Sad, but true. When you run Chills, you need to protect them. I change my sideboard here, and there. My sideboard currently is
1 Mystic Enforcer
1 Sensei's Divining Top
3 Engineered Explosives
3 Counterbalance
3 Hydroblast
4 Chill
I didnt want to cut Stifle, but I ran into some problems against Goblins that ran Patron, Blood Moon, and of course, Red Elemental Blast. Needle should be enough to take care of Tormod's Crypt since Gempalm Incenerator is useless.
Versus Vial Goblin sideboards with Leave No Trace or Tranquil Domain, it's very tricky to play against. I'm usually more patient with my Chills against those decks. What I tend to do is look at their land count and my draws before I play my 2nd Chill. When they play something like that, you should expect them side them in against you Game 3. Game 3 should feature you
actually playing around their Enchantment hate, and I expect you be be able to answer them. Think like David Gearhart here..... knowing how many Enchantment hate cards they have in their hand get give you an easy win.
Although I cut Stifles, the one problem I have with that is the fact that Stifles are good at fighting TES. The fact it makes double Tendrils and EtW obsolete is what makes me love Stifle. If your metagame is heavy on Combo, you may want to run these over Hydroblasts.
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Hydroblast/BEB is not all that bad against TES either. It counters Rite of Flame, Burning Wish, Seathing Songs. Thats about it, but it is still better than nothing. All you have to do is buy enough time to get Counterbalance online and the game should be over. Make sure you bring in EE against TES to deal with the quick ETW and you should be fine. Going for Tendril's early is much much more difficult.
As far as chills go, I think packing at least 3 pithing needles (I already have them main deck as I prefer Hatfield Thresh), in addition to chills would be the best route to go. Needle covers vial, which nothing else does, and, as Bardo addressed, as long as you can answer lackey, chill hurts them hard.
My problem is that around turn 4-5, they will go for the EtW plan against you. Having at least 3 more outs might be key in this match up. I need to ask some questions....
1. Against TES, do you keep them off threats or mana? If you keep them off mana, they cant do much against you, but since they have tons of Ritual effects, they can still go EtW agianst you. Keeping them off threats is hard because like their Ritual effects, they have tons.
2. Stifle or Hydroblast? Stifles hit the trouble cards, and Hydroblast hits Rites and BWish, and at times an EtW copy just to give yourself another turn to find outs.
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I played this deck in a FNM tourney last friday and I was amazed of the fun I had with it. With the list Bardo provided somewhere (opening post?) I smashed B/W Confidant (Deadguy) 2-0 and got a nice match against PitchLong, yes the format was Vintage. I thougt I had a chance against Oath, but a Chain of Vapor returned the Mage...
I have been thinking about the Vial/Chalice/Crypt thing. Has anybody ever tested 2 Annul instead of 2 Counterspell or 2 Daze after SB? They stop the artifacts at a lower cost than counterspell, they pitch to FoW and I don't think opponents expect them. When you're on the draw against Goblins, you have at least 2 extra chances of destroying the Chalice before it hurts you. Force should deal with Vial first turn, if Needle is not around. As a side effect, Annul stops equipments, Worship (mirror?), Top, Moxen, LED, Charbelcher.
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It's just that most players tend to answer Vial after it resolves. Running Needle is probably better for this deck.
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If you drop a pithing needle on your first turn, and have a second land in your hand (which sounds about reasonable), would it be wiser to name aether vial or wasteland?
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You dont play Needles until after they play Vial usually. Usually when you call Wastelands with Needles, it should be hand dependent. I generally dont call Wasteland if I have a hand full of cantrips to find land with. If I have a Tundra and a Trop, and no other lands in my opening hand, but tons of cantrips, I might call Wasteland and mise my way digging for Needle if my opponent drops Vial. But nowadays, I dont call Wasteland with Needle anymore. I usually fetch Basics early and much much rather keep them from pumping out guys through Vial. I'm honestly more scared of Port than Wasteland, since I can find more lands to replace the ones that got Wasted.
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So, I've never been too keen on those maindeck Counterspell slots. Thresh is too busy spending mana to cantrip, drop guys, remove stuff all while managing Daze, in the beginning of the game (barring a very slow start). Counterspell, later in the game, is fine when you're already winning--but then, you're already winning, right? With the rise of combo, and let's say a theoretically extremely stupid combo 1-card combo deck that may be popular at the GP, what about Stifle or Trickbind in the MD Counterspell slots?
Counterspell is a way you can fight Control decks if they do take you into midgame. I also see them being "da bomb" against Angel Stompy, RGSA, and any Board Control deck. Then again, I played Counterspells everytime I picked up the deck, and I would never drop them unless I'm playing a specific MU that would much rather have me answer something earlier rather than around midgame.
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The reason I say this is because I've been playing with main decked bounce and reliable ways to tutor it in my flash deck. But yea, the deck can get caught without and and has to look for a few turn. It just bothers me that we can't apply we really deadly clock while they go all stupid and win.
The flash deck can drop the disciple win condition for a 4 card win and add duress’s and more bounce to improve the Threshold match. Post board massacre is another strong option to deal with multiple mages
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BUT, once you have 2 mana and a trickbind, you win the game.
Unless they Unmask or Duress the Trickbind out of your hand.
With all that Flash in the air, a lot of people are siding Leyline of the Void; how do you think this will affect Threshold ? In particular, do you think it would still be a good choice in the meta ?
Bardo, what is you current post-FS UGW-Thresh list (EDIT: http://mtgsalvation.com/595-what-nex...-spikes.html)? (Thanks in advance). Are Mongeese still relevant since they are, with Enforcer, the only Thresh dependent creatures in the deck ? (I'd say yes but I'd like to know your opinions). Are Mental Notes still relevant ? (Predict could replace them ?)
Last edited by aTn; 05-09-2007 at 11:26 AM.
Or Ray of Erasure. As what's good, I still say Threshold. I mean, you dont need Geese as beatdown enablers.... you always have Mages.... and maybe a (un)threshed guy or two.
Yes, Mental Note is still good. Go for Bennett Toms' list, since it features both. Predict is good against Flash, but seems late. Replace those with, umm... Ray of Erasure? Run Stifles maindeck alongside with a set of Dazes now.
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