Re: [DTW] Dreadstill - Enter the Fist
I recently entered a big tourny and went top 4 with this deck...
(top 4, split prizes)
Lands
3 Polluted Delta
3 Tundra
1 Underground Sea
4 Island
3 Flooded Strand
1 Seat of the Synod
3 Mishra's Factory
3 Wasteland
Creatures
4 Phyrexian Dreadnought
Spells
4 Force of Will
4 Brainstorm
4 Standstill
4 Stifle
4 Daze
2 Trickbind
1 Crucible of Worlds
2 Sensei's Divining Top
3 Counterbalance
4 Enlightened Tutor
1 Vedalken Shackles
1 Engineered Explosives
1 Pithing Needle
// Sideboard
SB: 1 Vedalken Shackles
SB: 1 Engineered Explosives
SB: 1 Pithing Needle
SB: 3 Meddling Mage
SB: 2 Propaganda
SB: 2 Tormod's Crypt
SB: 1 Circle of Protection: Red
SB: 1 Sacred Ground
SB: 2 Chill
SB: 1 Serenity
I choose a white build after testing all the other colour builds, I liked this build the most because it seems to give more options vs other decks.
what i like:
- the coherency between enlightened tutor - brainstorm - counterbalance (and fetchlands)
- the abuse of dreadnought - stifle - standstill
- the abuse of standstill - manlands
- the abuse of wasteland - crucible
- enlightened tutor: to fetch almost the whole sideboard, an extra land (seat of the synod), ur main kill: dreadnought, ...
sideboard choice serenity: included only vs enchantress
any remarks?
Re: [DTW] Dreadstill - Enter the Fist
Your list looks good, Ever wish you had Oblivion Ring? In my testing of the white splash O-Ring was the best card the splash offered. Also how many players in the tournament? When? Where?
Re: [DTW] Dreadstill - Enter the Fist
http://www.deckcheck.net/deck.php?id=19970
I would just like to point out this guy won with 2 Magus in the board, which is apparently enough to let you beat Landstill in the finals without REBs. So yeah, +1 for that idea.
Re: [DTW] Dreadstill - Enter the Fist
Quote:
Originally Posted by
bocci
http://www.deckcheck.net/deck.php?id=19970
I would just like to point out this guy won with 2 Magus in the board, which is apparently enough to let you beat Landstill in the finals without REBs. So yeah, +1 for that idea.
Idk Ive been testing this along with bloodmoon, and I feel that it hurts you more than it helps you. i might have to do some more testing though.
One nice thing about it, that is not seen in a lot of deck packing magus, or blood moon is the fact that this deck can back up the moon with counterspells. Most decks running him are aggro and have no answers to counterspells.
Re: [DTW] Dreadstill - Enter the Fist
Yeah, I'm a huge believer in the Magus. Not only does he shut down grips or goyfs but he also can just flat out hand you wins against an unexpecting ITF or Landstill player.
Re: [DTW] Dreadstill - Enter the Fist
Is someone able to give me a list that has only 1 volc.island main and a nice red/blue side (with magus?). thanks alot :)
~Maarten
Re: [DTW] Dreadstill - Enter the Fist
This is close to a standard list :
// Lands
1 [R] Volcanic Island
4 [4E] Mishra's Factory
7 [RAV] Island (2)
3 [ON] Flooded Strand
3 [TE] Wasteland
3 [ON] Polluted Delta
// Creatures
3 [FD] Trinket Mage
4 [MI] Phyrexian Dreadnought
// Spells
2 [FD] Engineered Explosives
3 [NE] Daze
4 [AL] Force of Will
4 [DIS] Spell Snare
2 [CHK] Sensei's Divining Top
4 [SC] Stifle
4 [5E] Brainstorm
4 [OD] Standstill
2 [TSP] Trickbind
3 [CS] Counterbalance
// Sideboard
SB: 1 [10E] Pithing Needle
SB: 3 [R] Red Elemental Blast
SB: 3 [DS] Echoing Truth
SB: 3 [FNM] Tormod's Crypt
SB: 2 [ARC] Blue Elemental Blast
SB: 3 [SHM] Firespout
Most people use 4 daze 3 Snare, but I dont know why, snare just saved my skin too often
If you want magnus main i would suggest something like :
-1 Spell Snare
-1 Trickbind
+2 Magnus
But if you plan to run MD magnus i would also suggest to up the Vocanic count to at least 2, 1 can be a little shacky (waste, sinkhole, etc...).
If you want to side the magnus I would probably cut the echoing Truth, since it's probably the worst card in the side, but as always, sideboard is really meta dependant, and the truth did some great thing's for me.
Re: [DTW] Dreadstill - Enter the Fist
Sorry for the double post but this is for a different subject.
In the Ur version, it seem's like our most common enemy is the green splash, or even worst, a green mage. I was looking for a good SB hate card and my search came back pretty dry :
Insight
Cost: 2U
Card Type: Enchantment
Rules Text (Oracle): Whenever an opponent plays a green spell, you draw a card.
To be frank, the card could be good against deck's that relly heavily on green but dosnt fix a thing against the splash (im looking a you k-grip).
So is the Magnus our best shot? or did i miss a good hate card somewhere?
Re: [DTW] Dreadstill - Enter the Fist
Hey, this my current Ur build:
3#Wasteland
4#Mishra’s Factory
4#Flooded Strand
6#Island
2#Volcanic Island
4#Phyrexian Dreadnought
3#Trinket Mage
4#Brainstorm
4#Daze
4#Force of Will
4#Stifle
3#Counterbalance
2#Sensei’s Divining Top
4#Standstill
2#Trickbind
2#Engineered Explosives
3#Spell Snare
2#Polluted Delta
// sideboard
2#Echoing Truth
3#Red Elemental Blast
2#Pyroclasm
2#Magus of the Moon
3#Tormod’s Crypt
3#Blue Elemental Blast
Tips and comments are always welcome :).
thanks, Maarten
Re: [DTW] Dreadstill - Enter the Fist
My comment about your list is more about the fact your list only has 19 lands than the fact you run only 5 Fetches, don't you find yourself getting mana screwed often? If I we're you I would definitely cut Pithing Needle and a Spell Snare from your maindeck for a 2nd Volc and a 6th Fetch.
On that note I have a problem with people only playing 1 dual, why would you open yourselves up to 1 Wasteland making any splash color card you sided in into a dead card?
Re: [DTW] Dreadstill - Enter the Fist
I agree, and im changing it ;) after some testing is found myself gettin mana screwed pretty often. 1 v.island for spell snare and 1 fetch for peedle.
thx, Maarten
Re: [DTW] Dreadstill - Enter the Fist
Just a thought, but if your are planning on SBing your moon effects, it seems like Blood Moon would be better than the Magus. Especially against Landstill where they might drop Humility, and I would submit that Magus is pretty dubious against red splash Thresh, due to all the Bolts/Fire in those decks. I am testing something along these lines:
2 volcs
6 fetches
6 island
4 factory
3 wasteland
4 Naught
2 Trinket Mage
2 Magus of the Moon
4 FoW
3 Daze
3 Snare
3 Counterbalance
4 Stifle
2 T-Bind
4 B-storm
2 Top
4 Standstill
2 EE
SB:
3 Blood Moon
2 REB
3 BEB
2 Echoing Truth
2 Pyroclasm
3 Tormod's Crypt
I think that in the Moon version of the deck, Stifle effects are at a premium because you want stop your opponent from fetching a basic forest (many survival and the rock decks only run 4-5 basic forests), so I don't think going below 6 is a good idea, and I think you are definitely going to want 4 Naughts because Factory beats are going to be less reliable.
Re: [DTW] Dreadstill - Enter the Fist
The main reason everyone I went with MoTM over Blood Moon is yes, MoTM dies easier against Red Thresh, etc. If you run Blood Moon instead you lose your board advantage. What's the worst that can happen when you drop a magus is your oponent can't play goyfs and if they do somehow get a threat into play they can't attack unless they want to give us back all of our Mishra's Factories. Also if you run Moon, they can still float mana and K-grip it. I'm looking into not being susceptible to K-grip much with Magus instead. Basically, if anything run a 2-1 split or 3-1 split but never run more Moons then Magus I think it's a bad call.
Re: [DTW] Dreadstill - Enter the Fist
Also if you play a Blood Moon you really cannot play a Standstill UNLESS you have a creature down since your factories are mountains, MotM dodges since it is a beater.
Re: [DTW] Dreadstill - Enter the Fist
What are your thoughts about Aggro Loam and Trinket Painter matchups? Those decks seem to have become more popular in my meta. Dreadnought decks are also popular, although Dreaded Fish variants are the most played. And of course there is always Threshold and a beautifull wide specter of random decks.
Trinket Painter is some sort of mirror in which we can't let each other play our combo, IDK, I see it close. Krosan Grip and maybe a singleton Blessing (which will buy much time) are some cards I think of right now...
Aggro Loam. I have almost no experience against this deck, so I would really appreciate some tips about it. I've played some matches and got really beaten, although I've been able to win some games thanks to T2 Dreadnought.
Right know I think I have access to all splashes, though I'm currently playing the Ugr.
Re: [DTW] Dreadstill - Enter the Fist
Quote:
Originally Posted by
godryk
What are your thoughts about Aggro Loam and Trinket Painter matchups? Those decks seem to have become more popular in my meta. Dreadnought decks are also popular, although Dreaded Fish variants are the most played. And of course there is always Threshold and a beautifull wide specter of random decks.
Trinket Painter is some sort of mirror in which we can't let each other play our combo, IDK, I see it close. Krosan Grip and maybe a singleton Blessing (which will buy much time) are some cards I think of right now...
Aggro Loam. I have almost no experience against this deck, so I would really appreciate some tips about it. I've played some matches and got really beaten, although I've been able to win some games thanks to T2 Dreadnought.
Right know I think I have access to all splashes, though I'm currently playing the Ugr.
Trinket Painter isn't bad as long as you keep Dark Confidant off the table, if they get ahead in cards they probably win. Aggro-Loam is really pretty easy they usually can't race a fast Nought, Standstill, and CB/T are really good against them. Also with ALA you should be maindecking a Relic of Progenitus which absolutely wrecks them, it kills Terravore and cantrips for 2 mana, it shrinks their Tarmogoyfs, and it removes their engine.
Re: [DTW] Dreadstill - Enter the Fist
Quote:
Aggro-Loam is really pretty easy they usually can't race a fast Nought, Standstill, and CB/T are really good against them.
From my limited testing, Aggro-Loam is actually not that horribly easy. It might not be unfavorable, but recuring goyfs mixed with LD and chalice out of the board makes it far from a bye.
Re: [DTW] Dreadstill - Enter the Fist
It's not horrible easy, but favorable probally 60-40 in our favor. I've done quite a bit of testing with that MU as well, and I can only assume once Relic is legal it will be an even easier MU.
Re: [DTW] Dreadstill - Enter the Fist
Quote:
Originally Posted by
The_Red_Panda
From my limited testing, Aggro-Loam is actually not that horribly easy. It might not be unfavorable, but recuring goyfs mixed with LD and chalice out of the board makes it far from a bye.
I have to agree with you for this matchup. It is a winnable one, but defiantly not a bye, especially the versions that run chalice. Because of Aggro loam's threedrops (Crusher, Witness, Terrivor) I haven't found that CB/top particularly shines in this matchup.
Even post-side the match does not improve much. They are siding in shushers and kgrips while we are siding in our crypts and blast (if you run them), which keep the game in a relatively equal state.
Re: [DTW] Dreadstill - Enter the Fist
I dont like the red splash, disable Wasteland, Factory and maybe a splashcolor? For what? Most Decks can easy handle a Moon effect or just play around, especially when the Moon comes so late [round3 or later].
What do you guys think of this list:
http://www.deckcheck.net/deck.php?id=18487
2x CrucibleoW mainboard allows a decent Wasteland lock and recurring Mishra's.
2x Cunning Wish for Grip, Extirpate, Trickbind, Echoing Truth, Berserk :tongue: also seems strong, nice out against Humility and other trublesome permanents or graveyard engines.