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Thread: [Deck] Dredge

  1. #2341
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    Re: [Deck] Dredge

    Your sideboard contains 16 cards, 4eak.
    Perhaps the 4th Grudge should be cut, because Relic and Tormod has lost space in the meta, and 3 Grudges can deal with them and Batterskull.

    Don't you think the Hypnotist is needed against combo? Often only 1 target is not enough, and the Storm matchup is really tough.

  2. #2342
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    Re: [Deck] Dredge

    Yeah, that is supposed to be 3x Grudge.

    Don't you think the Hypnotist is needed against combo? Often only 1 target is not enough, and the Storm matchup is really tough.
    The 2nd DR target is a marginal improvement, but the storm combo match (the combo that actually gives this deck serious problems) isn't worth the slot. You get so much more bang for the slot answering metagames in which Dredge actually belongs. I don't play this deck when I expect storm. If I want an anti-blue deck in a metagame with storm, I play Merfolk.

    I would even say a permanent destroyer is more important than elesh or Iona.
    Stax, lands, enchantress are about the only decks where I side in permanent destroyers. I very, very rarely face these decks. It isn't worth the slot. Furthermore, for Stax and Enchantress, I have other cards which are still relevant and consistently available. Correctly built sideboards take into account both how much a card improves your matchup and how often you'll see that matchup in a tournament. Even if you have a card which absolutely hoses Stax and Enchantress, the card may not be worth running if there are extremely low odds of encountering those decks. E.g. I'd rather increase my odds of winning by 10% in 30% of my matchups than 50% in 1% of my matchups.

    Elesh is good versus the mirror. But against the other tribal decks(cept merfolk which most people don't side her in anyway) you are usually favored anyway. It's quite often a win more card,especially if you are sporting firestorm main.
    Elesh is probably still worth it. It isn't just about being favored, it is about being greatly favored. I think Elesh isn't winmore, it does improve my odds of winning against a number of (semi-common) decks.

    Iona I haven't been impressed with lately. Most decks can deal with her quickly, even something like enchantress. I know she is meant for anti combo,but I think Sadistic Hippie is better in that slot. Sadistic Hippie + Cabal Therapies= tough storming. Ant has unusually easy time bouncing Iona.
    Iona isn't always an autowin, however, even decks which can answer or play around her, she is still a serious stumbling block. Iona isn't meant for just storm; it is useful in a fairly wide set of matchups, significantly wider than Sadistic Hippie. Iona is the closest thing to a 'catchall' that this deck has.


    peace,
    4eak

  3. #2343
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    Re: [Deck] Dredge

    Is your list still the one with PImps over SWs, 4eak? Could you post it?
    If you fail to explain the reason behind your choice, technically, it's the wrong choice.

    Quote Originally Posted by Tacosnape View Post
    It's one of the ten strongest cards in Legacy. And in truth, in any deck you design, you really need to have a good reason -not- to run Wasteland.
    Zerk Thread -- Really, fun deck! ^^

  4. #2344
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    Re: [Deck] Dredge

    One last advice, guys: How can I fit 6-7 anti-leyline cards after G1?
    Siding 3 or 4 is easy, but 6 is a difficult choice.

    @4eak: For the moment I only have Dredge as an option for the tournament, and that's why I was looking for an answer to Storm-combo. Guess I'm just staying with Iona + Hypnotist.

  5. #2345
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    Re: [Deck] Dredge

    Quote Originally Posted by 4eak View Post
    Iona isn't always an autowin, however, even decks which can answer or play around her, she is still a serious stumbling block. Iona isn't meant for just storm; it is useful in a fairly wide set of matchups, significantly wider than Sadistic Hippie. Iona is the closest thing to a 'catchall' that this deck has.


    peace,
    4eak
    The fact that Iona is rarely an autowin is why I'm thinking of replacing her. What decks do you believe Iona is greater than Sadistic Hippie? Hippie is good versus control decks of all sorts and all combo. EDIT: Maybe against burn Iona is better?


    Also, I found numberous DR targets against storm isn't worth it. Siding in too much against storm actually dilutes your chance of cabal theraping them a bunch on turn two. 4eak is right when he said you don't want to devote too much to matchup that can just kill us on turn one anyway.

  6. #2346
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    Re: [Deck] Dredge

    I continue to go the DDD-route. Few share that strategy, and so my decklist is not going to be relevant to those folks. My list hasn't changed much.

    // Lands - 14
    4 City of Brass
    4 Cephalid Coliseum
    4 Gemstone Mine
    2 Tarnished Citadel

    // Dredgers - 13
    4 Golgari Grave-Troll
    4 Stinkweed Imp
    4 Golgari Thug
    1 Darkblast

    // Pure Discard Outlets - 7
    3 Phantasmagorian
    4 Putrid Imp

    // Draw/Discard - 8
    4 Breakthrough
    4 Careful Study

    // GY-Goodies - 18
    4 Ichorid
    4 Narcomoeba
    4 Bridge from Below
    4 Cabal Therapy
    2 Dread Return

    // Sideboard
    SB: 4 Nature's Claim
    SB: 2 Ray of Revelation
    SB: 3 Ancient Grudge
    SB: 4 Coffin Purge
    SB: 1 Iona, Shield of Emeria
    SB: 1 Elesh Norn, Grand Cenobite

    Obviously, it is fairly close to the standard list, tweaked for DDDing. Before I started running Coffin Purge, I had 4 Tireless Tribe in the sideboard. TT is nice, but not necessary. Admittedly, I think Coffin Purge is stronger in the standard list.

    One last advice, guys: How can I fit 6-7 anti-leyline cards after G1?
    Siding 3 or 4 is easy, but 6 is a difficult choice.
    It depends on the matchup. Candidates for siding out:

    1-4x Breakthrough (often sided out)
    1x Darkblast (I side this less out in DDD-Hybrid, but often in Standard)
    1x Golgari Thug (I run 4, so going to 3 can be acceptable in some matchups)
    1-2x Dread Return (usually only 1)
    1x Ichorid (if you aren't going to strongly rely upon grinding with them)
    1x Cephalid Coliseum (uncommon)

    What decks do you believe Iona is greater than Sadistic Hippie? Hippie is good versus control decks of all sorts and all combo. EDIT: Maybe against burn Iona is better?
    I'm not going to list decks because I'm lazy (there are ~100 decks worth considering in Legacy).

    Hippie is good versus dedicated control decks, but it isn't as impressive against aggro-control decks which are much quicker to empty their hands for the sake of tempo.

    Discard has serious diminishing returns in a format with Brainstorm, Ponder and Top. There are decks with combos which honestly survive a hippie, and almost all combo decks can still 'pull it out of their ass' after we've emptied their hand (particularly if they've had time, and they usually do, to develop their board).

    There are a non-trivial number of games where I can DR, but I won't have creatures afterwards. Sadistic can sac itself, but that is very weak. I think the card needs at least 1 other creature on the table to be impressive. Iona gets there when you are down, and Sadistic often doesn't.

    Iona is a better catchall against both combo and the X% of the field which is random (and Legacy wonderfully has a significant portion of randoms - note that random doesn't necessarily mean 'bad'). You get a lot of bang for the slot. Unlike other DR-targets, Iona is not nearly as specified. It is closer to a jack-of-all-trades than the master of one. That said, it happens to have the bonus of being a specialist against mono-colored decks.


    peace,
    4eak

  7. #2347

    Re: [Deck] Dredge

    *4eaks: your list is pretty awesome!

    But why a 4th thug instead of a 4th gorian?

  8. #2348
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    Re: [Deck] Dredge

    When you are DDDing, you are looking to maximize the chance of opening a hand with a dredger. If you don't open with a dredger, then you are unlikely to be able to DDD. Sometimes you'll keep the hand anyways, as it may have enough draw/discard spells to allow you to accept a non-dredger hand (which is true for standard lists and the regular, non-DDD approach as well). More times than not, however, if you don't open with a dredger, then you will mulligan.

    Mulligans are marginally more painful for the DDD strategy, but this is offset by the fact that the DDD strategy doesn't mulligan very often - it is very consistent. But, when you do, you have an increased chance of being timewalked (as you may need to draw to 8). When you do mulligan, you'll often be able to play out as the standard approach (not DDDing), but the difference in 4 Tireless Tribes makes it a slightly less consistent strategy than the standard approach.

    I don't want to be mulliganing in any case, and maximizing dredgers is really the key to preventing mulligans.

    As much as I like having 4 Phantasmagorians, going to 3 is not terrible. There are diminishing returns to Phantasmagorian. Although, I want to point out that the DReturns aren't as profound as most would believe -- having 2 Phantasmagorians is still good. If anything, I'd be more willing to drop a Phant for another Dredger than a Dredger for another Phant. Even just 2 Phant's gives you excellent odds of eventually being able to dump your hand without worrying about casting and resolving spells. That said, when I play only 2, I find myself longing for Phant to show up earlier than it does all too often - hence the 3rd Phant. 3 is an acceptable balance, and easily worth the consistency provided by the 4th Thug.


    peace,
    4eak

  9. #2349

    Re: [Deck] Dredge

    I see.

    Thanks for the explanation.

    Now, am I wrong to say that we loose badly to storm?

    I mean, our only means to win is Iona, virtually online only in g2 and g3...

  10. #2350
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    Re: [Deck] Dredge

    Quote Originally Posted by indefinite.soul View Post
    I see.

    Thanks for the explanation.

    Now, am I wrong to say that we loose badly to storm?

    I mean, our only means to win is Iona, virtually online only in g2 and g3...
    That's not true, actually. A clock + Cabal Therapy named by a smart pilot can give Storm quite a headache. And Dredge is fast by nature, so all you have to do in G1 is try to race, or disrupt them with well targeted Cabal Therapy.

    I'd say that Cabal Therapy must follow two kinds of paths against storm:

    If they start with Land -> Duress, and you're still able to Cabal Therapy them somehow, just name some kind of acceleration, like Dark Ritual, Rite of Flame, Lion's Eye Diamond and Cabal Ritual (this last one, only if you're playing against ANT).

    If they start with Land -> Cantrip, aim for enablers, like Burning Wish, Infernal Tutor, Brainstorm, Doomsday. If you fail, try to aim their acceleration again.

    Post-board, side out some Ichorids (I usually keep 2 against ANT), and add DR targets that can give you some breathing (like Iona, Sadistic). NEVER side out Breakthrough in these matches, because speed is pretty much everything you can try to do.

    And Iona must always name Black, and in non-trivial cases, Blue.
    Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return

  11. #2351

    Re: [Deck] Dredge

    The problem with the DDD route, that is 4eak's idea, at least for this moment in legacy, is exactly that you can't place a clock on storm, unless you open with dredge + land + break.

    That way, you also have to find the right things, only to be able disrupt, since no fatties MD.

    So, turn 2. Turn 3 is simply not enought. He WILL have you killed by that time.

    Anyway, I am not complainning. I find 4eak's list as good as it can get by now. At least for this archetype.

  12. #2352
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    Re: [Deck] Dredge

    Since it's becoming fairly common for people to diversify their hate, wouldn't it also be in our interest to diversify our answers? Going for a 2:2 split between Coffin Purge and Purify the Grave. But wouldn't Faerie Macabre Serve the better purpose in this case? It slows opposing grave based decks while being food for our Ichorid.
    LEDless Dredge
    Braids Stax
    Armageddon Stax
    Welder Stax

  13. #2353
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    Re: [Deck] Dredge

    Diversifying is fine, a 2/2 split makes sense, particularly as Surgical extractions on a 4x answer (if you are tapped out) would make subsequent extractions safe.

    As to Faerie Macabre, no. You have to open/draw Faerie Macabre. It can't be used from the graveyard. Flashback is key.


    peace,
    4eak
    Last edited by 4eak; 11-12-2011 at 03:22 AM.

  14. #2354
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    Re: [Deck] Dredge

    @4eak. If you were running the standard list by which i mean the stock list what would your sb look like? I'm just curios as to how it differs from your current DDD sb list.

  15. #2355
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    Re: [Deck] Dredge

    My sideboard, for now, is the same for both Hybrid and Standard lists. This shouldn't be too surprising. Part of the reason to play a Hybrid instead of Manaless dredge is that you have gain access to the same sideboard available to the Standard list.

    The only serious possible difference in the sideboard is Tireless Tribe. I have been keeping 3-4 TT in the sb of the Hybrid, but for now, Purge/Purify are taking TT's place. I consider Standard lists to have preboarded Tireless tribes. At best, I look at this as a sacrifice in consistency in game 1 for more sideboard space. At worst, I think TT isn't necessary.

    If you must have 4x TT, but you are willing to keep them in the side, then I'd build the sideboard either like this:

    // Sideboard
    SB: 4 Tireless Tribe
    SB: 4 Nature's Claim
    SB: 2 Ray of Revelation
    SB: 3 Ancient Grudge
    SB: 1 Iona, Shield of Emeria
    SB: 1 Elesh Norn, Grand Cenobite

    or like this:

    // Sideboard
    SB: 4 Tireless Tribe
    SB: 4 Nature's Claim
    SB: 2 Ray of Revelation
    SB: 2 Coffin Purge
    SB: 1 Iona, Shield of Emeria
    SB: 2 Ancient Grudge (I love having this at 4, as there are so many targets, but it is not necessary, even if desired, against Crypt/Relic)

    I think the Hybrid's game 1 is substantially better than Standard list's game 1. Games 2 and 3, the Hybrid list can side/transform into (approximately) a standard list with anti-GY hate. Until I had been using Purge/Purify, I felt that the space created by pre-siding generated nothing of value, but I see some value in it (although, not enough to change my gameplan). Outside of Purge/Purify, the usual sideboard losses for the Hybrid are DR-targets, but I am disenchanted with DR-targets in general.

    I see lists with upwards of 4 to 6 DR-targets in the 75, which is ridiculous. This deck is a lot stronger when it concentrates on anti-GY hate instead of DR targets. I do not fear Leyline or Wheel, in fact, this is my preferred GY-hate to face in many matchups. That's how much of a difference moving from DR-targets to focusing on anti-GY hate has been for me. Dredge has a notoriously good game 1, and the primary difference between between pre and post side games is GY-hate. Focus on answering GY-hate, and you'll find yourself back in game 1 shoes more often.


    peace,
    4eak

  16. #2356

    Re: [Deck] Dredge

    Quote Originally Posted by Vandalize View Post
    Wouldn't it be the opposite? I mean, if you go below 2 Thugs, you'll have a hard time recurring Ichorids.

    And yeah, LED is amazing, haha.
    LoL, did you read his list?? I just felt curious....

  17. #2357
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    Re: [Deck] Dredge

    Okay guys, I have been doing a little playtesting lately and here are some random findings.

    Fairie Macbre might be better than coffin purge. Few reasons why:
    1. Can't be countered,obviously.
    2. Costs zero mana opposed to one/two. You don't want to be on the defense with one mana open. Odds are you will have only one or two lands and keeping one land constantly untapped slows down our tempo a bunch.
    3. Coffin Purge can be cast from graveyard, however the decks you want graveyard hate against the most(mirror or reanimator) you need the hate in one of the first couple of turns anyway. It is very hard to keep your tempo and dig for a coffin purge and have one mana open(intentional run on).


    Also, random side note: reanimator isn't as bad as I first thought. They need entomb(snag archon or elesh) + reanimation spell + countermagic to clench it versus us. Even then having graveyard hate greatly helps in games 2/3.

    Random thoughts there, feel free to disagree.

  18. #2358
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    Re: [Deck] Dredge

    Quote Originally Posted by Mojeh View Post
    One last advice, guys: How can I fit 6-7 anti-leyline cards after G1?
    Siding 3 or 4 is easy, but 6 is a difficult choice.

    @4eak: For the moment I only have Dredge as an option for the tournament, and that's why I was looking for an answer to Storm-combo. Guess I'm just staying with Iona + Hypnotist.
    It really depends on the match up and what version you are running as far as side boarding goes. I usually board in 5 to 6 cards every game. Three to four anti hate cards and then I swap my main deck zealot and sphinx for 2 relevant DR targets. My goal in games 2 and 3 is to grind them out, then either dread return one of my DR targets or grind them out with ichorids. Excluding storm combo, belcher, ect., my board outs are always 4 breakthrough, then sphinx, then zealot.

    As far as DR targets to help with storm, look at ancestor's chosen. It usually puts you up to at least 40 health, making it nearly impossible for storm to kill you.

  19. #2359
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    Re: [Deck] Dredge

    Quote Originally Posted by 4eak View Post
    Diversifying is fine, a 2/2 split makes sense, particularly as Surgical extractions on a 4x answer (if you are tapped out) would make subsequent extractions safe.

    As to Faerie Macabre, no. You have to open/draw Faerie Macabre. It can't be used from the graveyard. Flashback is key.


    peace,
    4eak
    I have to agree with you, 4eak. I was playing Faerie Macabre in my board at KC and it did stonecold nothing for the most part. I believe it stopped one surgical extraction in all 10 rounds.

  20. #2360
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    Re: [Deck] Dredge

    Quote Originally Posted by dredgekid View Post

    As far as DR targets to help with storm, look at ancestor's chosen. It usually puts you up to at least 40 health, making it nearly impossible for storm to kill you.
    Ancestor Chosen is good versus combo, it is even great versus burn and zoo. It is no longer in my sideboard because it isn't versatile enough. Also, it won't stop odd combos like hive mind, high tide, or sneak and show.

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