Quote Originally Posted by Paradigm Shift View Post
Realizing that Dreadnaught is too fragile to commit two cards to early game against many decks, I figured two would be the right number in a deck, and he should be supported with really good early game cards. This lead me to this list. Looking for comments and suggestions.
Running two Dreadnoughts isn't optimal, especially when you're not running Trinket Mage. You want at least three. Your manabase is awful, why are you running maindeck Islands, only 2 Sea, only 2 Trop, and a Bayou? If you want to take advantage of something like Back to Basics out of your board, I can understand why you'd run maindeck Island, but other than that, it just doesn't make a whole lot of sense. Since I'm on the subject of not making sense, why are you running Mishra's, but no Standstill? And why in the world would you cut a Brainstorm for anything? If you're going to cut something, cut the awful creature removal you're running in Putrefy. What creatures (or artifacts) are you afraid of that you feel the need to run that card?

Quote Originally Posted by Jazzykat
I love this deck but with the INSANE amounts of spot removal and Grips to hit counterbalance in my meta I had to stop playing it. Has anyone found a way to fight through the hate? I've tried Kira but he/she kind of sucks otherwise.
I've been fighting Fire with Fire. I've changed the list I had been running after I saw everyone making the most out of Counterbalance Top at the GP. I think it's best to run all 4 of your own Counterbalance, a full set of Top, and a full set of Daze to fight off Counterbalance. This way, you maximize your ability to set up Counterbalance Top (hopefully before your opponent) and you have Force and Daze to stop their Counterbalance. I like the Green splash build that gives you access to Goyf and SB Grip.