I'm cool with people trying out new cards in proven archetypes, yay innovation and all, but half of the people in this thread are suggesting and then defending ideas that clearly haven't been tested whatsoever. Again, this isn't a cardinal sin or anything, but doing so with no idea of how a deck works is just pointing out that you don't know what you're talking about.
So please, do some research and testing before posting. This IS a tier one deck with some very established lists and players behind it with a lot of T8's, so let's keep the discussion productive and relevant to improving the deck. Try the established lists, then apply your ideas, and if they still stand you're sure to get credit for your improvements.
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rsaunder has beautiful eyes. Think of a sunset, sunrise, and cool breeze at the beach rolled into one moment. Now make that moment blue...because those are his eyes
soo... nobody here has heard of miracle grow or super grow?? it was the beez kneez not to long ago.. it ran this almost exact "tempo thresh" build except it didnt have fetchlands yet. thats why it ran the land grants. and using daze resets a land for you while getting another tapped for the oppenent also making it more potent when used along side winter orb. and this decks mana curve is ~1.2 because your 5cc FOW is free.. also a breaker when lands stay tapped. compile that with removing an altready unstable mana base with stifle and waste... ive had this same root deck theme for nearly 2 years. and the only upgrades ive made from its original is the tarmo, fetch, ponder.. and how if your running "untouchable"
mongoose, fatty goyf, plow spot removal can you not get a board advantage enough to drop stand still? but yes vile is a problom i think we answer that with some kind of blue cards... and man lands..seriously.
please assist me in my 1 track mind:gonk::gonk:
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LEGACY PLAYER- SPIKE
trying to move into standard because more players in my area are moving that way
So seems like the newer lists have dropped Vendilion Clique in favor of Rushing River or Wipe Away, yet the primer makes the Clique out to be the better choice... Could someone help a relatively new legacy player out? I don't see much similarity in function between the bounce spells and the clique? What are some reasons to run each over the other? Pros and cons specifically comparing the two? I'm guessing it's mostly about the metagame, but what metas merit clique and what metas merit bounce?
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"I am confident that if anyone actually
penetrates our facades, even the most
perceptive would still be fundamentally
unprepared for the truth of House Dimir."
temp thresh is that deck... same exact cards...just that deck was out in 04-05 and didnt have fetch lands or goyf...
how is standstill not a tempo card?? this entire deck premice is to gain card/board advantage and exploit it! so if you have a goyf or mongoose on the field and your opponent has no in play answer to it you drop the still and they must break it to prevent a loss... imho:rolleyes:
but to assume you didnt think of that point of view i assume u thaught i meant to just drop it whenever i had 1u available no matter the board state... in in that case you would be corrct sir 100% correct!! and in that case i sorry:facepalm:
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LEGACY PLAYER- SPIKE
trying to move into standard because more players in my area are moving that way
temp thresh is that deck... same exact cards...just that deck was out in 04-05 and didnt have fetch lands or goyf...
how is standstill not a tempo card?? this entire deck premice is to gain card/board advantage and exploit it! so if you have a goyf or mongoose on the field and your opponent has no in play answer to it you drop the still and they must break it to prevent a loss... imho:rolleyes:
but to assume you didnt think of that point of view i assume u thaught i meant to just drop it whenever i had 1u available no matter the board state... in in that case you would be corrct sir 100% correct!! and in that case i sorry:facepalm:
Tempo and card advantage arent the same thing. Card advantage is great, but its just a means to an end in this deck. You gain tempo when you continuously play threats and put pressure on your opponent, and you ruin your opponent's tempo when you stifle their fetchlands, wasteland their manabase, and FoW/Daze whatever threats they can still play.
Standstill is a great card, I wont argue that, but it just doesn't belong in this deck. This deck wins by putting nonstop pressure on your opponent, and standstill doesn't do that. In fact, it stops us from doing that. With Tempo Thresh you don't want to stop pressuring, ever. Even if it could result in some CA eventually, it isn't worth losing all that Tempo. It could work in Balanced Thresh, but not Tempo Thresh. I'd rather leave mana open for counters/stifles than play standstill.
So seems like the newer lists have dropped Vendilion Clique in favor of Rushing River or Wipe Away, yet the primer makes the Clique out to be the better choice... Could someone help a relatively new legacy player out? I don't see much similarity in function between the bounce spells and the clique? What are some reasons to run each over the other? Pros and cons specifically comparing the two? I'm guessing it's mostly about the metagame, but what metas merit clique and what metas merit bounce?
Combo and control driven metas merit Bounce.
Aggro infested metas warrant bounce.
I personally play with both of them in my deck., as it's really easy to side out 1 or 2 cards against bad matchups.
(Ekriel)
i comprehend the difference between card advantage and tempo. but they do run in a parallel direction. and then i understand leaving mana open for stifle but the counters ran dont normally get cast by cc... they use alternates. and again i understant that standstill doesnt gain tempo by itself but the card advantage brings the temp[o into your hand. and if you have a threat on the board you opponent must answer it or else they lose.. so by creating board advantage prior to dropping the still you propigate your opponent to stay defensive...
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LEGACY PLAYER- SPIKE
trying to move into standard because more players in my area are moving that way
soo... nobody here has heard of miracle grow or super grow?? it was the beez kneez not to long ago.. it ran this almost exact "tempo thresh" build except it didnt have fetchlands yet. thats why it ran the land grants. and using daze resets a land for you while getting another tapped for the oppenent also making it more potent when used along side winter orb. and this decks mana curve is ~1.2 because your 5cc FOW is free.. also a breaker when lands stay tapped. compile that with removing an altready unstable mana base with stifle and waste... ive had this same root deck theme for nearly 2 years. and the only upgrades ive made from its original is the tarmo, fetch, ponder.. and how if your running "untouchable"
mongoose, fatty goyf, plow spot removal can you not get a board advantage enough to drop stand still? but yes vile is a problom i think we answer that with some kind of blue cards... and man lands..seriously.
please assist me in my 1 track mind:gonk::gonk:
First, if you used Stifle, you had access to Fetch lands.
Secondly, how is a deck that uses Winter Orb anything like Tempo Thresh?
This deck does not use Standstill, it fights against it. There is no need for this deck to use that card.
Good primer Dyne! Didn't noticed this till now:) I am actually waiting for 2 trops sometime this week or early next so my deck will actually be completed.
stifle is a new addition as well as the fetch..lol also wasteland was not used.. so the land diruption element was not part of grow.. and that is a huge tempo staple point from thresh...
the winter orb was used for somewhat of the same reason that thresh uses LD.. to slow the opp. and both thresh and grow used nearly the same counters to get around the orb. daze, FOW, although gush is not around any more and the rest of the deck used very under cheap spells that maximize its potencial in a mana deprived environment...
and yes standstill is the card of the enemy.. and yes ponder and brainstorm are very effective draw engines.. and we use counters to protect our 8~12 creatures... but how can standstill be a negative addition to thresh?? even though no it does not need it...
stifle is a new addition as well as the fetch..lol also wasteland was not used.. so the land diruption element was not part of grow.. and that is a huge tempo staple point from thresh...
the winter orb was used for somewhat of the same reason that thresh uses LD.. to slow the opp. and both thresh and grow used nearly the same counters to get around the orb. daze, FOW, although gush is not around any more and the rest of the deck used very under cheap spells that maximize its potencial in a mana deprived environment...
and yes standstill is the card of the enemy.. and yes ponder and brainstorm are very effective draw engines.. and we use counters to protect our 8~12 creatures... but how can standstill be a negative addition to thresh?? even though no it does not need it...
Dyne is correct this is not a supergro thread its tempo thresh!!
but you do make a good argument about the similarities although the meta has moved on since then and now used the stifles and wastes to deprive opponents mana..
and standstill would work in this deck but it is nowhere near an optimum card!! an would take from the overall synergy of the tempo gameplan.
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PARAMEDIC/FIREFIGHTER
YUMA, AZ
I started in SAGA and quit at kamigawa... just came back in nov,2010
That's the real problem I see. This deck is filled solid with cards, no room for standstill. Everything else it already has is just better.
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"I am confident that if anyone actually
penetrates our facades, even the most
perceptive would still be fundamentally
unprepared for the truth of House Dimir."
ok ok ok ... im sorry for pulling this thread off track!! ive been running through a ton of decks from the archieve on deckcheck.net and just googling for tempo archtype and i got some questions.
Fathom Seer = seems like a replacement for gush. to maybe help dodge some LD like wasteland etc... draw a few cards..why not 1~2 of?
Hoofprints of the Stag = saw this in tons of builds!! why wasnt it mentioned? or is it for balanced thresh primarily?
Ancestral Vision = seems good.. and you draw 3. is it just to slow? i like it because it gets the draw out of your hands so it cant be disrupted and what else other than stifle do you play t1?
Trygon Predator > Qasali Pridemage = you mentioned how qasali is just better than tygon but i didnt see a single deck that ran the qasali over the tygon...
Knight of the Reliquary < mystic enforcer > rhox war monk = all these thresh decks run mystic... i would much rather have either of these other two... they are 1cc cheaper and knight can be bigger and fetch wasteland while rhox has lifelink...
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LEGACY PLAYER- SPIKE
trying to move into standard because more players in my area are moving that way
ok ok ok ... im sorry for pulling this thread off track!! ive been running through a ton of decks from the archieve on deckcheck.net and just googling for tempo archtype and i got some questions.
Fathom Seer = seems like a replacement for gush. to maybe help dodge some LD like wasteland etc... draw a few cards..why not 1~2 of?
Hoofprints of the Stag = saw this in tons of builds!! why wasnt it mentioned? or is it for balanced thresh primarily?
Ancestral Vision = seems good.. and you draw 3. is it just to slow? i like it because it gets the draw out of your hands so it cant be disrupted and what else other than stifle do you play t1?
Trygon Predator > Qasali Pridemage = you mentioned how qasali is just better than tygon but i didnt see a single deck that ran the qasali over the tygon...
Knight of the Reliquary < mystic enforcer > rhox war monk = all these thresh decks run mystic... i would much rather have either of these other two... they are 1cc cheaper and knight can be bigger and fetch wasteland while rhox has lifelink...
Fathom Seer - It's not a Gush replacement. It's too slow. If you want to pay 3 mana for a vanilla 2/2, then by all means, go ahead. However, 3 mana can easily be used to play better cards, Rushing River and Vendilion Clique come to mind.
Hoofprints - Seriously? You have to show me these builds, as I have never seen it in a Tempo Thresh list, mainly because it does not produce tempo, and keels over to Zoo (You know, the people who run MD Pridemage). With Zoo being one of the tier 1 decks, I find it hard that this card would be any good.
Visions - Too slow, next.
Pridemage - he is better than Predator, but only the White version can run him. And a lot of the time Enchantment/Artifact destruction is relegated to the SB. I'd be surprised if you ever saw those 2 in the MD.
War Monk - Both Mystic and War Monk are good for the White version. KotR is not. Yes, he can fetch Wasteland, but at the cost of one of your own lands. This deck does not need to destroy it's own lands. And Knight is will just not be good enough in this deck. He needs pressure, and on turn 3, we should already have our beater down. Warmonk and Mystic are good because of Life-gain and evasion.
I've seen Trygon Predator maindeck in a few lists, but I bet it was a metagame call and Vendilion Clique and Rushing River are far more common. If you want to play white, Rhox War Monk is killer against Zoo and other non-Islandwalking aggro decks.
On a personal note, after Christmas I should be able to finally get my hands on the Tropical Islands I need to finish this deck and may be able to contribute more to the thread than just what I've read on this deck in articles, decklists and elsewhere.
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MTG Rules Advisor
I currently play only two formats, what I play in them is:
Legacy: Domain Zoo, RGW Zoo, Merfolk, Solidarity, Mono Black Aggro
EDH: Kagemaro, First to Suffer
The card I have been trying to fit into my list is Predict. It's super strong after a Ponder or a Brainstorm it allows you to burn off the card you do not want to topdeck in 1 or 2 turns (or is dead weight in your hand read: Brainstorm) and it draws 2 cards at instant speed for 2cc (one being colourless). Any thoughts or ideas would be great.
Trygon Predator at best can remove the trouble artifact / enchantment the second turn he is in play leaving your opponent lots of time to find an answer and that's only if he hits the dome.
Predator has more pro's than you give it credit. It glides past CB and snare easier than Pridemage and it has evasion which is close to the value of a exalted tarm (not quite). Also, it ups the blue count to support FOW, though the deck runs tons of blue.
I'm having real problems when the sideboarding time comes, and I usually end up taking out 1 of each card and things like that...
Can anyone give me some advices on sideboarding and the reasons behind it, mainly against this decks:
Counter-Top
Merfolk
Black Discard
Dredge
Affinity
Any ideas on the sideboard are welcomed too, but if you can stick to this list it would be awesome.
Thanks a lot,
Maggical
@ Mba:
MD you're good to go. Stifle hurts our fetches/Wastes. FoW/Daze in reserve for Tombstalker, burn for Hippie and Shade, Spell Snare hitting Sinkhole, Shade, Hymn, smother, etc. MD you're already pretty powerful. The only main threat is SB Extirpate (or people like me who MD it). Your Mongoose really shines here. Get him on the field first.
@ Affinity:
Watch for Arcbound Ravager and Cranial Plating. Always be prepared with a counter. MD not much you can do. Land a 'Goyf asap, be wary of the builds that run Fling.
SB: Powder Keg @ 0 can remove all their Artifact Lands and Ornithopter. Null Rod shuts down lands, Cranial Plating, Ravager, AND Springleaf Drum. Trygon may also help, though it won't see use until T4, by which point they've gained sufficient tempo typically.
Their SB for you is typically Ethersworn Canonist and Master of Etherium. I think. Not too familiar with their SB.
Those are the MU's I'm most familiar with.
Forlorn Egoist
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Currently Playing Legacy
Deadguy Ale
Dragon Stompy
Enchantress EDH Rubinia Soulsinger Casual
Fluctuator
Sneak Attack Currently Building
Show and Tell
....
1) Why is it called Threshold when there's usually such a low count of Threshold creatures? In this case, there's only Nimble Mongoose.
2) Are 4 Mongoose, 4 Goyfs and 2 Clique enough as far as creature count goes?
3) Would you include any other Threshold creature?
4) I want a VERY competitive deck, and I want to play my new Goyf playset. I like to control the situation whilst having creatures which are a threat. Could this be the deck I'm looking for?
5) Any advice for someone who's about to start playing Tempo Threshold?
Thank you!
1 - Thresh is the inherited name. The earlier builds had werebear, who was thresh dependent. UGW also used (and can still use) mystic enforcer, who also has thresh. But UGW is not really tempo thresh. Bottomline the name is catchy and it stuck, but it doesn't necessarily reflect the deck. Much like "ichorid" decks not needing Ichorid.
Additionally, goyf is arguably threshold at heart, because he gets better over time due to grave yard cards. He carries the original "control + GY dependent beaters" flavor
2 - You have spells to help reach (burn), disrupt (stifle, counters), and place tempo in your favor (ice, wasteland, stifle, counters). The low amount of critters is intentional because they optimize the rest of the deck. You can roll with 8 if you really wanted to
3 - For tempo, maybe trygon but it's a meta call. UGr has specific options on what to use. The snake guy (Coatl) could also be used, but he warps the deck away from tempo.
4 - Best critter ever, you really can't go wrong with the deck that builds disruption and tempo around mr. goyf
5 - Aside from practice, practice, practice --- knowing your metagame can allow you to tweak specific slots. If few run fetchlands (undeveloped), I'd think about removing stifle in favor of something else perhaps. Creatures can also be rotated to accommodate the meta -- like Trygon over VC.
Spell Snare ---> Pierce could also be viable if your meta for some reason lacked good 2cc fodder (under developed or wierd meta like combo-heavy for example)
*****
Edit: From an opponent's POV, does something like Meddling Mage calling goyf hurt you more than GY hate like relic of progenitus?
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That which nourishes me, destroys me
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
Hello there. I just got my playset of Tarmogoyfs and decided to play Tempo Threshold. I have several questions and I would like to know if you could help me, please.
First of all, I would like to know what do you think about the following list I'm thinking of running:
1) Why is it called Threshold when there's usually such a low count of Threshold creatures? In this case, there's only Nimble Mongoose.
2) Are 4 Mongoose, 4 Goyfs and 2 Clique enough as far as creature count goes?
3) Would you include any other Threshold creature?
4) I want a VERY competitive deck, and I want to play my new Goyf playset. I like to control the situation whilst having creatures which are a threat. Could this be the deck I'm looking for?
5) Any advice for someone who's about to start playing Tempo Threshold?
Thank you!
The list you're using very good and a pretty standard list, although i like to have a bounce spell (Rushing River) in place of one Vendilion Clique.
I suggest you to search the Internet for David Caplan's primer on Tempo Thresh. He's the creator of the deck and in spite of the sideboard and matchup analysis being a little bit outdated, the primer can answer most of your basic questions, such as "is 8 threats enough?".
This deck is very competitive, and I suggest you playing it a lot before tweaking the list.
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“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.”
—Volrath
So please, do some research and testing before posting. This IS a tier one deck with some very established lists and players behind it with a lot of T8's, so let's keep the discussion productive and relevant to improving the deck. Try the established lists, then apply your ideas, and if they still stand you're sure to get credit for your improvements.
I'm here to kick ass and play card games.
BZK Level 4 Bad Guy
mongoose, fatty goyf, plow spot removal can you not get a board advantage enough to drop stand still? but yes vile is a problom i think we answer that with some kind of blue cards... and man lands..seriously.
please assist me in my 1 track mind:gonk::gonk:
trying to move into standard because more players in my area are moving that way
"I am confident that if anyone actually
penetrates our facades, even the most
perceptive would still be fundamentally
unprepared for the truth of House Dimir."
how is standstill not a tempo card?? this entire deck premice is to gain card/board advantage and exploit it! so if you have a goyf or mongoose on the field and your opponent has no in play answer to it you drop the still and they must break it to prevent a loss... imho:rolleyes:
but to assume you didnt think of that point of view i assume u thaught i meant to just drop it whenever i had 1u available no matter the board state... in in that case you would be corrct sir 100% correct!! and in that case i sorry:facepalm:
trying to move into standard because more players in my area are moving that way
Tempo and card advantage arent the same thing. Card advantage is great, but its just a means to an end in this deck. You gain tempo when you continuously play threats and put pressure on your opponent, and you ruin your opponent's tempo when you stifle their fetchlands, wasteland their manabase, and FoW/Daze whatever threats they can still play.
Standstill is a great card, I wont argue that, but it just doesn't belong in this deck. This deck wins by putting nonstop pressure on your opponent, and standstill doesn't do that. In fact, it stops us from doing that. With Tempo Thresh you don't want to stop pressuring, ever. Even if it could result in some CA eventually, it isn't worth losing all that Tempo. It could work in Balanced Thresh, but not Tempo Thresh. I'd rather leave mana open for counters/stifles than play standstill.
Combo and control driven metas merit Bounce.
Aggro infested metas warrant bounce.
I personally play with both of them in my deck., as it's really easy to side out 1 or 2 cards against bad matchups.
Thanks to Heroes of the Plane Studios for the amazing sig.
NO RUG: Primer
Tempo Thresh: Primer
i comprehend the difference between card advantage and tempo. but they do run in a parallel direction. and then i understand leaving mana open for stifle but the counters ran dont normally get cast by cc... they use alternates. and again i understant that standstill doesnt gain tempo by itself but the card advantage brings the temp[o into your hand. and if you have a threat on the board you opponent must answer it or else they lose.. so by creating board advantage prior to dropping the still you propigate your opponent to stay defensive...
trying to move into standard because more players in my area are moving that way
First, if you used Stifle, you had access to Fetch lands.
Secondly, how is a deck that uses Winter Orb anything like Tempo Thresh?
This deck does not use Standstill, it fights against it. There is no need for this deck to use that card.
Thanks to Heroes of the Plane Studios for the amazing sig.
NO RUG: Primer
Tempo Thresh: Primer
the winter orb was used for somewhat of the same reason that thresh uses LD.. to slow the opp. and both thresh and grow used nearly the same counters to get around the orb. daze, FOW, although gush is not around any more and the rest of the deck used very under cheap spells that maximize its potencial in a mana deprived environment...
and yes standstill is the card of the enemy.. and yes ponder and brainstorm are very effective draw engines.. and we use counters to protect our 8~12 creatures... but how can standstill be a negative addition to thresh?? even though no it does not need it...
({[ here is a thread about how super grow turned into tempo thresh...]})
http://www.mtgthesource.com/forums/showthread.php?t=3985
trying to move into standard because more players in my area are moving that way
Ya, and almost every other deck originated from some older deck as well.
Zoo is definetly not like the zoo decks of old (it doesn't even play Blue) but is still called Zoo.
Gro is very outdated and bad right now, so I don't even know why your trying to defend that architype in the Tempo Thresh thread.
Thanks to Heroes of the Plane Studios for the amazing sig.
NO RUG: Primer
Tempo Thresh: Primer
but you do make a good argument about the similarities although the meta has moved on since then and now used the stifles and wastes to deprive opponents mana..
and standstill would work in this deck but it is nowhere near an optimum card!! an would take from the overall synergy of the tempo gameplan.
YUMA, AZ
"I am confident that if anyone actually
penetrates our facades, even the most
perceptive would still be fundamentally
unprepared for the truth of House Dimir."
Fathom Seer = seems like a replacement for gush. to maybe help dodge some LD like wasteland etc... draw a few cards..why not 1~2 of?
Hoofprints of the Stag = saw this in tons of builds!! why wasnt it mentioned? or is it for balanced thresh primarily?
Ancestral Vision = seems good.. and you draw 3. is it just to slow? i like it because it gets the draw out of your hands so it cant be disrupted and what else other than stifle do you play t1?
Trygon Predator > Qasali Pridemage = you mentioned how qasali is just better than tygon but i didnt see a single deck that ran the qasali over the tygon...
Knight of the Reliquary < mystic enforcer > rhox war monk = all these thresh decks run mystic... i would much rather have either of these other two... they are 1cc cheaper and knight can be bigger and fetch wasteland while rhox has lifelink...
trying to move into standard because more players in my area are moving that way
Fathom Seer - It's not a Gush replacement. It's too slow. If you want to pay 3 mana for a vanilla 2/2, then by all means, go ahead. However, 3 mana can easily be used to play better cards, Rushing River and Vendilion Clique come to mind.
Hoofprints - Seriously? You have to show me these builds, as I have never seen it in a Tempo Thresh list, mainly because it does not produce tempo, and keels over to Zoo (You know, the people who run MD Pridemage). With Zoo being one of the tier 1 decks, I find it hard that this card would be any good.
Visions - Too slow, next.
Pridemage - he is better than Predator, but only the White version can run him. And a lot of the time Enchantment/Artifact destruction is relegated to the SB. I'd be surprised if you ever saw those 2 in the MD.
War Monk - Both Mystic and War Monk are good for the White version. KotR is not. Yes, he can fetch Wasteland, but at the cost of one of your own lands. This deck does not need to destroy it's own lands. And Knight is will just not be good enough in this deck. He needs pressure, and on turn 3, we should already have our beater down. Warmonk and Mystic are good because of Life-gain and evasion.
Hope this answered your questions.
Thanks to Heroes of the Plane Studios for the amazing sig.
NO RUG: Primer
Tempo Thresh: Primer
On a personal note, after Christmas I should be able to finally get my hands on the Tropical Islands I need to finish this deck and may be able to contribute more to the thread than just what I've read on this deck in articles, decklists and elsewhere.
I currently play only two formats, what I play in them is:
Legacy: Domain Zoo, RGW Zoo, Merfolk, Solidarity, Mono Black Aggro
EDH: Kagemaro, First to Suffer
GUw thresh
http://www.deckcheck.net/list.php?type=Threshold+UGw&format=Legacy
didnt check these out but may help sombody...
UGr thresh
http://www.deckcheck.net/list.php?type=Threshold+UGr&format=Legacy
5 color thresh
http://www.deckcheck.net/list.php?type=Threshold+5c&format=Legacy
although majority of these are just thresh,,, not only tempo thresh
trying to move into standard because more players in my area are moving that way
3x Polluted Delta
3x Tropical Island
3x Volcanic Island
4x Wasteland
1x Island
4x Tarmogoyf
4x Brainstorm
4x Ponder
4x Lightning Bolt
4x Fire/Ice
4x Force of Will
4x Daze
4x Spell Snare
4x Stifle
1x Spell Pierce
1x Wipe Away
4x Pyroclasm
3x Krosan Grip
3x Divert
1x Relic of the Progenitus
I'm having real problems when the sideboarding time comes, and I usually end up taking out 1 of each card and things like that...
Can anyone give me some advices on sideboarding and the reasons behind it, mainly against this decks:
Counter-Top
Merfolk
Black Discard
Dredge
Affinity
Any ideas on the sideboard are welcomed too, but if you can stick to this list it would be awesome.
Thanks a lot,
Maggical
2cc for a 2/2 (3/3 lone attacker) is good.
It's a sorcery speed Disenchant for one more mana, with aforementioned body.
Winning the Tarmogoyf vs. Tarmogoyf battle usually means GG.
Trygon Predator at best can remove the trouble artifact / enchantment the second turn he is in play leaving your opponent lots of time to find an answer and that's only if he hits the dome.
Just my 2 cents.
AVOID MTG Fanatic ! Remands Orders and Re-lists cards for more money!
@ Mba:
MD you're good to go. Stifle hurts our fetches/Wastes. FoW/Daze in reserve for Tombstalker, burn for Hippie and Shade, Spell Snare hitting Sinkhole, Shade, Hymn, smother, etc. MD you're already pretty powerful. The only main threat is SB Extirpate (or people like me who MD it). Your Mongoose really shines here. Get him on the field first.
@ Affinity:
Watch for Arcbound Ravager and Cranial Plating. Always be prepared with a counter. MD not much you can do. Land a 'Goyf asap, be wary of the builds that run Fling.
SB: Powder Keg @ 0 can remove all their Artifact Lands and Ornithopter. Null Rod shuts down lands, Cranial Plating, Ravager, AND Springleaf Drum. Trygon may also help, though it won't see use until T4, by which point they've gained sufficient tempo typically.
Their SB for you is typically Ethersworn Canonist and Master of Etherium. I think. Not too familiar with their SB.
Those are the MU's I'm most familiar with.
Forlorn Egoist
Legacy
Deadguy Ale
Dragon Stompy
Enchantress
EDH
Rubinia Soulsinger
Casual
Fluctuator
Sneak Attack
Currently Building
Show and Tell
1 - Thresh is the inherited name. The earlier builds had werebear, who was thresh dependent. UGW also used (and can still use) mystic enforcer, who also has thresh. But UGW is not really tempo thresh. Bottomline the name is catchy and it stuck, but it doesn't necessarily reflect the deck. Much like "ichorid" decks not needing Ichorid.
Additionally, goyf is arguably threshold at heart, because he gets better over time due to grave yard cards. He carries the original "control + GY dependent beaters" flavor
2 - You have spells to help reach (burn), disrupt (stifle, counters), and place tempo in your favor (ice, wasteland, stifle, counters). The low amount of critters is intentional because they optimize the rest of the deck. You can roll with 8 if you really wanted to
3 - For tempo, maybe trygon but it's a meta call. UGr has specific options on what to use. The snake guy (Coatl) could also be used, but he warps the deck away from tempo.
4 - Best critter ever, you really can't go wrong with the deck that builds disruption and tempo around mr. goyf
5 - Aside from practice, practice, practice --- knowing your metagame can allow you to tweak specific slots. If few run fetchlands (undeveloped), I'd think about removing stifle in favor of something else perhaps. Creatures can also be rotated to accommodate the meta -- like Trygon over VC.
Spell Snare ---> Pierce could also be viable if your meta for some reason lacked good 2cc fodder (under developed or wierd meta like combo-heavy for example)
*****
Edit: From an opponent's POV, does something like Meddling Mage calling goyf hurt you more than GY hate like relic of progenitus?
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
The list you're using very good and a pretty standard list, although i like to have a bounce spell (Rushing River) in place of one Vendilion Clique.
I suggest you to search the Internet for David Caplan's primer on Tempo Thresh. He's the creator of the deck and in spite of the sideboard and matchup analysis being a little bit outdated, the primer can answer most of your basic questions, such as "is 8 threats enough?".
This deck is very competitive, and I suggest you playing it a lot before tweaking the list.