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Thread: [Deck] Non-LED Based Dredge/Ichorid Combo

  1. #2361
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    I had another question: our meta frequently has 1-2 Lands players. Without FKZ, my tokens always die to Tabernacle without getting a chance to attack. Obviously Ichorid is good here, but multiple Maze of Iths also solve.

    My question is what are the best DR targets in this matchup? I had some success with Terastodon, however again most of the time they can just use Loam to return anything you kill.

    I have seen Realm Razer in some sideboards, which seems solid albeit narrow. What about Inkwell Leviathan? They can't Maze of Ith him and they frequently run Tropical Island, so he seems well placed on paper. Could additionally be brought in against other blue decks as well. Thoughts?
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  2. #2362
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Tabernacle + Wastelock = Inkwell no good

  3. #2363

    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Well the way I see it. You sacrifice a few cards that aren't a huge deal to play 2-3 win cons that can be dread returned. These targets don't always show up, but if they do it's an added win con. In other words you have the normal consistency of a dredge deck with added possible faster ways to win that sometimes show up, and they often do.

  4. #2364
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    @thesleeper: terastodon would be my choice there, too.or just being faster:P

    @silent1391

    No you don't. I don't know the deck you are talking about, I really don't think cutting any card thats in the standard list is good. Every card there is a great deal more important than an added win con. Plus, there is no added wincon.You win through combat damage, just the same.

    Which cards do you mean that are not a great deal?
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  5. #2365

    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Well I just cut a golgari thug going from 4 to 3 and a tireless tribe going from 4 to 3 also. Plus 4 putrid imps. So there's enough discard.

  6. #2366
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Okay, then you seem to be sure that you want to run DR targets.
    It's fine, definately,maybe a meta call I think? But then again, have you considered leaving sphinx out and still run 4 Tribes?
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  7. #2367

    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    I think I'm going to run 4 tribes because you're right it's more consistent, but I don't know what to cut. I'm at 11 dredgers which is the lowest anyone should go. I have 14 lands which is the lowest. The cards worth considering would be breakthrough (I have 4 MD) or cabal therapy (4 of MD). I'm leaning towards cabal therapy just because 3 is enough to get your oppnenet's key card out of their hand and if I'm Main boarding Iona I can shut a player off of a color completely so it's like I still have 4 main boarded hand disruption spells. Plus now that I'm playing 3 dread return instead of 2 I have just as many sac outlets. But as for the sphinx. From play testing the main boarded Iona, Sphinx and FKZ I have found that having 3 ways to essentially DR and win has consistently increased the decks speed because it gives me another way to end the game on turn 2. So for now I like the 3 DR targets.

  8. #2368
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Quote Originally Posted by Silent1391 View Post
    I think I'm going to run 4 tribes because you're right it's more consistent, but I don't know what to cut. I'm at 11 dredgers which is the lowest anyone should go. I have 14 lands which is the lowest. The cards worth considering would be breakthrough (I have 4 MD) or cabal therapy (4 of MD). I'm leaning towards cabal therapy just because 3 is enough to get your oppnenet's key card out of their hand and if I'm Main boarding Iona I can shut a player off of a color completely so it's like I still have 4 main boarded hand disruption spells. Plus now that I'm playing 3 dread return instead of 2 I have just as many sac outlets. But as for the sphinx. From play testing the main boarded Iona, Sphinx and FKZ I have found that having 3 ways to essentially DR and win has consistently increased the decks speed because it gives me another way to end the game on turn 2. So for now I like the 3 DR targets.
    Did you test the targetless version?

    And srsly, and I'm about to write that in caps, not to yell but to make it clear:

    DO NOT EVER RUN LESS THEN FOUR CABAL THERAPIES.EVER.

    Please.Just don't. If you have to, cut a Breakthrough.
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  9. #2369

    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    kk so maybe a breakthrough. hmmm. As for testing the none DR targets. My meta is mostly naya zoo, merfolk, and goblins. All of those decks get creatures out really quickly. They have been able to chump block my GGT all day while still getting in with their lackeys/other creatures. I found that turn 2 iona wins the game almost every time or if I don't get iona I can turn 2 have a ton of hasty zombies and kill them that way. I went with the big grave troll method last week at a tournament and got overrun everytime. The ability to still go with the slower beat down strategy while having the ability to pretty often win turn 2 with combos at the loss of only 3 cards main board makes the deck more versatile IMO.

  10. #2370
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Okay, a meta call then.

    Well, in the end, it's all up to you and your playstyle, if you are getting better results with your list, it would be senseless to change it.

    I find it rather strange though, as I had the exact opposite results against the decks you mentionend. Oo

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  11. #2371

    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    The singleton Darkblast fulfills two functions:
    A) It can randomly kill Peacekeeper, Yixlid Jailer, Goblin Welder, etc and it has some marginal utility in the mirror.
    B) It's an "uncounterable" discard outlet for one mana.

    Against Lands you want to set this play up:

    Dread Return Terastodon. Kill their Glacial Chasm and as many random other lands as you want (Maze of Ith mostly). (Dread Return Sphinx of Lost Truths here if necessary). Dread Return Flame Kin Zealot. Attack for lethal.

    You have to have access to FKZ to kill them before they can Loam again.
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  12. #2372
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Darkblast can also prevent your Ichorids from eating StP's. All in all it seems like a solid addition to the list.
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  13. #2373

    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    I'm liking this list. It seems to have consistency and the ability to quickly DR a number of targets and win the game as early as turn 2. The only thing I'm iffy on is 2 dread returns, but I figure the Iona and the sphinx is an either or situation and you really have no problem getting at least 1 of the 2 DR in the graveyard. What do ya think?

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    Iona x1
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    Sphinx of Lost Truths x1
    Ichorid x3
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    Darkblast x1 (It's nice with the 4 tribes and this to have 5 MB ways to stop lackey. My meta is full of goblins.)
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  14. #2374

    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Quote Originally Posted by Silent1391 View Post
    I'm liking this list. It seems to have consistency and the ability to quickly DR a number of targets and win the game as early as turn 2. The only thing I'm iffy on is 2 dread returns, but I figure the Iona and the sphinx is an either or situation and you really have no problem getting at least 1 of the 2 DR in the graveyard. What do ya think?

    City of Brass x4
    Gemstone Mine x4
    Tarnished Citadel x2
    Cephalid Coliseum x3

    Golgari Grave Troll x4
    Stinkweed Imp x4
    Golgari Thug x3
    Tireless Tribe x4
    Putird Imp x4
    Iona x1
    Flame-kin Zealot x1
    Sphinx of Lost Truths x1
    Ichorid x3
    Narcomeba x4

    Darkblast x1 (It's nice with the 4 tribes and this to have 5 MB ways to stop lackey. My meta is full of goblins.)
    Breakthrough x4
    Careful Study x3
    Cabal Therapy x4
    Dread Return x2
    Bridge From Below x4
    -1 Iona or Sphinx, +1 Dread Return, I would say.

  15. #2375
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    After loads of testing I came to the conclusion that I like the maindeck proposed by HokusSchmokus here the best for its high consistency and conservative card choices. I have already played Ichorid in 12-13 real tournaments, but against my firm believe, running 3 Ichorid seems to be the right choice.

    For the board however I have different views. I don't think one should sacrifice the combo matchup. There are so many great, free cards one can use there and that make it very winable. This is especially important as usually I hate overboarding for certain matchups and weakening the decks own pretty good ability to play arround crypts with discard outlets too much.

    Chalice of the Void was underperforming in testing against combo, as well as mindbreak trap. Much better results came from Leyline of Sanctity and Unmask, as they are proactive and mildly useful for some other matchups. Wouldn't board Leyline against Crypts though.

    Firestorm has been pretty basic so far, giving me good results against Tribal decks and Zoo, where I had been having difficulties before, once they got a real sideboard with some real hate in it.

  16. #2376
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    *doublepost*

  17. #2377
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    soooooooooooooooo

  18. #2378
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Why is it better than Chain of Vapor?
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  19. #2379
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Because it prevents Relic / Crypt from removing your Graveyard? However it still feels weak compared to Claim as we need answers against broken Enchantments, playing around Crypt or Relic shouldn't be our biggest issue.

    As for the combo mu: My board currently contains 4 Duress in the the Firestorm slot as my meta is infected with all sorts of combo, from Aluren over Spring Tide to TES and DDFANT. Sofar Duress has worked pretty well in combination with Therapy.
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  20. #2380
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    Re: [DTW] Non-LED Based Dredge/Ichorid Combo

    Quote Originally Posted by Felidae View Post
    Because it prevents Relic / Crypt from removing your Graveyard? However it still feels weak compared to Claim as we need answers against broken Enchantments, playing around Crypt or Relic shouldn't be our biggest issue.

    As for the combo mu: My board currently contains 4 Duress in the the Firestorm slot as my meta is infected with all sorts of combo, from Aluren over Spring Tide to TES and DDFANT. Sofar Duress has worked pretty well in combination with Therapy.
    If they are on the play game 2 you aren't countering their turn 1 relic/crypt with that card.. You're bouncing it at some point just like with CoV. Also, as it does nothing to leyline, I don't see it really being any better than Chain or Claim are for us.
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