Of course I take mulligans, theyre a fine point to your success. If you dont understand that a hand will completely crumble to a crumble to something like Goblin Lackey your not gonna get far in the tournament.
I rarely find myself in the triple timewalk games. Infact I found I only really had those when I was testing Serum Powder. Sometimes its a mistake to not keep your 7 card hand if it has enough juice in it but no outlet. Ill give you an example.
Putrid Imp
Street Wraith
Troll
Stinkweed
Cabal Therapy
Deep Analysis
Dread Return
If you dont keep this hand normally Id like you to consider the possibility of finding a good 6 card hand that can evade hate cards. At six cards your already gonna give your opponent a timewalk if its just as bad as the above hand. If you have mana/LED/outlet combo then you can attempt to start rolling but if you opponent has a way to stop you the whole game can be lost. Look at this..
City of Brass
PImp
Stinky
Deep Analysis
Dread Return
Narcomeaba
This is our 6 card hand that fumbles to Force, Daze, Mogg Fanatic, Swords to Plowshares. But not Crypt (oh boy). It will surely lose to goblins since they can Waste your land after killing your imp.
Sometimes you can work yourself into a 6-4 card hand that has mana/LED/outlet and a Therapy to clear the way or a hand with LEDx2 or LED + PImp. Thats why this deck is so good, it can be invulnerable to all hate. But the possibility of crafting a hand like that sometimes isnt worth the sacrifice of DDD.
Now lets return to the above 7 card hand..
Putrid Imp
Street Wraith
Troll
Stinkweed
Cabal Therapy
Deep Analysis
Dread Return
This hand has alot going for it. If your on the play you replace Street Wraith with the top card of your deck. You have 16/53 cards that will allow you a safe combo passage. If you on the draw your really in good shape, you go draw discard but if you have a hand this loaded you can safely take a draw phase or two to find your LED or land. Keeping the dredger in the yard to bait crypts. Street Wraith in this senario can make up for the lake of dredging for a turn or so while you dig for the card you need. Like I said its also an amazing way to bait crypt activations.
If you go to discard for a couple turns you can pitch the Therapy and almost always trigger an enemy crypt.
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Why do I care if my opponent "loses" a removal spell to take care of the imp? Removal is worthless against the deck for what its worth thanks to recurring growing armies. Swords to Plowshares for instance is really only effective when its hitting the Imp your talking about. What good is a creatre you expect to die?
You nearly always have a Dredger in the graveyard are you honestly calling Street Wraith win more? lol
This deck doesnt have a hard time beating combo. Id say most combo is evenly matched. You can race them since your just as fast or faster, you have more copies of Cabal Therapy than any other deck, and post board you have Chalice of the Void to help too.
The only combo decks that dont use the combat phase are Solidarity and Tendrils decks that forsake Empty the Warrens. (why would they?)
Ichorid loves Wrath of God. Its four mana, if your not dead by the time I surely Therapied it out of your hand. StP is only good if your play you bank on PImp too much. Deed is slow, only effective against zombie tokens, and can be Therapied before turn 3..
Ichorid is a combo deck.
Are you really telling me the because Street Wraith is a great card to sb out I dont know how to sb with this deck.?? Bane of the Living?

