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Thread: [Deck] Dreadstill - Enter the Fist

  1. #1761

    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by slylie View Post
    I'm building this deck now, and wondering if its possible to just go mono-blue (pre and post board) and use goodies like Back to basics and veldalken shackles in the sb instead of blood moon and firespout.

    something like :

    2 Explosives
    2 Sensei's Divining Top

    3 Phyrexian Dreadnought
    3 Trinket Mage

    Enchantments
    3 Counterbalance
    4 Standstill

    Instants
    4 Brainstorm
    4 Daze
    4 Force Of Will
    3 Spell Snare
    4 Stifle
    2 Trickbind

    Basic Lands
    7 Island

    Lands
    2 Flooded Strand
    4 Mishra's Factory
    2 Polluted Delta
    2 Misty Rainforest
    4 Wasteland

    Legendary Lands
    1 Academy Ruins

    Sideboard:
    2 Relic Of Progenitus
    3 Tormod's Crypt
    3 Threads Of Disloyalty
    3 Back to Basics
    1 Gaea's Blessing
    3 Veldalken Shackles

    Cheers.
    yeah explosives for one is kinda pointless, also B2B also seems bad v. blood moon, cause it doesn't stop fetching for basics where the moon does, and now lists have more basics than before

  2. #1762
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    Re: [Deck] Dreadstill - Enter the Fist

    EE at 1 is really pointless.
    I would make some changes thought:

    -1 Island
    -1 Wasteland
    -1 Standstill
    -1 Daze

    +1 Dreadnought
    +1 CB
    +1 Top
    +1 Dual for EE at 2

  3. #1763
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by lorddotm View Post
    Explosives can only get to one... seems bad.
    right, as I was posting i thought the same thing, then thought of powder keg being better if its mono, but then realized explosives is good in here because it can be fetched with trinket mage.

    Anyways, I think its evident the deck does much better with the splash so sorry to waste time. Anyways with the new red/blue fetch its even easier.

    Btw: how does this deck do in a meta full of canadian thresh and countertop?

  4. #1764
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by slylie View Post
    right, as I was posting i thought the same thing, then thought of powder keg being better if its mono, but then realized explosives is good in here because it can be fetched with trinket mage.

    Anyways, I think its evident the deck does much better with the splash so sorry to waste time. Anyways with the new red/blue fetch its even easier.

    Btw: how does this deck do in a meta full of canadian thresh and countertop?
    Well, Dreadstill Smashes Canadian Thresh, as for Countertop, It really depends on the build, in many builds a resolved Standstill will win the game, but against others it really can simply be a race of who assembles Counterbalance/Top first, it honestly is almost a mirror match, I'd say it's about even, the most important thing in the match is play tightly and simply know the ins and outs of the match-up and being able to read your opponent. Also don't be afraid to drop Nought and basically say well your deck has X answers, find one... it can just get you there.
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  5. #1765

    Re: [Deck] Dreadstill - Enter the Fist

    @J.V. You seem to be the authority when it comes to UGr dreadstill, as such, what are the bad MU's the deck has, and are there any techy cards mb/sb to improve the rock/evagreen MU? thanks man.

  6. #1766
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    The three matchups you will actually see that give Dreadstill a real hard time are Landstill, Merfolk, and Rock type decks.
    Landstill is just the matchup I honestly except as a general loss, but it is winnable if you have a hand that protects a Dreadnought, sometimes he gets there, but the more likely way you are going to win is to beat them under a standstill, This just comes down to drawing more manlands/wastelands than your opponent, this can be achieved fairly easily by getting a top into play, in the Landstill match-up it is not unacceptable to force top into play. As for Merfolk they really can't deal with Dreadnought but game one can be really tough. Games two/three can be made into favorable games by running the right board, currently I've been running 3 Firespout and 3/4 Lightning Bolts in my board. This, in addition to making the post-board games against Merfolk favorable can also help you greatly against Elves, Golbins, and Zoo. As for Rock type decks, they are really tough, The best strategy against them is to bring in your 3cc things g2/g3 to make your Counterbalances much stronger, if you can float a 3cc spell it is certainly winnable, also if you are running Sower of Temptation it is very strong in this match-up.

    As for Eva Green type decks I really don't find the match-ups to be very difficult, a few pointers, use your Brainstorms Defensively, Counter/Top is your best friend, and Standstill help dramatically to make up for the discard, if you chain standstill you are going to win.

    On the topic of improving the Rock/Eva Green Matchup if you really expect to see it a lot, I'd sideboard some Submerges, it is the nuts against them.
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  7. #1767
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    Re: [Deck] Dreadstill - Enter the Fist

    I feel kinda uncomfortable with my U/R build, as i want to play this list:

    4 Dreadnought
    2 Trinket Mage

    1 Trickbind
    1 Crucible
    1 Engineered Explosives
    4 Stifle
    1 Rushing River
    3 Spell Snare
    4 Daze
    3 Senseis divining top
    3 Counterbalance
    4 Brainstorm
    4 Force of Will
    4 Stanstill

    6 Fetches
    3 Volcanics
    4 Mishras factory
    3 Wasteland
    5 Island

    Sideboard:

    3 Lighting Bolt
    2 Tormods crypt
    3 Firespout
    2 Blood Moon
    3 Red elemental blast
    2 Hibernation


    I know its not much, but as i still keep 1 Rushing River instead of the second explosives, but i am not sure about still keeping 3 Trinket Mages in the Mainboard cause i also play 3 divining tops so with Crucible as another CC3 Spell i think 2 Trinket Mages would be enough huh?

    I also came back to 2 crypts as i expect some common Rogue decks around Etomb so beside dredge and normal loam builds it would be usefull.

    I also came back to 3 Lightning Bolts instead of a Playset Submerges as Hibernation is so great against every green Deck like Elves, Survival, ThreshThreshThreshThreshThresh, Countertop+green etc..

    Beside i'd wonder if someone has posted his/her Dreadstill in the Pimped/Altered Deck threads? As i am not able to search through every site and the thread become more tranquil last days we could share some images for this deck.

  8. #1768
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    Re: [Deck] Dreadstill - Enter the Fist

    Tangle.wire, I've run an almost identical mainboard (-1 Crucible, -1 Daze; +1 Mystical Tutor, +1 Firespout)

    It worked surprisingly well. M. Tutor plays nicely with Counterbalance and SDT. It finds that clutch Rushing River or Firespout when you need it, and helps get turn 2 nought action.

    My main issue has been with NLU. Sower, Trygon Predator, EE, and Shackles (for my non Nought beats. Are all maindeck headaches in my meta.
    Tusk up.

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  9. #1769
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by whienot View Post
    Tangle.wire, I've run an almost identical mainboard (-1 Crucible, -1 Daze; +1 Mystical Tutor, +1 Firespout)

    It worked surprisingly well. M. Tutor plays nicely with Counterbalance and SDT. It finds that clutch Rushing River or Firespout when you need it, and helps get turn 2 nought action.

    My main issue has been with NLU. Sower, Trygon Predator, EE, and Shackles (for my non Nought beats. Are all maindeck headaches in my meta.
    I like this Mystical tech. I might test it out in my Ugr version. I'd use a K Grip instead of a Rushing River though.

  10. #1770
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by keys View Post
    I like this Mystical tech. I might test it out in my Ugr version. I'd use a K Grip instead of a Rushing River though.
    Just going to through it out there, between Stifle/Dreadnought, and Force of Will the deck has enough ways to get card disadvantage.
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  11. #1771
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    Re: [Deck] Dreadstill - Enter the Fist

    As for my U/R list it works very good, i moved the crucible to my sideboard against controllish decks and left 1 tormods crypt at the sideboard as i dont use graveyard hate much often. The tutor techs very good with the rushing river as it is great if we're faced on to many permanents where explosives sometimes don't work. I didn't had a situation where i searched a card top place it on top for counterbalance but i think it can work on most matchups, also i like it as i run firespout/lightning bolt/pyroblast/hibernation in my sideboard.

  12. #1772
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    Re: [Deck] Dreadstill - Enter the Fist

    im always a fan of wipe away.i play the Ur version.iv been in constant contact with rodney so we play the identical deck.iv actually been able to play again lately thank god.i have a tournament saturday il let you guys know how i do witha report.and the final list right now its up in the air.i know alix hatfield will be there so zoo will be ther.

  13. #1773
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    Re: [Deck] Dreadstill - Enter the Fist

    Has anyone recently changed the sideboard?
    I'm just asking because my MB and SB are still the same from months now..

  14. #1774

    Re: [Deck] Dreadstill - Enter the Fist

    mana base seems to be:
    3 trops
    3 volcanics
    3 wasteland
    3 misty
    3 tarn
    3 factory
    3 island/ some run 2 island 1 forest

    common sb's some number:
    reb
    lightning bolt
    firespout
    crypt/relic
    beb
    submerge (Thanks J.V. it's been awesome)
    grip

  15. #1775
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    Re: [Deck] Dreadstill - Enter the Fist

    Seems nothing is changing..
    Really someone plays a forest? For what 4 Tarmos? I won't play it..
    Oh, and 3 Grips. Guess that lonely forest only helps agains Blood Moon.
    Btw what do you think of playing all four different U fetches instead of 3-3 split?

  16. #1776
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    Re: [Deck] Dreadstill - Enter the Fist

    Hi people , I just played Ur build on last sunday and it was SO FRAGILY that i come back to UGr build with no regrets.I just made an horrible 0-4 Drop.

    My playing history with Dreadstill is:
    UGr - Top8 in GP São Paulo Legacy SideEvent
    UGr - Top4 in a 50+ players event
    UGr - Top8 in a 40+ players event
    Ugr(without Goyf) - 13th place from 30+ players
    Ur(Last Sunday) - 0-4 Drop but it should be an 1-3 because I lose to myself against TES.

    Seeing my history and my notes from these 5 Events I can say that Ur is so fragily.I just lose to 3CC spells that EE and CB can't hit and many times you see yourself hitting with mishra's or trinkets and losing to a big threat.
    I manabase stable just don't justify the cut of Goyfs AND KGrips.

    For reference I was playing that list:
    4-Mishra
    3-Waste
    5-Islands
    3-Volcanics
    6- U fetchs

    4-Nought
    3-Trinket

    4-Stifle
    2-Trickbind
    4-FoW
    3-Spell Snare
    3-Daze
    3-CB
    2-Top
    4-Brainstorm
    1-Rushing River
    4-Standstill
    2-EE

    SB: (anti zoo , merfolks , dredge)
    3-Pyroblast
    4-Bolt
    3-Firespout
    1-Tormod's
    2-Relic
    2-Blood Moon (USELESS even in MU that it should win)

    1° round - Ench Agroo
    game 1- Fast nought race him.
    game 2 and 3-He solved his 3CC spells and win so easily.In game 3 he had an 19/18 fatty wih 2 ancestral mask.
    No goyfs to stop agroo and no KGrips!!

    2° round -TES
    Easy game.. 6 stifle efects + FOW in chant + Standstill and mishras win.
    BUT i made 2 GREAT mistakes and lost( clearly afected by the 1° game which i epic lost).

    3° round - CB/Top with Black
    game 1- Fight against CB + goyfs and when i cast 1°nought it takes Smother and the 2°nought find threads of disloaty and i lose.
    game 2- Mull to 5, I counter CB and goyf,make CB which takes KGrip and he cast a Goyf wich i can't asnwer.I cast Blood moon and it just stop him but his goyf eat me in 3 turns.
    His side in was too much and my side just do nothing to him.

    4- WG Stax
    game 1- Lot's of Geddons + Cruciable + Relicary Knight( all 3Cc spells) which i can't just counter them all and lose to Stp + Oblivion ring in my nought.
    game 2- like game 1.
    Agains no Goyfs to put some pressure and get ride of removels and no KGrips to play.

    In other tests agains Zoo the SB is great but nought without CB is awful cause many StP and Paths.
    Merfolks become an easy MU and Loam just make an guy bigger than nought if the game develops and with Kgrip they just kill our main threat or kills CB and get CA from loam.

  17. #1777
    Tom MacDonald
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    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by pippo84 View Post
    Seems nothing is changing..
    Really someone plays a forest? For what 4 Tarmos? I won't play it..
    Oh, and 3 Grips. Guess that lonely forest only helps agains Blood Moon.
    Btw what do you think of playing all four different U fetches instead of 3-3 split?
    Ideally it is the way to go so that you can't get a fucked by a Pithing Needle on a fetchland, but honestly I'm probably not going to, money is tight because of College and I only have Chinese Deltas and Strands... But yeah the forest would be there if you really expect to see moons/back to basics/choke, other than that I'd much rather have island.
    Quote Originally Posted by Gibsonmac View Post
    submerge (Thanks J.V. it's been awesome)
    Yeah, I rock, your welcome. (In all seriousness thank Dave Caplin he's the one I stole the tech from)
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  18. #1778
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    Re: [Deck] Dreadstill - Enter the Fist

    Shimi, Dreadstill is a playstyle niche deck...for all the players who sport Ugr and do well with it..if you switch to Ur I would probally expect poor results seeing as you probally play the deck still as aggresively as when you had Goyfs in. Playing the Ur version requires alot of patience. There have been many times where I could have dropped a Nought but didn't because I realized they had an answer for it. Making the transition from one to the other is pretty tough. I myself with Ugr Dreadstill am alright but way better with Ur.
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  19. #1779
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    Re: [Deck] Dreadstill - Enter the Fist

    @Rood
    I see that Ur is much more controlish and you won't win games just dropping nought in the darkness, but the reason i disliked it is that sometimes you opponent go trought you CB + Force + Daze and the only answer you have is playing nought even when you know it will get Stp , KGrip ,Bounced cause they just evade your defences or the clock is so fast to play a full protected nought.May be I got some wired MU or badluck but in these situations i could see the advantages of UGr over Ur.

  20. #1780
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    Re: [Deck] Dreadstill - Enter the Fist

    IMO, Goyf is just too synergistic to not run in this deck. I don't care if you're going for a more controllish version or not, with all the Standstills, CB, EEs, and Noughts hitting the graveyard, he is often a 6/7, which is just absurd. The second reason is that Nought has gotten a fair deal worse with the ubiquity of Grip and printing of Path to Exile and Pridemage, and Goyf is really the only other creature that can fill Nought's shoes.

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