Since the splitting of the Gro/Threshold threads, there hasn't been a place to discuss what Mr.Nightmare and I have been working on. Four color Gro, we don't mean U/G/r/w. No, we mean U/G/b/x, the 4th color is different for the both of us. Some people prefer red some people prefer white, but none the less the deck's shell is what makes this version of Gro one of the greatest in my opinion.
General History
Back in the earlier days of gro, you would see cards such as Gush and Winter orb in the maindeck. The deck played almost completely differently also, trying to boost it's Quirion Dryad as fast as possible. Sometimes forgetting about it's controlish elements. This version of the deck slowly evolved into Geddon-Gro, This evolution of the deck wasn't around for very long but it was still around long enough to change the metagame. The deck cut WinterOrb and went for the fastest win possible, it's aim was to play as many men as possible then cast Armageddon. Giving your Werebears threshold. The deck slowly died after this because you could no longer play Gush for insane card advantage, and snyergy.
Then a deck called GAT came around Gro-a-Tog, this deck focused around controlish element's as well as it's beatdown elements. Late-game Psychatog, and early game Dryad simple enough? I think not. The deck lacked focus and tapped out to often leaving it's controlish elements useless.
Then back a few years ago "The Virginians" started working on an already existing Arch-type of "Super-Gro" The deck still aimed to make a giant Dryad and gain alot of card advantage. Cards like WinterOrb didn't seem so popular at this point. But cards like Nimble Mongoose had come into play around this time, but mostly seen in sideboards. Big Arse 2 came around and a different version of Gro won it. This version opted to cut Dryad for Meddling Mage, so that it had more control elements than aggro. Soon many versions opted to cut Quirion Dryad for other creatures such as Fledling Dragon and Mystic Enforcer. The deck soon developed into Not Quite Gro, which is our current DTB. Notice a few things about the evolution of Gro/Threshold not many things stay within the MD. The only thing that stayed in the deck was Werebear. The deck was always changing and is always changing and I believe the version In this thread is going to be the next evolution.
Decklists
13th Place at Kadilak's Dual Land Draft 2
Adam Barnello(Mr. Nightmare) UGbw Gro, 4-2
4 Force of Will
4 Brainstorm
4 Serum Visions
4 Swords to Plowshares
2 Portent
2 Predict
3 Daze
2 Counterspell
4 Meddling Mage
4 Werebear
4 Nimble Mongoose
4 Dark Confidant
1 Mystic Enforcer
3 Tundra
3 Tropical Island
3 Underground Sea
4 Flooded Strand
4 Polluted Delta
1 Island
SB:
2 Pithing Needle
2 Naturalize
2 Worship
2 Tividar's Crusade
2 Blue Elemental Blast
2 Hydroblast
1 Mystic Enforcer
2 Armageddon
16th Place at Kadilak's Dual Land Draft 2
Bryant Cook(Wastedlife) UGrb Gro, 4-2
4 Volcanic Island
3 Tropical Island
2 Underground Sea
3 Flooded Strand
3 Polluted Delta
2 Island
1 Fledgling Dragon
4 Werebear
4 Nimble Mongoose
3 Dark Confidant
4 Serum Visions
4 Brainstorm
4 Predict
4 Lightning Bolt
4 Magma Jet
2 Ghastly Demise
3 Counterspell
4 Force of Will
3 Daze
SB:
4 Pyroclasm
3 Pithing Needle
2 Withered Wretch
2 Phyrexian Furnace
2 Naturalize
2 Winter Orb
UPDATED LIST
8/23/06
"The Darkside of The Force"
4 Volcanic Island
3 Tropical Island
3 Flooded Strand
3 Underground Sea
3 Polluted Delta
1 Island
1 Fledgling Dragon
4 Werebear
4 Nimble Mongoose
4 Dark Confidant
4 Predict
4 Serum Visions
4 Brainstorm
4 Lightning Bolt
3 Magma Jet
4 Force of Will
3 Daze
2 Counterspell
2 Ghastly Demise
How This Came To Be
Mr.Nightmare ran a 4c version at a tournament basically as a joke. Afterward's I realized how dumb Dark Confidant is in the deck with more scry elements. Which in my opinion black Gro/Threshold lacks. I can't speak upon Nightmares half on this so I'll give you my thoughts. I was testing with -3 Fire/ice + 3 Dark confidant in my basic U/G/r list, I wasn't happy the deck still lacked a way of killing fatties. So I considered Vendetta tested it, I gave it a meh, if I can't find something better. So I dug through the U/G/b Gro thread and noticed they were All playing Ghastly Demise, I tested it loved it's slot. The only downside was that it can't target Black creatures. But then again the format doesn't have many fat black men that my burn is out of range from. I debated what to cut I finally decided 2 Ghastly Demise over 1 Fledling Dragon and the last Fire/ice. I often think about cutting the final Fledling Dragon for a third Ghastly Demise then side against it because a fattie is important to threshold.
Deck Breakdown
ManaBase
The mana base is generally decided by the rest of the deck. Basics are nessesary, I'd myself recommend atleast 2 basic islands. Fetchlands are very useful but too many mess-up Predict. Although they are very good with Brainstorm. Many list run anywhere between 5-8. Lists vary in how many lands are played due to the amount of 1cc cantrips and such. The accepted amount of lands is anywhere between 16-19, most people run 17-18.
The Draw Engine
Brainstorm- This card has snyergy with much of the deck, infact it has snyergy with the format. Being 1.5's Ancestral Recall, with Fetchlands, Scry effect's, and Predict. You can often choose not to draw what you put back, which is a nice thing about the draw engine of Gro. This card dig's the lowest of all the canrip's in gro but it's too good not to consider/run.
Serum Visions This card digs 4 cards into your library while trying to find a land/answer which can be very benefical. It also set's up Predict, gives you better card selection, as well as a quick cantrip to fill your yard for Threshold.
Portent- I'm honestly not a fan of portent, but Mr. Nightmare likes it. The card dig's 5 cards deep into your library finding answers/threats/ or land. It's cantrip effect happens at the beginning of the next upkeep which is always you're oppenents unless you magically cast Time Walk.
Predict- The deck's best cantrip if you ask me. It almost always draws you 2 cards at INSTANT speed. Not to mention half the cards in the deck are built around it. With Brainstorm, Serum Visions, Portent, Magma jet why not run it? People opt to play Mental Note in this slot I highly reccomend against it, it does the same thing as Mental Note except without cute combat tricks of 4 card's it gives you 3 then 4 if you can cast the second card you draw. Cards in hand > cards in yard.
Dark Confidant- Since he is a creature he is with the creature section although he is apart of the draw engine.
The Counterspells
Force of Will- This card requires atleast 16 blue cards to run. It's a free counterspell which means you are free to tap out/cast creatures ect. I mean it's Force of Will a staple to our format.
Daze- Another free counterspell; this card hurts your tempo a tiny bit, but is worth the inclusion. Often giving you the edge you need to finish off a player or a second turn counterspell. Also deals with turn 1 Goblin Lackey.
Counterspell-This card requires UU, which can be annoying. But it's a hard counter, which means no card disadvantage/tempo lost which is worth the inclusion into the deck.
Creatures
Werebear- This is a 1G, Tap-> Add a Green for a 1/1. But with this cool ability called Threshold (7 or more cards in graveyard) He becomes a 1G for a 4/4, that hardly ever taps for a G. He's an undercosted fattie who happens to be bigger than the format.
Nimble Mongoose- An untargetable 3/3 for a G that needs Threshold, I guess... 'Nough said.
Meddling Mage- Target spell can't be played. With a body is fairly good last time I heard. It would be the reason to run white.
Fledgling Dragon/Mystic Enforcer- One gets the job done. Unlike other Threshold builds if you cast this guy who you have to be willing to protect him. Because there's not another you can mize later. A fattie is nessesary, because evasion often decides who will win/lose games alot of the time. Evasion with a 6/6 or 5/5 firebreather will often race the 2/1 shadow.
Dark Confidant- This man is crazy good, if he stays on the table the card advantage he causes will often leave you massacre'ing you're opponent. The great thing is he often saves games, he's not a winmore card. Creating card advantage off a permanent seems unnatural, a large portion of you're opponents will keep him alive, thinking he's more harm than help. With the large amount of Scry effects and Brainstorm/Portent this guy hardly ever deals you damage. Also with the deck's mana curve being so low be might as well be a beating Phrexian arena.
Removal
Swords to Plowshares- Best creature removal card in the game.
Lightning Bolt- Deals 3 damage for a R at instant speed. Can be thrown at the dome. Makes a quicker clock on you're opponent when assuming the aggro role.
Ghastly Demise- Blacks Swords to Plowshares minus the life gain. Only problem with this card is that it says "non-black", But when backed with Lightning bolt and Magma jet, possibly swords. It's a powerhouse.
Magma Jet- 2 damage is a meh, for 1R. But it's "Scry" effect is why it's very worthy of it's conclusion over fire/ice. It's another set-up card with predict which is huge, while killing a man. Like Lightning Bolt it goes to the dome when assuming the aggro role.
The Sideboard
Pyroclasm- Very good against goblins, 1R Wrath of God target opponent. It reads against them, this would be the main reason to play red. It's also very good against the randomness that legacy has, a very versatile card.
Tividar's Crusade- Good against goblins. Not versatile at all.
Pithing Needle- Great against the format, hits evertything from equipment, graveyard hate cards, Survival, Vial, and Lands of all sorts.
Phyrexian Furnace- My choice of graveyard hate, keeps threshold down to size while being good against Survival variants.
Winter Orb/Armageddon- Keeping other control decks down on land while you smash them, they can also be boarded in against solidarity for dead cards.
Worship- A lock with Nimble Mongoose out. Stops alot of aggro decks cold.
Naturalize- Need I say more?
Blue Elemental Blast/Hydroblast- Deals with Goblin Lackey, also deals with randomness, another versatile card.
Mystic Enforcer- Not very sure on this slot in the SB, but I can't blame him for wanting the second fattie.
Withered Wretch- Retardedly good graveyard hate, it's a re-useable Tormod's crypt.
Match-ups
I will be speaking in terms of generalizations because the differance between builds and deck differences.
Goblins- Very favorable. The key to winning this match-up is keeping board dominance. Making sure that lackey doesn't hit and ringleader doesn't go off. Your creatures are bigger knowing when to swing, when to stay back can make all the differance. If you can deal with warchief, he becomes rather annoying after awhile. After SB, your match-up gets about 10x better with Pyroclasm and Tividar's Crusade. After this if you open Pyroclasm/Crusade with lands, you have to decide how big you're balls are. Letting lackey hit can be gamebreaking if you're just going to wrath them. I often let lackey hit me since 1R is alot easyier to cast than 1ww.
Solidarity-Favorable. The key to this match-up is putting a clock on them. Then back you're clock up by saving up counterspells. Let Tide resolve depending on the situation and hand. Then use your counterspells. Repeat game 2.
DeadGuy/Red Death-About even, maybe in our favor. Nimble Mongoose is huge in this match-up. It's hard describing how to play this match-up but try and be the control player. Keep dominace while playing threats, which makes them waste answers. Sb gets better with pithing needle.
Rifter- About even. Don't let humilty hit and play one man at a time. Use your counterspells very carefully not everything they cast is game breaking remember that. Outdrawing them is also a very good idea, because it leads to you having more creatures and counters than they have removal. Sb in pithing needle, naturalize, and I would cut 2x Magma jet for 2 Pyroclasm.
Last edited by Bryant Cook; 08-23-2006 at 01:01 PM.
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