I just meant the bold statement that xy is suboptimal. Nevermind.
BTW, if any of the following comes off strange, I feel very dizzy bc it is fricking 39°C here...
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T2...? in your list you would have to go nuts on turn one with breakthrough, LED, and Faithless looting. The same cards for me are more likely to result in a turn one kill.
Yeah but is that necesasary?No. Opponent has no hand cards and no outs,it is basicly a t1 kill for non DR lists, too.
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But it is a fair comparison, the Quadlaser list is only combo in the sense that you need some combination of cards to get started.
No. Dredge isn't combo because of DR, it is combo because of the ability to interact with and abuse Bridge from Below. DR is ONE way of doing that.
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I run 12 dredgers, not 10. While Dakmor Salvage is not an optimal dredger, it does still dredge 2. The resource of a dredgeable land can be invaluable in drawn-out games, where merely dredging the Salvage can trigger several Bloodghasts to enter play and become fodder for therapy and D. Return.
I disagree. Dakmor Salvage isn't a magic card. This card is only needed with Bloodghasts, which in return make them even worse imo. Cmes into play tapped, doesn't tap for blue or red= meh
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It IS about consisteny, which is why LED IS a discard outlet, it may be a situation where the use of LED is sub par, but the whole idea is to get dredgers into the yard. LED can fulfill that role.
You quoted me out of context there(I wrote it kinda strange, too) What I meant is, it is about consistent Dredging. PImp solves this best, also it is better tousese draw spells as draw spells and not discard outlets
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And you expect to do this consistenly and in a timely manner with 12 lands and LED? It just doesn't add up to me. That is the kind of situation in which more lands would be helpful.
Why would it be helpful? You need 1 land and possibly cannot play more than 2 lands because the game ended. The less lands you Dredge, the better the deck will perform.(all referring to game 1).
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If your Ichorids get extracted, how many tuns does that slow you down? I think if you give it legitimate thought, you'll find that its as bad, if not worse than having Bridges extracted in the Quadlaser list.
Between 0 and 20 turns. Thing is, Ashen Ghould and Moebas make zombies, too. Ichorid is fine to be extracted. It is a faster beater than Bloodghast and requires less setup.Bridge is by far worse.
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I don't CARE what they have. It is a very freeing feeling.
Yeah I forgot the morphboard thingy. To be honest, that's the most appealing part of your list to me(bc it isn't relying on Bloodghast) I just found that it is way too slow. Exspecially with your choice of lands.
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Ichorid can NEVER come into play the turn it was Dredged. Bloodghast can. I think you're asking Bloodghast to do a different kind of work for you. It's not common that I attack with them, though it does happen. They are mostly Narcomoeba #5-7. If you think of them in this way I think you'll start to see their value. While narcomoeba merely needs to be dredged, over it is superior, Bloodghast also needs to be dredged over unlike Narcomoeba it can also be discarded to Looting other outlets and still function. Bloodghast also requires another thing to happen, a land needs to enter play. This is more likely to happen in A) a higher land count build and B) via Dakmor Salvage. it pulls double duty as land and as a dredger. While it's never my dream play to have to play it as my first land drop, it has been INVALUABLE. The card wins games that would otherwise not be winable.
Yeah I know Ghast is there for a different reason than Ichorids. I just don't get what's good about that approach. That's the whole argument I feel. No point in discussing that choice further, as I see it helps for DR fodder, I just feel that strategy is inferiour to just attacking with a bunch each turn.
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Of course I run Dread Return. It's one of the STRONGEST cards in the deck!
That is what makes the difference. I completely and fully disagree with you on this one. Dread Return in my opinion is by far the worst card there is for Dredge. Because of the setup, the vulnurability to blow-outs, and mainly: because you almost never need it. Be honest: more than 80% of the games you win via DR could be won with Beatdown a mere turn later. You simply don't need the card to win. It requires some more work maybe, and I know it is fun to cast, but I'd rather play cards I feel I need.
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Ah! so its bad to DRAW Dread return
No. I meant Dredge. Sorry, I just feel silly to type the word "Topdredge". If you are with your back against the wall, only have 2 Creatures and need to dredge a Sac outlet or another blocker, dredging DR just feels insulting.
Lastly regarding your last 2 quotes:
With Feldman style I mean the idea of not running anti-hate. I find this pretty shitty and since your SB doesn't run antihate but a way to play around that hate(morphboard) it is basicly the same idea I guess.
I agree that catching opponents off-guard may be a good thing but I have the same issues with it Vandalize elaborated above. Plus the selection of lands for this deck is subpar to run such a combo imo.
Edit: I completely forgot to say this: I don't think the DR plan is particularly weaker than the beatdown plan. That's why I still like lists like Hollywood's. He has 2 solid plans, that can work on their own as well as synergize. You don't have that too much, because of the Ghasts. Much more all-in I feel.