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[Deck] Dreadstill - Enter the Fist
Okay guys gonna update the current Ur list and give you a breakdown of alot of tier decks currently in Legacy. Dreadstill has been forced to adapt to a new and faster paced aggro meta which I feel it can very well.
Youtube channel pack full of Dreadstill videos
https://youtube.com/channel/UCPqnUIsv69sOSbN6ImAYxeA
First off, my current list
UR Dreadstill by Rood
4 Delver of Secrets
4 Phyrexian Dreadnought
3 Scroll of Fate
4 Standstill
4 Brainstorm
4 Daze
4 Spell Pierce
3 Lightning Bolt
4 Force of Will
2 True Name Nemesis
4 Stifle
4 Scalding Tarn
3 Polluted Delta
2 Volcanic Island
3 Mishra's Factory
3 Wasteland
4 Island
1 Mountain
2 Engineered Explosives
2 Dismember
3 Surgical Extraction
3 Red Elemental Blast
1 Abrade
2 Agent of Treachery
2x True Name Nemesis
UW Dreadstill by Fox
4 Phyrexian Dreadnought
2 Jace, Vryn's Prodigy
3 Teferi, Time Raveler
2 Karn, the Great Creator
4 Brainstorm
2 Enlightened Tutor
1 Noxious Revival
1 Spell Snare
4 Stifle
4 Swords to Plowshares
2 Force of Negation
2 Supreme Verdict
4 Force of Will
1 Arcum's Astrolabe
1 Scroll of Fate
1 Search for Azcanta
2 Standstill
4 Flooded Strand
3 Island
1 Karakas
3 Mishra's Factory
2 Plains
3 Prismatic Vista
1 Tundra
3 Wasteland
Sideboard
1 Tormod's Crypt
1 Cursed Scroll
1 Porphyry Nodes
1 Containment Priest
1 Ethersworn Canonist
1 Liquimetal Coating
1 Mastery of the Unseen
1 Powder Keg
1 Ratchet Bomb
1 Rest in Peace
1 Torpor Orb
1 Ashiok, Dream Render
1 Crucible of Worlds
1 Scroll of Fate
1 Humility
Card explanations:
Mana Base: Pretty simple concept here. Basic Islands + Fetchlands are savage with Braintrain/Top. Also Wastelands tend to be a valid way to disrupt the oponents mana base and help immensely under Standstill. The factories are also in here to chump random shit like Mongoose and abuse the Standstills as well. Duel is in here only for the sole purpose of EE for 2 in case you need to kill a Goyf or something.
Nought-Perhaps the most undercosted beater in the game next to Goyf. This is absolutely the heart and soul of this deck and he has the potential to just sometimes pull that "oops i win" game because he is so explosive.
Trinket Mage- Utility here is the key to this guy...He searches out Nought...EE, Pithing Needle, AND Top. He's helped in so many matches and for sure beat if he needs to.
Braintrain- Perhaps the most broken blue card in the format. Combine it with Trinket Mages and Fetchies and it's just nutty.
Daze- This card is a beating...With Standstill there's so many ways to abuse this card ripping 3 cards off the deck of your deck and Dazing your oponents goyf or Confidant.
Force of Will- No explanation needed. Sheer brokeness.
Stifle- Combo's with Nought...Counters so many random spells abilities like storm, Deed, EE, Wasteland. It's so versatile it's incredible.
Counterbalance- Most of the format ranges between 1-3 mana costing things so this card combined with Top can surely shut down the oponent.
Sensei's Divining top- I've won games just using this to dig for threats. It's wonderful when both you and oponent are in topdeck mode you will almost surely win. Counterbalance+this = game most of the time.
Pithing Needle- Answers so much stuff and can be grabbed with Trinket.
Standstill- This card is an absolute beating...most games i draw this in my opening hand I win.
Spell Snare- 1 Mana counters Goyf and Confidant/Counterbalance. Pretty good if you ask me.
Trickbind- Savage tech against control decks that aren't expecting it xP
EE- Blows up chalice, Goyf, also alot of random other stuff like Vial.
Sideboard- This I feel is the most important aspect of the deck and it's adaption process. This board is given flexibility to all the top decks in the format right now (Zoo, Bant, Merfolk, Goblins) I feel that in order for this deck to succeed it has to have a board geared to defeat these decks now as well as retaining power against the Tier 2s.
Matchup Analysis:
RUG- Favorable. They really have no outs to Dreadnought in the first game and post board we can bring in Dismembers/REBs/Pierces to really slow them down and blow up most all their threats they play.
Maverick- Slightly Favorable. I think postboard this match up becomes a lot easier to deal with since we get to bring in 3 Bolts and 3 Dismembers combined with our 4 Lavamancers. Quick thing to watch out for here is to try not to let Ranger resolve...as it can chump our Delvers all day with no drawback.
Ichorid- Unfavorable. We have very little ways to interact with Ichorid in G1 so unless we can find a dreadnought ASAP chances are you're going to lose. Postboard with 3 Crypts, 3 REB, and 3 Pierce you can maybe whether the storm but it's still a very difficult match up for this deck. One of the hardest for sure.
Stoneblade- Favorable. They really have no way to deal with our Standstill engine so you have to abuse it in this match up. We have factories that can kill their jaces when they are played and can sometimes shut down their mana base pretty hard. Post-board bring in 3 REB and 3 Pierce and possible Bolts depending how you feel. Overall I'd say this match up is pretty favorable for Dreadstill.
Reanimator- Unfavorable. Against like Ichorid, this deck has a hard time interacting with this deck mainly because they run alot of disruption and only truly have to resolve one spell to beat us. You can catch a break if they aren't running Iona for sure but even still it's a pretty tough match.
Sligh/Burn- Extremely Favorable. They truly have no way to deal with a quick Dreadnought at all so just try to slow down their onslaught and assemble him as soon as you can. Try to bait out their burn on your dudes so you don't have to eat so much of it to the face.
Show and Tell/Sneak attack- Favorable. We have a lot of ways to shut them out from being able to combo off really. Not to mention you can shut their mana base down extremely hard with Wastelands and Stifles. Post-board with REBs and Pierces it also becomes a lot more manageable for us too.
Rock/Suicide variants- Even. Literally this match up is a complete coin flip. Whoever wins the die roll normally in this match up is going to take down the round. Play the Standstill game if you can, but if not just ride out your Grims and Factories. Try to save Brainstorms if possible to negate their hand disruption.
CounterTop- Even/Slightly Unfavorable- Really CB/Top is a pain for this deck to handle. Thankfully for us, if we can get Delver down before it comes down it may be a lot easier to win. Factory is also stupid good in this match up. Post board you must bring in 3 REBs and 3 Pierce no matter what.[/B]
Sideboard guide- Here's a few tips i've noticed siding that may help you guys out a bit.
Delver (Draw)- OUT- 1x Dreadnought 2x Pierce, 1x FOW, 1x Standstill, 1x Daze, 3x Stifle IN- 1x Abrade, 2x Dismember 2x TNN, 3x REB 1x EE
(Play)-OUT 2x FOW 3x Pierce 1x Dreadnought 2x Stifle IN- 3x REB, 2x Dismember, 1x Abrade, 2x TNN
Breach (Draw)- OUT- 3x Lightning Bolt, 2x TNN, 1x Dreadnought, 1x Stifle IN 3x Surgical Extraction, 3x REB, 1x EE
(Play)-OUT 3x Lightning bolt, 2x TNN, 1x Dreadnought IN3x Surgical, 3x REB
Miracles UGW without CB (Draw) OUT- 2x Lightning Bolt, 2x Stifle 1x Dreadnought (or delver)IN- 3x REB, 2x TNN
(Play)OUT- 2x Lightning Bolt, 2x Stifle, 1x Dreadnought IN 3x REB, 2x TNN
Storm TES (Draw) OUT- 3x Lightning bolt, 1x Dreadnought 2x TNN IN- 3x REB, 2x EE 1x Abrade
(Play)-Same unless you see xantid swarm- +1 Bolt -1 Scroll of Fate
Dredge (Draw) OUT- 4 Standstill, 2x TNN 1x Daze IN- 3x REB 3x Surgical Extraction 1x EE
PlayOUT- 4 Standstill, 2x TNN IN- 3x REB, 3x Surgical Extraction
Show and Tell (Draw) OUT- 3x Lightning bolt 2x TNN 1x Phyrexian Dreadnought 1x Stifle IN- 3x REB, 2x Agent of Treachery, 2x Surgical Extraction
(Play)- Keep same unless you see xantid swarm- -2 Surgical +2 Bolt
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Re: Dreadstill-Enter the Fist
ok rood once again nice deck...and thanks for giving me the decklist a while back.to all you out there i will put a more detailed post up when i find my stinking testing notes.
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Re: Dreadstill-Enter the Fist
A quick suggestion that im see could help you out. I would replace a island for another off color dual to make explosives stronger. You dont realy lose much but you gain more ways to deal with problem cards. Also your Aggro loam MU is definately lower then that. You got lucky the second game against me and first game I made a play mistake and left myself open for a daze. GL with the deck.
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Re: Dreadstill-Enter the Fist
It wasn't me at all you faced with Dreadstill it was my teammate(HammafistRoob). I'm going off of my own personal results with the deck. Another nonbasic could be possible I guess but I personally hate Blood Moon enough already as it is.
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Re: Dreadstill-Enter the Fist
There was a list that ran Mutavaults over Wastelands - any comment on which is better?
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Re: Dreadstill-Enter the Fist
Quote:
Originally Posted by
Jaynel
There was a list that ran Mutavaults over Wastelands - any comment on which is better?
Yeah Jaynel, we did test them one tourny but we found without being able to shut off your oponent a specific colored mana (green) for K Grips in specific matchups you will almost certainly have a harder time winning. Wastelands just will win you so many matches simple for a random Stifle/Waste combo on their mana source or denying them of a Trop. To be honest though it was not testing iexcessively
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Re: Dreadstill-Enter the Fist
Quote:
Originally Posted by
Jaynel
There was a list that ran Mutavaults over Wastelands - any comment on which is better?
I'll add to this one Rood. Neither or better yet, its a meta call.
Mutavault:
-Additional Beater under standstill
-Extra creatures VS. Goblins + other aggro
Wasteland:
-Tempo for the win denying things like green splashes etc is a great thing.
Basically:
More Thresh type decks, Wasteland is better
More aggro based decks like goblins, Mutavault is the way to go.
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Re: Dreadstill-Enter the Fist
I've tested this list to play at a small tournament in Holland a few weeks ago. I found (in testing) that the aggro-MU's are bad to put it short. Also, since this isn't a landstill list (destined to control the game and win on the long term via man-lands and humility), it is basically a MUC-version with a faster clock through the nought-stifle chance. The difference with MUC is, that MUC is a lot more consistent. By that I mean, with MUC, the cards you draw are almost always good at any time. With Dreadstill, there are a lot of cards you don't want to see in most occasions.
For example, I've found that against aggro, you don't get to draw any cards off a standstill besides the first one. Possibly due to bad luck, I always drew lands, dreads (no stifles/trickbinds) or other random useless cards after turn 3. When testing showed me that especially the DS MU is horrible I decided to modify the list or play something else... (a meta-call, DS is highly popular at the moment. Playing a deck that loses or has an unfavourable MU against it, is unwise)
So I modified the list, by replacing the standstills with Ponder's. Ponder works great with Counterbalance and allows you to shuffle away bad cards. With ponders for shuflle effects, you can also cut some fetches and increase the basic land count (great against blood moon / stifles). Without Standstill I also replaced man-lands with islands and academy ruins. Overall this changes the list to MUC with stifle-nought.
Pros:
+ single-color-basicland.DEC is pretty good against all the nonbasic-land hate
+ mono-blue supports maindeck Shackles
+ dread-stifle ftw
+ no Standstill means you get to draw cards in all MU's
Cons:
- Dreadstill without Standstill is MUc (<- not a capital C)
- Moat (although this is a problem for Dreadstill too)
- no man-lands means less beaters, so slower clock
FYI, chalice@1 is very hard to remove with a 3sphere in play (you need 3 colorless mana to drop a EE@0)
I can post a decklist of the deck I ended up with for those who are interested.
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Re: Dreadstill-Enter the Fist
I'm not entirely sure how you're playing against DS but I've excessively tested that matchup the most and say it's quite favorable for us. Chills, Echoing Truths, Krosan Grips all hurt their lock/win conditions. Standstills have only been dead sometimes for me, most of the time however they are always a solid draw 3 card. If your meta is filled with Aggro I'd recommend cutting wastelands from my list and adding in Mutavaults. That could most likely solve your issue.
Sideboard:
-3 Counterbalance
-1 Standstill
-1 Spell Snare
-1 Pithing Needle
+3 Chill
+2 Echoing Truth
+1 Grip
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Re: [Deck] Dreadstill - Enter the Fist
hmm yea cutting the standstills is very very bad. standstill is a win win card.against aggro they have no choice but to pop it if they want to win. One thing to remember is this is a extremely hard deck to play and win alot with. anyone can do a turn 2 naught and go oops i win but what happans when a turn 2 naught will actually lose you the game.If you find yourself not doing well with dreadstill it may be time to switch to a stifle naught plan without the dreadstill package.You will be playing a worse deck but the option is there.this deck is very hard to play learn the deck inside and out if you want to be good with it.This is not a deck you can just pick up and play you have to play it and learn it.
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Re: Dreadstill-Enter the Fist
Quote:
Originally Posted by
JanValentine00
I'll add to this one Rood. Neither or better yet, its a meta call.
Mutavault:
-Additional Beater under standstill
-Extra creatures VS. Goblins + other aggro
Wasteland:
-Tempo for the win denying things like green splashes etc is a great thing.
Basically:
More Thresh type decks, Wasteland is better
More aggro based decks like goblins, Mutavault is the way to go.
I don't think I can agree with this. Mutavault was just an interesting idea I wanted to try. Basically this is what I did to Roods green list.
-3 Wasteland
+2 Mutavault
+1 Fetch
I wanted to abuse the Standstills more by adding in more manlands. But to be honest I think I would have done much better in the tourney if I just kept the Wastelands in. Mainly because I would have been able to keep my opponent off green mana, therefore not be worried about Krosan Grip. Wasteland is actually better against Goblins for that reason, their only answers to Dreadnought are Grip (try to turn off Green mana) and Weirding(counterable). Mutavault is just not so great in the deck.
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Re: [Deck] Dreadstill - Enter the Fist
I picked up this deck recently for testing purposes, and I am having a very difficult time against vial goblins and landstill, neither of which can you play your draw engine (standstill), leaving you with littlerally no draw in the deck (you do have filter cards like top, but that is CQ not CA)... I just do not see this being able to do well at my meta (plenty of landstillesque decks/landstill decks).
The thresh MU is good, I will admit, as with the combo MU... but I just do not see me playing this to much success at my meta... Is there a list you may have that runs something other than standstll? There was my varient, but it also lost to landstill (read agro-control vs control in general).
I was thinking of playing a more landstillesque build with a red splash for tempo, the list would look like adan's build of LS:
lands//23
4 mishra's factory
2 wasteland
1 tolaria west
1 academy ruins
3 faerie conclave
4 volcanic island
1 bloodstained mire
1 polluted delta
1 flooded strand
1 wooded foothills
1 mountain
1 seat of the synod
2 island
creatures//6
4 trinket mage
2 phyrexian dreadnought
spells//29
4 standstill
4 force of will
4 brainstorm
4 stifle
1 trickbind
4 lightning bolt
3 counterspell
3 repeal
1 engineered explosives
2 sensei's divining top
sideboard//
2 pyroclasm
4 tormod's crypt
4 Blue elemental blast
3 red elemental blast
2 pithing needle
Sure, it may not seem as aggressive, but it is a lot more agressively controlling, using tempo to strengthen your board position until you feel safe enough to go for the kill, it also makes you a lot less relient on the dreadnought kill, as they have to deal with your manlands as well. You will also play a very good game against other standstill packing decks with your own land package... This build is just theoretical.
You only need to have 1 basic island out to deal with moon now, just bounce it with repeal EOT and do your stuff on your turn... this is how I would play this variant at least.
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Re: [Deck] Dreadstill - Enter the Fist
IF your meta is filtered with Goblins and Landstill I would highly recommend sideboarding 3-4 Back to Basics seeing as that was Dreadstill's best answer to all the nonbasics Landstill runs. A well timed B2B against Landstill can win you the game. One advantage Dreadstill has is the ability to run quite a few solid basic lands. It was the original purpose I had put them into my side. Considering your meta I would have to agree-your list looks alot more solid against Goblins and Landstill builds. Why only two clasms Sb? Also may i recommend~
-3 Counterspell
+3 Counterbalance (Since you run top)
Sideboard
-1 BEB
+1 Pyroclasm
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
thefreakaccident
You only need to have 1 basic island out to deal with moon now, just bounce it with repeal EOT and do your stuff on your turn... this is how I would play this variant at least.
Uhh, BtB is your Mainweapon against landstill in all variants. And the red splash gives the list not what it need to handle bad matchups.
The list seems more like an old U/R Landstill List with a Trinket-Toolbox.
At the moment i'am testing black for Bob instead of Standstill and no Factorys Oo, but im just testing all kinds of colors, decklist in progress ...
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Re: [Deck] Dreadstill - Enter the Fist
Me and my teammate (vanele) both T4'd split the recent Rhode Island tournament playing Dreadstill. It was a 24 man tournament. It was a top 4 split amongt me (Roodmistah), vanele, Jaynel, and my teammate Stoohgenstein. Total winnings totaled to 375$ cash @___@. Me and my teammate will both post our tournament reports in the tournament reports section soon.
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Re: [Deck] Dreadstill - Enter the Fist
Gratz. I'd like to see that report, your list and your Sideboard :smile:
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Re: [Deck] Dreadstill - Enter the Fist
Good jorb! I think I might go about trying to make this deck!
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Re: [Deck] Dreadstill - Enter the Fist
way to go rood on the t8 go dreadstill go
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Re: [Deck] Dreadstill - Enter the Fist
I watched Rodney's Top 8 games against Rich Shay playing UGR Thresh. I think Rodney should have lost game2 but Rich didn't have any creatures in play for like 8 turns in a row and was getting smashed on by Factories. They were pretty well played games on both sides of the table, in the end Rodney took it down in Game3.
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Re: [Deck] Dreadstill - Enter the Fist
So when are you and Woob's reports coming?
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Re: [Deck] Dreadstill - Enter the Fist
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Re: [Deck] Dreadstill - Enter the Fist
congratz on both your finishes
i really like this deck and i'm testing it on mws for a while now(mostly against competetive players).
dont know if its just me or is this deck so incedibly counterheavy? on mws my opponents getting crazy many times bacause of all the counters i loss and the brokeness of t2 naught. is it normal to have so many counters in one game?
how would academy ruins do in this deck? i tink i'm gonna test it as a one off.
i really like all the results from this deck and i hope it will be soon in the dtb forum.
another question, how does this deck do against aluren cause there are a plenty of aluren players on most tourney here in the netherlands?
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Re: [Deck] Dreadstill - Enter the Fist
I haven't had too much trouble with Aluren although I've only tested that matchup only a few times. Pretty much even if you don't have the Force for Aluren you can still Snare a combo piece they could possible have in their hand such as Harpie and they may not see it coming. But yeah you should be fine if Aluren is rampant in your meta.
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Roodmistah
I haven't had too much trouble with Aluren although I've only tested that matchup only a few times. Pretty much even if you don't have the Force for Aluren you can still Snare a combo piece they could possible have in their hand such as Harpie and they may not see it coming. But yeah you should be fine if Aluren is rampant in your meta.
Rodney, I've probably done a bit more testing in the matchup then you have. Anyways to add to simply not letting Aluren resolve, Stifling recruiter, etc usually wins you the game.
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
electrolyze
congratz on both your finishes
i really like this deck and i'm testing it on mws for a while now(mostly against competetive players).
1)dont know if its just me or is this deck so incedibly counterheavy? on mws my opponents getting crazy many times bacause of all the counters i loss and the brokeness of t2 naught. is it normal to have so many counters in one game?
2)how would academy ruins do in this deck? i tink i'm gonna test it as a one off.
3)i really like all the results from this deck and i hope it will be soon in the dtb forum.
4)another question, how does this deck do against aluren cause there are a plenty of aluren players on most tourney here in the netherlands?
1) This deck runs 14-15 counters and is pretty draw/cantrip heavy. You will usually see a decent amount of counters each game.
2) Academy Ruins has been an idea we have had for a while. I personally think that we don't need any more colorless mana but it might work, if you tinker around with it, post the results here.
3) It will be in the DTB Forum soon, don't worry.
4) Aluren I can see as an easy match, we run more counter than they do, without Aluren on the board, their deck turns into a slow aggro deck that will lose very easily to a couple of Mishra's Factories or a Dreadnought. If your meta is filled with Aluren you should win alot of games.:wink:
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Re: [Deck] Dreadstill - Enter the Fist
Okay the Back to Basics in the board have been confirmed fairly poor of a slot and has been switched for Threads of Disloyalty. So far in testing it's proven to be house against decks packing Goyf (See most of 1.5 format). I'm considering upping it to possible 3.
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Re: [Deck] Dreadstill - Enter the Fist
I would really like to see some SB options against different Tier 1-2 decks (what to board in/out). It would be helpful in the Dreadstill primer.
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Ceridan
I would really like to see some SB options against different Tier 1-2 decks (what to board in/out). It would be helpful in the Dreadstill primer.
No problem has been done.
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Re: [Deck] Dreadstill - Enter the Fist
http://www.magic-league.com/mllogger/show.php?id=1558
check out the link for a really tight game vs dragonstompy. it shows dreadstill at its best.
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Re: [Deck] Dreadstill - Enter the Fist
http://www.magic-league.com/tourname...372&view=decks
........a mws small tourny i played in i got 2nd stupid stax.....oh well he played good.check it out im neckfire of course.
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Re: [Deck] Dreadstill - Enter the Fist
Just noted there was what seemed like a rules mistake:
Quote:
<Quepi> Ok?
<neckfire> ok
Quepi plays Chalice of the Void from Hand
Chalice of the Void now has 1 (+1) counters.
(...)
<neckfire> Wait!
<neckfire> is the chalice a cc of 2
<neckfire> or one?
<Quepi> 1
<neckfire> ok its good
Chalice's cost is XX, so X = 1 makes it a 2cc on the stack. Spell snare in hand?
Also, why did you play EE for 1 on the first game? Shouldn't you have played it with 0 counters and destroy Chalices, Moxen and even Akroma in case he was playing it (which he did, as seen on game 3)?
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Re: [Deck] Dreadstill - Enter the Fist
Just wondering, When you play on that site do you get prizes or just for fun? Good job on second!
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Re: [Deck] Dreadstill - Enter the Fist
Quote:
Originally Posted by
Jaiminho
Just noted there was what seemed like a rules mistake:
Chalice's cost is XX, so X = 1 makes it a 2cc on the stack. Spell snare in hand?
Also, why did you play EE for 1 on the first game? Shouldn't you have played it with 0 counters and destroy Chalices, Moxen and even Akroma in case he was playing it (which he did, as seen on game 3)?
Yeah I think he meant to play it for 0 and destroy his Chalice he just thought the CC of the card was still 1 in play although it's only it on the stack ;-)
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Re: [Deck] Dreadstill - Enter the Fist
Here's what I never understood about your build of this deck, which is a very solid idea by the way.
But you run 8 ways to get Dreadnought (4 Mages and 4 Dreadnought).
And yet you only run 5 cards that combo with it (4 Stifle, 1 Trickbind).
Why this doesn't make sense to me is, Dreadnought by itself in your hand is a completely dead card.
Where as Stifle and Trickbind are never ever dead. When you can't use them to get a Dreadnought into play, they kill fetchlands, they counter storm, they neuter Seal of Primordium, and at the very worst case scenario, you can pitch them to FoW as your blue card.
So to me, it makes a lot more sense to run 4 Stifle and 4 Trickbind with 4 Trinket Mage and 4 Dreadnought.
But if not that, i would cut Dreadnoughts from the above (as they are dead cards by themselves) before I would start cutting Trickbinds and Stifles, which are never dead.
I have also found myself very underwhelmed by the Countertop engine (tested it in MUC), so I'm instead going to try a build like this...
Lands
12 Island
4 Mishra's Factory
2 Mutavault
2 Wasteland
Creatures
4 Phyrexian Dreadnought
4 Trinket Mage
Spells
4 Ponder
4 Standstill
4 Force of Will
4 Spell Snare
4 Stifle
4 Trickbind
2 Brainstorm
2 Daze
2 Mana Leak
2 Misdirection
1 Engineered Explosives
1 Pithing Needle
The one other major concern I have about your list is that you only run 12 blue lands. Yet, typically, if you want to make sure you draw a source of a certain color in your opening hand, you need to run atleast 14 cards that produce that color mana.
Otherwise, what do you think about this build?
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Re: [Deck] Dreadstill - Enter the Fist
You can't jump into conclusions of a control set of cards such as Counter-Top in a deck because you tested it in another and didn't like.
2 Mana Leak and 2 Daze? 4 Ponder and 2 Brainstorm? No fetchlands? I simply don't get it...
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Re: [Deck] Dreadstill - Enter the Fist
The CB+T Engine is extremly strong in Dreadstill, low landcount, CCSpells 1-3 and enough other counter to win games without Counterbalance.
@ Clark Kant:
You can play another Trickbind or 1-2 Vision Charm when you feel comfortable with this, but as a result of weekly testing all this is over the top.
The Trinketmage is a small toolbox, mostly you serach EE or the missing nought or needle when you need it, but never a second nought.
@ neckfire:
Grats, but happen such mistakes because it's not "real" Magic?
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Re: [Deck] Dreadstill - Enter the Fist
Jamiho, ever since Dragon Stompy made first turn Blood Moon or Magus a not too infrequent play, I greatly dislike the idea of running fetchlands in monocolored decks, even if it means not running 4 Brainstorm.
Okay, forget the CB engine.
But I am curious though if anyone else shares my sentiments that...
It doesn't work quite right to run 8 ways to get Dreadnought (4 Mages and 4 Dreadnought) one combo piece
And yet only run 5 cards for the other combo piece (4 Stifle, 1 Trickbind).
When the that second combo piece is never ever dead. Because when it's not being used to combo off, it kills fetches, counters storm, neuters Seals, or pitches to FoW.
Where as the first combo piece, Dreadnought is completely worthless and unplayable when you have it in your hand without the second combo piece.
This is why I really want to up the Trickbind count (to atleast 2, but preferably to 4), or perhaps lower the Dreadnought count, or perhaps both.
Am I the only one that feels this way?
And if I were to do this, what cards would you say are the most removable from the current list to make room for the additional Trickbinds?
Thank you for any suggestions you have on what I could cut from the list to squeeze in more Trickbind.
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Re: [Deck] Dreadstill - Enter the Fist
Clark I also felt the same way about the 1 Trickbind in the list, I would like to up the count to two simple for the reason it's amazingly good. If you want to take that route might I suggest
-1 Spell Snare
+1 Trickbind
So, essentially your list would look like this
/ Lands
2 [MM] Island (3)
3 [ON] Polluted Delta
4 [IA] Island (2)
3 [ON] Flooded Strand
3 [REW] Wasteland
4 [AQ] Mishra's Factory (3)
1 [B] Tropical Island
// Creatures
4 [MI] Phyrexian Dreadnought
4 [FD] Trinket Mage
// Spells
4 [5E] Brainstorm
4 [NE] Daze
4 [AL] Force of Will
4 [SC] Stifle
3 [CS] Counterbalance
2 [CHK] Sensei's Divining Top
1 [10E] Pithing Needle
4 [OD] Standstill
3 [DIS] Spell Snare
2 [TSP] Trickbind
1 [FD] Engineered Explosives
// Sideboard
SB: 2 [10E] Pithing Needle
SB: 2 [DS] Echoing Truth
SB: 3 [DK] Tormod's Crypt
SB: 3 [6E] Chill
SB: 2 [BOK] Threads of Disloyalty
SB: 3 [TSP] Krosan Grip
Don't worry too much about Blood Moon, for the most part it. Taking out the fetchies because of that card simple isn't worth it. It really only hurts us if we are on the draw, don't have FoW, and they have first turn Blood Moon. even then we can have a basic Island in hand since we run 6 and be perfectly functionable. For the most part I really haven't had too many issues with that card.
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Re: [Deck] Dreadstill - Enter the Fist
I played in the Virginia Fudruckers tournament over this past weekend. Let me say thanks to Roodmistah for posting up your decklist and match report; it helped me greatly. This is all from memory and I have never written a match report but here goes:
The list I was running
6 Island
3 Polluted Delta
3 Flooded Strand
3 Wasteland
4 Mishra's Factory
1 Tropical Island
// Creatures
4 Phyrexian Dreadnought
4 Trinket Mage
// Spells
4 Brainstorm
4 Daze
4 Force of Will
4 Stifle
3 Counterbalance
2 Sensei's Divining Top
1 Pithing Needle
4 Standstill
4 Spell Snare
1 Trickbind
1 Engineered Explosives
// Sideboard
SB: 1 Pithing Needle
SB: 2 Echoing Truth
SB: 3 Tormod's Crypt
SB: 3 Chill
SB: 2 Threads of Disloyalty
SB: 3 Krosan Grip
SB: 1 Engineered Explosives
Around 60 players, 6 Rounds cut to top 8
Round 1: Burn (1-0-0)
G1: I win the die roll. He drops Cursed Scroll turn 1. I proceed to dropping a counterbalance by turn 2. A few turns later I drop Nought, he scoops after one swing.
(+3 Chill, +1 Needle, -1 EE, -2 Spell Snare, -1 Trinket Mage)
G2: I Mull to 6 after throwing away a hand with 2 Chill, top, waste, factory, nought, standstill. I wasn't feeling the gamble. My 6 wasn't better but had blue mana. Eventually he killed me with his scroll.
G3: I'm on the play, Island go. He burns me once. I drop a turn 2 chill followed by a turn 3 chill. He scoops.
Round 2: UGWB Landstill (2-0-0)
G1: I think I stifled his land turn 1, dropping an early Nought that we fought over in a counter battle. I won and his tarmo's could not stop him.
(I'm not sure what I sided in except for 2 threads I didn't see much of his deck)
G2: I dropped another early Nought with heavy counter backup 2 Forces and daze. We counter battled and I won. He tried to kill it with Gastly Demise killing his own land with his wasteland in the process to fill his yard. By this point I already had top on the table with a Force on top. Demise was countered and Nought went through.
Round 3: Dredge (3-0-0)
Luck was on my side in this match - that and my opponent was not the most skilled at playing the deck. He made no play mistakes in our games just lost to bad dredging and my good luck.
G1: He doesn't start dredging until turn 3. He goes for the win with LED and Coloseum - 2 zombies on board. His hand is gone he has 3 blue. He activates coloseum, I stifle it, he attempts to cast Deep A in his yard and I daze it. Nought comes down to seal his fate.
(+3 Crypts, +2 Truth, +2 Threads, -4 Spell Snare, - 3 counterbalance)
G2: He has a slow start no BreakT just discard to Imp. I draw a mage and crypt his yard. I have a Factory and Mage. I find another mage after misplaying and casting my Standstill. My thought process was I will just keep attacking with Mage and Factory - He had no action. His imp blocks my mage and discards a dredger to kill both creatures and start to blow up his deck He still has two zombies from earlier. I break my own standstill for a mage. He almost dredges with his draws. He draws 3. I get Crypt and crypt him. I treads his zombie token and start bashing him with it. He tries to cast breakthrough and I counter. He gets an imp in play again and starts dredging for a third time. I bounce my zombie token and his. Cast a third mage to seal his decks fate.
Round 4: Survival (3-1-0)
I almost ID because the kid is my friend. We decide to play and I get very unfortunate draws. I tested this match yesterday and won 6-0. It's not a bad match up Counterbalance beats the deck.
G1: I get thoughtseized turn 1 taking my daze. I have nothing against the turn 2 survival. I stay in hoping to get a needle or nought, nothing comes.
G2: Free Win, my friend presented a 61 card deck.
G3: My hand is ripped apart by thoughtseize and therapy. I couldn't seem to get countermagic against him at all that day
Round 5: BUGW Intuition Loam (3-2-0)
This is the worst matchup for the deck. It is possible to get an early nought protected by numerous amounts of counter, but if you wait the game is over. Intuition and Counterbalance beat you.
G1: We fight over his balance and i win but have to expend more resources. An early standstill proves to be not as good when your opponent has more land in his deck than you. Standstill is broken to a goyf. Now I get the land. I drop a Nought which gets killed by a EE after countering a Deed.
G2: Not any better, I make some good plays to shuffle away his top when he had balance out but the goyf's backed by EE and Ruins, Volrath's Stronghold and Witness, Krosan Grip, CounterTop prove to be too much. Siding in Crypt might have been a viable solution but only to slow the bleeding.
Round 6: BUGW Thresh (4-2-0)
I had a chance to make top 8 so I didn't scoop to my opponent.
G1: I had a huge jump out the gate with a first turn stifle on the draw, turn 2 waste his land. Some dazes and FoW later Nought was on the table protected from Swords with FoW.
G2: I stifled an early game wasteland. I got another early counterbalance top. The top was gripped, but blind flips went the distance to protect my Nought from Swords
I just missed the top 8 finishing 10th (one 13pt did not make it on tiebreak) Top 10 got prize so I still got a pick of 4 Countryside Crushers.
Top 8:
Dredge and G/R Loam split (1st, 2nd)
2 x GUR Thresh
Enchantress
Fetchland Tendrils
BUGW Intuition Loam
Survival
Some possible changes to the deck. I like the idea of +1 Trickbind -1 Snare. I would play 7 stifle if I could.
The matchup between this and BUGW Intuition Loam needs to be improved. Maybe with a set of Goyfs in the side can combat against it. Or more Islands and Shackles.
Back to the matter of Ruins in the deck. I am going to put one in. It works well against Dredge for crypt and can bring back EE for any problem.
Until the next Legacy event.
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Re: [Deck] Dreadstill - Enter the Fist
Congrats on your finish nditiz1, it really sucks missing top 8 after going 3-0 but Survival is only slightly favored for us they can still rip us apart if we don't draw much to protect ourselves like Brainstorm. I'm beginning to think more and more like adding in the second Trickbind could be pretty good for us. As for the Intuition Loam matchup, I don't really see that at all in my meta so I don't need to prep my board to beat it. A good sideboard to try to hate it out, I almost want to say 4x Goyfs won't be enough but it potentially could be due to the fact he'd have to answer 16 of our Threats (4x Goyf, 4 Nought, 4 Trinket, 4 Factories.)
So SB for you would look like:
3 Tormod's Crypt
1 Pithing Needle
3 Chill
4 Tarmogoyf
2 Echoing Truth
2 Krosan Grip