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Thread: [Deck] Dreadstill - Enter the Fist

  1. #1341
    Rob Rogers
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    Re: [Deck] Dreadstill - Enter the Fist

    Yeah, go back a few pages.
    Team Hammafist-We don't take kindly to those who don't take kindly.
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  2. #1342

    Re: [Deck] Dreadstill - Enter the Fist

    Would you play Firespout over Pyroclasm in the Classic UR-Build?

  3. #1343
    is the freaking Zoo-ru!
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    Re: [Deck] Dreadstill - Enter the Fist

    @Wasteland: Hell yes Firespout over Pyroclasm. It's better against Slivers and Merfolk and Zoo.

    Plus it get's thresholded mongeese, crusher, etc.
    Dead or Alive, you're coming with me.
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  4. #1344
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    Re: [Deck] Dreadstill - Enter the Fist

    Skeggi - could you please give us a list of your build with Kira? In my opinion this subject wasn't really analysed here. Yes there was a list by Rodmistah, but this subject "died" soon after
    Unfortunately I can't run Kira as I run Uwg list beacouse of her/his double U cost. The way I see it's to risky. The other thing is, I really don't have enough space for it.

  5. #1345
    Shake that.
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    Re: [Deck] Dreadstill - Enter the Fist

    My Merfolk list was the one in this post: http://www.mtgthesource.com/forums/s...postcount=1349
    If it walks like a duck and talks like a duck, it's probably delicious.
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  6. #1346

    Re: [Deck] Dreadstill - Enter the Fist

    Why the lack of posts lately? I've been playing dreadstill for almost a year now and I constantly make good finishes.

    This past event I got 2nd due to 4 Krosan Grip. I was thinking of going U/W or U/W/G dreadstill for meddling mage. What do you guys think?

  7. #1347
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    Re: [Deck] Dreadstill - Enter the Fist

    I might go U/G/W just because the new mage is so f*cking sexy. Plus, running swords/path would just be really cool. But then I lose Fire//Ice and Firespout, both of which have been utterly huge for me.
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  8. #1348
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    Re: [Deck] Dreadstill - Enter the Fist

    I posted my UGW list in post #1325, after advice from HammafistRoob I added 1 EE cutting 1 Standstill from the main. For sideboard I cut 1 BEB and 1 Mage to add 2 Crucibles.
    I could use some more advice guys, byt as raptorcardz already mentioned there seems to be lack of comments lately..

  9. #1349
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    I've just been reading the last few pages of the thread since I've been pretty inactive lately... and I was reading about the transformational boards... I think the best Transformation is to turn into a NLU of sorts I've been siding Sower of Temptations and pulling out nought for them in the matches where a K-Grip and such is an issue.
    For reference my current board looks like this:
    3 Pyroblast
    3 Sower of Temptation
    3 Krosan Grip
    3 Firespout
    1 Tormod's Crypt
    1 Relic of Progenitus
    1 Pithing Needle
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  10. #1350
    Trample, Haste
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    Re: [Deck] Dreadstill - Enter the Fist

    So, after months of experience and gaming, what do you think is the best color splash and why?
    I know there has already been this discussion, but months have past..
    I actually am playing green atm and think it's great. Also played with black, and am going to try red.. White is great on paper, but I think green can do almost the same things, but a bit better..
    Btw, I am trying Berserk Sb, it's quite nice on dreadnought, but it's awsome on goyf!!

  11. #1351

    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by The_Red_Panda View Post
    I might go U/G/W just because the new mage is so f*cking sexy. Plus, running swords/path would just be really cool. But then I lose Fire//Ice and Firespout, both of which have been utterly huge for me.
    These two cards are the biggest reason for the R/G splashes. And I really think make the deck a contender. Particularly Firespout. Being able to sweep Fish and kill Geese is essential.

  12. #1352
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Griever9977 View Post
    These two cards are the biggest reason for the R/G splashes. And I really think make the deck a contender. Particularly Firespout. Being able to sweep Fish and kill Geese is essential.
    Half right, geese are irrelevant, you run Mishra's Factory...
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  13. #1353
    Trample, Haste
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    Re: [Deck] Dreadstill - Enter the Fist

    So, this is the deck I would like to play atm, but it has 63 cards. Which 3 should I cut and why?

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

    4 Phyrexian Dreadnought
    4 Tarmogoyf
    3 Trinket Mage
    4 Stifle
    2 Trickbind
    4 Force of Will
    4 Brainstorm
    3 Spell Snare
    3 Daze
    4 Standtill
    3 Counterbalance
    2 Sensei's Divining Top
    2 Engineered Explosives

    SB

    3 Krosan Grip
    3 Firespout
    2 Tormod's Crypt
    1 Relic of Progenitus
    3 Red Elemental Blast
    3 Berserk

    I thought of cutting 1 EE and I think it's the first cut. I would also cut a land, but I'm afraid of weakening the mana base. Trinket mage? 2 are really a few.. 1 trickbind? Always wish to have more! Phyrexian Dreadnought? It's the main ending card and 4 help more to cast it early against aggro decks..
    What do you think of the sideboard? Probably many of you won't like berserk.. Correct? Is the mana base ok, or should I ad a 7th fetch?
    Thanks!!

    Btw I will cut something in the side for 1 Pithing Needle

  14. #1354
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    Re: [Deck] Dreadstill - Enter the Fist

    Well...really, there's three or four slots that you can play with. Do you want to run 3 Spell Snares and a Relic of Progenitus? 4 Goyf? 3 Swords and a Relic? Fitting two of those three into the deck is tight.

    To make matters worse, it's probably right to go +1 Counterbalance, +1 Top. 4/3 is better than 3/2, even with Trinket Mages.

    I've ended up choosing between Goyf, Spell Snare, Bob, and Swords-I just can't figure out how to do more than one in the deck at a time. All four versions are strong. In a more developed metagame (CB, Bob, Goyf everywhere) Spell Snare may be the best choice. In a more random metagame, Goyf or Swords is better.
    InfoNinjas

  15. #1355
    Trample, Haste
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    Re: [Deck] Dreadstill - Enter the Fist

    What do you think of going down to 3 Standstill?
    And in a Ugr build what is the correct number of Phyrexian Dreadnought, Tarmogoyf and Trinket Mage? I was thinking of 3-4-3, but some friends told me to play just 2 Trinket Mage..

  16. #1356
    monkey
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by pippo84 View Post
    What do you think of going down to 3 Standstill?
    If your deck is jam packed and you need the slot then 3 SS is fine.

    And in a Ugr build what is the correct number of Phyrexian Dreadnought, Tarmogoyf and Trinket Mage? I was thinking of 3-4-3, but some friends told me to play just 2 Trinket Mage..
    I think that 2 Trinket Mage is perfect fine and have been running a 4/2 dreadnought/trinket mix to decent success. For Tarmogoyf I say at least 3 if youre going to run it, and the 4th is a good idea if you have the room.
    3 Island
    3 Wasteland
    4 Mishra's Factory
    3 Tropical Island
    2 Volcanic Island
    3 Polluted Delta
    3 Flooded Strand

    4 Phyrexian Dreadnought
    4 Tarmogoyf
    3 Trinket Mage
    4 Stifle
    2 Trickbind
    4 Force of Will
    4 Brainstorm
    3 Spell Snare
    3 Daze
    4 Standtill
    3 Counterbalance
    2 Sensei's Divining Top
    2 Engineered Explosives
    -1 Factory
    -1 EE
    -1 Trinket Mage

    or

    -3 Counterbalance moving it to the board. Seriously, its not as good here as it is in other decks packing decent curves and smaller concerns for tempo.
    info.ninja

  17. #1357
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    Re: [Deck] Dreadstill - Enter the Fist

    From the list posted above I was thinking of cutting:
    -1 Trinket Mage
    -1 EE
    -1 Standstill

    Is it optimal?
    Actually I don't like the idea of going down to 2 Trinket Mage Alot, but probably Tarmogoyf and Dreadnought are stronger..

  18. #1358

    Re: [Deck] Dreadstill - Enter the Fist

    This is the list I played yesterday at a tournement here in holland. 40 people showed up and I went top8:

    3 island
    2 volcanic island
    2 tropical island
    4 mishra''s factory
    3 polluted delta
    4 wasteland
    3 flooded strand
    3 phyrexian dreadnought
    3 tarmogoyf
    2trinket mage
    4 stifle
    2 enigneered explosives
    2 sensei''s divining top
    1 trickbind
    3 counterbalance
    3 daze
    4 brainstorm
    3 standstill
    3 spell snare
    4 force of will

    SB

    1 pithing needle
    3 firespout
    1 tormod''s crypt
    2 red elemental blast
    3 krosan grip
    2 relic of progenitus
    3 blue elemental blast

    Round1, Rock: A bad match-up, and it was. He has to much removal game1 and two tombstalkers don't play nice. Game2 i go in to beat down mode with balance/top and two goyf's. Playing a dreadnought without the stifle just to make my goyf's +2+2. I had a relic in play to keep him from tombstalkers. Game3 he goes insane with his opening hand and tidehollow skullers/hymn/wasteland/thoughtseize kill me.

    0-1

    Round2 Ichorid; the player has made a new list of the deck, playing fetch and brainstorm. Game1 I daze a LED and force a breakthrough, afterwards I go for the kill with a dreadnought. Game2 is the same.

    1-1

    Round3 Merfolk; Game1 is for me because he doubles forces my standstill! I play it, he forces, i force the daze, he forces my daze. Ok, I already had dreadnought stifle at hand which i play the next turn, killing him. Game2 i have to mulligan down to 5:S...and well, merfolk can go really fast.
    Game3 goyf;s and factory beatdown. He makes a mistake by attacking with his lord which did not have Islandwalk, so i block the Lord dead, giving me breathing space so i can kill him.

    2-1

    Round4; UWB Landstill; a bad match up, but Dreadstill goes in to overdrive. Game1 i play 3 wasteland and 1 stifle blocking him from Mana and giving me the time to kill him with dreadnought trickbind (he had a force for the stifle).
    Game2 again a lot of wasteland and he goes manascrew because of it. Tarmogoyf goes home.

    3-1

    Round5; Zoo. Game1 was sick. I open with tropical, and say go. He plays heath, which i stifle. On my turn i play dreadnought stifle and he picks up his cards and says game2. Game 2 he runs in to a EE on 1 and i win the game.

    4-1

    Round6 I ID so i reach the top8.

    In the top8 I have to play against the rock player i played the first game against. Dreadstill is so *** against that much removal and skullers are annoying:S

    I win a DCI foil Decree of Justice:-) The winner gets a delta, 2 dci vindicate, a tropical and a italian Tabernacle, good price support anyway.

    Was really happy about the list, especially the green splash. Although I'm still in doubt about the SB. Not once did i want to board in sower of temptation. The EE and goyfs MB where brilliant.
    Team Nijmegen

  19. #1359
    Poisonous Foogoofiish
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    Re: [Deck] Dreadstill - Enter the Fist

    Just finished a local tourney (~ 22 ppl showed up) as 3rd with the following list.

    Creatures
    3 Phyrexian Dreadnought
    4 Tarmogoyf
    3 Trinket Mage

    Spells
    4 Counterbalance
    4 Standstill
    4 Brainstorm
    4 Force of Will
    4 Daze
    3 Sensei's Divining Top
    1 Trickbind
    4 Stifle
    1 Engineered Explosives

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

    SB:
    1 Engineered Explosives
    3 Krosan Grip
    2 Pithing Needle
    3 Blue Elemental Blast
    1 Tormod's Crypt
    2 Kira, Great Glass-Spinner
    3 Spell Snare


    The maindeck was really great, but you might notice the SB seems to be lacking GY hate and mass removal, which both were meta choices.
    I still think that Ug has a slightly better maindeck than Ur, which in turn has the better sb options in Firespout / Clasm, Moon and Red Blast. I hesitate to splash both, because i enjoy playing a decent manabase. I also have lots of Dragon Stompy and other Chalice / Wasteland decks in my meta.

    FYI difference to my Ur list are:
    -4 Goyf
    -3 Tropical Island
    +1 Island
    +2 Volcanic Island
    +2 Fire/ Ice
    +1 Trickbind
    +1 Nought

    Spell Snare was a good cut from the maindeck, because it makes the curve to cmc 1 heavy. I kept it in the sb for this event for the games were i draw.

    I played against:
    - Uw Dreadstill: 2-1
    - Berzerk Stompy: 2-1
    - Ugr Tempo ThreshThreshThreshThreshThresh: 1-2
    - Gbw Loam: 2-1
    - Aggro Loam: 2-1
    If you want some matchup details / remarks, just ask.
    BBB

  20. #1360

    Re: [Deck] Dreadstill - Enter the Fist

    My newest creation, featuring the standart maindeck from the UR builds, with a sideboard against swarmdecks and all Grow-variants: (maybe weaker vs. Controldecks, cause of the missing red blasts / blood moons)

    Duckhunt:

    //Lands (21):
    3x flooded strand
    3x polluted delta
    3x underground sea
    5x island
    4x mishra's factory
    3x wasteland

    //Creatures (7):
    4x phyrexian dreadnought
    3x trinket mage

    //Other Spells (32):
    4x brainstorm
    3x spell snare
    4x stifle
    4x daze
    2x trickbind
    4x force of will
    4x standstill
    3x counterbalance
    2x sensei's divining top
    1x engineered explosives
    1x crucible of worlds

    //Sideboard:
    3x blue elemental blast
    4x engineered plague
    3x perish
    1x engineered explosives
    1x tormod's crypt
    2x relic of progenitus
    1x crucible of worlds

    Greetz,
    Marius Hausmann

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