I've put in more than my fair share of testing with dredge in all of its incarnations and I haven't seen anything that would lead me to believe Phantasmagorian is slower in regards to your fundamental turn, altho' DDDing game 1 obviously gives them first mover advantage and it can seem like that.
We're pretty much already cold to Storm, it doesn't matter how much you try they are comming out on top in the match up. I think it's more important just to be unshakably good at the match ups where we just refuse to play Magic and roll them unfairly.
LED dredge is not cold to storm. It is a much closer match than you may think. However giving a storm player a free turn by DDDing will leave you cold to those decks I suppose.
Also, firestorm is not currently being played because it is an uncounterable discard outlet(that is just an added perk). It is being played because of the creatures in the meta: delver, Lavamancer, stoneforge mystic. Also, because of the decks being played right now like maverick and affinity. All these creatures are cheap, powerful, and small enough to get eaten by firestorm. With gofy being played less and less, knight reliquary is the biggest creature we usually face.
I honestly wasn't arguing for Putrid Imp, or for any card for that matter. But it seems to me that we'll be going in circles if we continue this way, as I've found none of what has been discussed so far to be conclusive. It's difficult to progress with an evaluation of things if statements are being thrown around without backing it up with sound reasoning.
Maybe a head-to-head comparison will help, as it would allow us to compare the two cards side by side:
- Discarding > PImp: one at a time; Phant: three at a time. Edge: PImp.
- Ichorid Fodder > Edge: Draw (PImp might actually have the slight edge, as it's much easier to decide to exile a PImp rather than a Phant. Seems negligible though).
- Warm Body for DR/Therapy Fodder > PImp is a 1-CMC creature; Phant will require a DR to get into play. Edge: PImp.
- As a DR Target > PImp: 2/2 Flying; Phant: 6/6. Edge: Phant.
- Dependencies > PImp: Land; Phant: discard phase (having 8 cards) or dredging it into the graveyard. Edge: Draw (both dependencies have advantages/disadvantages).
- Weakness > PImp: Counterspells, Wasteland; Phant: Discard Effects. Edge: Phant (because counterspells are much more common).
- Ability to deviate from the primary line of play > PImp: can always opt to DDD; Phant: will always have to DDD, unless a dependency on another discard outlet is established. Edge: PImp.
- Ability to choose to be "on-the-draw" or "on-the-play" > PImp: can choose either; Phant: will have to choose to be on the draw (not being on the draw essentially grants a timewalk for the opponent; note that your opponent will have control over these choices 50% of the time). Edge: PImp.
The comparisons above are based on the points that you've raised, and a few that I've previously noted. In summary, we have 2 draws, 2 in favor of Phant, and 4 in favor of PImp. I believe that these comparisons also need to be weighted, though, so this is, by no means, a reflection of whether or not PImp or Phant is better or worse - it just shows that PImp has the upper hand based on the number of considerations presented. Do let us know if there are any other considerations that may have been missed.
Kind Regards,
jares
I like that you pointed out that my 61st card might actually be the 4th Citadel... that actually made me think that I might be able to go down to 60 cards by cutting the Citadel (and putting-in the Darkblast). I'll try and test to see if that might make the list a bit more tight. I originally played the 16th land because I wanted to maximize being able to draw a Gold Land in my opening hand, given that I increased the number of cards that require a Gold Land by adding Faithless Looting (though the count was really just increased by 1). I also figured that increasing the land count could also help with possibly flashing-back a Faithless Looting in grind-out games, and so far, it's a side-effect has been surprisingly pleasant. Still, I might benefit more from tightening the list to 60 cards though.
Regarding DR in the main, I've become more and more comfortable with not having it there. I still find that I definitely need it in the SB for particular match-ups, specifically, in the match-ups where I'll be able to win instantly by bringing an FKZ or Iona (or any other DR target) into play. For reference, I used to have 2 DR (1 FKZ and 1 Sphinx) in the main, then it went down to 1 DR (no DR targets). Both these previous iterations have led me to relative success - the success of going DR-less in the main remains to be seen. I'll find out soon enough in the following weekend.
Cheers,
jares
It's relative, as far as i'm concerned Storm is one of the only archetypes that has a definitely positive game 1 vs Dredge regardless of whether or not you are on the play or on the draw, altho' obviously being on the draw decreases your win percentages vs Storm in favor of increasing it vs. u.dec and we both know which is a more relevant part of the metagame.
@Jares, I think the main problem is that there is way too much theory crafting about Dredge and not enough playing with it, the deck is very difficult to understand mechanically, more so than Storm, one of the cheapest decks to build and practically no one bothers to play post-board games with it. It pretty much leads to every one making play mistakes, the majority of players being scrubs and people getting caught up in discussing "power overwhelming" situations when they should be discussing how to play around card X with hand Y and graveyard state Z. There is so much more to Phantasmagorian and what it does for the deck than Putrid Imp, it's no where near as linear as that list you posted and I think it really shows how little the Extended Dredge crowd understands really subtle aspects of the deck like how the presence of Phantasmagorian in your deck - not in your hand - makes entire hands keepable that you'd have to mulligan otherwise and a ton of other stuff I don't have the time to explain.
It's not like I don't think Pimp/Tribe Dredge can't win, it's that I think it's game 1 win percentage is no where near as good as Phantasmagorian/LED vs. the field and the ability to play around Crypt is no where near as relevant now as it was then and I don't really want to get drawn into the whole "objective analysis of tournament data to prove empyrical certainties" because frankly I think those arguments are pretty inane.
I guess that, amidst all the arguments pointed out for and against PImp and Phant, and given that none of those arguments seem conclusive enough (even collectively) to answer for all other debatable points, we'll really just have to wait and see if any results would support the arguments that have been noted - at the end of the day, the results are what matter most, and the results won't lie.
For now, and until a deck that uses Phant reaches the top of the metagame, the burden of proof will be on Phant to show that it's the superior choice over PImp as a discard outlet for Dredge.
Cheers,
jares
P.S. I'm prompted to do some testing on Phant using the LEDless list I'm trying to build. Seems easy enough to swap Phant for PImp on that list.
Empirical data is pretty much gold, in my opinion. Empirical data is an experimented conclusion, what else could you ask for? The decks topped for a reason; while some could have been a fluke, it's tough to dismiss cards/strategies/mechanics that recur in builds that consistently place.. The only argument I see is, with the printing of Faithless Looting, dredge is in a current state of flux until we determine how to properly abuse it.
Matthew
Ok, after 2 pages of discussion, we've reached the same conclusion:
Putrid Imp vs Phantasmagorian -> Metagame dependant choice.
You'll look silly when you have to DDD, and your foe opens with turn 1 Delver, or turn 1 Wild Nacatl. You'll need 1~2 turns to setup, and that kitty/insect will rape your face. You need to go off as soon as possible.
Now, if your meta is pure Stoneblade, BUG Control, and other slow stuff, go for Phantasmagorian, it's safe and works.
Putrid Imp is actually nice against Storm. If you have an Imp + Cabal Therapy opening, you're in very good position (unless they go Ritual -> Ritual -> Ad Nauseam, ofc).
Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return
Something to add to the list, for future reference:
- Option to Mulligan > PImp: Allows mulliganning whenever necessary; Phant: every mulligan essentially counts as a timewalk. Edge: PImp.
- Note that it has been suggested that the presence of Phant in the deck may increase the "keepability" (for lack of a better word) of certain opening hands.
That makes the total count to be 2 draws, 2 Phant, and 5 PImp. Again, these considerations should probably be weighted. The other "intricacies" mentioned by Final Fortune might also be worth adding to the list (as soon as he's able to find the time).
Cheers,
jares
I'm really starting to hate Ooze.. Every Naya Fire deck runs at least one, coupled with four Green Sun's Zenith makes it a common occurrence game one. This is more than enough to tip the scale in their favor. I might take out one Golgari Thug for a Darkblast just to deal with Ooze.. though I feel like Darkblast is somewhat inadequate for this job.
Any ideas? and don't dare say he's not a threat. lol
Matthew
As someone who has been dominating with punishing maverick the last few months, I can sympathize with you. Although, I am opting to play led dredge at the open tomarrow since I feel like it is currently faster than their solutions (nor did it place last open so kinda under the radar.).
So for the past two months I have had my ichorids sleeved and been fine tuning a deck for a local tournament here in town. After some research and play testing I decided to run this list.
[4x] breakthrough
[4x] Faithless Looting
[4x] Lion's Eye Diamond
[4x] Putrid Imp
[4x] Ichorid
[4x] Narcomoeba
[4x] Golgari Grave-Troll
[4x] Stinkweed Imp
[3x] Golgari Thug
[4x] Bridge from Below
[4x] Cabal Therapy
[3x] Dread Return
[1x] Flame-Kin Zealot
[1x] Sun Titan
[4x] Gemstone Mine
[4x] City of Brass
[4x] Cephalid Coliseum
//Sideboard
[3x] Firestorm
[4x] Nature's Claim
[3x] coffin purge
[2x] Ancient Grudge
[1x] angle of despair
[1x] Iona, Shield of Emeria
[1x] elesh norn grand cenobite
I went 3-1 and ended up getting second place. My matches in order were against blue/black/white artifact control 2-1, elves combo 2-1, 43 land1-2 and white black green aggro control 2-1. I found in my local group here that surgical extraction wasn't being played much but I don't think I would swap out the purges. The elesh norn was mediocre to say the least and I never got him in. Looting + led was insane and I saw a list with careful study and looting but he didn't win a single game. I think cutting careful study is the right choice along with sun titan in the main.
The list is fine maindeck. But if you don't add 2 lands in sideboard (Tarnished Citadels) you won't be able to cast Firestorm nor Nature's Claim with success.
I'd make the sideboard like this:
3 Firestorm
3 Coffin Purge
4 Chain of Vapor/Nature's Claim
2 Ancient Grudge
2 Tarnished Citadel
1 Woodfall Primus/Iona
Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return
In addition i'd cut one coliseum in favour of undiscovered paradise or even citadel. Coliseum is an important card but we dont need too much blue mana as former version needed.
Anyone using the Gitaxian Probe as a draw effect?
I agree with the suggestion to add a few more Gold Lands to the mix; having just 8 makes it a little less likely for you to be able to hard-cast a Faithless Looting or a Putrid Imp. I'm not sure, though, if cutting a Cephalid Coliseum would be the best thing to do, as the card also interacts well with LED. I usually go with just 3x Ichorid whenever I have a DR package in tow, so that might be a slot worth considering.
Cheers,
jares
It has been tried before, but it's definitely sub-par VS. your other options for draw effects. The closest comparison to it would be Street Wraith, and even in that comparison it doesn't make the cut because of the following reasons:
- Street Wraith is still useful from the graveyard, while Gitaxian Probe will be a dead card in that scenario.
- Street Wraith also interacts with the lists that have diversified threats (e.g. Nether Shadow).
- As a creature, it also helps with the P/T of Troll.
- The Probe helps with Cabal Therapy, but that's really more of a "nice to have" rather than a tactical advantage - In fact, I prefer learning the metagame instead, and enjoying being able to hit an opponent with blind therapies, but that's just me
.
- Kindly note that even Street Wraith doesn't even make the cut in non-manaless builds.
I hope that helps.
Cheers,
jares
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