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4 years ago ::
Aug 11, 2009 - 12:43PM
#31
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Date Joined:
Jan 24, 2006
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Not sure about removing Daze, I dont have enough experience to know how good it is.
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4 years ago ::
Aug 11, 2009 - 2:47PM
#32
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Date Joined:
Apr 17, 2008
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My playgroup is putting together a gauntlet of the top decks and I'm wondering your opinion on 3 or 4 Standstills and counterbalance. Is there a meta where the numbers should be different? I see lists with 3/3 3/4 4/3 4/4 of Standstill and CB.
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4 years ago ::
Aug 11, 2009 - 6:21PM
#33
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- UnCon Prizewinner 2008
- Forum Guide
Date Joined:
Apr 17, 2007
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4 years ago ::
Aug 11, 2009 - 11:40PM
#34
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Date Joined:
Apr 17, 2008
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Ok I was testing the UGR build in the last post vs Lorestill and was getting crushed. Sower and Vendillion clique are beating along with the fact that they can operate under Standstill just as well as I can.
I agree that Daze seemed subpar as he would just play into Daze to force the tempo loss. How do you feel about adding a fourth Spell Snare and some Fire/Ice to kill Sower, win Goyf wars, more ways to kill Factorys.
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4 years ago ::
Aug 12, 2009 - 10:46AM
#35
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- UnCon Prizewinner 2008
- Forum Guide
Date Joined:
Apr 17, 2007
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I agree that Daze seemed subpar as he would just play into Daze to force the tempo loss. How do you feel about adding a fourth Spell Snare and some Fire/Ice to kill Sower, win Goyf wars, more ways to kill Factorys. I want more reach in this deck but I'm not sure the inclusions of cards like Lightning Bolt or Fire // Ice are worth the cards you would be taking out considering the fact that they would only show up every once in a while and seem situational to an extent. I can't say for sure because I have not tested them yet but there have been a few decks that have used them to some good. Fire/Bolt do seem good to some extents.... needs moar testing.
I would love a 4th Snare as that card is great but I think it might be too many or you would have to change the counter suit (probably for the worse) to fit it in.
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4 years ago ::
Aug 12, 2009 - 2:24PM
#36
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Date Joined:
Jan 24, 2006
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A problem with 4 standstill is that there are decks out there that are better under standstill than you are, like any Life from the Loam deck, Merfolk (with a threat or an Aether Vial), and against other standstill decks its often 50-50 who is better positioned. 3 seems good.
Regarding Daze, the tempo loss does hurt, unless you are light on lands in your hand. Daze definitely makes Top worse, as you dont have as much mana available.
I could see removing Daze for say, a Spell Snare and a removal spell like Bolt or Fire/Ice, or to include the extra Counterbalance/Top.
A note: I played 4 games against a friend's Ad Nauseum Tendrils deck last night, winning all 4. He had a couple bad hands however. Fast dreadnought is vrey good against it, especially when combined with counters. One game I hit for 15 on turn 3 with Dreadnought + Factory + Factory pump, then he cast Ad Nauseum at 5 life the next turn and died. Daze was actually good in that matchup, it countered things like Chrome Mox with no land, and Dark Ritual off the one mana source.
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4 years ago ::
Aug 12, 2009 - 3:39PM
#37
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- UnCon Prizewinner 2008
- Forum Guide
Date Joined:
Apr 17, 2007
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Here's a sample list I'm "thinking" about running without Daze so it's not set in stone or anything. The Shackles seems great with the amount of Islands we do run and it's another 3 casting cost card for CB since I bumped it up to 4. I can easily lose the Shackles at anytime for the 2 Daze. Getting 2 for 1'd all day Saturday at my local shop I think made me learn my lesson on the 4th Dreadnought and 2nd Trickbind main (though they are still really good against a lot of decks). I would like to get some thoughts on this before I go to my next tourney just in case I decide to change it before then. UGr DreadstillCreatures 3 x Phyrexian Dreadnought 4 x Tarmogoyf 2 x Trinket Mage Spells 4 x Brainstorm 4 x Force of Will 3 x Spell Snare 4 x Stifle 1 x Trickbind 3 x Standstill 4 x Counterbalance 3 x Sensei's Divining Top 2 x Engineered Explosives 2 x Vedalken Shackles Lands 3 x Mishra's Factory 3 x Wasteland 3 x Polluted Delta 3 x Flooded Strand 4 x Island 3 x Tropical Island 2 x Volcanic Island SB: 3 x Firespout 3 x Krosan Grip 2 x Red Elemental Blast 1 x Pyroblast 2 x Blue Elemental Blast 1 x Sower of Temptation 1 x Gilded Drake 1 x Tormod's Crypt 1 x Relic of Progenitus EDIT: Changed SB, -2 Wipe Away , +1 Sower +1 Gilded Drake.
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4 years ago ::
Sep 15, 2009 - 10:21AM
#38
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- UnCon Prizewinner 2008
- Forum Guide
Date Joined:
Apr 17, 2007
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Figured I drop by an updated list since it's been a while and I'm working on another deck at the moment, enjoy: UGR Dreadstill 3x Phyrexian Dreadnought 4x Tarmogoyf 2x Trinket Mage 4x Brainstorm 4x Force of Will 3x Daze 3x Spell Snare 4x Stifle 1x Trickbind 1x Krosan Grip 3x Standstill 3x Counterbalance 2x Sensei's Divining Top 1x Pithing Needle 1x Engineered Explosives 3x Mishra's Factory 3x Wasteland 3x Polluted Delta 3x Flooded Strand 4x Island 3x Tropical Island 2x Volcanic Island SB: 4x Lightning Bolt 3x Firespout 2x Red Elemental Blast 1x Pyroblast 2x Krosan Grip 1x Pithing Needle 1x Tormod's Crypt 1x Relic of Progenitus
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4 years ago ::
Sep 15, 2009 - 12:16PM
#39
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Date Joined:
Sep 19, 2006
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back to four goyf. good job :D
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4 years ago ::
Sep 15, 2009 - 6:58PM
#40
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Date Joined:
Jul 19, 2007
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I love what the new fetches do for this deck. Being able to fetch any basic is very important in some situations.
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