Not a single Nature's Claim or Chain of Vapor in the sideboard, either.
At this point everyone can pretty much throw their hands up in the air and accept the fact that there is no such thing as an "optimal" Dredge list. I mean, seriously - how many times have we all circle-jerked around the same set of cards only to see unorthodox, personalized lists just place higher and higher in big events? Sure, conventional lists do well, but this beats the hell out of me. Either 1,000 people didn't know how to beat Dredge, or 1 person knew how to beat 1,100 people.
I think we may have reached a point of regression where it is almost impossible to next-level the format with the same core group of cards. My verdict is and always has been the strength of the player dictates over the strength of the list - especially in games two and three. Hopefully, this proves my theory to at least some minimal degree. We might as well just run four dredgers at this point. That should be your ticket to a Grand Prix win.
Cutting a land for a Dredger is kind of funny, because they are both the only cards you need. It's like needing an extra arm, and making room for it by cutting a foot.
Also, honestly the reason why people can do well with unorthodox lists is that the difference in consistency is relatively minor: major changes may swing things by 10-15%, but minor changes are only a few percentage points. And just because it is possible to line up an 75% shot doesn't mean that everyone taking 70% shots will miss.
The problem is that one target helps the other. Griselbrand alone doesn't win me the game on the spot, and FKZ alone is a little situational. If I would play just 1 target and 2 DR, probably won't be neither FKZ or Grisel.
@Hollywood: If you are right, then it's a wonderful new to us, since the deck will 'reward' good players, even if their choices as deck builders were suboptimal.
@Anusien: I agree, cutting a land is against what I'm trying to fix here, any suggestion?
1121 players is quite a huge number, so I googled a bit. There was a tournament at 14th of July, which was the 4th one of this tournament series. In this tournament participated 19 players.
I think a raise of over 1000 players in one week is really unlikely. But I'll verify this :-).
Even if this one was a small tournament, congratulations :-).
GP Ghent 2012 - 37th out of 1,345
Bazaar of Moxen VI 2012 - Vintage - Winner out of 337
Maintal Legacy April 2012 - Top 8 out of 127
Bazaar of Moxen V 2011 - Legacy - Top 4 out of 633
Bazaar of Moxen V 2011 - Legacy last chance trial - Top 16 out of 146
GP Gothenburg 2010 Side Event Legacy - Top 16 out of 132
In my view, although nothing justifies a sub-optimal list, the main argument in favor of these that say their lists are good despite the general belief that it's not is that it's really impossible to teorycraft a optimal decklist.
You can get a best w/l ratio decklist through extensive testing, but I guess that the minority of the players are able to do extensive and conclusive tests with decklists.
If you fail to explain the reason behind your choice, technically, it's the wrong choice.
Zerk Thread -- Really, fun deck! ^^
GP Ghent 2012 - 37th out of 1,345
Bazaar of Moxen VI 2012 - Vintage - Winner out of 337
Maintal Legacy April 2012 - Top 8 out of 127
Bazaar of Moxen V 2011 - Legacy - Top 4 out of 633
Bazaar of Moxen V 2011 - Legacy last chance trial - Top 16 out of 146
GP Gothenburg 2010 Side Event Legacy - Top 16 out of 132
That's weird. Every site says "1121 Players". But, if it really was a 11 player tournament thanks for clarifying that. I'm sorry I didn't look up into it. I just checked 4 different sites and they all say the same number, although, weirdly, they only show the top4 decklists.
Only showing top4 decklists makes me quite sure it was just a 11 man event ;-)
The seven cardinal sins of Legacy:
1. Discuss the unbanning ofLand TaxEarthcraft.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).
The original site/post says 1121 and the other 3 just reference the original without asking questions, so. We can all be glad this horrible list didn't do well. 0)
I think it's indicative of the fact that you can tune the deck to your preference as a player. Personally, the only use I've ever found for Gristlebrand is feeding and Ichorid but other pilots I respect swear by him. I think some things have been resolved (play four trolls) but other things never will be. What I like the most about this thread (and the source in general) is that there don't seem to be a lot of strictly right answers, but there are certainly a lot of ideas brought up that I wouldn't have come up with alone.
In a sense, the problem tho' is mana sources are more important than dredgers game 2 when we have to cut LED and board in Ashen Ghoul, Tireless Tribe or Nature's Claim and support Faithless Looting and Cephalid Coliseum with just land activations. If we cut a dredger for a land, let's say the 12th Golgari Thug for the Xth Tarnished Citadel, we are replacing a hand with a foot MD but we're also closer to converging our MD and SB for game 2 and gaining SB space.
I think I like Quadlazer -1 Ichorid, -1 Golgari Thug for +2 Tarnished Citadels right now and the general SB plan of -4 LED for +3 Ashen Ghoul +1 Tarnished Citadel for the majority of my matches. SB is looking like, 4 LOTV, 3 Ghoul, 1 Citadel, 4 Chain, 3 Claim right now, which feels really good game 3 when I auto drop game 2 to LOTV/Cage because I can reliably draw into removal when it counts.
I agree with this. Lands are incredibly underrated in Dredge, which is why the Quadlazer list gets so much flack outside of Europe. Understandably, it can and has performed well, but you really need those gold lands to make things happen in the first two turns. Otherwise, you're looking at some really aggressive mulligans and awkward situations.
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