Yes, this is an evolved version of what I used to think of as UGB Thresh. I've chosen to create a new thread, however, because the other thread was cluttered with different possible directions in which to take the deck, and so it lacked focus. From those suggested directions, a few proved particularly attractive, and this is the result: a deck that's part Threshold, part Tog, and a whole lot of WTF?!
First, a decklist:
1 Island
1 Swamp
2 Forest
3 Windswept Heath
3 Polluted Delta
4 Underground Sea
1 Bayou
3 Tropical Island
4 Tarmogoyf
4 Nimble Mongoose
3 Wild Mongrel
2 Genesis
2 Psychatog
1 Tombstalker
1 Wonder
2 Darkblast
3 Life from the Loam
3 Ghastly Demise
3 Daze
4 Force of Will
2 Pernicious Deed
3 Serum Visions
2 Brainstorm
3 Mental Note
SB:
4 Leyline of the Void
3 Stifle
3 Engineered Plague
2 Tombstalker
3 Engineered Explosives
Why play this over other Threshold or ‘Tog variants? As always, I’ll be honest about my biases, but I believe that this deck is more resilient than typical Threshold or ‘Tog builds, and the reason for this lies in the combination of strategies. TarmoTog begins the game aggressively, much like Threshold (except perhaps a little more aggressive—you want those extra points of damage). It has more (and bigger) creatures, however, and thanks to Genesis it can recur them when it needs to (thus effectively negating most removal). When the aggro strategy starts to wind down, you can easily switch into ‘Tog mode and swing for a bazillion with a flying Psychatog (or just cinch the deal with Tombstalker). The dependence on the graveyard is significantly less than in most Threshold decks for two reasons:
1.) By and large, your creatures don’t suck without a graveyard (at least, not as much).
2.) Because you have both a cantrip engine and a dredge engine, recovering from temporary graveyard hate is much easier (you’ve also got Deed and Explosives for Leylines and Planar Void, although obviously it would be better not to depend on these).
As far as more traditional Psychatog builds are concerned, my problem with them has usually been that they aren’t quite aggressive enough (at least, not for my taste—I don’t feel comfortable running 6-8 creatures in a format rife with removal); what I like even less is the reliance on a single massive swing (eggs, basket, etc.). Granted, I’m an aggro kind of guy--on the other hand, StP (which any Legacy deck with at least a white splash—and there are a lot--is bound to run) really sucks when you only runs two or three Psychatogs. Even better, Pithing Needle is largely irrelevant as a hate card, since the deck does not depend on Psychatog and can even side it out in favour of Tombstalker.
Sure, Psychatog decks have a scary number of counterspells—but these cards are reactive, and leave the deck largely defenceless if or when something punches through. While TarmoTog retains a minimum of counter-power, it relies more on Deed to clear the way for lethal attacks/whatever. It’s also obviously much more aggressive (especially initially) than ‘Tog decks are, and therein, I think, lies its strength: TarmoTog’s creatures can all win the game on their own. You don’t need Psychatog or Mystic Enforcer (in this case, Tombstalker) to win the game—you can punch through with Mongrels/Goyfs/Mongeese. Indeed, I’ve found that a number of games are resolved without a finisher (‘Tog or ‘Stalker) ever touching the table.
So… yes, I’m biased toward my creation. On the other hand, I think that it embodies the best of both worlds (Threshold and Tog), and I feel that the result is well worth noting. The deck’s composition gives it strong options in role assignment, and indeed allows it to switch roles at pretty much any point in a game—you can be aggro when you need to be, and you can be more controlling when that’s what’s required, but the best thing (in my opinion) about the deck is its ability to apply tremendous early pressure and then simply sit back and turtle through the opponent’s riposte until a kill can be set up.
How it works. Well, this part is pretty straightforward, especially for people who are familiar with Psychatog and Terra-Geddon. Open with a cantrip, follow up with a creature (hopefully Mongrel or Tarmogoyf), and continue to cantrip/cast creatures at your leisure while you beat face. Once your creatures start having a harder time getting through, switch into your control elements; that is, dig for Genesis/Wonder/Deed/Tombstalker and counter what you can’t answer. Your hardest matchups are against combo, but you can fight through. Don’t hesitate to shift gears (from aggro to control, or whatever) to keep your opponent off-balance long enough to kill him.
The deck’s initial games are mostly favourable, since few decks run hate in the main deck (although, at present, Leyline is hanging around for Hulk). The biggest problem the deck faces is splash hate, since graveyard hate and Pithing Needle all work against it. I’ve tried to minimize this kind of hate’s effect on the deck (by giving it a quick graveyard recovery system and a certain independence from the grave, as well as by giving it alternative finishers), and these measures are certainly successful—nonetheless, the problem remains. That means that your second and third games will be harder, but I think that the deck has enough initial resilience that clever sideboarding (and in-game gear-shifting) will prove to be enough of a defense. In testing, this has certainly been the case.
Single Card Discussion:
Genesis - Single-handedly negates most removal, thus allowing you to make aggressive openings (trading with whatever your removal can’t touch, etc.).
Wonder - As in traditional Psychatog builds, Wonder is here to prevent stalemates and to allow for lethal attacks. Perhaps it would be worth having a second one around, somehow.
Tombstalker - Often questioned. Usually, the complaint is that he eats the graveyard. What most of his detractors fail to realise, however, is that TarmoTog’s graveyard is a resource, unlike Threshold, where it’s a necessity (even a crutch). Nimble Mongoose suffers under Tombstalker, and Ghastly Demise can too (you should have used most by the time you cast the ‘stalker—or, if it’s early, you shouldn’t need them), but that’s it. Tarmogoyf doesn’t much care because he feeds off of your opponent’s graveyard as well. Your dredge engines are there just to enable you to feed Tombstalker and Psychatog, so that doesn’t matter either (plus, you should try to keep at least a single dredger in there if you can)—besides which, you can recover your grave quickly enough. As a one-of, he’s a healthy alternative finisher (rather than Psychatog), since he flies without Wonder. Also, if you can pull off a turn 2-3 ‘Stalker (especially after boarding, when Needles target Psychatog and Mongrel), then you’re really set. Ultimately, when you play Tombstalker, you’re playing him to win—at that point, what’s in the grave is less relevant (either because there’s more than enough in there, or because you just need a fattie with evasion). If I’ve already whittled you down to 5 or so life prior to casting Tombstalker, I’m not really going to care if my Mongoose goes back down to 1.
Tarmogoyf - Better than Werebear in every way, reduces dependence on my own graveyard.
Nimble Mongoose - A quality one-drop that can’t be targeted. Easy to recur with Genesis.
Psychatog - A secondary of even tertiary strategy option. If the smaller ones can’t quite punch through, use Psychatog to crush the defences.
Darkblast - One-drop answer to Lackey that feeds Tarmogoyf, Mongoose, Ghastly Demise, Psychatog, Genesis, Wonder, etc.
Ghastly Demise - The weakest slot in the deck, since it can’t target black creatures and is also dependent on your graveyard. Vendetta is the only other real in-colour option, but I dislike the life loss (since Demise is best used against fatties).
Life from the Loam – Helps you skirt LD strategies, feeds the grave, and pumps Mongrel and Psychatog
Pernicious Deed - Too important not to play. Deed is both a wrath-effect and more pinpointed removal, and clearing the board is always good—especially since you can just use Genesis to put the fat back on the table. Deed is the bane of Legacy’s lower tiers, and that alone is a great reason to run it. Destroying hate is awesome.
Sideboard:
Leyline of the Void – Preliminary Hulk-Flash hate. It also works well in the mirror, versus IggyPop/TES, Reanimator, Ichorid, etc. We’ll see what happens to HulkFlash before changing the slot.
Engineered Explosives – More sweeping destruction. Always a friend. Takes out tokens and Chalices and so on.
Tombstalker - Sometimes, a more independent finisher is better than Psychatog or whatever other creature. Also works to negate Needles effect on you.
Suggested (but dismissed):
Intuition: There’s no real room for a tutor like this. Indeed, it’s more useful (and more important) in traditional Tog than here, since this deck doesn’t need anything specific to beat face.
Berserk: Just a win-more card. It’s more useful in typical Tog lists, which tend to be creature-light. Sure, using it on Mongrel/Tog/Goyf is attractive, but it’s unnecessary since you’ll be applying pressure from the very start. It will help you win a turn earlier, but that’s not really enough to justify it’s inclusion over something else. Besides, it’s expensive.
Brainstorm: Usually, people want more Brainstorm. In many cases, I would agree. In this case, however, I disagree (and of course I may be wrong) because I believe that Brainstorm is less effective in this deck. That is to say:
1.) Tarmogoyf needs to be fed, and in a deck that needs so many instants, we must pass to sorceries as much as possible: that means Serum Visions. You can count on your opponent to give Tarmogoyf a land, creature, and an instant--sorceries, however, are much rarer. In this case, I've given Serum Visions precedence over Brainstorm to reflect that reality.
2.) Mental Note is far more integral to your initial (!) strategy--in many respects, Mental Note is the best cantrip in and for the deck. Again, however, I hesitate to run four due to balance: there are already too many instants in the deck, and it seems clear that Brainstorm's library stacking ability is necessary in some degree. It also has to be said that Mental Note doesn't always get what you need, and that it increases graveyard dependence by forcing you to put something good in the grave (that is, it structures your playstyle for the next few turns).
Nevertheless, it's true that Brainstorm is amazing, and I'm certainly not averse to running more. The question, however, is one of balance, and that will definitely necessitate further testing; I'm also open to all suggestions, of course. Just bear in mind that there’s a pretty fine balance that needs to be maintained.
Some matchups:
Goblins: Even or better, pre-board. You have a much better intial matchup than either Threshold or Tog due to your increased fat and sweepers. Start by beating face for a couple turns, and then you should arrive at a stalemate. Attack (and block) carefully while you wait for Genesis, Wonder, Tombstalker, Psychatog, or Deed to give you an advantage. Darkblast is re-usable, so use it. Post-board, you gain Plague and Engineered Explosives to complement your Deeds, which ultimately really turn the matchup in your favour. I also like to replace Psychatog with the Tombstalkers, which don’t need to wait to fly. Bringing in Stifle for Daze can also be a good move.
Hulk Flash: Initially, not an easy matchup. You obviously need to be countering Flash, but really, you don’t have enough time to set up for a win. Post-board, Engineered Explosives buys you the time you need (blow up mana sources), as do Leyline and Stifle.
The EPIC Storm: Another ugly matchup. With Deed, you might be able to force your opponent into a Tendrils-win if you can stall long enough with Fow/Daze, but it will only get you so far. I expect to lose game one. For subsequent games, Engineered Explosives, Leyline of the Void, and Stifle should come in.
IggyPop: Easier to deal with than other storm-combo decks, since your counters are actually useful (countering either Ill-Gotten Gains or the tutor reaching for it, etc.). Still, game one could be ugly. Afterwards, you gain Stifle and Leyline, which should even things out for you.
Solidarity: Without Stifle, don’t expect to win this one. Even then, victory is less than certain.
Faerie Stompy: Usually a pretty exciting match. The amount of removal that you run will pose problems for Faerie Stompy, but FS can easily break out Chalice and Pithing Needle to slow you down. Needle is especially unfortunate since Mongrel is the real all-star in this matchup (Psychatog too, but Mongrel comes out faster). Counter Chalice, however, and you should be OK. If you don’t, expect a hard time initially, while you’re busy trying to set up a dredge engine (by the way, a Chalice set at two is DOOM!). For subsequent games, you want Engineered Explosives—and you don’t really want Darkblast.
Reanimator: Big, flying pro-black (and black) things are NOT good. Deed, Daze, and FoW, however, ARE. Expect a fight, game one. For subsequent games, Stifle, Leyline, and Tombstalker should make things more favourable for you.
Ichorid: See Reanimator (except with EE instead of Stifle).
CRET Belcher: Win some, lose some. You need to counter Belcher to win. In fact, you’ll probably lose game one. For subsequent games, you gain Stifle and Engineered Explosives, and these should help immensely. Even then, however, this is no bye.
More/more details to follow as I get around to typing them up. :)
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