hmm, i've overlooked this 8th place result from SCG Modern Classic last 07/29 due to the deckname tagged as "dredge" but surprisingly it's a dredgevine: https://www.mtggoldfish.com/archetype/modern-dredge-54259#paper the list have a standard dredgevine list from eldritch moon era with the addition of the newly printed stitcher's supplier. it even placed higher than B/R Vengevine (13th) in that same tournament.
The important thing is having enough discard outlets to pitch your Bridge, should you draw it. Unlike Vine and Ghast, it does absolutely nothing from your hand. Bridge also seems fragile against creature heavy decks that will likely block every combat
that's another reason why im hesitant to try the bridge version, aside from graveyard hate and though "in efficient" a removal in opponent's own creature can also do the job, but they have posted multiple 5-0 results, i dont have the cards yet that's why i cant feel if i like it or not, for now i'll observe their forum and results. for reference here's the link: https://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/786905-bridgevine
hi Skitzafreak, that's goodnews! hope it will attract more brewers and fine tuners.
my primary concern about that list is that i feel there's too few discard/digging outlet. the list wants to put vengevine, bridge and bloodghast in the graveyard but it only has faithless looting, insolent neonate, and stitcher's supplier to do the job. i would like to put a salvage effect card in that list to help on that aspect.
@izzetmage, spot on with regards to the manabase, i also do have the same problem, so far i haven't played with a bloodmoon deck or encounter the card but i think i will really have a problem with that specially that i dont have a verdant catacomb, so far my opponent is focused on using graveyard hate instead of bloodmoon as a sideboard against me. i dont think swapping crypt breaker will be the solution but i believe lotleth troll has a very good place in the list with insolent neonate / gravecrawler / stitcher's supplier / stinkweed imp, if all of them are in a 4-ofs, come midgame this cards are not that impactful at this point is where lotleth troll truly shines.
just to share: on my main i have this green cards (excluding vengevine): lotleth troll (3), gather the pack (4). i might go down to 2-trolls, as for the gather the pack, this is the card i usually sideout at G2 and add thoughtseize + death's shadow to transform the deck to be more B/R and less reliant on graveyard to counter the hate.
i think mandrils can be removed from that list since it already has lotleth troll (zombie / with evasion / gy engine) and can easily be fetch from evolution if needed. i'b probably swap the mandrills with neonate as neonate + dredge on turn-1 is really good and the menace ability of neonate can be relevant with scavenge
went to a small event at my LGS to playtest using my last posted list and end up with a 3-0 result
R1: B/R Hollow One (2-0)
G1: my opponent didn't have early hollow one but has flameblade adept and 3 early bloodghast, managed to take the game back with angler, 2-vengevines and a lotleth troll, won the game with 2 life remaining
G2: played defensively and played around either blocking or taking damage, got lucky with the burning inquiry random discard, DS won the game for me.
in: pyroclasm x1, golgari charm x2, death shadow x3
out: gravecrawler x3, deadly allure x1, gather the pack x2
*my opponent didn't got hollow one on the battlefield for both games.
*stitcher's supplier is a great help during this match providing early board presence and gy engine.
R2: KCI (2-1)
G1: hindered my opponent at turn-3 with a removal for his scrap trawler but my opponent managed to combo off at turn 4, despite that i let him do his combo for me to gain a better understanding of his deck.
G2/G3: went with an aggro plan to race his deck before it combo off and also got lucky to draw my artifact/creature removals.
in: thoughtseize x3, ancient grudge x2, nihil spellbomb x2, abrupt decay x1
out: gather the pack x4, deadly allure x1, gurmag angler x1, stinkweed imp x1, lotleth troll x1
*my opponent is still new to playing KCI
*i 've read KCI from different mtg articles but this is the first time i experience it in action
R3: Mono U / Artifact Rogue (2-0)
*can't recall very much here.
here are the things i'm looking for while learning the deck:
- turn1 play conditions for looting / supplier / neonate
- should we increase the number of dredge cards.
- better land construction without going bankrupt (*cough* verdant catacombs *cough*)
So far this are what i've learn while playing the deck:
-T1 looting if i have vengevine / stinkweed imp / gather the pack in hand
-T1 looting if i only have 1-land
-T1 stitcher's supplier if i have gather the pack without looting (for a chance to activate spell mastery turn-2)
-T1 insolent neonate if i have vengevine / stinkweed without looting
-T2 gather the pack if it looks "safe" even without spell mastery, gather the pack feels like a poor play at turn3 and 4.
i'm really satisfied with the addition of stitcher's supplier and continue playtesting my current list.
btw, i'm a paper player and got a limited time to playtest, i'm looking forward for other dredgevine player to share their list and experience. thanks in advance!
early playtest with a friend using non-tier deck, showed some problems with my early list:
- Death's Shadow often comes turn-4 to have a sizeable body which is a little bit too late.
(*I've tried mainboard Thoughtseize but it delays the deck strategy of filling the gy)
(*turn-2: cast neonate -> discard vengevine -> cast shadow (eventually dies) feels so bad, this is true even if we are able to resolve 2-Vengevines in the battlefield.)
- I miss Gravecrawler, it's really hard to pass specially now that we have a 1-mana zombie gy enabler.
- neonate / stitcher's / imp, sometimes are underwhelming midgame.
with the reasons above, i'll try to use this list next time:
Looking at your list i can buy into the Angler if the dredge plan works out but not really the Death's Shadows. Honestly sems you'd be completely reliant on the opponent to grow them at all. Any particular game plan there? If not i'd cut them to return the gravecallers. Stitcher has a lot of synergy with their zombie typing thats not to be underrated for Vengevine triggers.
the life requirement will be accomplished by the lands, dredgevines manabase is a bit greedy, it's not uncommon to do fetch-shock in the 1st 2-turns of the game.
with stitcher's as another turn-1 play, we want to have either Bor R on turn-1 and "possibly" a G on turn-2 for gather the pack. worst case if it's really "needed" we may cast death's shadow as a 0/0 just to meet the vengevine requirement, it still count as a cast. i believe as the game progress, death's shadow will become more of a threat than gravecrawler.
this list is still waiting to be tested as core 2019 comes out.
it's been a while since the last time i play this deck and with the new card coming out i think its time to dig up our beloved vegetable.
here's my starting list once stitcher's supplier come out. with that card, we now have 12 turn-1 plays that will start the dredgevine engine. (neonate / looting / supplier)
i feel that the prized amalgam doesn't made great impact on the games but i can't think of any good replacement for it, maybe an additional land won't hurt the deck (there are games in the league that can be won if only you draw a land) or maybe single haunted dead (gy discard engine)
that's another reason why im hesitant to try the bridge version, aside from graveyard hate and though "in efficient" a removal in opponent's own creature can also do the job, but they have posted multiple 5-0 results, i dont have the cards yet that's why i cant feel if i like it or not, for now i'll observe their forum and results. for reference here's the link: https://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/786905-bridgevine
my primary concern about that list is that i feel there's too few discard/digging outlet. the list wants to put vengevine, bridge and bloodghast in the graveyard but it only has faithless looting, insolent neonate, and stitcher's supplier to do the job. i would like to put a salvage effect card in that list to help on that aspect.
just to share, here's a "much abrew" episode of the bridgevine deck prior printing of stitcher's supplier for reference.
https://www.mtggoldfish.com/articles/much-abrew-bridgevine-modern
just to share: on my main i have this green cards (excluding vengevine): lotleth troll (3), gather the pack (4). i might go down to 2-trolls, as for the gather the pack, this is the card i usually sideout at G2 and add thoughtseize + death's shadow to transform the deck to be more B/R and less reliant on graveyard to counter the hate.
R1: B/R Hollow One (2-0)
G1: my opponent didn't have early hollow one but has flameblade adept and 3 early bloodghast, managed to take the game back with angler, 2-vengevines and a lotleth troll, won the game with 2 life remaining
G2: played defensively and played around either blocking or taking damage, got lucky with the burning inquiry random discard, DS won the game for me.
in: pyroclasm x1, golgari charm x2, death shadow x3
out: gravecrawler x3, deadly allure x1, gather the pack x2
*my opponent didn't got hollow one on the battlefield for both games.
*stitcher's supplier is a great help during this match providing early board presence and gy engine.
R2: KCI (2-1)
G1: hindered my opponent at turn-3 with a removal for his scrap trawler but my opponent managed to combo off at turn 4, despite that i let him do his combo for me to gain a better understanding of his deck.
G2/G3: went with an aggro plan to race his deck before it combo off and also got lucky to draw my artifact/creature removals.
in: thoughtseize x3, ancient grudge x2, nihil spellbomb x2, abrupt decay x1
out: gather the pack x4, deadly allure x1, gurmag angler x1, stinkweed imp x1, lotleth troll x1
*my opponent is still new to playing KCI
*i 've read KCI from different mtg articles but this is the first time i experience it in action
R3: Mono U / Artifact Rogue (2-0)
*can't recall very much here.
here are the things i'm looking for while learning the deck:
- turn1 play conditions for looting / supplier / neonate
- should we increase the number of dredge cards.
- better land construction without going bankrupt (*cough* verdant catacombs *cough*)
So far this are what i've learn while playing the deck:
-T1 looting if i have vengevine / stinkweed imp / gather the pack in hand
-T1 looting if i only have 1-land
-T1 stitcher's supplier if i have gather the pack without looting (for a chance to activate spell mastery turn-2)
-T1 insolent neonate if i have vengevine / stinkweed without looting
-T2 gather the pack if it looks "safe" even without spell mastery, gather the pack feels like a poor play at turn3 and 4.
i'm really satisfied with the addition of stitcher's supplier and continue playtesting my current list.
btw, i'm a paper player and got a limited time to playtest, i'm looking forward for other dredgevine player to share their list and experience. thanks in advance!
early playtest with a friend using non-tier deck, showed some problems with my early list:
- Death's Shadow often comes turn-4 to have a sizeable body which is a little bit too late.
(*I've tried mainboard Thoughtseize but it delays the deck strategy of filling the gy)
(*turn-2: cast neonate -> discard vengevine -> cast shadow (eventually dies) feels so bad, this is true even if we are able to resolve 2-Vengevines in the battlefield.)
- I miss Gravecrawler, it's really hard to pass specially now that we have a 1-mana zombie gy enabler.
- neonate / stitcher's / imp, sometimes are underwhelming midgame.
with the reasons above, i'll try to use this list next time:
2x Blackcleave Cliffs
3x Blood Crypt
4x Bloodstained Mire
1x Mountain
2x Overgrown Tomb
2x Swamp
4x Wooded Foothills
1x Blooming Marsh
1x Mana Confluence
Creature (25)
4x Stitcher's Supplier
3x Gravecrawler
3x Lotleth Troll
4x Insolent Neonate
3x Gurmag Angler
4x Stinkweed Imp
4x Vengevine
1x Murderous Cut
1x Abrade
4x Faithless Looting
2x Fatal Push
1x Deadly Allure
4x Gather the Pack
2x Lightning Axe
3x Death's Shadow
3x Thoughtseize
2x Ancient Grudge
2x Golgari Charm
2x Nihil Spellbomb
2x Abrupt Decay
1x Pyroclasm
Wishlist but no extra funds for them:
-Verdant Catacombs: extra fetch for basic swamp as the deck is more B now.
-Collective Brutality
the life requirement will be accomplished by the lands, dredgevines manabase is a bit greedy, it's not uncommon to do fetch-shock in the 1st 2-turns of the game.
with stitcher's as another turn-1 play, we want to have either Bor R on turn-1 and "possibly" a G on turn-2 for gather the pack. worst case if it's really "needed" we may cast death's shadow as a 0/0 just to meet the vengevine requirement, it still count as a cast. i believe as the game progress, death's shadow will become more of a threat than gravecrawler.
this list is still waiting to be tested as core 2019 comes out.
it's been a while since the last time i play this deck and with the new card coming out i think its time to dig up our beloved vegetable.
here's my starting list once stitcher's supplier come out. with that card, we now have 12 turn-1 plays that will start the dredgevine engine. (neonate / looting / supplier)
2x Blackcleave Cliffs
3x Blood Crypt
4x Bloodstained Mire
2x Mountain
2x Overgrown Tomb
2x Swamp
4x Wooded Foothills
1x Stomping Ground
4x Stitcher's Supplier
2x Grim Lavamancer
4x Death's Shadow
4x Insolent Neonate
3x Gurmag Angler
4x Stinkweed Imp
4x Vengevine
1x Abrupt Decay
1x Abrade
4x Faithless Looting
2x Fatal Push
1x Deadly Allure
4x Gather the Pack
2x Lightning Axe
i've drop gravecrawler but increased the number of 1-drop to help vengevine and have a massive creatures in the form of death's shadow, vengevine, and gurmag angler.
i'm still pondering whether to add it (gravecrawler) back, but as of now, this will be my starting point in reviving my dredgevine deck.
2-4/4 creatures at turn-1, opponent: what!!! hahaha
i feel that the prized amalgam doesn't made great impact on the games but i can't think of any good replacement for it, maybe an additional land won't hurt the deck (there are games in the league that can be won if only you draw a land) or maybe single haunted dead (gy discard engine)
what do you think about this new card? Driven // Despair