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Thread: [Deck] Dreadstill - Enter the Fist

  1. #621
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    Re: [DTW] Dreadstill - Enter the Fist

    i've been meaning to post this for about 2-3 weeks now but haven't had time

    i'm looking for some input/suggestions/thoughts on the deck and my ideas/questions

    i played this deck to 9th out of 48 (ish) at the Binghamton $1000 tourney in September (should have probably been 8th, but i miscalculated points last round and just missed)

    Ugr Dreadstill
    -------------
    3x Flooded Strand
    3x Polluted Delta
    2x Island
    2x Snow-Covered Island
    3x Tropical Island
    2x Volcanic Island
    4x Mishra's Factory
    3x Wasteland

    3x Phyrexian Dreadnought
    3x Tarmogoyf
    3x Trinket Mage

    4x Brainstorm
    3x Counterbalance
    3x Daze
    2x Engineered Explosives
    4x Force of Will
    2x Krosan Grip
    2x Sensei's Divining Top
    4x Standstill
    4x Stifle
    1x Trickbind

    Sideboard:
    2x Blue Elemental Blast
    1x Hydroblast
    2x Red Elemental Blast
    1x Pyroblast
    1x Krosan Grip
    3x Firespout
    2x Pithing Needle
    1x Tormod's Crypt
    2x Vexing Shusher

    i really like my maindeck and it plays amazingly well, the krosan grips are insane in just about every matchup as i'm always looking for 1 for something

    yes i only play 3 goyfs, and would like to add another but have no room for one unless i play 61 cards or change the configuration of other stuff a little...which i'm considering

    my main problem with the deck is standstill itself...the card is the most situational/conditional card in the deck...it's bad on the draw like 90% of the time and it's only good on the play like 50% of the time, and in general before that it's 50/50 whether or not you want it depending on the matchup

    1) is standstill necessary/worthwhile? i'm debating cutting standstill for like +1 goyf, +2 echoing truth, +1 rushing river...this will give me my 4th goyf, and help shore up some matches...particularly ichorid and eva green (i consider this the worst matchup the deck has...it's 50/50 at best but my overall record against this is like 2-8 all-time, helps against empty the warrens, and helps against opposing goyfs and tombstalkers which if your opponent gets a tombstalker its basically scoop time unless i have nought out and lethal

    2) are 4 mishra's factorys too many? i really want to add an academy ruins...this would definetly help when it comes to recurring engineered explosives, possibly getting a tormod's crypt/pithing needle back as well

    i think that about sums up my questions, any input would be appreciated...don't suggest adding spell snare or changing colors or anything...i really like my deck as is...just considering the changes listed....and wondering if anybody else really hates standstills as much as me :(

    thanks

  2. #622
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    Re: [DTW] Dreadstill - Enter the Fist

    I feel like there is some kind of connection between you not being too keen on both Mishra's Factory and Standstill, though I am not really sure what that might be. Play the deck slightly different? I used to be not such a fan of Standstill myself, running 3 Stills and 2 Ponders, but the more I play the deck, the better I have gotten at making Standstill work for me, and have since gone back to just 4 Stills.

    Also, you are running 22 lands. Most people run 21, so you could get an extra Goyf by cutting a land, or you could make the 22nd land Academy Ruins.

  3. #623

    Re: [DTW] Dreadstill - Enter the Fist

    Is the lone Trickbind you guys are using better than Merchant Scroll? It doesn't really seem to serve any purpose other than increasing the number of Dreadnought enablers, so why not just replace it with a tutor for Stifle and be able to grab Force of Will or bounce too?
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  4. #624
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by psu24
    List
    I would cut the Shushers out of the board. I really can't think of a matchup where it's vital that you have shusher, considering he requires both your splash colors (or a double) to cast, and takes up mana trying to make your cards uncounterable. In most matchups where you want to win counterwars, you're better off with REB/Pyroblast anyways, as it doesn't require the same amounts of mana, and can catch your opponent off gaurd.

    After that you could move the grips/1 or 2 EE's into the board, and then have room for that 4th goyf you want. Also, I don't know how big Ichorid is in your meta, but I run at least 3 crypts in the board. Dunno what you would take out for it though.


    As for standstill, I think it requires a certain type of play style for it to function properly. This deck has a desire to play out like Threshold does, but in reality we're a bit more control than they are. It's just that nought gives you hands that are actually faster than thresh is, so the deck feels more aggro-control than it really is. What I would suggest is that if you want to cut standstill, I would very much suggest cutting it for another, equally powerful draw engine. I have no idea what this engine is, but without a draw engine in the deck it's just not going to function as well.
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  5. #625
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    Re: [DTW] Dreadstill - Enter the Fist

    the shushers are amazing and have won me so many rounds/games i can't think of them all, they get around counters, counterbalances and you don't have to pump mana into him until they choose to counter a spell, so it's basically a you can counter if you want to waste a spell...it's amazing

  6. #626
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    Re: [DTW] Dreadstill - Enter the Fist

    Gratz on Rod and Ben for kicking ass with the deck at the the 5 years aniversaries!

    Now you two, guide us with your wisdom, Rod you talked about sideboard changes? What are they, my list is like 1 or 2 card of yours and i got a tourney comming up in 2 week, im curious as to what you would change.

    Tks
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  7. #627
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by kilukru View Post
    Now you two, guide us with your wisdom, Rod you talked about sideboard changes? What are they, my list is like 1 or 2 card of yours and i got a tourney comming up in 2 week, im curious as to what you would change.
    Tks
    I know the Q was not adressed at me but I could see those Pyroclasms become Firespouts.
    The BEBs seems somewhat overkill aswell: Dragonstompy (UR Dreadstill laughs at moon effects). Goblins: More Firespouts would be better. TES/Belcher: MD kills both G2 (G3?_w..what?). Burn: CB wins those games easily.

    I could see something along the lines of:
    -2 Pyroclasm
    -3 BEB
    +3 Firespout
    +2 Annul / Threads of Disloyalty/Rushing River

    Thoughts anyone?

  8. #628
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    Re: [DTW] Dreadstill - Enter the Fist

    the shushers are amazing and have won me so many rounds/games i can't think of them all, they get around counters, counterbalances and you don't have to pump mana into him until they choose to counter a spell, so it's basically a you can counter if you want to waste a spell...it's amazing

    They also feel distinctly win-more. You run quite a few counters, so you really shouldn't have a hard time winning counterwars against just about anything but like, hardcore MUC matchups. If you're looking for pure CB beatings, Kgrip is going to be a better, and more versatile, solution about 90% of the time. It also only costs {2G}, which is only a lone {G} for colored mana, which is a big deal in this deck. In comparison, to protect your first spell with Shusher, you have to have invested {R/G}{R/G}{R/G}, which is more taxing on the manabase. After that you should consider that Kgrip also hits quite a few spells in other decks. I, for instance, board in Kgrip against Dragonstompy as well as CB decks, whereas I wouldn't dream of trying to bring Shusher in against Dragonstompy, as it isn't going to do anything.


    Quote Originally Posted by Klaus
    I know the Q was not adressed at me but I could see those Pyroclasms become Firespouts.
    The BEBs seems somewhat overkill aswell: Dragonstompy (UR Dreadstill laughs at moon effects). Goblins: More Firespouts would be better. TES/Belcher: MD kills both G2 (G3?_w..what?). Burn: CB wins those games easily.

    I haven't had BEB's in the board since before Gencon, and I really haven't minded not having them. The one time I missed them was against Goyf Sligh. Their creatures are fairly close to immune to firespouts, and I really want removal for stuff like Burning Tree shaman, which makes CB-Top really hurt. But if that's the only reason to have them, there's a better card for that slot, so I guess I agree with you.

    I still wanna hear what they have to say, though.
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    The important thing is to always, always remember that while Brainstorm may require the tea-sipping socialite to think for 15 minutes as to the ideal configuration to optimize his carefully calculated 10 trillion branched decision tree of splendid victory, JUGGERNAUT ATTACKS WHETHER YOU LIKE IT OR NOT.

  9. #629
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by The_Red_Panda View Post
    I, for instance, board in Kgrip against Dragonstompy as well as CB decks, whereas I wouldn't dream of trying to bring Shusher in against Dragonstompy, as it isn't going to do anything.
    Chalice of the Void would like to have a word with you.

    Quote Originally Posted by The_Red_Panda View Post
    ...Goyf Sligh. Their creatures are fairly close to immune to firespouts, and I really want removal for stuff like Burning Tree shaman, which makes CB-Top really hurt. But if that's the only reason to have them, there's a better card for that slot, so I guess I agree with you.
    The only creatures in Goyf Sligh that live through a Pyroclasm, much less a Firespout, are Tarmogoyf, and Figure if Destiny, if you happen to gt into the late game. Most lists don't even run BTS anymore. Are you sure that you don't mean 'Zilla Stompy?
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  10. #630
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    Re: [DTW] Dreadstill - Enter the Fist

    Dreadstill wins source tournament guys...game over. Congrats on Ben (Force of Will) for taking 3rd with UGR Dreadstill as well. I've been saying for a while now that the UR build is a hell of alot more consistent in terms of your mana base and control aspect as oposed to UGR or UG with Goyfs. Final record at the end of it all was 8-0-2 with some very awesome matches all day. The maindeck was solid as hell, but the board could definetally be revamped...although it did help me a TON. Echoing Truth is savage.

    Apparently Dreadstill is a good deck everyone, who knew? Tournament report will come shortly.
    UR Dreadstill creator and BRx WGD Combo Pioneer
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    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.
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  11. #631
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by Jak. View Post
    List?
    4 Force of Will
    4 Brainstorm
    4 Standstill
    4 Daze
    3 Spell Snare
    4 Stifle
    2 Trickbind
    3 Counterbalance
    2 Sensei's Divining Top
    2 Engineered Explosives
    4 Phyrexian Dreadnaught
    3 Trinket Mage
    6 Island
    3 Flooded Strand
    3 Polluted Delta
    4 Mishra's Factory
    3 Wasteland
    2 Voclanic Island

    SB:
    3 Red Elemental Blast
    3 Blue Elemental Blast
    3 Tormod's Crypt
    2 Pithing Needle
    2 Echoing Truth
    2 Pyroclasm
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  12. #632
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    Re: [DTW] Dreadstill - Enter the Fist

    Is there a matchup analysis for the UR Dreadstill somewhere? I am having trouble finding it, and as such would appreciate any help in finding one. Thanks

  13. #633
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    Re: [DTW] Dreadstill - Enter the Fist

    I just playtested the winning list, Rood's, and while I have been really digging the UGR list I think this is may be better. Well, at least it is easier to play. 3 colors with so little land and it seems like everyone on MWS was playing at least wastelands...

    I think that spell snare is viable in developed metagames. I am not sure what else could be done with it.

    While I am not advocating cutting them I find that I am often pitching trinket mage instead of actually using him.

  14. #634
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    Re: [DTW] Dreadstill - Enter the Fist

    Rood's tournament report is up.
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  15. #635
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    Re: [DTW] Dreadstill - Enter the Fist

    First of all, congrats on the finish. Seriously man, congrats.

    In my playtesting I found that most of games are won just by Dreadstill's control tools and by Dreadnought, so your choice of going UR doesn't look weird to me, but I have to ask: Didn't you miss Goyf anytime? Having and un-grip-able decently-sized ass is sometimes awesome, so I'll remake the question: why did you leave Goyf out?

    Manabase issues? Goyf been bad or just not that necesary? Ur being superior to UG?

    This weekend I'm going to this and, well, I'm probably taking Dreadstill (even though it scoops to Shatter), so any comments about how is the most efficient Dreadstill shit right now will be appreciated.

    Congrats again.
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  16. #636
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by godryk View Post
    First of all, congrats on the finish. Seriously man, congrats.

    In my playtesting I found that most of games are won just by Dreadstill's control tools and by Dreadnought, so your choice of going UR doesn't look weird to me, but I have to ask: Didn't you miss Goyf anytime? Having and un-grip-able decently-sized ass is sometimes awesome, so I'll remake the question: why did you leave Goyf out?

    Manabase issues? Goyf been bad or just not that necesary? Ur being superior to UG?

    This weekend I'm going to this and, well, I'm probably taking Dreadstill (even though it scoops to Shatter), so any comments about how is the most efficient Dreadstill shit right now will be appreciated.

    Congrats again.

    You basically have it correct, UR version is way more controlling...and Dreadnought is much more potent compared to UGR. The manabase of UR is incredible I can't even begin to say how many times I laughed at a PoP or Wasteland that tournament. 6 Basic Islands is rediculous, I don't care who you're playing against. That being said, I think UGR Dreadstill is a fine deck and can definetally take down a tournament. Good luck at the tournament ;).

    -PS: Beware of Shatter it OWNS.
    UR Dreadstill creator and BRx WGD Combo Pioneer
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    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.
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    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

  17. #637
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    Re: [DTW] Dreadstill - Enter the Fist

    A tough on sideboard (again) for Ur version:

    First the out's :

    Seems like BEB is dropping out of favor and i can see why, DS is hardly played anymore, goblin is winable as it is, burn isnnt a bad MU at all and i have never played goyf-slight so i dont know how usefull it would be against them.

    Beside that SB seem's good, (pyroclasm vs firespout is a personal choice)

    Now what can we get in? i beleive that the main downfall of the deck right now, are the troublesome permanent that manage to resolve. So i propose a bad idea that could actuly work (I dont really like the idea but lets try it anyway)!

    Add either K-Grip or O-Ring to board and either 1 Tropical island or 1 Tundra MB.

    Ok I know about all teh flaw of this idea, lower the basic land count, 2nd splash vulnerable to LD with only 1 colored land etc... But from what ive seen, in the g splash the most loved g card wasn'nt goyf but K-Grip, same thing about the now dead w splash, everyone liked O-Ring in there because it took care of about everything the rest of the deck could not.

    So,if anyone got somefree time, plz playtest this and give us a report, I got a tourney in a couple week and no real time for testing :) thanks
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  18. #638
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    Re: [DTW] Dreadstill - Enter the Fist

    Can't say as I would ever cut BEB from my board...with the current rise of TES Shushers are going to be everywhere. Also Goblins will never really die out entirely and there's always going to be at least a couple of Sligh players.

    Good thing for us most builds run answers to the trouble permanents =) (See E-truth, EE, K-grip, O-ring.)

    kilukru if you're interested in a good white splash build that can handle mostly anything

    // Lands
    3 [ON] Polluted Delta
    3 [ON] Flooded Strand
    4 [4E] Mishra's Factory
    3 [REW] Wasteland
    5 [ARE] Island (8)
    3 [A] Tundra

    // Creatures
    4 [MI] Phyrexian Dreadnought
    3 [FD] Trinket Mage

    // Spells
    4 [SC] Stifle
    3 [CS] Counterbalance
    2 [TSP] Trickbind
    4 [NE] Daze
    2 [CHK] Sensei's Divining Top
    4 [FNM] Brainstorm
    4 [AL] Force of Will
    4 [OD] Standstill
    2 [FD] Engineered Explosives
    3 [LRW] Oblivion Ring

    // Sideboard
    SB: 2 [DS] Echoing Truth
    SB: 1 [SOK] Pithing Needle
    SB: 3 [R] Blue Elemental Blast
    SB: 3 [TSB] Tormod's Crypt
    SB: 4 [PS] Meddling Mage
    SB: 2 [WL] Serenity

    That should work.

    NOTE: Swords can be run in place of Ring but I elected to go for the permanent issue in this build.

    4x can always be boarded as an option over Mage if you don't like him.
    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.

  19. #639
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    Re: [DTW] Dreadstill - Enter the Fist

    I think im gonna stick with the mono U MD, I like having a hight counter count against unknow opponents.

    Am i the only one who's having trouble against fast agrro (from the mad zur's stat's of the source tourney seem like no, Dreadstill worst matchup where affinity and gobo)?

    dregnought racing is a good solution but kinda ureliable, so SB ideas : Null Rod seem almost playable these day, it outright rape affinity and screw a good deal of combo engine (LED, petal, Mox) even if it's kinda slow in that role. Also take out EE and company.

    Propaganda is good angainst gobo and elves, but affinity dosnt realy care much.

    Im starting to see the use of a team in this game to test those dam theories! Well just corupting people around here to play legacy is already hard enought the team will come later, when i move out of this hole...
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  20. #640
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    Re: [DTW] Dreadstill - Enter the Fist

    Quote Originally Posted by Roodmistah View Post

    -PS: Beware of Shatter it OWNS.
    I assume your refering to Ancient Grudge, which does indeed wreck your day.
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