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Re: [Deck] Dreadstill - Enter the Fist
Thought I'd share some results I've had with a dreadstill/RUG-brew I've been testing for a while. Went 4-0 in a weekly local yesterday (25 players) with this pile:
4 dreadnought
4 delver
3 grim lavamancer
2 vendilion clique
4 ponder
4 brainstorm
1 preordain
4 stifle
4 lightning bolt
4 force of will
3 daze
3 spell snare
2 vision charm
4 wasteland
3 volcanic island
2 tropical island
1 island
8 blue fetch
SB
4 nimble mongoose
3 REB/pyro
2 forked bolt
1 krosan grip
1 ancient grudge
1 engineered explosives
1 gilded drake
1 grafdigger's cage
1 rough // tumble
The maindeck is straight up UR Stiflenought, with Ponder over Standstill and thus no manlands. I like standstill a lot, but sometimes it really just sits dead on my hand, and the fact is that the dedicated dreadnought-plan fits poorly with not being able to cantrip for enablers (or vice versa if you have an enabler with no dreadnought), so I went for a big fat 9 quality cantrips. The other big similarity you will note is to that of Eric Prem's list. The few red spells (lavamancer and bolts) could easily be exchanged for tombstalkers and black removal/discard, and you'd still have a percectly good maindeck. My preference to red is due to the reach, lavamancer's superior standing in the current meta, and sideboard options.
Now, the thing that really sticks out are the 4 mongoose in the SB. I feel very exposed dropping any of the easily killed creatures against any UW-based deck. UW miracles in particluar, but the GP Denver winning EsperBlade as well. On the other hand, when I play RUG I feel I can't lose to any of those decks. Just drop one (1!) mongoose and counter everything relevant. Which explains my SB and tropical islands.
My matches yesterday were
R1, against Death and taxes, 2-0. Dreadnought with Fow no later than turn 3 in both games. Glad I was not on regular RUG in this game, as colored creatures would get chumped all day by mother of runes.
R2, Jund, 2-1. He got the first one, but by substituting Fows for all my additional removal postboard I got there, primarily by denying him mana and killing Bob and deahtrite shamans, ignoring everything else due to my creatures evasion.
R3, Esperblade, 2-0. Again, manasrew him won me G1. G2 I substituted dreadnoughts, charm and lavamancer for mongoose, REBs and artifact removal. Worked like a charm.
R4, UR Painter, 2-1. My wins was due to delvers alone, and him taking damage from his Ancient tombs. I fought well for the game I lost, but could not play all my answers (charm, stifle, bolt) in response to a grindstone activation due to only having seen one land...
It's probably not the next big thing, but if you like playing tempo-decks (which, of course, you do! =)) and agree with me that tarmogoyf is the worst card in RUG, then I recommend you try this deck out. It's pretty fun.
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Re: [Deck] Dreadstill - Enter the Fist
I love the bible mongeese in the board. Awesome G2 when they bring in stuff to try and take down the dreadnought!
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Re: [Deck] Dreadstill - Enter the Fist
I scored another 4-0 again this week in the local legacy tournament (~30 ppl). The maindeck was the same as last week (above), and I just performed minor tweaks to the sideboard.
R1, ANT, 2-1. MVP Delver and counters
R2, Team America, 2-1. MVP grim lavamancer, stifle, wasteland, daze
R3, Esper Blade, 2-1. Nimble mongoose once again proves its worth!
R4, Rogue WBR Token deck. MVP Dreadnought!
I'm starting to believe in this deck...
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Grizzly_Bear
I scored another 4-0 again this week in the local legacy tournament (~30 ppl). The maindeck was the same as last week (above), and I just performed minor tweaks to the sideboard.
R1, ANT, 2-1. MVP Delver and counters
R2, Team America, 2-1. MVP grim lavamancer, stifle, wasteland, daze
R3, Esper Blade, 2-1. Nimble mongoose once again proves its worth!
R4, Rogue WBR Token deck. MVP Dreadnought!
I'm starting to believe in this deck...
What sideboard changes did u make?
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Re: [Deck] Dreadstill - Enter the Fist
That RUG version looks dope. Might have to try to get some Trops to try that list out sometime.
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
HaShugz7
What sideboard changes did u make?
-EE, gilded drake and grafdigger's cage
+ 4th REB/Pyro, 2nd ancient grudge and a sulfur elemental
The gilded drake and grafdigger's cage has proven rather irrelevant, as I believe we should have at least a fair chance against S&T with just blasts, and dredge could be raced with dreadnoughts and correctly used counters. However, the new additions were not stellar either, and as I really like EE due to its versatility, it will probably come back in. I suppose the sideboard is pretty open depending on meta, the only cards I won't leave home without are the mongeese, 3-4 blasts and at least one weenie-sweeper of choice. One grudge is probably wise to include as well.
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Re: [Deck] Dreadstill - Enter the Fist
I have been testing this deck for a couple of weeks now. Ill be playing a small local for the first time tonight. Here is my current list Ill be playing tonight:
4x Delver
4x Grim Lavamancer
4x Dreadnought
4x Brainstorm
2x Ponder
3x Force of Will
2x Misdirection
3x Daze
2x Spell Snare
1x Spell Pierce
4x Lightning Bolt
4x Stifle
1x Vision Charm
4x Standstill
4x Mishras Factory
4x Scalding Tarn
2x Misty Rainforest
3x Volcanic Island
3x Wasteland (May not be able to get the third. If not Im playing a basic Mountain Probably)
2x Island
SB:
2x Divert
2x Sulfur Elemental
3x Rough//Tumble
2x REB
1x Pyroblast
2x Flusterstorm
3x Submerge
Ill let everyone know how I do. Some of the board choices do seem to be a bit wonky I know. Im doing submerge over Mind Harness because it flips delver and its an instant speed removal. Sulfur Elemental is due to the large number of D&T players here. Flusterstorm due to a lot of combo. Rough//Tumble because of Tribal.
Ill just edit this post. Anyway finished 3-0-1 in the swiss but lost in the top 8. The deck is insane.
Round 1: MUD
I lose the roll and he doesnt do anything T1. I play a volcanic and pass. He goes T2 Grim monolith which I force of Will over daze which may have been wrong. But I wanted to Stifle Nought T2 which I did. Then he plays Lightning Greaves, then goes for a metalworker which I then Daze. He Scoops.
G2 He goes T1 City of Traitors, Monolith, Trinisphere. Well shit. I go Volcanic pass. He plays Factory Voltaic Key. I waste his factory hoping to mana screw him. He doesnt have another land. Next turn I play Mishras factory then the turn after that I standstill. I begin the attacks until he breaks the still with a Lodestone Golem. I then on my turn bolt the golem. Next turn nothing and I go Dreadnought with Stifle (I somehow hit 6 lands!). He plays a ratchet bomb, ticks it up, and keys it to kill my nought, but in the process he has been killing himself with 3 Ancient tombs. I play Delver and Lavamancer with him at 7 and he cant do anything and Dies.
1-0
Round 2: Death and Taxes
He goes Flagstones pass. I play delver and pass. He goes to STP and I force. My delver flips and I keep him off of blockers/ways to kill delver and it gets there.
G2 Same start except I have a lavamancer which gets STP'd. I get 2 Delvers flipped a few turns later and bolt things out of the way.
2-0
Round 3: Dream Halls OmniShow Infi Tell AKA Toy Story
Ive been testing against this guy for a week and a half now so we know the MU well. G1 My clock is a bit slow, but his mull to 6 is short on lands. Standstill comes down and I am able to win the counter war on the turn he plays SnT. The turn before I killed him I only had one mana open and on his upkeep I Vision Charmed All Islands into Plains... LOL Timewalk!
G2 Same situation, I get 2 Factories and standstill. I am able to attack for 3 and keep a mana open for either a REB or Flusterstorm. He breaks the standstill. I then Daze his SNT when he has a fetch open. He pays. Then I force, he forces back. I misdirection, he misdirects. Then since I pitched Flusterstorm I REB which gets Dazed... :( I punted. If I hadnt have dazed like an idiot I couldve flusterstormed and won.
G3 I have a Lavamancer. I play standstill even though he has a Pithing Needle Naming Mishras Factory. I beat for 1 and shock a few times until he is down to 7. He EoT Brainstorms forcing me to go to 9 cards and I have to discard. My hand is 2x Force, 1x Misdirection, 3 Blue Cards, Flusterstorm and REB. I discard REB. The counter war ensues next turn which I win thanks to infinite counters.
Round 4: ID Into top 8.
Top 8: Maverick
It really wasnt much of a game. I was exhausted and punted but Im not sure it would have mattered. I missed a delver flip as well as missed making a land drop. I also Played ponder as a brainstorm (luckily the guy was one of my friends who I drove with). Basically Maze of Ith, Quasali Pridemage plus Scryb Ranger is stupid Godd vs us. FWIW if I had drawn a Stifle to stop pridemage I wouldve won. G2 was about the same. I flip 2 delvers but he has Scryb Ranger. He also Gets Ulvenwald Tracker down which destroys us. I also have 2 dreadnoughts stranded in hand while he has a pridemage on board despite boarding one out. Its a rough MU and I dont think it is very winnable. Also I think I countered one spell the entire match. Hardcasting Force of Will on a late game irrelevant Stoneforge FTW!
Overall the deck was great. Hopefully next week I get to play with the full 3 Wastelands next week instead of the basic Mountain! (which the basic mountain actually was decent considering postboard I have a fair number of red cards).
The SB was very good all night which is something I am not used to. Flusterstorm was an All Star and Sulfur Elemental was Sweet vs my D&T opponent who went to equip a Jitte to his Judges Familiar. Only ones I didnt use were Submerge and Divert. My Meta tonight was full of a bunch of Delver decks and 3(!) Tin Fins players though I didnt face any of them.
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Re: [Deck] Dreadstill - Enter the Fist
Hei Guys
I'm new in this Forum.
I'm from Switzerland and play Legacy since 2 years now.
Normally i do play Combo Decks like High Tide or ANT, but be a great fan of dreadnought too.
Well my first Post in this Forum should be here in the Dreadstill Threat. ;)
Now i've been testing this UR Dreadstill list:
1 Sensei's Divining Top (I think its a have to play 1-2 off in UR list, virtuel cards, better in Top deck Mode.)
4 Delver of Secrets
3 Grim Lavamancer ( 3 are definitly enough only you have a very Aggro Meta)
4 Dreadnoughts
1 Vendillion Clique (1off Main very good, can own Combo or is a 5th 3/1 flyer)
4 Standstill
4 Brainstorm
3 Daze
4 FoW
4 Lightning Bolt (Many list play only 3 Bolts, but i dont understand that, i mean its for me the best Removal in Legacy)
1 Misdirection (5th FoW, more Protection for Nought etc , very good when you draw it with Standstill)
3 Spell Snare (Better then Spell Pierce in this Slot, then hymn and Tarmo can us make some Problems)
4 Stifle
1 Trickbind ( Why not the Charm in the Meta right now? maybe 5th Stifle, Charm is a lot of the Time a death card
2 Island
1 Mountain (I think we have some Mana problems with 7 colourless Mana,fixing mana for Lavamancer
3 Mishra's Factory( Cut the 4th Mishra for the Mountain=Manafixing, a lot of g2 or g3, i do side out mishra)
2 Polluted Delta
4 Scalding Tarn
4 Volcanic Island
3 Wasteland
Sideboard:
3 Pithing Needle (Very Good against UW/x Miracle, Deathrite Shaman or some other Hate!)
2 Relic of Progenitus ( Give us a card.Not only hate for Dredge or Reanimate, or for Bolt a Tarmogoyf.
1 Clique (Against Combo, sometimes against Controll like Esper or Miracle)
1 Misdirection (6th FoW or against Discard or to chance the target from a Abrupt Decay)
3 Pyroblast
3 Submerge
2 Jace TMS (Jace TMS is good against Controll like the harder Miracle Match up;)
So well this is my List right now that i'm playing and it plays very well.
I hope your enjoy this List:P
and sry for my Bad English.^^
Greets from Switzerland
Pdingo
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Re: [Deck] Dreadstill - Enter the Fist
Charm is very good. Protecting a Nought from a liliana acrivation or something is awesome. That fact that it doubles as a stifle and a counter kill spell is so sick.
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Re: [Deck] Dreadstill - Enter the Fist
Yes, Maybe its a Meta Choice. But i make better expirience with Trickbind.
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Megadeus
Charm is very good. Protecting a Nought from a liliana acrivation or something is awesome. That fact that it doubles as a stifle and a counter kill spell is so sick.
I find it funny you came out with one example (Liliana) and it can be dealt with both: Trickbind and Charm. :P The good thing about Trickbind is, it isn't as useless as Charm when you don't have a Dreadnought. Stifle effect is seldom dead. Trickbind's split second is also very good if you are playing in meta where blue is played a lot.
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Re: [Deck] Dreadstill - Enter the Fist
What I meant was that if you nought on turn 2 and you charm and they play Liliana it is safe. Also it protects fRom abrupt decay. And you get to randomly beat a high tide player :p. And meeting a brainstorm our something. I've had charm be great in all sorts of odd situations
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Re: [Deck] Dreadstill - Enter the Fist
I think Vision Charm is especially nice to save your Nought from Abrupt Decay. It's about the only main deck card that does that. But I agree Trickbind is more widely useable.
I'm testing a Bant list now, and I play Trickbinds over Charms. The Charms are really nice in the UB list though, to fill the yard up for a Tombstalker delve.
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Re: [Deck] Dreadstill - Enter the Fist
Eh I only play the charm as a one of. Mostly as a 5th Nought Stifle/Anti Abrupt Decay card which has mostly been fine. Trickbind costing 2 is just me in my opinion. It is kind of nice to have it be Split Second though. I have had annoying times when they have a way to counter my Stifle and I get 2 for 1'd. I don't know. It is just such a tough split. The Flexibility of Vision Charm has been very sweet, as I have said I got a mono blue dream halls player with upkeep change islands to plains. Maybe Ill test the charm as if it were trickbind for a few games and see how it is, but protection wise charm is better for our nought.
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Re: [Deck] Dreadstill - Enter the Fist
So I have cut down on a Mishras Factory and added a basic mountain. I do not know if that is right, but I have wanted a basic mountain a few times.
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Re: [Deck] Dreadstill - Enter the Fist
So, I've been running a U/B Stiflenought list, and been very, very happy with the results. Vision Charm is very cool tech. It's either essentially a 5-mana ritual for Stalker, an enabler for Dreadnought, or protection against removal for Dreadnought. A turn 2 Tombstalker is a lot of fun, and with all that disruption you generally don't have much of a problem protecting your huge threats. Abrupt Decay is typically tough to deal with, but SB Misdirections and Charm's phasing help out a great deal. Disfigures are in there mostly for Deathrite Shaman. Perish does a great job out of the board as well nuking Goyfs, Shamans, Elves, Knights, Oozes, and Progenitus.
4 Phyrexian Dreadnought
4 Delver of Secrets
3 Tombstalker
4 Brainstorm
4 Ponder
4 Force of Will
4 Daze
2 Spell Pierce
4 Stifle
2 Vision Charm
4 Thoughtseize
3 Disfigure
Lands
4 Polluted Delta
2 Scalding Tarn
2 Bloodstained Mire
4 Underground Sea
1 Island
1 Swamp
4 Wasteland
SB
4 Submerge
2 Spell Snare
2 Misdirection
2 Grafdigger's Cage
1 Vendilion Clique
2 Perish
2 Duress
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Re: [Deck] Dreadstill - Enter the Fist
@Megadeus I play the same you have a lot the situation where a mountain is a better choice than a volcanic. And i mean with 4 mishra and 3 wasteland you have 7 colourless mana sources. And in some match up mishra doesnt make anything.
i think 6 colourless and 1 off mountain are very good;)
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Re: [Deck] Dreadstill - Enter the Fist
Hey Guys,
This is the list me n xxscrumxx have been working on for the invitational in ATL.
4 Delver
4 Nought
3 Lavamancer
1 Clique
4 Standstill
2 Top
4 Brainstorm
4 Force
4 Stifle
4 Bolt
3 Daze
2 Snare
1 Trickbind
1 Misdirection
4 Tarn
3 Factory
3 Wasteland
3 Volcanic
3 Island
2 Misty
1 Mountain
SB:
3 Dismember
3 Flusterstorm
3 CB
2 Rough/Tumble
2 Sulfuric Vortex
1 Clique
1 Crucible
It's been testing about 50/50 with jund and solid as always vs combo.
Is y'all have any insight or Sudgestions please feel free to share.
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Re: [Deck] Dreadstill - Enter the Fist
Your maindeck looks very strong. However your sideboard NEEDS graveyard hate. I would recommend 5 pieces at least if you want to beat any graveyard deck consistently. I mean graveyard decks generally have so much inevitability that countering 2 or 3 of their threats only wins you the game if you also have a quick Dreadnought to finish with. Hitting them for two or four a turn often gives them too much time to recover. My suggestions for your sideboard would be as follows.
-3 Counterbalance( I don't like these much without 4 tops. Also what matchups are you using them for mainly?)
-1 Crucible (I'm not a fan of this in dreadstill... it doesn't do enough IMO)
-2 Sulfuric Vortex(Also not a fan of this one)
+3 Relic of Progenitus
+3 Surgical Extraction
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Re: [Deck] Dreadstill - Enter the Fist
@ gy hate
I think +3 relic of Progenitus are enough, in the meta now you have not a lot gy bases deck (maybe ant or beat a tarmo)
i would cut the same in the SB and + 3 Submerge and + 3 Relic.
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Pdingo
@ gy hate
I think +3 relic of Progenitus are enough, in the meta now you have not a lot gy bases deck (maybe ant or beat a tarmo)
i would cut the same in the SB and + 3 Submerge and + 3 Relic.
I prepare alot against Tin Fins when testing for GP Stras (should be more our less your meta). And you have goyf, snappy, deathrite, punishing fire, dredge, nimble, time spiral, lingering souls and kotr amongst others.
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Re: [Deck] Dreadstill - Enter the Fist
Would there be a reason to play a non-delver dreadnought deck (In the vein of the old UR / URg controlling builds) or is the delver version pretty much strictly better now?
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Re: [Deck] Dreadstill - Enter the Fist
I could see a list with CBTop, a few Trinket Mages and Engineered Explosives doing fine. The reason I say this is because if you take Delvers out, you heavily increase your reliance on Dreadnought. So you would either need to desperately protect Dreadnought for two turns or have sone way to keep the opposing board clear of creatures so your Factories and Lavamancers can get the job done.
Quote:
Originally Posted by
kombatkiwi
Would there be a reason to play a non-delver dreadnought deck (In the vein of the old UR / URg controlling builds) or is the delver version pretty much strictly better now?
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Re: [Deck] Dreadstill - Enter the Fist
Here is an example list that does not include Delver, and is a throwback to the old school Dreadstill lists. What are you guys thinking of this?
4 Phyrexian Dreadnought
2 Trinket Mage
3 Counterbalance
2 Sensei's Divining Top
2 Engineered Explosives
4 Standstill
4 Stifle
4 Daze
3 Lightning Bolt
2 Trickbind
4 Force of Will
4 Brainstorm
2 Misdirection
4 Mishra's Factory
2 Misty Rainforest
3 Island
3 Volcanic Island
3 Wasteland
1 Mountain
4 Scalding Tarn
SB: 3 Red Elemental Blast
SB: 3 Dismember
SB: 2 Rough // Tumble
SB: 2 Relic of Progenitus
SB: 1 Tormod's Crypt
SB: 1 Crucible of Worlds
SB: 3 Flusterstorm
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Re: [Deck] Dreadstill - Enter the Fist
What yall think of this for an old school list?
4 Nought
4 Lavamancer
2 Trinket Mage
4 Standstill
3 Top
3 CB
1 Explosives
1 Collar
4 Brainstorm
4 Force
4 Stifle
3 Snare
2 Misdirection
1 Mask
4 Tarn
4 Factory
3 Wasteland
3 Volcanic
2 Misty
2 Island
1 Underground Sea
1 Academy Ruins
SB:
3 Flusterstorm
3 REB
2 Dismember
2 Rough/Tumble
1 Perish
1 Relic
1 Crypt
1 Spellbomb
1 Needle
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Scrum
Here is an example list that does not include Delver, and is a throwback to the old school Dreadstill lists. What are you guys thinking of this?
4 Phyrexian Dreadnought
2 Trinket Mage
3 Counterbalance
2 Sensei's Divining Top
2 Engineered Explosives
4 Standstill
4 Stifle
4 Daze
3 Lightning Bolt
2 Trickbind
4 Force of Will
4 Brainstorm
2 Misdirection
4 Mishra's Factory
2 Misty Rainforest
3 Island
3 Volcanic Island
3 Wasteland
1 Mountain
4 Scalding Tarn
SB: 3 Red Elemental Blast
SB: 3 Dismember
SB: 2 Rough // Tumble
SB: 2 Relic of Progenitus
SB: 1 Tormod's Crypt
SB: 1 Crucible of Worlds
SB: 3 Flusterstorm
I'm a big fan of Vision Charm over trickbind, as it can protect your dreadnaught from Abrupt Decay, but it seems reasonable otherwise. I want to play Pyroclasm here over Rough / Tumble, as we don't have any cliques or anything to save and I want to kill flipped Delvers. Maybe Forked Bolt? I'm not sure how needed Dismember is, or what matchups it is for?
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
alphastryk
I'm a big fan of Vision Charm over trickbind, as it can protect your dreadnaught from Abrupt Decay, but it seems reasonable otherwise. I want to play Pyroclasm here over Rough / Tumble, as we don't have any cliques or anything to save and I want to kill flipped Delvers. Maybe Forked Bolt? I'm not sure how needed Dismember is, or what matchups it is for?
I agree with the Pyroclasm. Dismember is for Goyf, he is a problem. I am playing two Misdirection and Counterbalance to protect Dreadnought. Vision charm can be sweet though. I am open to suggestions for other sideboard configurations. Thanks for the reply.
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Re: [Deck] Dreadstill - Enter the Fist
You can run old school Dreadstill sure but why? Might as well be brushing off your Werebears for Threshold too.
// Lands
4 [AQ] Mishra's Factory (4)
3 [JGC] Wasteland
4 [ZEN] Scalding Tarn
2 [B] Volcanic Island
2 [ZEN] Misty Rainforest
5 [10E] Island (2)
// Creatures
4 [MI] Phyrexian Dreadnought
3 [FD] Trinket Mage
4 [ISD] Delver of Secrets/Insectile Aberration
// Spells
4 [OD] Standstill
4 [SC] Stifle
1 [TSP] Trickbind
4 [CMD] Brainstorm
2 [DD2] Daze
3 [CS] Counterbalance
2 [V09] Sensei's Divining Top
2 [FD] Engineered Explosives
3 [DIS] Spell Snare
4 [AL] Force of Will
// Sideboard
SB: 3 [4E] Red Elemental Blast
SB: 2 [ZEN] Spell Pierce
SB: 1 [SOK] Pithing Needle
SB: 3 [A] Lightning Bolt
SB: 3 [FNM] Dismember
SB: 3 [DK] Tormod's Crypt
It would be the same as all our other old school lists. Lacks removal but more protection for Dreadnought.
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Re: [Deck] Dreadstill - Enter the Fist
Wish me luck...here's my final list for the invitational.
4 Delver
4 Nought
4 Lavamancer
4 Standstill
2 Top
4 Brainstorm
4 Force
4 Stifle
4 Bolt
4 Daze
2 Misdirection
1 Vision Charm
4 Tarn
3 Factory
3 Wasteland
3 Volcanic
3 Island
2 Misty
1 Mountain
SB:
3 REB
3 Spell Pierce
3 Relic
2 Envelop
2 Forked Bolt
2 Rough/Tumble
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Roodmistah
You can run old school Dreadstill sure but why? Might as well be brushing off your Werebears for Threshold too.
// Lands
4 [AQ] Mishra's Factory (4)
3 [JGC] Wasteland
4 [ZEN] Scalding Tarn
2 [B] Volcanic Island
2 [ZEN] Misty Rainforest
5 [10E] Island (2)
// Creatures
4 [MI] Phyrexian Dreadnought
3 [FD] Trinket Mage
4 [ISD] Delver of Secrets/Insectile Aberration
// Spells
4 [OD] Standstill
4 [SC] Stifle
1 [TSP] Trickbind
4 [CMD] Brainstorm
2 [DD2] Daze
3 [CS] Counterbalance
2 [V09] Sensei's Divining Top
2 [FD] Engineered Explosives
3 [DIS] Spell Snare
4 [AL] Force of Will
// Sideboard
SB: 3 [4E] Red Elemental Blast
SB: 2 [ZEN] Spell Pierce
SB: 1 [SOK] Pithing Needle
SB: 3 [A] Lightning Bolt
SB: 3 [FNM] Dismember
SB: 3 [DK] Tormod's Crypt
It would be the same as all our other old school lists. Lacks removal but more protection for Dreadnought.
I really like the toolbox aspect of this list, I haven't been a huge fan of lavamancer lately anyway, I mean he has his uses for dealing with a few of the annoying creatures (delver, DRS, thalia, bob, etc) but I feel the added control/utility of a list like this might be more valuable against a broader field.
Considering the additional artifacts in your list though, I would definitely try to fit in either some Vision Charms, Misdirects, or even Diverts to deal with the abundance of Abrupt Decay. Maybe -3 Spell Snare (most narrow) -1 Trickbind, +3 Vision Charm, +1 Daze/Misdirect or something like that? Having additional Dreadnought enablers (vision charms) allows you to use your Stifles much more aggressively as well since you're very likely to find an enabler with 7+ effects in the deck.
Anyway nice to see more discussion/development here, this is far and away my favorite Legacy deck.
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Re: [Deck] Dreadstill - Enter the Fist
I have found spell snare and vision charm to both be MD worthy and very very good vs the current decks being run. The Rock, JUND, and other decks are using so many 2 cmc cards that spell snare is appropriate and as mentioned earlier, the addition of a couple vision charm in a deck allows for more aggressive play. I tried the old school trinket mage package but it makes the deck more mid-range which can be god but which can also allow opponents too much time to establish. I prefer faster games that play like an izzet delver deck only packing a massive dread punch.
PS -- and although I have several legacy decks built, I have really loved playing this one; especially when you land a turn 2 dread and get to swing with it.
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Re: [Deck] Dreadstill - Enter the Fist
Its even better to land Dread turn2 after you stifled their fetchland.
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Re: [Deck] Dreadstill - Enter the Fist
Very interesting, I also tried phantasms and more visions charms in my UB list, but they seem better on mono blue. Foil is a neat idea for sure because you are actually running 20 lands and don't really ever need more than 2 out. Also, props on solid 4 ofs!
As a side note, are there going to be any other Dreadnought players in Milwaukee this weekend?
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Re: [Deck] Dreadstill - Enter the Fist
I'm sorry but I just can't get on board with foil...3 for 1 is not what we want to be doing in a deck that is already 2 for 1ing itself
I would cut wasteland before I cut factory
Try dismember over pongify
20 lands is a lot with no top
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Re: [Deck] Dreadstill - Enter the Fist
Picked up this deck again after a while and found out it's still doing pretty well at my local gameshop. Wish there was a bigger tournament somewhere so I could give it a shot there.
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Re: [Deck] Dreadstill - Enter the Fist
Hey guys, was going to try a UR build, but haven't been able to get grim lavamancers on time for a tourney.
Reading the UB lists in the last 10 pages, I've built this:
Lands
3 Mishra's Factory
3 Scalding Tarn
4 Polluted Delta
3 Underground Sea
3 Wasteland
2 Island
Creatures
4 Delver Of Secrets
3 Tombstalker
4 Phyrexian Dreadnought
Spells
4 Brainstorm
4 Ponder
4 Force of Will
3 Daze
3 Spell Snare
3 Disfigure
4 Stifle
2 Vision Charm
4 Standstill
Sideboard
3 Divert
1 Massacre
3 Perish
1 Mindbreak Trap
3 Spell Pierce
4 Leyline Of The Void
I've seen that UB lists don't usually run standstills, but I feel that it's necessary because the eight 2x1 the deck runs, and mostly because I love that card :smile:
I absolutely love the 8 cantrips, but I'm not totally sure about splashing black but not running thoughtseizes, not even on sideboard. This is because, in my opinion, deck has to be reactive over proactive, and that matches my playstyle. Against combo I can add spell pierces and mindbreak trap, and against green aggro can add perish, so thoughtseizes could be not a need, but I might be wrong.
Note that I don't have 4 underground seas, so I added a 7th fetch. I tried running 1 swamp but I didn't like it.
Thoughts?:smile:
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Re: [Deck] Dreadstill - Enter the Fist
This deck got 9th last weekend at the SCG Open. Not strictly just a Stiflenought or Dreadstill list, but thought you people might like it:
Creatures (21)
2 Phyrexian Dreadnought
4 Dark Confidant
4 Death's Shadow
4 Deathrite Shaman
4 Tarmogoyf
3 Varolz, the Scar-Striped
Lands (19)
1 Bayou
1 Breeding Pool
1 Creeping Tar Pit
4 Misty Rainforest
1 Overgrown Tomb
4 Polluted Delta
1 Tropical Island
1 Underground Sea
4 Wasteland
1 Watery Grave
Spells (20)
2 Abrupt Decay
4 Brainstorm
4 Daze
4 Stifle
2 Inquisition of Kozilek
4 Thoughtseize
Sideboard
2 Engineered Explosives
1 Nihil Spellbomb
1 Relic of Progenitus
1 Scavenging Ooze
1 Abrupt Decay
1 Darkblast
2 Spell Pierce
1 Surgical Extraction
2 Liliana of the Veil
2 Duress
1 Life from the Loam
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Re: [Deck] Dreadstill - Enter the Fist
I really like that.bug list. watching.it.in action was cool. I would definitely play it if I had all of the cards for it
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Re: [Deck] Dreadstill - Enter the Fist
One card I find really odd in here is Tarmogoyf.
Another, is the lack of Force of Will; barring that, lack of Flusterstorm/Spell Pierce which are both stronger than Inquisition of Kozilek IMO.
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Re: [Deck] Dreadstill - Enter the Fist
giyf is. big solid beater who works well with scavenge. no force or fluster storm is somewhat odd though