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

  1. #141
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    Quote Originally Posted by Jaynel View Post


    Played against Dragon Stompy (2-0), NOThresh (2-1), Dragon Stompy (2-1), then drew the last two rounds into top 8. Lost to Brassman Blue in the top 8.
    So quick question, How many people were in this tourny and what place did you get. I am just curious because this is the first time in a while I have heard this deck put up some serious results.

  2. #142
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    Quote Originally Posted by e1567 View Post
    So quick question, How many people were in this tourny and what place did you get. I am just curious because this is the first time in a while I have heard this deck put up some serious results.
    It was 26ish people. I then got 9th at Hadley playing a similar list, but in a field of 51 (?) players.

  3. #143

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

    Quote Originally Posted by Joe_C View Post
    Bum_man: what do you mean by- "Aren't you having difficulty dredging into something lethal without using sage for more gas?" I run a single sage in the deck, and more so than with LED Ichorid, one of the most solid ways to win is having ichorid come on the board and die EOT or get sacced for a therapy and beating with zombies for a few turns. The version I am running is more focused on getting a permanent discard outlet on board since I am running 4 Imp, 3 Tribe and 4 study to help me dig for an Imp or Tribe turn 1. Having a permanent outlet is huge in this deck. I may want to bump my breakthroughs back up to 4 since I am running a playset of Imps and 3 tribe. Turn 1 Imp/tribe with a next turn dredge draw step followed by breakthrough is quite often a win.
    In playing with your list, I also had them turn 1 imp/tribe then turn 2 dredge on draw with breakthrough. Its very explosive but in some cases the stuff i dredge into doesn’t have the resources to kill now. Either i lack a bridge, a narc, a return or an FKZ. To solve this i added the 3rd return and 2nd sage. These let me start the engine up again in case my breakthrough isn't lethal now. In case, i can't win now given my graveyard, i could just return a sage to dredge more and hopefully get enough resources that i need to win. Raising the sage and return count gives me better chances of doing this. Like what Pulp_Fiction mentioned in the opening post, this helps you get to the bottom of your library faster, something the deck really lacks with the removal of the LED engine.

    Quote Originally Posted by Joe_C View Post
    I do have some debate over how many dread returns I should run, my thoughts on it are: What would I rather see every game? :

    1. A turn 1 Imp/tribe?
    2. If I run another return, how often is that 1 card going to be in my grave at the same time I have 3 creatures to sacrifice?
    3. The 2nd sage: would I rather have another black creature like my 4th thug to feed ichorid with and possibly be the key dredge card I need off of a breakthrough to get into a kill?

    I like having turn 1 Imp/Tribe over another return/sage. It may change in the future, but those are my thoughts on it at the moment.
    A turn 1 imp/tribe is very important to the deck that is why I run a 4/3 configuration also in my list. In my list, I run +3 darkblast, +1 breakthrough in place of 4 golgari thugs. My meta plays a lot of fantics, jailers, etc. that is why im comfortable with my md darkblasts. As of now, I’m not having a hard time finding creatures sac’d to return. Your deck runs 4 thugs that are creatures that can casted easily, this give you 4 more possible creatures for return. With an imp and possibly a thug, you only have to dredge for either a narc, or a therapy and two bridges, both which wouldn’t be so hard to achieve. The thugs make returning for sage a more possible play. I’m actually thinking of running thugs now.
    My list also has -1 Ichorid, -1 therapy for +1 Return, +1 Sage, apart from the breakthrough and blasts for thugs. I play dredge for its combo more than the ichorid gameplan. I usually play against decks that I must race to win, that Is why im more fixated on the combo rather than the aggro plan. For me, the sages play a very crucial role in how the Ledless Dredge works. In LED dredge, sage only plays a minor role, it is somewhat only the “emergency” engine. You usually go for it after the breakthrough, LED, DA combo if your graveyard still don’t have resources to win. In LEDless Dredge however, sage plays a much bigger role. Sage makes up for the dredging power lost when we gave up running the LED-DA engine. Without the dredging power of sage, LEDless decks would just look like LED Dredge without the LEDs and DA. For me, I win off sage more times than I do through breakthrough, its been that good to me. For me, I run zero thugs and Im having no problems finding dredgers or ichorid food. Its probably more of personal preference and my meta that gave way for me playing the deck that way. I just prefer the combo over the last resort ichorid beatdown approach. If I remember correctly your meta has a lot of blue and very few combo. Your build is great against that meta. The combo is something that your opponents will never allow so having a great ichorid game is solid. The ichorid beatdown is probably unstoppable for blue decks that don’t run propaganda effects.
    Quote Originally Posted by Joe_C View Post
    Bum_man, have you been testing my most recent list? What have you played against? Are you playing an exact replica or do you have some flex slots?
    When I first grabbed the deck my list exactly looks like yours except for 3 blasts for 3 thugs, I also play tarnished citadel. I played against 2 red decks, a landstill, a welder deck, a belcher, and rock; I went 1-5 possibly 4-2 or better, if not a number of errors that caused by some games. I lost against the welder deck, landstill and burn deck mainly because the deck ran out of gas. I was able to breakthrough on turn 2 against the red deck but i all I got was crap, I think had 2 narcs but only 1 bridge 1 return and no sage. he was able to cast an ensnaring bridge on his turn. He finished me off before I could get my answer. Against the landstill deck I was able to resolve a breakthrough again that dredged crap, I was lacking a sage this time and FKZ was no where in sight. He was able to clasm my tokens. I tried to combo-out again but my attempts were all countered. My Ichorid beats got blocked by a recurring factory some got burned. I ran out of ichorid food then. These games were supposedly very good match-ups. The deck dredged badly but in my opinion it just wasn’t able to dredge enough. Those games would’ve turned out differently had I’ve been able to dredge deeper into my deck. Then I retuned my deck to running 2 sages and 3 returns. This gave me more stability relative to the speed and more importantly, dredging power. Sage is like the NOS tank in race cars, it breaks limits that the deck is confined to given just a dredge from a breakthrough etc. You should try Sage in your meta and see if he makes your deck go apeshit. Sage wins.

  4. #144
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    Bum_man: I was palying with 2 sage/3 return and I may do so again. There are just so many options for quantities of certain cards and in certain situations having one more of one particular card can make the difference, and there are instances where the card you cut would have been better. Im thinking 4 study is definitely needed along with 7 Imp effects. Breakthrough is awesome as we all know, but 4 seems excessive since we cant cast it effectively turn 1. Im bouncing so many things around, I will most likely play this deck this weekend in a tournament. I will discuss list and results afterwards. For the moment I will be manipulating the deck this way and that to see what seems the most relaible
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  5. #145

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

    Very well said. I may cut that 4th breakthrough for the 4th therapy, i usually interchange them before tournaments depending on what decks i think will be around. I'll be looking forward to hearing your positive results.

  6. #146
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    I took this list to my local tournament last wednesday and lost out in the top 8 again due to solid fucking luck. Here is the list I played:

    4x Careful Study
    4x Golgari Grave-Troll
    4x Stinkweed Imp
    4x Putrid Imp
    4x Bridge from Below
    4x Narcomoeba
    4x Cabal Therapy
    3x Tireless Tribe
    3x Ichorid
    3x Dread Return
    3x Darkblast
    3x Breakthrough
    2x Cephalid Sage
    1x Flame-Kin Zealot

    4x Cephalid Colisseum
    4x Gemstone Mine
    4x City of Brass
    2x Tarnished Citadel

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

    Here is a short tournament report on what happened:

    Round 1 - Counterslivers (2-1)
    g1- Turn 3 kill
    g2 - I see double relic and die on turn 6 to double muscle slivers
    g3 - Same as game 1

    Round 2 - Goyf Sligh (2-0)
    g1- I Darkblast his turn 1 Mogg fanatic and win on turn 4 easily.
    g2 - I dredge like shit but destroy his hand and combo off on turn 6.

    Round 3 - Aggro Loam (2-0)
    g1 - I dredge like pure shit after blowing up CC and am in trouble after a turn 2 Terravore that is bigger than a 10/10. I eventually dredge into Dread Return and reanimate the Sage for a turn 4 win at 2 life!
    g2- Ravage him on turn 2-4.

    Round 4 - U/G Turbo Fog Garbage
    g1 - I destroy him on turn 7-8.
    g2 - Didn't know his deck had Propaganda .... I lose to double Relic and double Propaganda.
    g3 - After Wispmare comes in it gets a little easier, he only draws 1 Relic and can't deal with 12ish zombie tokens swinging every turn.

    Top 8
    Round 5 - Same matchup as round 4 Turbo Fog
    g1- Destroyed again on turn 4-6
    g2 - I dredge like pure shit and get triple Relic played against me
    g3 - Again, dredge like pure shit, I would have won had I not dredged into 3x Wispmare and 3x Cabal therapy within the first 20 cards. And lose cause I had to save Cabal Therapy and Wispmare. It should be noted that I had the yard removed 3 times and still almost won.

    This terrible deck ran Cryptic Command, Moment's Peace, Propaganda, Shackles, Crucible of Worlds, CONSTANT FUCKING MIST, and Eternal Witness. He would bounce Pithing Needles and then Relic me, but either way it was bullshit, I should have won game 3.

    I am very happy with 14 lands and the 4th Therapy. The build is the exact same as the OP except for this change.
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  7. #147
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    A quick question; how do you shuffle your deck in between games? Usually what I do is a 7-pile shuffle to make sure the dredgers get split up really well (because they'll be together after the game you played).

    If you do shuffle your deck efficiently, then I really don't know what else to say other than play Ray of Revelation over Wispmare since it isn't a dead card in your graveyard (since you did say in g3 in the top 8 you dredged 3 Wispmares into your graveyard).
    The same Surging Chaos on Salvation.

  8. #148

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

    Ray of revelation is inferior to wispmare because it can't kill leyline; killing leyline and the like is what wispmare is mainly used for anyway. I run 3 wispmares and 1 ray of revelation just on the off chance that i dredge all my wispmares vs a deck with propaganda effects. Has anyone considered testing echoing calm? It seems a plausible and effective way to handle multiple propaganda effects.
    Last edited by bum_man; 04-14-2009 at 01:21 AM. Reason: Improved discussion

  9. #149
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    Ok, not like its a perfect reason to make the changes, but in playing yesterday I came across the same situation 3 times where another sage/return would have sealed the deal. SO....... What I will be playing until further notice:


    4x Careful Study
    4x Golgari Grave-Troll
    4x Stinkweed Imp
    4x Putrid Imp
    4x Bridge from Below
    4x Narcomoeba
    4x Cabal Therapy
    3x Tireless Tribe
    4x Ichorid
    3x Dread Return
    3x Golgari Thug
    2x Breakthrough
    2x Cephalid Sage
    1x Flame-Kin Zealot

    4x Cephalid Colisseum
    4x Gemstone Mine
    4x City of Brass
    2x Undiscovered Paradise

    SB
    2x Wispmare
    4x Pithing Needle
    2x Ingot Chewer
    4x Firestorm (better than dakblast? for now I say yes)
    2x Chain of Vapor
    1x Ancestor's Chosen

    This has felt good so far.....
    TEAM AWESOME

    Well, at least we smell better

  10. #150

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

    Quote Originally Posted by Joe_C View Post
    Ok, not like its a perfect reason to make the changes, but in playing yesterday I came across the same situation 3 times where another sage/return would have sealed the deal. SO....... What I will be playing until further notice:


    4x Careful Study
    4x Golgari Grave-Troll
    4x Stinkweed Imp
    4x Putrid Imp
    4x Bridge from Below
    4x Narcomoeba
    4x Cabal Therapy
    3x Tireless Tribe
    4x Ichorid
    3x Dread Return
    3x Golgari Thug
    2x Breakthrough
    2x Cephalid Sage
    1x Flame-Kin Zealot

    4x Cephalid Colisseum
    4x Gemstone Mine
    4x City of Brass
    2x Undiscovered Paradise

    SB
    2x Wispmare
    4x Pithing Needle
    2x Ingot Chewer
    4x Firestorm (better than dakblast? for now I say yes)
    2x Chain of Vapor
    1x Ancestor's Chosen

    This has felt good so far.....
    What decks were you up against? And how did you fair?

  11. #151
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    My games were on MWS just to be noted. I played against red thresh, G1 I mulled to 3 and played a city just to have it wastelanded so I just scooped that up. G2 I dont even board, I go for the throat and get in there on like turn 4 or 5. G3 I bring in some chewers and some needles and 1-2 chain. I slow dredge it into him making a fatal error by not blocking a ichorid and me discarding 3 bridges that were sitting in my hand to get 4 EOT tokens for 3 turns in a row and they drag him down quick. I played against a poor mirror match, this guy was running tolarian winds and couldnt really play the deck well. I steam rolled him G1, G2 he cast winds with 3 cards in hand and proceeds to dredge as though he had four, I call him out on it and then leave because he is being a prick about it. In those two matches, I would have one a turn or so earlier with another return/ sage. Every turn kinda counts so I am justifying the changes back to 3/2 return sage split
    TEAM AWESOME

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  12. #152

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

    Quote Originally Posted by bum_man View Post
    Ray of revelation is inferior to wispmare because it can't kill leyline; killing leyline and the like is what wispmare is mainly used for anyway. I run 3 wispmares and 1 ray of revelation just on the off chance that i dredge all my wispmares vs a deck with propaganda effects. Has anyone considered testing echoing calm? It seems a plausible and effective way to handle multiple propaganda effects.
    Aren't you the people that play more lands because LED is all-in and is a 2-card combo? Now you come and say 2 casting cost is too much? Give me a break, in the situations you described the Ray of Revelation would have been much better.

  13. #153

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

    Quote Originally Posted by alderon666 View Post
    Aren't you the people that play more lands because LED is all-in and is a 2-card combo? Now you come and say 2 casting cost is too much? Give me a break, in the situations you described the Ray of Revelation would have been much better.
    That's just one situation, in a majority of other situations where enchantment-hate is needed, ray of revelation would suck. Wispmares are in the sideboard primarily for the enchantment-based hosers like leyline and wheel of sun and moon. For propaganda effects, Chain of vapor is enough because these enchantments only needs to be removed from play. You said ray of revelation is better because it becomes on-line in the graveyard then you talk about its cost when you cast it from the hand. In that case, wispmares would be superior because it would cost less. Im not saying ray of revelation is a bad card, it's actually a good card for dredge. All i'm saying is given we run rays over wispmares, there are gonna be more times that rays are going to be dead cards in contrast to wispmares given their function in the sideboard.

  14. #154
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    With most decks running a split of relic/crypt, is a more reactive SB better suited than a turn 1 blind pithing needle?

    3 Chain of Vapor
    4 Firestorm
    2 Ingot Chewer
    3 Wispmare
    1 Ancestor's Chosen
    2 Ancient Grudge

    Still trying to settle on everything before the tournament Sunday. I hate the few days before a tournament, especially with Ichorid, there are so many options for card quantity
    TEAM AWESOME

    Well, at least we smell better

  15. #155

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

    Quote Originally Posted by Joe_C View Post
    With most decks running a split of relic/crypt, is a more reactive SB better suited than a turn 1 blind pithing needle?

    3 Chain of Vapor
    4 Firestorm
    2 Ingot Chewer
    3 Wispmare
    1 Ancestor's Chosen
    2 Ancient Grudge

    Still trying to settle on everything before the tournament Sunday. I hate the few days before a tournament, especially with Ichorid, there are so many options for card quantity
    As of the moment I'm also having the same problem with my sideboard. Thinking of the sideboard has been a pain for me since I'm relatively new in playing competitively. I've lost a number of my games due to wrong sideboarding, For relic and crypts i have 3 pithing needles, 1 ingot chewer and 1 ancient grudge and two random chalices. I usually don't play needle on the first turn blindly, that will more often than not cost you some losses due to naming the wrong cards. I usually wait for the opponent to play the crypt or relic then i needle it. Or at times i play chalice at zero then needle relic. How do you usually sb against relic/crypt decks? Do you use the chain of vapors often?

  16. #156
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    I've been a big fan of Greater Gargadon against opponents playing an unknown type of hate. I've played Non led Based ichorid the last couple of weeks and I like it's consistency.

    4 Cephalid Coliseum
    4 City of Brass
    4 Gemstone Mine
    2 Undiscovered Paradice

    4 Bridge
    4 Narcomeaba
    4 GGT
    4 SI
    3 Thug
    1 Darkblast
    3 Dread Return
    1 Flame Kin Zealot
    3 Ichorid
    1 Akroma AOF
    1 Cephalid Sage

    3 Unmask
    2 Firestorm
    4 Putrid Imp
    4 Breakthrough
    4 Cabal Therapy


    This list has had an extremely good goldfish. I want to fit in a 3rd Firestorm but at times I have had issues with getting the right colors.
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  17. #157
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    Quote Originally Posted by bum_man View Post
    As of the moment I'm also having the same problem with my sideboard. Thinking of the sideboard has been a pain for me since I'm relatively new in playing competitively. I've lost a number of my games due to wrong sideboarding, For relic and crypts i have 3 pithing needles, 1 ingot chewer and 1 ancient grudge and two random chalices. I usually don't play needle on the first turn blindly, that will more often than not cost you some losses due to naming the wrong cards. I usually wait for the opponent to play the crypt or relic then i needle it. Or at times i play chalice at zero then needle relic. How do you usually sb against relic/crypt decks? Do you use the chain of vapors often?
    Chains come in against anything that I would be unsure of the hate they have. If I expect crypt/relic I will bring in the chewers and grudges, maybe a chain or two. Im not sure what my board is going to look like shortly, I may be going back to running unmask in the maindeck since it is a offensive and defensive card that has tons of uses......
    TEAM AWESOME

    Well, at least we smell better

  18. #158

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

    Quote Originally Posted by Joe_C View Post
    Chains come in against anything that I would be unsure of the hate they have. If I expect crypt/relic I will bring in the chewers and grudges, maybe a chain or two. Im not sure what my board is going to look like shortly, I may be going back to running unmask in the maindeck since it is a offensive and defensive card that has tons of uses......
    Oh i see.. I'm not really sold on using chewers and grudges without needles. I've lost a number of games in the past where my grudges/chewers just forced my opponent to activate the crypts/relics now, they usually have another one at hand, more importantly they are still able to wreck my graveyard. So what i do is i play needles along with the grudges.

    I've also been wanting try out maindeck unmasks too because of the number of blue and combo where i play the problem is i don't think i have the slots to do so. They would either further thin out my combo which is something i don't want to do. Do you already have slots in mind for the unmasks?

  19. #159
    Vincent
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    Hello,
    As of now, I've not read the full thread, but I've a question for you guys. (sorry if it has been asked)

    How do you think Reveillark would do in MD ?
    Being able to return 2 of : FKZ / Cephalid Sage/ GGT / Stinkweed Imp seems REALLY enormous and game breaker.

  20. #160
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    Re: [Deck] Non-LED Based Dredge/Ichorid Combo

    Quote Originally Posted by Guitar View Post
    Hello,
    As of now, I've not read the full thread, but I've a question for you guys. (sorry if it has been asked)

    How do you think Reveillark would do in MD ?
    Being able to return 2 of : FKZ / Cephalid Sage/ GGT / Stinkweed Imp seems REALLY enormous and game breaker.
    I've found Reveillark to be a win-more card. If you were able to reanimate a Cephalid Sage from Rev for example, you could have just as easily DRed Sage back into play to clean out a huge chunk of your library. Likewise, you can also do something like DR FKZ directly for the instant win instead of reanimating Rev, saccing it to a Therapy and then reanimating FKZ.
    The same Surging Chaos on Salvation.

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