True, I'm sure there's been a lot of testing by people whom have played the deck more than me. So I'm just bouncing around the idea as I saw it in a list. Does anyone here run Enlightened Tutor for the sake of speed? I mean, going off potentially second turn rather than fourth does seem appealing, no? and if no, why not (other than CA)? Any testing been done with a white splash?
So I can't believe Jace hasn't been brought up yet, but I am testing it now and it seems fairly promising. I am running this:
21 Lands, 4 Island, 2 Volc, 3 Factory
4 Goyf
3 Trinket Mage
1 Nought
2 Jace, the Mindsculptor
4 Brainstorm
3 Standstill
3 Top
3 CB
4 Stifle
3 Spell Snare
3 Daze
4 FoW
2 EE
SB-
4 Spell Pierce
3 Lightning Bolt
3 Firespout
3 Tormod's Crypt
2 Krosan Grip
Jace seems theoretically pretty good. He is a lot like Sower, but doesn't die to any removal that hits Dreadnoughts or Goyfs. He is catch all against problems like Tombstalker, Elsepeth tokens, and Iona, as well as being fairly solid against Aggro. It wins games like Sower, but doesn't die to much.
Seems like an interesting build. Missing some of the "oops I win" factor that gives Dreadstill the dread factor for opponents, but it's a solid looking list. I'm assuming the manabase is 6 fetches, 3 trops, 2 volc, 4 islands, 3 mishra's and 3 wastes? You gotta have the wastes if you're playing 3 standstill.
I will be packing 4 of these in my sideboard. This counters Swords to Plowshares, Path to Exile, Qasali Pridemage, Stingscourger, Snuff Out, Echoing Truth, Submerge, and of course Shatter, FOR 0 MANA. 0. You can handle all the cards that have been hating on Dreadnought (besides Krosan Grip) for free. For this deck most of the time you are aiming for something like Dreadnought with Force backup for Plow to take down the game, and this card facilitates a lot more of that.Not of this World
Card type: Tribal Instant
Casting cost: 7
Card text: Counter target spell or ability that targets a permanent you control.
Not of This World costs 7 less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.
This is my current version of Dreadstill.
4 Dreadnought
4 Stifle
2 Trickbind
2 Trinket Mage
4 Standstill
4 Counterbalance
4 Brainstorm
3 Sensei's Top
4 Force of Will
4 Daze
4 Spell Pierce
4 Mishra's Factory
4 Wasteland
4 Island
2 Volcanic Island
7 Blue Fetch
4 Not of this World
3 Firespout
3 Tormod's Crypt
2 Pithing Needle
2 Echoing Truth
1 Engineered Explosives
If you havent cut Spell Snare for Spell Pierce by now I would highly recommend it. Spell Pierce better suits this deck because it protects Dreadnought from removal and countermagic. Besides Qasali Pridemage there are few relevant cards that Spell Snare hits and Pierce doesnt, in terms of Dreadnought.
info.ninja
Really liked the Not of this World ideia in SB , but about Spell Pierce I'm not very convinced, It counter's StP , PtE , EE and more things but the fact that Dreadstill can't deal with creatures(tarmogoyf,qasali) make me afraid of just running one way to deal with tarmogoyfs (counters) but I will test and see how it goes on.
Super Bizarros Team.
HUEHUEHUE BRBRBR. VIVA DILMA!!! EM NOME DE JESUS CRISTO!
Still working on building this; have almost all the cards now. Here's what I'll be running until I can afford the Dual Lands.
Creatures: 7
4x Trinket Mage
3x Phyrexian Dreadnought
Instants: 19
4x Force of will
3x Daze
3x Trickbind
4x Brainstorm
3x Stifle
2x Spell Snare
Sorceries: 2
2x Ponder
Enchantment/Artifact: 11
4x Counterbalance
4x Standstill
2x Sensei's Divining top
1x Engineered Explosives
Land: 21
6x Island
2x Mountain
4x Scalding Tarn
2x Flooded Strand
4x Mishra's Factory
3x Wasteland
I'm not sure if this has brought up yet, but with stronger and stronger showings for combo (the last SCG Open really had a lot of combo) which is zoo's worst enemy do you guys see Dreadstill coming back as near DTB any time soon or are all the bant decks packing QP still going to keep Mr. Nought down?
Actually the key to fix this is just playing Lightning Bolts in the SB.
As I have elaborated in another threads, Qasali Pridemage is by far not the problem of this deck as you have Forces, redundant Stifles, Spell Snares, in some cases Counterbalance sticks first, Dazes, etc. bla.
You have around 16 outs for a Qasali AFTER sticking a Nought to the board (4 Forces, 3 Spell Snare, 4 Daze, 5 other Stifles... yep, 16. And if you don#t count the Dazes, you still have 12 which si a fuckload).
The problem with Zoo is rather the huge amount of Turn 1 drops that can make your life harder. A 1st Turn Nacatl or Steppe Lynx can make your Standstills and Counterbalances suck in a blink of an eye since they are actually very situational cards. This is true for current metagame in general as decks as Gayfolk and Goblins play Aether Vial which is also a strong counterpart to Counterbalance.
And these 2 cards (Standstill and Counterbalance) are basically the cards that are supposed to compensate the cardisadvantage of Nought-Stifle. Zoo is basically so aggressive that it's nearly impossible for you to catch the right timing to land a Standstill or Balance. Well, except if you Force the 1st Turn drop and can land one of them, then it's quite okay I guess, but remember that Standstill just neuters the carddisadvantage and Counterbalance is blind on Turn 2.
Team SPOD
<Der_imaginäre_Freund> props:
Adan for being the NQG God (drawer)
I'm not concerned about QP , I just worry about Merfolks and Krosan Grip , with many combos and reanimator may be Merfolks will go up if people opt to not play zoo which is bad for dreadstill, Krosan Grip is a problem cause CB are popular and that is the real problem.I would like to play Dreadstill but my meta has many Krosan Grips + Merfolks.
Super Bizarros Team.
HUEHUEHUE BRBRBR. VIVA DILMA!!! EM NOME DE JESUS CRISTO!
Current list as of 5/4/10. I've been testing lately against Thopter Gifts and been doing quite well. Steam Vents are in for Volcanic Islands and Fault Line is in for Rolling Earthquake because I don't have them yet. As for Sowers main, I like to beat my opponent with their own creatures plus gives me a 4cc for Counterbalance and Misdirection is just another FoW, it was Mind Break Trap for a little while but Mind Break Trap seemed slow and one Pithing Needle main to stop annoying abilities.
creature [8]
3 Phyrexian Dreadnought
3 Trinket Mage
2 Sower of Temptation
instant [20]
4 Brainstorm
3 Daze
4 Force of Will
3 Spell Snare
4 Stifle
1 Trickbind
1 Misdirection
enchantment [7]
3 Counterbalance
4 Standstill
artifact [4]
1 Pithing Needle
1 Engineered Explosives
2 Sensei's Divining Top
land [21]
1 Academy Ruin's
1 Tropical Island
1 Flooded Strand
4 Island
4 Mishra's Factory
2 Misty Rainforest
2 Scalding Tarn
3 Steam Vents
3 Wasteland
60 cards
Sideboard:
2 Blue Elemental Blast
3 Lightning Bolt
3 Red Elemental Blast
2 Fault Line
2 Blood Moon
1 Crucible of Worlds
2 Relic of Progenitus
15 cards
Team Serious
Seriously...
Just a question:
Why do you still play Standstill? Over 50% of the actually played decks are Zoo, Merfolk, Goblins or Dredge - and you're slower. Why don't you cut it for something more useful against those decks?
The seven cardinal sins of Legacy:
1. Discuss the unbanning ofLand TaxEarthcraft.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).
Maybe it might help if I post the list I'm thinking of:
2 Phyrexian Dreadnought
3 Dark Confidant
2 Trinket Mage
4 Brainstorm
4 Force of Will
3 Snuff Out
4 Daze
4 Stifle
2 Enlightened Tutor
1 Trickbind
3 Counterbalance
3 Sensei's Divining Top
1 Engineered Explosives
(1 Oblivion Ring
1 Vedalken Shackles
1 Crucible of Worlds) or 3 Standstill
3 Flooded Strand
4 Polluted Delta
4 Wasteland
2 Tundra
4 Underground Sea
3 Mishra's Factory
1 Island
I'm still wondering why there is no relevant white/black splash? Top together with Confidant is just great and Snuff Out also to keep the mana open. Enlightened Tutor together with Top is a Tutor - and I like the sideboard possibilities with black and white like Thoughtseize, Perish/Engineered Plague, Jötun Grunt and Swords to Plowshares
Why would anybody deny themselves the chance to play with the red cards? I don't see a way to play Dreadstill without red. My list still looks very similar to Roodmistahs (maindeck two cards different(Edit: three cards)) from the opening post and I placed second at both the GP Lyon Legacy sidevent (144 players) and Bazaar of Moxen 4 (498 players). Report is going to follow some time this week, until then just this:
Ur Dreadstill has the best sideboard in the entire format.
Also note that nearly any big success of Dreadstill has to be accounted to the Ur list.
Edit: Report is online. Link
Last edited by Van Phanel; 05-19-2010 at 10:07 AM.
This is a list I have been testing lately. I know it doesn't look much like dreadstill but I didn't know where else to put it.
Main Deck
2 Polluted Delta
3 Underground Sea
2 Island
4 Wasteland
2 Misty Rainforest
4 Tropical Island
2 Flooded Strand
2 Scalding Tarn
4 Dark Confidant
4 Phyrexian Dreadnought
4 Tarmogoyf
4 Sylvan Safekeeper
4 AEther Vial
4 Stifle
3 Brainstorm
4 Trickbind
4 Force of Will
4 Daze
Sideboard
3 Tormod’s Crypt
3 Engineered Explosives
2 Spell Pierce
4 Krosan Grip
3 Faerie Macabre
Some Card Choices:
-Aether Vial allows you to spend mana else where while allowing your opponent to tap down and allowing you to vial in a dreadnought, or you can use it to vial in a dreadnought in response to another one to keep one in play.
-Dark Confidant is a great way to generate card draw and is also a magnet for removal leaving the more vicious creatures behind also vialing him in EOT almost guarantees at least one draw.
-Tarmogoyf–Why not?
-Sylvan Safekeeper is possibly the only debatable slot main board. He used to be Mother of Ruins but through some testing seemed to just work better and is the same color as Tarmogoyf which is kind of a benefit
-Stifle and Trickbind are both great cards, but why run all eight? Well because any extras can be used to attack mana bases and it ensures you always have one with a Dreadnought.
So what do you think?
3 Brainstorm and 4 Trickbind seem wrong imo, i would at least switch those numbers. Other than that, it seems some nice cards, but idk how well they preform together..
additional safekeepers seem redundant and all.. you dont even have Jitte or sth to make them at least a bit better.. and fitting the green color is like.. a bonus or what? I would rather play SSS instead of Safekeepersl and you kinda have Stifle effects to adress Quasalis. SSS pitches to FoW also and could carry some Jitte (you lack removal of some kind).
Otherwise, nice to see you innovate.
As mentioned above the Brainstorm-Trickbind swap seems obvious.
The Aether Vial is an interesting idea. I think that standstill works better with it than Bob and that could be another change.
To abuse it you should add more creatures though.
I've not played Dreadstill for a very long time and I like the direction you have taken with your sideboard.
Could I ask what sideboarding stratergies you took against the decks you played at BoM IV.
I'm also interested in whether you have tried the double Blood Moon in the sideboard. I think its great especially against a Lands.dec heavy meta which is what we seem to have in the UK (London) at the minute.
I did indeed play the 2 Blood Moon for some time and they're amazing against Tempo Thresh, Lands and less so against Landstill. However Lands is already favorable thanks to CB and graveyard removal and Landstill is also pretty winnable. Perish on the other hand solves the biggest problem of the deck: The inability to deal with most threats once they're resolved. Especially Knight of the Reliquary tends to be a problem, because he needs Relic + Bolt to be killed while Perish does the job on its own while taking other green creatures with it. Against Tempo-Thresh the Blood Moons are indeed a lot stronger. If your meta is lands-heavy, feel free to play Blood Moon.
I'm sorry but I won't give out my actual sideboard plans. As I plan to still play the deck for some time, I don't want opponents to know exactly how to board against me.
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