I promise you S.M. you're not the last Dreadstill player left xD. I plan on playing this deck at SCG Boston 5k as well as GP Providence. To fuel the U/b deck discussion brought up here's the 75 I would run if I played in a tourny with this tomorrow
// Spells
1 [FD] Engineered Explosives
4 [FNM] Brainstorm
4 [JGC] Stifle
3 [OD] Standstill
3 [V09] Sensei's Divining Top
3 [NE] Daze
4 [AL] Force of Will
3 [CS] Counterbalance
3 [DIS] Spell Snare
3 [MBS] Go for the Throat
// Sideboard
SB: 1 [FD] Engineered Explosives
SB: 1 [CS] Counterbalance
SB: 1 [MBS] Go for the Throat
SB: 1 [10E] Pithing Needle
SB: 3 [CH] Tormod's Crypt
SB: 2 [10E] Crucible of Worlds
SB: 3 [ZEN] Spell Pierce
SB: 2 [6E] Perish
SB: 1 [LRW] Sower of Temptation
Just some thoughts to add for ya.
So what would you recommend as the color combination of choice for Dreadstill at the moment? I'm thinking about U/b/w with Peacekeeper and StP, because I've been running U/b/r, (Admittedly sans Engineered Plague) and I just feel like the Zoo/Tribal matches with anything more than a competent pilot are something close to an autoloss.
Also: What's the reasoning behind the 4th CB in the board? Most of the time, I feel like 3 is too many. I often end up pitching at least one to Force.
I just saw this article, and am thinking about changing to U/b/w as it answers the big concern I've had with the deck, I.e, not being able to interact well with things once they're actually past the counterwall.
I've been playing U/b/r, but I still feel like any matchup where a goyf hits the field just becomes an autoloss to me.
Have any of you guys seen/read the above article? I'm curious about what you guys think.
The W splash does a lot towards being able to interact with stuff on the board, but I still feel like it is almost an auto-scoop to goblins and zoo.
thoughts?
Also: What about the list in Elias's recent SCG article.
I like it a little bit more due to the MB Pithing and StP, but I also dislike the fact that he's only running 1 Daze and 3 Dreadnoughts.
I guess Daze is the price you pay for having Jace 2.0 in the MB, but it seems like you want 4 'Noughts as well as at least 1 Trickbind in the MB, otherwise you're just giving up too much of the "Whoops I win" surprise factor that this deck needs to win G1 against some of the aggro decks floating around.
Also: Maybe just cut down on the standstills, I know that it's a much needed source of card advantage, but I feel like it's just been a huge liability for us vs decks which drop t1 vial. In regards to Elias' list, we could
I've been playing three, and I feel like whenever I can stick one, I win, (Barring some ridiculous shenanigans), some games, I just go without seeing one, and it makes me very sad, because the advantage is really ridiculous.
Also: Why does no one use Illusionary mask? Just simply too difficult to obtain?
Once you go black, you don't go back. (Sorry, I couldn't help it)
Yeah, I mean, PtE and Tutor are great, but when your win combo involves an inherent 2 for 1, you're going to want as much CA as possible to negate that in case you see a PtE or StP.
Also: Burying stuff in counters is good too, I'll just throw that out there.
I'm new to this archetype and I was wondering how it fairs against Zoo, Goblins, Merfolk, and the ever vast rogue builds ect that're running around right now?
And is it possible to build a U/B version that's still competitive and balaned?, no other colors, just U/B.
Thanks folks,
S.M.
I took a look at your list, and I'm going to make the suggestion that if you're in UB, you want confidant, and you want a lot (3 or 4) We run top, and even though the lifeloss hurts, the extra card per turn is unfair. And we do actually need it given the inherent card disadvantage of using StifleNought. Confidant helps you reload in case a dreadnought attracts a StP or Grip.
I just think that for the goblins/other aggro matchup, sometimes you need something a little bit faster, and a little more reliable if you don't have red open.
Also: What have you guys been doing with standstill?
I know it's the namesake of the deck, but there's just so much aggro running around (With Vial) that it just doesn't seem worth it anymore.
I know the manabase is pretty fragile as it is, but what do people think of this list?
Iunno, maybe the merfolk players I played just weren't that good. But if you either go for a dreadnought early with enough counter to back it up, or make them spend their counters on your confidants/random spells.
Once dreadnought hits the board, GG if they don't have a splash. (And I mean, only the white splash really gives them an answer.)
Edit: Yeah, didn't exactly choose the best deck going into this thing.
5/14 Merfolk Decks: Good Choices.
I can't believe I screwed up g2 with the goblins though. I was so angry about that.
M1: Goblins (0-2) (0-1)
G1:He plays a turn 1 lackey I dreadnought down on turn 2, he has warren weirding. We fight back and forth for a while, but I don't find a 2nd dreadnought, and that is that.
G2: I mess up, and play top on turn 1 off of my only land. He wastes it after t1 Lackey again. (I had 2x Stifle, 2x Dreadnought in Hand)
Match 2 (Merfolk) (2-1) (1-1)
G1: Dreadnought down turn 2, that's that.
G2: My opponent T1 Aether Vials in, I play a confidant down, trades with a coralhelm. He then proceeds to play two merfolk rejeereys. Confidant #2 Tries to find fuel, but he fails, and I get squished by mutavaults.
G3: We fight it over for a while, as I get a counter-strong hand with no dreadnoughts. I finally manage to land one at T5. Echoing truth meets a force of will, and dreadnought goes the distance.
M3: (U/B/G Goodstuff) (1-2) (1-2)
G1: I've never ever seen anything like this before. He plays this admitted "random pile of good stuff which includes 'Goyfs, Tombstalkers, Forces, Grips, Brainstorm, in something I've never seen before. We fight a few counter wars, and goyf brings me down to 8 before I land a 2nd dreadnought. He squishes a goyf and goes the rest of the way.
G2: Miserable hand, I mull into a hand of Stifle, Stifle, Factory, Sea, Wasteland, Standstill. I keep, thinking I'll be able to land the standstill and get some advantage, but he plays a goyf on turn 2, and I don't find a way of dealing with it.
G3: Him: T2 Goyf. My T3: Dreadnought with Pierce + Daze. His t3: Krosan Grip, Attack.
T4: goyf 2, gg.
M4 Merfolk (AGAIN?!?! JESUS) (2-1) (2-2)
G1: I land a confidant, but I get damaged a lot since I don't have a top available. At 6 life, I play a dreadnought while he has a Rejeery, I attack with Confidant, Trinket, Dreadnought while he is at 10 life. He vials in a LoA, animates mutavault, and survives on two while I have a factory sitting at home. Ouch.
G2: Dreadnought T3 Squishes some small fish, and then goes the rest of the way.
G3: We go to time, on turn 0 of 5, I just go for it and play dreadnought. Wheeeeeee.
2-2, Overall, i'm pretty happy with my first legacy event, (Though based on the metagame, I would've been much happier/much better odds had I sleeved up my other deck which was ready to go - Zoo)
Also: is Legionnaire worth thinking about as a 2 or 3 of?
Legacy Decks:
Legendary Maverick GW
Legacy Decks:
Legendary Maverick GW
Also: Blood Moon? Isn't that like a self-hose with the lands that we play?
Legacy Decks:
Legendary Maverick GW
So what would you recommend as the color combination of choice for Dreadstill at the moment? I'm thinking about U/b/w with Peacekeeper and StP, because I've been running U/b/r, (Admittedly sans Engineered Plague) and I just feel like the Zoo/Tribal matches with anything more than a competent pilot are something close to an autoloss.
Also: What's the reasoning behind the 4th CB in the board? Most of the time, I feel like 3 is too many. I often end up pitching at least one to Force.
And: No Engineered Plague?
Legacy Decks:
Legendary Maverick GW
I've been playing U/b/r, but I still feel like any matchup where a goyf hits the field just becomes an autoloss to me.
http://www.starcitygames.com/magic/extended/20086_Whats_Peacekeeper_Do_First_Place_With_Ubw_Dreadstill.html
Have any of you guys seen/read the above article? I'm curious about what you guys think.
The W splash does a lot towards being able to interact with stuff on the board, but I still feel like it is almost an auto-scoop to goblins and zoo.
thoughts?
Also: What about the list in Elias's recent SCG article.
I like it a little bit more due to the MB Pithing and StP, but I also dislike the fact that he's only running 1 Daze and 3 Dreadnoughts.
I guess Daze is the price you pay for having Jace 2.0 in the MB, but it seems like you want 4 'Noughts as well as at least 1 Trickbind in the MB, otherwise you're just giving up too much of the "Whoops I win" surprise factor that this deck needs to win G1 against some of the aggro decks floating around.
Also: Maybe just cut down on the standstills, I know that it's a much needed source of card advantage, but I feel like it's just been a huge liability for us vs decks which drop t1 vial. In regards to Elias' list, we could
-2 Standstill, - 1 JTMS and +Dark Confidant, +Trickbind, + Dreadnought
Legacy Decks:
Legendary Maverick GW
I've been playing three, and I feel like whenever I can stick one, I win, (Barring some ridiculous shenanigans), some games, I just go without seeing one, and it makes me very sad, because the advantage is really ridiculous.
Also: Why does no one use Illusionary mask? Just simply too difficult to obtain?
Legacy Decks:
Legendary Maverick GW
Yeah, I mean, PtE and Tutor are great, but when your win combo involves an inherent 2 for 1, you're going to want as much CA as possible to negate that in case you see a PtE or StP.
Also: Burying stuff in counters is good too, I'll just throw that out there.
Legacy Decks:
Legendary Maverick GW
Legacy Decks:
Legendary Maverick GW
I took a look at your list, and I'm going to make the suggestion that if you're in UB, you want confidant, and you want a lot (3 or 4) We run top, and even though the lifeloss hurts, the extra card per turn is unfair. And we do actually need it given the inherent card disadvantage of using StifleNought. Confidant helps you reload in case a dreadnought attracts a StP or Grip.
Legacy Decks:
Legendary Maverick GW
I just think that for the goblins/other aggro matchup, sometimes you need something a little bit faster, and a little more reliable if you don't have red open.
Also: What have you guys been doing with standstill?
I know it's the namesake of the deck, but there's just so much aggro running around (With Vial) that it just doesn't seem worth it anymore.
I know the manabase is pretty fragile as it is, but what do people think of this list?
3x Underground Sea
2x Volcanic Island
4x Polluted Delta
3x Scalding Tarn
3x Wasteland
3x Mishra's Factory
3x Tropical Island
Creatures (14)
4x Phyrexian Dreadnought
4x Dark Confidant
4x Tarmogoyf
2x Trinket Mage
4x Force of Will
4x Stifle
4x Brainstorm
2x Trickbind
3x Counterbalance
3x Sensei's Divining Top
3x Daze
2x Spell Snare
3x Firespout
2x Red Elemental Blast
3x Relic of Progenitus
2x Spell Pierce
2x Pithing Needle
1x Cave-In
2x Lightning Bolt
Triple Post Merged
-Warden
Legacy Decks:
Legendary Maverick GW
Cave-in or Engineered Plague?
Legacy Decks:
Legendary Maverick GW
Propaganda as an anti-aggro tool?
Legacy Decks:
Legendary Maverick GW
Once dreadnought hits the board, GG if they don't have a splash. (And I mean, only the white splash really gives them an answer.)
Edit: Yeah, didn't exactly choose the best deck going into this thing.
5/14 Merfolk Decks: Good Choices.
I can't believe I screwed up g2 with the goblins though. I was so angry about that.
Legacy Decks:
Legendary Maverick GW
M1: Goblins (0-2) (0-1)
G1:He plays a turn 1 lackey I dreadnought down on turn 2, he has warren weirding. We fight back and forth for a while, but I don't find a 2nd dreadnought, and that is that.
G2: I mess up, and play top on turn 1 off of my only land. He wastes it after t1 Lackey again. (I had 2x Stifle, 2x Dreadnought in Hand)
Match 2 (Merfolk) (2-1) (1-1)
G1: Dreadnought down turn 2, that's that.
G2: My opponent T1 Aether Vials in, I play a confidant down, trades with a coralhelm. He then proceeds to play two merfolk rejeereys. Confidant #2 Tries to find fuel, but he fails, and I get squished by mutavaults.
G3: We fight it over for a while, as I get a counter-strong hand with no dreadnoughts. I finally manage to land one at T5. Echoing truth meets a force of will, and dreadnought goes the distance.
M3: (U/B/G Goodstuff) (1-2) (1-2)
G1: I've never ever seen anything like this before. He plays this admitted "random pile of good stuff which includes 'Goyfs, Tombstalkers, Forces, Grips, Brainstorm, in something I've never seen before. We fight a few counter wars, and goyf brings me down to 8 before I land a 2nd dreadnought. He squishes a goyf and goes the rest of the way.
G2: Miserable hand, I mull into a hand of Stifle, Stifle, Factory, Sea, Wasteland, Standstill. I keep, thinking I'll be able to land the standstill and get some advantage, but he plays a goyf on turn 2, and I don't find a way of dealing with it.
G3: Him: T2 Goyf. My T3: Dreadnought with Pierce + Daze. His t3: Krosan Grip, Attack.
T4: goyf 2, gg.
M4 Merfolk (AGAIN?!?! JESUS) (2-1) (2-2)
G1: I land a confidant, but I get damaged a lot since I don't have a top available. At 6 life, I play a dreadnought while he has a Rejeery, I attack with Confidant, Trinket, Dreadnought while he is at 10 life. He vials in a LoA, animates mutavault, and survives on two while I have a factory sitting at home. Ouch.
G2: Dreadnought T3 Squishes some small fish, and then goes the rest of the way.
G3: We go to time, on turn 0 of 5, I just go for it and play dreadnought. Wheeeeeee.
2-2, Overall, i'm pretty happy with my first legacy event, (Though based on the metagame, I would've been much happier/much better odds had I sleeved up my other deck which was ready to go - Zoo)
Also:McCall didn't do a great job with this primer
Legacy Decks:
Legendary Maverick GW
Also: Correct me if i'm wrong, but Pithing Needle is very useful versus Aether Vial, isnt it?
Legacy Decks:
Legendary Maverick GW