Thanks for the reply. I'm expecting heavy aggro and i think that would clear the board and give me time to set up top/balance.
What is the best/up to date list of this deck now?
Prefer to say UR unless you think splashing green for goyf makes this deck better in everyway. Open for any and all suggestions somthing about playing that 12/12 trampler and run over tombstalkers or Kird ape just feels great!:D
I have been playing URG Dreadstill for two years now. Like this deck alot, Zoo is the only deck that I have had a hard time with. This is my current list:
Pretty standard list. The 3 lightning Bolts I have been running ever since Qasali Pridemage was printed. But I think Lightning bolt helps this deck out in a lot of ways. Makes Merfolk and Zoo matchups easier too. I splashed Green for Tarmogoyf because people where I play bring Artifact hate. It depends on your meta, but if u have the Tarmogoyfs run them. Losing to Krosan grip sucks. Thinking about adding another Counterbalance to my list. Maybe taking an Engineered Explosives out. Any thoughts?
Has anyone thought of adding the painter/grindstone combo in this deck? Or is this a silly idea of mine since I've been working 12 hour days for a week. Seems like a sneaky way to catch someone off guard in game 2 or to assemble painter if you didn't have nought or stifle?
I thought about it before, but normally when you run 2 different win conditions, you want them to be hated against in different ways. Painter/Grindstone and Stifle/Nought are hurt by the same cards, so you won't really catch an opponent off guard by playing the other win condition.
Yeah I didn't think about that I'm just at work daydreaming between ups. What's ur current list look like? I'm unsure how many firespouts main deck as it will be a ton of aggro. Do you like the green splash for goyf?
The most successful list over the years seems to have been the Ur list with nothing red in the main deck at all. It's like MUC but with fetchlands, Brainstorm and Engineered Explosives@2. There aren't a lot of people playing the archetype lately though so it could just be a few very successful players pushing the Ur list into top 8's consistently.
The Ugr list has always seemed like it had more raw power, and in Dreadstill's prime along about June 2008 it was the list you saw top 8ing all over the place. Again the players doing this were very strong players and that could have been the tipper.
If I was going to play Dreadstill right now I'd probably stay creature light and go with the 4 Dreadnought, 3 Trinket Mage and 4 Mishra's configuration. I'd have Firespout in the sideboard unless I was expecting heavy aggro and concentrate on doing the things that Dreadstill does really well, like shutting down combo and blue-based tempo/control decks. If I thought that creature aggro was going to be the order of the day then I'd go with 3x Firespout and maybe 3x Lightning Bolt main deck, cut down to 8 counters and just 4 Stifle and find the extra slot or two by ditching 1 Standstill and either a Trinket Mage or Engineered Explosives. Trinket Mage really blows against Zoo because he's just a tutor and they have Path to Exile main deck to remove noughts so he's not even a great tutor in the matchup. And he dies right after he hits the board without trading because he's smaller than their creatures and they have bolts and chain lightning to spare.
I'm in the process of buying my next play set of duals and can't decide if it's going to be volcanics for dreadstill Tropicals for NO/pro or underground sea's for animate. Having a hell of a time making my mind up.
I'm in the process of buying my next play set of duals and can't decide if it's going to be volcanics for dreadstill Tropicals for NO/pro or underground sea's for animate. Having a hell of a time making my mind up.
If you have Tarmogoyf's then buy Tropicals, that's kind of a no-brainer.
You either summon iono and win or you fail and lose to control or decks that deal with your occasional summon attempt while killing you.
Dreadstill on the other hand (I run Ur) is amazingly good fun...
Lets see do I play mana denial? Do I sink in my heels and go control heavy? Do I go for a second turn dread? Do I go second turn standstill while beating with factory? Do I play a very reserved game, let them play their hand, blast the field with E.E. then drop a naught?
Mana different plays in one deck, its almost not fair.
does momentous fall have a place in this deck (u/g)? or do people think its a win more card/too expensive? i mean if your stifle gets countered you can play momentous fall and draw 12 and gain 12 life, or just save it in case they destroy the dreadnought later.
does momentous fall have a place in this deck (u/g)? or do people think its a win more card/too expensive? i mean if your stifle gets countered you can play momentous fall and draw 12 and gain 12 life, or just save it in case they destroy the dreadnought later.
I'm afraid not.
Its too expensive, the mana does not fit all versions of the deck, and it doest do anything required. Your worried about stiffled getting countered? Thats what trickbind is for. You want a back up while naught is swinging for the win? Thats what counters are for.
The only new trick that card would add would be life gain and it just ist needed in dreadstill.
I'm sorry but momentous fall is a momentous fail....
Just curious, do you think the addition of Illusionary Mask be able to revitalize Dreadstill despite the banning of Mystical Tutor causing a resurgence in aggro, which means more Pridemage?
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Decks Modern UWRJeskai ControlRWU RWGBurnGWR Legacy UWStonebladeWU
Just curious, do you think the addition of Illusionary Mask be able to revitalize Dreadstill despite the banning of Mystical Tutor causing a resurgence in aggro, which means more Pridemage?
I don't think Illusionary Mask goes in Dreadstill at all. You want mask in a deck that has a bunch of different ways to abuse it not just a 4-of.
I actually think Dreadstill took a kick to the chest with the banning of Mystical Tutor. Balls to the wall aggro is a big winner and Dreadstill is iffy against that archetype. The Rock is a huge winner and Dreadstill loses to The Rock. Storm combo appears to have taken a hit with ANT dropping substantially in power and one of Dreadstill's many perks was that it stopped storm combo cold game 1 before the sideboards came into play.
I'm a big believer in the soundness of Dreadstill as an enduring competitive option, however I'm worried now.
Im thinking about building this deck, and acuired most of the cards... but should i continue to get the rest as well or should i go with another deck?
I have most of the key cards:
4x fow
4x daze
4x counterbalance
4x top
2x dreadnought (2 incomming)
4x stifle
4x mishra's factory
3x standstill
4x tropical island
3x volcanic island
37x bluebased fetch
3x tarmogoyf (still looking for a 4th)
3x firespout
Dreadstill is still viable but I wonder if its best qualities have not been over-taken by the meta at this point? The deck lived at the center of the meta for a long time, being equally good against blue-based aggro-control, storm combo and most swarming decks. It had reasonable matchups against dredge and mid-range blue control. It's only real weaknesses were against mid-range non-blue control, like The Rock, and very effective swarm like Goblins.
Now the meta has less storm combo than it did and the blue-based aggro control has morphed from Threshold and Baseruption to Merfolk and NoPro, both poor matchups for Dreadstill. Swarm has evolved into mainly Goblins and Zoo, both poor matchups.
Basically Dreadstill has lost some of its favored matchups, in storm combo and Threshold and seen a bunch of other decks that it doesn't like as much come to the forefront.
Dreadstill will still do very well in the right meta but I think its days of being able to walk into just about any room and dominate are over.
If I was trying Dreadstill right now I'd put it in anti-aggro swarm mode in the maindeck. I'd get rid of the anti-control elements, like Trickbind, and I'd cut down on the enchantments that are good in some situations and next to useless in others. I think it would look something like this:
The 4 Lightning Bolts are in for all the really obnoxious turn 1 and 2 creatures floating around out there at the moment. 3 Firespout to give the deck a real chance against Merfolk, Goblins and Zoo game 1. Only 3 Counterbalance and Standstill because they both have a number of matchups they're not particularly good in at this point. Only 20 land, cutting a Mishra's Factory, because there are only 3 Standstill in the deck, and the Mishra's are kind of weak in this everybody plays wasteland meta. Taking chances with just 20 land also because the power level in the deck has lowered against the meta and you need to take some chances to boost it back up. The replacement card for the 21st land is a Lightning Bolt. I figure having the bolt in hand instead of a Mishra's will win me more games early than it loses.
The sideboard is the one area of the deck that has gotten stronger with time. Having the free spells against combo and dredge is really nice and having Spell Pierce to come in for Daze when you're on the draw game 2 is also good stuff. There's an argument for putting in REB's instead 2 Krosan Grip and a Counterbalance but there's a lot of other counter power available with the 3 Spell Pierce and grips are useful in a lot of matchups. The 4th Counterbalance is because when Counterbalance is good it's very good.
Edit to avoid double post:
Played this today at the Thursday Legacy at the local shop. It was a very small turnout with only 2 very competitive decks in the field. I went 3-0, 6-1 on the day and I'll just report on the last match which was GBW Survival.
Game 1 I won the roll and went first dropping a Volcanic Island, holding a Stifle, Lightning Bolt and Brainstorm. The only other land in the grip was a Wasteland but I played it anyway because it had so much play off of the first drop. He played a Windswept Heath and tried to fetch and I stifled. I drew and dropped a Mishra's Factory and Standstill turn 2. He dropped a Forest and played Birds of Paradise, with Standstill finding me another Stifle and a Force of Will, and I Lightning Bolted the BoP next turn. Turn 3 I drew a Daze and started attacking with the Mishra's. He dropped a Verdant Catacombs and went to get a Savannah and tried to drop Survival of the Fittest, which I Dazed. I drew another Mishra's but chose to kill the Savannah with the Wasteland. He never got going at that point and 2 Mishras plus a Tarmogoyf finished him off in a few turns.
Game 2 I mulliganed to 5 off of bad mana draws (only 20 lands in the deck bit me) and finally settled on a hand with a Scalding Tarn and a Wasteland again and Daze, Lightning Bolt and Engineered Explosives. He Duressed turn 1 and grabbed the Engineered Explosives but his BoP turn 2 died to the Lightning Bolt and I Wasted his Bayou and we settled in to a real grind as I got CounterTop up and drew a couple of Mishras and a Tarmogoyf. He managed to barely hold me off and I was up 14-2 trying to draw a Lightning Bolt for the win with Sensei's Divining Top and fetches when I made a mistake. He had stalled the game out with a couple of goyfs of his own and gotten a couple of other annoying creatures to stick in Gaddock Teeg and a BoP. He had gotten rid of Counterbalance with a Qasali Pridemage and I was sitting there watching him with just 2 goyfs as a wall trying to maintain control of the game. I had used Tormod's Crypt twice on him after Survival activations but I only got one Cabal Therapy while doing so and I was worried about him coming for my hand on any draw while I was holding only a Daze to counter. So I sent my two goyfs in and then Firespouted to sweep the board. Huge mistake, since he StP'd one of his own goyfs in reponse and got back up to 7. His active Survival of the Fittest decided the game a bit down the road with me trying to draw Lighting Bolts or Stiflenought to finish him and not getting there. The mistake was in simplifying the game situation when he had an active SotF, complication was working for me there and I got frustrated at being unable to draw a bolt for the win and screwed up. I was probably 50/50 to win the game before I made the move and maybe 15/85 at best afterwards.
Game 3 I kept 7 with a Flooded Strand, a Tropical Island, Stifle, Lightning Bolt, Tarmogoyf, Force of Will and an Engineered Explosives. I stifled his turn 1 Verdant Catacombs and he never found enough white mana until the game was basically over. I dropped a Wasteland turn 4 or so and I just hovered over his Windswept Heath with it with a couple of Force of Wills in the hand to handle StP if it came. He never got the second fetch or Bayou to threaten Thoughtseize and StP in one turn and I bolted his Bop when he landed them. My Tarmogoyf landed and then a Sensei's Divining Top which found me another Stifle and a Phyrexian Dreadnought and I attacked for the win over his two goyfs. It was a good deck and he was a very competent opponent and I felt good about the win afterwards because the deck had performed well despite drawing just 2 lands in the opening hand all 3 games. BTW, I didn't draw Stiflenought until game 3 and before that he thought I was playing Tempo Threshold and then CounterTop. When I did land the Phyrexian Dreadnought in the middle of a goyf fight all the fight went out of him. Never bring a goyf to a nought fight.
I just lucked into a couple of free Mint Phyrexian Dreadnoughts from a friends collection setting in a shoebox in his attic. I am thinking about picking up the rest of the deck. It would be my first Legacy deck, I have been toying around with the idea of picking up FOW's and Dual Lands for a while this has kind of given me incentive the thing is I want a competitive deck. I am wondering if this is worth sinking the money into or if I should go elsewhere?
Im just looking for some constructive critiscism for my deck. I've been wanting to get into competetive play lately so i need help figuring out if my deck is good enough to play at FNM.
I just lucked into a couple of free Mint Phyrexian Dreadnoughts from a friends collection setting in a shoebox in his attic. I am thinking about picking up the rest of the deck. It would be my first Legacy deck, I have been toying around with the idea of picking up FOW's and Dual Lands for a while this has kind of given me incentive the thing is I want a competitive deck. I am wondering if this is worth sinking the money into or if I should go elsewhere?
The expensive parts of Dreadstill are all Legacy staples except for the Phyrexian Dreadnoughts themselves. So if you have free noughts go for it, nothing else in the deck is expensive except for the things you'll probably buy anyway for Legacy.
If on the other hand you wouldn't normally play blue at all then go invest in stuff that supports the archetypes you want to play in.
is Dreadstill still viable?? i also fitted in Painter's Servant/grindstone as both 1 of's and it seems to be doing well in testing VS matchups like Zoo and goblins.. but with the current meta full of Fish i was thinking about maindecking pyroblasts. heres a list of what i run
x4 force of will
x2 spell pierce
x4 brainstorm
x4 counterbalance
x3 sensai's divining top
x4 lightning bolt
x3 stifle
x2 trickbind
x4 standstill
x1 engineered explosives
x2 jace, mind sculptor
x3 trinket mage
x3 phyrexian dreadnought
lands
x4 mishra's factory
x4 wasteland
x4 scalding tarn
x2 misty rainforest
x1 mountain
x2 volcanic island
x4 island
when i test this with the painter's servant package... i take out 1 dreadnought and 1 standstill. with brainstorm and top searchign for anything to win the game real fast and of course counterbalance doing its thing to control things.. any suggestions??
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What is the best/up to date list of this deck now?
Prefer to say UR unless you think splashing green for goyf makes this deck better in everyway. Open for any and all suggestions somthing about playing that 12/12 trampler and run over tombstalkers or Kird ape just feels great!:D
3 Phyrexian Dreadnought
3 Tarmogyf
3 Trinket Mage
Instants: 19
4 Force of Will
4 Stifle
1 Trickbind
3 Spell Snare
3 Daze
4 Brainstorm
Enchantments: 6
3 Standstill
3 Counterbalance
3 Sensei's Divining Top
2 Engineered Explosives
Lands: 21
1 Mutavault
3 Mishra's Factory
3 Wasteland
3 Scalding Tarn
2 Misty Rainforest
3 Tropical Island
3 Volcanic Island
3 Island
1 Tormod's Crypt
2 Relic of Progenitus
3 Krosan Grip
3 Lightning Bolt
2 Firespout
2 Red Elemental Blast
2 Blue Elemental Blast
Pretty standard list. The 3 lightning Bolts I have been running ever since Qasali Pridemage was printed. But I think Lightning bolt helps this deck out in a lot of ways. Makes Merfolk and Zoo matchups easier too. I splashed Green for Tarmogoyf because people where I play bring Artifact hate. It depends on your meta, but if u have the Tarmogoyfs run them. Losing to Krosan grip sucks. Thinking about adding another Counterbalance to my list. Maybe taking an Engineered Explosives out. Any thoughts?
My H/W list
[180 classic cube]
6 Island
1 Mountain
1 Volcanic Island
4 Scalding Tarn
2 Flooded Strand
4 Mishra's Factory
3 Wasteland
4 Trinket Mage
3 Phyrexian Dreadnought
Instants: 19
4 Force of Will
3 Daze
3 Trickbind
3 Stifle
4 Brainstorm
2 Spell Snare
2 Ponder
Artifacts/Enchantments: 11
4 Counterbalance
4 Standstill
2 Sensei's Divining Top
1 Engineered Explosives
Sideboard changes depending on what the meta I'm playing in looks like but is usually something like
I plan on splashing Green eventually, but don't have the money for the Tropical Islands right now, although I do have the Goyfs/K. Grips already.
In the aggro meta, I might include 1 or 2 Firespouts main, with another 2 or 3 in the board.
[180 classic cube]
The Ugr list has always seemed like it had more raw power, and in Dreadstill's prime along about June 2008 it was the list you saw top 8ing all over the place. Again the players doing this were very strong players and that could have been the tipper.
If I was going to play Dreadstill right now I'd probably stay creature light and go with the 4 Dreadnought, 3 Trinket Mage and 4 Mishra's configuration. I'd have Firespout in the sideboard unless I was expecting heavy aggro and concentrate on doing the things that Dreadstill does really well, like shutting down combo and blue-based tempo/control decks. If I thought that creature aggro was going to be the order of the day then I'd go with 3x Firespout and maybe 3x Lightning Bolt main deck, cut down to 8 counters and just 4 Stifle and find the extra slot or two by ditching 1 Standstill and either a Trinket Mage or Engineered Explosives. Trinket Mage really blows against Zoo because he's just a tutor and they have Path to Exile main deck to remove noughts so he's not even a great tutor in the matchup. And he dies right after he hits the board without trading because he's smaller than their creatures and they have bolts and chain lightning to spare.
If you have Tarmogoyf's then buy Tropicals, that's kind of a no-brainer.
I have to agree...
Reanimater is extremly boring.
You either summon iono and win or you fail and lose to control or decks that deal with your occasional summon attempt while killing you.
Dreadstill on the other hand (I run Ur) is amazingly good fun...
Lets see do I play mana denial? Do I sink in my heels and go control heavy? Do I go for a second turn dread? Do I go second turn standstill while beating with factory? Do I play a very reserved game, let them play their hand, blast the field with E.E. then drop a naught?
Mana different plays in one deck, its almost not fair.
I'm afraid not.
Its too expensive, the mana does not fit all versions of the deck, and it doest do anything required. Your worried about stiffled getting countered? Thats what trickbind is for. You want a back up while naught is swinging for the win? Thats what counters are for.
The only new trick that card would add would be life gain and it just ist needed in dreadstill.
I'm sorry but momentous fall is a momentous fail....
Modern
UWRJeskai ControlRWU
RWGBurnGWR
Legacy
UWStonebladeWU
I don't think Illusionary Mask goes in Dreadstill at all. You want mask in a deck that has a bunch of different ways to abuse it not just a 4-of.
I actually think Dreadstill took a kick to the chest with the banning of Mystical Tutor. Balls to the wall aggro is a big winner and Dreadstill is iffy against that archetype. The Rock is a huge winner and Dreadstill loses to The Rock. Storm combo appears to have taken a hit with ANT dropping substantially in power and one of Dreadstill's many perks was that it stopped storm combo cold game 1 before the sideboards came into play.
I'm a big believer in the soundness of Dreadstill as an enduring competitive option, however I'm worried now.
Im thinking about building this deck, and acuired most of the cards... but should i continue to get the rest as well or should i go with another deck?
I have most of the key cards:
4x fow
4x daze
4x counterbalance
4x top
2x dreadnought (2 incomming)
4x stifle
4x mishra's factory
3x standstill
4x tropical island
3x volcanic island
37x bluebased fetch
3x tarmogoyf (still looking for a 4th)
3x firespout
etc etc ...
Thank you for Heroes of the Plane Studios for this awesome sig.
Legacy:
Shardlessless BUG (active)
Shardless BUG (retired)
UW Stoneblade (retired)
Maveric (retired)
Thopters (retired)
Dark Horizons (retired)
Dreadstill (retired)
Armageddon Staxx (retired)
- You think it is over, but Ibraman has just begun...
- When it rains, women get wet.
Now the meta has less storm combo than it did and the blue-based aggro control has morphed from Threshold and Baseruption to Merfolk and NoPro, both poor matchups for Dreadstill. Swarm has evolved into mainly Goblins and Zoo, both poor matchups.
Basically Dreadstill has lost some of its favored matchups, in storm combo and Threshold and seen a bunch of other decks that it doesn't like as much come to the forefront.
Dreadstill will still do very well in the right meta but I think its days of being able to walk into just about any room and dominate are over.
If I was trying Dreadstill right now I'd put it in anti-aggro swarm mode in the maindeck. I'd get rid of the anti-control elements, like Trickbind, and I'd cut down on the enchantments that are good in some situations and next to useless in others. I think it would look something like this:
4x Tarmogoyf
3x Phyrexian Dreadnought
Enchantments/Artifacts (11)
3x Counterbalance
3x Standstill
3x Sensei's Divining Top
2x Engineered Explosives
Instants (19)
4x Brainstorm
4x Force of Will
4x Stifle
4x Lightning Bolt
3x Daze
3x Firespout
Lands (20)
3x Mishra's Factory
3x Wasteland
2x Misty Rainforest
2x Scalding Tarn
1x Flooded Strand
1x Polluted Delta
3x Tropical Island
3x Volcanic Island
2x Island
4x Ravenous Trap
3x Mindbreak Trap
3x Spell Pierce
2x Tormod's Crypt
2x Krosan Grip
1x Counterbalance
The 4 Lightning Bolts are in for all the really obnoxious turn 1 and 2 creatures floating around out there at the moment. 3 Firespout to give the deck a real chance against Merfolk, Goblins and Zoo game 1. Only 3 Counterbalance and Standstill because they both have a number of matchups they're not particularly good in at this point. Only 20 land, cutting a Mishra's Factory, because there are only 3 Standstill in the deck, and the Mishra's are kind of weak in this everybody plays wasteland meta. Taking chances with just 20 land also because the power level in the deck has lowered against the meta and you need to take some chances to boost it back up. The replacement card for the 21st land is a Lightning Bolt. I figure having the bolt in hand instead of a Mishra's will win me more games early than it loses.
The sideboard is the one area of the deck that has gotten stronger with time. Having the free spells against combo and dredge is really nice and having Spell Pierce to come in for Daze when you're on the draw game 2 is also good stuff. There's an argument for putting in REB's instead 2 Krosan Grip and a Counterbalance but there's a lot of other counter power available with the 3 Spell Pierce and grips are useful in a lot of matchups. The 4th Counterbalance is because when Counterbalance is good it's very good.
Edit to avoid double post:
Played this today at the Thursday Legacy at the local shop. It was a very small turnout with only 2 very competitive decks in the field. I went 3-0, 6-1 on the day and I'll just report on the last match which was GBW Survival.
Game 1 I won the roll and went first dropping a Volcanic Island, holding a Stifle, Lightning Bolt and Brainstorm. The only other land in the grip was a Wasteland but I played it anyway because it had so much play off of the first drop. He played a Windswept Heath and tried to fetch and I stifled. I drew and dropped a Mishra's Factory and Standstill turn 2. He dropped a Forest and played Birds of Paradise, with Standstill finding me another Stifle and a Force of Will, and I Lightning Bolted the BoP next turn. Turn 3 I drew a Daze and started attacking with the Mishra's. He dropped a Verdant Catacombs and went to get a Savannah and tried to drop Survival of the Fittest, which I Dazed. I drew another Mishra's but chose to kill the Savannah with the Wasteland. He never got going at that point and 2 Mishras plus a Tarmogoyf finished him off in a few turns.
Game 2 I mulliganed to 5 off of bad mana draws (only 20 lands in the deck bit me) and finally settled on a hand with a Scalding Tarn and a Wasteland again and Daze, Lightning Bolt and Engineered Explosives. He Duressed turn 1 and grabbed the Engineered Explosives but his BoP turn 2 died to the Lightning Bolt and I Wasted his Bayou and we settled in to a real grind as I got CounterTop up and drew a couple of Mishras and a Tarmogoyf. He managed to barely hold me off and I was up 14-2 trying to draw a Lightning Bolt for the win with Sensei's Divining Top and fetches when I made a mistake. He had stalled the game out with a couple of goyfs of his own and gotten a couple of other annoying creatures to stick in Gaddock Teeg and a BoP. He had gotten rid of Counterbalance with a Qasali Pridemage and I was sitting there watching him with just 2 goyfs as a wall trying to maintain control of the game. I had used Tormod's Crypt twice on him after Survival activations but I only got one Cabal Therapy while doing so and I was worried about him coming for my hand on any draw while I was holding only a Daze to counter. So I sent my two goyfs in and then Firespouted to sweep the board. Huge mistake, since he StP'd one of his own goyfs in reponse and got back up to 7. His active Survival of the Fittest decided the game a bit down the road with me trying to draw Lighting Bolts or Stiflenought to finish him and not getting there. The mistake was in simplifying the game situation when he had an active SotF, complication was working for me there and I got frustrated at being unable to draw a bolt for the win and screwed up. I was probably 50/50 to win the game before I made the move and maybe 15/85 at best afterwards.
Game 3 I kept 7 with a Flooded Strand, a Tropical Island, Stifle, Lightning Bolt, Tarmogoyf, Force of Will and an Engineered Explosives. I stifled his turn 1 Verdant Catacombs and he never found enough white mana until the game was basically over. I dropped a Wasteland turn 4 or so and I just hovered over his Windswept Heath with it with a couple of Force of Wills in the hand to handle StP if it came. He never got the second fetch or Bayou to threaten Thoughtseize and StP in one turn and I bolted his Bop when he landed them. My Tarmogoyf landed and then a Sensei's Divining Top which found me another Stifle and a Phyrexian Dreadnought and I attacked for the win over his two goyfs. It was a good deck and he was a very competent opponent and I felt good about the win afterwards because the deck had performed well despite drawing just 2 lands in the opening hand all 3 games. BTW, I didn't draw Stiflenought until game 3 and before that he thought I was playing Tempo Threshold and then CounterTop. When I did land the Phyrexian Dreadnought in the middle of a goyf fight all the fight went out of him. Never bring a goyf to a nought fight.
Thanks to Sgt. Chubbz!
Standard
RRDWR
RG Valakut Titan Ramp GR
The expensive parts of Dreadstill are all Legacy staples except for the Phyrexian Dreadnoughts themselves. So if you have free noughts go for it, nothing else in the deck is expensive except for the things you'll probably buy anyway for Legacy.
If on the other hand you wouldn't normally play blue at all then go invest in stuff that supports the archetypes you want to play in.
meta is filled with:
merfolk
goblins
zoo
survial madness
control variants like UW control
what should the sideboard choices be? tips are greatly appreciated...
Thank you for Heroes of the Plane Studios for this awesome sig.
Legacy:
Shardlessless BUG (active)
Shardless BUG (retired)
UW Stoneblade (retired)
Maveric (retired)
Thopters (retired)
Dark Horizons (retired)
Dreadstill (retired)
Armageddon Staxx (retired)
- You think it is over, but Ibraman has just begun...
- When it rains, women get wet.
I think that's what I'd pick from in that meta. It really helps to have Firespout maindeck also given the Merfolk, Goblins and Zoo you listed as 1-3.
and i will have a sideboard of:
3x red elemental blast (merfolk/countertop)
3x tormods crypt (survival and dredge)
3x krosan grip (landstill )
1x pithing needle (tutorable)
2x threads of disloyalty (zoo, merfolk)
3x lightning bolt (zoo, merfolk)
Thank you for Heroes of the Plane Studios for this awesome sig.
Legacy:
Shardlessless BUG (active)
Shardless BUG (retired)
UW Stoneblade (retired)
Maveric (retired)
Thopters (retired)
Dark Horizons (retired)
Dreadstill (retired)
Armageddon Staxx (retired)
- You think it is over, but Ibraman has just begun...
- When it rains, women get wet.
x4 force of will
x2 spell pierce
x4 brainstorm
x4 counterbalance
x3 sensai's divining top
x4 lightning bolt
x3 stifle
x2 trickbind
x4 standstill
x1 engineered explosives
x2 jace, mind sculptor
x3 trinket mage
x3 phyrexian dreadnought
lands
x4 mishra's factory
x4 wasteland
x4 scalding tarn
x2 misty rainforest
x1 mountain
x2 volcanic island
x4 island
when i test this with the painter's servant package... i take out 1 dreadnought and 1 standstill. with brainstorm and top searchign for anything to win the game real fast and of course counterbalance doing its thing to control things.. any suggestions??