[OLD] UGw Threshold

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I'm aware of this.

Quote:

Originally Posted by Der_imaginäre_Freund View Post
  • Also, Dark Confidant isn't a reliable source of Card Advantage. It just has a huge target sign on its head and will close to always get handled immediately whereas Predict is not regarded as threat and will therefore always restock your hand. This is a huge point against Dark Confidant as you just need that Card Advantage badly because besides Counterbalance you're only making 1for1s and the occasional 1for2 which in the long run will cause you to run out of steam. For sure you can say that if they kill your Confidants your other guys will live, but unfortunately this is often not the case as more often than not your opponent has more removal than you have (targetable) dorks. You can then make the point that Counterbalance protects Dark Confidants for them to grow to a retarded CA-engine which obviously is true, but if you have CounterTop on-line, you're in quite a good position anyway. I'd rather have something that actually gets me through to the Counterbalance and/or the Top in the first place.

  • That too.
    Quote:

    Originally Posted by Der_imaginäre_Freund View Post
  • Minor points: Predict milling away chaff and raising graveyard count.

  • Quote:

    Originally Posted by Der_imaginäre_Freund View Post

    I actually pointed that out already. I do love Predict, but it seems like it's not doing enough. Damnit I hate conventional blue draw in Legacy. I think I'll test the Portents, but... wtf, ten cards at 2cmc is pretty shitty. Thirteen is too, but 13 > 10. Perhaps Esper Charm could work, but I really hate being cut off of draw by a fucking wasteland.

    Yet another Tangent: I'm running a 18 land manabase at the moment, and it always seems like I have more lands than I want or need. Not exactly flooded, but it just feels like I have more lands than the curve really wants. For reference:

    4 Flooded Strand
    4 Polluted Delta
    4 Tropical Island
    3 Tundra
    3 Underground Sea

    I'm thinking -1 Tropical Island for an empty slot, and -1 Underground Sea for +1 Island. And maybe cut another land, down to 16. Not sure yet.
  • 09-27-2008, 12:28 PM
    KillemallCFH
    Re: [DTB] UGw Threshold
    I've been playing Portents over Predicts for a while and I've never really wanted to go back. Only having 10 2cc cards has never really been a problem. With the amount of library manipulation I run, I'm usually able to get a 2cc card on top if I need it there. Predict has proved too clunky for me. I seldom want to cast it turn 2 or 3, so it ends up clogging up my hand in the early game. I do miss having no cards that generate card advantage sans CB, but Portent seems to make the deck run just a little more smoothly.
  • 09-27-2008, 01:18 PM
    ParkerLewis
    Re: [DTB] UGw Threshold
    Quote:

    Originally Posted by raharu View Post
    I'm thinking -1 Tropical Island for an empty slot, and -1 Underground Sea for +1 Island. And maybe cut another land, down to 16. Not sure yet.

    I've been trying to put some basics in a 4c shell. It might very well be a pure waste of time and effort, because :

    1. there's no point in simply fitting one basic island. So you're under the moon effect with your basic island, and then what ? You still have absolutely no way to win nor to remove the moon effect no matter what you do, because for that you'd need at least a basic forest, too.
    2. fitting 3 basics (or more) = big trouble for color management in 4c+ lists. unless you're upping the land count, and then it starts to really not be worth it because that just means that many additional junk cards in 75-80 % of matches.
    3. hence, i think only "2 basics" is a viable configuration if you want to put any. but then, what's the second color you want to have access to ? The only actual option is green, so you'll be able to play your threats, and, in games 2 and 3, Grip/Trygon Predator. Problem is, you still most likely lost G1, and even with Grip, winning G2 AND G3 is going to be an uphill battle, to say the least (don't forget they will bring in SB reinforcements too).


    Hence, you might as well just accept the losses against moon effects and the like in exchange for the huge bonuses of running the best anti combo tools (FoW, Seize, CounterTop), the best removal (StP, Grip in the board), the best critters (Goyf, Confidant), and the best filtering effects (Brainstorm, Ponder) in the whole format, all in the same deck.

    But if you want to try, I can only urge you to use the 1 Island + 1 Forest configuration of basics. It's the only viable one.
  • 09-27-2008, 02:57 PM
    Shugyosha
    Re: [DTB] UGw Threshold
    Quote:

    Originally Posted by ParkerLewis View Post
    there's no point in simply fitting one basic island. So you're under the moon effect with your basic island, and then what ? You still have absolutely no way to win nor to remove the moon effect no matter what you do, because for that you'd need at least a basic forest, too.

    Under a Blood Moon and under attack by Wastelands the Island lets you play cantrips and find answers like more land, Needle on Waste, Blast/Bounce on Moon (if you don't run Blasts... here's another really good reason). Island and Forest is better yeah, but Island should be always the first basic. With an Island and the amount of cantrips Threshold plays you can find the solution to whatever problem you have. With only a Forest you can just play creatures but you have to topdeck them first.
  • 09-28-2008, 06:40 AM
    ParkerLewis
    Re: [DTB] UGw Threshold
    Quote:

    Originally Posted by Shugyosha View Post
    Island should be always the first basic. With an Island and the amount of cantrips Threshold plays you can find the solution to whatever problem you have. With only a Forest you can just play creatures but you have to topdeck them first.

    Oh, totally. I was not discussing that. I was not even thinking it would be ;)
  • 09-28-2008, 12:25 PM
    Omega
    Re: [DTB] UGw Threshold
    2 island, 1 forest are my standards for every ThreshThreshThreshThreshThreshThreshThreshThresh i build :) ( i dont enjoy 4c/5c

    Robert
  • 09-29-2008, 12:41 AM
    raharu
    Re: [DTB] UGw Threshold
    This is an... I presume the most articulate adjective is awkward little tweak on threshold. It doesn't particularly solve any outstanding problems with the deck, but it seems like it'll do what I want it to do better.

    Lands: 18
    Flooded Strand x4
    Polluted Delta x3
    Tropical Island x4
    Tundra x3
    Island x2
    Nantuko Monastery x2

    Creatures: 10
    Nimble Mongoose x4
    Tarmogoyf x4
    Mystic Enforcer x2

    Disruption: 10
    Daze x3
    Counterbalance x3
    Force of Will x4

    Hand Crafting: 14
    Sensei’s Divining Top x3
    Brainstorm x4
    Ponder x4
    Perdict x3

    Removal: 4
    Swords to Plowshares x4

    Other: 2
    Life from the Loam x2
    2x free slots.
    Candidates: Volrath's Stronghold (with a black source crammed in, obviously), Oblivion Rings, Portent, cycling lands, a Forest and a Plains, Wasteland, Pithing Needle, another LftL, another Monastery, Solitary Confinement. Yeah, a few of the cards on that list are rather off the wall, but they are things to look at. It's safe to say that the Wastelands and cycling lands won't make the cut and that Volrath's Stronghold's need of an otherwise dead black source will kill it, but they're bound to get tested.

    Well, at any rate, at the beginning of the post I mentioned that there were things that I wanted my 4c to do that I think this strange little list might do better. Those things would be:

    1) Get threshold faster: I pretty much refuse to not play Mystic Enforcers, which require threshold to be of much use, and Nimble Mongeese are superfuckingdead against agro without thresh. Inasmuch, while getting threshold at an average of turn 5 or so is alright against an average field, but against agro it's a no-go, having 6 of 10 creatures useless is kinda... well, it's shitty.

    2) Have a stronger late-game via a recursion engine: Yeah, that. LftL is nice because it makes the deck more resistant to mana-denial plans (although thrash most likely still rapes it. All their mana-denial is free or close to it. wtf). At any rate it's something nice to have in the face of recurring late-game Wastelands, so long as you can keep applying pressure. Recurring beaters is pretty sweet, at least. I think Crucible of Worlds could be better, but LftL is better with Brainstorm. And Counterbalance. And Threshold creatures. And Ponder, to an extent. Yeah. I think LftL just does more things for the deck than Crucible.

    3) There was something else, but I forgot... Whoops.

    Anyway, I'll be testing this for a while, albeit against low-tier decks.
  • 09-29-2008, 01:00 AM
    Aggro_zombies
    Re: [DTB] UGw Threshold
    Life from the Loam? Really? I'm not sure it's going to be that good here. First, Loam is generally used in situations where you're either trying to dredge a sizable chunk of your deck, or you're running cycling lands. Without the cycling land engine, Loam just feels weak.

    Also, Loam does jack shit here against mana denial. You have no basic Forests, so if they keep you off green mana or somehow manage to sink all your Trops, Loam is useless.

    It just seems like a poor choice here.
  • 09-29-2008, 01:03 AM
    Mental
    Re: [DTB] UGw Threshold
    Yeah, if you want 2 cards that will help you get Thresh fast, play Mental Note. At least it instantly replaces itself and is a decent combat trick.
  • 09-29-2008, 01:06 AM
    raharu
    Re: [DTB] UGw Threshold
    Eh. Note has been pretty shitty when I've played it. I'll see how this bit goes. I'm thinking of replacing the Deltas with Windswept Heaths and wedging in a Forest, but... I like to fetch Islands. Alot.
  • 09-29-2008, 01:09 AM
    Mental
    Re: [DTB] UGw Threshold
    Quote:

    Originally Posted by raharu View Post
    Eh. Note has been pretty shitty when I've played it. I'll see how this bit goes. I'm thinking of replacing the Deltas with Windswept Heaths and wedging in a Forest, but... I like to fetch Islands. Alot.

    I'm not saying that Note is good, just that it's better than LftL in threshold. In thresh you don't have the mana to spend each turn on a complex draw engine that you can't really abuse, since all it will do is thin your deck and keep Monastery Alive. Personally, I would rather play Armageddon if I was worried about the late game, or Worship, or something like that. AND those are outdated.
  • 09-29-2008, 08:22 AM
    Nihil Credo
    Re: [DTB] UGw Threshold
    Nantuko Monastery in Threshold doesn't excite me particularly, but it looks viable at least.

    Life from the Loam, however, has to go: it's a very awkward answer against early-game disruption, and your 4/4 First Strikers should not usually hit the graveyard. Either they do nothing against 5+/5+ creatures, or they lord over 3-/3- guys - remember, they swing into double Goose or Mishra and survive. As for removal, Plow doesn't get them in the graveyard, and if they get Wastelanded or Sinkhole'd you're happy that they didn't hit a coloured source instead.

    I'd definitely play a pair or even three Pithing Needles, as they don't put further strain on your coloured mana have a certain neat synergy with Monastery (opponent tries to get rid of it with Deed or Shackles? Just drop the Needle before activating Monastery). The remaining slots I'd fill with Spell Snares.
  • 09-29-2008, 11:11 AM
    Adan
    Re: [DTB] UGw Threshold
    Quote:

    Originally Posted by Nihil Credo View Post
    Nantuko Monastery in Threshold doesn't excite me particularly, but it looks viable at least.

    No it doesn't. It has been obsoleted by the release of Tarmogoyf.
    It WAS viable as a sideboard choice against the mirror because it blocked Goose and Werebear to death, but now we have Goyf which still survives and kills it. And before Tarmogoyf, there was Jotun Grunt which has also been sick in the mirrormatch and superior to Nantuko Monastery.

    Quote:

    Life from the Loam, however, has to go.
    Absolutely.

    Quote:

    I'd definitely play a pair or even three Pithing Needles, as they don't put further strain on your coloured mana have a certain neat synergy with Monastery (opponent tries to get rid of it with Deed or Shackles? Just drop the Needle before playing Tarmogoyf and Mongeese). The remaining slots I'd fill with Spell Snares.
    A little correction (I may not use red, right?).

    Well, Spell Snares are a littlebit specific, I'd run either more Counterbalance or Oblivion Rings.
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