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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
I used to run mental note myself, but I found that I really wanted more card selection in my cantrips, so I made the switch to portent. I followed this up by adding in predict as a 3-of, since it can provide great card advantage late game and quick threshold (since I don't have note) early game.
I know this debate (i.e. portent vs. predict vs. mental note) has been beaten to death in past posts/threads, but I wanted to chime in with my testing results. The way I play this deck is very controllish. This may have a lot to do with the number of aggro decks in my area, against which I have no choice but to play as a control deck. Because of this I've found that quick threshold is less important than more late-game control/stability. Thus, portent over mental note. These circumstances also make mystic enforcer attractive, since I go late in the game and never have trouble playing him.
Bardo, you seem to have a more aggro-control build, or at least play the deck in that way, compared to myself. Considering this, would you still suggest I run mental notes?
(by the way, this question isn't really just for Bardo, I just wanted to ask him personally since he's had so much experience with this deck)
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
In what I have found recently, and I think Nightmare's recent results confirm this, is that Mental Note has become more integral to this deck due to the implementation of Jotun Grunt. Not only is he a 4/4 Tormod's Crypt in the mirror, but several Fish varients, viable only due to his inclusion, are popping up in some large tournament slots.
The whole reason I posed the original question to Bardo is due to the fact that the majority of my experience playing the deck eschewed Mental Note due to my own asthetic reasons.
Now that I am avidly for it's current inclusion, I needed some insight into the viability of the singletons I had been previously using without worry. I think the compromises Nightmare made at TML allow the maintaining of Threshold, while still viably allowing both the card selection needed to support the unique cards, and the deck's velocity.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
I think the whole MN vs Predict thing is now settled and done now that Grunt has arrived. He tools builds without MN, period.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Yeah, but an early mental note can feed Grunt as well. I still think it comes down to whether you want a more controlish version or aggro. If you want the first, predict, if you want the second, mental note.
I'm just curious, I hardly see grunt anywhere maindeck. Once you hit SB, I think crypt is clearly better for most decks (excluding perhaps homebrew, or MAYBE the mirror). Does your meta have a lot of grunting? Does this deck want to run Grunt? It seems like a horrible idea main, as in many matches he eats your own graveyard or is a dead card.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Just here to post some testing results:
I did quite a bit of testing last night against some random decks (not tier1 decks, since I tend to see randomness more often) and I found that far too often engineered explosives was not the card I wanted. Frequently I'd be facing a large (exalted angel-sized) creature, which EE was unable to blow up. Other times I'd fail to counter a key artifact or enchantment that was along the same cost as the creatures I wanted to save (one game I was even owned by some flying chump wearing two cranial platings, while I attack with two werebears). Then of course there are the times when what I really need is a counterspell (wrath of god sucks), but don't have it.
In short, I wasn't too impressed during my testing. So I switched out the two EE for echoing truth and tested some matchups again, and wow! Echoing truth acted as a removal spell (however temporary) to get a big creature out of the way so I could attack freely. It bounced humility and vedalken shackles at opportune times, allowing me again to swing for the win. It also pops enforcers or bears back to my hand before wrath resolves (unfortunately, I never got to play against wrath with truth in my deck).
My point is, echoing truth is weak as creature removal. It's weak as an end-of-turn trick. It's weak as artifact and enchantment removal, and it's weak as a counterspell. But just that it can act as all of those things over the course of a game has made it a great option in my eyes. Feel free to call me an idiot for playing that card maindeck, but as long as I continue to get positive testing results from it I think it'll stay in my build.
As for the mental notes to combat grunts: I don't see enough grunts to warrant that switch yet, but I'll be looking out for it.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
You guys might have a meta where it takes a while for things to catch on.. No offense at all. But Grunt is the most format impacting card in the legacy pool for some time now. Ravnica may have given us good cards but Grunt is of par with Confidant on the powerscale. He's great in Thresh, he's better against it. If no ones playing them in your meta bust him out cause he's a real asskicker. But be prepared to take him down too.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Jotun Grunt doesn't make Mental Note any better. If my opponent is playing Jotun Grunt, I want to be able to find an answer to it, which Mental Note is extremely poor at.
That aside, Jotun Grunt is hardly a format-defining card, anyway. It's just another decent, playable card with more than its share of hype surrounding it.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Since people are suggesting suboptimal cards like Reprisal and Threads of Disloyalty to deal with problem creatures, bc apparently, 4 Swords and 14 cantrips isn't enough, has anyone considered Psionic Blast.
I can't believe I'm suggesting it, I've never been too big a fan of the card in Fairie Stompy. But it does act as removal, and when you have nothing to remove, it's a very good win condition. At worst, it pitches to Force.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
I've thought about psionic blast, but was never fond of the idea of a 3-mana removal spell that hurts you. Against aggro, where removal is possibly most needed, it seems fairly risky (due to damage and cost).
That's why I love echoing truth: no damage to you, 2-cc, tempo advantage, and can work on artifacts and enchantments if need be.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
If you have troubles against creatures, I suggest you use the red splash instead of the white. Lighning Bolt, magma jet and Fire/Ice is good here, Isochron Scepter might also work.
The red splash is simply better against creatures and are more aggro-oriented. StP gives you opponenet livepoints + it cannot shoot to the dome.
The white splash have better games vs. control and combo.
I guess you already know this, but there is no point in adding more removal to the white splash, as the red will do the job just as well. Also both splashes might be the way to go.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
I used to play the red version instead of the white, but over time I liked it less and less. Yeah, it's better against goblins and random aggro, but weaker against more mid-range aggro and aggro control (as in angel stompy). I made the switch when I realized how much this deck wanted StP. After all, threshed gooses and bears wreck creatures within the range of fire and magma jet. But, leaving my precious 8-burn spell suite behind (I'll miss you bolt), I'm now in a position of wanting a tad more removal.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
lillelassie
If you have troubles against creatures, I suggest you use the red splash instead of the white. Lighning Bolt, magma jet and Fire/Ice is good here, Isochron Scepter might also work.
The red splash is simply better against creatures and are more aggro-oriented. StP gives you opponenet livepoints + it cannot shoot to the dome.
The white splash have better games vs. control and combo.
I guess you already know this, but there is no point in adding more removal to the white splash, as the red will do the job just as well. Also both splashes might be the way to go.
But the Red splash hasn't a spell for the hated Grunt, where White at least has StP.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
We have three colors to work with and we still can't find any removal beyond StP, lol.
White>red so going back to red isn't the answer.
How about Jitte, the removal of choice for every nonred deck out there, it lets our beaters win even without threshold. Two Jitte counters with counter backup and our guys are unstoppable, even without any cards in the graveyard.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Jitte can't attach to a third of our creatures, though. Werebear and enforcer (if you even run any) are its only wielders. And then nantuko monastery if you run them, but just not enough.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
The only builds I've seen that run Jittes were Krutil's buld and Bardo's Witch-Mat Thresh... then you run Jittes, but they still suck in Thresh.
I say this because only 6 creatures with live through combat. Those 6 creatures are usually Bears and Enforcers. Now if you want some kind of consistent answer to things like Grunt, just run more Removal.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
If you want to stick to white you could play the semi-StP in Condemn as an additional option. Although it doesnīt kill creatures on the defense, it only cost one mana. Itīs the only removal-spell I find worthy maindecking.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
I personally thought Reprisal is pretty sexy tech. I suppose Condemn works too. Vedalken Shackles might work, since a majority of the lands are Islands.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by Ob Freely
The bottom line is that unique singletons are very difficult to justify as optimal, even in a deck with velocity.
In the abstract, I agree completely. From my own point of view, it's one of those "funny numbers" things that just feels right after several hundred games with the deck. But it looks shifty.
Quote:
Bardo, you seem to have a more aggro-control build, or at least play the deck in that way, compared to myself. Considering this, would you still suggest I run mental notes?
I think you should run whatever gives you the best results. My build was designed to push the aggro aspect of Threshold, so I don't have to worry about controlling the late game as much, since, ideally, I wouldn't find myself there.
But I've said this before and I'll say it again: I don't think there is any one holy and correct configuration of the deck that is "the best." There are just some that are better than others, but the deck should be fluid and run certain cards for an anticipated metagame or for the element of well-reasoned surprise (maindeck Stifle, for instance).
I prefer the aggro-version of the deck, because given the opportunity, I'd much rather scout, hang out with friends, and--location permitting--get a beer and a shot of Wild Turkey, than slug it out with more turns than I really need to win. The question here is: does a more "control-oriented" build contribute to winning more? I don't honestly think it does, given a "mixed" field--where aggro, combo and control are represented. I'm trying to find the version that best makes this happen without making painful sacrifices against my already favorable match-ups.
Quote:
Originally Posted by Parcher
In what I have found recently, and I think Nightmare's recent results confirm this, is that Mental Note has become more integral to this deck due to the implementation of Jotun Grunt. Not only is he a 4/4 Tormod's Crypt in the mirror, but several Fish varients, viable only due to his inclusion, are popping up in some large tournament slots.
Quote:
Originally Posted by Ob Freely
Jotun Grunt is hardly a format-defining card, anyway. It's just another decent, playable card with more than its share of hype surrounding it.
Yep, the hype is overdone. It's a good card, but arguments for and against Mental Note vis-a-vis Grunt are pointless. It can really go either way.
Quote:
Since people are suggesting suboptimal cards like Reprisal and Threads of Disloyalty to deal with problem creatures, bc apparently, 4 Swords and 14 cantrips isn't enough, has anyone considered Psionic Blast.
I had double Psionic Blasts in earlier builds. At best, it was overkill; at worst, the 3cc cost was too much. But it was always a nice surprise that would bring a smile to at least one player at the table. :)
Re: Reprisal. Do we really need this? 4 StP seems enough, whether or not you go the EE-route. With any more, you're not really playing up the aggro part of the deck and are playing something else. It's also too situational, like if you need to kill MoR, a Tog on defense, etc.
Quote:
Originally Posted by Anti-American
The only builds I've seen that run Jittes were Krutil's buld and Bardo's Witch-Mat Thresh... then you run Jittes, but they still suck in Thresh.
Even in Witch-Maw, it's kinda crap, for the obvious reason. All of the weilders are either flimsy attackers (Bob + Mage) or really overkill again (Werebear, Enforcer). Chalk up "Jitte + Thresh" as an interesting idea that isn't. ;) It would probaby be better if Thresh were Standard-legal and you could "disenchant" opposing copies (Jitte isn't exactly a format-defining card in Legacy) or drop it as an occasional bomb. But the risk of tempo-loss (removal in response to the equipping), in a tempo-exploiting deck, seems counterproductive.
Quote:
I personally thought Reprisal is pretty sexy tech. I suppose Condemn works too. Vedalken Shackles might work, since a majority of the lands are Islands.
I think these are all good ideas, but it would be a different deck. For one, you'd need to increase the land count to hit 3 mana on turn 3 and would have gain advantage over aggro at the expense of the combo match-up. For instance, Shackles or Threads do little in repsonse to a Brain Freeze for 51. ;) I'm not sold.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
Bardo
Yep, the hype is overdone. It's a good card, but arguments for and against Mental Note vis-a-vis Grunt are pointless. It can really go either way.
I agree about Mental Note, but not about the hype. Grunt is insane in the mirror for several reasons. It can't be needled. It is as large or larger than every other creature naturally, and can easily decrease the size of opposing creatures. If played in conjunction with Meddling Mage naming Swords, can neutralize your opponent's entire creature base. Can completely stop Ichorid,(rare, I know) Threshold's second-worst matchup, in two turns. First, stuff Wonder, block Ichorids, then the rest of their creatures. They also only have Needle to stop graveyard hate, so Crypt is unviable. Whereas they have literally no creature removal.
Quote:
Originally Posted by
Bardo
RE:Reprisal. Do we really need this? 4 StP seems enough, whether or not you go the EE-route. With any more, you're not really playing up the aggro part of the deck and are playing something else. It's also too situational, like if you need to kill MoR, a Tog on defense, etc.
No, I don't think it is needed. But, before I decided this, I did playtest it extensively, and found it to be the best of the spot removal available to the White version.
Quote:
Originally Posted by
Bardo
I think these are all good ideas, but it would be a different deck. For one, you'd need to increase the land count to hit 3 mana on turn 3 and would have gain advantage over aggro at the expense of the combo match-up. For instance, Shackles or Threads do little in repsonse to a Brain Freeze for 51. ;) I'm not sold.
Agree in entirety, but I think your example is wrong. I don't think anyone seriously considered using any of these cards in the main deck. And I would hope that they did not side them in against Solidarity.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Quote:
Originally Posted by Ob Freely
The bottom line is that unique singletons are very difficult to justify as optimal, even in a deck with velocity.
In the abstract, I agree completely. From my own point of view, it's one of those "funny numbers" things that just feels right after several hundred games with the deck. But it looks shifty.
Quote:
Bardo, you seem to have a more aggro-control build, or at least play the deck in that way, compared to myself. Considering this, would you still suggest I run mental notes?
I think you should run whatever gives you the best results. My build was designed to push the aggro aspect of Threshold, so I don't have to worry about controlling the late game as much, since, ideally, I wouldn't find myself there.
But I've said this before and I'll say it again: I don't think there is any one holy and correct configuration of the deck that is "the best." There are just some that are better than others, but the deck should be fluid and run certain cards for an anticipated metagame or for the element of well-reasoned surprise (maindeck Stifle, for instance).
I prefer the aggro-version of the deck, because given the opportunity, I'd much rather scout, hang out with friends, and--location permitting--get a beer and a shot of Wild Turkey, than slug it out with more turns than I really need to win. The question here is: does a more "control-oriented" build contribute to winning more? I don't honestly think it does, given a "mixed" field--where aggro, combo and control are represented. I'm trying to find the version that best makes this happen without making painful sacrifices against my already favorable match-ups.
The only problems I had with the more controlish versions were the fact I tapped out to find anwers at late game, and tapped out because of the chain of cantrips I used to find those answers. But other than that, the only losses I have ever had... ever, was to Helmut Summersberger 4c Thresh... Naming Swords with Meddling Mage is tech. That gave me trouble Game 1. Games 2 and 3 were so much better for me because of Monastery and Grunt.
I have never had any trouble with the Mental Note version... Unless they brought the game all the way to Midgame. The way I play the Mental Note Version is like 5/3... I played it too much like Aggro/Prison, Counters being my Time Walks midgame and Chalices early game.
Quote:
Quote:
Originally Posted by Parcher
In what I have found recently, and I think Nightmare's recent results confirm this, is that Mental Note has become more integral to this deck due to the implementation of Jotun Grunt. Not only is he a 4/4 Tormod's Crypt in the mirror, but several Fish varients, viable only due to his inclusion, are popping up in some large tournament slots.
Quote:
Originally Posted by Ob Freely
Jotun Grunt is hardly a format-defining card, anyway. It's just another decent, playable card with more than its share of hype surrounding it.
Yep, the hype is overdone. It's a good card, but arguments for and against Mental Note vis-a-vis Grunt are pointless. It can really go either way.
Grunt I admit is a good card.... but it's not all that great IMO. Grunt isnt a format defining card, but it's by far one of the strongest SB options availible to White.
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Quote:
Since people are suggesting suboptimal cards like Reprisal and Threads of Disloyalty to deal with problem creatures, bc apparently, 4 Swords and 14 cantrips isn't enough, has anyone considered Psionic Blast.
I had double Psionic Blasts in earlier builds. At best, it was overkill; at worst, the 3cc cost was too much. But it was always a nice surprise that would bring a smile to at least one player at the table. :)
Re: Reprisal. Do we really need this? 4 StP seems enough, whether or not you go the EE-route. With any more, you're not really playing up the aggro part of the deck and are playing something else. It's also too situational, like if you need to kill MoR, a Tog on defense, etc.
I was thinking about Psionic Blast.... weird. I knew I didnt want to run Reprisal or Condemn. I personally thought they sucked. So I decided that Psionic Blast would be cool, and finishing an opponent off Sea Stompy style was even cooler.
4 Swords may be enough, but SBing more removal is never a bad strategy since this is a creature format.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
@ Bardo: I have a couple of questions. I'm sorry if you've already answered them. 1st, can you post your current sideboard for me? I am looking to change my sideboard, If anyone else runs Grunt in the sideboard, or has one they swear by, the only thing I have to keep in is my PIMP Armageddon's.
My second question is, do you ever wish you ran 2 Enforcers? If you did what would change in your list? I took out a Counterspell for my 2nd one, and I never wish it was anything else. That card wins me games. Nobody likes to see him 2x on the table. Thanx for your time!
AoD
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
Angel of Despair
@ Bardo: I have a couple of questions. I'm sorry if you've already answered them. 1st, can you post your current sideboard for me? I am looking to change my sideboard, If anyone else runs Grunt in the sideboard, or has one they swear by, the only thing I have to keep in is my PIMP Armageddon's.
My second question is, do you ever wish you ran 2 Enforcers? If you did what would change in your list? I took out a Counterspell for my 2nd one, and I never wish it was anything else. That card wins me games. Nobody likes to see him 2x on the table. Thanx for your time!
AoD
I'm not sure if you want other people's boards or just Dan's, but here is mine from TML1:
2x Naturalize
2x Pithing Needle (1 Main)
2x Hydroblast
2x BEB
3x Armageddon
3x Jotun Grunt
1x Mystic Enforcer (1 Main)
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
Mr. Nightmare
I'm not sure if you want other people's boards or just Dan's, but here is mine from TML1:
2x Naturalize
2x Pithing Needle (1 Main)
2x Hydroblast
2x BEB
3x Armageddon
3x Jotun Grunt
1x Mystic Enforcer (1 Main)
Thanks. Yes, I was looking for other great boards. Do you play EE at all? Do you put the 2nd Enforcer in a lot?
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
Angel of Despair
Thanks. Yes, I was looking for other great boards. Do you play EE at all? Do you put the 2nd Enforcer in a lot?
I play 1 MD Explosives, as does Dan, and I don't actually side in Enforcer #2 very often. He comes in vs. Decks sporting mostly black removal, when I need another fat dude (reanimator, etc.) and when he trumps their threats (the mirror splash red).
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
Mr. Nightmare
I'm not sure if you want other people's boards or just Dan's, but here is mine from TML1:
2x Naturalize
2x Pithing Needle (1 Main)
2x Hydroblast
2x BEB
3x Armageddon
3x Jotun Grunt
1x Mystic Enforcer (1 Main)
My board differs, as follows, for a meta which has seen a little more Affinity lately.
1x Pimping Needle (2 Main)
2x Hydroblast
2x BEB (Beta)
3x Armageddon (Currently Portal 1 but looking for P2)
3x Jotun Grunt (1 is Foil...send me your foil Grunts)
1x Mystic Enforcer (1 Main)
3x Null Rod
I'm currently running 2 Disenchants main with the extra Needle. I like the Disenchants because they pump my Dryads (yes, I've given up on Werebears...tooo much yard hate) but I'm going to give EE a try one of these days in the Disenchant spot.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
4 Swords may be enough, but SBing more removal is never a bad strategy since this is a creature format.
In my sideboard, I'm alreadying running 4 Hydroblast and another EE--not including the Tivadar's Crusades and Naturalizes. So, I agree that siding into additional removal is correct.
Which segues nicely into...
Quote:
Originally Posted by AoS
@ Bardo: 1st, can you post your current sideboard for me?
Sideboard
4 Hydroblast
3 Jotun Grunt
2 Armageddon
2 Tivadar's Crusade
2 Naturalize
1 Engineered Explosives
1 Mystic Enforcer
(I posted the rest of my list in an SCG thread earlier.)
As for Grunt, I had to drop one of my own pimp 'Geddons (from Portal 2K) as well and the Worships to make room for them. As much as I love Worship, it was always sort of a win-more game and it's never won me a game that I wasn't already going to win. But I've considered running one or two Worship(s) maindeck just for the raw "fuck you" factor. But the 4cc casting cost... (Which, again, segues nicely into...)
Quote:
My second question is, do you ever wish you ran 2 Enforcers? If you did what would change in your list? I took out a Counterspell for my 2nd one, and I never wish it was anything else. That card wins me games. Nobody likes to see him 2x on the table.
The short answer is "no."
I've played this deck a lot and, over time, noticed that I was moving-to-the-bottom/shuffling-away Enforcer far more often than I expected. That got me from three to two Enforcers, and then from two to one.
I've considered dropping my lone maindeck one on occasion, but he's a nice surprise when he shows up. But generally, in this deck, I'm wary of running any card that I don't want to see in my opening hand--and 4cc cards are something I never want to see (I also dropped FoF from my build long ago for the same reason). And Enforcer is something you never want to see early, unless you're playing against Black aggro or some such.
But, to answer your question, I'm not sure what I'd drop to make room for a second Enforcer. Maybe replace a Meddling Mage with the Enforcer slot in the sideboard? Otherwise, I'd tinker with my 2 Pithing Needle / 1 Engineered Explosives slots and see what I can drop there. Maybe 1 / 1 + Enforcer? Again, I'd need to test for a bit and see what worked. But I don't think that's necessary. 1 Enforcer is plenty.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
Bardo
Sideboard
4 Hydroblast
3 Jotun Grunt
2 Armageddon
2 Tivadar's Crusade
2 Naturalize
1 Engineered Explosives
1 Mystic Enforcer
I find it interesting how close our SBs (and maindecks) are, considering that we've never worked on the deck together. Goblins has all but dissapeared near me, so it isn't a factor anymore - which is why I can get away with running no direct hate in the board for it. Basically, take my board, add Goblins into the metagame, and you get Bardo's board.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Thanks guys, My sideboard was mainly against Black anything. You also got me thinking about putting that 2nd enforcer into my sideboard. I played maindeck Worship for a time, but I took it out completely. It seemed a bit overkill. It also got really annoying against Angel Stompy...
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
While were on the topic of sideboards this is what I went with today:
3 Naturalize
2 Geddon
3 BeB
2 Echoing Truth
2 Worship
1 Enforcer
1 Stifle
It was a completely new place to play so I had no idea what to expect really, but I wounp up playing my freinds landstillish thing and drawing out, then lost to Phage of all things in FEB. The moral of the story: I really wish I had some form of grave hate. Next time I'm going for Grunts, I feel like they would have won me a few of the games that I lost. The format seems to have so many grave based decks that I can't see it being bad.
I think that next time I would go with:
2 Stifle
1 Enforcer
2 Geddon
2 Worship
2 Naturalize
2 BeB
3 Jotun Grunt
1 EE
Also I ran Stifle in my maindeck x2 instead of EE of Needle. Worked out not too badly but thinking back I wish I had Needles instead, they would have saved me. Lets just say I wound up Stifling the lifegain on an Exalted since it was one of those 5 turn time extensions lol.
About Enforcer, I found that he was fairly important in winning against this meta, but I still would never run more than one. I saw him every game with all my cantrips (I ran 16), and I wouldnt want to see him in my opening hand, ever.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Well, don't know if it helps you, but here's my current board. You prob. should know I'm preparing for a tourney with tons of thresh, and almost no Geddon-wishable decks.
3 Hydroblast
3 Jotun Grunt
2 Tormod's Crypt
2 Tivadar's Crusade
2 Seal of Cleansing
2 Engineered Explosives (0 mb, 2 enforcers)
1 Pithing Needle (got only one, too bad :frown: )
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
3 Jotun Grunt
3 Tivadar's Crusade
3 Nantuko Monastery
3 Stifle
3 Naturalize
Yup... no Mage... at all. I didnt think I need it, since I'm in such a Goblin and UGr Thresh heavy meta. Monasteries are fucking amazing. Control died in my meta and I figured there are better cards for the sb.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Nantuko monastery has been a house for me. When I built this deck I went straight to maindecking 2 monasteries and they are amazing. Fitting them in required fewer basic lands (which is ok, because I rarely see wasteland) and an upping of land count from 17 to 18. There are downsides, for sure, but I'd be interested to hear if anyone else has tried maindeck monasteries. Worst comes to worst I shuffle them away with fetches after a brainstorm/serum visions/portent, or use them to cast enforcers or hard-cast force of will. At best, they own face without possibility of counters or WoG.
For the sideboard discussion: I use tormod's crypt insead of grunt. Crypt is weaker in the mirror, but better against random graveyard-based decks like survival, reanimator, loam-engines, and tog (where quick graveyard removal is more important than a 4/4 creaure).
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
The Monasteries are very good again a ton of decks.
The mirror, Angel Stompy, and much more I cant seem to remember...
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
Anti~American4621
Yup... no Mage... at all.
If you don't play maindeck Mage, what kind of spells do you play in those slots?
How about replacing the Mages with Serendib Efreet? I ran a small tournament this weekend, and got 2nd loosing only to affinity. The only match where I used the mages was against Iggy. I usually shuffled the mages back in the deck during the other matches and was not really impressed by them. What do you think?
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Mage isnt doing so hot in this metagame. It's only good against 3 decks, and those decks happen to be Board Control (call Swords and counter all WoG effects), IGGy, and Solidarity.
As for what I replaced Mage with... Portent. Dont laugh, I find everything I need from cantrips; Threats, Answers, and more Cantrips.
Usually I see Mage as a metagame slot. If you tell me what kind of meta you have, there so much more better cards for this slot. Jotun Grunt, Galina's Knight, Serendib Efreet, Stifle, EE, and a bunch more.
IMO, think the reason for the White splash is the Sideboard. Swords is strong removal, but the more important sides of White has always been the Sideboard and at times, Mage.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
My meta only has a few combo decks where Mage really shines. So I want to find something that fits in the Mage slot without lowering my creature count. I will test Efreet, and maybe Galina's Knight or Monastery. Don't you ever think that your creature count is too low without the Mages? Or do the extra cantrips get you your critters?
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Mage is a walking Counterspell.
If you're going to replace a walking counterspell, why not do it with a Flying Mana Leak. That way you don't hurt your combo matchup up too much.
I'm of course talking about Spiketail Broodling. It makes all your opponents key spells cost two more mana, all while beating for two. What do you guys think?
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
Clark Kant
Mage is a walking Counterspell.
If you're going to replace a walking counterspell, why not do it with a Flying Mana Leak. That way you don't hurt your combo matchup up too much.
I'm of course talking about Spiketail Broodling. It makes all your opponents key spells cost two more mana, all while beating for two. What do you guys think?
This deck doesnt need more counters. Just topdecking a counterspell against a couple of guys on the board doesnt answer them. If you were to replace Mage, make sure it benefits every angle of your deck, and that's card qualitywise. Theres, that's something Spiketail Broodling cant do, improve your card quality.
@Negator: The thing about more cantrips is that, it allows you to decide what's good in the current situation. Creatures are bad sometimes, Removal is bad sometimes, and Counters are bad sometimes. It's a matter off what you need that makes cantrips shine. I never really felt creature lite. But if you must, add a 3rd Enforcer, or manybe throw in some Monasteries, as they double as lands as well.
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
Quote:
Originally Posted by
Clark Kant
Mage is a walking Counterspell.
If you're going to replace a walking counterspell, why not do it with a Flying Mana Leak. That way you don't hurt your combo matchup up too much.
I'm of course talking about Spiketail Broodling. It makes all your opponents key spells cost two more mana, all while beating for two. What do you guys think?
I'd say if you want to replace a card that is an sich OK, but just not strong enough in this metagame, don't replace it with a similar (but weaker) card. In my opinion, the argument against m.mage is just as valid against the inclusion of Spiketail Drakeling. Besides that, drake can be played around and leaves play after it's effect, in contrast to the mage.
edit:@ Anti: I'm a slow poster, but at least we agree:wink:
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Re: [DTB] U/G/w Thresh (a.k.a. Gro, NQG)
I've never really had problems with drawing mage, since at the least they are a slightly more annoying grizzly bears (and a creature that's not affected by lack of threshold).
But I was actually wondering how azorius guildmage would work in this deck. It's even easier on the mana than mage, counters activated abilities (which pithing needle is for, I know) and taps creatures at end of turn (if you don't need that mana to counter something) to allow your creatures to attack freely into a crowded board.
The more I mill over it, the less I like it, but it's something to think about.