Well, they can cursecatcher our Cabal Therapy and dread return.
And a jitte can help them kill their own creature and kill 2 ichorids...
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So I was wondering... is Narcomoeba always better than Nether Shadow? It seems to me that Shadow is black so it both pitches to Unmask and feeds Ichorid, and if you discard it, it's not dead. It recurs multiple times for making zombies or casting Therapy and Dread Return.
True, Moeba is better for speed but is that it? I see a lot of times where I need more black creatures in my yard to feed Ichorid beats and I wish those blue illusions were black...
Nether shadow requires you to have 3 creature cards on top of it in order for it to return. Aside from having to stack your dredges in a particular way which would be a bitch, you would need to guarantee that you would be able to dredge again to fulfill that need for shadow after it goes to the grave..
Do the three creature cards have to be stacked on top of each other for the ability to trigger, or can there just be three creature cards above it (i.e. put into the graveyard after Shadow)?
Have you play tested this match at all? A lot of merfolk decks have main deck relics to deal with goyf and tombstalker, slow rolling them is not always an option, especially since they can just roll right over you with their army of dudes.
A good merfolk player will counter all of you enablers and stifle key narco and bridge triggers. I normally let them sac the catcher so I can play another spell or wait until I have two lands to just go balls to the wall. Side board I bring in needle and chain. It is not the most difficult match up, I would consider stacks and muc much more difficult match ups.
Generally you want to deal with them the same way you would deal with thresh go to eight cards discard one at you end step then use whats in your hand to try and destroy them and if that fails you have the slow dredge plan as a back up.
No, I've never played against Merfolk. I have no idea what I'm talking about. I don't understand this deck at all.
If I did, I would probably question why someone would state in one sentence how you can't slow-dredge against Merfolk due to their running Relic, and having a fast clock, then in the following sentence state that using end step discard and slow dredging is the proper plan against Merfolk.
But then, I know nothing about Ichorid or Merfolk.
Wait, I do know that Stax and MUC are the closest thing to byes that Ichorid gets.
Are there links to any primers for this deck?
Here's one I wrote about building the deck. I didn't really get enough feedback to warrant continuing through to playing the deck, but then again, I did not crosspost it here. Any comments are welcome.
Land, Putrid Imp, Go to game 2: Legacy Dredge, part 1
It probably will, but in a few stages. Right now, I'm trying to finish off school
I'm looking for a testing partner to run some popular gauntlet decks against. If any of you folks is interested...
Well, I wrote an article about Legacy Ichorid in German and got a lot of good feedback for it, so if that helps, I can PM you the link.
Post em!
My pleasure!!
LED Dredge
http://www.themagictutor.com/index.p...nsis&Itemid=38
Non - LED dredge:
http://www.themagictutor.com/index.p...nsis&Itemid=38
I've just finished building an Ichorid deck. I did a lot of experimenting between the L.E.D and non L.E.D builds and decided for an aggro heavy meta the L.E.D builds speed was worth going for.Can You guys please tell Me what some of the bad match ups are? Here is My build:
LAND
4 Cephilid Colesium
4 City of Brass
4 Gemstone Mine
DUDES
4 Golgari Thug
4 Golgari Grave-Troll
4 Stinkweed Imp
4 Putrid Imp
4 Narcomeba
4 Ichorid
1 Eternal Witness
1 Flame-Kin Zealot
STUFF
4 Breakthrough
4 Bridge from Below
4 Cabal Therapy
4 Lion's Eye Diamond
3 Deep Analysis
3 Dread Return
SIDEBOARD
4 Firestorm
4 Pithing Needle
4 Leyline of the Void
3 Chain of Vapor
I'll tell you the worst match ups (in my opinion). Goblins and affinity. They simply sacrifices a creature (mogg, prospector, SGC, an artifact for ravager, atog, fling) to easy remove your bridges. This occurs consistently in M1 where your have almost no answers against that creatures but unmask or comboing off as fast as possible. Concerning this i recomend you this change in your list: -1 Thug, -1DA, -1DR, +3 Unmask.
but you still draw doubles some times... double putrid imp... one gets the axe.
This thread is ancient, overcrowded, and without a fully formed opening post. I have started a new one in Established if anyone would like to continue discussion there.