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Thread: [Deck] Dredge

  1. #2961
    Man of the Bounce
    Que's Avatar
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    Re: [DTB] Dredge

    Anyone have any recent tournament reports?

    I'm more interested in how Games 2 & 3 played out.
    WESTCOAST
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  2. #2962

    Re: [DTB] Dredge

    Quote Originally Posted by AEnesidem View Post
    Indeed the question is if that extra card wins you games. For me yes it does.
    My 61st card is darkblast. And yes it has won me many games. Against merfolk's cursecatcher, junk decks with a surprise jailer, BOB etc...
    Ive also had an extra dread return or careful study in the 61st slot and it had the desired effect. I always try to avoid using the 61st slot but i often end up putting a darkblast in it. And to be honest, i have never had difficulties with bad draws or losing because i didnt hit a dredger. And that little singleton has helped me out of some situations
    I believe that the secondary consideration after you've answered the question of whether "the 61st card helps you win more games" is whether any of your other MD cards might under-performing based on the following (not an absolute list):
    • Are there situations where you would NOT want to draw into the card?
    • Are there situations where you would have wished that this card was some other card?
    • Are there situations where this card has impeded your development?
    • Would you be able to win as often if this card wasn't in the deck (my personal favorite)?
    • Does the card help you in losing situations?
    • Is it absolutely necessary for the card to be in the deck (a somewhat vague inquiry)?
    • Does the card effectively contribute to the primary objectives of the deck?

    Anything else that can be added to this list?

    These considerations might help in cutting down the deck to 60 cards given that the 61st has been determined to be necessary.

    Kind Regards,
    jares

  3. #2963

    Re: [DTB] Dredge

    I'm curious as to why this deck doesn't use entomb. I've been testing with it lately over additional discard outlets, the 4th ichorid, and a dredger, and it's been working great. It can act as a discard outlet for dredger heavy or breakthrough/cephalid hands by searching phantasmagorian, it can tutor for a dredger, it can tutor for a dread return/dr target/narco/bridge/ichorid/therapy if your hand was discard outlet, dredger, cephalid and you don't have a chance to cast it before turn 3 and you didn't dredge something to let you win, it lets you turn 1 therapy, turn 2 entomb narcomoeba, flashback therapy against combo, it makes mulligans less bad where discard outlets can make dredger-less mulligans unkeepable, the list goes on.

  4. #2964

    Re: [Deck] Dredge

    Quote Originally Posted by Patrunkenphat7 View Post
    OK so how exactly is everyone preparing for Surgical Extraction / Snapcaster Mage? That is really what this format consists of right now. Why is everyone playing a bunch of Nature's Claims? And why exactly is Unmask a bad SB card?
    Dredge is a deck that takes an incredible amount of patience and precise decision-making on the player's part to ensure victory. Surgical Extraction and Snapcaster Mage are nothing new; you have to learn how to play around them games two and potentially three.

    There are a few plays you could base your line of play around Snapcaster and Surgical off of, but it really comes down to tight play and basically a war of attrition; it's very situational. Decks that pack both of those cards tend to have a really bad match-up against Dredge - even post-board - and that is about to change with the addition of Faithless Looting. This card is going to blow the deck wide open and give you more consistency and explosiveness when you need it. It will allow you to slow-dredge and give you information based on the way your opponent is playing (slow, passive, etc.).

    Cabal Therapy is a good measuring stick for your opponent's hand as well. Cards like Memory's Journey post-board hide those cards so they aren't "Extracted." You have to learn how to play around it while a game is in progress; Dredge isn't a deck you can pick up and expect to do well with it in a meta dripping with hate. You're expected to win game one - but the real test comes in weathering the storm games two and three.

    1. Tight play.
    2. A very good sideboard plan.
    3. A working knowledge of your opponent's hand and deck.
    4. Note how aggressive your opponent's mulligans are. This is a good indicator they are either looking for hate. If they decided to bring in only a few cards like S.E., chances are they are going to try and settle on a strong six than a weaker seven. Follow through and play around Extraction - always naming Snapcaster Mage against Snapcaster.deck. Chances are they will fire off an Extraction in response to your Therapy if you have a card worthwhile in your graveyard. If not, take the card that will give them the most value out of it and ensure their one strike is sub-optimal as best as you can.

    Also, Unmask isn't a bad card, and in the sideboard I can see its value. However you have to remember you're running a lower Black count (I'm assuming) and you need to be able to feed cards to Ichorid in the process. Unmask kind of depletes the optimal value of Ichorid and forces you to play a higher Black count. Learning how to play Cabal Therapy properly is ideally where you might want to be.

    With Breakthrough, Looting, L.E.D., Firestorm, and Putrid Imps, this deck can just go balls whenever it wants now. I just ran my sixty-one on MWS for the last two hours against some very competent opponents - each with Cages, Extractions, etc, and didn't miss a beat.

    My best advice is to have a very powerful sideboarding strategy and you'll do just fine.

  5. #2965

    Re: [DTB] Dredge

    Alright, just came home from a small Legacy side event at a prerelease.

    As 53 people attended the prerelease there was no room left for the Legacy event at first, so we spent two hours playtesting a bit until finally enough people from the PR had dropped.

    This is the list I played:

    4 City of Brass
    4 Gemstone Mine
    4 Cephalid Coliseum
    2 Undiscovered Paradise
    1 tarnished Citadel

    4 Golgari Grave-Troll
    4 Stinkweed Imp
    2 Golgari Thug
    1 Darkblast

    4 Putrid Imp
    4 Tireless Tribe
    4 Careful Study
    4 Breakthrough

    4 Narcomoeba
    4 Bridge From Below
    4 Cabal Therapy
    3 Ichorid
    2 Dread Return
    1 Iona, Shield of Emeria

    SB:
    4 Chain of Vapor
    4 Firestorm
    3 Ancient Grudge
    1 Wispmare
    1 Sadistic Hypnotist
    1 Coffin Purge
    1 Leyline of the Void

    Pretty standard list. While scouting I saw Reanimator, TES and two Burn decks which made me run the maindeck Iona. In an unknown metgame I would have gone -1 DR, -1 Iona, +1 Thug, +1 Ichorid
    The Chains in the Board over Claim because of Reanimator. Grudge and Firestorm are standard. Wispmare is the 5th out to Leyline of the Void which can also be DRed against annoying Enchantments. Hypnotist for Combo, Leyline for the bluff against Reanimator and the mirror and the Purge was the filler.

    In testing before the tournament I played against Punishing Maverick twice. He talks about how badly he's going to crush me with his two maindecked Oozes, his maindeck Bojuka Bog and his two Tormods Crypt along with 4 E.Tutor out of the board.

    Match 1:
    Game 1: He's on the play and I easily go off on turn 2 and win from there.

    Game 2: I mull to 5 and he has E.Tutor for Crypt in turn 1 followed by KotR on turn 3. I lose.

    Game 3: At some point I Grudge a Crypt and follow up by Firestorming away Dryad Arbor, a KotR and some other dude, which wins me the game in the end.

    Match 2:
    Game 1: I don't remember anthing but that I easily win.

    Game 2: I Therapy his Ooze away on turn 1 and win pretty easily from there.

    Boading in both matches: +3 Grudge, +4 Firestorm, -1 PImp, -1 Tribe, -1 Ichorid, -1 Thug, -1 DR, -1 Iona, -1 something

    The tournament (only three rounds because of the big prerelease, but hey. Better than nothing).

    Round 1: vs T2 Budget White Weenie
    Game 1&2: Well, he plays a budget T2 deck and I have to explain to him how my deck actually works (damn, this is the hardest thing in the world actually). Easy 2-0.

    Round 2: vs Reanimator
    Game 1: I win the roll and keep my 7: City of Brass, Tireless Tribe, GGT, Breakthrough and some blanks. He mulls to 6 I think and I'm able to resolve the Tribe turn one. He goes USea, Careful Study discarding Jin-Gitaxias and Elesh Norn. I Dredge the troll in my draw step and hit a Moeba. I discard a CT, flashback it naming Daze, and after seeing that he didn't have any permission (but the turn 2 Animate Dead) in his hand, I Breakthrough and flip enough CTs to rip his hand apart and Iona on Black makes him scoop.

    Sideboarding: -2 Ichorid, -1 Darkblast, -1 Breakthrough, -1 Tarnished Citadel, -1 something, +1 Leyline, +4 Chain, +1 Purge
    I show him the Leyline.

    Game 2: We both take a mulligan and I keep an good hand of two lands, Chain, two Trolls and PImp. He goes USea pass, I resolve the discard Dork. On his next turn he goes for Entomb (Elesh Norn) and passes. I discard one GGT and he Surgical Extracts it (WTH, grave hate in Reanimator). I draw a Stinkweed Imp from the top and pass the turn after attacking. He seems to flood out and doesn't really want to go for the Exhumes in his hand as long as he ddn't have any counters for the Chain in my hand, so he passes and I can restart my engine. I start amassing a small army while he's stuck with two Exhumes in his hand and by the time he has the counter backup for the Chain, I already have an Iona in my yard. He goes for Exhume on Elesh, but my 5/5 Iona can take it home.
    After the match I see that he indeed boarded in all his Echoing Truths. Bluffing with the singleton Leyline is cool.

    Round 3: vs Past in Flames Storm
    Game 1: I'm happy about winning the die roll, but I end up mulliganing to 4 and he goes kills me on turn 2.

    Sideboarding: -1 Ichorid, +1 Sadistic Hypnotist

    Game 2: He goes down to 4 while I keep my 6 (Careful Study, Darkblast, GGT, Coliseum, two gold lands). I Carefully Study discarding GGT and Thug while he goes turn 1 Ponder. I Dredge for a while and when I darkblast his turn two Dark Confidant, he realizes that he won't recover from the mulligans and scoops.

    Game 3: He mulls down to five while I keep the stone cold nuts: Cephalid Coliseum, gold land, 2 Careful Study, Breakthrough, two Dredgers. He doesn't assemble the combo in his first two turns, so he just loses to my 15 Zombies and Sadistic Hypnotist.


    3-0 (6-1) in the end, which means first place. I was able to demonstrate how Dredge can win some of the hardest matchups, which is a pretty good thing after all. I did well in the last tournament I'm probably going to play without LEDs for a pretty long time.

  6. #2966

    Re: [DTB] Dredge

    Quote Originally Posted by cuthbertthecat View Post
    I'm curious as to why this deck doesn't use entomb. I've been testing with it lately over additional discard outlets, the 4th ichorid, and a dredger, and it's been working great. It can act as a discard outlet for dredger heavy or breakthrough/cephalid hands by searching phantasmagorian, it can tutor for a dredger, it can tutor for a dread return/dr target/narco/bridge/ichorid/therapy if your hand was discard outlet, dredger, cephalid and you don't have a chance to cast it before turn 3 and you didn't dredge something to let you win, it lets you turn 1 therapy, turn 2 entomb narcomoeba, flashback therapy against combo, it makes mulligans less bad where discard outlets can make dredger-less mulligans unkeepable, the list goes on.
    I believe that this has already been considered somewhere in this thread, but I'll try to provide my two-cents' worth for why Entomb isn't currently being used:
    • Obviously, it does nothing from the graveyard.
    • The only spells that you want to be hard-casting in Dredge are Draw Spells and reliable discards outlets (with the exception of a Cabal Therapy whenever necessary).

    Yes, Entomb does provide Dredge with access to a few tricks and some additional consistency, but unfortunately, the benefits seem underwhelming compared to the other options available (e.g. Breakthrough, Careful Study, Putrid Imp, and more recently, Faithless Looting).

    Kind Regards,
    jares

  7. #2967

    Re: [DTB] Dredge

    Quote Originally Posted by Izor View Post
    3-0 (6-1) in the end, which means first place. I was able to demonstrate how Dredge can win some of the hardest matchups, which is a pretty good thing after all. I did well in the laxt tournament I'm probably going to play without LEDs for a pretty long time.
    Good to see someone still going LEDless. Have you had any considerations for how you would incorporate Faithless Looting?

    It's also good to see that we pretty much have the same MD for an unknown meta, the only difference being the 2 Undiscovered Paradise, as I use 2 more Tarnished Citadel.

    Kind Regards,
    jares

  8. #2968

    Re: [DTB] Dredge

    Quote Originally Posted by Izor View Post
    Game 2: He goes down to 4 while I keep my 6 (Careful Study, Darkblast, GGT, Coliseum, two gold lands). I Carefully Study discarding GGT and Thug while he goes turn 1 Ponder. I Dredge for a while and when I darkblast his turn two Dark Confidant, he realizes that he won't recover from the mulligans and scoops.

    Game 3: He mulls down to five while I keep the stone cold nuts: Cephalid Coliseum, gold land, 2 Careful Study, Breakthrough, two Dredgers. He doesn't assemble the combo in his first two turns, so he just loses to my 15 Zombies and Sadistic Hypnotist.
    bad player obv. ...you keep any reasonable hands (which Dark Confidant exactly is not) he also boarded you discard I guess you can't mulligan to 4/5 and expect to win against Dredge...

  9. #2969

    Re: [DTB] Dredge

    Quote Originally Posted by jares View Post
    I believe that this has already been considered somewhere in this thread, but I'll try to provide my two-cents' worth for why Entomb isn't currently being used:
    • Obviously, it does nothing from the graveyard.
    • The only spells that you want to be hard-casting in Dredge are Draw Spells and reliable discards outlets (with the exception of a Cabal Therapy whenever necessary).

    Yes, Entomb does provide Dredge with access to a few tricks and some additional consistency, but unfortunately, the benefits seem underwhelming compared to the other options available (e.g. Breakthrough, Careful Study, Putrid Imp, and more recently, Faithless Looting).

    Kind Regards,
    jares
    Those points are all fine and valid, but I see lists playing tireless tribe. It also does nothing from the graveyard, it's as reliable a discard outlet as entomb for phantasmagorian, unless the game goes long and you don't see any additional dredgers. The list I've been testing with also plays careful study, breakthrough, and putrid imp, although it doesn't run looting yet. That may well take the place of the entomb slot, but with the release of looting, entomb has a draw spell to find as well.

  10. #2970
    bruizar
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    Re: [DTB] Dredge

    Quote Originally Posted by cuthbertthecat View Post
    Those points are all fine and valid, but I see lists playing tireless tribe. It also does nothing from the graveyard, it's as reliable a discard outlet as entomb for phantasmagorian, unless the game goes long and you don't see any additional dredgers. The list I've been testing with also plays careful study, breakthrough, and putrid imp, although it doesn't run looting yet. That may well take the place of the entomb slot, but with the release of looting, entomb has a draw spell to find as well.
    Can I see a list running Entomb? I'm pretty curious to see how it looks. Entomb can get Vengeful Pharaoh in response to Reanimate on Iona, which I think is a game winning play. I tested Vengeful Pharaoh with Entomb/Life from the Loam in landstill before, and I can tell you this card does not disappoint.

  11. #2971

    Re: [DTB] Dredge

    Quote Originally Posted by bruizar View Post
    Can I see a list running Entomb? I'm pretty curious to see how it looks. Entomb can get Vengeful Pharaoh in response to Reanimate on Iona, which I think is a game winning play. I tested Vengeful Pharaoh with Entomb/Life from the Loam in landstill before, and I can tell you this card does not disappoint.
    This is what I've been testing:

    4 Entomb
    1 Phantasmagorian
    4 Golgari Grave-Troll
    4 Stinkweed Imp
    2 Golgari Thug
    4 Bridge from Below
    4 Cabal Therapy
    4 Narcomoeba
    3 Dread Return
    4 Putrid Imp
    4 Breakthrough
    3 Careful Study
    3 Ichorid
    1 Flame-Kin Zealot
    1 River Kelpie
    1 Woodfall Primus
    1 Iona, Shield of Emeria
    4 Cephalid Coliseum
    4 City of Brass
    4 Gemstone Mine

    I'm not sure if it's running too many dread return targets, but it's been working out great. Changes from my previous list are -1 careful study, -1 golgari thug, -1 ichorid, -2 tireless tribe, +4 entomb,+1 phantasmogorian. I do like the idea of vengeful pharoah, I'm gonna try to find a slot to cut for it and test it out.

  12. #2972
    Lets be freaks...
    NecroYawgmoth's Avatar
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    Re: [DTB] Dredge

    Last big tourney here before Cage is legal, so I finetuned my list, and played in the Iserlohn event today. Played good, was all positive about Dredge, and finished to a 5-1 to the 3rd place and got a Savannah.


    Manaless Firestorm by Team Screw Attack


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

    Graveyard Goodies
    4 Bridge from Below
    4 Narcomoeba
    4 Nether Shadow
    3 Ichorid
    3 Phantasmagorian

    other stuff
    4 Firestorm
    4 Street Wraith
    4 Cabal Therapy
    3 Dread Return
    2 Sphinx of Lost Truths
    1 Angel of Despair

    Lands
    4 City of Brass
    4 Gemstone Mine
    2 Tarnished Citadel
    1 Undiscovered Paradise

    //////

    4 Nature's Claim
    3 Purify the Grave
    2 Ancient Grudge
    1 Ray of Revelation
    2 Elesh Norn, Grand Cenobite
    1 Iona, Shield of Emeria
    1 Sadistic Hypnotist
    1 Blightsteel Colossus


    This deck plays like Manaless and don't need the lands... It needs the lands only to play Firestorm/Darkblast [if needed], or hardcast Therapy. The main reason to play lands were A) Firestorm is fucking Awesome! b) Have sideboardoptions against stupid stuff like Leyline.

    I cut all to the lowest number I could imagine from the graveyard goodies to get more room for everything else. I wanted 11 Lands because of statistic. The 1 Paradise was there because I only had 1 at these point [have 4 now], the 13 Dredgers were there to achieve maximum constance 4/4/4 but still don't wanted to lose the Darkblast-utility. As less Interaction as possible so no BT or WoC or fancy stuff, just 3 DRs and 2 Sphinxes to freak out, or to DR multiple Angels. Angel is in the main to not scoop against random jank like Ghostly Prison or whatever stupid cards your opponents bring G1. [You never know]

    I decided in the last minute to play a 3rd Purify and cut a Grudge, because Grudge is old and trashy... only would board it again Stoneblade or Affinity if I find the space... Well I was right, Grudge was the most useless card in the 75 [besides Iona & Hypnotist because I didn't face combo]. My last 2 Slots were that random Ray against Enchantress / stupid Enchantment / Plague MUs, and a Colossus in case someone wants to mill me. I really don't wanted a 3rd Grudge or 1 more DR target. Eleshs were against Dredge mainly, and Iona / Hypnotist against combo. [Takes less space than 3 Leyline and 4 Winds of Change, I needed the space for Purify]



    Report:

    Round 1 against Canadian

    G1: I had a slow start with Thug [no StreetWraithes] and he got an early Delver paired up with a Tarmogoyf. I just Therapied and baited his counters away. I couldn't get much business, because I was only toying around with 2 Shadows and 1 Ichorid. I had 5 life when he had 0 handcards and 4 lands. His board was 1 big Tarmy, 1 flipped and 1 unflipped Delver. I DRed a Sphinx, and found 3 Bridges and 2 Moebas, with the 3rd draw I dredged Darkblast. I DRed Angel with Sphinx and 2 Moebas [gaining 9 Tokens] to kill his Goyf, therapied my Angel calling whatever, DRed it again to kill Delver and darkblasted the other Delver. My board was a bounch of Zombies, and an Angel, his board was empty -> GG

    G2: I started with DDDing a Phantasmagorian because I opened no Dredger. I never found a Dredger and got killed in a slow way.

    G3: He extracted my Moebas and my Shadows early, and I haven't found a Purify to prevent that. He beats me with 2 Mongeese, and played his hand empty to reach Threshold. I just stalled with 1 Ichorid and 1 Bridge but my life went lower and lower. At 9 life he draws his card for the turn, and played a Delver. I know that he has only 1 handcard now, which is FoW. I decided not to block this Turn, because I need my Token. In my Turn I returned the Ichorid, hardcast a Thug in my Turn, and could finally savely DR an Elesh Norn, because he couldn't counter it. Leaving me with 1 Elesh and 2 Zombies VS his 2 1/1 mongeese. He flipped the top card of his library and scooped.


    Round 2 against Stoneblade.

    G1: Quick start with big Dredges and Street Wraith, Phantasma / Shadow synergy and Cabal Therapying and hitting always. Quickly generated Zombie tokens and won. [ He had an Elspeth on turn 4 but I killed it]

    G2: 2x Purify the Grave prevents evil Snapcaster / Extraction blabla. On turn 5 he had Elsepth, Clique and Snapcaster. I firestormed his board and won the turn afterwards.


    Round 3 against Stiflenaught

    G1: He opened with Seat of Synod and Brainstormed at the end of my turn. He played a factory and passed the turn. I did massive Street Wraith / Sphinx action and wanted to Therapy him, but he immediately scooped. I don't know what he was playing, and thought it was Affinity at this point.

    G2: I saw that he was boarding 7 cards, so I expected a lot of hate. I boarded in Claims to be sure and Grudges because I put him on Affinity. He got an early Crypt combined with an early welder, which kinda spelled GG. I hardcasted and Therapied all I could to get infos about his boardings and saw a REB and Firespout. i also saw Torpor Orbs, Dreadnaughts and stuff and know which deck he was now. I finally lost due to Lavamancer and Bolts and the recuring Crypt.

    G3: Lost due to a Ravenous Trap after an eot Phantasmagorian activation. I never recovered from that because I didn't expected that. I thought he had 2 Blasts, 3 Firespouts and 2 Crypts, turned out it were 1 Blast, 2 Spout, 2 Crypt and 2 Trap.


    Round 4 against Dragon Stompy

    G1: I was happy to see that Deck again, because it was a long played Pet-deck from me, and I know exactly how both decks work [I wrote the DS-Primer here for example]. He played a lot of unimpressive screwpieces and I killed him with Ichorids and Shadows which produce more and more tokens.

    G2: Same as game 1.


    Round 5 against the Gate

    G1: He started and Thoughtseized me, hitting my Firestorm. He found a 2nd land, but never saw the 3rd one. Sphinx-drawing, Therapyraping, Zobieaction, GG.

    G2: The first opponent who says: "You start." Yeah, really... It seems like people see Lands in Dredge and think like: "Ok, I can still start G2, he isn't Manaless" Absolutely fantastic. He mulled to 6. I opened with City -> Therapy, targeting him and calling Extirpate. I hit. He played Swamp go, and was screwed for several turns. I played Citadels, Cities, Mines, etc. and Hardcasted Therapies, Shadows, and stuff to fill my board and kill his hand. At 9 life [I did all the damage due to hardcasting stuff] he found his 2nd land. I Firestormed 3 of my creatures end of his turn, discarding 2 Bridges and a DR to create 6 Zombie Tokens which killed him.


    Round 6 against Show & Tell / Painter

    G1: He got a fast Painer/Stone and killed me.

    G2: Very long game. I therapied and annoyed him, and Dredged my Blightsteel Colossus during the first 2 Dredges, he saws it and knew that he can't kill me with paintercombo without a piece of Colossus hate. He S&Ted an Emrakul 1 Turn later, Me S&Ted an Ichorid to generate a token, this would allow me to have 3 Creatures in my turn. Okay... I had 3 creatures and must find my Angel of Despair now. DRing Sphinx... resolves... I dredged a bounch of cards, but no Angel. Therapied my Sphinx, calling myself GGT because he had 0 handcards. DRed Sphinx again. Dredged all but ~6 cards. No Angel... damn. At least I found my other 3 Bridges. I played a Land, and DRed Elesh Norn. [I boarded her because I wanted to DR her in case I coudn't kill him if he Paintercomboes my library except Blightsteel, and the Ichorid / Moeba / Shadowdamage wouldn't be enough.] His turn. He drew a Trinket Mage and played him. Trinket Mage found a Crypt and died to Elesh Norn. Crypt blew my graveyard up. Then he Annihilatored me 2 lands and 4 Zombie Tokens leaving my board with Elesh Norn and 5 Zombies. He had an 0/1 painter and a tapped Emrakul. Just enough damage to kill him. Phew.

    G3: He started and I opened a hand with Blightsteel. I thought damn, but I couldn't mulligan. Maybe I find a Gorian to discard it before he can combo. I DDDed a GGT and Street Wraithed at the end of his Turn. I found 2 Moebas and a Shadow which couldn't trigger yet. His Turn. He played S&T. Showing me Emrakul. I showed him Blighsteel Colossus [How awesome is that? ]. End of his turn I used Phantasmagorian to dump 2 Ichoirds. In my turn I revived 2 Ichorids and 2 Shadows. I attacked with the Shadows, Ichorids and Blightsteel. Emrakul was forced to Block Blightsteel Colossus and shrinked down to 4/4. My Ichorids died EOT to create 2 Zombie Tokens. Emrakul attacked. I annhilatored a Land, 2 Tokens, 2 Shadows and a Moeba and said my other Moeba blocks him. [gaining 4 tokens, in the progress] He scooped. Blightsteel Colossus FTW!



    All in all I was very happy with the performance and I really like my current 60 cards. I was unsatisfied with Grudges. I can't say what the future brings for this build but I think I will stop to play non-LED Dredge for the next 3 month because I don't want to play this build in a cage-overyhped meta. I hope you had fun with this little bit different Dredge list.

    Excuse me if there are many grammar errors, but I am very tired and I am going to sleep now, just wanted to write that report before I forget everything.
    Quote Originally Posted by Tacosnape View Post
    Kenjawn, Mutator of Cells
    :16: - (See, now Erratic Explosion's a deck)
    Legendary Creature - Horror
    Haste, Hexproof, Double Strike, Trample
    Kenjawn, Mutator of Cells is indestructible.
    Permanents you control can't be sacrificed or copied.
    Whenever Kenjawn, Mutator of Cells attacks, defending player gets liver cancer (This effect doesn't end at end of turn.)
    13/13

  13. #2973
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    igri_is_a_bk's Avatar
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    Re: [DTB] Dredge

    The only time I can imagine Entomb being useful is when it fetches a reanimate dude. But then you should be asking yourself if you're playing the right deck. If you want to bring back a fattie to win all the time, look elsewhere.

    We run up to 12 dredgers because we want one in our opening hand. Entomb into GGT is strictly worse than Careful Study, Breakthrough, PImp, Tribe, or Looting into GGT. That's why we don't use it.

  14. #2974

    Re: [DTB] Dredge

    Quote Originally Posted by igri_is_a_bk View Post
    The only time I can imagine Entomb being useful is when it fetches a reanimate dude. But then you should be asking yourself if you're playing the right deck. If you want to bring back a fattie to win all the time, look elsewhere.

    We run up to 12 dredgers because we want one in our opening hand. Entomb into GGT is strictly worse than Careful Study, Breakthrough, PImp, Tribe, or Looting into GGT. That's why we don't use it.
    It lets you choose your dredger, searches for therapy/narcomoeba to flashback, and is far better on a low mulligan than additional discard outlets. It's slightly worse against countermagic than a naturally drawn dredger, but most people assume you're on reanimator if you cast an entomb and will wait to counter the reanimation spell for some reason. Also, 11 dredgers with 4 entomb increases your chances further to open with a dredger.

  15. #2975
    bruizar
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    Re: [DTB] Dredge

    Quote Originally Posted by igri_is_a_bk View Post
    The only time I can imagine Entomb being useful is when it fetches a reanimate dude. But then you should be asking yourself if you're playing the right deck. If you want to bring back a fattie to win all the time, look elsewhere.

    We run up to 12 dredgers because we want one in our opening hand. Entomb into GGT is strictly worse than Careful Study, Breakthrough, PImp, Tribe, or Looting into GGT. That's why we don't use it.
    I don't think you want dredgers in your hand. I think you want them in your graveyard.

    If you run Entomb, you don't need Putrid Imp for discard because you have Phantasmagorian. The extra body helps, but:
    1. entomb increases the amount of dredgers by 4 serving as a virtual-dredger. It will always get a GGT.
    2. It increases the number of Dread Returns in your deck. For the cost of 1 mana, you can get access to your dread return (which is only a 2 off).
    3. If you have your dread return, but not your target, you can reliably get a one-off Iona in your graveyard.
    4. I would like to know if Narcomoeba can be put into play by casting Entomb on it. I think it works but I'd need to verify it with a judge.
    5. Though I'm not sure how relevant it is going to be, you can also flashback a faithless looting.
    6. It also improves your sideboard hate, namely, ancient grudge (Grafdigger ).
    7. It can ensure you get a Bridge from Below
    8. It can ensure you get your third creature for dread return


    Please explain to me why all of these benefits don't outweigh against Putrid Imp, which's only advantage over Entomb is the fact that its a discard outlet and a creature in one, and the fact that ichorid can eat it.

  16. #2976
    Gang leader of the Squirtle Squad
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    Re: [DTB] Dredge

    @NecroYawg:
    Again, good job.
    As long as some players show that skill and a decent decklist make dredge a top contender I do not loose faith in the deck; regardless how much muppets think they can durdle around with graveyard triggers without actually knowing how to play their deck.
    Like that Purify a lot btw.
    Greetings!
    In response...Hypothek!

  17. #2977

    Re: [DTB] Dredge

    Quote Originally Posted by bruizar View Post
    I don't think you want dredgers in your hand. I think you want them in your graveyard.

    If you run Entomb, you don't need Putrid Imp for discard because you have Phantasmagorian. The extra body helps, but:
    1. entomb increases the amount of dredgers by 4 serving as a virtual-dredger. It will always get a GGT.
    2. It increases the number of Dread Returns in your deck. For the cost of 1 mana, you can get access to your dread return (which is only a 2 off).
    3. If you have your dread return, but not your target, you can reliably get a one-off Iona in your graveyard.
    4. I would like to know if Narcomoeba can be put into play by casting Entomb on it. I think it works but I'd need to verify it with a judge.
    5. Though I'm not sure how relevant it is going to be, you can also flashback a faithless looting.
    6. It also improves your sideboard hate, namely, ancient grudge (Grafdigger ).
    7. It can ensure you get a Bridge from Below
    8. It can ensure you get your third creature for dread return


    Please explain to me why all of these benefits don't outweigh against Putrid Imp, which's only advantage over Entomb is the fact that its a discard outlet and a creature in one, and the fact that ichorid can eat it.
    Putrid Imp gives you a recursive ability in being able to continue chaining dredgers in the event you brick on hitting another off your first. However inconsequential it may seem, you need that body to allow to Ichorid to return to play. The deck is actually rather light as it is on dredgers, so you don't want to jeopardize that incredibly important aspect of the deck.

    You'd look awfully foolish Entombing for a dredger, dredging, and then bricking on another one.

    The Dredge ability is in itself a marginal 'tutor' because you're virtually able to play every card that gets knocked off the top of your deck. Entomb does nothing more powerful than any of the other enablers in the deck are capable of doing and provides little to no explosiveness in and of itself. It's a cute trick, but it really does nothing but improve consistency marginally - and I do mean marginally - and even then it doesn't really do anything else besides that.

    The only thing I would even remotely consider Entomb for is for finding a Dread Return target in the event you need one, but if you're tapping one mana to cast something in this deck, make it worth your while. Putrid Imp is better for its recursive element and redundancy built into it. Not only that, but it gets those extra cards into your graveyard turn two so you can enable a busted Breakthrough or Coliseum activation - a huge aspect of the deck and something Entomb most certainly cannot do. It's really a no-brainer.

    Please explain to me why all of these benefits don't outweigh against Putrid Imp, which's only advantage over Entomb is the fact that its a discard outlet and a creature in one, and the fact that ichorid can eat it.
    You did it already for us.

  18. #2978

    Re: [DTB] Dredge

    Quote Originally Posted by bruizar View Post
    I don't think you want dredgers in your hand. I think you want them in your graveyard.

    If you run Entomb, you don't need Putrid Imp for discard because you have Phantasmagorian. The extra body helps, but:
    1. entomb increases the amount of dredgers by 4 serving as a virtual-dredger. It will always get a GGT.
    2. It increases the number of Dread Returns in your deck. For the cost of 1 mana, you can get access to your dread return (which is only a 2 off).
    3. If you have your dread return, but not your target, you can reliably get a one-off Iona in your graveyard.
    4. I would like to know if Narcomoeba can be put into play by casting Entomb on it. I think it works but I'd need to verify it with a judge.
    5. Though I'm not sure how relevant it is going to be, you can also flashback a faithless looting.
    6. It also improves your sideboard hate, namely, ancient grudge (Grafdigger ).
    7. It can ensure you get a Bridge from Below
    8. It can ensure you get your third creature for dread return


    Please explain to me why all of these benefits don't outweigh against Putrid Imp, which's only advantage over Entomb is the fact that its a discard outlet and a creature in one, and the fact that ichorid can eat it.
    The narcomoeba with entomb trick does work. Narcomoeba triggers whenever it is sent from your library to the graveyard, which entomb does. In regards to entomb, I'm merely suggesting it as a way to shave the additional discard outlets that this deck sometimes plays that do nothing in the yard and are bad on a mulligan with no dredgers, also increasing the number of virtual dredgers while offering a good plan b toolbox plan. Imp is still better than entomb because you need some sort of consistent discard outlet for when dredgers are drawn without a careful study/mulligan on the draw/being on the play/last ditch breakthrough, Imp happens to feed Ichorid so it makes the cut.

  19. #2979
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    Re: [DTB] Dredge

    Quote Originally Posted by NecroYawgmoth View Post
    List and report.
    Nice job Yawg.

    Quote Originally Posted by bruizar View Post
    I don't think you want dredgers in your hand.
    Someone should sig that.

    Quote Originally Posted by cuthbertthecat View Post
    It lets you choose your dredger, searches for therapy/narcomoeba to flashback, and is far better on a low mulligan than additional discard outlets. It's slightly worse against countermagic than a naturally drawn dredger, but most people assume you're on reanimator if you cast an entomb and will wait to counter the reanimation spell for some reason. Also, 11 dredgers with 4 entomb increases your chances further to open with a dredger.
    Okay, so you're saying it's GGT 5-8 for B. That's decent and probably the most typical use it would have. But, you shouldn't be cutting dredgers and Ichorid for it. You should be cutting spells. That's the slots it would fill: draw cards and (permanent or multiple) discards.

    And you say it's worse against counters... If they don't play some sort of counter, we'll just blow them out as we do now. Why change into something that doesn't actually help our limited problems game one?

    Why play a single entomb before the best 12 dredgers and 4 Ichorid?

  20. #2980

    Re: [DTB] Dredge

    Quote Originally Posted by igri_is_a_bk View Post
    Nice job Yawg.



    Someone should sig that.



    Okay, so you're saying it's GGT 5-8 for B. That's decent and probably the most typical use it would have. But, you shouldn't be cutting dredgers and Ichorid for it. You should be cutting spells. That's the slots it would fill: draw cards and (permanent or multiple) discards.

    And you say it's worse against counters... If they don't play some sort of counter, we'll just blow them out as we do now. Why change into something that doesn't actually help our limited problems game one?

    Why play a single entomb before the best 12 dredgers and 4 Ichorid?
    The best reason to play entomb is mulligans. Whenever I play this deck, I mull to 5 or lower at least three times throughout the tournament, if not lower and more often. In these hands, it is very unlikely to draw a discard outlet and a dredger, making having one but not the other mediocre. However, entomb is a great card to have in such hands. I'm not stating that it's a staple for this deck by any means, just something worth testing that allows you to toolbox out the deck more and mulligan smoother.

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