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Thread: [Deck] Dreadstill - Enter the Fist

  1. #1621
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    Re: [Deck] Dreadstill - Enter the Fist

    By setting the free mainboard slots that can be changed to 1-2 did anyone ever try/think about a guided passage? as it seems not that unplayable to me and the effekt is pretty nice.

  2. #1622
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by FoolofaTook View Post
    21 lands is necessary for consistency. Going to 20 either means 13 blue sources or only 3 Mishra's and both of those are iffy for me. I'm actually running 22 land right now, but I consider the Academy Ruins to be a spell not a land.
    Lol, atm I'm playing 21 lands and 3 mishra's and it looks fine to me having only 6 non U sources.

    Guided Passage? URG? Opponent searches for 1 creature, 1 land and 1 other spell and then? If I could chose maybe, but if opponent choses, no way! And to difficult to cast.
    If you want something similar play loam or better crucible and intuition. So you can go with wasteland recursion or search the missing combo parts of dreadnought-stifle.

  3. #1623
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by pippo84 View Post
    Lol, atm I'm playing 21 lands and 3 mishra's and it looks fine to me having only 6 non U sources.
    I also like the base nearly playing everything 3:

    3 trops
    3 volc
    3 island
    3 mishra
    3 waste
    3 delta
    3 strand

  4. #1624
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Tangle.Wire View Post
    I also like the base nearly playing everything 3:

    3 trops
    3 volc
    3 island
    3 mishra
    3 waste
    3 delta
    3 strand
    Me too , but with new enemy fetchs i'm considering cutting a tropical for an forest and running 4 U/G and 2 U/R fetchs.
    With 3 standstills i don't see any reason to go for 4 mishra's unless you are playing UR version.

  5. #1625
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Shimi View Post
    Me too , but with new enemy fetchs i'm considering cutting a tropical for an forest and running 4 U/G and 2 U/R fetchs.
    With 3 standstills i don't see any reason to go for 4 mishra's unless you are playing UR version.
    I play the same mana base as Tangle.Wire and also agree with Shimi. With 3 standstills 3 mishra's look fine to me.
    Probably with the new fetches I'll run 3 UG and 3 UR and cut 1 Tropical for a basic forest. Not sure about this thought. And probably I won't play 1 basic mountain, but still I have to think about it. I don't like having too many non U sources..

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    Re: [Deck] Dreadstill - Enter the Fist

    Hi! I'm considering running Dreadstill again because I'm getting bored of playing Baseruption decks. I'm testing the deck once more. Talking abour some matchups, I'm not very concerned about aggro decks as CB+Goyf+Nought and Bolt+Firespout coming from the side makes many of these matchups pretty affordable. What I'm more concerned about are the Tempo Threshold decks and any other kind of tempo Fish decks very popular in my meta, which punish you hard for card disadvantage and manabase weaknesses. However I see this like a 50/50 matchup depending mainly on player's skills.

    I've done a quick research in the last few months posts and haven't found many info on this topic. Could someone please comment his thoughts on the Tempo Threshold matchup and SB strategies?
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  7. #1627

    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by godryk View Post
    Hi! I'm considering running Dreadstill again because I'm getting bored of playing Baseruption decks. I'm testing the deck once more. Talking abour some matchups, I'm not very concerned about aggro decks as CB+Goyf+Nought and Bolt+Firespout coming from the side makes many of these matchups pretty affordable. What I'm more concerned about are the Tempo Threshold decks and any other kind of tempo Fish decks very popular in my meta, which punish you hard for card disadvantage and manabase weaknesses. However I see this like a 50/50 matchup depending mainly on player's skills.

    I've done a quick research in the last few months posts and haven't found many info on this topic. Could someone please comment his thoughts on the Tempo Threshold matchup and SB strategies?
    For Ur Dreadstill the Tempo Threshold matchup is fairly easy. Land Counterbalance and the game is over. Side in Blood Moon and then you have about a dozen ways to make the game go over for them on turn 3 or 4.

  8. #1628
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    Mike's analysis of the matchup is accurate, but It being a good matchup isn't limited to the Ur List As Mike said CB/T is gg, but you can also play the tempo game against them very effectively and a resolved Standstill is GG. Another think is the have almost know way to remove a Dreadnought, so if you can force one through 9/10 your going to win.
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  9. #1629

    Re: [Deck] Dreadstill - Enter the Fist

    I really like the Ur matchup. I haven't played Ugr so I'll defer to Tom and Rodney on that one because they have a lot more experience playing the deck against good Tempo Threshold players.

    One nice thing about the Ur matchup is that Submerge is pretty useless against Dreadnoughts.

    I'm trying really hard to shore up the Landstill matchup at this point because I think any deck that can get favorable matchups against Landstill, Tempo Threshold, Merfolk and storm combo is probably the DTB in the meta. So far the last three are very manageable to favorable and Landstill is the holdout at this point.

  10. #1630
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by FoolofaTook View Post
    I'm trying really hard to shore up the Landstill matchup at this point because I think any deck that can get favorable matchups against Landstill, Tempo Threshold, Merfolk and storm combo is probably the DTB in the meta. So far the last three are very manageable to favorable and Landstill is the holdout at this point.
    Agreed. I don't find Tempo ThreshThreshThreshThreshThresh a problem, it's dreadnought win or CB/Top win. Storm combo is an automatic win, with Stifle, Trickbind, CB and other counters.. Merfolk you'll likely to lose the first match, but are favoured the other two. And landstill? Tought but playable. In their favour, pre and post board I think.

  11. #1631

    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by pippo84 View Post
    Agreed. I don't find Tempo ThreshThreshThreshThreshThresh a problem, it's dreadnought win or CB/Top win. Storm combo is an automatic win, with Stifle, Trickbind, CB and other counters.. Merfolk you'll likely to lose the first match, but are favoured the other two. And landstill? Tought but playable. In their favour, pre and post board I think.
    It's the 4-bombs. Adding Elspeth to that deck really made it very tough. I'm experimenting with Fact or Fiction main deck just to have a 4cc spell to get on top to keep her off the board. So far it's worked some and not worked some.

    Can anybody think of a better 4cc to have as a 1-of or 2-of just to have the option to control her with CBTop?

  12. #1632
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by FoolofaTook View Post
    It's the 4-bombs. Adding Elspeth to that deck really made it very tough. I'm experimenting with Fact or Fiction main deck just to have a 4cc spell to get on top to keep her off the board. So far it's worked some and not worked some.

    Can anybody think of a better 4cc to have as a 1-of or 2-of just to have the option to control her with CBTop?
    Cryptic Command?
    Fire/Ice?

  13. #1633
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Carabas View Post
    Cryptic Command?
    Fire/Ice?
    Fire/Ice's Converted mana cost when revealed to C-Balance is 2. A judge ruled that against me at GP Chicago (even though I did it rounds 1-5, they caught on in round 6 when trying to counter a Moat).
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  14. #1634
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    Actually fire/ice is 2 converted mana costs of two when revealed by anything. That is why you take 4 from Bob but counter things with converted mana cost of 2 with counterbalance, it is also why you can spell snare Fire or Ice.
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  15. #1635

    Re: [Deck] Dreadstill - Enter the Fist

    Cryptic Command is an interesting idea. It has enough applicability to be not a dead draw at any point after the early mid game. I think I'll give it a try.

  16. #1636
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by FoolofaTook View Post
    Cryptic Command is an interesting idea. It has enough applicability to be not a dead draw at any point after the early mid game. I think I'll give it a try.
    As a 1-2 of? And what will you cut for it? It may be an interesting idea, let us know how testing goes. I'm sceptic about the mana requirements though..

  17. #1637
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    Re: [Deck] Dreadstill - Enter the Fist

    So again i went 4:3 on the Tourney today, and as i always come back to "mainstream" lists i did it again and feeld like they failed on the parts i thought they would, i also lost merfolk which was kinda weird after boarding 3 firespout and 3 pyroblast but thats typical for me to lose the "ok" matchups.

    I played this list:

    3 Dreadnought
    4 Goofy
    2 Trinkets

    2 explosives
    4 counterbalance
    3 d. top
    3 spell snare
    2 daze
    2 lightning bolt
    4 stifle
    2 standstill
    4 force of will
    4 brainstorm

    21 Lands as posted before.

    Sideboard:

    2 Trygon predator
    3 pyroblast
    2 krosan grip
    3 submerge
    3 firespout
    2 relic of progenitus

    For the Board i fell in love with submerge, they where amasing, i boarded em every game beside merfolk (elves,survival,baseruption,pikula?GWB) also i won a game as i submerged my own trygon predator

    The Predators where amasing too, they worked better than a krosan grip on the games i had, a grip wouldn't help me in any game even on those where they got a counterbalance.


    All in all i still got the feeling that Ponder would be amasing to this deck even paired with standstills as standstill gave me to much crap i just stucked on with my top, also i really never played any trinket mage as 3 dreadnoughts get drawn very smooth without mages, same for the explosives aslong there remain 2 in the maindeck.

  18. #1638
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Tangle.Wire View Post
    So again i went 4:3 on the Tourney today, and as i always come back to "mainstream" lists i did it again and feeld like they failed on the parts i thought they would, i also lost merfolk which was kinda weird after boarding 3 firespout and 3 pyroblast but thats typical for me to lose the "ok" matchups.

    I played this list:

    3 Dreadnought
    4 Goofy
    2 Trinkets

    2 explosives
    4 counterbalance
    3 d. top
    3 spell snare
    2 daze
    2 lightning bolt
    4 stifle
    2 standstill
    4 force of will
    4 brainstorm

    21 Lands as posted before.

    Sideboard:

    2 Trygon predator
    3 pyroblast
    2 krosan grip
    3 submerge
    3 firespout
    2 relic of progenitus
    That's not right. You want to play 3rd Standstill and 3rd trinket mage / trickbind. Didn't you find often you in situation where you had nought but no stifle / trickbind?

  19. #1639
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    Re: [Deck] Dreadstill - Enter the Fist

    Tormod's Crypt is better than Relic in this deck. Grave hate is for one thing only, Ichorid, and 75% of the time Goyf will be your beater (noughts normally pitched to remove bridges unless you get turn 2 stifle/nought) and Relic messes up that plan. Also, Crypt can be popped the same turn Trinket Mage hits the table with only 3 land, whereas Relic will take 5. That's a huge distinction.

  20. #1640
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Atog View Post
    That's not right. You want to play 3rd Standstill and 3rd trinket mage / trickbind. Didn't you find often you in situation where you had nought but no stifle / trickbind?
    Agreed. 3 Standstill is necessary, there's a reason why the deck is called DreadStill.. Ages ago I cut them, but soon after I started playing them in the deck. Really strong, 3 needed.
    Also 1 Trickbind is useful. The correct usage of Dreadnought-stifle effects is 4-6 or 3-5 in my opinion. Dreadnought is a dead card without stifle in hand, so you really want to see them and stifle is also used in thousands of other cases. I run 3 Noughts, but if I had space in the MD I would be really happy to add the second trickbind..

    As for Crypt vs Relic I currently run a split of the 2 (1-1) because of pithing needle but yes, with goyf around and no mana requirements Crypt is slightly better.

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