- Lantern
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Member for 13 years, 10 months, and 23 days
Last active Mon, May, 10 2021 16:12:11
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Returning from a small FNM modern in my LGS. It was a sweet night to Dredge. Driven//Despair shined against both a U Tron and a Eldrazi Tron, cripling their hands in turn 3 and 4 with me on the play both times. Grixis Shadow just takes so much damage that it's not that of a horrible match up. And the last game was against afinity, and I had my sweet vengeance cruising 2-0 this time with great hands in my side. My record was also a first 8-0 in games for me.Posted in: Combo -
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Outcryqq posted a message on Unusual deck theme & commander combinations?On the topic of usual deck themes, I tried an Atogatog deck (thread in signature) that was unusual. I'm also familiar with a neat thread with Reaper King at the helm, located here.Posted in: Commander (EDH)
I do not have much experience with your two ideas, but I've read a lot of threads so I'll add what I can.
In terms of your top deck manipulation idea, have you considered a deck built around Primal Surge? All permanents, meaning your top deck cards get better. Things like Lurking Predators and Vizier of the Menagerie seem like they would help you do more than just curdle.
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robaldelli posted a message on DredgeThanks for the feedback Lantern and OFSpagoogdle!Posted in: Combo
I'll test more keeping in mind what you said -
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OFSpagoodles posted a message on DredgeMissed the PPTQ due to lack of testing/piloting the deck prior. In my testing since I can say that Sheltered Thicket is hot garbage in the version that wants to break out fast. It was awkward 3rd land in hand more then a few times. In a version maxing on Collective Brutality and looking to go long I could see it being better.Posted in: Combo
Rally the Peasants is insane versus removal. It helps extend power onto the board after spot removal takes care of an Amalgam or Ghast.
Dark Blast is stellar versus affinity, it is also an easy board out card. I enjoyed my two in the main.
robaldelli versus burn you want gnaw to the bone, just play it around their skullcracks and commands.
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idSurge posted a message on Temporary State of the Meta Thread (Rules Update 7/17/17)People fear change, we see it every time. Like I've mentioned (maybe it was Twitter) before.Posted in: Modern Archives
How are those Bitterblossom, Valakut, ThopterSword and AV decks looking at Tier 0? Oh wait, other than Valakut...they dont even sit at Tier 1 or 2.
And before someone says 'Troll!' It wasnt Troll that broke Dredge, it was Cathartic Reunion and Prized Amalgam. -
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Skitzafreak posted a message on DredgePosted in: ComboQuote from Lantern »I beat dredgevine with new dredge the day I got the deck.
I'm not throwing shade really (well, I did to you, you threw it first.) I was just stating a simple fact with data to back it up. Dredgevine has less of a meta share, mostly because it is less conistant (burst vs a full engine) and because it has a harder time sideboarding (we can "draw" ours easier and cut cards easier) as well as slots issues. Our deck takes around 8 slots for beaters, and our engine smaller, giving us more slots to play with.
Not trying to make a big deal outta it. I used to play dredgevine (likely will 2 weeks from now for fun), but I can admit coming from both that dredge dredge just functions easier. As far as I know, the most competitive dredgevine lists that have placed are using conflag and amalgams, so its basically, dredge with some vines added in. Though I'm partial to Varolz, the Scar-Striped, death's shadow as it gives a niche dredge cant attack with.
I agree, Dredgevine is definitely less consistent than traditional Dredge. I'm hoping my newer build of the list incorporating Hollow One helps fix the consistency a bit but we'll have to see. Feel free to check out the deck over in the Dredgevine thread
Speaking of Hollow One have any of you discussed it as a possible card for normal Dredge? While I know the deck mainly leans on cheating creatures into play from the yard, Turn 2 Looting into a 1 mana 4/4 still seems pretty good. Or heck, even being able to play them for free after a large Conflagrate if your opponent is still alive seems like it might at least warrant some testing. -
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Bo5dey posted a message on DredgevinePosted in: Aggro & Tempo
To borrow some of the analysis and testing from the Dredge thread in this post and this post, the Despair half can be a house against midrange and combo decks.Quote from Killer_Manfred »Against what do you bring in Driven // Despair?
Two mana to destroy their hand can often just set you up to win games on the following turn. Consensus so far seems to be using it as early as is reasonable (2-4 creatures attacking) and menace will help your dudes get through. Driven is good but (at least in Dredge) not the primary use. I could see it being slightly better in Dredgevine where you actually want some creatures not named Gravecrawler in hand to cast or to draw land for Bloodghast triggers or hard-casting dudes, but the real value comes from Despair ripping your opponents hand away just before they can stabilize.
That being said, it shouldn't be more than a two-of, since it is utility, and is pretty easy to side out against aggro decks that are too fast at dumping their cards on the table. -
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Went 6-3 at the Cincinnati SCG classic, ended at 33rdPosted in: Combo
Beat Grixis Death's Shadow - relatively close races but I was always ahead and chumping is good.
Beat Vizier - I showed up late, giving up game 1, and still wrecked it in 2 games.
Beat Abzan - Ground it out, put her on the back foot every game by having more threats.
Beat 8 Rack - Mulled to Loam on 5 both games and rolled through the win.
Beat UW Control - Got to drop a satisfying burning inquiry that took away a RIP and a Cryptic. He didn't have enough answers to pseudo wide boards.
Lost to Storm - I struggle a lot with this matchup. I don't have a driven//despair yet. I killed every body he put down before his combo turns but still went off on t4 in game 2 and 3. Game 1 he fizzled by 1 storm and I darkblasted his attacking Baral to survive and win the swing back.
Lost to Burn - find lifegain or lose.
No Show
Lost to Burn - find lifegain or lose.
My 1-ofs are Scourge Devil and Haunted Dead, and I'm finding I don't care much for haunted dead and I may make it the Driven//Despair slot. I'm also running a split of 2 Burning Inquiry and 2 Collective Brutality. I wanted the Inquiries for more turbo dredging, but I kinda just want 4 Brutalities after seeing them be crucial and I don't want to waste sideboard slots on more of them. Also I'm past caring about Neonate, it just doesn't feel like it does enough. -
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MadMageQc posted a message on Placement of zonesThere are very few hard-and-fast rules about layout. The only official document where there are precise indications is the Magic Tournament Rules in section "2.13 Video coverage", which it seems you read since you nicely summed it up in your OP. Beyond that, as long as you are following the general player communication policy (section 4.1 of the aforementioned Tournament Rules; i.e. you're not hiding or misrepresenting free or derived information), you can pretty much do what you want. All that matters is that your opponent, and a judge if needed, agree that the layout is clear and readable. For a large graveyard, I'd recommend doing several rows or columns, keeping the order clear if you're playing Vintage or Legacy. It can use a large portion of the play area and what would usually be used for the battlefield, there are no rules against that. It is justified because the clarity of that information is paramount when playing with or against a Dredge deck. To sum it up, as long as it's clear what's in the graveyard (and possibly in what order, depending on the format), you'll be just fine.Posted in: Magic Rulings - To post a comment, please login or register a new account.
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Sometimes you can. You rarely do. Its more for casting amalgam when somwone plays a layline or something.
Yes, dredge is a viable modern deck. You can learn its ins and outs if you put the time in. It is a hard deck to play, so its not like burn or something where you can sit back and learn the modern meta by just watching.
If you were serious about it, Id print out the deck, sit down and goldfish it. Master the movement of the deck before you go in and play
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"Retribution is best delivered by claws and rage."
I. Forward:
Zoo is meant to be an aggressive build that wins the game on the back of its animals by mid-game. It is not as fast as some decks like infect, Auras, or affinity, but its not as easy to hate out. It also isn't as straight forward as Rdw/burn, because it cares about keeping it's creatures alive for value, rather than just continual damage.
Zoo gets its name because it relies on the best creatures ever printed in magic to get the job done. Ironically, most of zoo's creature choices are animals. Thus the name sticks. As the name in implies, to us, creatures are the name of the game, and the more fast and efficient they are, the better.
If your looking for an aggressive deck that can be incredibly fast and explosive, yet still retain the edge of not being easily hated out, then Zoo is right for you!
III. Other Card Options:
Lands:
Creatures:
Burn:
Some of these feed Goyf, others have various means of effectiveness. Some are better against control, and some against aggro None are as good as lightning bolt, but the deck doesn't focus on removal too highly.
Others:
These are other spells that don't fall in the above category but are still worth mentioning.
IV. Side Options:
Some of these can be cards from main deck options above. I will also list cards only once here, like Grafdigger's Cage, which nukes graveyard combos, but is primarily a graveyard hate, thus won't also be in combo hate.
Graveyard
Artifact/Enchantment
Ramp/land
Combos
Control
Midrange
Tempo
Aggro
Others
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First theme is overall good stuff (In a spooky halloween theme. ) followed by a sac recurr theme. Both support the 3rd theme which is scarecrows replacing removal because of Reaper Kings ability. Since there are so few good scarecrows (2 good ones, 2 to 3 ok ones, and one banned one) and a few changlings to cover some numbers, you have to use blink and recurring to abuse their ability.
Reaper King is way too far off to be a good commander. But it can play what it can to be a good stuff deck with control elements.
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