Remand is intersting. I would like to see someone test it. I don't know how good it will be since it doesn't completly stop the spell, but I would like to see how it would work.
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Remand is intersting. I would like to see someone test it. I don't know how good it will be since it doesn't completly stop the spell, but I would like to see how it would work.
I've messed around with Remand in Thresh before and it's kinda hot, kinda not. On the one hand, when you have a clock on the board and you're close to winning, it's sweet since it stalls your opponent, gets you closer to winning and you draw a card. On the down side, when you're losing / under pressure, it's crappy since you need to stop a threat or not die--and there Remand, just stalls your own demise.
In this way, the card seems more of "win more" kind of thing. It's only really good when you're winning, but "not great" at all other times, where Counterspell is just the opposite, or at least even.
Remand, I think, is more fitting in pure combo, to stall for a turn and then just kill you. Thresh kills over several turns--that's why I'd rather just stop a spell for good.
Anyway, this was my experience with Remand in my techy UGbw list ("Witch-Maw Threshold") from a few months back.
Yes, but the card Remand isn't Counterspell. The card it's replacing is Portent (or Predict if you choose not to run Mental Note and run Portent in it's place). And it really does feel like you're casting Time Walk.
Thresh uses the cantrips to fill up the Graveyard, and making an otherwise 60 carddeck to something like a 52 carddeck. This way it didn't have to play average cards to fill up the last slots.
Remand is an average card. Not a hard counter, sits dead in the hand when your opponent doesn't cast anything, doesn't dig deep in your library. It is only nice when you are winning next turn, but counterspell does the same thing at that moment. It is only usefull against Blue based control with counters. Than you can remand your own spell and let a counter fizzle. But you are probably slowed down a turn and the power of this deck is that it got a fast clock for an aggro-controldeck.
But Remand isn't a draw spell either. Yeah, it draws a card, but it's not the same thing. Thresh's draw spells unconditionally draw cards and can be chained together to rip through your library and find what you need. Remand can never do this. It can support you when you're already winning, but we can ask that of a lot of cards that we don't play.
I don't know if this has been done before, but it probably has. I play in a Meta that has a lot of black, so for the last couple of weeks that I played thresh, I have played with compost in the sidebord. I have never been upset to draw that card in any black matchup. It is a great way to keep your hand full against discard, and also good for drawing a counterspell or some other amazing peice of this deck. Think about it, if you play in a Meta where black is in:Compost FTW!
Just a thought! It works for me.
~AoD
I am currently testing a version of this deck (the Daniel Krutil more or less) and since I expect quite some mirror matches and a meta with more then average control presence to switch (some) galineas knights for river boa's.
The biggest offset would of course be that you can't pitch it to FoW. On the other hand I have difficulty breaking the mirror (I lose the creature war but stay alive because of Worship). And Islandwalk would be nice.
Anyone tested this? And if yes why does or doesn't it work.
I would be inclined to take it as a 2-of because I would be needing it when the game has come to a stalemate.
I personally haven't tested it. I would try it in the sideboard first before deciding to put it in maindeck. That's what your sideboard is for, your own personal touch to your deck. I have mixed feelings about this card. It doesn't seem right for this deck and here is why i think it wouldn't work:
1 It doesn't pitch to force
2 StP
3 When its not being blocked, Werebear and Mongoose can swing FTW.(And they're bigger)
It seems good with the regenerating island walk though..but that doesn't help it against StP. I would be interested to see how you do with it though.
If you want to win the mirror, Play Nanutuko Monastary as an additional Critter.
I took second at The Mana Leak Open 1 yesterday with UGW Thresh. My list and report can be found here.
I attempted to play Legacy @ DragonCon, but only ended up playing one game of casual against Rw Goblins w/ Bolts since not enough people to play. My brief report and list can be found here.
Besides it basically being the defacto build, I do play 2 impulses and Grunt in the SB.
As for impulse, my cantrips go 4 Brainstorm, 4 Visions, 3 Notes and 2 impulses. 3 notes feels right in all the testing I've done. I use to play Sleight of Hand until I remembered that impulse exists. Which is just awesome late game.
As for Grunt, he is what he is. By now most people realize how effective he is against so many decks.
How are most people here preparing for Grunt now? Hes showing up maindeck alot now which is bad for Thresh. Is there any good sb tech?
(well, it's my first post here, have been playing a lot of legacydecks for a while now, lurking the boards here and active posting at salvation.)
I'll be packing a little more digger spells, to find the necessary StP's for the grunt. Currently playing 4 Brainstorm, 4 Portent, 1 Serum Vision, and 4 Predicts. Though I must say, I didn't get to play against it (yet). I'll let you know my experiences.
Hey all, my first time posting here as well. I've been scanning these forums for about a year now, but I think I finally need to add my two cents.
Ever since grunt came out I've been wanting 2 additonal removal spells (in addition to StP) to include maindeck to stop him from eating my grave entirely. I've tried repeal, boomerang, echoing truth, psionic blast, afterlife, and temporal spring, but each of these seems subpar for this deck (and for the job of dealing with grunt).
If no good, maindeck-worthy creature removal besides StP exists, then I may think about adding some mental notes back in, but MAN do I hate running mental notes in place of portent.
Yeah, I just wrote a post saying condem as well... then I got logged out!
Anyhow, i think condemn would be the best choice, as it'll be of use in other matchups as well where you can commonly run out of answers, namely in my mind, faerie stompy.
I'd rather use Psionic Blast over condemn, but the 3cc is just too much (though it helps if you run disrupting shoal... i only own 2 FoW)
Yeah, I thought about condemn, but never tested it because most of the creatures I desperately want to target don't attack at all. Grunt can often just sit back and eat your grave, acting as a great blocker without entering the red zone until the damage is done. Plus, in so many match-ups (like Iggy or solidarity) is has no purpose at all (besides gaining yourself a bit of life at the expense of tempo and card advantage).
Overall I've not been unhappy with echoing truth. Could it run as a 1 or 2-of, almost as a catch-all answer?
First off, you should get 2 more FoW's! It's soo worth it. this deck isn't thresh without 4 Force of Will! secondly, I run 4 Mental Note, and 2 Portent. I cut a 4th Daze for the second Portent. I made top 4 a couple weeks ago with this deck, and I would have this week, but I gave my last opponent the win, because I wanted to leave. Mental Note helps a lot with recovering from the Grunt. More cantrips help too. Daze isn't that great late game anyway. I managed to play through 3 grunts on the Source Tourney, and if I can do it, anyone can!
Good luck all with the Grunt!
AoD
I was going to save this for Roanoke, but due to an irrational fear of Affinity, I cut the card from my sideboard.
The additional removal spell you are looking for, that both fits the mana and color curve, and deals with Grunt, as well as a great deal of problematic creatures for Threshold?
Reprisal.