Thought I would pose this question to the thread:
What environment is Dreadstill well positioned in and what environments should it not be run?
I found it as a great alternative to playing Survival. I don't like it when there is a tone of Zoo as Pridemage and Grip together are a beating.
Calls for banning are almost always the scrubs way out. Real men view a challenge as something to overcome, a puzzle to solve, an opportunity to be had, and the source of evolution.
I have to Agree goblins will actually like you to land peacekeeper. This way it simply gets a big ass manabase online and alot of pressure simply to have 4 gempalm 2 siege gang X weirding X bounce goblin or 4 matron to search for it. Simply overrunning it.
Against Rock, Force lets you decide what cards to keep. Jace and top are your biggest friend. Forcing a knight of the reliquary is huge.
I don't think I've ever boarded out Force no matter what the circumstances are, lol. General rule for most sideboarding options are
-1 Dreadnought
-1 Trickbind
-1/2 Daze
-1 EE(sometimes)
-1 Counterbalance
-1 Standstill
Against Combo, Dreadnought pretty much blows. I normally leave 2 in max here.
Aggro like Merfolk or Goblins are Nought fodder. Never board any out.
Control matchups generally it changes depending but -1 Nought is normally always my first approach at the very least. Dazes can be terribad here too.
I know most of the consensus on here is Uwb (Confidant/Swords/Jace) or Ur (rodney.dec). Was Ug tried and tested much? I am keen to test it after running Ur and for whatever reason, failing with it. Logic is follows:
-Goyf gives a 2nd win condition as well as stalling the ground for plan A
-Krosan Grip & Trygon Predator from SB help with things that gave me major problems: Chalice @ 1, Trinisphere, Humility/Moat, Blood Moon, opposing Counterbalance
Goyf is just so powerful, especially in/vs this deck that has an artifact/creature. I've faced down a number of thoughtseize.dec's and when they take your Dreadnought, Goyf will be 5/6.
Anyways any advice for those that have tested it appreciated.
Only the heroic and the mad follow mountain goat trails.
Hello,
this is my actual list and I would like to hear your opinion:
4 fow
4 bs
4 stifle
4 spell snare
4 daze
4 phyrex d nought
4 dark confident
3 trinket mage
3 sdt
3 cb
2 trickbind
1 ee
4 mishra
3 waste
6 fetch
3 u sea
2 volcanic
2 island
SB
3 lighning bolt
3 submerge
1 reb
1 pyroblast
1 tormod
2 relic
2 firespout
2 perish
Okidoki:
I play 20 lands because of 4daze,
4 snares because i hate to lose against tarmogoyf.
dark confident because he gets the swords and there is too much merfolk and goblins, so standstill is not that strong (thats also the reason why 3 cb and not 4) atm, and I like it to have an additional blocker/attacker.
firespout, rebs, perish, bolts are clear.
submerge: i love this card, it gets rid of all the cards from new horizones
2 relic because in my meta are a lot of canadian *****, and relic is a bomb against them!
i have no spell pierce in sb because in those matchups where u board them in the mu is good anyways.
no ee in sb because there were only few games in all the time i played this deck where i needed a second one
has anyone experience with mind harness in the sb? this would be my alternative to submerge.
what do u think about my list?
Ugr was my speciality for a long time:
This is the stock list:
Lands:21
3 Polluted Delta
3 Flooded Strand
3 Volcanic Island
3 Tropical Island
3 Mishra's Factory
3 Wasteland
3 Island
Creatures:9
4 Tarmogoyf
3 Phryexian Dreadnought
2 Trinket Mage
Noncreature Spells:30
4 Force of Will
4 Brainstorm
4 Stifle
3 Counterbalance
3 Sensei's Divining Top
3 Spell Snare
3 Standstill
2 Daze
2 Jace the Mind Sculptor
1 Engineered Explosives
1 Trickbind
Sideboard:15
3 Spell Pierce
3 Firespout
2 Krosan Grip
1 Red Elemental Blast
1 Pyroblast
1 Tormod's Crypt
1 Relic of Progenitus
1 Submerge
1 Crucible of Worlds
1 Blue Elemental Blast
Pretty same as my list, but for UGR i found predict as lot better, with UR standstill is fine where for UGR we can reduce/cut mishras factory for a better manabase. Also we can play tarmogoyf/trinket mage and stuff a bit faster without locking the game up with standstill.
I also like the way predict can digg through our own or either the opponents library with jace.
I play following list but don't have a full sideboard atm...
4 Tarmogoyf
2 Phyrexian Dreadnought
3 Trinket Mage
2 Jace Mindsculptor
4 Stifle
4 Force of Will
4 Spell Snare
3 Counterbalance
2 Senseis top
2 Engineered explosives
3 Predict
4 Brainstorm
3 Boomerang
4 Wasteland
4 Polluted delta
2 Scalding tarn
2 Volcanic island
3 Tropical island
1 Academy ruins
4 Island
The way to go with Wasteland/Crucible (board) always helped me against Countertop or other control matchups also i only play 2 Noughts since Jace/Tarmogoyf can win for their own. Boomerang is not only an eyecatcher it deals at least for a short time with nearly every creature, can also bounce planeswalker own permanents or lands what really works beside stife and wastelands.
For aggro matchups like zoo/goblins/merfolk i board in 4 lightning bolts, 3 firespouts.
Just a question for JV and Tanglewire: how have you found Jace 2.0?
When I tried him in a UWr list, he seemed a bit clunky and I'm not sure about what to cut from the UR list for him. I felt that Jace 2.0 would only be cast when I had control through countertop...and at that point, I could just win through Mishra's beats or a Dread combo - (ie. Jace 2.0 was winmore).
So why Jace 2.0? He's slow and not synergistic with the combo part as he does not provide dread with protection (not a counter). He is great for control but he clogs up your hand at times with a CC of 4.
You need Jace to win after you've resolved Peacekeeper. I have also been pretty happy with him as a card overall.
Remember that this is not a combo deck. It is a control deck that happens to have a combo deck. Dreadnought is a great card, but this deck is not built around him.
Since I asked about UG(r) I thought I'd post my list for critique. Couple of words about the card choices I didn't see above:
-Pithing Needle: Useful against planeswalkers, Pridemage, Deed, Maze of Ith, Aether Vial -> cards that are a pain in my side. Also since adding Goyf I found EE less useful.
-Vendilion Clique: I used to run two copies but shaved one to make room for Jace. Just a great card able to rob opponents of answers/threats.
-I dont like Standstill in my meta as there is lots of vial aggro where its more trouble than its worth. I wouldn't mind some number of Daze, however I can't have everything ><
// Lands
4 [TE] Wasteland
6 [MI] Island (1)
1 [B] Volcanic Island
1 [ON] Flooded Strand
2 [ZEN] Misty Rainforest
4 [U] Tropical Island
2 [ZEN] Scalding Tarn
1 [ON] Polluted Delta
// Creatures
3 [FD] Trinket Mage
3 [MI] Phyrexian Dreadnought
1 [MOR] Vendilion Clique
4 [FUT] Tarmogoyf
// Spells
4 [AL] Force of Will
3 [CHK] Sensei's Divining Top
1 [FD] Engineered Explosives
4 [DIS] Spell Snare
4 [IA] Brainstorm
3 [CS] Counterbalance
2 [TSP] Trickbind
4 [SC] Stifle
1 [M10] Pithing Needle
2 [WWK] Jace, the Mind Sculptor
// Sideboard
SB: 3 [TSP] Krosan Grip
SB: 2 [DIS] Trygon Predator
SB: 3 [ZEN] Spell Pierce
SB: 2 [SHM] Firespout
SB: 3 [TSB] Tormod's Crypt
SB: 1 [IA] Pyroblast
SB: 1 [R] Red Elemental Blast
Only the heroic and the mad follow mountain goat trails.
i also agree that standstill is bad in this metagame,while yes it has it's broken moments it is a liability when the top deck's are vial deck's.
http://www.starcitygames.com/magic/l...h_Team_RD.html
After reading this article, what are your thoughts on the MD needle to combat vial?
Also why the shift away from the traditional UR dreadstill and what would be the advantages of UBW dreadstill? It seems to be commonly accepted that the UBW dreadstill is more flexible for a varied metagame but why?
Unconditional spot removal and SBed Peacekeepers against decks without/little removal such as Merfolk. Dark Confidant as a secondary draw engine and making your opponenet make very difficult choices: Do I save my Path for Bob or Nought?! SBed Perish and Eplague take care of the rest of the aggro strategies.
Also have a 3rd color allow you to EE for 3 which is not insignifcant.
Thanks, that makes a lot of sense. The Dark Confidant and STP argument seem logical and correct. But what about the inclusion of Vindicate? Should it have been included...maybe cut a Peacekeeper for Vindicate? Or swap a Trinket Mage (3 seems a bit excessive) for a Vindicate?
Also running less than 4 noughts seems....strange. I just have many questions about card choices so that I can develop my understanding of this deck
3 Noughts has been perfect for me, and I often side 1 or 2 out against control etc. It is the worst card in the deck without a Stifle/Trickbind. I guess you could Swords it with its sacrifice trigger on the stack to gain 12 life in a pinch, but that is about it. The Trinket Mage obviously finds your Noughts as well. Vindicate seems unnecessary imo; it is too clunky for a blue based deck. Engineered Explosives should take care of troublesome permanents.
Vindicate is way too slow and too color intensive. EE, if played properly, will deal with most problems.
UBW Gives you Dark Confidant and Stp which turns most people who may not be familiar with this archtype onto it. I still personally believe red to be the dominant SB color for this deck and I'll probally never stray away from it. Red Elemental blast is as good as ever right now, especially since CB just won a major tournament this past weekend.
But Roodney, what would be your argument for REB over STP and Dark Confidant in Dreadstill? Why does REB fit the dreadstill strategy more than those cards in the UWB version?
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