-
Re: [Deck] Dreadstill - Enter the Fist
Peacekeeper is only good against merfolk/decks with zero removal. And if peacekeeper see's a lot of play, you can bet that the merfolk players will adapt to fight peacekeeper. Mono blue merfolk has echoing truth and wipe away. Ub merfolk could just pack smother, doom blade, any number of removal spells to kill peacekeeper. Peacekeeper is not that good now that survival is gone; to me, it should just go back to being jank again, now that survival is gone. Where was peacekeeper when survival had not yet surfaced? No one had even heard of the card and if they did, thought it was jank because zoo bolts it, goblins warren weirdings' it or gempalm's it or flings a goblin at it with siege gang or they fling a ton of goblins at your face to kill you. Swords is the better card.
And perish is amazing; it kills goyf, knight of the reliquary, all of new horizon's creatures, elves, wild nacatl, qasali pridemage...the list goes on. The card is amazing. It even kills progenitus and argothian enchantress lol. I don't see a reason to not run it unless your entire meta is combo, goblins, and merfolk.
-
Re: [Deck] Dreadstill - Enter the Fist
Peacekeeper is there in large part to beat Merfolk, and it will beat Merfolk consistently where Firespout does not.
-
Re: [Deck] Dreadstill - Enter the Fist
Peacekeeper is also good againts reanimator
-
Re: [Deck] Dreadstill - Enter the Fist
I'm still asking though: what's your strategy in using it? How are you utilizing to beat Merfolk? Are you waiting until you build up 2 Noughts and plowing through, or waiting for Jace?
-Matt
-
Re: [Deck] Dreadstill - Enter the Fist
Jace is my go to in that instance, but pushing through 2 naught after an EE @2, then casting another peacekeeper has been done before. By the time you find what I want, I need the EE too.
-
Re: [Deck] Dreadstill - Enter the Fist
Here is the basic Peacekeeper plan.
Find the Basic Plains, and resolve Peacekeeper. Then, just wait. Get to a position where you are pretty confident that you can make Jace resolve. Then, get Jace onto the battlefield and ramp up to his Ultimate. There's often little Merfolk can do once you've landed Peacekeeper.
Peacekeeper and Firespout are very different. Peacekeeper is not good against Goblins since she dies immediately. She's there for merfolk and Progenitus and other decks that have difficulty removing her.
-
Re: [Deck] Dreadstill - Enter the Fist
She's decent against Dredge and Elves as well just to name a few.
My group is adapting to Peacekeeper though, you'll see UB Merfolk packing 3 Smothers (decent in other matchups as well). I think Peacekeeper may lose her potency until she becomes less-played again and sideboard choices change around again.
Last week, I was playing my MUD-stompy (Overseers) against Dreadstill. I figured boarding Winter Orb was a great idea against a deck that was hungry on mana (Countertop etc). Winter Orb is a random card that also shuts her down but I'm not sure how many aggro decks are capable of supporting Winter Orb in their sideboards.
-
Re: [Deck] Dreadstill - Enter the Fist
Peacekeeper is only part of a larger plan. The real goal is to attack them with a quick Dreadnought. Only if this plan is not an available option should we fall back on Peacekeeper, which does a good job of stabilizing even the scariest of boards.
The real strength of Dreadstill is not because it can play a Peacekeeper with no answer from the opponent. Its strength is in its superior card manipulation. We are going to draw and look and see more cards than our opponent, and the Stifle/Nought and Peacekeeper plans are just outlets for this card manipulation.
If you're looking to play Peacekeeper as a hoser that the opponent cannot possibly beat, you will probably be disappointed. If you are looking to take your superior card manipulation, such as an active Bob, and turn that into a concrete advantage and not just an advantage in the number of cards in your hand, then Peacekeeper will allow you to do something very special. Like, what's the use of drawing a bunch of cards if none of them can stop their board presence? Peacekeeper allows us a way to turn card draw into board control, and if we're seeing more cards we're also likely able to protect it.
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Morgothian
This is the final version of a URB Dreadstill list that me and my teammate Emiliano used from October 2010.
I attended 3 torunaments with this deck: I got 1° on 34 in the first one, 9° for rating (senseless, I was the highest in rating but one of my opponents decided to drop just before round 7...) on 106 in the second one and 10° on 76 in the third one, while Emiliano attended four torunaments and got 4° on 100 with a perfect 7-0-0 in the first one and 3° on 106 in the tournament I went 9°.
Previous versions of the list played Lightning Bolt maindeck and no Trinket Mages. We alays played 3 Brainstorm, which is the point generally insulted by others. So, here's the list:
Lands:
4 Wasteland
4 Scalding Tarn
1 Misty Rainforest
1 Polluted Delta
1 Flooded Strand
3 Underground Sea
3 Volcanic Island
1 Badland
2 Island
Creatures
3 Grim Lavamancer
3 Phyrexian Dreadnought
3 Dark Confidant
2 Trinket Mage
Spells
4 Force of Will
3 Spell snare
3 Daze
4 Stifle
1 Trickbind
3 Counterbalance
3 Sensei's Divining Top
3 Brainstorm
2 Predict
2 Jace, the Mind Sculptor
1 Engineered Explosives
Sideboard
1 Nature's Ruin
1 Perish
2 Firespout
2 Arc Trail
2 Red Elemental Blast
2 Spell Pierce
1 Pithing Needle
1 Basilisk Collar
1 Relic of Progenitus
1 Tormod's Crypt
1 Nihil Spellbomb
Against which Matchups do you bring the Arc Trails in ? (just Goblins?)
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
yutang
Hey guys
My meta is:
2x Solidarity
ANT
Belcher
2x Dredge
2x Merfolk
2x BUG Landstill
Show and Tell Emrakul
Goblins
Death and Taxes
I was thinking about picking up this deck against the above meta. What do you guys think of my first draft?
[DECK]
2 Volcanic Island
4 Mishra's Factory
3 Wasteland
4 Flooded Strand
2 Misty Rainforest
2 Tundra
4 Island
3 Trinket Mage
4 Phyrexian Dreadnought
2 Sensei's Divining Top
3 Counterbalance
2 Jace, the Mindsculptor
3 Daze
3 Standstill
2 Engineered Explosives
4 Force of Will
3 Spell Pierce
2 Trickbind
4 Stifle
4 Brainstorm
Sideboard
1 Engineered Explosives
1 Crucible of Worlds
2 Firespout
3 Red Elemental Blast
1 Relic of Progenitus
1 Tormod's Crypt
3 Swords to Plowshares
1 Pithing Needle
2 Blood Moon
[/DECK]
Is my manabase stable enough?
Should I run Jace or increase my Spell Pierce/Standstill count?
Is my sideboard okay against my meta?
Is this even the right deck to run in my meta?
Thanks in advance!
I tested with the above list against a number of aggro, combo and aggro-control decks. I felt that a UWR list with the white for swords in the MD was not as strong as Rood's original UR list (despite the lack of removal in his). I might be testing a UGR version with Goyfs, does anyone have a suggested list?
I came to a number of conclusions:
1) Spell Snare > Spell Pierce: As the maindeck already demolishes combo, I found spell snare to be extremely useful against my biggest threats (Qasali Pridemage, Goyf, Dark Confidant, opposing Dazes, Counterbalances, etc)
2) MD Swords was theoretically great but in practice, it turned out to be lacklustre. This deck can disregard most aggro creatures with a 12/12 trampler which ends matches. There was no need for removal (if playing as control, Mishra's would be sufficient) and if playing as combo, a 12/12 trampler would be enough.
3) The third splash was not worth the manabase instability for W.
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
yutang
1) Spell Snare > Spell Pierce: As the maindeck already demolishes combo, I found spell snare to be extremely useful against my biggest threats (Qasali Pridemage, Goyf, Dark Confidant, opposing Dazes, Counterbalances, etc)
.... o_O
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
J.V.
.... o_O
[irrelevant]I've Snared a Daze once playing Canadian in order to get goose threshed[/irrelevant]
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
J.V.
.... o_O
Oops I meant Counterspell
-
Re: [Deck] Dreadstill - Enter the Fist
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
yutang
3) The third splash was not worth the manabase instability for W.
I don't understand this. What are you afraid of? Your opponent's Wastelands might have a target?
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
yutang
I came to a number of conclusions:
1) Spell Snare > Spell Pierce: As the maindeck already demolishes combo, I found spell snare to be extremely useful against my biggest threats (Qasali Pridemage, Goyf, Dark Confidant, opposing Dazes (lol), Counterbalances, etc)
2) MD Swords was theoretically great but in practice, it turned out to be lacklustre. This deck can disregard most aggro creatures with a 12/12 trampler which ends matches. There was no need for removal (if playing as control, Mishra's would be sufficient) and if playing as combo, a 12/12 trampler would be enough. Yes, they are golden in some matchups, but usually not necessary game 1.
3) The third splash was not worth the manabase instability for W. Splash white for other reasons. *COUGH*Peacekeeper*COUGH* ... and EE @ 3.
I've put together my sideboard notes for discussion. It's not very straightforward, and there are a number of routes one can take in any given matchup. Particularly, since Peacekeeper changes the whole gameplan if it resolves. I'm interested to see if my plans are significantly different from everyone else's.
Maindeck:
3 Phyrexian Dreadnought
3 Dark Confidant
2 Trinket Mage
4 Brainstorm
4 Force of Will
3 Spell Snare
2 Daze
4 Stifle
1 Trickbind
2 Jace, the Mind Sculpter
3 Counterbalance
3 Sensei's Divining Top
3 Standstill
2 Engineered Explosives
3 Wasteland
4 Mishra's Factory
4 Flooded Strand
2 Polluted Delta
3 Underground Sea
2 Tundra
3 Island
Sideboard:
3 Peacekeeper
3 Swords to Plowshares
2 Perish
3 Spell Pierce
1 Pithing Needle
1 Tormod's Crypt
1 Relic of Progenitus
1 Plains
Matches:
Zoo
+3 Swords to Plowshares
+2 Perish
+1 Pithing Needle (Pridemage)
-3 Dark Confidant
-1 Daze
-1 Phyrexian Dreadnought
-1 Trickbind
Merfolk/Goblins
+3 Swords to Plowshares
+3 Peacekeeper
+1 Pithing Needle
+1 Plains
-3 Standstill
-2 Daze
-1 Counterbalance
-1 Stifle/Spell Snare (take out Stifle vs Merfolk, Snare vs Goblins)
-1 Phyrexian Dreadnought
CounterTop
+3 Spell Pierce
+0-1 Pithing Needle (Thopter Foundry, Elspeth)
-1-2 Daze
-1 Trickbind
-1 Phyrexian Dreadnought
New Horizons
+2 Perish
+2 Swords to Plowshares
-3 Spell Snare
-1 Engineered Explosives
Dragon Stompy/Stax
+3 Spell Pierce
-3 Counterbalance
Show & Tell/Sneak Attack Emrakul
+3 Spell Pierce
+3 Peacekeeper
-3 Spell Snare
-2 Engineered Explosives
-1 Trickbind
Reanimator
+2 Peacekeeper
+2 Swords to Plowshares (for Iona on blue)
+3 Spell Pierce
+1 Tormod's Crypt
+1 Relic of Progenitus
-3 Dark Confidant
-2 Engineered Explosives
-2 Trinket Mage
-1 Stifle
-1 Standstill
TES
+3 Spell Pierce
-2 Standstill
-1 Trickbind
Belcher
+3 Spell Pierce
+1 Pithing Needle
-2 Jace, the Mind Sculptor
-2 Dark Confidant
UW/UBG Landstill
+3 Spell Pierce
+1 Pithing Needle (Deed, Wasteland, Mishra's, Elspeth, Jace)
-3 Standstill
-1 Daze
Dredge
+3 Peacekeeper
+3 Swords to Plowshares
+1 Pithing Needle
+1 Relic of Progenitus
+1 Tormod's Crypt
-3 Spell Snare
-3 Counterbalance
-1 Sensei's Divining Top
-1 Trickbind
-1 Standstill
Lands
+3 Spell Pierce
+1 Pithing Needle
+1 Relic of Progenitus
+1 Tormod's Crypt
+1 Plains
-3 Standstill
-3 Spell Snare
-1 Counterbalance
The Rock/Dark Horizons
+3 Spell Pierce
+3 Swords to Plowshares
+2 Perish
+1 Pithing Needle
+1 Plains
-3 Force of Will
-3 Phyrexian Dreadnought
-1 Trinket Mage
-1 Trickbind
-1 Engineered Explosives
-1 Underground Sea
Eva Green/Suicide Black
+3 Swords to Plowshares
+1 Pithing Needle
+1 Plains
-2 Phyrexian Dreadnought
-1 Trickbind
-1 Engineered Explosives
-1 Underground Sea
Burn/Sligh
+3 Spell Pierce
+3 Swords to Plowshares (on your own Noughts)
-3 Dark Confidant
-2 Engineered Explosives
-1 Trickbind
-
Re: [Deck] Dreadstill - Enter the Fist
@ Keys: Trickbind seems useful against Countertop because of it's ability to shut down Top for the turn. This can help you push a Dreadnaught through Counterbalance (granted that makes it a 3-4 card combo + more mana).
So I recently got some Dreadnaughts, but lacked the Bobs, Seas, Jaces, and Counterbalance that make up a typical Dreadstill deck. I said "screw it," and put together a deck anyways. I have had some success with it, but it is probably inconsistant at best. I figured I'd go ahead and post the list since I was browsing the forum.
4 Brainstorm
4 Fow
4 Spellsnare
4 Stifle
4 Swords
4 Standstill
3 Dreadnaught
3 Mother of Runes
2 V-Clique
2 Trinket Mage
2 Top
1 EE
1 Trickbind
4 Factory
4 Flooded Strand
3 Misty Rainforest
3 Wasteland
2 Island
1 Plains
2 Tundra
1 Tropical Island
1 Volcanic Island
1 Karakas
SB:
3 Krosan Grip
2 Firespout
2 Llwan
2 Blue Blast
1 Hydro Blast
1 EE
1 Pithing Needle
1 Chalice of the Void
1 Crypt
1 Relic
So most of you probably see Mom and are like, "huh?" She has actually been pretty good though. That card gives people fits like no other. It usually draws a Swords or FoW right away (I guess Bob does too). I don't mind that trade. If she sticks, she obv protects the Naught, and is pretty good under Standstill too (blocking Goyf etc). V-Clique has been steller too. I often use it to set up a Dreadnaught, taking Counters/Removal or whatever. Plus I win many games with the Factory/Clique beatdown plan. Finally, Spellsnare is the nut. Everybody should be playing the hell out of that card right now.
I know the 4 colors is gready but I like the SB options it creates. Grips are way too valuable if your meta is infested with Counterbalance. Firespout is pretty sweet too. I really like that I can EE for 4 as well. Taking out Jace, Moat, Humility, and Elspeth (all at once!) is pretty sweet.
Anyways, my deck would probably be better with Bobs, Counterbalances, and of course Jace, but this is what I have to work with. Plus I love not having to play Daze (I am guessing it's so you have another 2 cmc for Counterbalance?). That card is aweful, even if you are blowing up their lands. Let me know what you think of the list, and what (affordable) changes I could make.
P.S. here is my quick attempt at some match up analysis:
Merfolk: Terrifying
Goblins: Okay, not great.
Counterbalance: Good
Zoo: Even/Good
Burn: Even
Belcher: Hilarious
AnT: Pretty Good
Landstill: Even
Tempo Thresh: Even/Good
New Horizons: ??? Probalby bad, since my manabase is so greedy...
Okay, that's not very helpful I know. Hopefully Merfolk will be better now that I have Llwan + Firespout. I haven't had a chance to try it yet.
-
Re: [Deck] Dreadstill - Enter the Fist
@keys:
I have a few thoughts.
You lump the Merfolk and Goblin match together, despite what I feel is a very large difference between the two decks. My approach against Goblins is vastly different than my approach against Merfolk.
For starters, I would not even want to board in Peacekeeper against Goblins. If the opponent doesn't answer a Dark Confidant or Dreadnought quickly, there are consequences. If the opponent doesn't answer Peacekeeper quickly, who cares? The card has no offensive potential whatsoever, and as such it is a huge liability against any deck with a fair number of answers for it. Because even if you play it and sit on it for a while, it's still not advancing your position and you could just be running a different card that would do more for you. Peacekeeper is at its best when the opponent is unlikely to ever answer it, which is just not the case with Goblins.
Secondly, I would not want to board out any copies of Dreadnought or Stifles in any of the tribal matches. Those matches are the single biggest reasons to play Stifle/Nought in the first place. Lessening your combo potential in those matches is like boarding Force of Will out against combo.
Third, don't board out Force of Will. Seriously.
Fourth, Trinket Mage is a trickier card that it would appear at first. Boarding it out against TES is probably wrong, because it can find EE and cut off their Empty the Warrens play as well as remove Swarm or assist in mana denial. Boarding out all your Dreadnoughts is also probably wrong, because you get a lot out of keeping 1 Dreadnought in the deck if only because you can T.Mage for it. Boarding out Trinket Mage against Reanimator is silly too, considering it is a direct tutor for Tormod's Crypt (the reason we can get away with such little gravehate is because Mage lets us act like we're running more than we really are [also, if you're running Relic you really need to bring it in against Reanimator]).
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Rico Suave
@keys:
I have a few thoughts.
You lump the Merfolk and Goblin match together, despite what I feel is a very large difference between the two decks. My approach against Goblins is vastly different than my approach against Merfolk.
For starters, I would not even want to board in Peacekeeper against Goblins. If the opponent doesn't answer a Dark Confidant or Dreadnought quickly, there are consequences. If the opponent doesn't answer Peacekeeper quickly, who cares? The card has no offensive potential whatsoever, and as such it is a huge liability against any deck with a fair number of answers for it. Because even if you play it and sit on it for a while, it's still not advancing your position and you could just be running a different card that would do more for you. Peacekeeper is at its best when the opponent is unlikely to ever answer it, which is just not the case with Goblins.
Peacekeeper still shuts down their deck, giving them about 6 outs between Gempalm and Weirding (using the SJ 1st place list as the model). Stifle/Trickbind can counter their Gempalms. In the time it takes your opponent to answer her, you might be able to stick Jace and win or at least build up a respectable board position. I'm also assuming my opponent is likely to sideboard out his Gempalms for game 2 and bring in artifact removal, but if it's obvious this isn't the case, I would probably reconsider. You're right, Peacekeeper is better against Merfolk, but that doesn't mean it's bad against Goblins. I didn't mean to imply the strategies you should use for both matchups are identical, I was just trying to save space :)
Quote:
Secondly, I would not want to board out any copies of Dreadnought or Stifles in any of the tribal matches. Those matches are the single biggest reasons to play Stifle/Nought in the first place. Lessening your combo potential in those matches is like boarding Force of Will out against combo.
This is true game 1, but I think you need to diversify your threats post-sideboard.
Quote:
Third, don't board out Force of Will. Seriously.
I don't consider this is a hard and fast rule. Against The Rock, where the card disadvantage will wreck you, I think you're better off with more removal and Spell Pierces. FOW is at its worst against Hymn and Thoughtseize.
Quote:
Fourth, Trinket Mage is a trickier card that it would appear at first. Boarding it out against TES is probably wrong, because it can find EE and cut off their Empty the Warrens play as well as remove Swarm or assist in mana denial. Boarding out all your Dreadnoughts is also probably wrong, because you get a lot out of keeping 1 Dreadnought in the deck if only because you can T.Mage for it. Boarding out Trinket Mage against Reanimator is silly too, considering it is a direct tutor for Tormod's Crypt (the reason we can get away with such little gravehate is because Mage lets us act like we're running more than we really are [also, if you're running Relic you really need to bring it in against Reanimator]).
I understand what you're saying, and I realize the difference between boarding out Trinket Mage and boarding out Noughts/EEs. I've considered most of these points, and here is my reasoning:
Against TES, yes Mage can get EE, but you won't be able to blow it until turn 4, which is too slow against the turn 1 make 12 goblins play. I'd prefer to leave things like Daze in even though they aren't the best, just so I can still interact in the first few turns. Perhaps another Standstill, Confidant, or Jace would be better to board out, though. I'll revisit.
Against Rock and sometimes Eva Green, I've realized that the 2 card combo of Nought/Stifle is too greedy. Even if I successfully dodge discard and manage to resolve a Nought, my opponent has (at a minimum) 9 maindeck ways to remove it. Leaving open the possibility of fetching out that singleton Nought with Mage can be useful sometimes, but most likely I'll get EE or Needle. The best path to victory here is Jace and 2/2s supported by CounterTop. It's nice if your opponent boards in artifact hate and the only target is Top or EE.
Against Reanimator, leaving in Trinket Mages for Crypt seems like a good play, but turn 3 could be too late in the game to matter, at which point I'd rather have Swords or Peacekeeper. I'm also hesitant to go full on grave-hate mode because they can transition to Show and Tell so easily. That said, it probably is best to bring in Relic for something like a Standstill. Good call.
Thanks for the input !
-
Re: [Deck] Dreadstill - Enter the Fist
Goblins has more than 6 outs to Peacekeeper. I count at least twice that many. The problem with Peacekeeper against Goblins isn't that Peacekeeper is bad, the problem is you have to cut something important to fit it in. And then you end up with an average card where you could otherwise have an awesome card.
Ultimately, the Stifle/Nought plan is still the best way to defeat Goblins or Merfolk, even in a post-SB game. I do not understand your reasoning for cutting Dreadnought in either of those matches.
As for Force, seriously, don't board it out. Please. This is for your own good. You seem like you've gone into panic mode for how to board against Rock style decks, so let me highlight something you can try.
Out:
1-2 Phyrexian Dreadnought
0-2 Daze
1 Trickbind
0-1 Engineered Explosives
In:
0-3 Swords to Plowshares
2 Perish
0-1 Pithing Needle
0-1 Relic of Progenitus
0-1 Plains
StP just seems better than a 2nd EE here, though 1 is still important.
A lot of it depends on their build and what cards you see during the match. In general I'd stick to 2 Dreadnoughts post-board, though 1 is fine if they are heavy on keeping Nought hate around. Trickbind naturally leaves once the Dreadnought count decreases. And Daze is really mediocre in this match since our main goal is to immediately ramp to Standstill and/or CB and/or Jace ASAP.
So you have a relatively easy set-up to bring in 2 Perish and 2-3 StP, along with a floater like Needle if you expect Elspeth or Relic if you want to cut down their Goyf/KotR or a Plains if you see them using cards like Vindicate aggressively as LD.
It's important to use Force to set up Standstill, or to protect your CB/Jace. Don't cut it.
-
Re: [Deck] Dreadstill - Enter the Fist
Thought I would pose this question to the thread:
What environment is Dreadstill well positioned in and what environments should it not be run?
I found it as a great alternative to playing Survival. I don't like it when there is a tone of Zoo as Pridemage and Grip together are a beating.
-
Re: [Deck] Dreadstill - Enter the Fist
I have to Agree goblins will actually like you to land peacekeeper. This way it simply gets a big ass manabase online and alot of pressure simply to have 4 gempalm 2 siege gang X weirding X bounce goblin or 4 matron to search for it. Simply overrunning it.
Against Rock, Force lets you decide what cards to keep. Jace and top are your biggest friend. Forcing a knight of the reliquary is huge.
-
Re: [Deck] Dreadstill - Enter the Fist
I don't think I've ever boarded out Force no matter what the circumstances are, lol. General rule for most sideboarding options are
-1 Dreadnought
-1 Trickbind
-1/2 Daze
-1 EE(sometimes)
-1 Counterbalance
-1 Standstill
Against Combo, Dreadnought pretty much blows. I normally leave 2 in max here.
Aggro like Merfolk or Goblins are Nought fodder. Never board any out.
Control matchups generally it changes depending but -1 Nought is normally always my first approach at the very least. Dazes can be terribad here too.
-
Re: [Deck] Dreadstill - Enter the Fist
I know most of the consensus on here is Uwb (Confidant/Swords/Jace) or Ur (rodney.dec). Was Ug tried and tested much? I am keen to test it after running Ur and for whatever reason, failing with it. Logic is follows:
-Goyf gives a 2nd win condition as well as stalling the ground for plan A
-Krosan Grip & Trygon Predator from SB help with things that gave me major problems: Chalice @ 1, Trinisphere, Humility/Moat, Blood Moon, opposing Counterbalance
Goyf is just so powerful, especially in/vs this deck that has an artifact/creature. I've faced down a number of thoughtseize.dec's and when they take your Dreadnought, Goyf will be 5/6.
Anyways any advice for those that have tested it appreciated.
-
Re: [Deck] Dreadstill - Enter the Fist
Hello,
this is my actual list and I would like to hear your opinion:
4 fow
4 bs
4 stifle
4 spell snare
4 daze
4 phyrex d nought
4 dark confident
3 trinket mage
3 sdt
3 cb
2 trickbind
1 ee
4 mishra
3 waste
6 fetch
3 u sea
2 volcanic
2 island
SB
3 lighning bolt
3 submerge
1 reb
1 pyroblast
1 tormod
2 relic
2 firespout
2 perish
Okidoki:
I play 20 lands because of 4daze,
4 snares because i hate to lose against tarmogoyf.
dark confident because he gets the swords and there is too much merfolk and goblins, so standstill is not that strong (thats also the reason why 3 cb and not 4) atm, and I like it to have an additional blocker/attacker.
firespout, rebs, perish, bolts are clear.
submerge: i love this card, it gets rid of all the cards from new horizones
2 relic because in my meta are a lot of canadian *****, and relic is a bomb against them!
i have no spell pierce in sb because in those matchups where u board them in the mu is good anyways.
no ee in sb because there were only few games in all the time i played this deck where i needed a second one
has anyone experience with mind harness in the sb? this would be my alternative to submerge.
what do u think about my list?
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
TheSleeper
I know most of the consensus on here is Uwb (Confidant/Swords/Jace) or Ur (rodney.dec). Was Ug tried and tested much? I am keen to test it after running Ur and for whatever reason, failing with it. Logic is follows:
-Goyf gives a 2nd win condition as well as stalling the ground for plan A
-Krosan Grip & Trygon Predator from SB help with things that gave me major problems: Chalice @ 1, Trinisphere, Humility/Moat, Blood Moon, opposing Counterbalance
Goyf is just so powerful, especially in/vs this deck that has an artifact/creature. I've faced down a number of thoughtseize.dec's and when they take your Dreadnought, Goyf will be 5/6.
Anyways any advice for those that have tested it appreciated.
me and rodney originally played Ug dreadstill when the deck was still in the development stage,we found in two color combination's Ur is the best.
if you wish to add goyf play Urg as firespout plus goyf is so good.
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
neckfire
me and rodney originally played Ug dreadstill when the deck was still in the development stage,we found in two color combination's Ur is the best.
if you wish to add goyf play Urg as firespout plus goyf is so good.
Any decklist as a guide for URg?
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
yutang
Any decklist as a guide for URg?
Ugr was my speciality for a long time:
This is the stock list:
Lands:21
3 Polluted Delta
3 Flooded Strand
3 Volcanic Island
3 Tropical Island
3 Mishra's Factory
3 Wasteland
3 Island
Creatures:9
4 Tarmogoyf
3 Phryexian Dreadnought
2 Trinket Mage
Noncreature Spells:30
4 Force of Will
4 Brainstorm
4 Stifle
3 Counterbalance
3 Sensei's Divining Top
3 Spell Snare
3 Standstill
2 Daze
2 Jace the Mind Sculptor
1 Engineered Explosives
1 Trickbind
Sideboard:15
3 Spell Pierce
3 Firespout
2 Krosan Grip
1 Red Elemental Blast
1 Pyroblast
1 Tormod's Crypt
1 Relic of Progenitus
1 Submerge
1 Crucible of Worlds
1 Blue Elemental Blast
-
Re: [Deck] Dreadstill - Enter the Fist
Pretty same as my list, but for UGR i found predict as lot better, with UR standstill is fine where for UGR we can reduce/cut mishras factory for a better manabase. Also we can play tarmogoyf/trinket mage and stuff a bit faster without locking the game up with standstill.
I also like the way predict can digg through our own or either the opponents library with jace.
I play following list but don't have a full sideboard atm...
4 Tarmogoyf
2 Phyrexian Dreadnought
3 Trinket Mage
2 Jace Mindsculptor
4 Stifle
4 Force of Will
4 Spell Snare
3 Counterbalance
2 Senseis top
2 Engineered explosives
3 Predict
4 Brainstorm
3 Boomerang
4 Wasteland
4 Polluted delta
2 Scalding tarn
2 Volcanic island
3 Tropical island
1 Academy ruins
4 Island
The way to go with Wasteland/Crucible (board) always helped me against Countertop or other control matchups also i only play 2 Noughts since Jace/Tarmogoyf can win for their own. Boomerang is not only an eyecatcher it deals at least for a short time with nearly every creature, can also bounce planeswalker own permanents or lands what really works beside stife and wastelands.
For aggro matchups like zoo/goblins/merfolk i board in 4 lightning bolts, 3 firespouts.
-
Re: [Deck] Dreadstill - Enter the Fist
Just a question for JV and Tanglewire: how have you found Jace 2.0?
When I tried him in a UWr list, he seemed a bit clunky and I'm not sure about what to cut from the UR list for him. I felt that Jace 2.0 would only be cast when I had control through countertop...and at that point, I could just win through Mishra's beats or a Dread combo - (ie. Jace 2.0 was winmore).
So why Jace 2.0? He's slow and not synergistic with the combo part as he does not provide dread with protection (not a counter). He is great for control but he clogs up your hand at times with a CC of 4.
-
Re: [Deck] Dreadstill - Enter the Fist
You need Jace to win after you've resolved Peacekeeper. I have also been pretty happy with him as a card overall.
Remember that this is not a combo deck. It is a control deck that happens to have a combo deck. Dreadnought is a great card, but this deck is not built around him.
-
Re: [Deck] Dreadstill - Enter the Fist
Since I asked about UG(r) I thought I'd post my list for critique. Couple of words about the card choices I didn't see above:
-Pithing Needle: Useful against planeswalkers, Pridemage, Deed, Maze of Ith, Aether Vial -> cards that are a pain in my side. Also since adding Goyf I found EE less useful.
-Vendilion Clique: I used to run two copies but shaved one to make room for Jace. Just a great card able to rob opponents of answers/threats.
-I dont like Standstill in my meta as there is lots of vial aggro where its more trouble than its worth. I wouldn't mind some number of Daze, however I can't have everything ><
// Lands
4 [TE] Wasteland
6 [MI] Island (1)
1 [B] Volcanic Island
1 [ON] Flooded Strand
2 [ZEN] Misty Rainforest
4 [U] Tropical Island
2 [ZEN] Scalding Tarn
1 [ON] Polluted Delta
// Creatures
3 [FD] Trinket Mage
3 [MI] Phyrexian Dreadnought
1 [MOR] Vendilion Clique
4 [FUT] Tarmogoyf
// Spells
4 [AL] Force of Will
3 [CHK] Sensei's Divining Top
1 [FD] Engineered Explosives
4 [DIS] Spell Snare
4 [IA] Brainstorm
3 [CS] Counterbalance
2 [TSP] Trickbind
4 [SC] Stifle
1 [M10] Pithing Needle
2 [WWK] Jace, the Mind Sculptor
// Sideboard
SB: 3 [TSP] Krosan Grip
SB: 2 [DIS] Trygon Predator
SB: 3 [ZEN] Spell Pierce
SB: 2 [SHM] Firespout
SB: 3 [TSB] Tormod's Crypt
SB: 1 [IA] Pyroblast
SB: 1 [R] Red Elemental Blast
-
Re: [Deck] Dreadstill - Enter the Fist
i also agree that standstill is bad in this metagame,while yes it has it's broken moments it is a liability when the top deck's are vial deck's.
-
Re: [Deck] Dreadstill - Enter the Fist
http://www.starcitygames.com/magic/l...h_Team_RD.html
After reading this article, what are your thoughts on the MD needle to combat vial?
Also why the shift away from the traditional UR dreadstill and what would be the advantages of UBW dreadstill? It seems to be commonly accepted that the UBW dreadstill is more flexible for a varied metagame but why?
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
yutang
http://www.starcitygames.com/magic/l...h_Team_RD.html
After reading this article, what are your thoughts on the MD needle to combat vial?
Also why the shift away from the traditional UR dreadstill and what would be the advantages of UBW dreadstill? It seems to be commonly accepted that the UBW dreadstill is more flexible for a varied metagame but why?
Unconditional spot removal and SBed Peacekeepers against decks without/little removal such as Merfolk. Dark Confidant as a secondary draw engine and making your opponenet make very difficult choices: Do I save my Path for Bob or Nought?! SBed Perish and Eplague take care of the rest of the aggro strategies.
Also have a 3rd color allow you to EE for 3 which is not insignifcant.
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Amon Amarth
Unconditional spot removal and SBed Peacekeepers against decks without/little removal such as Merfolk. Dark Confidant as a secondary draw engine and making your opponenet make very difficult choices: Do I save my Path for Bob or Nought?! SBed Perish and Eplague take care of the rest of the aggro strategies.
Also have a 3rd color allow you to EE for 3 which is not insignifcant.
Thanks, that makes a lot of sense. The Dark Confidant and STP argument seem logical and correct. But what about the inclusion of Vindicate? Should it have been included...maybe cut a Peacekeeper for Vindicate? Or swap a Trinket Mage (3 seems a bit excessive) for a Vindicate?
Also running less than 4 noughts seems....strange. I just have many questions about card choices so that I can develop my understanding of this deck
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
yutang
Thanks, that makes a lot of sense. The Dark Confidant and STP argument seem logical and correct. But what about the inclusion of Vindicate? Should it have been included...maybe cut a Peacekeeper for Vindicate? Or swap a Trinket Mage (3 seems a bit excessive) for a Vindicate?
Also running less than 4 noughts seems....strange. I just have many questions about card choices so that I can develop my understanding of this deck
3 Noughts has been perfect for me, and I often side 1 or 2 out against control etc. It is the worst card in the deck without a Stifle/Trickbind. I guess you could Swords it with its sacrifice trigger on the stack to gain 12 life in a pinch, but that is about it. The Trinket Mage obviously finds your Noughts as well. Vindicate seems unnecessary imo; it is too clunky for a blue based deck. Engineered Explosives should take care of troublesome permanents.
-
Re: [Deck] Dreadstill - Enter the Fist
Vindicate is way too slow and too color intensive. EE, if played properly, will deal with most problems.
-
Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
yutang
http://www.starcitygames.com/magic/l...h_Team_RD.html
After reading this article, what are your thoughts on the MD needle to combat vial?
Also why the shift away from the traditional UR dreadstill and what would be the advantages of UBW dreadstill? It seems to be commonly accepted that the UBW dreadstill is more flexible for a varied metagame but why?
UBW Gives you Dark Confidant and Stp which turns most people who may not be familiar with this archtype onto it. I still personally believe red to be the dominant SB color for this deck and I'll probally never stray away from it. Red Elemental blast is as good as ever right now, especially since CB just won a major tournament this past weekend.
-
Re: [Deck] Dreadstill - Enter the Fist
But Roodney, what would be your argument for REB over STP and Dark Confidant in Dreadstill? Why does REB fit the dreadstill strategy more than those cards in the UWB version?