Creatures:
[B]Dimir House Guard[/B]: Gets combo pieces, Moat and Damnation. Sweet.
[B]Witness[/B]: Lets us reuse things, awesome CA when combined with Volrath's Stonghold
[B]Fleshbag[/B]: At worst, a sorcery speed edict that costs 3 (which is pretty bad), but meant to be used in conjunction with Volrath's Stronghold
[B]Steve[/B]: Mana acceleration + chump blocker.
Other Spells:
[B]Damnation[/B]: Blows up all creatures for 4. Not too shabby.
[B]Duress[/B]: Gets rid of problematic things like counterspells, something that could possibly get rid of win con (Extirpate, Sadistic Sacrament, etc).
[B]Pulse[/B]: Blows up all copies of any targetable, destructible, non land thing. Great for dredge and belcher in specific, but awesome against many other things as well.
[B]Vindicate/B]: Thinking they should be more Pulses possibly, can't really think of any lands that'd bug me but who knows.
[B]E. Tutor[/B]: It grabs a ton of bombs in this deck. Lets things be one-ofs. Pretty sweet.
[B]Swords[/B]: The deck doesn't particularly care about life totals, so swords in an awesome card in here. Gets rid of any targetable creature permanently.
[B]Helm + Leyline[/B]: The kill. "Continue doing this until you have put X cards or a creature card into that graveyard." "If a card would be put into an opponent’s graveyard, remove it from the game instead." Basically, activate Helm for one and it exiles their deck. Then pass the turn.
[B]Moat[/B]: Owns a lot of decks really hard, especially G1. Not much explanation needed honestly.
[B]Deed[/B]: Blows up EVERYTHANG! Reset button.
[B]Arena[/B]: Awesome CA for a very small price. Thinking about cutting a Helm for one more.
[B]Needle[/B]: With E. Tutor in there, why not? Mishra's Factory, Planeswalkers,Top, even Nantuko Shade if you're in a bind.
Lands:
[B]Fetches/Duals/Basics[/B]: Finds really good lands/are really good lands/Moon effects & wasteland, blah blah blah.
[B]Urborg[/B]: Lets Volrath's Stronghold make coloured mana and doesn't make you have you ping yourself with fetches late game.
[B]Volrath's Stronghold[/B]:Good synergy with all creatures, but less so Steve.
Your basic rock type deck, but heavy heavy control and a rather unusual finisher.
Any thoughts on improvement? I'm very open to it and would appreciate it.
Hi, so this deck has a rock shell but with helm combo finish? First thing that pops in my head is have you considered taking out the creatures, running a full set of Living wish, devote the extra slots on perhaps other tutors Like Beseech or Diabolic or Grim Tutor if you have it? This would allow you to grab the creature that you need right there and then that makes the better impact on board position. As well as the possibility of a singleton wish target like Vampire Hexmage, and some dark depths main deck.
But then again that would require reworking the mana base.
But back to your deck, since you run Enlightened Tutor, have you considered Engineered Explosives as well? I know I see Pernicious Deed, but fr some match ups when you need to drop it asap, it can help. Good for answering opponent's Empty the Warren tokens, or opponent's large army of bridge from below generated tokens. It's just for the possibility to answer those threats a turn sooner.
One of my concern for your deck, is that your protection lies from your only 4 Duress. You have a lot of answers to creature heavy decks though.
Private Mod Note
():
Rollback Post to RevisionRollBack
Main: LEDless Dredge
Always looking for more people to play in the Chicago area. Anyone interested send me a PM.
zappa: I like all of your input and am considering all of, especially EE which I definitely am wanting to put in now. I'm surprised I didn't think of it.
jundpries: Awesome, thanks for the input and testing. That's sweet that your list did well. The main reason for green is deed. Grip and Pulse are really nice to have too. I guess I'll have to test different stuff and see what happens.
2 Eternal Witness
2 Fleshbag Marauder
4 Sakura-Tribe Elder
2 Damnation
4 Duress
2 Maelstrom Pulse
2 Vindicate
2 Enlightened Tutor
3 Swords to Plowshares
3 Helm of Obedience
3 Leyline of the Void
1 Moat
3 Pernicious Deed
2 Phyrexian Arena
1 Pithing Needle
1 Forest
3 Marsh Flats
1 Plains
3 Scrubland
2 Swamp
2 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs
2 Volrath's Stronghold
2 Engineered Plague
2 Enlightened Tutor
3 Extirpate
3 Krosan Grip
1 Pernicious Deed
1 Pithing Needle
2 Relic of Progenitus
1 Story Circle
Some explanations:
Creatures:
[B]Dimir House Guard[/B]: Gets combo pieces, Moat and Damnation. Sweet.
[B]Witness[/B]: Lets us reuse things, awesome CA when combined with Volrath's Stonghold
[B]Fleshbag[/B]: At worst, a sorcery speed edict that costs 3 (which is pretty bad), but meant to be used in conjunction with Volrath's Stronghold
[B]Steve[/B]: Mana acceleration + chump blocker.
Other Spells:
[B]Damnation[/B]: Blows up all creatures for 4. Not too shabby.
[B]Duress[/B]: Gets rid of problematic things like counterspells, something that could possibly get rid of win con (Extirpate, Sadistic Sacrament, etc).
[B]Pulse[/B]: Blows up all copies of any targetable, destructible, non land thing. Great for dredge and belcher in specific, but awesome against many other things as well.
[B]Vindicate/B]: Thinking they should be more Pulses possibly, can't really think of any lands that'd bug me but who knows.
[B]E. Tutor[/B]: It grabs a ton of bombs in this deck. Lets things be one-ofs. Pretty sweet.
[B]Swords[/B]: The deck doesn't particularly care about life totals, so swords in an awesome card in here. Gets rid of any targetable creature permanently.
[B]Helm + Leyline[/B]: The kill. "Continue doing this until you have put X cards or a creature card into that graveyard." "If a card would be put into an opponent’s graveyard, remove it from the game instead." Basically, activate Helm for one and it exiles their deck. Then pass the turn.
[B]Moat[/B]: Owns a lot of decks really hard, especially G1. Not much explanation needed honestly.
[B]Deed[/B]: Blows up EVERYTHANG! Reset button.
[B]Arena[/B]: Awesome CA for a very small price. Thinking about cutting a Helm for one more.
[B]Needle[/B]: With E. Tutor in there, why not? Mishra's Factory, Planeswalkers,Top, even Nantuko Shade if you're in a bind.
Lands:
[B]Fetches/Duals/Basics[/B]: Finds really good lands/are really good lands/Moon effects & wasteland, blah blah blah.
[B]Urborg[/B]: Lets Volrath's Stronghold make coloured mana and doesn't make you have you ping yourself with fetches late game.
[B]Volrath's Stronghold[/B]:Good synergy with all creatures, but less so Steve.
Your basic rock type deck, but heavy heavy control and a rather unusual finisher.
Any thoughts on improvement? I'm very open to it and would appreciate it.
On the banning of Mystical Tutor (R.I.P.):
But then again that would require reworking the mana base.
But back to your deck, since you run Enlightened Tutor, have you considered Engineered Explosives as well? I know I see Pernicious Deed, but fr some match ups when you need to drop it asap, it can help. Good for answering opponent's Empty the Warren tokens, or opponent's large army of bridge from below generated tokens. It's just for the possibility to answer those threats a turn sooner.
One of my concern for your deck, is that your protection lies from your only 4 Duress. You have a lot of answers to creature heavy decks though.
Always looking for more people to play in the Chicago area. Anyone interested send me a PM.
jundpries: Awesome, thanks for the input and testing. That's sweet that your list did well. The main reason for green is deed. Grip and Pulse are really nice to have too. I guess I'll have to test different stuff and see what happens.
In general news, thinking about cutting Steve.
On the banning of Mystical Tutor (R.I.P.):