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Thread: [Deck] Dreadstill - Enter the Fist

  1. #341
    Tom MacDonald
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by Clark Kant View Post
    I think it's best to hear from people who play the deck a ton and have tried both the UW and the UG versions?

    So I pose the question to you guys...

    Answer only if you played both versions, can you say that one splash (UG vs. UW) is definately superior to the other, or is it a toss up?

    If one splash is superior, which one and why?
    I Honestly have to say they both have there merits, it really is a meta call, If you are in a heavy thresh and stax meta, green is the way to go because grip is just so good. Otherwise O-Ring is really good, but it dies to the same hate that the rest of the deck is effected by... so you can't count on it to deal with goyfs, CB's, etc since they are bringing in Grips, etc and will be able to get their stuff back where Grip and your own goyfs tend to be more permenant answers.
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  2. #342
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    Re: [DTW] Dreadstill - Enter the Fist

    As long as you have your core intact (4x Dreadnought, 4x FoW, 4x Brainstorm, 4x Standstill) whatever splash you choose doesn't necessarily mean it's stronger or weaker then the next, they are All good.
    UR Dreadstill creator and BRx WGD Combo Pioneer
    Quote Originally Posted by xsockmonkeyx View Post
    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
    Quote Originally Posted by Rabbi View Post
    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

  3. #343
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by Roodmistah View Post
    As long as you have your core intact (4x Dreadnought, 4x FoW, 4x Brainstorm, 4x Standstill, and 4x Stifle) ...
    Fixed ;)
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  4. #344
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    Re: [DTW] Dreadstill - Enter the Fist

    Well I represented Dreadstill this past weekend at Off the Wall Games. I had to work on getting the Mox with a gimp deck though. I brought 4 people with me and helped build 5 decks before the tournament. In doing so I registered the deck without Standstill and with Force of Will. But lacked the hard copy of Force in the real deck and had Standstill in it's place. I realized this after a rough loss to Dragon Stompy round one.

    Kevin had me change my deck to the registered version with FOW. So... Here's my Not Quite Dreadstill report.

    Round One. insertnamehere playing Dragon Stompy.
    He has explosive starts all three games. Game one ends the quickest. Im mana screwed and he land's a Trinisphere. Game two I drop a Dreadnought. Win. Game three we have a close game that he wins.

    I feel like I never saw Force and feel wierd about it. I look through my deck and realize its not there. Kevin has me change my deck and Im now in the 0-1 bracket. =( not good.

    Round two Ichorid

    Game one I he has a real slow roll. I'm not sure if this was on purpose or not but the game went on for a while. I lose after his 5-6th turn. I land Trinket Mage and get sad that I maindecked a Needle over Crypt.

    Game two I get double crypts. He goes all in with a Breakthrough and puts everything in the graveyard and discards his hand. I crypt him and win obviously. I dont know why he made a play like that. I would've taken some draw phases for a Needle.

    Game three he plays a PImp turn one after mulling to 5. I Force it and he's pretty much done there. I waste his land and pass the turn. He plays another land and a needle naming crypt. I dont have any. I do have a Dreadnought and a Stifle for my turn 3. He scoops.

    Round 3 I might be confusing my round two and three matches. The seats were one apart.
    Deadguy.

    He Thoughtsiezes me, takes Stifle, Extirpates it. Leaves me with Daze and Nought. I get Countertop up and Trickbind a Nought for the win. I think? Or was it double goyf win? Well game two was the other beastly finish. Also a Counterbalance blowout.

    Round 4
    Loam g/w
    I dont remember too much from this matchup. He never plays loam much because he's not playing red and he can't Gamble or wish for loam. And he doesnt have Assault for a finisher. So he relies on clunky dudes and Garruk.

    I think he took game 2 to late game Genesis recrusion. Game three he plays Wildmongrel and I needle mongrel and take like 6 from it while Counterbalancing things. He plays another that I let resolve and Threads of Disloyalty. He drops a Goyf and I play Explosives and blow it for two. I get to kill a garruk in combat and counter another. I win shortly after with I think Nought?

    Round 5 Syracuse playing Dragon Stompy.
    Revenge! This time I have force of will and it shows. I believe game one is a blowout and I die to Magus of the Moon and Gathan.

    Game two I Stifle his Chrome Mox imprint even though I have a Dreadnought in hand.. I just had a feeling the deck is fragile enough for this to win me the game. It does... His only land is City of Traitors. On his turn two he plays a Mountain without tapping the city and curses himself passing the turn. I win with Goyfs.

    Game three he plays a Chalice for two I spell Snare. (play it at 2 dude) He plays a morph guy and beats me with it. He plays a seething song and I daze it since I suspect the purple people eater. He beats for 3. He plays another one next turn and takes the mana burn to get hellbent. Leaving himself at 11. I essemble Dreadnought and it eats him alive because he had no Ingot Chewers or Shattering Sprees.

    Round 6
    Rich Meyst Survival
    Both Games he rips my hand apart with Birds of Paridise -> Therapy and Thoughtseizes. Then plays Survival for goyfs till I die. I offer no resistance either game. Solid gameplan against this deck.


    Im 4-2 and I dont make it in. I think we would've if he drew though..

    I come in 10th without the Standstills. None of my loses were due to the lack of this card. My own Factories were still nice but excessive as a four of.

    Heres my list.

    3 Trop
    1 Breeding Pool (key!)
    3 Strand
    4 delta
    3 island
    4 wasteland
    4 factorie


    3 goyf
    3 trinket
    4 nought

    2 trickbind
    4 stifle
    3 spellsnare
    4 bs
    4 fow
    3 daze
    3 cb
    1 explosives
    1 needle
    3 top

    sb
    4 crypt
    3 grip
    1 submerge
    2 chill
    2 needle
    3 threads

    I love this build. I could care less about the lack of Standstill. quite honestly I think it slows the deck down too much. I like the mana crippling aspect and fast finish playstyle of the deck much more. I would up the count of goyfs and explosives. Using ee to clear Chalice and Mox is golden.
    Now playing real formats.

  5. #345
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    Re: [DTW] Dreadstill - Enter the Fist

    Your build abuses Standstill your point for being able to win fast with your build doesn't really argue the fact it would just be -better- with Standstill. You can still win fast with the deck I am sure if you had Standstills against Survival you would have won, that card eats that deck alive. There are way too many matchups Standstill will win for you, I could never see a reason for cutting it. I've also been running two EEs main now for a long time over Needle~I made that change a long time ago. Also if I were going to not run Standstills there's no way in hell I'd be running Factories.

    And at that point I think you're just playing Dreaded Fish.
    UR Dreadstill creator and BRx WGD Combo Pioneer
    Quote Originally Posted by xsockmonkeyx View Post
    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
    Quote Originally Posted by Rabbi View Post
    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

  6. #346
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    Re: [DTW] Dreadstill - Enter the Fist

    @Roodmistah & others :

    Thoughts on inclusion of Crucible of Worlds?

    2 builds from this tournament faired well playing the traditional Landstill card MD.

    LCL Badalona 06/08
    - Source: Team Pataners
    - Date: 21. Jun 2008
    - Place: 1st
    - Participants: 76

    Ug Dreadstill by Alex Delgado

    3 Trinket Mage
    3 Tarmogoyf
    2 Phyrexian Dreadnought

    4 stifle
    3 Spell Snare
    4 Force of Will
    3 Daze
    3 Brainstorm
    2 Trickbind

    2 Crucible of Worlds
    3 Counterbalance
    4 Standstill

    1 Sensei's Divining Top
    1 Pithing Needle
    1 Tormod's Crypt
    1 Engineered Explosives

    4 Wasteland
    1 Tropical Island
    3 Polluted Delta
    4 Mishra's Factory
    4 Island
    3 Flooded Strand
    1 Academy Ruins
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  7. #347
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    Re: [DTW] Dreadstill - Enter the Fist

    Beginning to like CoW more and more, though I've never tested it personally it seems solid and alot of players are putting up good results with it.
    UR Dreadstill creator and BRx WGD Combo Pioneer
    Quote Originally Posted by xsockmonkeyx View Post
    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
    Quote Originally Posted by Rabbi View Post
    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

  8. #348

    Re: [DTW] Dreadstill - Enter the Fist

    I've ran Crucible, Worship and Shackles all as 1 ofs for a while to test.

    And I've almost never regretted drawing Crucible, only rarely regretted drawing Shackles, and regretted drawing Worship roughly half the time.

  9. #349
    Tom MacDonald
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    Re: [DTW] Dreadstill - Enter the Fist

    Yeah Roodmistah and I have been talking about cutting a Daze and something (probably a land) for 2 Crucibles.
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  10. #350
    Rob Rogers
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by JanValentine00 View Post
    Yeah Roodmistah and I have been talking about cutting a Daze and something (probably a land) for 2 Crucibles.
    Why would you cut a land for a card that costs 3 mana and likes you having lands? It just doesn't make sense to me.

    21 lands is hands down the right call for this deck, end of story.
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  11. #351
    Tom MacDonald
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by HammafistRoob View Post
    Why would you cut a land for a card that costs 3 mana and likes you having lands? It just doesn't make sense to me.

    21 lands is hands down the right call for this deck, end of story.
    Because Crucible allows you to replay fetches which nets you lands and therefore makes up for lack of the 21st land. Also with 4 Standstill, 4 Brainstorm, and 20 lands you really wont have any issue getting to 3 lands to play crucible.
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  12. #352
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by HammafistRoob View Post
    Why would you cut a land for a card that costs 3 mana and likes you having lands? It just doesn't make sense to me.

    21 lands is hands down the right call for this deck, end of story.
    Well when your deck has a two turn clock why design it to go to the late game? There is no overwhelming synergy between the Dreadnought combo and Standstill. The enchantment is just great in blue decks so it's a nice call. I for one, feel Daze, Counterbalance, Spell Snare, and Daze are enough help from what blue has to offer us.

    I don't feel Standstill would've won me the game against Survival since the 6-8 hand destruction spells he plays can easily tear it away before you land it. That and the very high volume of early drop creatures they play.

    If the deck has any bad matchups I believe them to be Survival and Ichorid. I felt I was lucky against my opponent in the tournament since I saw alot of my crypts and FoW's. In playtesting it was bad enough to encourage my choice of Cryptx4.

    In regards to 22 land. I really like to play 4 Stifle, 2 Trick, 4 Wastelands. I'm running 22 land and I'm happy with it. It's easy to Brainstorm and Top land away.
    Now playing real formats.

  13. #353
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    Re: [DTW] Dreadstill - Enter the Fist

    So, after testing Crucible I found the card to be a bit too clunky. In several Matchups it is helpful though, so that I placed two copies of them in my Sideboard (against massive Landdestruction and/or Controldecks).

    This is my list:

    4 Mishra's Factory
    4 Wasteland
    3 Polluted Delta
    3 Flooded Strand
    3 Tropical Island
    5 Island

    4 Phyrexian Dreadnought
    3 Tarmogoyf

    4 Force of Will
    4 Daze
    4 Brainstorm
    4 Stifle
    4 Standstill
    3 Sensei's Divining Top
    3 Counterbalance
    3 Spell Snare
    2 Trickbind

    3 Krosan Grip
    3 Back to Basics
    4 Blue Elemental Blast
    3 Chill
    2 Crucible

    In my testings were the lack of T.Mages never a problem although I may want him in the side...and I need Ichorid Hate. What is the most common choice here? Crypt?
    Maybe I'm going to test this Sideboard as it actually looks better than mine imo:

    3 Krosan Grip
    4 Propaganda
    3 Blue Elemental Blast
    3 Tormod's Crypt
    2 Crucible

    Let me hear your thoughts.
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  14. #354
    Tom MacDonald
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    Re: [DTW] Dreadstill - Enter the Fist

    I understand your point about Trinket Mage being kinda meh... But the deck really needs the Explosives as they are the decks only removal.
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  15. #355
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    Re: [DTW] Dreadstill - Enter the Fist

    ok, so this is the deck that I have been testing recently. After lots of testing of the red splash i found that the trinket mages were underwhelming. I found that the white splash offered (in my opinion) a more powerful card in place of trinket mage: enlightened tutor.

    The list I am using is heavily based off Fabio Ivona's who placed high in two smaller tourneys. http://www.deckcheck.net/deck.php?id=16885

    The list:

    // Lands
    4 [4E] Mishra's Factory
    3 [ON] Polluted Delta
    3 [ON] Flooded Strand
    4 [MR] Island (4)
    3 [TE] Wasteland
    2 [B] Tundra
    1 [B] Volcanic Island

    // Creatures
    4 [MI] Phyrexian Dreadnought

    // Spells
    1 [FD] Engineered Explosives
    4 [SC] Stifle
    3 [OD] Standstill
    4 [5E] Brainstorm
    4 [NE] Daze
    4 [AL] Force of Will
    3 [CS] Counterbalance
    2 [CHK] Sensei's Divining Top
    2 [TSP] Trickbind
    4 [MI] Enlightened Tutor
    1 [FD] Crucible of Worlds
    2 [FD] Vedalken Shackles
    1 [LOR] Hoofprint of the Stag
    1 [LOR] Oblivion Ring

    // Sideboard
    SB: 1 [FD] Engineered Explosives
    SB: 2 [SOK] Pithing Needle
    SB: 1 [LOR] Hoofprint of the Stag
    SB: 3 [DK] Tormod's Crypt
    SB: 1 [IA] Circle of Protection: Red
    SB: 4 [4E] Swords to Plowshares
    SB: 3 [PS] Meddling Mage

    anyways please test it it is doing very well for me online.





    100th post w00t.... would like to thank the academy...

  16. #356

    Re: [DTW] Dreadstill - Enter the Fist

    The whole highlanderish with 4 Tutors is interesting.

    I only see two problems, you should be playing more Oblivion Ring. And there's no reason to cut to 3 Standstill. Perhaps cut a Daze and a Trickbind to add an Oblivion Ring and Standstill.

  17. #357
    Tom MacDonald
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by Joon View Post
    In my testings were the lack of T.Mages never a problem although I may want him in the side...and I need Ichorid Hate. What is the most common choice here? Crypt?
    Yeah Crypt, also remember you can drop a nought and not stifle to remove bridges or animate a factory and waste it. Echoing Truth and E.E. are also very good against Zombie tokens.
    Quote Originally Posted by Clark Kant View Post
    The whole highlanderish with 4 Tutors is interesting.

    I only see two problems, you should be playing more Oblivion Ring. And there's no reason to cut to 3 Standstill. Perhaps cut a Daze and a Trickbind to add an Oblivion Ring and Standstill.
    Agreed, run 4 standstills, and either add an extra ring or an extra E.E.
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  18. #358
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by J.V. View Post
    I understand your point about Trinket Mage being kinda meh... But the deck really needs the Explosives as they are the decks only removal.
    I understand your point about removal, but what would you cut from my list for 2 Mages/1 EE or 2 EE's? I just can't find any room for it
    Quote Originally Posted by TeenieBopper View Post
    We live in a country were ~50% of the populace believe public schooling is a socialist conspiracy and that being called Einstein is an insult. We could try and fix it, but unfortunately the other 50% don't believe in euthanasia.

  19. #359
    Tom MacDonald
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by Joon View Post
    I understand your point about removal, but what would you cut from my list for 2 Mages/1 EE or 2 EE's? I just can't find any room for it
    From your List I would do this:
    -1 Wasteland
    -1 Daze
    -1 Trickbind
    +2 Trinket Mage
    +1 Engineered Explosives
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  20. #360
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    Re: [DTW] Dreadstill - Enter the Fist

    I really like this deck ever since it was created in that contest. I recently took it to legacy turney and I won with it. It was 14 person turney witch is i know not a big turney for your standards but it is a normal thing in my country as we are very small. :)
    Like i said our legacy turneys do not get a lot bigger than that and we have one a month or even one in two months. So please do not judge to fast based on number of people that played. :)
    for reference i played this list:
    creature
    4 Phyrexian Dreadnought
    4 Trinket Mage
    instant
    4 Brainstorm
    4 Daze
    4 Force of Will
    3 Spell Snare
    4 Stifle
    2 Trickbind
    enchantment
    3 Counterbalance
    4 Standstill
    artifact
    1 Engineered Explosives
    1 Pithing Needle
    1 Tormod's Crypt
    2 Sensei's Divining Top
    land
    3 Flooded Strand
    5 Island
    4 Mishra's Factory
    2 Polluted Delta
    3 Tropical Island
    3 Wasteland

    SB:
    4 Gofy
    3 Krosan Grip
    2 Tormod's Crypt
    2 Pithing Needle
    2 Mind harness
    1 Echoing Truth
    1 Gaea's Blessing

    Round 1
    RBG agro discard
    I went ot was 1-1 as we ran out of time. I would have won the second game too but he Cabal therapy-ed me in his first turn naming force. He saw my hand with island, tropical, 2x goyfs, fatch and other stuff. Second turn he casted mog fanatic and flashbacked terapy took my gofys away. sad sad story. :(

    Round two
    Mono Red Burn
    No problems here. :)
    First game fast Dreadnought and second game slow one after fast counter&top.

    Round three
    Realy good player (playing for a lot of years) with two land Belcher
    i won firs game after fast Dreadnought and stifling his shattering spree that he wished for countering first copy with balance. :)
    And second game he went duress first turn i forced and second turn i went needle on belcher. :) He did play Empty the Warrens but i have 6 stifles main. :)

    Round 4
    Painter combo.
    Damm i wanted to play this deck but was i heard of it too late and i will now not spend soo much money for it. Well i won 1-0 as we played one game for hole 2 rounds time as he didi not surrender after i locked him with counteTop and Styfle+trikbind constantly on top. :)

    I went top 4
    Another Painter with good player. :) it was UB painter with thouthseizes and bobs.
    First game i won with fast nought. Second He won with fast nought. Third he got the combo dow i thought he won but i had Gaea's Blessing in deck. Before he found an anwser i had nought down. :)

    I was in finale
    Really good player with realy good Survival of the Fittest.deck
    I won first game with fast nought. Second he broke three! standstills in few turns at beginning and i had it all. stifle force needle crypt and nought.
    he managed to put in to play spore frog after he sacrifised to save his ass i crypt it away then trickbinded survival and he realised that he can not use it this turn any more. He surrendered.
    I got tropical island at the end. :)

    I really like this deck but i thing it needs one or two more lands. How to make a room for them? Any sugesstions? And i realy think wastelands do not need to be in this deck. and yea stifle is the best card in legacy. :) i wish i could play more of them. :)
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