Originally Posted by
stokpile
I picked up dredge a few weeks ago and have been grinding a ton of games with it since to get to know the deck. But in my testing I've come across dozens of openers that I'm not sure if they're keepable or not. So I wanted to post a handful of hands and see what everyone here thinks of them. Assume that you're running the quad lazer style list, you're playing against a completely unknown opponent, and say weather or not you'd keep and if play or draw would influence your decision. Also if they seem to be especially weird explain how you'd play them out over the first couple turns or hope that they would go. Also if there was one cosmetic but impactful change, such as having a looting instead of a careful study, would you keep it then?
Hand #1
2 cabal therapy, putrid imp, 3 gemstone mine, 1 narcomeba
I'd mull this. need a dredger or cantrip please.
Hand #2
2 gemstone mine, 2 careful study, 1 faithless looting, 1 dread return, 1 coliseum
um..Id keep 3-4 cantrips... it's a gamble but your drawing into alot. you should....should...hit a dredger and some other goodies. thats me tho.
Hand #3
2 coliseum, 1 LED, 1 bridge, 1 grave troll, 1 narcomeba, 1 ichorid
sketchy... mull this if on draw. go for it if on play. if led resolved ok t2 play that 2nd coliseum then crack led for 3 blue and dredge that troll with both coliseums and hopefully chain into other dredgers.
Hand #4
1 gemstone mine, 1 grave troll, 1 LED, 1 breakthrough, 3 narcome
yuck...3 narcs in hand is no good.. mull this immediately. relying solely on ichorids is poor plan with drs and oozes around.
Hand #5
1 gemstone mine, 1 grave troll, 2 careful study, 2 bridge, 1 ichorid
this is a keeper on play but if on draw and gemstone gets wastelanded before you cantrip into an extra land the fun's over
Hand #6
1 LED, 1 grave troll, 1 stinkweed imp, 1 bridge, 1 ichorid, 1 narcomeba, 1 looting
no land...i dont like this. but i like to gamble so,,ok on the play but i wouldn't keep this on draw. t1 led, t2 during upkeep crack led for 3 red to cast looting and dredge that imp and hopefully another,,discard them, ,,,then dredge for draw step and grind it out.
Hand #7
2 cabal therapy, 1 putrid imp, 3 city of brass, 1 narcomeba
yuck... no dredgers or cantrips maybe discarding fun but no balls your out classed by t3.. mull this
Hand #8
1 gemstone mine, 1 careful study, 1 stinkweed imp, 1 dread return, 1 ichorid, 2 bridge
hmph,,, mull this on play maybe try it on draw.. it could roll out ok. t1 draw a card and discard that imp at end turn. t2 draw again, play gemstone. t3 during upkeep careful study into some goodies and discard dredger and bridge then dredge for your draw step and that should get you back into the game quickly. the bridge, ichorid and dr in hand is typically an instant mull.. the study helps but t3 may be too late. and outraced again.
Hand #9
2 LED, 1 gemstone mine, 1 coliseum, 1 careful study, 2 break through
oh man... id keep it. i like drawing into stuff and going all in. with those leds.
t1 led,led, gemstone, careful study. t2 cast breakthrough and dump everything likely dredger in there. then crack other led for 3blu on coliseum then youll likely crack other led for a looting. and grind from there.
After playing a ton of goldfish games with the deck I'm pretty sure I have a handle on which of those hands are acceptable and which should be sent back as tempting as they might seem. Still I would love to hear what other people have to say on the more interesting hands that we could get.