
3 Ponder
3 Gitaxian Probe
18 Lands
3 Misty Rainforest
4 Scalding Tarn
4 Wasteland
3 Tropical Island
3 Volcanic Island
1 Island
SB:
1 FOW
2 Grafdigger's Cage
1 Submerge
2 REBs
2 Artifact Mutation
2 Rough Tumble
1 Pithing Needle
1 Life from the Loam
1 Flusterstorm
Honestly didn't miss the 4th Force of will in the main deck. I would even consider going down to 2. I think probe is one of the strongest tempo cards we have, I feel like I want no less than 3 in RUG. I like the idea of more burn, And I think Fire/Ice is perfect. I really wanted rough and tumble but never had it. I also think I need something that hits artifacts and enchantments instead of the artifact mutation. Not to sure yet. The phantasmal wasn't really used, the one time I could have, I felt it was better to just reb the TNN and keep up countermagic instead of copying a goyf.
Needless to say, I'll be following this thread more and playing rug a bit more too.
3 fire//ice seem wrong, they are incredibly clunky in multiples. I also don't like cutting ponder at all. I don't think I could play 3 stifles. I do like the phantasmal image a lot however, wing able to clone TNN or random high value targets seems good
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
cheerios
Thresh just won. OG is not yet dead.
yup, RUG is still one powerful deck! i love the probeless built, forked bolts helped him alot on his elves matchup (semis) ..
the lack of 1 pierce md, seemed to be the loophole when he battled SnT and lost game 1 in the finals...
after that, with 3 reb effects and flusters....it was RUG back on TOP!
congratulations taylor scott!
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Quote:
Originally Posted by
cheerios
Thresh just won. OG is not yet dead.
And with a pretty stock list, too. I really hope we can get a report on some forum from Mr Scott, I would love to hear what his matchups were throughout the day.
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Congrats Taylor! Glad to see RUG take it down. 17 card SB! lol http://sales.starcitygames.com//deck...p?DeckID=63424
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Re: [DTB] Canadian Thresh (a.k.a. RUG Tempo, Tempo Thresh)
Hopefully we can see this beast performing well again in GP Paris #threshnotdead