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Thread: [Deck] Ichorid

  1. #1721
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    Re: [DTW] Ichorid Combo

    If you're looking to have an answer to Moat/Prison/Propaganda in Game 1, you'd be better off running Angel of Despair or Woodfall Primus. At least those can hit so many other Game 1 cards that you don't want to see.

    The only advantage I see that Predator Dragon has over those two is when somehow, the ground is gummed up that your Zombies and Ichorids can't push through.
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  2. #1722

    Re: [DTW] Ichorid Combo

    Prision effects delay at least 3 turns to come into play (except elephant grass but it has a nice cumulative upkeep), this is enough time to combo off. So, unless your meta is plagued of prision effects i wouldn't run an anti prision creature in main deck and i'd try to combo of in T2 - T3 in match up where the risk of suffering prision efects are significant in match 1. Remember your therapies to prision, propaganda, moat etc!!

  3. #1723
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    Re: [DTW] Ichorid Combo

    Quote Originally Posted by GoldenCid View Post
    Prision effects delay at least 3 turns to come into play (except elephant grass but it has a nice cumulative upkeep), this is enough time to combo off. So, unless your meta is plagued of prision effects i wouldn't run an anti prision creature in main deck and i'd try to combo of in T2 - T3 in match up where the risk of suffering prision efects are significant in match 1. Remember your therapies to prision, propaganda, moat etc!!

    Still, the decks that run said moat and propaganda are also the decks that run the permission spells. I've found that Therapy is better against these decks than trying to combo out early-turns, which is solely dependent on your hand which might not even allow a fast combo.
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  4. #1724

    Re: [DTW] Ichorid Combo

    Quote Originally Posted by Mayk0l View Post
    Still, the decks that run said moat and propaganda are also the decks that run the permission spells. I've found that Therapy is better against these decks than trying to combo out early-turns, which is solely dependent on your hand which might not even allow a fast combo.
    In my experience comboing in T3 is not too dificul if you choose your opening hand properly!

  5. #1725
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    Re: [DTW] Ichorid Combo

    Quote Originally Posted by GoldenCid View Post
    In my experience comboing in T3 is not too dificul if you choose your opening hand properly!
    It doesn't always work like that. In the Source tournament I was able to combo out twice; I mulliganed almost every hand and went to 5 on 50+%. This is taking into account the times I didn't board out the combo G2-G3. What I'm saying is, you cannot always count on comboing by turn 3. Especially if you're up against MUC which will counter your Breakthrough.
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  6. #1726
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    Re: [DTW] Ichorid Combo

    @ GoldenCid: What Mayk0l just said has already been said numerous times throughout the 87 pages of this thread. This deck mulligans like crazy regardless of your build (even builds with Tireless Tribe :(. And you can not, under any circumstances rely on the "Im just going to race them" factor. There really isn't much racing against cards like Leyline, Crypt, or Extirpate. You just have to adapt to playing against them and mull into a hand that would be able to handle the oncoming threat. Oftentimes this is possible and sometimes you go down to 4 trying to find Wispmare or CoV and don't then watch as your opponent opens the game with Leyline. Point is, the player makes the deck, learn how to play against hate cards, how to SB the deck properly and how to build a proper SB as it pertains to your metagame.

  7. #1727
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    Re: [DTW] Ichorid Combo

    I see this deck as an aggro version of Belcher - it favors the lucky more than the skilled. Of course play decisions would matter, but really, all you've got with this deck is your opening 7. If that's bad, the deck won't function as good as it could.
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  8. #1728
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    Re: [DTW] Ichorid Combo

    Quote Originally Posted by kicks_422 View Post
    I see this deck as an aggro version of Belcher - it favors the lucky more than the skilled. Of course play decisions would matter, but really, all you've got with this deck is your opening 7. If that's bad, the deck won't function as good as it could.

    This kind of depends on which build you are running. If you run careful study, you actually get an "extended hand". I cant say that this is much different than a combo deck, you really need a dredger, and a way to get it into the grave in your opening hand, like combo needs accelerants and a win-con. Ive been running a LED less build with a full suite of careful study and street wraith, I may get down to 3 wraith in favor of packing 4 unmask. Although I cant win on turn 1, the turn 2-4 wins are WAY more consistent than with the LED list.
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  9. #1729
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    Re: [DTW] Ichorid Combo

    Quote Originally Posted by kicks_422 View Post
    I see this deck as an aggro version of Belcher - it favors the lucky more than the skilled. Of course play decisions would matter, but really, all you've got with this deck is your opening 7. If that's bad, the deck won't function as good as it could.
    Just because both decks are very dependent on their starting seven does not make them the same. I've played both a lot and IMO Ichorid has many more play decisions than Belcher, most of which are not over whether or not to mulligan. Look at it this way, Belcher is almost always the (at times mindless) beatdown while there are definitely relevant match ups where Ichorid is the control and plays a more reactive strategy.
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  10. #1730
    I only play blue for Brainstorm and combo.
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    Re: [DTW] Ichorid Combo

    Tonight I made it to the finals with Dredge and split in the top 2 out of something like 24 people. If anyone is interested I could write up another tournament report. I played against Affinity, UWb Landstill, and UWb Landstill in the swiss rounds; drew into the top 8 played against Goyf Sligh and 4C Thresh with Deed. I ended up losing 3 games total throughout the entire night. This is the second week in a row the deck has made the top 4 out of a field no less than 22 players each time. For reference here is the list:

    4x Bridge From Below
    4x Narcomoeba
    4x Golgari Grave-Troll
    4x Stinkweed Imp
    4x Putrid Imp
    4x Careful Study
    3x Breakthrough
    3x Tireless tribe
    3x Cabal Therapy
    3x Dread Return
    3x Ichorid
    3x Darkblast
    2x Cephalid Sage
    1x Flame-Kin Zealot
    4x Cephalid Coliseum
    4x City of Brass
    4x Gemstone Mine
    2x Tarnished Citadel
    1x Undiscovered Paradise

    Sideboard

    3x Chain of Vapor
    4x Pithing Needle
    4x Chalice of the Void
    4x Wispmare

    I truly love playing 15 lands in this deck. The only reason I won my match against Thresh post-board was because I was able to hardcast Narcomoeba and draw out a counter and then flashback Therapy (the fucking Thresh deck ran 4x Crypt, 3-4x EE, 2x Deed, and 4x Trinket Mage). Same with Darkblast, both games against Goyf Sligh Darkblast killed turn 1 Fanatic. No joke, Darkblast is just fantastic in every way, instead of worring about the Goblins matchup I am excited when I get to play against them, Darkblast makes those games so much easier especially when paired with Needle.

    One thing I am thinking about doing is cutting 1x Careful Study and putting in the 4th Cabal Therapy. I found that 3x Cabal Therapy is enough but there are times when I truly want to have 4x, especially in the combo matchup.

  11. #1731

    Re: [DTW] Ichorid Combo

    Quote Originally Posted by Pulp_Fiction View Post
    One thing I am thinking about doing is cutting 1x Careful Study and putting in the 4th Cabal Therapy. I found that 3x Cabal Therapy is enough but there are times when I truly want to have 4x, especially in the combo matchup.
    Maybe a better choice than cutting careful study is cutting one cephalid sage. I play the LED version combo, and i found useful to keep study although i play a 3x deck, but i can't give an accurate opinion about the mechanism of your deck. Beside i run EW instead sage, if you wish you could try her!
    I think that 4x therapy is plenty useful in the most of match up i reinforce its effect with unmask (2x) agaist combo.
    Have test a 4x ichorid version for your deck?

  12. #1732

    Re: [DTW] Ichorid Combo

    I was looking through my boxes of cards and I found a good card that might be useful for those that are using "Wax/Wane" in the board:

    Erase
    Instant, W
    Remove target enchantment from the game

    Pretty good since it removes the enchantment for good at the same cost. Not sure if the +2/+2 really helps...for you all to decide.

  13. #1733
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    Re: [DTW] Ichorid Combo

    If you want a card that simply destroys an enchantment there is no substitute for Wispmare. It evokes for W and since it is a creature later on it can be DReturned if that is absolutely necessary.
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  14. #1734

    Re: [DTW] Ichorid Combo

    Quote Originally Posted by Pulp_Fiction View Post
    If you want a card that simply destroys an enchantment there is no substitute for Wispmare. It evokes for W and since it is a creature later on it can be DReturned if that is absolutely necessary.
    some people likes the instant nature of some spells..wispmare although good it only can be played in your turn...

  15. #1735
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    Re: [DTW] Ichorid Combo

    Who cares, especially in the 11 land builds. As soon as you get the mana (assuming you are able to find it to begin with) you are going to play your land and then cast the spell cause the land will most likely meet a Wasteland next turn or the spell gets Thoughtseized if you tapped out to play something else which would be a mistake and you can't leave that to chance. Unless you are playing LED in which case Ray of Revelation would be useless discarded (with Leyline in play) but assuming it was already in the grave it would still most likely be played as a sorcery, especially against someone who is tapped out and you know has Extirpate.

    The only instant this deck really needs (aside from Darkblast) is Chain of Vapor just for the fact that it removes a creature/enchantment from play so as your opponent can't recast it. I suppose Firestorm would also be played as an instant but I dont know, I tested it a little and didn't like it.
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  16. #1736

    Re: [DTW] Ichorid Combo

    Sicerelly i like firestorm, but couldn't tested it so far. I think it's good for discard outled against control as Parcher mentioned above...
    Wispmare cuold be tested in replacement of wax/wane, erase, simplify...the only different are the tokens and its sorcery speed...i will test it...

  17. #1737
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    Re: [DTW] Ichorid Combo

    Quote Originally Posted by Pulp_Fiction View Post

    The only instant this deck really needs (aside from Darkblast) is Chain of Vapor just for the fact that it removes a creature/enchantment from play so as your opponent can't recast it. I suppose Firestorm would also be played as an instant but I dont know, I tested it a little and didn't like it.
    First, the deck doesn't need Darkblast. Ever.

    You tested Firestorm and DIDN'T like it? ??? I don't get it. It's so versatile. Hits lackey and friends, which if you haven't noticed is a halfway difficult matchup. Secondly, even countered, it lets you discard. Great through CB, Chalice @ 1, and any counters they may have. That's nice. Plus, it's good in the Ichorid Beatz gameplan as EoT you can wipe out their army (to an extent) and then swing to connect with Ichorid.

    I don't understand how you don't like it other than...you don't come into situations where it's useful?

    Pce,

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  18. #1738
    I only play blue for Brainstorm and combo.
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    Re: [DTW] Ichorid Combo

    @ Dark Cynic: I play a totally different build of Dredge with Darkblast in the main. Goblins is not a difficult match with Darkblast, it kills Lackey and friends. I have yet to lose to Goblins (knock on wood) in a tournament setting with Dredge out of the 5ish times I have encountered it; and yes they run Crypt as well. So please don't blindly assume Darkblast shouldn't be run in Dredge ever, say it should not be run in LED Dredge as that is the build I assume you are referring to. Slow Dredge (Street Wraith and 15 lands) play quite differently than standard LED/DA based Dredge decks do.

    I don't like Firestorm or Eternal Witness in the deck but I also don't have LED or Deep Analysis, thats probably why. CotV @ 1 is not good but since I already play Breakthrough and enough lands to reliably get to 2 I can Breakthrough for 1 nearly every game. If CotV becomes a serious problem in my meta I can always add in Ancient Grudge but as it is I can comfortably play through the occassional Chalice @ 1.
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  19. #1739
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    Re: [DTW] Ichorid Combo

    Quote Originally Posted by Pulp_Fiction View Post
    @ Dark Cynic: I play a totally different build of Dredge with Darkblast in the main. [...] So please don't blindly assume Darkblast shouldn't be run in Dredge ever, say it should not be run in LED Dredge as that is the build I assume you are referring to. Slow Dredge (Street Wraith and 15 lands) play quite differently than standard LED/DA based Dredge decks do.

    I don't like Firestorm or Eternal Witness in the deck but I also don't have LED or Deep Analysis, thats probably why. CotV @ 1 is not good but since I already play Breakthrough and enough lands to reliably get to 2 I can Breakthrough for 1 nearly every game. If CotV becomes a serious problem in my meta I can always add in Ancient Grudge but as it is I can comfortably play through the occassional Chalice @ 1.
    I think slow dredge should have it's own thread. It plays a lot differently, plus I wouldn't look like a shmuck all the time...

    However, I will remind you that some variations of traditional dredge combo also play Street Wraith (My build comes to mind...).

    Clearly slow dredge won't be able to appreciate Eternal Witness in the least, but I still see no reason why it couldn't appreciate an uncounterable discard spell that as a bonus burns shit. Chalice and CB aren't the only things that counter spells...

    I do see your point though, and if you feel comfortable not running Firestorm, I see no reason to push the issue...

    Pce,

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    Schadenfreude is the most genuine kind of joy, since it doesn't include even a drop of envy.
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  20. #1740
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    Re: [DTW] Ichorid Combo

    I definitely agree that we need a separate thread for non-LED based Dredge decks. I have been meaning to write up a primer but I don't know if enough people play non-LED based Dredge that it would be worth writing. I have lots to say about the decks but does anoyone besides me and DeathWing take those builds into tournament settings? It may be worth it however to start a separate thread. Should I create on within the next couple of days?
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