surelock
11-02-2006, 08:47 AM
Threshold
11 Islands
10 Forests
21 Lands
4 Werebears
4 Wild Mongrels
4 Nimble Mongeese (sp.? or pluralism?) - Uncommon -ed.
1 Wonder - Uncommon
13 Creatures
3 Careful Study -ed.
4 Brainstorms
4 Mental Notes
11 Threshold enablers and card quality
3 Dazes
3 Mana Leaks
3 Rites of Refusal
2 Rushing Rivers
11 Counterspells and disruption
4 Rancors
4 Creature pump
Sideboard
2 Ray of Command
2 Rushing Rivers
3 Naturalizes
3 Nourish
3 Moment's Peace
1 Daze
1 Rite of Refusal
This deck uses the same basic concept as a standard Threshold deck and that is to get to Threshold on turns 1-3 (trying to get a threshold creature in play on turn 2 or 3) while making sure you do not allow anything that is bigger than your thresholded creatures into play. I am using a couple of odd cards that are not standard when playing threshold. and those are the single Springing Tiger but a flying Rancored thresholded tiger is a sight to behold and can end a game that went too long (you will lose a long game vs. control) in a hurry (I know he is no Mystic Enforcer but he is what I got). The Rites of Refusal can be my 2nd and 3rd turn discard outlet as opposed to the Aquamoeba, I just feel that they fit my scheme better than the Aquamoeba, they are also great for saving an attacking or blocking creature and enabling threshold simultaneously, something the Aquamoeba does not do. The sideboard is aimed at Affinity and Pros-Tide with a nod to Channel Fireball (the Nourishes).
Cards I did not use that are standard fare in Threshold, Deep Analysis I love this card but could not squeeze it in due to my heavy disruption package. Force of Will a counter that is standard fare in peasant tourneys, I felt the Dazes do the job turns 1-4 and the leaks and rites handle the later turns, also if I had included them no room for the Wonders. Circular Logic see above. Arrogant Wurm and Roar of the Worm, I opted for the untargetability of the Mongoose for early game and I like the werebear for combined beats.
The sideboard may need some work but the main thing I am thinking is Tormyd's crypts in place of the 2 counters and a Rushing River, ideas on this are welcome.
The deck is a fun consistent deck and while there are no 3rd or 4th turn kills it has game (IMHO) vs. the tier 1 decks except maybe MBC.
Any ideas and suggestions are welcome (please keep the constructive as "this deck sux" really qualifies as neither an idea or suggestion and is definitely not constructive).
11 Islands
10 Forests
21 Lands
4 Werebears
4 Wild Mongrels
4 Nimble Mongeese (sp.? or pluralism?) - Uncommon -ed.
1 Wonder - Uncommon
13 Creatures
3 Careful Study -ed.
4 Brainstorms
4 Mental Notes
11 Threshold enablers and card quality
3 Dazes
3 Mana Leaks
3 Rites of Refusal
2 Rushing Rivers
11 Counterspells and disruption
4 Rancors
4 Creature pump
Sideboard
2 Ray of Command
2 Rushing Rivers
3 Naturalizes
3 Nourish
3 Moment's Peace
1 Daze
1 Rite of Refusal
This deck uses the same basic concept as a standard Threshold deck and that is to get to Threshold on turns 1-3 (trying to get a threshold creature in play on turn 2 or 3) while making sure you do not allow anything that is bigger than your thresholded creatures into play. I am using a couple of odd cards that are not standard when playing threshold. and those are the single Springing Tiger but a flying Rancored thresholded tiger is a sight to behold and can end a game that went too long (you will lose a long game vs. control) in a hurry (I know he is no Mystic Enforcer but he is what I got). The Rites of Refusal can be my 2nd and 3rd turn discard outlet as opposed to the Aquamoeba, I just feel that they fit my scheme better than the Aquamoeba, they are also great for saving an attacking or blocking creature and enabling threshold simultaneously, something the Aquamoeba does not do. The sideboard is aimed at Affinity and Pros-Tide with a nod to Channel Fireball (the Nourishes).
Cards I did not use that are standard fare in Threshold, Deep Analysis I love this card but could not squeeze it in due to my heavy disruption package. Force of Will a counter that is standard fare in peasant tourneys, I felt the Dazes do the job turns 1-4 and the leaks and rites handle the later turns, also if I had included them no room for the Wonders. Circular Logic see above. Arrogant Wurm and Roar of the Worm, I opted for the untargetability of the Mongoose for early game and I like the werebear for combined beats.
The sideboard may need some work but the main thing I am thinking is Tormyd's crypts in place of the 2 counters and a Rushing River, ideas on this are welcome.
The deck is a fun consistent deck and while there are no 3rd or 4th turn kills it has game (IMHO) vs. the tier 1 decks except maybe MBC.
Any ideas and suggestions are welcome (please keep the constructive as "this deck sux" really qualifies as neither an idea or suggestion and is definitely not constructive).