ILP, I have to agree that megatog is too expensive. This deck works best when you drop a lot of cheap artifacts that mishra can double. Extra mishra copies go into mindles automatons. And how could I have forgotten my savage tech of bottled cloister!!one1eleven! I don't know how you feel about winning games, but resolving a bottle with mishra out is game for your opponent. It's the casual version of EOTFOFGG.
I also highly recommend the blue and red spellbombs, as they are perfect acceleration and you will have opportiunities to pop them for their abilities too. Better than chomatic star imo. I know you're starting to tread away from casual grounds with artifact lands, but seriously, they are begging to be in here.
ILP, I have to agree that megatog is too expensive. This deck works best when you drop a lot of cheap artifacts that mishra can double. Extra mishra copies go into mindles automatons. And how could I have forgotten my savage tech of bottled cloister!!one1eleven! I don't know how you feel about winning games, but resolving a bottle with mishra out is game for your opponent. It's the casual version of EOTFOFGG.
I also highly recommend the blue and red spellbombs, as they are perfect acceleration and you will have opportiunities to pop them for their abilities too. Better than chomatic star imo. I know you're starting to tread away from casual grounds with artifact lands, but seriously, they are begging to be in here.
The spellbombs are not as good as the Star because when you sacrifice the Star to atog, you still get to draw. Should I add counterspell to protect Mishra? EDIT: NEvermind, Counterspell is useless with Bottled Cloister.
Cool! Try that out, and if you don't like how something is working, let us know and we can figure out something else to replace it.
LLM drafts are confusing...I have an urge to draft my favorite colors instead of drafting by power level (which is what I'm "supposed" to do)...can someone help me out here?
@AI: Sure I'm sick and bored, so I'll impart some wisdom unto you.
1: Look at the coverage from PT Kuala Lumpur. Those people made a lot of interesting and unpopular decisions in their drafts, (Herzog first picking Inversion over Chandra???) but they are all defensible. I guess that's why this format is awesome.
Generally, you want to draft around one of the 6 "race" tribes (Kithkin, Merfolk, Faeries, Goblins, Elementals, an Elves. Giants are Treefolk usually do not show up in high enough quantities to build a deck around them, although you can get lucky.). Try to take generically powerful card for you first 3 or 4 picks until you see a strong tribal card just sitting there. Once you've decided on a tribe, try to commit yourself only to its main color and choose your second based on what's open (and hopefully an intersecting class). It is possible to draft two races, especially if you can keep it close to one class, but you likely won't be as successful.
Also, there's an exception to every rule. You'll know when you encounter it.
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Credit goes to Le_Gambit at [Æther] for my "sexy" avvy
(U/R) High Mage of Unpredictability and Leader of the [Izzet] Clan. (U/R) Sales Thread
In my dredge i run both winds and tribem just for the creature that can get really good blocker cuase he can be come a 1/20 with just a few cards plus if in grave then it pumps grave troll and with wonder he has flying and if you can you can get thje zelot and give him haste ALL IN ONE TURN and then he is a flying */*
I don't consider myself completely familiar with the dredge deck, but I didn't follow any of this, slaker. Kind of lost where a sentence was beginning and ending, not to mention I have no idea what "winds and tribem" are
I did kind of have some idea that tireless tribe was what you meant, but tolarian winds had not occured to me. In fact, the impression I got was that dredge was not a modular combo, or at least that even if it was possible for the combo to be modified that there was a superior version that had emereged that was head and shoulders above the others.
In any case, I've never seen those two cards in dredge before, although I don't hear much about wonder either. Jeez, Dredge is really more of an archetype than a deck.
@wamyc: I dont usually go out of my way to read video game reviews. And if I did I don't usually have time to sit down and actually flip through all the different sites. =/
I usually go by my friends word of mouth about a particular game and they usually tell all about the game.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
Zero Punctuation is more about being funny than an actual review. He's a little too cynical for me to really trust his reviewer's judgement, but nonstop scathing analysis without pauses at all makes for much laughter.
Are you trying to join this clan or create your own? I just ask because why would you ask here and not in the clan forum, or read the clan FAQ/guidelines or just PM a mod of this forum?
before posting in a forum, try to actually read the rules, guidelines, and FAQ before spamming other's threads. THough thanks for the help, we need 100 pages!
Anyways, I just came up with a last minute thread name idea: What do you get when you mix flammable liquid, flammable solids, and flammable gas? [The Izzet]
That is actually really tech, now that I think about it. But doesn't wonder and anger just clog up the work in what must be a really tight deck? Can you really expect to have a mountain and an island in play?
Well, I have to say, I am utterly disappointed with the two remaining cards. Neither of them appeal to me, really. But I'm going to go with...Animate Dead. Slightly more not-boring than Necropotence, methinks. And it has cooler (a little) art.
Necropotence. Animate Dead's wording is enough to kill whoever I am playing, and whenever he wants to "make sure" that I'm not interpreting it wrong, he has to read that labyrinth of text. Plus Necropotence has cooler art.
my vote goes to Necropotence. I'd rather win in a control draw your opponent out of the game way than in a worldgorging combo or turn 2 reanimator. I actually think Necropotence is a more fair way to play the game. Reanimator and Combo are just non-interactive (or very limited interaction) game wins.
Plus, as ILP pointed out - there's the art. (Tho Animate Dead also has cool art)
However, Foresee would probably be better as Thirst for Knowledge, and Dark Banishing would be better as Terror or Rend Flesh or Eyeblight's Ending.
Also, Megatog just costs too much, especially considering Mishra's really what makes the deck tick. I recommend cutting two of those guys.
If you can fit Booby Trap in there...oh man. GG right there.
I also highly recommend the blue and red spellbombs, as they are perfect acceleration and you will have opportiunities to pop them for their abilities too. Better than chomatic star imo. I know you're starting to tread away from casual grounds with artifact lands, but seriously, they are begging to be in here.
The spellbombs are not as good as the Star because when you sacrifice the Star to atog, you still get to draw. Should I add counterspell to protect Mishra? EDIT: NEvermind, Counterspell is useless with Bottled Cloister.
4 Mishra, Artificer Prodigy
4 Atog
4 Disciple of the Vault
2 Mindless Automaton
2 Myr Retriever
4 Thirst for Knowledge
4 Rend Flesh
2 Bottled Cloister
2 Chromatic Star
2 Coldsteel Heart
2 Cloud Key
2 Mishra's Bauble
2 Serrated Arrows
4 Frost Marsh
4 Izzet Boilerworks
5 Swamp
5 Mountain
2 Island
LLM drafts are confusing...I have an urge to draft my favorite colors instead of drafting by power level (which is what I'm "supposed" to do)...can someone help me out here?
1: Look at the coverage from PT Kuala Lumpur. Those people made a lot of interesting and unpopular decisions in their drafts, (Herzog first picking Inversion over Chandra???) but they are all defensible. I guess that's why this format is awesome.
Generally, you want to draft around one of the 6 "race" tribes (Kithkin, Merfolk, Faeries, Goblins, Elementals, an Elves. Giants are Treefolk usually do not show up in high enough quantities to build a deck around them, although you can get lucky.). Try to take generically powerful card for you first 3 or 4 picks until you see a strong tribal card just sitting there. Once you've decided on a tribe, try to commit yourself only to its main color and choose your second based on what's open (and hopefully an intersecting class). It is possible to draft two races, especially if you can keep it close to one class, but you likely won't be as successful.
Also, there's an exception to every rule. You'll know when you encounter it.
Sales Thread
I don't consider myself completely familiar with the dredge deck, but I didn't follow any of this, slaker. Kind of lost where a sentence was beginning and ending, not to mention I have no idea what "winds and tribem" are
Which reminds me, has anyone else here seen the zero punctuation video game reviews?
I did kind of have some idea that tireless tribe was what you meant, but tolarian winds had not occured to me. In fact, the impression I got was that dredge was not a modular combo, or at least that even if it was possible for the combo to be modified that there was a superior version that had emereged that was head and shoulders above the others.
In any case, I've never seen those two cards in dredge before, although I don't hear much about wonder either. Jeez, Dredge is really more of an archetype than a deck.
Conquer, you are the weakest link...goodbye.
@wamyc: I dont usually go out of my way to read video game reviews. And if I did I don't usually have time to sit down and actually flip through all the different sites. =/
I usually go by my friends word of mouth about a particular game and they usually tell all about the game.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
Ciao.
Are you trying to join this clan or create your own? I just ask because why would you ask here and not in the clan forum, or read the clan FAQ/guidelines or just PM a mod of this forum?
before posting in a forum, try to actually read the rules, guidelines, and FAQ before spamming other's threads. THough thanks for the help, we need 100 pages!
Anyways, I just came up with a last minute thread name idea: What do you get when you mix flammable liquid, flammable solids, and flammable gas? [The Izzet]
Which card would you rather play with, all in all?
Necropotence
Animate Dead
This is a tough one for me, so I need some time to think about it. Also this is the last round, so this is FTW!
I may change my vote, but that's it for now.
Well, I have to say, I am utterly disappointed with the two remaining cards. Neither of them appeal to me, really. But I'm going to go with...Animate Dead. Slightly more not-boring than Necropotence, methinks. And it has cooler (a little) art.
Sales Thread
Necropotence - ilikepie, wamyc, rocker
Animate Dead - AI, Tiki Man
my vote goes to Necropotence. I'd rather win in a control draw your opponent out of the game way than in a worldgorging combo or turn 2 reanimator. I actually think Necropotence is a more fair way to play the game. Reanimator and Combo are just non-interactive (or very limited interaction) game wins.
Plus, as ILP pointed out - there's the art. (Tho Animate Dead also has cool art)
Sales Thread