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Legacy Stiffle the Dread with 10th rules changes



 
Reply to topic    Magic-League.com Forum Index -> Legacy (T1.5) Decks

Could Stiffle the Dread be competetive?
Yes it could, but i would go a completly other way...
33%
 33%  [ 2 ]
Yea it could, i think your on the right way...
0%
 0%  [ 0 ]
Maybe it could be a Tier 2-3 deck...
16%
 16%  [ 1 ]
No it couldnt, just screw it...
50%
 50%  [ 3 ]
Total Votes : 6

Author Message
KeySam



Joined: 14 Oct 2005
Posts: 649

PostPosted: Fri Jul 13, 2007 12:40 pm    Post subject: Legacy Stiffle the Dread with 10th rules changes Reply with quote

Hi Folk first of all you need to know the rules changes in 10th here a link: http://www.wizards.com/default.asp?x=mtgcom/feature/412a

I didnt tested this deck often i just made it, after i took a look at the article. I think this could be a good deck in Legacy, that doesnt mean that this list will be this is just how i build it. Ok now first i post the list then after that i explain some things i did and why.

Creatures
4 Phyrexian Dreadnought

Spells
4 Brainstorm
4 Counterspell
1 Disenchant
1 Energy Flux
4 Enlightened Tutor
4 Force of Will
1 Misdirection
4 Mystical Tutor
1 Rule of Law
4 Stifle
4 Swords to Plowshares
1 Tivadar's Crusade
1 Tormod's Crypt

Lands
4 Flooded Strand
4 Island
4 Plains
3 Polluted Delta
4 Tundra
3 Windswept Heath

Sideboard
3 Disenchant
3 Energy Flux
3 Rule of Law
3 Tivadar's Crusade
3 Tormod's Crypt

Ok now why did i build it like this?

First of all the colors, blue was for sure but now we could, splash a color, stay mono blue... I wanted to splash just to stay more flexible. I want to be able going off turn two so i need tutors for the combo(Btw Dreadnought and stiffle is the combo, if you didnt got it till now). I thought about green or white, for tutors (enlightened or worldly).... I choose white cause it has the removal and thats what i want.

The idea is easy, play a dreadnought stiffle its triggered ability swing 2 times ftw... back this all up with disrupt ftw Wink

The one ofs.. I have already all those tutors why not take further advantage of it(i dont like dead cards after comboing) so thats basicly why i have them. Rule of law vs storm, Energy flux vs affinity and stax, Disenchant for the obvious reasons, Tivadars Cruse .... ,Tormods crypt vs dredge and as a nice addon vs Threshold. (I didnt found any card vs fish maybe you have an idea ).

Yea thats basically it, what do you think could any version of this deck be competetive in Legacy?

edit: ah i forgot i also thought about adding Counterbalance to the deck with all those tutors, i am not sure about thatone...

KeySam
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Thorns



Joined: 16 Aug 2006
Posts: 863
Location: Rath

PostPosted: Fri Jul 13, 2007 12:49 pm    Post subject: Reply with quote

Chill versus Gobbos, Mono-Red Burn, Sligh and the Fish lists with red.

I think your "combo" is rather weak. I would prefer playing Dreadnought and Pandemonium rather than this.
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KeySam



Joined: 14 Oct 2005
Posts: 649

PostPosted: Fri Jul 13, 2007 1:06 pm    Post subject: Reply with quote

Pandemonium is ways slower and it doesnt kill as a one of, i dont think its better but time will show, chill is a nice suggestion.
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Spyx



Joined: 31 Oct 2004
Posts: 1188

PostPosted: Fri Jul 13, 2007 1:38 pm    Post subject: Reply with quote

You might as well include parralax tide...amazing with stifle you know.
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KeySam



Joined: 14 Oct 2005
Posts: 649

PostPosted: Fri Jul 13, 2007 1:42 pm    Post subject: Reply with quote

Parralax tide is interresting, not sure if its fast enough though, but thx.
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leonin5



Joined: 21 Dec 2006
Posts: 20

PostPosted: Fri Jul 13, 2007 2:15 pm    Post subject: Reply with quote

trickbind anyone?
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KeySam



Joined: 14 Oct 2005
Posts: 649

PostPosted: Fri Jul 13, 2007 2:30 pm    Post subject: Reply with quote

Thought about it, but it seems to cluncky, but i may try Wink
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CalebD
Level 1 Judge


Joined: 04 Apr 2007
Posts: 65

PostPosted: Thu Jul 19, 2007 7:26 pm    Post subject: Reply with quote

After a bit of meddling, this is what I came up with earlier today:

// Lands
4 [MR] Island (3)
4 [ON] Flooded Strand
1 [MM] Swamp (4)
1 [SOK] Tomb of Urami
4 [A] Underground Sea
4 [ON] Polluted Delta

// Creatures
4 [MI] Phyrexian Dreadnought
4 [FD] Trinket Mage
4 [RAV] Dark Confidant

// Spells
4 [SC] Stifle
4 [MM] Brainstorm
4 [AL] Force of Will
4 [NE] Daze
4 [TSP] Trickbind
3 [CS] Counterbalance
1 [FD] Engineered Explosives
4 [US] Duress
2 [CHK] Sensei's Divining Top

// Sideboard
SB: 2 [FD] Engineered Explosives
SB: 2 [DS] Echoing Truth
SB: 3 [TSB] Tormod's Crypt
SB: 3 [MM] Misdirection
SB: 4 [UD] Phyrexian Negator
SB: 1 [SOK] Pithing Needle

I originally ran vial, as it makes the naught/trickbind combo uncounterable, but replaced it for the counterbalance engine, which works much better with the rest of the deck. Running trinket mages gives me outs to chalice for 1 MD as well, which in my meta is very key. I'm considering dropping the gators in the sb for massacres, but I really haven't decided yet. They've won me a few games, and they do work well with all the stifle effects.

Note that use of trickbind prevents you from getting 2-for-1'd if they have a counter.

Stifle+Trickbind against an opponent who kept a hand with a couple sacklands can be game too, I've actually won several games like that.
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