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Thread: [Deck] Dreadstill - Enter the Fist

  1. #1681
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    Re: [Deck] Dreadstill - Enter the Fist

    How are Crucibles working for you? I like them alot, but unfortunately I can't find room for them (neither in MB neither in SB).
    Btw I beleive the correct number to play is 2..

  2. #1682

    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by pippo84 View Post
    How are Crucibles working for you? I like them alot, but unfortunately I can't find room for them (neither in MB neither in SB).
    Btw I beleive the correct number to play is 2..
    They're working just fine. 1 was a bit too random so I'm trying 2 now. There are very few decks against which they have low impact and they really help in the control mirror. They do make the deck slow down sometimes and I have moments when I'm not sure if I'm better off working towards a turn 4 Dreadnought or a turn 4 Crucible. I guess I'll figure that out after I've played a bunch of games with them.

    The anti-control subset in the deck, Crucible of Worlds, Wastelands, Academy Ruins and Engineered Explosives, all feed off of each other and I'm trying to get that 8 card group to meld together well enough that it runs over decks like Landstill and Ultimate Walker. So far it's not quite there, which could be pilot error pretty easily.

  3. #1683
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    Re: [Deck] Dreadstill - Enter the Fist

    With the recent unbanning of Entomb it may be smart to start packing 3-4 dedicated slots of GY Hate in the SB. I personally, will be running 2-3 T-Crypt and one Relic.
    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.

  4. #1684
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Roodmistah View Post
    With the recent unbanning of Entomb it may be smart to start packing 3-4 dedicated slots of GY Hate in the SB. I personally, will be running 2-3 T-Crypt and one Relic.
    Or you can run some bounce in case they put a monster in play before you make your nought.

  5. #1685
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    Or we could not care because it is going to have zero relevant effect on the metagame?
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  6. #1686
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    Re: [Deck] Dreadstill - Enter the Fist

    I'll just keep playing with 1 Relic of Progenitus and 1 Tormod's Crypt in the side. If I see that Dredge will grow a lot in mt meta I will change, but I think it will be fine with just 2 slots for graveyard hate.

  7. #1687
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by J.V. View Post
    Or we could not care because it is going to have zero relevant effect on the metagame?
    Thats pretty true, the only archetype beside loam/dredge decks where entomb will be seen would be reanimator and how can reanimater become a harder matchup than dredge? daze,spell snare even counterbalance can effect a reanimator deck and at least we can play second turn dreadnought also.


    -> On the weekend i'am going to play a bigger tournament ~around 80 people i think.

    I am going to give the U/R list a chance as i wanted to try out some "different" sideboard tactiks. The mainboard will be the same as Wasteland played but i switched to rushing river instead of the second explosives.

    The Sideboard will be:

    4 Submerge
    3 Firespout
    2 Blood Moon
    3 Pyroblast
    3 Telepathy


    As Submerge, Blast, Firespout and Blood moon are also known i'am currently testing telepathy against the control matchups for countertop and landstill.

    Of course nr.1 argument will be that telepathy doesnt really effect the board, but finding it beside the own countertop lock it really cracks the opponents minds, it makes so much difference when its always the thought "could he have another daze or force?" Turning those situations into "i know what you got" serves a straight strategy support on the matchups where it comes down to sneak arround the opponents counters.
    I also had many situations on the test games where i had telepathy just to know if i drop my dreadnought he won't be able to do things i can't handle.


    I tested most games against the nassif baseruption, ugw countertop, landstill u/w and u/w/b and can ThreshThreshThresh (but it wasnt good against)

    Sideboarded most of the time:

    - 4 Standstill
    - 1 Crucible
    + 3 Telepathy
    +2 Blood Moon

    Beside the normal changes i had on different matches bringing in additional blasts, firesouts..
    Last edited by Tangle.Wire; 09-21-2009 at 06:06 AM.

  8. #1688
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by J.V. View Post
    Or we could not care because it is going to have zero relevant effect on the metagame?
    qft

    I doubt entomb will even be played in ichorid or loam and who cares about reanimator that deck is and will forever be bad. A new combo involving entomb would have to come out before it would be played in an actual good deck.
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  9. #1689
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Tangle.Wire View Post
    The Sideboard will be:

    4 Submerge
    3 Firespout
    2 Blood Moon
    3 Pyroblast
    3 Telepathy


    As Submerge, Blast, Firespout and Blood moon are also known i'am currently testing telepathy against the control matchups for countertop and landstill.

    Of course nr.1 argument will be that telepathy doesnt really effect the board, but finding it beside the own countertop lock it really cracks the opponents minds, it makes so much difference when its always the thought "could he have another daze or force?" Turning those situations into "i know what you got" serves a straight strategy support on the matchups where it comes down to sneak arround the opponents counters.
    I also had many situations on the test games where i had telepathy just to know if i drop my dreadnought he won't be able to do things i can't handle.


    I tested most games against the nassif baseruption, ugw countertop, landstill u/w and u/w/b and can ThreshThreshThresh (but it wasnt good against)

    Sideboarded most of the time:

    - 4 Standstill
    - 1 Crucible
    + 3 Telepathy
    +2 Blood Moon

    Beside the normal changes i had on different matches bringing in additional blasts, firesouts..
    If your boarding out Standstill against Baseruption and Threshold YOU ARE DOING IT WRONG a resolved Standstill against either is almost always gg.
    Team Hammafist
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    What kind of fucked-up, drug-laden, alternate universe of faerie rape does this guy live in?

  10. #1690
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by J.V. View Post
    If your boarding out Standstill against Baseruption and Threshold YOU ARE DOING IT WRONG a resolved Standstill against either is almost always gg.
    Totally agree.And i know you want to test telepaty BUT some relic+tormod's will increase your chances in Ur build against Goyf and mongose.

  11. #1691
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    Re: [Deck] Dreadstill - Enter the Fist

    Telepathy looks like a good card, but I never felt like I wanted to use it. And I think 2 SB slots for GY hate are needed.
    Anyways, do you think that some of the new Zendikar cards that have been showed could be useful for us?

  12. #1692
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by pippo84 View Post
    Telepathy looks like a good card, but I never felt like I wanted to use it. And I think 2 SB slots for GY hate are needed.
    Anyways, do you think that some of the new Zendikar cards that have been showed could be useful for us?
    Maybe the gy trap.
    Team Hammafist
    Quote Originally Posted by Admiral_Arzar View Post
    What kind of fucked-up, drug-laden, alternate universe of faerie rape does this guy live in?

  13. #1693
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    Re: [Deck] Dreadstill - Enter the Fist

    I dont board any graveyard hate anymore, against dredge i also lose if i play 4 relic/crypt and for tempo ThreshThreshThreshThreshThresh i should have enought to have a fair chance without the graveyard hate. For the Telepathy i just boarded it for the standstills for testing but i'll change it to 2 telepathy maybe to add another explosives so the 2 telepathy will be added in addition to the standstills.

  14. #1694
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    Re: [Deck] Dreadstill - Enter the Fist

    Seems I'm still having Problems against Landstill with my UGR build.. Suggestions?

  15. #1695
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by pippo84 View Post
    Seems I'm still having Problems against Landstill with my UGR build.. Suggestions?
    yeah telepathy i am serious its so good on control matchups and against landstill i normally board out the standstills as they can use it better than we can with our deck.

    The really best opportunity that u get from telepathy here is that you know when to use your counter+when to play own spells. It saved me a lot of dazes or spell snares as i knew that they would handle it and could use them for other situations. The bad thing is that telepathy doesnt handle threats itself but i really love the card by now as it totally supports the countertop strategy.

  16. #1696
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    Re: [Deck] Dreadstill - Enter the Fist

    @tangle: I board out Daze against landstill for Reb..
    And also standstill for krosan..
    But it's always a long and difficult match.,

  17. #1697
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by pippo84 View Post
    @tangle: I board out Daze against landstill for Reb..
    And also standstill for krosan..
    But it's always a long and difficult match.,
    Yes thats why i dont want to play standstill against landstill :ugly: by playing trickbind and for myself also the force,snare,countertop,pyroblasts postboard we're able to play a bit more aggro as landstill will win the game by its lategame bombs.

    I think you will find 2-3 slots for a telepathy, if you got 1-2 days for testing it, give it a try as landstill got so many threats its awesome to know what they have in Hand and what they could get.

    If its possible for you to try it out before the tournament just do it, i got a tournament on sunday and i already stay at the 3 telepathy as 2 seemed to be to less to drop it fast. I will run the UR list with it but it will still be same strategy like ugr just played kinda different.

  18. #1698
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    Re: [Deck] Dreadstill - Enter the Fist

    What are your guys' strategies against Eva Green?

    Discard wrecks the 2-card combos, LD can cut you off either color, Snuff Out and Pulse are easy answers to Nought, and Tombstalker is impossible to kill outside of double bolt. Choke and Grip from the board don't make things easier.

    Bolts, Sower, and Divert are good SB options but don't seem to salvage it. Do you guys board out 1-2 noughts and standstills?

  19. #1699
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by keys View Post
    What are your guys' strategies against Eva Green?

    Discard wrecks the 2-card combos, LD can cut you off either color, Snuff Out and Pulse are easy answers to Nought, and Tombstalker is impossible to kill outside of double bolt. Choke and Grip from the board don't make things easier.

    Bolts, Sower, and Divert are good SB options but don't seem to salvage it. Do you guys board out 1-2 noughts and standstills?
    Thats why i play submerge over lightning bolt, the burn doesnt handle fat threats like goofy and stalker. Control magic/Sower are to expensive for most situations. Against discard we only can try to drop the countertop pieces to save spells in the future..

  20. #1700
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    Also this is another match up were Standstill should not be boarded out... It completely wrecks them.
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    What kind of fucked-up, drug-laden, alternate universe of faerie rape does this guy live in?

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