I've picked up for of them just to have a try, but I haven't found time to test them properly.
They look pretty powerfull and fit into the general strategy because of protecting nought. However they are a terrible topdeck when you are in need of something resolutive or simply in absence of nought on the table.
Actually my question is: is it worth taking the risk of a bad topdeck?
It looks like the danger of cool things.
Counterbalance already protects Phyrexian Dreadnought. Adding in another card just to protect him, and that has no other valid purpose in the deck, is a mistake. The one situation where it's good is the turn 2 nought and you win the vast majority of those games anyway.
Perish might just be in the top 5 best cards in the format right now. This deck is not dead.
I went 4-0 in my local tournament(Magic Corner; Vienna, Austria this weekend 8-0 in games. I played Van Phanel's list with the following changes:
-1 Dreadnought
-1 Trickbind
-1 Island
+2 Grim Lavamancer
+1 Volcanic Island
I played against:
Dragon Stompy
Dredge
Bant+NoPro
Ubrg Painter/Grind
I definitely got a bit lucky as my opponents seemed to have bad draws all day long. The Grim's caused havoc all day shooting Magus of the Moon, Ichorid's, QP's, Hierarchs, Bob's and Trinket Mages.
IMO Lavamancers may again make Dreadstill very relevant.
Mind posting a full list? I am very interested in the style of this deck. Turning that 12/12 and trampling over basicly anything they can try and put in front of it seems very fun. I was thinking about main deck firespout as i expected alot of aggro in my meta.
Also is this deck still as strong to play? Before standstill was a auto 4x of now it doesnt seem to be as played?
@kingsey:
Welcome to the source.
http://www.mtgthesource.com/forums/s...azaar-of-Moxen
The deck has game but I wouldn't go out of my way to build it, unless you really like it. I think there are more powerful and/or cheaper decks out there that put up as good or better numbers.
Maindecked firespout is actually pretty sexy I messed with main decking it for a while it was pretty good. This deck is still very strong only expensive :P. Standstill is still a auto 4x include in this deck the card is still nutty.
Here's my list for reference:
// Lands
2 [ZEN] Misty Rainforest
4 [AQ] Mishra's Factory (4)
3 [TE] Wasteland
5 [7E] Island (2)
1 [A] Tropical Island
2 [ZEN] Scalding Tarn
2 [ON] Polluted Delta
2 [U] Volcanic Island
// Creatures
4 [MI] Phyrexian Dreadnought
3 [FD] Trinket Mage
// Spells
2 [FD] Engineered Explosives
3 [DIS] Spell Snare
4 [DD2] Daze
2 [TSP] Trickbind
4 [AL] Force of Will
4 [CST] Brainstorm
4 [SC] Stifle
3 [CS] Counterbalance
2 [CHK] Sensei's Divining Top
4 [OD] Standstill
// Sideboard
SB: 1 [FD] Engineered Explosives
SB: 1 [FD] Crucible of Worlds
SB: 3 [A] Blue Elemental Blast
SB: 2 [SHM] Firespout
SB: 3 [U] Red Elemental Blast
SB: 1 [ALA] Relic of Progenitus
SB: 1 [TSB] Tormod's Crypt
SB: 3 [ZEN] Spell Pierce
With the new outbreak of Perish maybe go -1 Trop +1 U-Sea
-1 Spell Pierce -1 BEB +2 Perish in board
@Rood
I like your list , it is very similar to mine but my meta has A LOT of KGrips so I just stopped playing dreadstill because I could not find a eficient way to deal with Kgrip, do you have any suggestion?I really like this deck and got some good results with it in the past but now I just can't trust on it for long tornaments.
Super Bizarros Team.
HUEHUEHUE BRBRBR. VIVA DILMA!!! EM NOME DE JESUS CRISTO!
KGrip is one of the first things when playing Dreadstill you must address. It still is...and always will be top of cards to look out for when playing Dreadstill. Efficient ways to deal with Kgrip for me I can normally bait them out with a key card they must deal with like a Counterbalance. Sometimes you really have to try to deny them their green mana source to cut them off from being able to access Grip via Wastelands/Stifles. If you're having trouble playing around Grip I'd suggest possible running Ugr GoyfDreadstill. Still a very potent deck, and must easier to play around Kgrip then Ur.
.
Last edited by cjva; 05-28-2010 at 12:41 PM. Reason: 2xpost
Went 4-1 in a local tournament with 20-ish participants this week.
List for reference:
1 Tropical Island
3 Volcanic Island
3 Wasteland
4 Mishras Factory
4 Island
6 Fetch
1 Engineered Explosives
4 Phyreixan Dreadnaought
3 Trinket Mage
1 Vendilion Clique
4 Brainstorm
3 Sensei's Divining Top
4 Stifle
1 Trickbind
3 Spell Snare
3 Daze
4 Force of Will
3 Counterbalance
4 Standstill
1 Jace, the Mind Sculptor
SB:
2 Firespout
1 Engineered Explosives
2 Relic of Progenitus
1 Tormods Crypt
3 Lightning Bolt
3 Red Elemental Blast
1 Crucible of Worlds
2 Blood Moon
R1: Merfolk 2-1. He won the first rather easy. (vial and lords ftw) the Two games that followed was in my favor thanks to 3 Reb, 3 Bolts, 2 Firespout. Took out Standstill and counterbalance and jace.
R2: Merfolk again 2-0. This time around I won on a mind game. The tells from his parts where obvious and he was a bit insecure on the rule parts so I explained to him that it was fully legal to use the stifle he had in hand to counter the EE activation. (he had Lord, a couple of silvergills and a mutavault in play. I had nought 2 mishra and an EE on 2. Second game he keept a bad hand i guess, so i just ran over him with the same boarding as above.
R3: Sneak Attack 2-1. He ran a dragon stompy shell, he won the first game easy, turning Dragon Tyrrant sideways with mana to pump is good. Second game i won rather tight with him having Challice on 1 and 2 in play. Mishra beatdown ftw. Third game I won a rather tight one as well. The only thing that made me win was Trickbinding Akroma, Angel of Furys pump ability.
R4: Threashold. 2-0. Nothing in particular. I won first rather easy, second game he brings in Krosan, and I wastelock him with my sb crucible of worlds.
R5: Iona Survival. 0-2. He runs me over in the first game, seing him only having non-basics in play game 1, I board in Blood Moon. Next game he fetch for basics instead. The games went back and forward, but he had the upper hand all the time.
Ahh well. €15 in store credit for a second place.
Last edited by cjva; 05-28-2010 at 12:37 PM. Reason: Editet in the decklist.
Played a 4-round tourney on saturday. 20-ish people.
1st round against Mono B Aggro: First game I play it safe in fear of removal, which he had alot. Top-Balance handless all of his removal and Nought gets the job done. I did not see any creatures so I assume he has something like Tombstalker or what ever so I don't side bolts or firespouts or EE:s... Next game he starts with two Bitter blossoms which I EE away. Next comes 2x Hypnotic Specter and I can't really do anything anymore. In comes all the hate and I win easily the third game. (2-1)
2nd round Against RW Aggro: Again I play it defensive and stabilize on low life. Nought on the table and the game finishes quickly for me. For the whole game I thought it was Zoo and that he was color skrewed out of green (I stifled most of his fetches). Nice reads today. I side in all the hate and play it safe in fear of Pridemage and Krosan Grip. Finally he plays Duergar Hedgemage and I realize that he doesn't even have green...lolled for myself. I play around Price of Progress but forget that he also has Goblin Guide. Stupid all in attack and the second game end in draw after PoP. Third game starts again slowly but he eats away my life total with creatures and burn. I stabilize on 2 life and time is called. On the second extra turn he casts Sulfuric Vortex. Top finds me 2 Stifles to survive and take home the 1-0. Should have been easier, I quess I was already tired. (1-0-2)
3rd round against Aggro Loam: He opens both game with the nuts of 2x Mox Diamond, lands, loam and something... nice games. I still put up a fight with Balance and Nought. We had a conversation earlier about whose creatures are bigger...now I know. They are pretty much equal as Dreadnought traded with his 12/12 Crusher :) could have won this one if he had not drawn those god hands. (0-2)
4th round against Zoo: a real Zoo this time. Finally I win the dice and see a hand of 2 stifle, 2 Dreadnought, 2 Land and a Trickbind. I stifle his first turn fetch and next turn play stifle-nought. He has Pridemage but not enough time to cast an activate :) Next game would have been tough but he kind of brainfarts me the win. I have a blind Balance and a Nought in play, he plays EE with three mana, naming that he uses 1 green and 2 red. I can't really allow him to take it back after he realizes his mistake. Nought gets the job done 2 turns after. (2-0)
5th round against Hexmage Depths: Had not played against this deck before so I decided to be cautious again. That seemed to be a mistake as a quick Nought would have won me the game. I did not know that the deck runs exactly zero removal. He wins the long game but I have pretty good sideboar cards against him too so I'm confident. I resolve top-balance but can't seem to get Nought through his counterwall. I stabilize with mages and factories and lay down a Standstill. He has 2 confidants which he can't attack with cause I'm threatening lethal damage on the board. His confidant's kill him eventually. We have only 5 minutes left so we decide to end it in a draw. If there were more time, I could have won this match...didn't feel like it was hard or something. (1-1)
So 3-1-1 overal. If I had won the last match I would have participated on the tiebraker lottery for the first place. But 4th place is fine by me. It was really nice to play this after a long time. I had the feeling that this was coming back :) The only match I don't feel too comfortable playing against is the Reanimator but I managed to dodge it. I like the sideboard as it is but it doesn't have much hate agains ReAnimator.
4 Trinket Mage
3 Dreadnought
4 FoW
4 Brainstorm
3 Daze
4 Spell Snare
4 Stifle
2 Trickbind
4 Standstill
3 Counterbalance
3 SDT
1 EE
4 Factory
4 Island
3 Volcanic Island
3 Scalding Tarn
3 Flooded Strand
3 Wasteland
1 Tropical Island
SB:
3 Pyroblast
3 Lightning Bolt
3 Firespout
3 Relic of Progenitus
1 Crucible of Worlds
1 Pithing Needle
1 EE
just a few minor preference changes to the stock list. I was really satisfied with all of the changes.
Reanimator is not that bad. Their manabase is very weak and CounterTop stops them. If you have a Dreadnought, counter Entomb, because Blazing Archon is their only creature that stops our 12/12. Postboard make sure you have a Blast for their Show and tell and you should be fine as long as you don't fall victim to Null Rod.
If there's any dredge in your meta, I'd strongly suggest splitting the grave-hate into 2 Relic and 1 Tormod's Crypt. The possibility to go turn 3 Trinket Mage -> Crypt is really important in that matchup and the split also helps against possible Needles from Reanimator.just a few minor preference changes to the stock list. I was really satisfied with all of the changes.
Agree with what Van Phanel says.
Re dredge: The times I'v played against dredge with dreadstill I have never encountered any problem, and most of the time I just win on the back of naught, EE and no gy-hate. Are my opponents bad or are there a general consensus about dredge to be a very good mu?
btw Van Phanel, and it I might be a bit off topic. I dont like your new slogan. =/
The problem with dredge is that it is extremely inconsistent. Likely your opponents just had bad draws. Just recently I lost a game1 against Dredge despite him mulliganing to four and me having Force of Will and Daze. The problem is that we can't always play an early Dreadnought and even if we can it's likely not enough unless we have something else going on. I find that generally one graveyardremoval is enough as long as we are able to kill their enablers (Tribe and PImp), but I haven't won a game without graveyard removal in tournament play so far.
I know and I really hope for a chance to change it back but I don't see that happening without Frantic search in the formatbtw Van Phanel, and it I might be a bit off topic. I dont like your new slogan. =/![]()
maybe it just against me but I have seen it happen way too many times that the reanimator player casts Entomb with FoW AND Daze back up and exhumes or animates something next turn. There is just nothing you can do to that, be it Archon or Iona. They also have the possibility of going mystical tutor for the missing piece and still doing it on second turn... Counterbalance is nowhere near fast enough, if you are on the draw (maybe I have to start to practise throwing a dice...). Stifle on their fetch seems good though, if they happen to have it as their first (and probably only) land. I don't know if the reanimator decks are too well developed around where you are playing, but here they are a real bully. (voting for the banning of entomb again) Faerie Macabre would be great but I don't see any reason to break otherwise a very solid sideboard.
Agreed on the 1-off crypt. Just knew there were going to be aggro loam so relic seemed better, didn't saw any of them in the match though. And I would have been boarding 2 blood moons too, but I knew there was not going to be Lands or anything like that.
On dredge... don't know. I usually too win on the back of a nought and 1 or 2 counters... Graveyard hate just seems like an extra proof of winning the match but it is not THAT important imo...Ok, Dredge can go for turn 1-3 win if they get really lucky but that just happens. I quess the dredge players at your tourneys are as lucky as reanimator players at mine :D
Faerie Macabre wrecks Reanimator's plans. It's a bit more narrow than other graveyard hate, but if Reanimator is a big problem, consider using a couple of them in the board. I see you've considered them, but they really do work fantastically.
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