I also play 2 Dreadnoughts on my UGR list right now, but with 3 trinkets. I loved Spell pierce in the maindeck but i'am never brave enough to cut Spell snares below 2. I also still like Control Magic over my Sowers of Temptation as i always lose them and never get the positive of 2/2 flying. I also feel like opponents facing Dreadstill not always want to use their enchantment/artifact hate for Ctrl Magic as they want to beat CB and Dreadnoughts.
I also tried Hibernation again as a Sideboard tech against Bant/Progenitus/Survival and it worked really gut but i think they bite each other with the Tarmogoyfs but its acceptable if you can sweep Monks,Mongeese,Goofies,Progenitus and other green stuff.
I also wanted to try another version of Dreadnought like this:
3 Phyrexian Dreadnought
2 Jötun Grunt
1 Vendilion Clique
1 Trinket Mage
1 Engineered Explosives
2 Enlightened Tutor
3 Counterbalance
2 Sensei's divining top
3 swords to plowshares
3 spell pierce
3 daze
4 stifle
4 force of will
4 standstill
4 brainstorm
4 tundra
2 volcanic island
4 flooded strand
2 scalding tarn
3 mishras factory
3 island
3 wasteland
Sideboard:
3 Firespout
1 Swords to Plowshares
2 Ravenous trap
1 tormods crypt
1 seal of cleansing
3 red elemental blast
4 meddling mage
Its just a thought but ill try it as soon as possible.
J.V, could you go over some of your changes and your thought process behind them? Thanks.
Got done testing alot recently against some of the top tier decks currently running Legacy and I must say I was impressed with how Dreadstill held up. Updated the Primer deleted alot of garbage and put some SB strategies/analysis for you guys on some of the most recent T1 decks Legacy has to offer. Still going to work on Ugr but anyone that has results can send them if you'd like =]. I might just have J.V. put up that part of the primer.
I've been messing around with JV's list lately, and I like it so far. I'll admit that I didn't really give spell pierce a fair chance before, but it feels really right in this deck. Sure, you lose a little bit of an edge against creatures, but this is where lightning bolt/EE can help out as well.
Have been testing a new list with a new bomb for Dreadstill
// Lands
4 [TE] Wasteland
4 [A] Tropical Island
4 [AQ] Mishra's Factory (4)
3 [ON] Flooded Strand
3 [ON] Polluted Delta
3 [7E] Island (2)
1 [U] Volcanic Island
// Creatures
4 [FUT] Tarmogoyf
4 [MI] Phyrexian Dreadnought
// Spells
4 [OD] Standstill
4 [SC] Stifle
4 [CST] Brainstorm
2 [TSP] Trickbind
4 [DD2] Daze
4 [AL] Force of Will
4 [DIS] Spell Snare
4 [WWK] Wind Zendikon
// Sideboard
SB: 1 [U] Volcanic Island
SB: 3 [TSB] Tormod's Crypt
SB: 3 [FD] Engineered Explosives
SB: 3 [SHM] Firespout
SB: 2 [8E] Hibernation
SB: 3 [ZEN] Spell Pierce
Wind is simple crazy in this deck. With 6 Fetchies...4 Wastes and 4 2/2 possible hasting creatures lategame...it gives Dreadstill exactly what we needed. Not only that...but it enables turn 2 Standstill alot more frequently now. Obviously CB/Top is cut for the tempo oriented style this build has to offer...Wind fits better into this kind of style. Let me hear your guy's output on this.
-Note: I've already won 3 rounds so far in testing with T1 Waste...turn 2 Island Turn 3 Waste+Wind...gg blown out at that point.
Also, this will kill very easily if a Nought gets killed since the 2v2 will have evasion. If the Nought connects even once most likely it's a 2 turn clock with evasion.
The most interesting thing on that list to me is not the inclusion of Wind Zendikon, which I think is an interesting option, but the fact that CounterTop is not there and you're playing 12 counters instead. That is a big enough difference that I somehow feel like the list should be differentiated from the Ur and other Ugr lists, like Ugr and Ugw Threshold are considered separate archetypes.
What you have there is an aggro-control list with heavy emphasis on the aggro and much less on the control. It looks good but it's definitely a different animal than Dreadstill as we knew it.
On the list itself, how do you manage Swords to Plowshares and Path to Exile on your WZ wastelands?
You have to choose between counterbalance and wind zendikon... while counterbalance wins the midgame AND protects the nought (no other deck has an equal amount of broken T2 options (standstill, balance, nought+stifle), the zendikon gives ur OPPONENT tempo-advantage if he kills ur land with a bolt or s.t. similar (you don't really play a daze with the zendikon-land) and you do NEVER want to get a zendikon-land sworded! So a simply NOT from my side for this card...
Counterbalance has gotten alot less powerful with this new meta. The coolest part about this list is that while the T2 Nought crushing ability is still there quite frequently...you have alot more ways to kill the oponent now if they are able to remove it. Give the Wind Zendikon a try and playtest it first. Obviously if you know your oponent is hoarding their StPs on your land then that means your Goyfs and Dreadnoughts are going to probally not to answered as well. Also lets not forget they will not be able to swords the land as long as you don't tap it if it's on either a Fetch land or a Wasteland. Just play smart and wait they will always have to keep mana open if they actually want to kill it. And if it's a bolt or something the land is still returning back to your hand.
Hello everyone long time lurker pretty much first time poster. I'm thinking that I like the way Roodmistah is taking the deck. I have only played it a few times here in Binghamton at Eli's tournaments and I like the way it performs despite my poor performances, which are from lack of play testing and that the only time I usually play magic is at one of these tournaments. I was thinking and I could be way off base here but taking the deck in a more Tempo Thresh hold direction. Here is a list off the top of my head.
3 Dread Noughts
3 Tarmogoyfs
4 Nimble Mongoose
1 Vendilion Clique
4 Force of will
4 Daze
4 Stifle
4 Spell snare/peirce
4 Lightning bolts
3 Fire/ice
4 Brainstorm
3 Ponder
1 Trickbind
6 Fetchlands
4 Tropicals
4 Volcanics
4 Wastlands
Im not sure on a side but off the top of my head:
2 Pyroclasm
3 REB
3 Tormod's Crypts
3 Submerge
2 Krosan Grip
2 Engineered Explosives
Take it with a grain of salt as I don’t have much time to play magic or play test but to me it looks like it might be a decent list. I will say in advance that the number of Goyfs and noughts are at 3 each because that is the number I currently own. However, I have been very tempted to sleeve this up and see what it can do. I thought I would post it here to see what everyone thought, and get some feed back.
Welcome to the board. :)
Looking at your list it really looks much more like Tempo Threshold with Phyrexian Dreadnought than any form of Dreadstill. It has no Standstill, no Mishra's Factories, no Counterbalance or Sensei's Divining Top and no basic Islands. I'd suggest that you might want to post the list in the Tempo Threshold thread in DTB for discussion there because I think it's out of place here.
Thank you I'm glad to be a member of the community, and I did just that and posted it in the Tempo Thresh thread. However, while I was looking at my list and you could make it more of a hybrid of the 2 decks by the following changes. -3 Ponder, -3 Fire/ice, +3 Standstill, +3 Mishra's Factories.
Wind Zendikon would have helped me against goblins this past tournament. Interesting add!
It is simply not true, that counterbalance has left much of its power, ecspecially in dreadstill... It wins the mirror, any control-matchup, combo, and even zoo after you have handled the first turn drop after boarding (or forced it preboard) - in WHICH way should the zendikon help in problematic MU's like fast zoo / merfolk? Against zoo, the 2/2 doesn't handle anything except goblin guide...
I have some questions for you DreadStill people:
- If you are opposed to the G splash in the UR build, why is that?
- Do you think it is better to stay with the tempo-ish strategy and not play maindeck "bombs" like Sower of Temptation and Crucible of Worlds, but play cards like Spell Snare and Fire/Ice instead?
- 2, 3 or 4 maindeck Dreadnoughts?
- What is the sideboard plan against Merfolk and Goblins? Do you take out all CBs and Standstills or do you keep some in and hope to avoid Vial?
In my opinion there is just no reason for playing G - what you get for adding this colout exactly? Krosan Grips in the SB are the only Card that i would splash in G and you can shut down flyers with ur Firespout. For Tarmogoyf - you just trade the 4. dreadnought, the 2. trickbind and 2 more good cards (trinket mage + ... ) for a vanilla creature that is just inferior to dreadnought (and NO, Tarmogoyf does not win against merfolk - you just win there with a fast nought preboard) - the only reason for this guy is his cc of 2. Therefore you cripple ur manabase and trade good basics vs more duals...
For the crucible - i did cut it from the main, since it is much too often a dead card in your opening hand, but it is still worth 1 SB-slot. Sower of temptation is a playable card but for 4 mana a creature that can be shut down by nearly every removal sounds not too good for me...
4 Dreadnoughts for me, no discussion. Of course there are many MU's, where u board 1, 2 or even 3 out and play the heavy controldeck, but that's postboard. Preboard the nought wins just too many games alone not to play the playset.
Against merfolk you side out all Standstills, since he has manlands and wastelands too (AND die annoying vial). Against Goblins i would let atleast 2 standstills in the deck, since he has no manlands and no counters - a forced vial + following standstill wins in most of the cases.
I'm not opposed to the green splash at all. I do think the Ur version is more consistent and does what Dreadstill does better than Ugr but I also recognize that Ugr has more power in it and is more capable of just grabbing the game and running away with it.
Two things I prefer in Ur are the more stable manabase with enough islands to make Wasteland and opposing Stifles a nuisance instead of a real problem and the ability to run 11 counters, versus the 10 or even 9 that the Ugr list runs most of the time. When you see the Ugr list at 10 you often see them at 20 land or some other card-cutting maneuver to get there.
I guess what it comes down to is that the Ur list is really MUC that works in game 1 and that somehow has got just the right feel to it.
Rood, I really love the monoblue list that you posted in the OP. Whatever happened to that monoblue list. Do you no longer think it's viable? Why choose between counterbalance and wind zendikon at all. Why not go back to monoblue lists? The green splash was largely because the deck was light on threats. Between Sower of Temptation, Vendillion Clique and Wind Zendikon, the deck is no longer light on threats.
So why not cut the Goyfs and put Countertop back in. Maybe only splash red (no green) and MD Firespout since all those creatures even Wind Zendikon, fly.
Alternatively, I like the idea of maindecking Back to Basics since it's so strong against the meta. Does this mean cutting Factories and Standstill (and probably Wind Zendikon). Even if so, it might be worth it. We can instead up the cantrip and countermagic count. Spell Pierce, Spell Snare and even Dispel are all very solid cards.
Does anyone else here notice how bad Standstill is against Merfolk, Zoo and this current meta in general? In the meta with Zoo and Merfolk, Standstill seems like a very big liability. Countertop serves a similar role. And by going monoblue, not only do you get the excellent B2B, you also dodge all the Wasteland and Stifles every deck plays these days. Though this would mean the deck would need to change it's name from Dreadstill to Dreadtop.
Just some ideas I had. Don't be too harsh.
Yeah you can cut Goyfs and go strickly mono-U with Zendikon although I haven't tested that version yet. As far as my Ur build goes that's my current build I play normally yes. Believe it or not B2B actually isn't that great against the meta at all right now. Merfolk basically ignores it...and Zoo not only runs alot of basics but can also just have a Quasali waiting on it. Not to mention decks like Storm...Dreamhalls combo ignore it as well. Standstill still is extremely solid for me in testing...I admit it's garbage against Merfolk but even against Zoo it can have its usages. Standstill still hoses down alot of the decks we must remember not everyone is playing Merfolk and Zoo..Lol. The meta is still very much a diverse meta and we still need that powerhouse draw engine to obtain against the random field.
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