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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FourDogsinaHorseSuit
That's a bad approach since you play a deck where the threats are the answers differently than you play a deck that answers things.
So your fair plan is close to the same (albeit much much worse once Uro gets nuked by Surgical), so every time they answer something with Plow/Ending ask yourself "does a 12/12 get them out of this?" (The answer is usually no)
You end up hurting the midrange plan while simultaneously not specializing enough to help your combo (regardless of what the random combo being put into midrange soup is called). You end up with a worse deck than either pure fair or pure combo, as these pieces just trip over themselves.
Take Hierarch for instance, you're dumping your hand by playing it...in a deck that needs to dump its hand to make Noughts...that has to dump its hand to protect all this with FoW. Once this doesn't work you're a mana dork deck trying to draw through more dead topdecks (other Hierarchs and half of the A + B combo). You need the mana dork to be a credible threat by itself (i.e. DRS or Deathrite Monkey) to get away with this; otherwise your deck construction is losing to itself.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Uro and Dreadnought are not the "fair plan" This deck's fair plan is "attack with Endurance, and Bane" Where Bane is only under some definitions of fair.. They're combo pieces. I know you understand this because you address it in your write up about Hierarch you make a decent point about it having no utility beyond turn 1.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Hierarch shouldnt be a 4 of. 0-2 is the right number of Hierarchs for this deck. You never want to see more than a single Hierarch in any game. The same is true of Sylvan Library, 0-2 at most.
Endurance is a great card. If you want to play it, I would take the Simic Dressnought list that is posted in the OP (the first list posted) and replace some of the 1 ofs and 2 ofs in that list (I would cut the Ice Fang, the Jace and either the FoN or a Daze or a Hierarch) for 3 Endurances.
Speaking of, Bant Dressnought 5-0ed yet again, JKNECHT 5-0ed with…
Creature (15)
4 Esper Sentinel
3 Murktide Regent
4 Phyrexian Dreadnought
4 Uro, Titan of Nature's Wrath
Sorcery (6)
4 Ponder
2 Prismatic Ending
Instant (16)
4 Brainstorm
4 Daze
4 Force of Will
4 Stifle
Artifact (2)
2 Scroll of Fate
Enchantment (2)
2 Dress Down
Land (19)
4 Flooded Strand
4 Misty Rainforest
1 Savannah
3 Tropical Island
3 Tundra
4 Wasteland
Sideboard (15)
2 Prismatic Ending
1 Flusterstorm
1 Force of Negation
2 Mystical Dispute
2 Narset, Parter of Veils
1 Outland Liberator
2 Surgical Extraction
3 Swords to Plowshares
1 Torpor Orb
And RUG Dressnought 5-0ed for the third time this week. This time Oceansoul82 5-0ed with it…
Creature (7)
4 Phyrexian Dreadnought
3 Uro, Titan of Nature's Wrath
Sorcery (8)
4 Expressive Iteration
4 Ponder
Instant (21)
4 Brainstorm
3 Daze
4 Force of Will
4 Lightning Bolt
1 Pyroblast
4 Stifle
1 Stubborn Denial
Enchantment (4)
4 Dress Down
Land (20)
2 Misty Rainforest
1 Mystic Sanctuary
2 Polluted Delta
4 Scalding Tarn
3 Tropical Island
4 Volcanic Island
4 Wasteland
Sideboard (15)
3 Pyroblast
1 Ancient Grudge
2 Carpet of Flowers
2 Hydroblast
1 Meltdown
2 Pyroclasm
3 Surgical Extraction
1 Unlicensed Hearse
The RUG Dressnought list seems to have landed on a finalized iteration, as 4 different pilots 5-0ed or top 8ed challenges with the same identical list.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Why would you cut the Ice Fangs? They seem look good green cards.
And better yet, I already own them.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Then instead of 4 Hierarch you probably need some green cantrip. 4 Abundant Harvest or 2 Harvest + 2 Ice-Fang Coatl. Because Bane requires a high instant and sorcery count. Between that and Endurance/FoV needing green count, you're stuck playing a green instant or sorcery that goes to the graveyard (not GSZ or Living Wish). The only ones that would also advance the Dreadnought plan are cheap cantrips. So probably both Abundant Harvest and Once Upon A Time. You could try Worldly Tutor instead, but it seems bad.
Sylvan Library is a good card at 1-2 copies, but it doesn't count as a spell for Sailors' Bane.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Collected Company is bad. Phyrexian Dreadnought and Sailors' Bane are both misses. Uro will go to the graveyard. The only bodies you can make are Endurance, Coatl and Borrower. You may not even hit 1 of them.
None of the winning decks are running Coatl. If you do play it for green count, you might as well have Force of Vigor in the SB.
What's Chill for? Is that to beat Pyroblast and Burn? Seems like overkill. You could just play 1-2 Hydroblast.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FTW
Collected Company is bad.
Phyrexian Dreadnought and
Sailors' Bane are both misses. Uro will go to the graveyard. The only bodies you can make are Endurance, Coatl and Borrower. You may not even hit 1 of them.
None of the winning decks are running Coatl. If you do play it for green count, you might as well have
Force of Vigor in the SB.
What's
Chill for? Is that to beat Pyroblast and Burn? Seems like overkill. You could just play 1-2
Hydroblast.
Hit rate with coco is 83% before including dreadnought. You also have brainstorm to guarantee hits. Ponder to preselect hits.
You also are allowed to go EOT -> [brainstorm ->] dress down -> untap -> cast coco, knowing what's on top of your deck.
It's 75% if you assume you're down to 50 cards in your deck with 10 hits. Or as we say in the biz: Good enough!
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Whoops I forgot dressdown and now I see how I managed to cram Daze, Endurance, Ice-Fang AND had space left over to jam CoCo. Nope. Snip that.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Ignoring the Dress Down combo for now (too many moving pieces), I see 9 hits in the whole deck (4 Endurance, 4 Ice-Fang, 1 Borrower). That's before your 4 cuts.
Optimistically, if you've drawn none and used cantrips/fetches, that's 9 hits in 46 cards: 25% chance to hit nothing, 42% chance to hit 1 creature, 33% chance to hit 2 creatures.
Modern Coco usually had 25-30 hits, almost always hitting 2 good things. Trying to resolve a 4-mana spell in Legacy while hitting at a much lower rate seems bad. There's a good reason Coco doesn't see more Legacy play in 15-creature midrange decks. It's not new surprise tech no one's thought of. It's not good enough.
Why not just play Once Upon A Time?
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Sure, if you ignore the highest upsides the play is weaker.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
The highest upsides are inconsistent though. It's a 2-card A+B combo that costs 6 mana and can be easily disrupted. It's unnecessary variance/risk when the deck already has easier ways to make threats.
If you want Dreadnought more often, run Urza's Saga for an uncounterable tutor and additional threats. Or Scroll of Fate to make instant speed uncounterable EOT Dreadnought/Uro, while also converting dead draws into bodies.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Why isn't Torpor Orb used in this deck more? It's a permanent good creature in to play effect. Is it too much of a sitting duck, or not flexible enough?
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
z0anthr0pe
Why isn't Torpor Orb used in this deck more? It's a permanent good creature in to play effect. Is it too much of a sitting duck, or not flexible enough?
Trying to rely on a backup plan of Uro or Kroxa looks horrid when you keep turning these into getting 1 for 1'd. It's also quite poor-looking to trap yourself in the Karakas abyss.
There is also a problem with Torpor just being another way to make a sorcery speed dude, but still passing the turn. You haven't changed the rules enough when compared to EoT Dress Down + draw a card. There is also a variance problem with stacking Torpor effects doing absolutely nothing in multiples.
The most competitive choice you can make with any combo deck will always be to select combo pieces that don't kill you by flooding out on one side of the A then B combo. Multiple Dress Down and multiple Scroll of Fate without piece B aren't going to cost you the game as you either cycle them or throw down extra Scrolls as 2/2 beaters.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
So Delver is a thing at my LGS and I was hopping I could get a rundown of how the MU should go in traditional stiflenought lists. What makes it so favored and how I can incorporate that theory into the UG list I'm trying to hammer out.
My LGS has some really good delver players.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FourDogsinaHorseSuit
So Delver is a thing at my LGS and I was hopping I could get a rundown of how the MU should go in traditional stiflenought lists. What makes it so favored and how I can incorporate that theory into the UG list I'm trying to hammer out.
My LGS has some really good delver players.
You have to be able to pick fights with not-blue cards (i.e. kill spells). When you pick these fights, Delver loses b/c they no longer have agency with Iteration - i.e. they are obligated to dig for another dude. If they blow their hand stopping the kill spell, they automatically end up in a position where they have no agency - your FoWs will dictate how the game proceeds.
In the background you blow up their mana and deny them the endgame of Iteration -> Shame Island -> Daze to loop Shame Island for Iteration. Having cut this mode of Daze, all you need to do is not let Daze counter real spells; if you're going to turn on Daze make sure you're setting them down to 1 land or less (aka at least 2 turns from being able to cast Iteration.
If Delver is what you really want to target, you can run Daze (but it is bad against almost every other non-combo deck).
Other than that, you need to be able to get on board on turn 1. DRC is the best way to do this followed very very distantly by Reclaimer (b/c 4 toughness is more than Bolt can deal with).
This is where the good matchup stops, and the reason it stops is that you can't play 2c [Dreadstill can]. On 3c you are not allowed to play the asymmetry game of "I can Waste you, but you can't Waste me" so the Delver matchup will always revolve around the Wasteland lottery...and this is why you need to be able to get on board on 1 mana.
As far as the 3c goes, green is the absolute worst. While it's cool and all to get Uro, that requires an overwhelming commitment to green mana...which doesn't cast Plow/Ending/Bolt/REB; i.e. very hard to pick fights with nonblue cards (vs Delver's 4-5 REB effects). You also don't have enough green to run the two best cards: FoV, Endurance. Recalimer and Ice-Fang can up the green count, but not exactly helpful against Murktide (you're not going to get to resolve and keep Ice-Fang into declare blockers vs so many Bolt and REB)... So you end up playing UR or UW + needs GG mana (or BB if Kroxa) - again why you'll never escape the Wasteland lottery abyss.
The last piece of the puzzle vs Delver is don't get mana screwed (and then Daze'd forever). Keep land heavier hands and don't activate Wasteland when it is more valuable to use the alternate mode of "your Daze is dead forever".
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FourDogsinaHorseSuit
So Delver is a thing at my LGS and I was hopping I could get a rundown of how the MU should go in traditional stiflenought lists. What makes it so favored and how I can incorporate that theory into the UG list I'm trying to hammer out.
My LGS has some really good delver players.
Beating Delver takes stable mana, efficient threats, and cheap removal for their threats - especially Murktide (StP, Pyroblast).
Delver punishes greedy mana (nonbasics) and 3-4cmc creatures by getting on board earlier and then disrupting your mana (Daze, Wasteland) to prevent the big guys. If you can't also get on board early and cheaply answer their threats, they'll use their mana denial and tempo to race. The Dreadnought plan should be good. It's bigger than their guys, good tempo, and hard for them to remove (SB Meltdown & Borrower?). Your build's biggest weakness is that it might die to Delver's creatures and mana denial before it establishes Uro or Sailors' Bane. It doesn't have a good answer to fast Murktide+DRC. Endurance is very strong in the matchup but needs a higher green count. You probably need a 1-mana answer to Murktide: Run Afoul in green or splash another color for removal (StP, Pyroblast).
@Fox why must he be 3c? Why can't Dressnought be 2c?
UR can get on board fastest to out-Delver Delver. DRC is also the best Sailors' Bane enabler.
//Creatures: 12
4 Dragon's Rage Channeler
4 Phyrexian Dreadnought
3 Sailors' Bane
1 Brazen Borrower
//Spells: 27
4 Force of Will
4 Brainstorm
4 Ponder
4 Stifle
4 Lightning Bolt
3 Daze
3 Expressive Iteration
1 Force of Negation
//Enchantments: 3
3 Dress Down
//Lands: 18
4 Wasteland
4 Scalding Tarn
2 Polluted Delta
2 Prismatic Vista
2 Volcanic Island
3 Island
1 Mountain
//Sideboard: 15
3 Pyroblast
1 Flusterstorm
1 Scroll of Fate
1 Blood Moon
1 Pyroclasm
1 Powder Keg
2 Meltdown
2 Surgical Extraction
2 Relic of Progenitus
1 Ashiok, Dream Render
Something roughly like that should beat Delver and combo, but will struggle against other fair blue piles. Sailors' Bane and Scroll of Fate should help the fair matches.
1-of Hunted Phantasm is an option, but probably not good enough. You could also make room for 2 Urza's Saga cleanly (tutors Dreadnought and SB cards, or makes more threats).
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FTW
Cmc 5... Commander card?
https://mythicspoiler.com/40k/cards/helbrute.jpg
Dreadnought!
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
12/12s are the past. Drednoughts are 16/16s now.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FTW
The issue is that UR is one of the worst color combinations at going long, and yet games have to go long b/c you absolutely need a ton of time to set up 2 mana and an open land drop (particularly when you're losing land drops to Daze and Wasteland)...but even then you actually need 3 lands and an open land drop for Iteration b/c you are going to find yourself flipping over Stifle, Dreadnought, Brazen, Bane, Daze/FoW/FoN, Dress Down with Iteration, and you can't just cast these from exile for value. In particular if you start flipping over Nought, Brazen, Bane, Dress Down and you need mana #4; those all require 2 more mana after you blew 2 mana on Iteration.
^This is a really bad way to pursue CA with a deck that has A then B combo (not A plus B), and needs to have CA to cover that design choice of 2-for-1'ing yourself. You do not benefit from having high mana counts...but you need high mana counts....but you are also really bad at attaining high mana counts (18 lands). That has to be contrasted to: my CA is from Standstill -> so I have high mana counts -> I can use high mana counts profitably.
Now there's no doubt Delver is never going to run a positive winrate against the list you provided, but they also weren't ever going to run a positive winrate against 3c StifleNought. So like what was the winrate boost vs Delver if you went from 3c to 2c? You went from maybe 80-85% favored to 85-90% favored...but your overall winrate will tank b/c you can't control what decks you're paired against (most of those decks would otherwise have a lower winrate vs you if you had Uro or Kroxa). Even if this change took you to 100% winrate vs Delver, your overall winrate would still be lower. There's only so far you can go in legacy if your only positive matchups are Delver, combo, and random tier 2 jank; at some point you have a reasonable chance of winning against the rest of tier 0, tier 1, and tier 1.5 (i.e. the meta).
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Adding the highest of high quality turn 1 plays like DRC and your deck is automatically better across all matchups, but it's still just a band-aid for a bullet wound. The CA issue is still the 800-pound gorilla, and Iteration is not the answer. You need multiple CA card names, and that means 3c for Uro or Kroxa. This is why we are seeing more results from Iteration + Uro and Iteration + Kroxa in StifleNought.
There's very few things StifleNought's 6-round challenge top8s and 5-0 league data points tell us other than the deck farms Delver and combo. One of the only things you can really glean from those statistics is that Iteration is not good enough by itself to answer the CA problem. If Iteration were good enough by itself, we would see more finishes by UWR/UR StifleNought. As it stands, you are going to win more games with StifleNought by playing Uro + Iteration or Kroxa + Iteration or Uro without Iteration or Kroxa without Iteration, rather than just playing Iteration by itself.
^That's not an opinion - it's what the data thus far shows. Could the data show something else if you surround just Iteration with 2c's access to basics and DRC and Bane? Sure...highly unlikely...but sure.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
Fox
Now there's no doubt Delver is never going to run a positive winrate against the list you provided, but they also weren't ever going to run a positive winrate against 3c StifleNought. So like what was the winrate boost vs Delver if you went from 3c to 2c? You went from maybe 80-85% favored to 85-90% favored...
So you're saying things like manabase stability and Daze aren't important because you're going to thrash Delver either way. That's relevant for the direction FourDogs wanted to build.
In that case, why not play 3c with Uro. Uro is actual card advantage, while Kroxa is a questionable card. Uro clearly helps the CA issue better than EI alone. If you can beat Delver even with 3c mana, why not do it.
//Creatures: 13
4 Dragon's Rage Channeler
4 Phyrexian Dreadnought
3 Uro, Titan of Nature's Wrath
2 Sailors' Bane
//Spells: 24
4 Force of Will
4 Brainstorm
4 Ponder
4 Stifle
4 Lightning Bolt
3 Expressive Iteration
1 Force of Negation
//Enchantments: 4
4 Dress Down
//Lands: 19
4 Scalding Tarn
4 Misty Rainforest
3 Tropical Island
3 Volcanic Island
1 Taiga
1 Island
3 Wasteland
//Sideboard: 15
2 Pyroblast
1 Red Elemental Blast
1 Blue Elemental Blast
1 Flusterstorm
1 Alpine Moon
1 Maddening Hex
1 Pyroclasm
1 Powder Keg
1 Meltdown
1 Return to Nature
1 Relic of Progenitus
1 Ashiok, Dream Render
2 Surgical Extraction
DRC mills into Uro & Bane. Uro doesn't slow down Bane. Seems good.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
The issue you're going to run into is unwinnable games vs Chalice as you dropped the Brazens and don't have the land totals nor mana progression (basics) of Dreadstill to hide the Brazen effect on Otawara.
The bigger question is what the point is, since a ban seems pretty imminent in the near future. Why are we putting CA on a card that has a target on its back? Why are we focusing on a matchup that is going to dwindle back down to only being seen in a maximum of 1-2 rounds of a 6-7 round challenge when the ban comes?
This is the time where you focus on fixing the matchup vs blue fair removal, non-blue fair removal, Lands, and Chalice. These matchups have to be positive post-ban...otherwise you quickly lose all the 'dedicated' pilots (given that the only place left to find success with be combo-boosted leagues). I mean I guess you can gamble on Delver + DRC being enough reveal effects to let Delver go straight to 4x Predict and drop no meta share, but that seems like wishful thinking, since this type of thing gets broken up by the main response of kill their dude.
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On the DRC optimizing, you need to look at the cost of Dress Down as a 4x. The last two copies of Dress Down preclude you from running 2x Saga, and that cuts you from 1-card delirium option of tutor suicide Nought, maindeck a Relic-type, and Currency Converter x2 (even easier to turn on delirium with this).
You're also passing up higher density of 1-drops like Lavamancer that can easily be activated and: maintain delirium, keep MindTwisters from putting lands back into your deck, beat Surgical, combine with DRC's 3 damage to kill Endurance, intentionally strip delirium to gain agency (not being forced to attack with DRC), combine with Bolt to increase effectiveness of the noncombat wincon...and still decrease cost of Sailor's Bane.
Even though you added DRC, you haven't really dialed up the aggression to the level of 6-7 slots of DRC/Lavamancer into next turn Standstill. You're also playing so much harder into Chalice paired with an unreliable mana base. You've also condemned yourself to going up on mulligans for a bounce effect not on a land (Brazen rather than Otawara)...and when you do happen to acquire high mana you don't really have an outlet other than single card name Uro (no Sharks, no Currency Converter, etc).
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You've definitely gone up on the brute force plan, as well as going up an amount on aggression and synergy, but you kinda just put all this energy into making a sharp spearhead....that is attached to a piece of flimsy plywood.
I doubt you would have more success or interesting gameplay than just building anti-Delver Delver:
4x Delta
4x Tarn
4x Volc
1x Steam Vents
1x Island
1x Mountain
1x Shame Island
4x Wasteland
4x DRC
4x Bane
3x Lavamancer
2x Brazen
4x BS
4x Ponder
4x Daze
4x FoW
4x Bolt
4x Iteration
2x FoN (gotta go up to 2x b/c of Bane)
1x Mine Collapse (better than Heat or Magmatic with Lavamancer, and more reliable than maindeck Pyroblast)
Still it's worthless to build with the imminent ban, but you at least get the big dude beatdown feel and have Lavamancer to give the 7/7 "trample" as you wipe out the blocker. Killing Murkgoyf trivial with 4-5x REB effects in SB. Deck is still pretty crappy vs Chalice but at least you've got more ways to power out Bane [i.e. FoN as Dark Rit] and more Bane copies and the Brazen effect. You get to keep the feelsbad losses to suspect manabase. Fewer bad matchups than convoluting this with Dreadnought package.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FourDogsinaHorseSuit
There's a ban coming?
Would you be surprised if one happened tomorrow, next week, next month? No. Which is how you know the clock is ticking.
You already know the target, and what the fallout is going to be as it pertains to StifleNought.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
I would be yeah.
But also I'm building for the next tournament, not the tournament a week, a month, or a year from now when everyone accepts your gospel and harmonic convergence deletes whatever card you're talking about now.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
What card is getting banned? I can’t tell from over here in the cheap seats.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FTW
So you're saying things
lol, Fox going off the deep end. (building with Mine Collapse and Lavamancer for that imaginary future meta; durdling Saga into suicide-Dreadnought lines for that sweet sweet going-down-a-card-to-flip-my-DRC, kitchen-table style. Super.)
@FTW:
That last list looks pretty good to me. Couple of considerations:
- I would probably still run MTR over Bane in a deck that's a little bit light on removal to get rid of chump blockers. Maxtortion's RUG builds (with and w/o Dreadnoughts) seem to suggest that Uro & Murky in the same deck works just fine.
- Fluster over FoN in the main has always felt correct to me in Tempo Dreadnought
- 1st Scroll of Fate over 4th Dress Down is an idea (also a decent hedge vs. Chalice)
- 5x GY hate in the side seems excessive, especially for a deck that already hoses combo with 8-9 free counters and turn-2 12/12s. I would a) definitely turn Return to Nature into Ancient Grudge and b) consider swapping out Relic for some anti-blue-pile tech (Minsc & Boo; Life/Loam; or just Carpet or another blast)
- Keep the Ashiok, that card is awesome.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
How does Minsc and Boo work as anti blue tech?
People keep telling me the card is good and I want to test it but I don't really know the function of it, when to keep it when to pitch it, ect.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Yeah I don't think you want to be running Murktide in the same list as 4x Uro. For as out there as you think Mine Collapse is, there are approximately 0x Delver decks running Mag Sinkhole.
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You know Iteration is getting banned, so I'm not really building for the future. So if we take a look at FTW's list, we also know that is not built for the future, as it runs the same negative matchup profile vs the majority of tier decks.
So the question is, why exactly you'd add an unsupported Dreadnought module [4x Nought and 8x enabler] to a Delver base while losing aggression (4x Delver, 4x Daze) and losing points vs Chalice (missing 2x Brazen). Climbing up the mana curve on the same number of lands is only ever going to make so much sense; particularly without the promise of mana progression that basics offer.
So if you wanted to play Bane over Murkgoyf, then it's not like having a Dreadnought module that half the time strips your own ward 4 is exactly synergy. Cutting the Brazens that discount Bane, again not synergy.
Ask yourself @Tobitzki:
-does it matter to Bane if Lavamancer moves something from GY to exile? No.
-does losing keyword flying increase the importance of having repeatable anti-chump block cards like Lavamancer? Yes.
-should you have a higher focus on speed if you've chosen Bane over Murktide? Yes, 7 specific cards is more than 5 any-cards.
-should you have a higher focus on speed if you're trying to get Bane down while ward 4 is still active, and also be able to push it up to ward 5 with Daze? Yes...and yes, free spells [e.g. Mine Collapse and 2nd FoN] add speed to deploying Bane; particularly under a DRC.
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^you can build for Bane today, before the impending ban hits, but not with Dreadnought cards - there's no synergy there. That's a problem b/c synergy is where the win % comes from with Dreadnought (and any other deck that deviates from mono-1-card combos).
As far as Dreadnought goes you already know where the meta is going with the looming Iteration ban. StifleNought is losing it's most successful CA setup (Titan + Iteration > only Titan > only Iteration)...StifleNought is losing the ability to get paired vs Delver for half of the rounds of a small challenge...and you know removal-based magic (Plow/Ending) is going to fill that gap. This is going to happen while Delver waits for the next Gitaxian/DRS/Ragavan/Wrenn/Oko/DHA/CA effect.
The card you might want to incorporate, given that Dreadnought is a 1 mana artifact, versus all that spot removal might just be a couple of Saga. Making 2x dudes and getting a third thing is probably a good start in the right direction. Might be good to follow that up with CA source they can't use white cards against, like say Standstill. Might be good to have built in protection from dying b/c you flooded on Dreadnoughts that you didn't have to draw thanks to Saga, or could loot away off a Currency Converter again thanks to Saga. Might want to slow your roll on that Dress Down quad laser and start thinking about mana security and the long game. Might want to consider investing in a positive matchup against more than just Delver and tier combo.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Even without Iteration I don't think I've ever seen a meta where delver was the top legacy deck. I'll admit I only got into legcy when it was called Canadian Thresh, but still It's the same deck. Just Goyf flies and Mongoose filters. And neither is green.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
Fox
For as out there as you think Mine Collapse is, there are approximately 0x Delver decks running Mag Sinkhole.
lol whut?
(Have you read Mine Collapse?? Let stay in reality and agree that Unholy Heat is only reasonable Bolts #4-6 option here
re: losing aggression: I might be on board with putting a couple Dazes back into the deck. And I'm also a fan of Brazen B, but it's a matter of assessing risk, I don't think there's a definite correct # (it's probably the FoN slot).
But I disagree with the "unsupported Dreadnought module" view: Those 8 enablers all have text on their own, and can also work to cheat in Uro (part B of the combo) to clock the opp in the appropriate MU. That's a lot of redundancy.
On Bane vs. Murky: I think Bane is a cute hedge vs. spot removal (esp. w/ all those red blasts around) but over all the power gap between the two is just too large to justify Bane. The idea of Uro escape into Bane is cool, but at that point in the game, ward 4 quickly loses its shine. On the other hand I really don't think warping the whole deck around Bane is worth it.
@FourDogs: M&B is a house in general (except vs. Delver in particular), but especially strong vs. Jeskai-type strategies. There's plenty of recent content all over the platforms showcasing it's power.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
Tobitzki
@FourDogs: M&B is a house in general (except vs. Delver in particular), but especially strong vs. Jeskai-type strategies. There's plenty of recent content all over the platforms showcasing it's power.
Do you have a recommendation where I can see this? I've already got my Togedemru Boo tokens, I'm just too baby brained to see it.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
Tobitzki
lol whut?
There's a word we use for Mag Sinkhole in Delver before Murktide - that word is "stock". The reason they stopped using it is not what it did, but that it was competing for GY with Murktide. That's why you see cards like Unholy Heat in this slot.
Now given that they'd otherwise still be playing 1 mana deal 5 (since they often play 1 mana maybe deal 6), is it really that hard to understand that 0 mana deal 5 is probably just fine in the context of actively wanting to play Lavamancer with Bane (Collapse floats a red and puts 2 in the yard for Lavamancer...which clears the chumpers) and wanting to turbo out a Bane (0 mana investment helps here), such that ward 4 has text?
You can ofc just play UR Delver with Murktide....but the question posed here is about Bane. The competitive decisions flow chart featuring Bane does not end on Dreadnought when you map it out.
Bane wants faster play, more aggressive costs, and a mechanism to push damage through. StifleNought is diametrically opposed to this strategy as: it is much slower in the 1 mana threat department, it is much worse with Daze (passing late turns with summoning sick removal targets Daze will never protect), and it's half of its tech [Dress Down] doesn't discount Bane...while also stripping keyword ward.
So again really not about Bane vs Murktide so much as should we put Bane with Nought - and the answer there is decidedly no.
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
Fox
so much as should we put Bane with Nought - and the answer there is decidedly no.
Have you played with the card yet?
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FourDogsinaHorseSuit
Do you have a recommendation where I can see this?
like, do you mean links?
Maxtortion's RUG Stiflenought 4-1 (getting Delvered in r4, hilariously)
https://www.youtube.com/watch?v=Y8ScH85YNIg&t=1747s
great Jarvis league on 4C Hamster Cntrl
https://www.youtube.com/watch?v=-ka0sCQSLuw&t=7311s
one of Anu's back-to-back Challenge wins on Yorion Hamster (you'll find more Hamster content on his YT):
https://www.youtube.com/watch?v=KRqO4MWkhME&t=10858s
BoshnRoll also has some M&B content up
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
Tobitzki
TY
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
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Re: [Primer] Six Shades of Dressnought aka Vaka-Nought
Quote:
Originally Posted by
FourDogsinaHorseSuit
Have you played with the card yet?
Don't need to. Kinda the same way I didn't need to play your deck against ANT to know not to cut Dress Down and Nought while bringing in 1cmc cards you kept tapping yourself out of.
There's nothing wrong with learning by experience, but learning by wisdom is a better model. We're talking about a card that is smaller than MurkGoyf, slower than MurkGoyf, and down keyword flying vs MurkGoyf. At a baseline you have to either be getting on board faster than MurkGoyf or have other cards to answer MurkGoyf; otherwise you have failed the Goyf test.
You're sitting too high on the mana curve to be fast. You're sitting too high on the curve to incorporate Daze + ward 4. You're not fixing these problems by adding a Dreadnought module. You've created another problem where Dress Down strips ward; and just like we know you can't play 4x Saga and 4x Dress Down (b/c it strands Dress Down in your hand), for the same reasons + Dress Down stripping your payoff (ward 4) is quite bad. There's also a problem with not discounting the cost + cutting Brazen (does discount cost) + increasing the problems vs Chalice.
So Sailors' Bane is a super cool and all, but you bought yourself an even worse matchup vs MurkGoyf and Chalice....so that you could learn the hard way that it's going to feel real bad when you're trying to cycle a Dress Down and Bane dies without ward.
Just think about it critically: what turn does a Kappa Cannoneer come down? When does MurkGoyf come down? Do you really think StifleNought can get this card down before turn 5 reliably...and what can your opponent do with 5 turns of land drops - perhaps pay for a kill spell and ward 4?