http://www.starcitygames.com/article/35890_The-Rack-Is-Back.html
It can help you a lot. Is a bit old, and need a update, but you can start from there.
- CTonyJab
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Member for 8 years, 3 months, and 20 days
Last active Mon, Oct, 28 2019 21:16:27
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Here's an analysis of the latest top 8 decks according to mtgtop8.com, spanning from early June to mid July. The goal is to figure out what are the current trends in top performing Dredge decks in term of card choices.Posted in: Combo
Manabase: Almost everybody plays 20 lands where the first 17 are always 6 Fetches, 6 Fetchable lands (2 RG, 2 RB, 1 Moutain, 1 Moutain/Forest) , 4 Copperline Gorge and 1 Dakmor Salvage. Decks typically run 2 lands producing blue between Gemstone Mine, City of Brass, Mana Confluence and Steam Vents. The last few slots are filled with an additional Dakmor Salvage and/or one-of such as Blackcleave Cliffs, Ghost Quarters and Sheltered Thicket/Canyon Slough. Most decks only require red fetchlands, which should be diversified to confuse the opponent and play around Pitching Needle.
Core (33 cards):
Payoffs: 4 Bloodghast, 4 Narcomoeba, 4 Prized Amalgam, 3 Conflagrate.
Dredgers: 4 Stinkweed Imp, 2 Golgari Thug, 4 Life from the Loam
Enablers: 4 Faithless Looting, 4 Cathartic Reunion
There are 7 flex slots left, 4 of which are additional enablers. Some people are going with the traditional Insolent Neonate, but old-school Shriekhorn/Tormenting Voice is becoming more popular. Notably, people don't mix them.
Everyone plays at least 1 Darkblast in the current meta, and top decks are evenly divided between the last dredger being an additional Darkblast or Thug.
The last card is most often Scourge Devil, with Haunted Dead being currently out of flavor. Other options are Lightning Axe, Driven/Despair, Collective Brutality, or additional dredger/enabler/land. -
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Ace1 posted a message on Modern SpiritsAlright now we're talkingPosted in: Aggro & Tempo
This new lord will push the deck, we might get to a point were there will be too many spirits to choose from, if the printing of a new lord is any indication of future increase of support for the tribe. Of course this is a problem i welcome with great joy -
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kodieyost posted a message on [Primer] AffinityI mean, G1 is just like burn except they’re slower than burn. They kill everything, we strategically try to kill them while they do so.Posted in: Aggro & Tempo
Manlands play a big role in these “everything dies” MUs, as does champion and Ravager. Don’t expose ravager if you can’t put his counters elsewhere.
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Let's stay on topic here. Whether E-Tron was or wasn't playable without Ballista doesn't much matter anymore - it has Ballista, so it's a Tier 1 deck. What I will say is that I support IslandsAreBroken's point regarding the bad theory - the first few UG lists that made their way onto this thread were... rough. I still don't think the deck has been truly refined, as I think the versions abandoning Cursecatcher altogether will pay for it sooner or later when facing the likes of Ad Nauseam or Burn. I would also try and get the land count down to 18 or so if curving out at 3 is going to be the name of the game. We also need to see more results from it, but it's had about as good a start as could have been hoped for. We'll keep monitoring its results over the coming months.Posted in: Aggro & Tempo -
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FoodChainGoblins posted a message on RGx TitanshiftPosted in: Big ManaQuote from CTonyJab »I got to make it onto the 'feature match' area at SCG Louisville in round 6 this weekend! The deck felt great! It didn't end how I wanted on day 1 but I had a blast overall. Thanks to everyone on this forum for the help
Nice. I haven't had a feature match for SCG since well...they stopped coming to the West Coast. -
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CavalryWolfPack posted a message on Skred RedThe fourth Moon ends up making you pretty reliant on having it. The biggest mistake a lot of players new to the deck make is expecting Blood Moon every game. What then happens is they get stomped in games without Moon because they don't know how to play against someone who can cast spells. If you want to learn how to play Skred, you have to understand how to play one of the world's clunkiest mana curves without expecting a free win all the time. I personally played four Moons for a few weeks and it never felt good. An experienced opponent will already fetch basics, which hurts the Blood Moon plan. Playing a fourth only makes your opponent's fetches more powerful by adding a weaker card that does not get more powerful with multiples. Moon has diminishing returns, and I found that three is the best amount. Because of these reasons, I think playing four copies is incorrect because it alters the fundamental plays of the deck.Posted in: Control
For those curious about other updates to my list, I went back to playing Batterskull over the fourth Relic. I've always played three because that's what I owned when I initially built the deck, but having the extra flex slot is incredibly useful. I also tried Sweltering Suns and found testing inconclusive. I haven't played enough games with it, but for now I prefer Anger because exiling creatures is so much more powerful in my eyes than cycling for three. I also now play Ensnaring Bridge in the sideboard, and it's a powerhouse because no one expects another three mana prison piece. I also get to check off something on my Skred bucket list -- being threatened with bodily harm because I play Blood Moon. Now I just need to equip Batterkull to a Koth Mountain and I can say I've seen everything, right? -
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Posted in: ControlQuote from CTonyJab »Congrats Cedric_CZ!!!
I was wondering why most of the Skred decks have been running only 3 Blood Moon??? Is there a reason?
It keeps bouncing between 3 and 4. Some argue that the extra copies are redundant, and others argue that the increased chances of having it early far outweighs the risk of drawing redundant copies. I personally run 4 because I think it's THAT strong. I don't mind drawing extra copies because I like it against discard/counters/removal -
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Togra posted a message on RGx TitanshiftBolt and Anger to keep their Arbiters off the field and ramp as hard as you can playing around this. Game 2 bring in artifact hate because they will probably have Crucible of Worlds which can easily mean GQ over and over again when you cant search because of arbiter. If you have them, chalice on turn 2 is difficult for them and means Titan is more likely to stick. Be aware however that this will lock out bolt meaning you need to use valakut to shoot their creatures. I usually go down on Scapeshift and HoP for wipes, chalice and artifact hate.Posted in: Big Mana
It isnt a fun one for us but is certainly doable. - To post a comment, please login or register a new account.
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I'll have to upload some pics soon. I bet Death & Taxes looks sweet foiled out
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Yeah no problem! Here it is. This list seems to work pretty well for me but I could see a few tweeks to it. Let me know what you think
http://tappedout.net/mtg-decks/14-03-17-titan-scapeshift/
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Round 1 Sun & Moon (Won 2-0)
Both of these games just involved me ramping fast. I was able to dodge a Blood Moon until the end where I had him down to 5. I played a Primeval Titan and next turn put out an Engineered Explosives on 0 to kill off all his tokens and swing to kill.
Round 2 Grixis Death's Shadow (Lost 1-2)
Game 1 he had the nuts with 2 Death Shadows and a Angler out early to finish me before I could get any interaction.
Game 2 I ramped fast enough to kill him easy.
Game 3 I made a HUGE misplay. With him down to 7 life he had 1 DS out and a couple Snapcasters out. I was a healthy life total. He inquisitions me with me having Summoner's Pact in hand. Idk what I was thinking and forgot to cast the Pact in response and go grab a Chameleon Colossus :/ Lost a couple turns after that.
Round 3 Eldrazi Tron (Lost 1-2)
In game 1 I just ramped out fast enough to kill him on turn 4.
In game 2 he has all the answers against me. Any threat I get out he is able to deal with it. I get land locked and lose quick.
In game 3 I have a great start but back-to-back Thought-Knot hurts. The game goes long, which I was happy with, but I just draw lands with no Valakuts :/
Round 4 Burn (Won 2-0)
In game 1 I turn 5 Scapeshift him. Steve helped a ton, obviously
Game 2 I have 2 Baloth's in hand and my opponent starts tilting HARD. He has me down to 5 and I pact for my final Baloth and he instantly scoops and begins a very salty rant of how every Scapeshift player always draws the Steve's or Baloth's against him LMAO
Round 5 Grixis Control (Won 2-0)
Both games were very easy as this is a good matchup for us. Game 1 turn 4 Scapeshift. Game 2 Turn 5 Scapeshift.
Round 6 Bring to Light Scapeshift (Won 2-1)
The guy playing this was a good friend of mine and he's very skilled with this version on scapeshift. Game one he is able to win the race and Scapeshift me.
Game 2 I win the race and he has no counter spells.
Game 3 he gets stuck on 3 mana, sadly. I scapeshift on turn 5 and win.
4-2 Record. Finished 10th place
The deck felt great. I want to go from 3 to 4 Obstinate Baloth. The card was a tank most of the day. I kind of want to try Hour of Promise here in the future. A HUGE thanks goes out to the people of this forum for helping and giving great advice. You the real MVP!!!
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