Quote from Lear_the_cat »Quote from Mikefon »Quote from Lear_the_cat »Quote from cfusionpm »Quote from Lear_the_cat »Bans are bad for players and unbans will only make things much worse.
I cannot write enough words to explain how and why I think this statement is wholly and completely wrong.
I'll try to explain why.
[...] if you udon't want to see opponent realizing potentian of his powerfull cards then just kill him before. Here comes t3 kill combo and aggro decks.
That's not unbans fault. Those strategies would be discovered anyway sooner or later.
Dredge would be the same deck even without BBE and Jace unbans, the same is true for Phoenix decks.
As long as unbans don't power up unfair strategies I can't understand why there shouldn't be.
Yeah, I can understand this position. But main question is what players really want? Nonlinear, interctive modern? Linear, interactive modern as it it's now?
If ppl want first, they have to push their desire and opinion bcs Wizards have testing team to reject potentially broken things and if something unexpected happens - ban it with banhammer tool. But as I see current modern's future - it's Legacy 2.0 with slow dying which is profitable for Wizards but not for players. (Standart and Arena reasons)
Legacy is only in the state that it is today b/c of the RL; support for the format would look a whole lot different if duals weren't so cost prohibitive. If Modern were to ever experience "slow dying", it'd be due to a lack of player interest and not due to a lack of availability of format staples. Let's stop this woe is me Modern is dying bull*****. Modern was supposedly dead when enemy fetches were pricing players out of playing certain decks, then it was supposed to be dead when WotC started reprinting too many format staples, dead after the banning of [pod, twin, etc], dead from eldrazi winter, and lest not forget, death at the hand of Frontier and its merry band of Siege Rhinos.
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Correct me if I'm wrong, but I think the first tip is also addressed in the primer by Lantern which is convenient.
So for the past year or so that I've played Dredge, I've committed it to muscle memory to ALWAYS announce when the Alamgams in the yard get triggered off a Narc/Ghast/Amalgam, and then turn them diagonally, or set them aside from the gy pile, or indicate it physically in some way. This is the most important half since it enables the inability of the second trigger to "not happen." Then, once that habit is established it becomes a bit easier to remember to bring them back at the next end step.
And as a second tip I've found organizing your graveyard and cards in play is useful, but it mostly goes without saying for Dredge. I keep my 'yard widely splayed out in rows so all the top-left corners of cards are visible, which helps me keep any eye on any Amalgams and Bloodghasts waiting there. Additionally, intentionally dredging each individual card can help with remembering i.e, you dredge a Stinkweed Imp, and individually reveal the top 5 into your palm, taking a mental note for every Narc that is shown, then putting them in the yard. All in all just adapting best practices to what suits you best!
Modern Dredge certainly has a lot of complex lines and play to it given how much of the deck can trigger and operate at instant speed, so just try and be mindful of it and practice, practice, practice, goldfish it if you have the time. Important things to practice are the many uses of Insolent Neonate, and remembering that you can use things like Haunted Dead and Bloodghast with a fetch in play to add removal/sweeper resilience to your board which can make it a nightmare for your opponent!
Edit: In summary, welcome Dredge as a vehicle to establish good mtg habits, and Lantern's primer has an embarrassment of riches for playing the deck, I refer back to it periodically!
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Hello friends! I'm a long-time lurker on this thread and usually more prone to posting on The Source for my Legacy brews, but I'm a long time Grixis Delver player in Modern, and the new Death's Shadow variants have re-invigorated my enthusiasm in brewing and tweaking the deck!
I started off with the stock Ryan Overturf list, but quickly started tweaking it over last week. The deck really wants to go down to 18 lands, and I've also incorporated some Stubborn Denials. This version of the deck really does feel closer to the tempo end of the spectrum than the stock lists.
Similarly, I've just recently started experimenting with a fourth color splash off a single shock, much like what the Jund Shadow lists have been doing for a while. I opted to start by testing green, because I felt the addition of Abrupt Decay was a valuable catch-all answer that covers many bases that Grixis can have trouble dealing with (I may just be biased towards Abrupt Decay however). Additionally, it gives access to Golgari Charm, which is a nice answer to opposing Lingering Souls, while also having a floor of blowing up problem enchantments or regenerating through a Wrath. So far I've tested against Jund, BW Tokens, UR Storm, Abzan, and stock Grixis Delver with encouraging results. I don't have enough data yet to synthesize a real conclusion on the green splash, but I'm working on it. Below is my list, I can't wait to keep tweaking and brewing this iteration of Delver in Modern, easily the most fun I've had in a long time.
4 Polluted Delta
1 Bloodstained Mire
1 Misty Rainforest
1 Verdant Catacombs
4 Scalding Tarn
2 Watery Grave
1 Steam Vents
1 Blood Crypt
1 Breeding Pool
1 Swamp
1 Island
Creatures (15)
4 Delver of Secrets
4 Death's Shadow
4 Snapcaster Mage
2 Tasigur, the Golden Fang
1 Gurmag Angler
4 Serum Visions
4 Thought Scour
Removal and Discard (13)
4 Lightning Bolt
2 Fatal Push
1 Terminate
4 Thoughtseize
2 Kolaghan's Command
Countermagic (6)
2 Spell Snare
2 Stubborn Denial
2 Mana Leak
2 Dispel
3 Countersquall
1 Terminate
1 Liliana, the Last Hope
1 Painful Truths
1 Vendilion Clique
2 Surgical Extraction
2 Abrupt Decay
1 Golgari Charm
1 Ancient Grudge