Good luck with your testing and let me know how it goes for you. I really enjoyed having the Spell Pierces main. I appreciate your sideboard suggestions and I'll take a look into that (along with actually getting some PoPs). I suppose you're right about the K-Grips however my meta's pretty diverse. In addition to combo and Lands we also have tribal aggro, zoo, countertop, along with some whacky stuff so that's why my SB is so diverse.
Needs moar Temporal Spring.
Can someone recommend a pretty standard list for both UG Thresh and Canadian Thresh? I'm picking up a set of Trops tomorrow so I might try out this deck and I need a place to start. I don't want to read through 65 pages of stuff.
Canadian Thresh:
4 Tropical Island
4 Volcanic Island
3 Flooded Strand
3 Polluted Delta
4 Wasteland
4 Nimble Mongoose
4 Tarmogoyf
4 Brainstorm
4 Ponder
4 Daze
4 Force of Will
4 Spell Snare
4 Stifle
4 Lightning Bolt
4 Fire / Ice
List is 58 cards. Two additions are some combination of Vendillion Clique, Rushing River, Wipe Away.
Some lists cut 1 Volc Island for a basic.
I've experimented cutting a Ponder and Fire//Ice for 2 Rushing River (having 2 Rushing River and 2 V. Clique in the deck)
Level 2 Judge
Owner, Tales of Adventure Comics and Games, Coopersburg, PA
Also, the primer mentions a black splash, is anyone having any success with that lately (ignoring the problem of obtaining Seas)?
General pros and cons to each build? I'm fearing that the primer is slightly out-of-date.
Well, you're in luck because this deck has evolved almost zero in the last 65 pages.
That list mchainmail posted is standard, and the two flex spots are as he mentioned. The only other possibility is substituting some or all of the Spell Snares for Spell Pierces. And I've seen some lists run only 3 Daze or 3 Fire Ice. But as far as I know, that's almost the extent of any common variation in the maindeck.
Edit: Plus whatever permutation of 6 blue fetchlands you feel like using.
I don't think the Vendilion Clique should even be an option at this point because it doesn't help you any if you have to deal with a permanent that I hit the table. I would go with the traditional 1/1 split of wipe away/rushing river.
You really don't have the option of playing with a basic land in this deck b/c you need to hit 3 colors and basics are just going to hurt you more than they will help.
This is an amazing deck with tournament results to back it up if its your style.
~Shriek~
Did a little testing yesterday. Don't have a board yet, but I went 2-1 against dredge, beat Zoo (Rushing River to bounce Goyf + Lavamancer when I'm at 2 and swing for the kill = clutch) and Goblins, and slaughtered a Standard deck (he scooped when I Stifled his Vengevine trigger...lol).
Also I don't have all the cards, missing 3 Volcs, 4 FOW, Stifle, Daze, Mongoose, 1 Wipe Away, but I like it so far. I'm running Spell Pierce since I have them instead of Snare, doesn't seem to make a big difference to me right now but my testing is minimal so who knows? It's fun so far.
A couple questions:
What does the board usually look like? Primer mentions running CounterTop, and I'd assume some amount of Grips or REBs or something, but I have no idea.
Also, a couple people have mentioned that it's terrible in the current meta. I have no information to support this or not, so what is the general consensus in this thread?
Out of curiousity has Treasure Hunt been considered in a builid with Terravore and lots of fetchlands/cyclting-lands. Off the top of my head it'd look something like this:
4 tarmgoyf
4 terravore
3 trygon predator
4 nimble mongoose
4 force of will
4 treasure hunt
3 daze
3 spell pierce
4 brainstorm
4 tropical island
4 misty rainforest
4 tranquil thicket
4 lonely sandbar
4 polluted delta
4 wasteland
3 island
1 forest
Its alot of deck space to commit to the draw engine, but the benefits of building up the GY and card-selection would seem to go a long way.
Like I said, I'm mainly just curious if its been considered,
-Mono
Last edited by Mono_Thematic; 05-12-2010 at 01:29 PM.
Yes, although it was quite a time ago: http://www.deckcheck.net/deck.php?id=28393
The main advantage of this build is simple: Dark Confidant.
For some of you who might have played Red Tempo Thresh as much as I have, you might noticed that this deck can go out of gas in some cases. Also, a bad draw causes massive issues to time your spells correctly from then on.
I also sometimes hated the deck becaus eI was able to screw my opponent to oblivion but then draw 2 land in a row, giving the opponent the opportunity to topdeck himself back into the game and wrecking me with a Goyf or something.
Dark Confidant fixes that. Simply because he provides a huge amount of gas and functions as creature number 9-12 which can also apply some pressure.
But my sideboard sucks. i sleeved the deck up 5 minutes before the tournament because I didn't want to play Counterbalance-Thresh (and also to rebel against Clemens who didn't believe that UGb Tempo is pretty potent).
I'd play 3 GY hate (Crypt, Xtirpate), the 3rd Explosive, 3-4 Spell Pierces, 2 Krosan Grips, Blueblasts and something else.
UGb is also a bit more resilient against random shit, but I have never played Gayfolk or Zoo with it. Gayfolk should be okay if you can resolve DConfidant, but I have absolutely no idea about Zoo, Dark Confidant is a two-sided sword here, but he's actually good for you. On the other hand, his lifespan against Zoo is like... 2 seconds or something.
Team SPOD
<Der_imaginäre_Freund> props:
Adan for being the NQG God (drawer)
With those Diabolic Edicts, and early counters, it seems like It would be a pretty decent match-up against zoo, especially after sideboard.
http://www.deckcheck.net/list.php?ty...&format=Legacy
Your argument is invalid.
Team SPOD
<Der_imaginäre_Freund> props:
Adan for being the NQG God (drawer)
The form of land destruction that Tempo Thresh packs can be done as early as turn 1. Plus you can develop a board position with very little mana while keeping them from developing their own mana base or board. Before they know it, you've run them out of gas, but you still have a 3/3 Shrouded Mongoose who will ride to victory unless they can do something about it.
But that's an ideal situation.
There aren't really any decks that come to mind that cripple opponents by just destroying lands. But yeah, crippling a resource can be seen as control. Those BW Confidant (and I guess Eva Green now) decks ran hand and land destruction.
Both decks are different, but try to disrupt the early turns to get ahead.
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