Page 133 of 239 FirstFirst ... 3383123129130131132133134135136137143183233 ... LastLast
Results 2,641 to 2,660 of 4766

Thread: [Deck] Dreadstill - Enter the Fist

  1. #2641

    Re: [Deck] Dreadstill - Enter the Fist

    Hello all

    What are some cards that can wreck the Uwb version? Are there particular colors or strategies that it has a very hard time against?

    Specifically vs. white?

  2. #2642
    Member
    keys's Avatar
    Join Date

    Nov 2006
    Location

    London
    Posts

    1,053

    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by Roodmistah View Post
    Red Elemental blast is as good as ever right now, especially since CB just won a major tournament this past weekend.
    As good as REB is, Spell Pierce is a fine substitute in every matchup except Merfolk. It's also more useful against Stax, Enchantress, Dragon Stompy, and, if it becomes a DTB, MUD.

    Of course you could argue that the two spells really don't share the same role, since most people sideboard both if possible. But we're not relying as much on REB in control mirrors anymore.

  3. #2643

    Re: [Deck] Dreadstill - Enter the Fist

    Once again did some testing and found that swords in the UBW version wasn't necessary. So I went for a UB version similar to Roodney's original UR version but swapped for Black. List is below:

    4 Phyrexian Dreadnought
    3 Dark Confidant
    3 Trinket Mage

    4 Stifle
    3 Counterbalance
    2 Sensei's Divining Top
    3 Standstill
    1 Engineered Explosives
    4 Brainstorm
    4 Force of Will
    3 Spell Snare
    3 Daze
    2 Trickbind


    2 Misty Rainforest
    4 Flooded Strand
    4 Mishra's Factory
    3 Wasteland
    2 Underground Sea
    1 Volcanic Island
    5 Island

    Sideboard:
    1 Engineered Explosives --> for tribal/general
    1 Crucible of Worlds --> control matchups
    1 Relic of Progenitus
    1 Tormod's Crypt
    3 Spell Pierce --> Combo/control/blue
    3 Snuff Out --> Spot removal against tribal/aggro (not sure if necessary)
    3 Perish --> Green and Taxes, Elves, Bant, Zoo, aggro
    2 Firespout --> Tribal

    Would the firespouts still work with the singleton Volcanic Island? Any problems with the deck? I noted that earlier in the thread people said that trinket mage and Dark confidants should not co-exist - why?

  4. #2644
    Member
    keys's Avatar
    Join Date

    Nov 2006
    Location

    London
    Posts

    1,053

    Re: [Deck] Dreadstill - Enter the Fist

    If you're gonna play Red, might as well play with a couple Blasts. Also, Go For The Throat or Smother seems a lot better here than Snuff Out.

  5. #2645

    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by keys View Post
    Go For The Throat or Smother seems a lot better here than Snuff Out.
    Indeed. Go fot the Throat has been nothing short of awesome for me.

  6. #2646
    Salt of the earth

    Join Date

    May 2009
    Location

    Canada
    Posts

    4,685

    Re: [Deck] Dreadstill - Enter the Fist

    Well, the real down-side with Go for The Throat here is you can't kill your opponent's Dreadnought *sarcasm*

    Go for the Throat replaces Doom Blade. Too bad its art is just okay.

    I think you need to run 2 Volcs even with 2 Firespouts. You don't want to have to play one one early on and get it wasted and not have an out. Also, play REB if you're running Red. Right now I'm running UBr and my board is:

    3 Open (3 Extirpate, 2 Perish 1 Needle, whatever I need).
    3 Firespout (tribal)
    3 REB (Jace, Counterbalance, Merfolk, etc.)
    3 Spell Pierce (Combo, Counterbalance mirror, Stax, etc.)
    1 Tormod's Crypt
    1 Nihil Spellbomb
    1 Pithing Needle

    So far, it's worked out quite well.

    -Matt

  7. #2647
    Worldslayer
    Rood's Avatar
    Join Date

    Dec 2005
    Location

    MA
    Posts

    1,033

    Re: [Deck] Dreadstill - Enter the Fist

    Alright I'm open to hear your guys' opinions in what you feel would fit the best for a Ur sideboard in this meta considering I'm going to a tournament this Saturday. I think I'm just about sold on Hurkyl's Recall, but is Null Rod just strait up stronger here? Let me know what you guys think I'm curious to hear. I know I expect to face a bit of Merfolk and Goblins but generally those aren't matchups I'll be real scared to see. The true Affinity decks and uprising artifact decks are things I might try to prepare for. Countertop match should be good for us, since they now run a few deads cards maindeck and generally Ctop has always been favored for Dreadstill.
    UR Dreadstill creator and BRx WGD Combo Pioneer
    Quote Originally Posted by xsockmonkeyx View Post
    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
    Quote Originally Posted by Rabbi View Post
    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

  8. #2648
    Member
    TheSleeper's Avatar
    Join Date

    Apr 2010
    Location

    Himalayas
    Posts

    113

    Re: [Deck] Dreadstill - Enter the Fist

    Is Energy Flux better than Hurkyll's Recall?
    Only the heroic and the mad follow mountain goat trails.

  9. #2649

    Re: [Deck] Dreadstill - Enter the Fist

    Quote Originally Posted by TheSleeper View Post
    Is Energy Flux better than Hurkyll's Recall?
    No.
    I think I'm just about sold on Hurkyl's Recall, but is Null Rod just strait up stronger here?
    Shutting down the better half of your soft lock seems like a not-wonderful plan, but Null Rod is unreasonably powerful against a handful of up-and-comers like MUD and Affinity. I especially like it because it's something you want to see both early and late, where Recall isn't a card you want to open with. Recall seems especially mediocre against these Affinity decks that just drop their entire hand in one turn anyway and I feel like there must be better cards for dealing with the big robot decks, like Spierce, Needle and a bigger robot, all of which you already run.
    Great success!

  10. #2650
    Worldslayer
    Rood's Avatar
    Join Date

    Dec 2005
    Location

    MA
    Posts

    1,033

    Re: [Deck] Dreadstill - Enter the Fist

    I see where your going with them being able to drop their hand unreasonable fast and Recall may not do a whole lot depending on the circumstances. I'll probally go with Rack and Ruin if I don't go with Recall. For all you guys running Ugr it might be smart to start packing Seeds of Innocence somewhere in your SB. At least a couple.
    UR Dreadstill creator and BRx WGD Combo Pioneer
    Quote Originally Posted by xsockmonkeyx View Post
    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
    Quote Originally Posted by Rabbi View Post
    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

  11. #2651

    Re: [Deck] Dreadstill - Enter the Fist

    Null Rod would be a good idea. Why? Affinity/Kuldotha/artifact decks tend to be above the curve with their mana acceleration so the Countertop lock will not be as effective anyway. As such, the Counterbalance component can be sided out. Null Rod is a lot more devastating for them than to us despite the lack of synergy with Top.

    For Kuldotha decks: In my testing, spell pierces were incredibly useful in the early game countering early Grim Monoliths/acceleration but dead in the late game when their mana was abundant.

    Crucible was useful, especially when a Wastelock is set up as their lands are mostly Ancient Tombs/City of Traitors/etc. The problem was dealing with their fatties when they land.

  12. #2652

    Re: [Deck] Dreadstill - Enter the Fist

    HRecall and EFlux aren't as good against MUD due to Metalworker. Null Rod, as mentioned previously, is really good. I'd go with that. Other hate cards could be better depending on what you splash for, obviously.

  13. #2653

    Re: [Deck] Dreadstill - Enter the Fist

    I would definitely try out Meltdown against Affinity if you are splashing for red.

    Is it possible to get a decklist which has been tested thoroughly? I used to play the stock list URB with Perish in the SB, but this list lacks Jace, TMS.

  14. #2654

    Re: [Deck] Dreadstill - Enter the Fist

    Meltdown has the problem of being symmetrical. Dreadnought is likely more important in these matchups because of their natural strength against Legacy's blue decks: fast and easily able to overwhelm countermagic. I'd rather be able to cast my hate early even if it's less effective (or hurts me too) than try to race a Wurmcoil Engine to 7 mana. Maybe better against Affinity, yes, but sideboard hate should rarely if ever be used to attack only one deck.

    If you're going to pay the cmc of Rack and Ruin, why not Viashino Heretic instead? A little slow against Affinity maybe, but I'm not one to be packing Coffin Purge against Dredge. Cursed Totem has some applications as well even outside of big artifact decks (mainly those, though; shut off Welder, Forgemaster and Ravager). It seems like a strict downgrade from Null Rod, but at least you've got top online?
    Great success!

  15. #2655
    *** on TMD

    Join Date

    Nov 2005
    Location

    New England
    Posts

    80

    Re: [Deck] Dreadstill - Enter the Fist

    I believe that any affinity hate should also serve to handle those new Metalworker decks that are popping up. Decks that can easily assemble a Wurmcoil Engine by the second turn. And I do not believe that Meltdown will serve our needs. Instead, why not play Serenity? It destroys every artifact on the table, has value against Enchantress, and unlike most other solutions circumvents Goblin Welder by removing anything that he might weld out for the removed artifact. Short of that, Dust to Dust offers a solution that gets around Goblin Welder and handles Wurmcoil Engine without giving the opponent any tokens.

  16. #2656
    Member
    TheSleeper's Avatar
    Join Date

    Apr 2010
    Location

    Himalayas
    Posts

    113

    Re: [Deck] Dreadstill - Enter the Fist

    What about siding out SDT/CB for a mix of Null Rods & StP's? I suppose Sower on Wurmcoil would be pretty good too, although perhaps a little slow.
    Only the heroic and the mad follow mountain goat trails.

  17. #2657
    Worldslayer
    Rood's Avatar
    Join Date

    Dec 2005
    Location

    MA
    Posts

    1,033

    Re: [Deck] Dreadstill - Enter the Fist

    I think I might just try out 2 Huryl's Recall and 3 Swords in the board and see how that works out. Mass bounce and removal for other matchups too seems pretty good.

    Is Journey To nowhere worth considering since it handles Emrakul?
    UR Dreadstill creator and BRx WGD Combo Pioneer
    Quote Originally Posted by xsockmonkeyx View Post
    EDIT: and Roodmistah. If Dreadstill sucks then he's been mopping up the East Coast with a "crap" deck and making you all look bad.
    Quote Originally Posted by Rabbi View Post
    "Protection from player" is like a joke ability from Unglued. Ban this crap from legacy asap.

  18. #2658
    *** on TMD

    Join Date

    Nov 2005
    Location

    New England
    Posts

    80

    Re: [Deck] Dreadstill - Enter the Fist

    Rodney, just run Peacekeeper. She stops Emrakul, Progenitus, and Merfolk.dec

  19. #2659
    Member
    keys's Avatar
    Join Date

    Nov 2006
    Location

    London
    Posts

    1,053

    Re: [Deck] Dreadstill - Enter the Fist

    MUD can forge out a Duplicant or Spine to deal with Peacekeeper, so I'm not sure if that's the right card to sideboard in. It would be good against Affinity as long as they don't play red.

    Serenity in white, Trygon Predator in green, or Null Rod seem to be the best options if MUD/Affinity become DTB.

  20. #2660

    Re: [Deck] Dreadstill - Enter the Fist

    Peacekeeper may not save you from the opponent activating Forgemaster, this is true. Neither will Phyrexian Dreadnought. But sometimes a card isn't included because it halts everything our opponent can do, and instead it is included because it does something else worthwhile. In this case Peacekeeper stops everything else - Steel Hellkite, Wurmcoil, and Myr Battlesphere are little more than Kobolds once Peacekeeper is in play. And if the opponent's only chance is to activate Forgemaster, which is something the other 95% of your deck is well equipped to handle, then that seems like a good situation to me.

    In addition to the standard cards like Plow, Force, and Needle...as well as ways to find them like Trinket Mage, Bstorm, Top, and Standstill...Dreadstill comes equipped with a huge blow-out card against Forgemaster: Stifle.
    Suddenly, Fluffy realized she wasn't quite like the other bunnies anymore.

    -Team R&D-
    -noitcelfeR maeT-

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)