Next Level Threshold
Je vous présente un deck un peu méconnus dans nos contrées. J’en ai rencontré quelques fois en event mais très rare.
Tout d’abord, j’adore le concept : un subtil mélange de threshold et de landstill.
Le deck utilise toute la force du canadian Thresh (mana denial, créature low cost) et le meilleur finisseur de landstill que je nomme : Jace TMS.
Suite au ban de VV, tout les deck « tempo » peuvent revenir au devant de la scène SI et seulement SI ‘folk est bien géré.
Ca tombe bien NLT gère +/- bien. YOUPIE YOUPIE !!
Ce deck est un bon deck, il faut régler quelques problèmes notamment avec Sower of Temptation (control magic effect) car KotR fait mal, très très mal.
C’est pourquoi j’écris ce primer et j’espère que vous contribuerez de manière constructive a l’épanouissement du deck.
Je me suis basé sur The Source ou le primer existe en anglais. J’ai juste réaliser un petit travail de traduction rien de plus.
Alors, un peu d’histoire…
The beginning
Mainboard:
1 Flooded Strand
3 Island
3 Mishra's Factory
3 Polluted Delta
1 Scalding Tarn
1 Misty Rainforest
3 Tropical Island
3 Volcanic Island
3 Wasteland
2 Sower of Temptation
4 Tarmogoyf
3 Vendilion Clique
2 Jace, the Mind Sculptor
4 Brainstorm
1 Crucible of Worlds
3 Daze
4 Fire / Ice
4 Force of Will
3 Lightning Bolt
2 Ponder
3 Spell Snare
4 Stifle
Sideboard:
2 Glen Elendra Archmage
1 Ancient Grudge
3 Firespout
2 Krosan Grip
2 Relic of Progenitus
3 Spell Pierce
1 Tormod's Crypt
1 Umezawa's
La liste initiale est celle de Rafael del Riego, elle lui a permis d’aller a la 9th place du Gd prix de Madrid en 2010. Le deck ressemble au canadian threshold. En voici ses principales forces.
MANA DENIAL
Le deck contient le pack infernal de stifle/Wasteland. Ces deux cartes à elles seules peuvent vous faire gagner des parties en deux temps trois mouvements si votre adversaire n’a plus de terrain en début de partie pour lancer ses sorts. Complétez ceci à des free counterspell comme FOW, daze et spell snare, votre ennemis n’aura pratiquement rien sur table pendant que vous le bourrinez avec vos créa.
REMOVAL « efficient dynamic »
Lightning bolt, Fire//ice (ou dans un deck metagamé firespout a la place de Fire//ice) servent de missile SCUD contre les créa adverse.
Merfolk et goblin deviennent rien que par ces cartes un bon MU !! Comment ? Appuyer sur le bouton rouge et ciblé les créatures clés du deck adverse.
7 Little boys sont chargés et n’attendent que vous.
Pas de créa en face ?? Pas de problème on visera directement la tronche de l’adversaire afin de le liquider plus vite… Hasta la Vista…..Baby
Créature « efficient dynamic »
Quand on pense a une créature… verte… sortant pour que dalle et bourrinant bien, on parle de tarmo.
Tarmo fait son boulot de bourineur mais aussi de videur de boite… il stoppe les deck trop agressifs. Cool non ?
Autre créature qui fait le café ou presque, je nomme Vendilion Clique. Elle stoppe les jeux combo, emmerde la main des joueurs adversaires, ralentit l’adversaire et met la pression quand même.
Cool aussi hein ?
La base de Mana
Le canadian thresh joue +/- 18 lands. Dans notre plan de jeu il ne faut pas se contenter d’avoir deux land en jeu puis basta… Faut du mana, le pez, l’oseille de magic, faut remplir son pool. C’est pq on joue 21 land. On ne doit pas manquer de land dropp et arriver à 4 voir un peu plus est optimal.
Avec plus de terrain, on se permet de jouer un des meilleurs land man du jeu (hors deck tribal) : Mishra Factory.
Mishra fais son job pour bloquer les deck trop agressif et de plus il met la pression contre les deck contrôle… WHOOHOOOO.
Aussi le deck rentre un seul exemple de crucible of world de facons a utiliser des mishra/waste/fetch à l’infinis.
En tout et pour tout le deck joue 3 land colorless, 15 colors (fetch, duals,basics).
JACE the mind sculptor
La carte est juste inimaginable. Attendez…. INIMAGINABLE !!
Sa capacité de filtré le deck adverse est tout bonnement INSANE. Si votre ennemis et vous etes installé dans le champs de bataille il vous donne un CA de malade grâce a sa capacité de brainstorm. Dans une moindre mesure (a ne pas utiliser tout de suite) sa capacité a bouncer les crea adverse vous remets dans une position confortable et finalement son finish vous fais gagner la partie.
La force de Jace, c’est d’etre utile dans TOUTE les situations. Je le compare à Mc Gyver, avec un poil de cul de Jace, il vous fait le café en mettant une grosse claque a votre adversaire… bref !
Sower of temptation
Une bonne carte… mais la moins bonne du deck. Son effet control magic est tout bon… sauf dans certains MU. Je ne vais pas m’attarder sur cette carte, car je prefere de loin contrôle magic dans le meta actuel.
Néanmoins contre merfolk sower fait la différence, prendre un reejeri ou un coralhelm fait la différence.
Analyses des MU.
Merfolk : FAVORABLE
Les poissons vont probablement penser qu’ils ont l’avantage car on joue des island…. **rire sadique** MOUHAHAHA.
De base, nous avons 4 removals afin de detruire ses lords et des creatures plus grosses que les siennes (tarmo).
Sower of Temptation fait des merveilles dans ce MU.
Le seul cas difficile est le vas ou il cast plusieurs lord… la devient dur, ou bien si on entre dans son plan de jeu avec standstill.
Finalement post side on rentre les spout et REB. On retire en priorité stiffle et daze qui sont assez mauvais dans le MU.
Post side, ca doit passer relativement bien.
Goblins: Favorable
Again this deck has a good matchup with the other popular tribal deck. Your removal will always have a good target, and better yet stifle can act as a counterspell in this matchup, stopping either matron or ringleader in their track. Even if they manage to resolve an aether vial, just having a stifle or two can make their "uncounterable" guys a whole lot worse. Plus you get to sideboard in firespout to crush them once they try and get past your tarmogoyf or mishras factory. Boarding is pretty simple, bring in firespouts and taking out sower and another card of your choice. At first I thought the card to take out was a jace, but then I played more matches against the little red men and found that a jace with just one of two guys on board to protect him was just amazing. You can just fateseal away bad cards and make their topdecks garbage while you hold down the fort with superior creatures.
Zoo: Even
This matchup is all about the grind. Good players can eek out the incremental advantages that give you the win, whereas worse players will have trouble against zoo as they are left trying to deal with a 6/6 knight of the reliquary. The key to this matchup is resource and spell management. Their deck has plenty of good targets for lightning bolt and fire//ice, plus counterspells to deal with their relevant threats. What the NLT player needs to do is find ways to generate card advantage over time until their able to take the game. For example, when you have a goyf in play, block a nactal, and they have to use a bolt or something to get rid of him, sometimes its best just to let it go and not counter the removal with something like a force of will. Since you are playing 6 one mana cantrips and jace, your ability to find action after the board is cleared is much stronger than the zoo player. This means your topdecking ability is vastly superior to the zoo player, and given a few turns it's pretty easy to get yourself back in the lead. Firespout once again comes in as a great way to clear out all their one drops, and allows you to use your counters for their large creatures while still being able to easily answer their one drops. If the zoo player boards in a ton of cards, there's also a good chance they're bringing in cards like choke or maybe jitte, so retaliating with things like grip can work well too. Even though each match against zoo with this deck is difficult, tight play and disciplined use of your spells can bring you the win. Sower comes out just because they play so many ways to take it out of the sky, but the other cards to take out come down to personal preference (things like dazes on the draw, for example).
Storm Combo: Even to slightly favorable
Combo is never something you can take lightly. Just because you're playing blue spells doesn't mean you automatically get a win versus these kinds of decks. The key to this matchup is knowing when you can stick dudes to apply pressure while also keeping your opponent at bay. Cards like bolt and fire//ice are obviously bad in these matchups, but its cards like stifle that are amazing here. Just about all of these decks rely on activated or triggered abilities in some shape or form, allowing stifle to act as a one mana counter, exactly the kind of thing you want when fighting a combo deck. The best thing to do here is to be extra careful with how their are sculpting their game plan, and use your countermagic correctly. Vendillion clique here is also fantastic, acting as a pseudo duress while also getting her beat on to the tune of 3 damage a turn. After boarding we get extra counter magic with spell pierce, and maybe REB if they are running enough blue cards. Firespout can also come in, acting as a good answer to empty the warrens. If you're playing it, null rod is also pretty savage in this matchup, blanking their lotus petals, moxes, and LEDs, meaning their mana generation takes a huge hit. All you take out is sower first and then burn like fire//ice and bolt second, with fire//ice coming out first since it deals less damage for more mana, and bolt can be about 3-4 less cards that a ANT player gets to draw if they try to combo off.
Belcher: Favorable
This is the kind of deck that gives belcher the willies. We have a bunch of permission to stop them from comboing out game one, especially spell snare which stops any burning wishes in their tracks. Stifle is also sweet against empty the warrens, since they have to run it out without any discard protection game one. After board things just get better, since we get more counters, firespouts to make the empty plan even worse, and possibly null rod to once again own any artifact plan. The cards you want to board out here are a little different then storm combo, since bolt is actually useful in this matchup, getting rid of tinder walls they run out early, as well as killing xantid swarm they usually board in. Sower is obviously the first card taken out, followed by fire//ice.
Control (UWx landstill, UGB standstill, etc.) Even to slightly favorable
This matchup is where vendillion clique shows its true muscle. The ability to run out a 3 power 3 mana flier at instant speed is great for pressuring a control deck, but the real power is the disruption it offers. When you cast clique, it basically acts as a blue duress, taking their best card and giving them something thats almost always worse. In addition, clique gives you fantastic information on what your opponent has in grip. And it doesn't even have to take anything, allowing you to see your opponents hand of blanks, let them draw nothing new and know exactly what you have to play around. Clique is also fantastic in response to standstill, giving you a chance to disrupt them, put them on a clock, and best of all make them break their own standstill when clique gets them down to low life. It's especially good against the UGB standstill lists, since it actually gets rid of Lftl for a very long time (they have to shuffle, then draw it again). The deck also minds standstill a lot less than others, since we run factories of our own and wastelands to deal with opposing man lands. The board gives you plently of tools to fight control, such a REBs, spell pierces, and krosan grip is the opponent is running things such as humility. The sowers obviously come out, but another cards that usually gets taken out is force of will. It might seem strange to take it out, but in this case you're bringing in one mana counters and taking out zero mana counters that 2-1 yourself. The control player isn't going to be playing out anything at lightning speed anytime soon, so card advantage is a great thing to have in this matchup. Some of the burn is the final stuff that ends up coming out.
Dredge: Unfavorable
This is not a match you really want to play against. The deck can counter their broken spells, and easily remove enablers such as putrid imp, but if their engine starts to rev up it can cause this deck a lot of problems. Graveyard hate out of the board helps, but it's still not a matchup you would really want to play against. Thankfully the deck isn't terribly popular at the moment, which is a great boon to the NLT player. Obviously the graveyard hate comes in, as well as firespout to be able to deal with a bunch of zombie tokens (once the bridges are cleared of course). The main key is to keep them off a discard outlet and try and beat them down quickly with tarmogoyf and friends. Obviously not a great matchup but thems the breaks.
New Horizons: Slightly Unfavorable
They have a very similar game plan, but their creatures are much larger. Sower in this matchup can be fantastic, stealing a knight when the NH player thinks it can go the distance just because we don't play white removal. Jace is also fantastic against them, bouncing their dude back to their hand while we can beat down with something like vendillion clique. Factory/crucible is also amazing against them, since their 8 main creatures that win them the game (goyf and knight) don't have trample, although terravore is a different story. After sideboard things like REB and spell pierce help, as well as having some kind of control magic effect, since they are not likely to board in krosan grip against you. The key to this match is who can get more value out of stifle/wasteland. NH only runs one basic land, so if they are kept off their fetches and their duals, they can easily get stuck with 2 lands waiting for that third one to cast a knight or a terravore. We run 3 basic islands in this deck, which means we can get those 3 lands and then just play the 4th from our hand and then cast things like sower and jace, both of which are awesome in the matchup. Coincidentally, those cards are some of the most important cards in this matchup, along with their 3 mana creatures. If you can get down your four drops while countering or at least slowing down their 3 drops you'll have a good chance at beating the new horizons player. REB comes in to deal with countermagic, as well as extra control magic effects. Relic is also great here, allowing you to first bolt or fire//ice one of their creatures, then remove both graveyards to kill their guy due to state based effects. And of course relic just straight kills terravore on the spot.
Vengevine Madness: Even to slightly unfavorable
The new kid on the block sure has some power, but NLT can fight it pretty well. Spell snare is an all star in this match, getting either their discard outlet or their survival. Also, killing off noble heirarchs is easy with fire//ice, and sometimes we can get two at once. Add in the mana denial package and the survival deck can stumble with its engine. If they manage to find a way to force through survival though, things can get rough very very quickly. The sideboard can help quite a bit, with firespout being awesome against the deck, and REB being great against their countermagic. Krosan grip also get sideboarded for obvious reasons, being able to stop survival in the middle of the activations, and punishing bad players who think they can just wait and respond to your spells with survival activations. Watch out for submerge though, which can be a beating when your tarmogoyf goes back into your library following a fetch land activation. Krosan grip certainly comes in, as does firespout since without a survival on the table they just lose their entire board and gameplan to that one card. Graveyard removal also comes in to slow down their vengevine plan and make them slow down and give yourself so time to find answers to their other threats. The cards you take out are pretty much up to personal opinion
Countertop: Even to favorable
Although it might just be my personal experience, I've found the counterbalance matchup to not be that bad. Most lists have gone to the 4c lists, and we have stifles and wastelands to mess up their mana. Spell snare is awesome once again, being able to counter counterbalance as well as their usual win cons, whether its a goyf or a thopter foundry. Out of the board spell pierce is excellent, as is krosan grip as usual. Control magic/threads can be great against versions with goyf, since they are generally higher casting cost cards that easily turn the match around, or at worst deal with their threat and a swords or path to exile. Never an easy matchup, but barring a really quick top/balance lock that you can't stop, they is always room to play around their cards and find ways to get the incremental advantages you need to win the game. Krosan grip out of the board is pretty sweet here, as is both spell pierce and REB. Null rod is also good to fantastic here is you have it. Sower stays in against green versions of countertop, and go out against the thopter lists. FOW comes out since it gets replaced by the cheap counters, and burn comes out as well.
With the matchups listed, the final thing I would like to show to you is the current list that I play when I go to legacy tournaments:
Le deck aujourdhui :
4 Tarmogoyf
3 Vendillion Clique
4 Brainstorm
3 Ponder
4 Stifle
4 Force of Will
3 Daze
3 Spell Snare
4 Lightning Bolt
3 Firespout
2 Jace the Mind Sculptor
1 control magic
3 Tropical Island
3 Volcanic Island
3 Wasteland
3 Mishra's Factory
3 Island
2 Flooded Strand
1 Polluted Delta
2 Misty Rainforest
1 Scalding Tarn
Sideboard
3 Spell Pierce
2 Mind Harness
1 Null Rod
2 Krosan Grip
1 Firespout
2 Relic of Progenitus
1 Tormod's Crypt
2 Pyroblast
1 Red Elemental Blast
Deck TOP4 SCG 4/03/11
Maindeck:
Artifacts
1 Basilisk Collar
1 Engineered Explosives
Creatures
3 Grim Lavamancer
4 Tarmogoyf
2 Trinket Mage
Instants
4 Brainstorm
3 Fire / Ice
4 Force of Will
4 Lightning Bolt
3 Spell Snare
4 Stifle
Legendary Creatures
2 Vendilion Clique
Planeswalkers
2 Jace, the Mind Sculptor
Sorceries
2 Ponder
Basic Lands
2 Island
1 Mountain
Lands
2 Flooded Grove
2 Misty Rainforest
4 Scalding Tarn
3 Tropical Island
3 Volcanic Island
4 Wasteland
Sideboard:
1 Null Rod
1 Relic of Progenitus
1 Tormod's Crypt
1 Gilded Drake
1 Mind Harness
2 Krosan Grip
2 Pyroblast
1 Red Elemental Blast
3 Spell Pierce
2 Firespout
Quoi sider/desider???
Green Countertop
+3 spell pierce +2 grip +1 null rod +3 REB +2 mind harness
-3 daze -3 firespout -4 force of will -1 bolt
Non-green Countertop (usually thopter countertop)
+3 spell pierce +2 grip +1 null rod +3 REB
-3 daze - 3 firespout -3 bolt
Zoo
+2 mind harness +1 firespout +2 grip
-3 daze -2 clique
Goblins
+1 firespout +1 null rod
-2 daze
Merfolk
+1 firespout +3 REB +1 null rod
-4 stifle -1 daze
Tendrils combo
+3 spell pierce +1 null rod
-2 jace -1 crucible -1 bolt
possibly +3 REB -3 bolt
Belcher
+3 spell pierce +1 null rod
-2 jace -1 crucible -1 bolt
Landstill
+3 spell pierce +3 REB +2 grip
-3 firespout -4 bolt -1 daze
possibly -1 daze +1 null rod if they have top, EE, etc
New Horizons
+2 mind harness +3 spell pierce +2 relic
-3 firespout -3 daze -1 ponder
Green and Taxes
+2 mind harness +2 grip +1 null rod
-3 daze -1 ponder -1 firespout
Junk
+2 mind harness +1 null rod
-3 firespout
Dredge
+1 crypt +2 relic +1 firespout
-2 jace -1 control magic -1 ponder
Modifié par planarvoid, 07 March 2011 - 18:52 .