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    posted a message on Dredge

    Dredge is a unique deck that plays out very differently from many other decks. The deck operates by milling itself, filling its graveyard with a lot of cards. There are several creatures that can be put onto the battlefield from the graveyard for 0 mana. The harder the Dredge deck mills itself, the more such cards will end up in its graveyard, and the faster it can beat down. A good hand can result in 10 or more points of power on the board by the second turn.

    If you’ve played old Extended, Legacy, or Vintage, Dredge should be no stranger to you. The history of Dredge in Modern is a little rocky. At the outset, Golgari Grave-Troll and Dread Return were banned (although Grave-Troll was eventually unbanned....only to be banned again), and no Dredge deck was playable for a while. The next few sets gave rise to a “Dredgevine” deck, with additions like Faithless Looting, Gravecrawler, Lotleth Troll and Satyr Wayfinder. Shadows over Innistrad brought two huge improvements for the archetype: Insolent Neonate and Prized Amalgam. Later, Cathartic Reunion, aka Mom Hug, was printed and that put the deck over the top.

    Dredge has seen play in any format that has the keyword available to it... and even some standard seasons without it. Truthfully, there is always a graveyard deck in magic, since the ability to use the grave as an "extended hand" or ways to cheat costs is a very good deal. But how far back does dredges roots go? Well it turns out pretty damned far, as it starts in 2007, right when Future Sight was printed.

    At the start, when the key word dredge was printed, it was actually a very fair mechanic. Standard used Darkblast to get rid of mana dorks like birds of paradise, sometimes using something like Nightmare Void as a slow way to disrupt a combo piece. Overall, it was pretty lack luster, even in older formats that had tools you could use from the grave. Yes, even then, legacy would rather be playing with threshold than over committing to the grave. The reason for this was simply risk and reward. The risks out weighed the rewards. Then Future Sight happened, and with it, a dredge land, bridge from Below, and Dread Return. All of these were planned by Wizards of course, to make graveyard decks be a thing in standard, but they've openly admitted to not realizing how efficient dredge the mechanic was.

    Soon everyone wanted to use Magus of the Bazaar, Merfolk Looter, Drowned Rusalka and Llanowar Mentor to put out tons of zombies, then win the game with a Dread Returned Flame-Kin Zealot.

    It also sometimes Dread Returned a Akroma, Angel of Wrath, because that angel was also stupidly powerful.

    This deck was so powerful during its time, that it soon transitioned into legacy with the same basic idea, dredge a bridge, use a sac outlet, make tons of tokens, give them haste via dread return, and win the game. However, it is Vintage that shows how strong dredge is with availability to all of magics graveyard tricks. Further more, because it cheats on mana, and doesn't cast spells, it has been a bane of a blue deck since the start, something very good to be in legacy and vintage.

    As you can see this deck barely runs any lands what so ever... In fact, Baazar doesn't even produce mana! That's right, at first glace it might see like the deck runs 7 mana lands, it actually runs 0 ways to get mana. Because who really wants to play magic anyways? It never spends mana, and it will only cast 1-2 spells the whole game... if any. This is dredge in its purest form. While this list comes from 2008, and thus lacks even more broken cards, the idea hasn't changed. Dredge a bridge, sac outlet from the yard, then give haste to all your tokens and win. It's sac outlets and discard enablers are the best they can be for 2008, Cabal Therapy, Ichorid, and Dread Return being your sacrifice package, Land Grant for Bazaar of Baghdad and Lion's Eye Diamond for the discard.

    Dredge also made it's presence felt with extended and legacy during this time, which I won't post because the power level falls between vintage and standard, but you can be sure the game plan was very much the same.

    Zoom to 2011, many new tools were added to the game for grave decks, but most importantly, and the reason you're here, is Modern was sanctioned as a format! But Dredge didn't become what it is today right away. No, it took 5 years to fill out, but it still existed in the format, as a lower power leveled deck called Dredgevine.

    You might think that this list looks a little all over the place... and you'd be right. It lacks pretty much everything we've come to know dredge stands for, the bridge, Dread Return, Bloodghasts (which was printed by now, and quickly added to all dredge lists) and Narcomoeba. Grave-Troll and Dread Return were also banned. Well there was many reasons for this. Until around 2010, all dredge lists were 3 colors, black, green and blue. Discard and draw was color shifted to red, so now the decks needed to be rainbow to have access to all the tools, and it caused a strain on mana bases. Furthermore, there was no good reliable sacrifice engine in modern, especially one in the yard like Dread Return. So your normal dredge was impossible to run. But the deck still does roughly the same job as before. Enable discard, dredge a ton, make a hasty army. But the players have changed. Faithless Looting, mill creatures and Lotleth Troll are you main discards, dredgers are the same, and vengevine replaces the bridge.

    Golgari Grave-Troll was unbanned in 2015, and promptly did nothing for the deck. But in 2016, 3 cards were printed that suddenly made dredge able to use old tech, and dredge itself from the depths of modern's tier 5 to tier 1. Those cards were Prized Amalgam, Insolent Neonate, and a little later, Cathartic Reunion.

    Vengvine was replaced with amalgam, as it was easier to trigger, and without the need to cast creatures anymore, Narcomoeba and Bloodghast were great cards again. Insolent Neonate was the 1 mana loot the deck needed to pull fully out of blue and make their manabase consistent. Reunion gave the deck a critical mass of discard, draw needed to make the engine pur. The deck shot up like a rocket, and since it didn't use very many cards as other decks did, it was cheap. Both ingredients for an explosion of usage.

    This deck is also substantially different than its standard, extended, legacy, and vintage counterparts. There is no bridge. This is because the deck still lacked a good sacrifice engine outside of Greater Gargadon, and no good ones from the grave.

    At the beginning of 2017, Golgari Grave-Troll was banned to nerf, but not kill the deck. It had it's intended effect, as the deck lost 2-6 dredge power a turn, as well as having to devote more slots to discard and dredgers to shore up the gaps in the engine. It also lost one of it's built in win conditions, especially since Grave-troll was one of the best counters to the most played graveyard hate; Grafdigger's Cage.

    The deck would remain powerful, but not oppressive.

    When we returned to Ravanica in Guilds of Ravnica, golgari, the guild who gave us the word dredge, didn't help dredge at all as a deck... But leave it to the sneaky Dimir to give us the tools to win the mondern arms race. Enter Creeping Chill, a card that was briefly talked about,but quickly dismissed as a winmore card. As soon as the card became legal on magic online, results started pouring in. It was the shot in the arm to get dredge back to where it needed to be to compete. It sped the decks clock up a turn, giving it a real chance to race combo decks, and the 12 life gained allowed it to stall the game out longer vs fast aggro decks. This allowed the sideboard to also free up a bit, as a wide swath of the field became either favorable or close to it.

    Overall, thanks to this single card, dredge enjoys tier one status during this time, becoming as much as a "sideboard boggy man deck" as affinity.

    Dredge is a combo aggro deck. By that I mean, it has a combo feeling to how it plays out its game, but it mostly functions as an aggro deck, pushing out damage fast and hard. If Ad Nauseam was a pure aggro deck, it would feel like a assassin, lining up and prepping for the perfect shot. In that case, aggro might feel like a berserk, charging in wildly, slashing as much damage as he can. Dread would combine the two of these, and feel more like someone shotgunning burst damage, prepping again then bursting again.

    Below you can read on which cards actually make the cut in the dredge, as well as cards that aren't quite good enough to.

    Recommended: 12-14

    These are how you discard your dredgers to the yard in order to dredge them up and then reuse them. As it stands the best options to use for this job is Faithless Looting, Insolent Neonate or Shriekhorn, and Cathartic Reunion. Looting and Neonate/Shriekhorn are both one drops, which puts them miles ahead of other options. Neonate is better when running more dredge cards. When you are running less, it is often better to use shriekhorn, as it will put in more work and dig deaper. Looting doesn't let you discard first, but it digs deep when you really need to find the right cards, and can flashback, so it acts as the glue in this deck. Reunion blows the game out of the water, its the explosive dredge you need.

    Recommended: 10-13
    This is your engine. Once enabled, your draw step becomes mill X, and in our deck, more like draw X. We have quite a few dredgers at our disposal, which is good because well never get anymore than the ones we already have. Out of them, these 2 will be your core: Stinkweed Imp and Golgari Thug. After that you use 2 Dakmor Salvage because those are "free" dredge slots. From there, you have to dig into your dredge 3ers for the rest; Darkblast and Life from the Loam, which would be 0-2 and 2-3 respectively.

    Recommended: 12
    Your core will never change: Bloodghast, Prized Amalgam, Narcomoeba These are the creatures that come back from the grave for very little effort. Narcs come back just from milling them, and take amalgam along for the ride. They also proved the deck with great blockers for later game to buy time. Bloodghast is amazing with fetchlands, and are an easy repeatable way to trigger amalgam. You can also fetch on their turn for tricks. Amalgam is the workhorse. He is the beater, and while a 3/3 body doesn't seem that good, four 3/3 bodies is still 12 damage.

    You can if you feel like it, fix a few more creatures, but you can read those in other options or Flex Spots.

    Recommended: 18-21
    To start, you'll have to decide on which land base you want to run, the jund land base or the rainbow colored one. Rainbow colored is more consistent, but very painful, which will hurt your aggro and tempo matchups, as well as make bolt, snap, bolt an actual threat to you. The jund lands however, corner you into using mostly jund colors and makes double colored spells tougher. Currently, the Jund lands are favored since modern has a lot of aggro as well as anger of the gods, meaning a fetch on endstep is a lot better to trigger Bloodghast

    For the Jund Lands set up you will want 6-8 fetchands, then 4-5 shocklands, likely a 2/2 split of Blood Crypt and Stomping Ground, as well as 2 Dakmor Salvage (which we also covered why in the dredgers section) then 4 Copperline Gorge. You should have 2-3 basics, leaning more on mountains, then forests. From here you should fill the rest out with Fastlands, other shocks, then rainbow lands if you have space left.

    For the Rainbow Lands set up, you will still start with 4-6 Fetch Lands, and a 2/2 split of Blood Crypt and Stomping Ground and 2 Dakmor Salvage. After that, put 4 Copperline Gorge in the deck, and 4-6 City of Brass and Mana Confluence.

    Recommended: 3-6

    Flex spots are openings in the deck to add extra options to your deck. The deck is a very tight core, and the combo aspect of the deck needs most slots to run the engine. In most cases, this should be a plan B should things go awry, or a way to combat tough match-ups. However, I want to stress that these slots are not for putting in cards for no real reason. Each of them should have a role in the deck that allows you to straight up win with it, rather than be "Win More" for classic cases of winmore, look down at the Other Options section.

    Plan B Packages-
    This small section will be about adding a second layer to your deck, as another option to winning should somehow the core doesn't work. Dredge has been doing this from its inception, and the concept is still the same. Force the opponent to deal with the core, and then if they do, unleash your game winning plan B. If the plan B cant potentially win the game, it is not good enough for the deck. Here are currently the best options:

    The Standard option: Life from the Loam/Conflagrate/Creeping Chill Package
    ~9-11 Total Slots~
    3-4 Life from the Loam
    2-3 Conflagrate
    4 Creeping Chill

    This is the conflagrate option, and the one currently favored. It is a way to win without attacking, costs 2 mana, can help with discard in a pinch, kills problem hate creatures like scavenging ooze, while also taking out chump blockers. For all of these reasons, it is the best option because it is both flexible and powerful, and takes very little slots and resources to use.

    Creeping Chill is sort of a bridge between the Plan A and B allowing you more time to kill with either option if neeeded, but always shortening the race.

    Bridge from Below Package
    ~6-7 Total Slots~
    2-3 Greater Gargadon
    4 Bridge from Below

    Normally all dredge lists would contain this, but Modern doesn't have the greatest sac outlets, so this plan suffers from it. However, it is still an option to beat out exile effects and make a million tokens.

    Reanimation is a staple in dredge, but without dread return, we are left to pay 4 mana to win the game. Still its a very valid package that can win the game on its own and is highly tune-able to different effects.

    Team Pump Package
    ~3 Total Slots~
    0-2 Rally the Peasants
    0/1 Scourge Devil
    1 Haunted Dead

    This package supplements the core beatdown package. Its main job is to speed up the core beatdown wins, as well as provide an out to selective graveyard hate.

    Single Flex Cards
    This isn't a package, but in dredge you will often have a few slots left over you can tune the deck to hate on other decks. These are often cards that are mostly used in the sideboard, but can see main deck play
    Darkblast- An easy way to trigger dredge as well as kill little creatures.
    Life From the Loam- An easy way to trigger dredge and re buy effect lands
    Gnaw to the Bone- A counter to aggro decks.
    Scourge Devil, Rally the Peasants- It can be a package or a single use card. It does the same job as the package.
    Haunted Dead- Adds discard outlets to the deck while giving chump blockers and extra attackers
    Shriekhorn- A colorless "discard" option if you need more 1 drop discards.
    Collective Brutality- Adds more discard options to the deck, while also boasting powerful effects
    Ghost Quarter- often paired with loam, you can use this to hinder ramp or greedy mana decks.
    Vengeful Pharaoh- Used to take out repeat attackers, best against combo aggro or midrange.
    Lightning Axe- A 1 mana kill creature spell that also can get your engine going.

    Numbers: Completely dependent on the deck
    Mill is not always used in dredge, but has shown up here and there when the mill effect was strong enough. In legacy, manaless dredge uses Balustrade Spy to mill your self out completely in one swoop. However, modern doesn't have this option and is forced to rely on these 3 cards: Hedron Crab, Tome Scour, and Shriekhorn. Each has benefits over one another. Crab will mill the most for no effort, tome scour has the most impact right away, and Shriekhorn is colorless so it doesn't require running blue in.

    Currently none of these options are all that great, and its just better to discard dredgers.

    These are other cards that might be brought up from time to time, but are generally considered below average or not playable in the deck. There may come a time when they are great, but they need card support or the meta to change in order to get to that point:

    Bridge From Below- The card desperately lacks support, rather than power. There is no good way to have a reliable sac outlet from the graveyard, and so the power of this card doesnt have a chance to be abused.
    Vengevine- Largely outclassed by Prized Amaglam. While the later has less power, and no haste, it is much much harder to "cast".
    Stitcher's Supplier- A card with promise, but better used in the vengevine decks. Currently the other 1 drop options are better as they take better color of mana, but should we end up in a more bridge from below plan, this card will increase in value.
    Demigod of Revenge/Extractor Demon/Worm Harvest- These are "game enders" that are generally outclassed by other game ending cards such as conflagrate and renaimator targets.
    Gravecrawler/Lotleth Troll- This deck isn't dredgevine. These are powerful cards to be sure, but they both cost mana to be as effective as they can be, thus the core creatures beat them out through efficiency.
    Rotting Rats- More or less replaced by Haunted Dead which discards better, and gives you more flexible options.
    Flame Jab/Raven's Crime- Good options for but pretty low power level.
    Drowned Rusalka- This is almost exactly like Insolent Neonate. The downside is that you have to use mana, and the upside is it can be a sac outlet for bridge.
    Street Wraith- Its a free Dredge for 2 life!
    Simian Spirit Guide- This is a way to speed the deck by a turn, allowing for some broken turns, but at the cost of deck constancy.

    Understanding the deck in terms of how it functions, rather than just as a set of cards will go a long way into making your deck into a finely tuned engine. It will also help you know where you can cut corners or combine jobs, like Dakmor Salvage being able to help the land count and the dredge count. Play with the numbers and see if you can find the right ones for you!

    Sideboarding in dredge is a much more complex process than most decks. Unlike in a deck like Jund or Zoo, its not as simple as "against affinity, you can use Stoney Silence." There are 3 separate things to consider when boarding as a dredge player: What does the archetype board in vs me, What counters the cards they board in vs me, What other cards are good vs them, and do I have room?

    In the end, you'll find that its not a one for one sub when boarding, but a balancing act of how to not kill your engine while countering what they are doing. At the end of the day, this deck is a game one deck, and the goal here is to null their strong and narrow hate against you to make game 2 basically game 1.

    This is the first step, and most important. Its also the most neglected step by new and long playing dredge players. You should know EXACTLY what hate cards are being boarded in against you, and what they do. Once you can go into any match armed with that knowledge you can move to Step 2. Here is a list of all good anti-dredge cards, take a read of all of them:

    The best way to know what decks are currently using what hate cards is to go to a site like MTGGoldfish and look at the deck lists yourself. But I've added a list here of what each popular archetypes use to reference as you need it. Make sure to memorize this list and move to step 2.

    Hate Cards used by Every Modern Archetype

    Boards in little hate
    Grafdigger's Cage
    Relic of Progenitus

    Boards in moderate hate
    Scavenging Ooze
    Nihil Spellbomb
    Surgical Extraction
    Rest In Peace

    Boards in heavy hate
    Relic of Progenitus
    Ravenous Trap
    Rest in Peace
    Ugin, the Spirit Dragon

    Boards in little hate
    Grafdigger's Cage
    Relic of Progenitus

    Boards in moderate hate
    Grafdigger's Cage
    Surgical Extraction
    Anger of the Gods
    Ravenous Trap
    Scavenging Ooze
    Bant Eldrazi:
    Boards in moderate hate
    Grafdigger's Cage
    Relic of Progenitus
    Rest in Peace

    Titan Shift/Breach:
    Boards in moderate hate
    Anger of the Gods
    Relic of Progenitus

    Death's Shadow:
    Boards in Moderate hate
    Surgical Extraction
    Anger of the Gods

    Ad Nauseam:
    Boards in little hate
    Fog Effects

    U/W Control:
    Boards in heavy hate
    Rest in Peace
    Surgical Extraction

    Amulet Titan:
    Boards in moderate hate
    Bojuka Bog
    Ravenous Trap

    Grixis Control:
    Boards in heavy hate
    Surgical Extraction
    Anger of the gods

    Goryo's Vengeance:
    Boards in little hate
    Blood Moon

    Boards in little hate
    Bojuka Bog
    Leyline of the Void
    Memory's Journey

    Death and Taxes:
    Boards in little hate
    Rest in Peace

    Sun and BloodMoon:
    Boards in heavy hate
    Anger of the Gods
    Blood Moon
    Exile effects
    Rest in Peace

    Boards in little hate
    Loaming Shaman
    Bojuka Bog

    Jeskai Control:
    Boards in heavy hate
    Surgical Extraction
    Anger of the Gods
    Rest in Peace

    Abzan Company:
    Boards in little hate
    Anafenza, the Foremost
    Loaming Shaman

    Boards in little hate
    Grafdigger's Cage
    Relic of Progenitus

    Boards in little hate
    Anafenza, the Foremost
    Loaming Shaman
    Ravenous Trap

    8 Rack:
    Boards in moderate hate
    Surgical Extraction
    Leyline of the Void

    Boards in moderate hate
    Anger of the Gods
    Surgical Extraction

    Boards in Moderate hate
    Kalitas, Traitor of Ghet
    Ravenous Trap
    Surgical Extraction

    Boards in little hate
    Grafdigger's Cage
    Relic of Progenitus

    Soul Sisters/Martyr Proc:
    Boards in little hate
    Surgical Extraction
    Leyline of the Void

    Boards in little hate
    Blood Moon

    Living End:
    Boards in little hate
    Faerie Macabre
    Leyline of the Void

    Boards in little hate
    Rest in Peace

    Boards in little hate
    Grafdigger's Cage
    Relic of Progenitus

    UR Prowess:
    Boards in moderate hate
    Grafdigger's Cage
    Surgical Extraction
    Ravenous Trap

    Boards in little hate
    Grafdigger's Cage
    Relic of Progenitus

    Lantern Control:
    Boards in little hate
    Surgical Extraction
    Relic of Progenitus
    Tormod's Crypt
    Grafdigger's Cage

    Grixis Delver:
    Boards in little hate
    Ravenous Trap
    Surgical Extraction

    Skred Red:
    Boards in heavy hate
    Blood Moon
    Relic of Progenitus
    Anger of the Gods
    Grafdigger's Cage

    Boards in little hate
    Scavenging Ooze

    Recommended: 0-1/3/4-5

    If you havent looked over that massive archetype list I posted in the spoilers, do it, you can't complete this step without it. Some of those archetypes I color coded with Green, Orange, and Red. This color means how much are they siding in against you, and it directly correlates to how much you should be trying to counter their hate cards. See the list below of the best cards to bring in vs what.

    Green listed decks will barely side in against you. This is because they would rather race you, or don't mind non interactivity. Against these decks you should side in 0-1 cards to combat them. There is very little chance they will hit their boarded in cards and you are better off just trying to race them yourself or siding in good cards against them that aren't anti-hate cards.

    Orange listed decks will have a fair amount of hate for you. It will be enough that 1 hate card SHOULD show up games 2 and 3, and as such you should have enough anti hate boarded in that you should see 1 answer to counter it. That should be 3 anti hate cards.

    Red listed decks will be overboarding for you. This is likely because they have a bad match-up and need to do this to have a shot at winning. If you can answer their hate cards it should be an easy win. However, some of these listed, like skred red or tron, just naturally use cards that are good for you, and it will be a bad match up anyways. Regardless, you need to board on equal terms and be able to answer at least 2 hate cards per game. That means you will want to board in about 5 anti hatecards

    List of Best Cards that Counter Hate Cards

    In order of effectiveness

    Leyline of the Void

    Nature's Claim
    Golgari Charm
    Ravenous Trap

    Collective Brutality
    Rest in Peace

    Nature's Claim
    Natural State
    Abrupt Decay
    Golgari Charm
    Anger of the Gods

    Collective Brutality
    Golgari Charm
    Crypt Incursion

    Collective Brutality
    Anafenza, The Foremost

    Lightning Axe
    Abrupt Decay
    Surgical Extraction

    Collective Brutality
    Ground Seal
    Rakdos Charm

    Collective Brutality
    Grafdigger's Cage

    Nature's Claim
    Natural State
    Abrupt Decay
    Ancient Grudge
    Scavenging Ooze

    Lightning Axe
    Abrupt Decay
    Bojuka Bog

    Feels bad man
    Nihil Spellbomb

    Nature's Claim
    Natural State
    Abrupt Decay
    Ancient Grudge
    Relic of Progenitus

    Nature's Claim
    Natural State
    Abrupt Decay
    Ancient Grudge
    Kalitas, Traitor of Ghet

    Lightning Axe
    Tormod's Crypt

    Nature's Claim
    Natural State
    Abrupt Decay
    Ancient Grudge
    Memory's Journey

    Collective Brutality
    Ground Seal
    Loaming Shaman

    Ground Seal
    Jund Charm

    Collective Brutality
    Golgari Charm
    Dryad Militant

    Collective Brutality
    Lightning Axe
    Abrupt Decay

    Step 1 is to know what the hate cards do, and who plays what. Step 2 is knowing what cards you should be playing against said hate cards, and how many of them. So in your sideboarding process, you should have made a pile of cards you want to board in... but what do you board out!? Well, you'll have to bare through yet another list. But this will teach you what you generally for sub out for what.

    Important note:This deck is part combo, which means while siding you should not take out a full piece of the engine, but rather, start with your flex cards, then 1 card from the Enablers, Dredgers, and Creatures, like we talked about earlier in the primer. And remember, sometimes its OK to go to 61 cards in this deck

    Thoughtseize- Narcomoeba or a Flex Spot, or package slot. Generally if you are thoughtseizing, you are trying to strip a hate card or hurt their combo while maintaining aggression. In both these cases, going down to 3 narcs is perfectly fine.
    Nature's Claim/Natural State/Fragmentize- Narcomoeba or a Flex Spot, or package slot. Generally if you are Naturalizing, you are trying to destroy a hate card or hurt their combo while maintaining aggression. In both these cases, going down to 3 narcs is perfectly fine.
    Lightning Axe- An easy 1 for 1 sub withInsolent Neonate. Both discard to start a dredge engine, while one dredges, this one interacts
    Collective Brutality- An easy 1 for 1 sub with Cathartic Reunion. They both have the same function, discarding cards, but reunion gives you dredge power, and Brutality gives you interactivity
    Abrupt Decay- A Flex spot only, or package slot.
    Golgari Charm- A Flex spot only, or package slot
    Ancient Grudge- a flashback spell, darkblast, flex slot, or loam.

    But wait! You still have to cut a few more cards?!
    Have no fear, you can still make a few cuts. Heres where you'll find the last few card slots:

    • If its against a deck that's faster than you, like an aggro deck, cut 1 bloodghast.
    • If its against a deck thats slower than you, like a control deck, cut 1 Narcomoeba
    • If its against a deck that has counter spells, cut a loam and conflagrate
    • If its against a creatureless/creature light deck, cut a loam and a conflagrate.
    • If its against a deck you don't need to race, cut Scourge Devil.
    • If its a deck you don't need to have blockers for, cut Haunted Dead.
    It will always be better to understand why and when to make cuts, but if you need a guide to start out with a good example of it would be Zen Takahashi's Sideboard Guide

    Recommended: 3/1/0

    Now, in step 2 we decided how many anti hate cards we should use in the particular matchup, green getting 0-1, Orange getting 3, and red getting 5. Sometimes that leaves you room to wiggle in extra sideboard cards to beat them. For example, Darkblast isn't a very good anti-hate card, but it is great at killing off affinity's creatures. Affinity also happens to be one of those green listed decks, meaning you can fit 3-4 sideboarded cards in along with 1/2 anti hate cards! So in review

    Green listed decks can have 0-1 Anti hate cards, and 3-4 generally useful sideboard cards.
    Orange listed decks can have about 3 Anti hate cards, and 1-2 generally useful sideboard cards.
    Red listed decks can have about 5 Anti hate cards, and 0 generally useful sideboard cards.

    What are these extra sideboard cards that could be useful? Well here's a list!
    Darkblast- This card is recycleable and lets you kill dorks dead, giving it a ton of uses. Its best used on mana dork decks like melira company or decks that go wide like Affinity
    Vengeful Pharaoh- This is ok against aggro decks like burn or zoo, but its at its best against midrange decks that put their stock less in lots of little creatures, but in quality creatures like tarmogoyf.
    Bojuka Bog- Really only playable if you run 3 life from the loam, otherwise use journey or leyline. This can keep grave strategies from getting anywhere.
    Ghost Quarter- Useful against manlands, killer against tron and eldrazi. Like Bog, only playable with 3 loams.
    Memory's Journey- Surgical grave hate, it's the worst of our options, but also the least hardest on deck building. Doesn't need more than one copy, or additional cards.
    Abrupt Decay- Can double as an anti-hate card as well as a random removal spell or anti combo card.
    Assassin's Trophy- Like abrupt decay, with a steeper draw back and a stronger effect. Usually better than Decay.
    Damping Sphere- A sideboard condensing card, allowing you to hit multiple decks at one time. While not as strong as any of the sideboard cards that can destroy one single matchup, this card has its strength by opening up the board to a wider array of decks.
    Thoughtseize- Can double as an anti-hate card as well as a proactive way to deny something. Works best on decks that are later game decks or need to have a few cards at the same time. Works best against combo and big mana.
    Collective Brutality- Can double as an anti-hate card as well as a proactive way to do a lot of good things. Its best use is when it can kill a dork, strip an important card. Very good against Company and All in aggro decks like burn or infect.
    Ancient Grudge- Can double as an anti-hate card as well as something you can do in your yard. Its best against artifact matters decks like lantern, tron, and affinity.
    Ray of Revelation- Don't be fooled, this is NOT an anti-hate card, but instead should only be used as the grave version of Grudge, best against Boogles and enchantment matters decks.
    Haunted Dead- Reuseable chump blockers. Very very good against all in aggro decks, where it can buy you time.
    Scourge Devil/Rally of the Peasants- simply a way to race. Its at its best against decks that don't interact with you, and you can't interact with them. Stuff like Scapeshift decks.
    Leyline of the Void- Graveyard hate that doesnt effect us. Only useful if you devote 3-4 slots in the board.
    Lightning Axe- A cheap way to get rid of problem creatures. Best use for aggro, midrange, and combo that uses creatures.
    Engineered Explosives- Has a lot of random uses, but the biggest is taking down aggro that goes really wide, while also being able to kill hate cards if needed.
    Gnaw to the Bone- Your go to anti aggro card. Usually only a 1 of, but push it to 2 if your meta is all aggro.

    In review:
    Step 1: Know what the hate cards are used to beat dredge, and which decks use what.
    Step 2: Know what Anti-Hate cards you must board in for the match-up and how many.
    Step 3: Make the correct cuts from your flex spot and engine so you don't mess up your combo
    Step 4: Fill in the extra sideboard cards if you have the space to do so.

    Now you know how to do steps 1-4, you wont need a guide. Which is good, because sideboarding in this deck is one of the most complicated parts of it!

    Below is a list of details and tips to help you play dredge. They are very boring, and read like a textbook, but they are key to running the deck correctly as possible. I also want to give a shout out to Izzetmage who wrote these!

    Read up on these rules to be the best dredge player you can be!

    There’s a lot of reminder text on dredge, but honestly no TL;DR version. Just read the text and it should explain everything just fine. Basically, if you would draw a card while you have a dredge card in your graveyard, you have two options:
    1) draw the card normally
    2) put the dredge card into your hand and mill X
    In both cases, you would have one more card in hand than you had before the draw. The difference in case 2 is that you have X more cards in your graveyard. That’s where Dredge (the deck) draws its strength from. Also, when you dredge, you get to choose which card you add to your hand. Need removal? Get Darkblast. Need lands? Get Dakmor Salvage or Life from the Loam.

    Dredge is a static, replacement ability. If you decide to dredge, your opponent cannot remove the card that you’re going to dredge “in response”.

    You can only dredge X if you have that many cards in your library, or more. So you can’t dredge 3 to get a game-winning Darkblast back in hand if you have 2 or less cards in your library. Be careful!

    Dredge replaces any card draw (i.e. any of the red enabler cards), not just the one that you get during your draw step.
    It’s said that Dredge is not “real Magic”. In this section I’m going to explain why this is so: first by examining how Dredge operates, and second, by examining how it stacks up against conventional “answers”.

    If you look at Dredge’s creature base (Narcomoeba, Bloodghast, Prized Amalgam), you should notice that all of them can be put into play for 0 mana. This bypasses the fundamental principle of Magic, where the amount of stuff you can play is limited by the amount of mana you have. Instead, with Dredge, the amount of creatures you can put out is dependent on the amount of creatures you have in your graveyard. And with Imp/Thug dredging 4 or 5 cards per draw, including additional draws from Looting or Inquiry, it’s not hard to get your graveyard filled quickly while hitting a few Narcomoebas along the way. Once that happens, a single land drop will bring all of your Bloodghasts back. How many Bloodghasts, exactly? As many as you milled - mill hard or get lucky and you can have all four for the price of one land drop! Then this sets up Prized Amalgam’s trigger, and like Bloodghast, the amount of Amalgams you can get depends on how many there are in your graveyard, not the amount of mana you have.

    There are three main categories of “answers” that other decks play. Dredge matches up favorably against all of them.
    Removal: How much mana does it take for Dredge to put a creature into play? Answer: zero. How much mana do removal spells cost? Answer: certainly more than zero. This explains why removal is not cost-efficient against Dredge. Furthermore, if Dredge’s creatures are killed, they go back to the graveyard, but are ready to jump back into play at any moment (that you can play a land). Bridge from Below also neutralizes removal by giving you a Zombie token whenever one of your creatures dies.
    Counterspells: How do Dredge’s creatures enter the battlefield? Answer: triggered abilities. They are not casted, so there is nothing to counter unless the opponent is playing Trickbind or Voidslime (which practically nobody does, and even then it costs them more mana to play their counter than it costs you to revive your creature). The only things that can be countered are the enabler cards, which brings up the question: how exactly do you plan on doing so? Most enabler cards cost 1 mana, which is way before you can get most counters ready. Dispel/Spell Snare doesn’t work on them. Remand and Mana Leak cost 2 mana, and in the case of Remand, the countered spell will be easily re-casted. Spell Pierce is the best counter, although it doesn’t stop Insolent Neonate.
    Discard: Casting a discard spell to take anything except an enabler is fueling Dredge’s game plan. Even if they do take an enabler, it’s useless if you have another enabler in hand - the odds are good, given that the deck has at least 12 enablers main and up to 4 additional discard outlets if you bring in Lightning Axe. Darkblast, and to a lesser extent Life from the Loam can also be hardcasted to start the dredge chain rolling.

    All said, the most effective way to attack Dredge is to attack its graveyard. Grafdigger’s Cage and Rest in Peace will stop Dredge cold. Nevertheless, Dredge can steal games against such hate cards by simply going under them (i.e. getting out a bunch of creatures before they hit the field), or randomly discarding them to Burning Inquiry. Graveyard exilers like Relic of Progenitus can stop the first wave of creatures, but the Dredge deck can beat it by setting up a second wave. Surgical Extraction and Extirpate are problematic if they nab Bloodghast or Amalgam, but they are either rarely played or played in small amounts, giving Dredge a chance of going under them.

    In the absence of grave hate, the other way to beat Dredge is to race it. Aggro and combo decks will have a much easier time doing this. Dredge can put a bunch of creatures into the battlefield on turn 2, but it typically takes two turns of attacks to kill a defenseless opponent, unless he took a lot of damage from his lands, or you have Rally the Peasants. This means that Dredge goldfishes at about turn 4, a speed which most aggro and combo decks should be comfortable racing. With Bloodghast being incapable of blocking and Prized Amalgam entering the battlefield tapped, this opens the door wider for aggro decks. The matchup may swing in either direction based on the trump cards that each player has: Dredge has Darkblast, Gnaw to the Bone and Vengeful Pharaoh, while opposing decks may have lifelink or damage prevention effects.

    The most effective removal against Dredge is the kind that doesn’t put the creatures in the graveyard, as Dredge can get those creatures back into play easily. Anger of the Gods is a common one. Bounce is less common, but still effective - Dredge needs to take the extra step of getting those creatures back into the graveyard again. Merfolk plays plenty of bounce (Vapor Snag, Harbinger of the Tides), and some decks play Thing in the Ice, which can flip, wipe Dredge’s board, and threaten immediately with its 7 power. That said, Conflagrate allows Dredge to dump its hand and deal a ton of damage.

    TL;DR: dredge beats fair decks and loses to grave hate, “anti-meta” decks that maindeck/SB multiple copies of hate cards, and faster decks.
    Since Dredge works differently from other decks, constructing it also goes against most accepted deckbuilding principles. For Dredge, there is a simple rule of thumb that I use to eliminate card choices:

    - Does this card help get more cards into the graveyard?
    - Can this card be cast/activated/triggered from the graveyard?
    If the answer to either of these questions is no, the card in question is not maindeckable. When you start dredging, you’ll be putting Imps and Thugs into your hand instead of cards that you could draw normally. You can’t draw cards normally, unless you are willing to stop dredging.

    - Are you playing this card/effect as a 3/4-of?
    - Can this card be cast/activated/triggered from the graveyard?
    If the answer to either of these questions is no, the card in question is not sideboardable. Again, dredging means that if the sideboarded card isn’t in your opening hand, it’s going to be in your graveyard. If you can’t cast it from the graveyard, you should play 4 copies to maximize the chances of it being in the place where it matters, i.e. your opening hand.
    - You can rearrange your graveyard at any time. This rule is unique to Modern (and Standard), but does not apply to Legacy or Vintage where graveyard-order-matters cards like Nether Shadow exist. This makes remembering triggers and viewing your dredge/flashback options much easier: you can simply put all the irrelevant cards at the bottom.
    - You should have your graveyard spread out instead of in a stack, so that you can see every card. If you’re playing online, the graveyard window should always be open.
    - Remember your triggers. Your creatures enter the battlefield via triggers, and if you forget them, your opponent isn’t going to point them out. After playing a land, especially if you’re playing the land so that you can cast a spell, check for Bloodghast. After milling yourself, check for Narcomoeba, especially if you dredge twice or more. At the end of the turn, check for Prized Amalgam. When anything dies, or before you kill something, or before you enter combat, check for Bridge.
    - Perform actions in the order that they are written on the card. Look out for the word “then”. With Faithless Looting, you draw first, then discard. For Insolent Neonate’s cost, it’s a little different: you can pay in whatever order you want, but the order that’s printed on the card is the order that you want to follow anyway (discard Bridge, then sac to get a token). Stitchwing Skaab can discard and trigger a Prized Amalgam in your hand: you discard as a cost first, then Skaab enters the battlefield.
    - For cards that say “draw X cards” (i.e. Looting/Inquiry), cards are drawn individually, so you get to dredge for each card that would be drawn. This also means that you decide to dredge before each card is drawn, not upon resolution of Looting/Inquiry. If you happen to mill a Stinkweed Imp or a Dakmor Salvage that you really need on the first dredge, you can choose to dredge that card on the second draw.
    - Abilities cannot resolve while another spell/ability is resolving. This is targeted at Narcomoeba - if you play Looting/Inquiry and mill a Narcomoeba on the first dredge, the Narcomoeba trigger goes on the stack after the Looting/Inquiry has finished resolving. Narcomoeba itself is still in the graveyard while you’re doing the second or third dredge. If you mill a Prized Amalgam on the second or third dredge, or discard one to the Looting/Inquiry that's resolving, it will trigger off the Narcomoeba - after Looting/Inquiry finishes resolving, the Narcomoeba trigger goes on the stack, it enters the battlefield, then Amalgam triggers for that.
    Another example: if you play Looting/Inquiry, after resolving your first dredge/draw, your opponent cannot cast something like Surgical Extraction before your second draw. He must wait for the Looting/Inquiry to finish resolving.
    - Position your Narcomoebas/Amalgams slightly differently to remind yourself of their triggers. For example, if you have your graveyard lined out in a row, you can leave the triggered Narcomoebas/Amalgams sticking out slightly above all your other cards. If you line your graveyard out in columns, you can tap those cards instead (although tapping a card in a graveyard is sometimes used as an indicator that the card has been exiled, so make a separate pile for exile if you’re doing this). With Narcomoeba, it reduces the chance of forgetting about it after completely resolving a multiple-draw card like Looting or Inquiry. With Amalgam, it removes confusion as to which Amalgams have been triggered and which have not (if they were put into the graveyard at different times). If you use tricks like these, remember that the cards are still in the graveyard, and they’ll be lost like anything else if your opponent wipes your graveyard. Also remember that they count towards Gnaw to the Bone.
    The concept of “card advantage”, when applied to Dredge, is roughly “number of cards in your graveyard”. That said, mulligan aggressively to get good hands. Being low on cards in hand doesn’t matter if you’re still able to get a lot of cards into your graveyard. This is apparent when you realize that all your 1-mana enabler cards leave you down 1 card in hand after you cast them.

    Your ideal hand should have two lands and two enablers. Insolent Neonate only counts as an enabler if you have a dredger in hand - with the other enablers you can hope to draw/mill into a dredger. This gives you a turn 1 and turn 2 play, and the second land guarantees a Bloodghast trigger if it ends up in your graveyard. Having an Imp/Thug to discard to one of the enablers makes it a snap keep.

    Two lands and one enabler is not too exciting, but keepable. It goes up in keepability if there’s a Darkblast or Life from the Loam in it which you can hardcast, should the enabler fail to find a dredger. This hand is weaker against discard, as they can take the enabler, unless it’s Conflagrate, in which case you just play both your lands and dump your hand on turn 2.

    One land hands should not be kept unless there’s a Faithless Looting in it to dig for a second land. Even if you have the most amazing dredges, the only way to get more lands into your hand is to hit Dakmor Salvage, or to decline dredging and draw normally.

    Narcomoeba is a dead card in hand (in fact this is one of the disadvantages of the deck: that there are four cards that you want in your library, but never want to draw). Don’t go mulliganing every hand with a Narcomoeba in it “because it’s already a mulligan” though - if the hand is keepable even if you were to remove Narcomoeba from it, keep it!

    For post-board games, remember the “Dredge Mentality”: there are two ways to beat hate cards, first is drawing the counter-hate, second is just being faster than them. If you have a good hand that can spit out a lot of creatures by the second turn (plenty of enablers/Looting + Bloodghast/Amalgam), it’s keepable even if there are no anti-hate cards in it.
    Please visit this link to an imgur album I put together on this.

    Dredge playing can be tricky because we don't play like a normal magic deck. So while its technically against the rules to rearrange your play like this when you are at a gp, its more than fine at an fmn. This is the most efficient way to display your cards in order to show your triggers and options.
    Dredge is a self-perpetuating engine. When you dredge a card, it puts more cards from your library into your graveyard. Ideally, one of those cards will have dredge, so you can repeat this process. This comes to a jarring stop as soon as you run out of dredgers in your graveyard - you’d have to find a way to get a dredge card back into your graveyard before you can begin anew.

    One common trap is to get greedy and discard Prized Amalgam to Faithless Looting instead of a dredger. For example, you might be tempted to Loot on turn 1, discard Bloodghast and Amalgam, then play a land on turn two and bring them both back. A better play, however, would be to discard Bloodghast and a dredger - this gives up the immediate benefit of an extra 3/3 body, but won’t leave you spinning your wheels if they manage to deal with your creatures.
    When playing this deck, it’s easy to forget that your dredgers can do more than dredge. Imp makes a decent blocker with pseudo-deathtouch, and Grave-Troll is a massive regenerating attacker.

    Bloodghast, Amalgam and Narcomoeba can also be hardcasted. This does not come up too often though, as Narcomoeba and Amalgam require blue mana, and Bloodghast costs double black.

    If your opponent plays Grafdigger’s Cage, your plan from that point on changes to “hardcast creatures”. Grafdigger’s Cage may turn off Bloodghast and stop you from flashing back Ancient Grudge, but it doesn’t stop you from dredging Imps, Thugs and Loams. Trying to beat your opponent with what is effectively a bunch of recurring Pestilent Katharis and a bunch of 1/1s is a long shot, but it’s better than nothing.
    It’s important to mill hard in the early stages of the game, but as the game goes on and they’re not dead yet, there arises the possibility of losing by deck out. The last few cards in your deck become precious, like the last few pieces of toilet paper on the roll when you’re pooping.

    You’ll want to switch to drawing normally instead of dredging. Hardcasting Imp or or grave creatures becomes an option, so be sure to use Loam to get enough lands into your hand before then. Darkblast must be rationed, since it takes out 3 cards every time you dredge it. Dakmor Salvage is always a good option because it only digs two and can recur ghasts.

    • If you open a hand with looting and neonate, it is usually better to neonate first if you have a dredger in hand to discard. so you can dredge twice with faithless. If you need to find a dredger, faithless first, so you have a discard outlet ready immediatly.
    • If you are using Neonate, try to use it on their turn rather than yours, if you aren't looking to dredge right away. This will give you a body to block with against aggressive decks. Also, use him on their second main, rather than end, just in case you hit a Narcomoeba and Amalgam.
    • Prized Amalgam is a delayed trigger. This can get you into trouble if someone rule sharks you at higher events. When something enter the battlefield, it triggers prized amalgam's effect. YOU MUST ANNOUNCE IT (keep it on the side of the grave, or put a dice on it.) as long as you announce this, should it slip your mind, the entering of amalgam is mandatory and a judge will rule in your favor and he will still enter play. His entering is still a separate trigger, so yes, amalgam has 2 triggers you need to keep track of, not one.
    • A common thing people will forget is Prized amalgam has a delayed trigger, which you can use to your benefit. It says "Next end step" not "your endstep." This means it can come back at the end of the opponents turn. If you have a trigger on a amalgam because of a Narcomoeba, then dredge more and find 2 amalgams, the first will trigger at the end of your turn, then trigger the 2 in the yard, meaning 2 amalgams will return at the end of the opponents turn.
    • Bloodghasts landfall is very important. It will trigger twice off fetchlands, and once off ghost quarters or paths to exile. If you aim to return them to the battlefield, resolve the fetch first, then crack it later as removal insurance. Also, there will be times ghast will be safer in the yard than the battlefield. This mostly comes from path, ugin or anger of the gods. In that case, you should crack your fetch at the end of their turn to bring them back. HOWEVER this will delay the trigger on amalgam to your turn. Sometimes its best to do it on their second mainphase so you get ghasts AND amalgams.
    • Narcomoeba is a trigger you can respond to. If you run ways to dig harder instantly like shriekhorn or Neonate, you can respond to dig deeper to find amalgams.
    • Faithless looting's effect lasts until you discard. This is important because it doesnt mean Narcomoeba's effect has triggered yet, letting you discard amalgams to see that trigger.
    • Always cathartic reunion before collective brutality if you can. Reunion nets you 0 cards in hand, but brutality nets you -2, meaning you'll be hardpressed to reunion after.
    • When nothing really important is happening in a game stall, always start loading on Life from the Loam so you can work on conflaging them.
    • Stinkweed should be hardcasted more often than you'd expect. It is a flying deathtouch blocker.
    • Golgari Thug can be used to reset Narcomoebas
    • Darkblast and conflag can be used to reset bloodghasts to trigger amalgams or to make them avoid anger of the gods.
    • Haunted Dead can be used on upkeep to reload an empty grave with dredge cards
    • Haunted Dead can be used to discard amalgams and revive them at the same time.
    • Two Thugs can be chained together to create a loop to keep you at 1 card in your library.

    There are many decks in modern that use the graveyard, but not all of them have overlapping cards. Below here is our sister decks!


    This deck is much more midrange grind than combo graveyard then we are. It still dredges, but also draws too, and often win the game with tall creatures than going wide. Its flaw is there is much less deck space to work with, and not every card synergies with itself as much as Dredge. However, it doesn't roll over to grave hate, which is a strong point. If you like a more "jund" feeling Dredge, check out Dredgevine!

    Hallow One

    This deck is the aggro counterpart to dredge. While it isn't "all in" on the graveyard, it is an all in deck. If you perfer speed and smashing face, this would be right up your alley. Often this deck is the better pick if dredge is being really hated out of the meta, as it is fast enough to go under most peoples hate cards. Its also a better pick for the meta if you need speed.

    This deck loses ground to dredge when the meta is more grindy or interactive. Dredge also has a bit more adaptability than this deck, able to shuffle its game strategies according to the current meta.


    It has much less in common with Dredgevine than you would think, this is a very all in combo deck. The idea behind it is to get bridge into the grave as fast as possible, then cast cards that will die right away, to make a quick army of zombie tokens and win the game. If you like All in combos, than this is much better for you. Fair warning, being all in, it is much less stable (and probably more fun when it goes off)

    Craterhoof Dredge

    Here we have a more focused on Reanimation dredge. It does this through Llanowar Mentor and Greenseeker to ramp into a quick Unburial Rites targeting Craterhoof Behemoth, then running over them. If you want to play elves the dredge, here you go!

    Bans are a real concern for this format, and something that needs to be addressed in this primer. Before we go into this, I should remind everyone this is not the correct thread to talk about bans.If you would like to please instead go to this thread.

    With that PSA out of the way, lets get into it. Modern is a format that has historically been pretty ban heavy. Decks that are "too consistently good", make the format more of a sideboard lottery, or are flat out unfun, have been banned before, and we have hit all 3 of those. Its also well known that Wizards has deemed the Dredge Mechanic a massive mistake on their end. So I can not say that this deck is safe from bans. I will say however, that in any eternal format a graveyard based deck will always exist, and they always print graveyard eccentric cards, so dredge will continue to exist in one form or any other regardless. Wizards has made it quite clear they want to control power level, not kill decks, so we should fit into this boat.

    In most formats, we are a "sideboard lottery" and with the banning of troll we fold to hate quite easily, so this should be our lifeline. However, if you have reservations to the idea that something may be banned, this deck probably isn't a good fit. However, I'd venture to say that modern is currently in a ban mania time, so any well preforming deck could be hit with bans.

    And thats Dredge! I hope this primer has been chalk full of information for you. If it has, leave me a like on this post, so I can see! The idea was to make this knowledgeable enough, that after reading you should be comfortable with the deck, and refer to this primer when you hit some tricky spots. If you have any questions, deck review, or match-up reports, feel free to post it on here!

    Posted in: Combo
  • 1

    posted a message on Dredge
    So creeping chill brought us back up to tier one right?

    I'll have to update the primer with that info. Anything else I should do while I'm in there?
    Posted in: Combo
  • 1

    posted a message on Dredge
    I wouldnt drop narc ever. I agree that Creeping Chill might be the future of the deck, but realistically... were looking at 2 things, with 2 sub categories within them "pay offs (Plan A/B) and Set up (enablers and dredge). After all we are a 2 part combo.

    Back in the day Troll made dredge so good because he was 2 of these at once. Set up (dredge) and Pay off (Plan B). When he was banned, the deck felt it hard because as I've said in the past, "4 trolls was worth 6-7 cards." We ended up having to cut flex spots and the deck has been tight on cards ever since, argo 1 or 2 scourges/rally/haunted dead. Chill clearly takes those spots.

    The next thing you have to do is bite into your Core cards. It doesnt just take Conflags spot, because while conflag isnt great at it... It is Payoff (Plan B AND Set up (Enbaler) Chill is simply Plan B. Its good at that, but thats all it is.

    Narc isn't pay off. Its Enabler. You shouldnt cut Enabler for Pay off. You should cut pay off for pay off, enabler for enabler. Conflags likely get cut for chill. Maybe down to a 1 or 2 of, since youd be cutting Plan B for Plan B... A direct substitute. If I was to cut anymore... it would maybe be that last flex spot enabler. AKA a tormented voice or something.

    Truth is... You really need to say "Is uncounterable 12 damage and gaining 12 life worth cutting Conflag?" If it is, great. Its the new plan B. If not, well... the deck cant fit more flex spots. So its not worth pointing in.

    Deck theory aside... I think it is better. Uncounterable makes you better at killing control, free makes you better at racing combo, and lifegain makes you better against that Aggro race" we always seem to be 1 turn too slow at. Theres no reason you can pack conflag in the board and side 1-2 in against elves and the like. Personally I think the fact that chill reduces the amount of side slots we need to dedicate to aggro AND combo is worth alot more than it seems.
    Posted in: Combo
  • 1

    posted a message on Dredge
    Wait... I didnt see the dies part. Good god works been rough this week... No how is this not an instant staple for us (Well... I know. Freakin mana)

    No way, I'm getting a playset and testing the crap put of this. This makes even Rally and devil better.
    Posted in: Combo
  • 3

    posted a message on Reaper King's Halloween Town, The Spookiest EDH deck around!
    Welcome Ghouls and Gals, to Reaper King's Halloween Town. This is an EDH / Commander Deck, which tip-toes a balance between fun flavor deck, with competitive EDH cards and synergies. It's aim is to be casual enough for a fun Halloween themed EDH / Commander game among friends, but still good enough to pull out wins. This will be my EDH / Commander deck for life, so it will see regular updates as more "spooky cards" hit the printer!

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    5 Reaper King

    Mana Candy:
    1 Sol Ring
    2 Fertile Ground
    3 Ashnod's Altar
    3 Chromatic Lantern
    3 Coalition Relic
    3 Phyrexian Altar
    3 Wild-Field Scarecrow
    3 Scuttlemutt
    4 Crypt Ghast

    Ghouls and Gals:
    1 Viscera Seer
    2 Feral Prowler
    2 Blood Artist
    2 Bloodghast
    2 Reassembling Skeleton
    2 Shapesharer
    3 Gilder Bairn
    3 Loyal Retainers
    3 Mirror Entity
    3 Plague Belcher
    3 Scarecrone
    3 Taurean Mauler
    3 Yahenni, Undying Partisan
    4 Anger
    4 Chameleon Colossus
    4 Graveborn Muse
    4 Meren of Clan Nel Toth
    4 Necrotic Ooze
    4 Olivia Voldaren
    4 Kalitas, Traitor of Ghet
    5 Body Double
    5 Ghoulcaller Gisa
    5 Grimgrin, Corpse-Born
    5 Ishkanah, Grafwidow
    5 Karmic Guide
    5 Puppeteer Clique
    6 Deadeye Navigator
    6 Grave Titan
    6 Mikaeus, the Unhallowed
    6 Muldrotha, the Gravetide
    7 Grim Poppet
    7 Protean Hulk
    7 Rune-Scarred Demon
    7 Sheoldred, Whispering One
    8 Razaketh, the Foulblooded

    Tricks and Treats:
    2 Demonic Tutor
    3 Arcane Adaptation
    3 Buried Alive
    3 Eerie Interlude
    3 Journey to Eternity
    3 Mimic Vat
    3 Necropotence
    4 All Hallow's Eve
    4 Arlinn Kord
    4 Grave Pact
    4 Grimoire of the Dead
    4 Rite of Replication
    5 Conspiracy
    5 Dictate of Erebos
    5 Liliana Vess
    5 Xenograft
    8 Ugin, the Spirit Dragon

    Haunts and Gravestones:
    1 Ancient Tomb
    1 Badlands
    1 Bayou
    1 Blood Crypt
    1 Bloodstained Mire
    1 Bojuka Bog
    1 Cabal Coffers
    1 Command Tower
    1 Creeping Tar Pit
    1 Fetid Heath
    1 Forbidden Orchard
    1 Forest
    1 Ghost Quarter
    1 Godless Shrine
    1 Island
    1 Kessig Wolf Run
    1 Krosan Verge
    1 Llanowar Wastes
    1 Luxury Suite
    1 Marsh Flats
    1 Morphic Pool
    1 Overgrown Tomb
    1 Phyrexian Tower
    1 Polluted Delta
    1 Reflecting Pool
    1 Scrubland
    1 Shizo, Death's Storehouse
    1 Strip Mine
    1 Sunken Ruins
    2 Swamp
    1 Twilight Mire
    1 Underground Sea
    1 Urborg, Tomb of Yawgmoth
    1 Vault of the Archangel
    1 Verdant Catacombs
    1 Volrath's Stronghold
    1 Watery Grave

    Pumpkin Overview of Reaper King's Halloween Town Pumpkin

    Reaper King's Halloween Town uses its Pumpkin Mayor more of an Emblem that vindicates. When you cast it, you've got enough Scarecrows and Changlings to get at least one in your hand or graveyard. From there you can blink them and recur them for repeat vindicates. Once you add Xenograft and Conspiracy into the mix, those vindicates turn into complete boardstate destruction.

    While this is a great trick for the deck, and gives it a couple awesome synergies, I won's deny that its overall a cute commander rather than a strong one. But the 5 colors of it allows you to play white's Ghosts, blue's Tricks and Changlings, Green's Wolves and Spiders, Red's Vampires and Black's well, everything. To make up for that, Halloween Town's residences are some of the most spooky and best creatures for EDH, most of them can win the game on their own if left unchecked. With enough destruction behind it to interact, your team has a strong chance to win.

    Overall, if your EDH is a relaxed playgroup that prefers fun over competitive wins, this is a great deck to play that still can pull up results while being "fair". If you want to have quick wins while facing the strongest decks possible, you'll be best to look for one of the more "tier 1 " commanders. Overall this primer will focus on a flavor first approach, but kept as competitive as it can be in that light.

    Why Should I Play this Deck?: If you like creepy halloween things, or if you like graveyard and good stuff synergies. The deck also does a lot of very fun things.
    Why Shouldn't I Play this Deck?: If you like to win EVERY time, or crave board/stack interaction. The deck does it's own thing, and its a fun thing, but it is simple and not super interactive.

    Pumpkin Why Reaper King Pumpkin

    Because its the coolest spooky tribe, his favor text is "Its harvest time", how cool is that art work, and he has a pumpkin for a head, what more do you need?

    Jokes aside, thats pretty much THE reason to run him, because he is cool. Which is a pretty valid reason in EDH. To be real with you for a moment, Reaper King is one of those really powerful Commanders with not enough support to do anything with him. In pretty much every "top tier" commander you can get better effects because support is easier on theme. Meren of Clan Nel Toth is way better at reanimation, Brago, King Eternal with flickering EtB effects, even Avatar of Woe probably kills more things then Reaper King.

    But it's still a cool card, so if you want to use it here's why you should: Five colors are amazing to deck build with, and you dont need removal because you can just use scarecrows instead. The trick with Reaper King so to play more into his 5 colors, and allow his ability to be something you can do, rather than you must build around. Which is perfect for a Halloween themed commander.

    Pumpkin Meet the Residents of Halloween Town Pumpkin

    Ghouls and Gals

    Viscera Seer- A vampire that can be be tutored by Hulk, and is a super cheap and good sac engine.
    Blood Artist- A vampire who threatens opponents to not use boardwipes, and rewards our recursion.
    Bloodghast- A vampire ghost who lets us get some extra use out of sac and reset effects.
    Feral Prowler- What's Halloween without a Black Cat? Well, its not Black Cat, but it's better. I'll admit this is in the deck for flavor. But hey when you are doing sac and recursion, you can actually get closer to draw with this.
    Yahenni, Undying Partisan- A sac outlet that fits well enough for the theme, but its price and effect makes it easy to put out and easy to keep. See the synergies down below.
    Reassembling Skeleton- This time, a spooky scary skeleton who lets us get some extra use out of sac and reset effects.
    Shapesharer- Shapesharer is a master Tricker Treater. He comes in a scarecrow, and changes to what ever you like. Hes so good, he can even make other changelings dress up for a turn.
    Plague Belcher- With all the zombies in this list, it will do its fair share of damage, but the real trick is the -1/-1 counters on him, meaning he can combo off with Mikaeus and a sac engine for game winning combos.
    Gilder Bairn- Givin' out mad candy like its his business, this guy makes all our planeswalkers and undying better.
    Loyal Retainers- Now with The Mummy spookiness! Loyal Retainers helps make the ever growing list of legendaries better, and can recur key peices of your combo: Sacrifice- Grim grin, Recursion- Mikaeus, as well as utility.
    Mirror Entity- Another scarecrow, he gives us a mana sink for all our zombies and wolves giving them a boost, and tribal.
    Scarecrone- One of our actual scarecrows, this guy brings back some key artifacts creatures like Grim Poppet combo, and gives us tons of CA with a conspiracy or xenograft.
    Taurean Mauler- Another scarecrow, this one punishes your opponents for doing anything.
    Anger- This really helps get some combos from game breaking to just winning on the spot. See combos below.
    Chameleon Colossus- Our biggest scarecrow. He is a 5/5 for 4 mana with his king out, and thus, doubles even better. Protection from black is very important in edh as well.
    Crypt Ghast- A ghost who gives you mana ramp and life gain, something the deck actually needs a fair amount of.
    Graveborn Muse- often drawing much more than 1, since we can easily make tons of zombies.
    Meren of Clan Nel Toth- One of the best witches in EDH, By saccing things we always have her getting better, and she can bring us back really important combo pieces.
    Necrotic Ooze- This slime isn't very powerful on its own, but makes some game winning combos when you have the right things in the yard.
    Olivia Voldaren- She's your classic masquerade vampire. And she'll invite your friends creatures to the party too! Its too deadly to turn her down.
    Kalitas, Traitor of Ghet- A vampire who brings zombies to the Monster Mash. With some extra life gain and and grave hate on the side.
    Body Double- It's literally a person dressing up, and becoming our spooky things in the graveyard. Enables and redundants our combos and jank.
    Ghoulcaller Gisa- Now this lady is a powerhouse. Shes a sac outlet that gives you more zombie bodies! Shes everything you'd want.
    Grimgrin, Corpse-Born- Another zombie that is a sac outlet, while being a massive beatstick.
    Ishkanah, Grafwidow- This card not only fits our theme of tokens on recur... but also gives us win cons when our dudes become spiders, or we go off.
    Karmic Guide- An angel might seem out of place here... Until you realize she is in a graveyard. Since her life is mostly spent in the grave, her recursion can happen almost every turn.
    Puppeteer Clique- Just like guide, puppeteer recurs things, while recurring itself. Even better, with persist, you can blink, grave recur it back to to use it all over again.
    Deadeye Navigator- Who doesn't like pirate ghosts? His blink lets you mess with entering effects, and reset persist and undying. Even better, you can reset him too with the persist and undying triggers.
    Grave Titan- Because you never could have enough zombies
    Mikaeus, the Unhallowed- Not only does he recur everything, he even resets with a ton of cards on here for basically immortality.
    Muldrotha, the Gravetide- Its a hell of a recursion card. Getting back more than just creatures.
    Grim Poppet- scarecrow removal, with -1/-1 counters to toss around. Maybe on things with undying for example.
    Protean Hulk- The blob, a little weird, but still on horror theme, massively upgrades the deck to enable its combos
    Rune-Scarred Demon- sweet sweet recurring tutors! And a flying 6/6 aint so bad either.
    Sheoldred, Whispering One- You needed another spider that also plays with the yard? Look no further.
    Razaketh, the Foulblooded- Our second bat wings, this gives us a sac engine that can find the pieces we need to win.

    Witches' Spells

    Demonic Tutor- EDH staple. Its a tutor.
    Buried Alive- This is a first for me... but it basically is a 3 creature tutor for 3 mana.
    Eerie Interlude- Another Ghostway, but better.
    Journey to Eternity- A fantastic way to abuse a 1 shot sac recur into a rainbow land and with future recursion!
    Mimic Vat- Turns out alot of our Creatures love to turn into reoccurring Zombie nightmares. Who knew?!
    All Hallow's Eve- Look at the name, look at the art, look at the effect. This card makes the deck.
    Arlinn Kord- Werewolf Planeswalker! Makes wolves and wins the game.
    Grimoire of the Dead- Why wouldnt we get ourself the necronomicon? We love bringing our things back from the dead.
    Rite of Replication- While most decks are content to use this to make a ton of beat sticks... we can use this with reaper king for 25 vindicates.
    Arcane Adaptation- See below.
    Conspiracy- Makes all your creatures cast become scarecrows... which makes all creatures vindicates with legs!
    Xenograft- See Conspiracy.
    Dictate of Erebos- We need board control effects and ways to punish removal. This does both.
    Grave Pact- See Dictate. Also, you better have the spooky reaper to be on flavor.
    Necropotence- The deck lacks a "ton" of actual draw. To compinsate, it needs more powerful draw, and boy is this a powerful draw.
    Liliana Vess- Repeatable tutors with pacts from demons
    Ugin, the Spirit Dragon- A ghosty dragon! And a super powerful one at that. Everything this thing can do is great.

    Mana Candy

    Sol Ring- Its a ghost ring thats a staple in EDH
    Fertile Ground- Pumpkin patch that gives you mana, whats not to love
    Ashnod's Altar- Combo piece and can use our tokens we make
    Chromatic Lantern- Needed for the mana fixing.
    Coalition Relic- Needed for mana fixing
    Phyrexian Altar- Combo piece and can use our tokens we make
    Wild-Field Scarecrow- Its a scarecrow that also gets mana!
    Scuttlemutt- Scarecrows as a tribe lack alot of things, but apparently not making mana while vindicating.

    Haunts and Tombstones In Halloween Town

    Lets be honest here... Most of the mana base goes to making 4-5 colors available. Which leaves the trick list of lands rather shallow. But we still can fit some in here.

    Ancient Tomb- Mana ramp that fits flavor
    Cabal Coffers- Even better mana ramp!
    Bojuka Bog- Sometimes you just need to burn the graves so they don't comeback.
    Ghost Quarter/Wasteland- You're basic land hate. Truth is, the deck doesn't need a ton, since its scarecrows can also handle this.
    Kessig Wolf Run- We had to fit a werewolf in here somewhere, and this one lets our beef be even beefier.
    Phyrexian Tower- Adds to our sac effects, while giving mana ramp
    Shizo, Death's Storehouse- Since we are mostly good stuff, we use a higher than normal amount of legendaries
    Strip Mine- A check against other lands
    Urborg, Tomb of Yawgmoth- One of the best lands to use for us, as everything we need should be able to make black
    Vault of the Archangel- Lifegain and removal in one card. Great with all our tokens.
    Volrath's Stronghold- Reusing creatures is what we do best.

    Pumpkin Overall Strategy Pumpkin

    There is no clear cut way to use this deck, but the deck does have 3 main themes which is abuses to good effect. These themes are; Good Stuff, Recursion, Scarecrows. That is also in order of importance. Below I'll break down why those themes exist, but playing this deck is actually pretty easy.

    Due to the "good stuff: nature of the deck, you just aim to play almost a midrange nature of the deck. Ramp early, play big must deal with threats and try to win off that backed with removal and grave pact effects. Grave Titan on a mimic vat is pretty good. You do this, all the while tutoring and prepping a plan B, which is an oops I win with the second theme recursion.

    Good Stuff

    Our main goal is good stuff. The idea here is to just jam good hay makers. It is supported by out 2 other sub themes which is bringing them back to life, and using removal. Stuff like Grave Titan or Sheoldred, Whispering One can very likely win the game on their own. And we can dip into all 5 colors of magic because thats Reaper King's real power. A lot of these threats like Rite of Replication don't even use the graveyard so it makes us that much harder to beat or hate out by simple means. Simply cast and try to pressure people.


    This is your long game and your plan B. It's a way to reuse your threats, giving you gas, and also a few ways to just randomly go infinite, see below in Tricks. Things like Loyal Retainers and Muldrotha, the Gravetide, along with sac effects like Ashnod's Altar and Grimgrin, Corpse-Born let you reuse the same creatures over and over to gain advantage. This combos well with the Good stuff theme, as you are probably gaining advantage every time you do it as well as nulling board wipes and removal. It also plays well with Scarecrows turning them into machine gun removal.


    Most decks run some amount of cheap removal or board wipes. And in that department, you will see we are distinctly lacking. Well this is because scarecrows can play AS removal for us. Most scarecrows included in this deck are simply good on their own like Wild-Field Scarecrow and Scuttlemutt. We also are using only the "good" changelings like Taurean Mauler and Chameleon Colossus for that fact too. Why would we want to run this over actual removal? Because we can use blink and sac effects with them to reuse this effect.

    It may seem odd that we aren't all in tribal here. Well simply put, unless the tribe has a TON of support it won't do very well. As such, we have to view Reaper King's lord ability as utility rather than must run. The best cards we can use are Conspiracy like cards or Rite of Replication. I can not stress this enough. Cast Reaper King only after you have a way to Recur scarecrows or have Conspiracy cards in play. We are odd that we only cast our commander after a set up not FOR a set up.

    Pumpkin Tricks and Treats Pumpkin

    The whole Halloween Town EDH deck isn't nearly as complicated as some "Super competitive decks" by the virtue of sacrificing some of those game ending combos for the sake of "fun," nor is it as easy to understand as most tribal synergies since its very lightly combo. Halloween Town is a very much "good stuff" deck that the cards happen to be creepy. So the best way to help learning the deck, is to have a list of its combos and synergies. If you'd like, print out this section as a visual guide.

    Basically a ton of cheap enter the battlefield effects via Blink. The basic formula for this one is Blinker+Card=Pay off


    Cards/Pay Off

    You can also add the following for these effects:

    With Anger in the yard, Grave Titan,Ishanah, and Kalitas, Traitor of Ghet, become Win conditions via tokens, Necrotic Ooze if he gets 1/1 counters or win effects

    Blink effects on scarecrows or changelings while Reaper King is out result in Vindicates

    This is mostly about abusing Enter the Battlefield triggers, but is also a little easier to set up than blinking... while also being more flavorful but more vulnerable. The basic formula is Sac Outlet + Recur Engine + Card = Pay Off

    Sac Outlet

    Recur Engine

    Cards/Pay Off

    You can also add the following for these effects:

    To make massive life gain, damage lost.

    With Anger in the yard, Grave Titan,Ishanah, and Kalitas, Traitor of Ghet, become Win conditions via tokens, Necrotic Ooze if he gets 1/1 counters or win effects

    Recur effects on scarecrows or changelings while Reaper King is out result in Vindicates

    If you can get out Xenograph/Conspiracy/Mirror Entity you can add this to the list of sac outlets.

    Necrotic Ooze does some great utility in this deck, but also can rarely be a Win combo. Remember Buried Alive find a lot of ooze pieces for you to win. Here is the combo as well as cards to watch out for in the yard that ooze can take.

    Win Combo
    Most "good" ooze winning combos require 2 cards, and while this deck has the first half of several of these (Devoted Druid + Grim Poppet) (Bloodline Keeper+ Grimgrin, Corpse-Born) it still can technically create a winning board state off these conditions:

    1. Ghoulcaller Gisa and Grimgrin, Corpse-Born is in the grave with aPhyrexian Altar out.
    2. Have out an effect to pump effect for them. So either make them scarecrows with Arcane Adaptation, Conspiracy, Xenograft and Reaper King or Mikaeus, the Unhallowed
    3. Sac something to give you 3 tokens, netting you 3 3/3 zombies, sac one to phyrexian altar and one to Grimgrin then repeat for infinite counters. If you manage to make em 4/4s you have infinite tokes too.

    If you don't have the pump effect, its basically B get a 2/2 token and a 1/1 counter. If you have Anger you likely win on the spot.

    Useful Abilities

    These cards make everything you own into a scarecrow and sometimes a spider. This matters with the following cards:

    With these out, suddenly everything is a scarecrow. Which mean everything gets a pump by Reaper King, and also gets a buff AND blows something up on cast/recur/flicker

    Kalitas enters as a scarecrow, kills a creature, exiles it and gets a zombie scarecrow, rinse and repeat. With Blood Artist or Anger You win the game

    Very rarely you will name spider, then just kill off players.

    This now also turns into a sac outlet, with draw attached.

    Step 1: Have hulk die. Sac him, block with him, or you can use a scarecrow vindicate on him.
    Step 2: His trigger goes off, and you find Karmatic Guide, bringing back Hulk and Viscera Seer if you need a sac engine.
    Step 3: Sac Hulk again, this time find Mikaeus, the Unhallowed.
    Step 4: Sac Guide, and she will undying allowing you to get back Hulk. Sac Hulk for
    Plague Belcher, Putting a -1/-1 Counter on Guide and Belcher.
    Step 5 on: Sac Guide, hulk, and belcher as many times as you want to tutor anything, including all the combos listed above this for winning.

    But What if something is already dead? No worries, that's what Body Double is for. She can do a really great Halloween Costume and be what ever is dead, until those things arent dead anymore.

    But what if they are exiled? Yeah, at that point, Hulk for value.

    Pumpkin Spooky Cards You Might Consider Pumpkin

    There are too many cards that are on theme to play all of them. But over time I have created lists of them to keep track of in case I need a sort of effect. If you feel like youd like to add something to the deck feel free! Below I lumped them into overall effect groups

    Pumpkin Flavor and Alters! Free tokens and ideas to make it more Halloween. Pumpkin

    Edh really is the best way to express yourself in a game of magic. You really get to pour a lot of creativity into it and make the "avatar of you." I mean look... I'm a happy little pumpkin, and I get to use a pumpkin headed scarecrow as my commander. But sometimes a few extra touches go a long way. Heres how I make my games just a little more halloween.

    While you could always use real candy, that way you can give them out during a game, you could always use sculpty and painted alternatives.

    Personally I'm a fan of candy corn +1/+1 counters and spider -1/-1 counters

    Here's other choices:

    Halloween Counters:
    https://www.etsy.com/listing/239002873/10-piece-small-tiny-halloween-button-mix?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=halloween acrylic&ref=sr_gallery_47
    https://www.etsy.com/listing/237328092/50-pieces-acrylic-black-cat-charm-with?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=halloween acrylic&ref=sr_gallery_47
    https://www.etsy.com/listing/199555198/12-pumpkin-beads-15mm-x-9mm-acrylic?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=halloween acrylic&ref=sr_gallery_10
    https://www.etsy.com/listing/248778259/20pc-acrylic-skull-beads-halloween?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=halloween acrylic&ref=sr_gallery_3
    https://www.etsy.com/listing/259539339/10-pcs-tiny-black-bats-acrylic-laser-cut?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=halloween acrylic&ref=sr_gallery_15
    https://www.etsy.com/listing/186289023/cute-ghosts-cabochon-10-pcs-laser-cut?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=cabochon ghost&ref=sr_gallery_12

    Candy Counters:
    https://www.etsy.com/listing/62638820/colorful-candy-with-star-dots-cabochons?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=cabochon candy&ref=sr_gallery_22
    https://www.etsy.com/listing/455534396/10pcs-chocolate-resin-chocolate-ball?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=cabochon candy&ref=sr_gallery_30
    https://www.etsy.com/listing/197536240/jesse-james-buttons-6pc-rainbow-pops?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=cabochon lollipop&ref=sr_gallery_32
    https://www.etsy.com/listing/197951475/12-candy-corn-34-decorative-cabochon-bow?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=cabochon candy corn&ref=sr_gallery_29
    https://www.etsy.com/listing/221198756/46mm-red-licorice-candy-cabochons-12?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=resin candy&ref=sr_gallery_23

    Theres no question here. Reaper King spindown dice from shadowmoor fat packs or the graveborn dice

    I'm a big fan of inked playmats. I'm working on a halloween themed "boardgame" playmat right now to go with the halloween style. Pictures to come!

    Another playmat I used prior to my board game mat is my "planeswalker" character. You can feel free to use it as well if you like it.

    I personally prefer to double sleeve my cards, since I'll be using these cards forever. As such, my undersleeve is inked playmat sleeves with my "planeswalker" character. My over sleeves is kmc perfect fit clear matte.

    Feel free to use these sleeves if you like.

    Sometimes a card will be important for the deck, but not look as "spooky" as it could. Take for example expedition map. not very halloween at all... But change a few markers to be candy shapes, and bam, you got a trick or treat map.

    As I have my cards altered to fit the the theme I will post it up here for you all to use.

    Full Sheets to make double sided tokens: A1/A2/B1//B2

    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Random Card of the Final Day: Maelstrom Nexus
    Quote from akroma44 »
    Hmmmm, a few things that haven't been mentioned yet...
    Purphoros, God of the Forge, Reaper King, Prime Speaker Zegana (LOL!), and Tishana, Voice of Thunder are pretty sweet.

    Reaper King is what I was coming into here to say. Its a fun way to blow up 25 things.
    Posted in: Commander (EDH)
  • 1

    posted a message on Which Jace, the Mind Sculptor shell is the most powerful?
    Quote from Spsiegel1987 »
    RUG seems too soft to non interactive decks. If you expect an entire room full of fair decks it's fantastic and buries you, but that just seems soft. You definitely need to hit a pairing lottery in long tournaments.

    UW Control seems most able to handle a variety of things. Field of Ruins and Spreading Seas is incredibly annoying if you're a three color deck.

    Zoo beats most control decks, but Ive beaten that one hard. Zoo is the fairest deck of them all, but I'm undefeated in my testing vs Rug jace. And with Dredge, but thats an unfair deck.

    Both are still to your point. both are pretty uninteractive. But one is fair uninteractive.
    Posted in: Modern
  • 2

    posted a message on Changing how the forums are structured - Looking for community feedback
    I'd be for option 2. The truth is... Until wizards lets us get data again, the old way of doing it is dead. No "tier list" exists without bias anymore. Modern has also evolved to be as diverse as legacy, there is a stupid amount of decks now.

    So my suggestion would be Option 2- Make a sticky thread that has all Decks in it, with a short overview on the deck in it. That way there is a table of contents and new users can go to that to learn more. Lets be real... returning users subscribe to X amount of threads and dont browse really, only new users looking to get info. Give them that option.

    Option 1 has too much bias, and does a bad job at being a tier list. Option 2 with tier list stickys is just doing a worse version of what we have now. Theres no good way to organize those threads in option two sans a table of contents. Option 3 doesnt change anything and has been lacking anyways.
    Posted in: Modern
  • 10

    posted a message on The State of Modern Thread (B&R 10/02/18)
    People are over evaluating the legendary jace. This is an aggressive creature format. Jace is horrible in that.

    Bbelf is good, but shouldnt have been banned. It was deathrite that carried legendary jund days of yore.

    Both cards will find homes and do their jobs. The meta will still be healthy and settle long term. The sky didnt fall.
    Posted in: Modern Archives
  • 4

    posted a message on The State of Modern Thread (B&R 10/02/18)
    Quote from mapccu »
    [quote from="mapcc
    5. Decks like zoo, elves, and midrange (abzan, death's shadow, etc.) kind of suffer from Jace being around.

    Zoo has been a jace killer since jace existed. Its sided out vs zoo. Zoo has a absurd win rate vs control.

    It lost to miracles because of terminus.

    Everyone on the zoo thread is happy about his unban.
    Posted in: Modern Archives
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