Page 72 of 94 FirstFirst ... 226268697071727374757682 ... LastLast
Results 1,421 to 1,440 of 1878

Thread: [OLD] UGr Threshold

  1. #1421
    explosive
    Adan's Avatar
    Join Date

    Feb 2006
    Location

    Germany - RLP
    Posts

    855

    Re: [DTB] UGr Threshold

    Quote Originally Posted by Henrik View Post
    Ok. So what do you play now Adan, UGw or 5c?
    SwanThresh, but only for experimental reasons since my first build went pretty well.

    Well, if you want to ask me which variant I'm going to play at the German Legacy Champs here... I could not give an answer yet. It's actually a gamble.

    And it's fucking Clemens' fault!!!

    UWb Cunning Landstill has established EVERYWHERE, even if I'd travel to America to visit you guys and play some tourney, I have to be prepared to play against it. Seriously, it became very popular. And the best Threshold variant to beat them would be either SwanThresh (reveal Swans for 4 + the combo) or UGw (Gaddock Teeg + CBalance = humiliation).

    But I'm afraid of Ichorid (most retarded deck in existence) and Goblins at the same time.

    So I guess I have to test with Clemens to see how the inclusion of Thoughtseize and the absence of Needles and Gaddock Teeg affect the Landstill matchup.

    Additionally, I would have to test which Sideboardcards are effective against Ichorid (Crypts, Wheel of Sun and Moon, Jotun Grunt, Dueling Grounds, maybe even Propaganda, lol).

    But at the moment, I like 5color threshold, but I would still love to know why Obfreeley has suddenly exchanged the 2 Portents he recommended with Predicts. They both serve a different role, but even though this sounds crazy, Portent allows you to play more aggressively (i.e. finding solutions or critters), supports Counterbalance a littlebit and maintains the strange manabase (it's solid, but still strange).
    Team SPOD
    <Der_imaginäre_Freund> props:
    Adan for being the NQG God (drawer)

  2. #1422
    Get Money, Ghost
    Whit3 Ghost's Avatar
    Join Date

    Oct 2005
    Location

    Albany
    Posts

    926

    Re: [DTB] UGr Threshold

    Quote Originally Posted by Shugyosha View Post
    You seem to be confused about the difference between control and disruption:
    Actually, I know exactly what I'm talking about.
    The only matchup where you play the tempo role is against control decks.
    Onto the creatures: 8 is enough, it allows you to play the control role, which this deck does very well, and finish off quickly with a couple of low casting cost big-powered creatures
    8 Creatures is perfect for my controlish play style.
    Both statements are made by goobafish, the co-creator of this deck. I think he knows the difference.
    Team Rehab- We Keep Coming Back For More
    Team Blitzkrieg- Swagga.
    Storm Boards
    Quote Originally Posted by FakeSpam View Post
    Legacy is like Japan. We don't make stuff, we just make stuff better.

  3. #1423
    Loves the anus
    Jaiminho's Avatar
    Join Date

    Dec 2007
    Location

    Rio de Janeiro, RJ - Brasil
    Posts

    544

    Re: [DTB] UGr Threshold

    Quote Originally Posted by Henrik View Post
    trash
    ThrashThrashThrashThrashThrash


    Quote Originally Posted by Whit3 Ghost View Post
    The only matchup where you play the tempo role is against control decks.
    Just wanted to add a bit to his point. Every tempo deck relies on disrupting slower decks and making them even slower. If you are playing against a deck that estabilishes its game plan very quickly, you cannot keep on playing Stifle-Waste. An example of this is is Aether Vial. Although they have not dropped a real threat, Vial will screw your tempo disrupting spells immensely.
    Keep moon-walking.

  4. #1424
    Not a Member
    Shugyosha's Avatar
    Join Date

    Jul 2006
    Location

    Germany
    Posts

    275

    Re: [DTB] UGr Threshold

    Quote Originally Posted by Whit3 Ghost View Post
    Actually, I know exactly what I'm talking about.
    The only matchup where you play the tempo role is against control decks.
    Be it the co-founder of the deck or you. Preventing spells from being played for a limited amount of time by attacking the mana base is disruption, not control.

    Only running 8 creatures and killing fast doesn't contradict itself. You only need 8 creatures because you don't need them early and after you successfully disrupted your opponents mana base you just drop creature(s) and get them through while they are trying to recover. Or do you want to tell me that the deck can control the board well into the lategame consistently?

    Quote Originally Posted by Jaiminho View Post
    Just wanted to add a bit to his point. Every tempo deck relies on disrupting slower decks and making them even slower. If you are playing against a deck that estabilishes its game plan very quickly, you cannot keep on playing Stifle-Waste. An example of this is is Aether Vial. Although they have not dropped a real threat, Vial will screw your tempo disrupting spells immensely.
    Well if your opponent drops a Vial and he doesn't play goblins you can still use your stifles on said Vial. It at least buys some time to adjust your role to the situation. Also Wastelands can hinder them from playing non-creature spells.
    Besides Vial I don't see that many competitive decks that are not slowed down by stifle on fetch on turn 1 whether it is Goyfsligh or Landstill. Even Aggro Loam can be caught off guard rarely if they keep a shitty hand.
    TS Crew

  5. #1425
    Get Money, Ghost
    Whit3 Ghost's Avatar
    Join Date

    Oct 2005
    Location

    Albany
    Posts

    926

    Re: [DTB] UGr Threshold

    Quote Originally Posted by Shugyosha View Post
    Be it the co-founder of the deck or you. Preventing spells from being played for a limited amount of time by attacking the mana base is disruption, not control.

    Only running 8 creatures and killing fast doesn't contradict itself. You only need 8 creatures because you don't need them early and after you successfully disrupted your opponents mana base you just drop creature(s) and get them through while they are trying to recover. Or do you want to tell me that the deck can control the board well into the lategame consistently?
    The deck isn't a board control deck. No Threshold list can perfectly control the board into the lategame like ITF and Landstill can. However your lategame is just as good, if not better than that of any other Threshold list.
    Team Rehab- We Keep Coming Back For More
    Team Blitzkrieg- Swagga.
    Storm Boards
    Quote Originally Posted by FakeSpam View Post
    Legacy is like Japan. We don't make stuff, we just make stuff better.

  6. #1426
    You meet the nicest people on a Honda
    Obfuscate Freely's Avatar
    Join Date

    Dec 2003
    Location

    Fredericksburg, Va
    Posts

    1,411

    Re: [DTB] UGr Threshold

    Adan, if Gaddock Teeg really is the bee's knees against Landstill, you can certainly board him in 5c Threshold. You're... allowed.

    We cut the Portents for Predicts because we wanted to fit another way to generate card advantage into the deck. Our results with the change have been mixed. You're absolutely right that Portent helps stabilize the manabase, and is an all-around fantastic card, so it may be correct to keep them in.

    The Predicts work better than a single Fact or Fiction, though!


    I certainly recommend 5c Thresh to Henrik. I agree with Happy that it is superior to other builds in almost any metagame. The only other variant I would consider is Moon Thresh, which I would play if I knew that Blood Moon would be effective (basically, this means a sea of 4-color control decks).
    Quote Originally Posted by nitewolf9
    I can show up whenever I vomit off my hangover and get rid of the passed out females who's naked bodies will be sprawled out all over my condo. Oh wait, I'm engaged. FUCK.

    Well in that case I can be there at like 2 then, I guess.
    Quote Originally Posted by IAmTheBestEver View Post
    I built my car with my bare hands. It has 32 engines and 17 gas pedals so I can go extra-turbo fast. I sold it for a million dollars and then stole it from the guy using my super computer that can hack into any car in the world as long as I built it. Now I speed down the highway listening to Bruce Springsteen at max volume and flipping off other drivers.

    What are regrets?

  7. #1427

    Re: [DTB] UGr Threshold

    Quote Originally Posted by Adan View Post
    But at the moment, I like 5color threshold
    Quote Originally Posted by Obfuscate Freely View Post
    I certainly recommend 5c Thresh to Henrik.

    Cool, thank you for concrete recommendations. I will try it soon in the next local tourney.

  8. #1428
    Confound these ponies, they drive me to Brony.
    yawg07's Avatar
    Join Date

    Nov 2007
    Location

    Rittman, OH
    Posts

    507

    Re: [DTB] UGr Threshold

    Sorry I haven't been reporting lately. I've just been really busy.
    I've won a few more shop tourneys with Swan Thresh, usually being in the Top 2 with some Dreadnought variant.
    Last night I was actually Top 2 with some weird U/R Man-Land Stompy-Tempo build, and he needed to leave so we split in my favor.

    Swan-Thresh is so controlling and so consistent, it pretty much always does what it is supposed to do ... win with Tarmogoyf and Counterbalance.
    But it can combo! lol I'd say I combo in maybe 10-15% of my matches, just because a lot of the time you don't need to.
    But damn, it is so great knowing you CAN. Because sometimes a huge horde of creatures or something you cannot stop are coming at you and Swan is your way out.

    And I still play the one-of Misdirection, it has been so good to me, you rarely need it, but when you do, its there for you.
    It is a ticket to a win against other Thresh lists, too. When there's a Goyf stand-off and they try to StP yours, Misdirection is the best spell you can play.
    Same goes for when they try to get rid of your swan. I've Misdirected Warren Weirdings even.
    He had a Lackey and I had a Goyf. But I wanted to start attacking, so I MisD the Weirding so now he has two 1/1s that do nothing. Swing!
    Men yet not comprehending their stick in the scheme of the prey-on-prey ballet of ending day
    My eBay Auctions (art alterations! I FIXED THE LINK) - http://shop.ebay.com/yawg07/m.html

  9. #1429
    Boats n Hoes
    arsenalpow's Avatar
    Join Date

    Aug 2007
    Location

    CC , TX
    Posts

    92

    Re: [DTB] UGr Threshold

    played thrash at gencon, i top 4ed the first prelim with a fairly stock list with a slight tweak

    i took the stock thrash list and did this

    -1 wipe away
    +1 island

    board was
    4 tormod's crypt
    3 krosan grip
    2 pithing needle
    2 pyroblast
    2 red elemental blast
    2 pyroclasm

    I don't know if wipe away was the correct card to cut but i do know that the 1 basic was tremendous all weekend, it allowed me to get out of blood moon by being able to continue cantripping into my rushing river, it was golden in the thrash mirror, and it was also solid against landstill

    my board for the champs changed into
    3 krosan grip
    3 pithing needle
    2 pyroblast
    2 red elemental blast
    2 engineered explosives
    2 trygon predator

    From extensive play I know the deck needs at least 1 basic island. Im debating if the correct card to cut is wipe away or wasteland, those seem to be the 2 best candidates

    The blasts in the board were absolutely the nuts, and the trygon predator was a last minute addition that was stellar as well

  10. #1430
    Member

    Join Date

    Jun 2008
    Location

    Ohio
    Posts

    94

    Re: [DTB] UGr Threshold

    Is one basic island really enough to do a whole lot? I know it gives you access to blue mana under moon effects, but unless you manage to find your one-of rushing river, that single blue source is all you get. Yes we run cantrips, but finding a one-of is hard, especially when blood moon is often followed or preceded by chalice for 1. I like the idea as a bit of resiliency, but I judt don't feel it's necessary. I had too many times this weekend where I just ripped lands in topdecking mode, and it always seems to come down to topdecking in the thresh mirror (so you're a bit worse off). Anyway, if it works I would suggest trying it in waste #4's slot to keep the build running smoothly at 18 lands, which I feel is correct.

    On a side note, I was the other player who top4'd that first prelim. Sadly, I was not happy at all with my play in the main event and went 2-2 drop losing to goblins and the top8 elf list. I absolutely agree about the red blasts, but I've yet to have to sb predator in while in a tournament setting. I'm going to leave it in until it proves itself to me one way or the other.

  11. #1431
    The Courage Wolf
    chokin's Avatar
    Join Date

    Sep 2007
    Location

    Tucson, AZ
    Posts

    267

    Re: [DTB] UGr Threshold

    If you are having troubles with Blood Moon and Magus, couldn't you run less Volcanic Islands for some basic Islands? Basically, mimic Moon Thresh's manabase with Wasteland. Magus is obviously less of an issue since you can burn it(unless there's a 3Sphere or CotV@1).

    3 Delta
    3 Strand
    4 Tropical Island
    3 Island
    3 Wasteland
    2 Volcanic Island

    The problem with a singleton Island is when they drop a Moon on turn 1, before you can even fetch for it.

    I don't know though, I don't play Thrash enough to know if 3 Islands stops the deck from working properly.

  12. #1432
    explosive
    Adan's Avatar
    Join Date

    Feb 2006
    Location

    Germany - RLP
    Posts

    855

    Re: [DTB] UGr Threshold

    Quote Originally Posted by chokin View Post
    If you are having troubles with Blood Moon and Magus, couldn't you run less Volcanic Islands for some basic Islands? Basically, mimic Moon Thresh's manabase with Wasteland. Magus is obviously less of an issue since you can burn it(unless there's a 3Sphere or CotV@1).
    MoonThresh-Manabase + Wastelands = the suck.

    You will be offcolor most of the time if you do so.

    And actually, in his latest list, goobafish runs 2 Rushing River, which i also really like since it can take dead Wastelands and turn them into huge speedadvantage.

    And postboard, you will maybe have some Blue Elemental Blasts to deal with Moon (this really depends on the SB).
    Team SPOD
    <Der_imaginäre_Freund> props:
    Adan for being the NQG God (drawer)

  13. #1433
    Boats n Hoes
    arsenalpow's Avatar
    Join Date

    Aug 2007
    Location

    CC , TX
    Posts

    92

    Re: [DTB] UGr Threshold

    actually gooba said that he switched back to the 1/1 split with wipe away and rushing river.

    The 1 basic island helped a ton for me, if they dont get a turn 1 moon or chalice at 1, you will have an opportunity to get into the game before you get locked out permanently.

  14. #1434
    Member
    Ironstickman's Avatar
    Join Date

    Mar 2008
    Location

    Madrid,Spain
    Posts

    27

    Re: [DTB] UGr Threshold

    My manabase for tempo list is:

    2 polluted
    2 flooded
    2 Wooded
    3 Volcanic
    4 Tropical
    4 Wasteland
    1 Island

    I feel you really shouldn't take off any wastelands since they are crucial for your disruptive strategy.
    Having more than one island in play really sucks and you'll certainly be colour-screwed. Playing one island is sufficent to deal with moon effects, you must only be careful to leave a fetchland to search it in response (obv not the foothills). I run 3 Hydroblast and 2 EE in the sideboard , so blood moon and chalice can be dealed with more efficiently than bouncing preboard.

  15. #1435
    Affinity and Beyond!
    kabal's Avatar
    Join Date

    Sep 2005
    Location

    GA
    Posts

    482

    Re: [DTB] UGr Threshold

    Quote Originally Posted by Ironstickman View Post
    My manabase for tempo list is:

    2 polluted
    2 flooded
    2 Wooded
    3 Volcanic
    4 Tropical
    4 Wasteland
    1 Island
    Why even run foothills, just go 3/3 on your other fetches.
    "Good, bad, I'm the guy with the gun." --Ash

  16. #1436
    Member
    Ironstickman's Avatar
    Join Date

    Mar 2008
    Location

    Madrid,Spain
    Posts

    27

    Re: [DTB] UGr Threshold

    True...XD
    I guess that since it is a slight/recent/quick change towards these matchups I hadn't looked at it too carefully. Needle is not really an excuse for not playing the 3/3 split of island fetchlands anyway.
    thanks!

  17. #1437
    explosive
    Adan's Avatar
    Join Date

    Feb 2006
    Location

    Germany - RLP
    Posts

    855

    Re: [DTB] UGr Threshold

    Quote Originally Posted by Nihil Credo View Post
    18 lands

    4 Mongoose
    4 Goyf
    3 Swans

    4 Bstorm
    4 Ponder
    3 Top

    4 Bolt
    3 Chain

    4 FoW
    3 Cbalance
    3 Daze

    leaves two slots in the maindeck, one of which usually goes to the 4th Daze (although I personally don't like this with the combo in the deck, and I'm currently running 2x Spell Snare).
    EEEK, -1 Land, +1 Daze!!!

    In those 2 slots, I either run 2 Portent or 2 Predict. I like them both.

    By the way, you forgot Lightning Storm as well.
    Last edited by Adan; 08-21-2008 at 06:42 AM.
    Team SPOD
    <Der_imaginäre_Freund> props:
    Adan for being the NQG God (drawer)

  18. #1438
    Confound these ponies, they drive me to Brony.
    yawg07's Avatar
    Join Date

    Nov 2007
    Location

    Rittman, OH
    Posts

    507

    Re: [DTB] UGr Threshold

    I run Daze #4 and Misdirection is those two slots and I have been EXTREMELY pleased with the results.
    We have a very control heavy meta around here and having FoW #5 for counter-wars is SO GOOD.
    Also, when playing against Death & Taxes and you cant move their StP to the only creature you can't kill directly (Silver Knight) that's pretty good, too.
    I wouldn't run more than one, though. It is great when you see it, but if you don't no biggie.

    Basically I see Misdirection as another way to protect Swan if you are comboing.
    Whether you are moving their StP/Vindicate/whatever to your Goyf or one of their guys, or if it just FoW#5 for their FoW, it is great.



    Anyhow! I played in a 19-man Tourney last night, made Top 2 and split with the 42-Land player. :D
    In the Top4 I even had a mirror match, and we are talking literally card for card mirror match.
    Got him 2-0 ! Combo game one, Goyfs + Burned him out with Lightning Storm game 2
    I'll post some sort of a report when I get some more time.
    Men yet not comprehending their stick in the scheme of the prey-on-prey ballet of ending day
    My eBay Auctions (art alterations! I FIXED THE LINK) - http://shop.ebay.com/yawg07/m.html

  19. #1439
    100%

    Join Date

    Nov 2007
    Location

    Berkeley, CA
    Posts

    321

    Re: [DTB] UGr Threshold

    Hey guys, what's the standard moon thresh list these days? I assume it plays 3 Magus MD instead of Blood Moon, and has no Fledgling Dragons. Anyone want to help me out?

  20. #1440

    Re: [DTB] UGr Threshold

    Hi guys, just want to ask about the basic game plan vs aggro-loam? I haven't encountered them yet but I want to be prepared when that time comes, at least theoretically.

    I'm running a gro-thrash build and topped a 26-man tournament with it. I included the dryad firstly because of jotun grunts that are very prevalent in our meta, and honestly because she is so fun to play hehe

    Thanks.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)