Here were my match-ups from this last Thursday:
Burn [W: 2-0]
Storm [L: 1-2]
Storm [W: 2-1]
U/w StoneBlade [W: 2-0]
Undercity Combo [W: 2-1]
Storm [L: 0-2]
My article this week will be covering Manaless a little more extensively, with my new list as well.
Also just picked up my third Beta Nether Shadow!
Congrats Hollywood. Sucks you came up against Storm so often.
Beating U/W Stoneblade must have been great! I've been pummelled by that deck often.
I haven't seen Undercity combo yet... Undercity Informer looks interesting, I'm curious how this matchup went.
Storm is almost non-existent around me, might have something to do with Legacy being an outrageously Blue format here.
Is Storm that common right now for you, or is it just bad luck?
Need... Hollywood's... New... Manaless... List...
Hope its a really HUGE change! That would give me something to toy around :)
I'm finally selling my LEDs to pickup duals for a new deck. I'm really loving how Manaless plays, and I've decided it will be the Dredge deck I'll be keeping. Honestly before building up the Manaless list I certainly thought it was the inferior, more linear, less challenging deck among the two Dredge variants. I was wrong... It fights through hate better, has quite a few options and is of course more consistent. Although the LED Dredge can be more explosive most of the time, I'd trade it for consistency any day.![]()
Hi everyone!
I'm new to Manaless Dredge, I play LedDredge since a lot of time instead. I'm really interested in this deck, because it's different, and it seems a lot fun and unfair. I tried it some dozens of times, but still I have some questions to ask, because I know that there's an answer, but I'm not able to identify it properly.
I quoted Sherko because he says all the things I would like to ask.. Can someone tell me why Manaless is more consistent than LedDredge, and, especially can someone tell me why Manaless fights better through hate?
I can understand that the threat density helps a lot against surgical effects, also I learned how to avoid DeathriteShaman, but what about Tormod's Crypt effects? Ok, you don't overcommit, but after the Crypt has been blown up how can you recover without any Careful Study/Faithless looting/Cephalid Coliseum? Please, explain me this, because I really can't imagine a scenario different from you go up to 8 and start discarding again.. So slow...
Also, I read that the deck is really fast... I tried it, and probably I am missing something, because the deck seems to me everything but fast! The only "accelerator" we have is Street Wraith, and if we don't have it in our first 8 we are pretty much dredging 1 card per turn until we hit a griselbrand.. Is that fast? Please, tell me what I'm missing!
That's all for now, I thank a lot anyone who would like to reply me, and I'm really sorry for the noob questions!
Bye :)
Manaless Dredge has a higher threat-density and more ways of recurring creatures onto the battlefield. It focuses primarily on a combo finish in conjunction with Dread Return as opposed to LED Dredge grinding games out. Speed is a big difference in this comparison, but what Manaless lacks in speed it definitely makes up for in consistency. It also avoids interaction - something that can be incredibly important in counter-heavy metas.
However, Manaless has a harder time fighting through varied types of hate like Grafdigger's Cage and Leyline of the Void. Conversely, it has a much easier time fighting through hate like Deathrite Shaman and Surgical Extraction with the multitude of threats the deck possesses and hate-dodging utility like Street Wraith and Phantasmagorian.
The deck can fight through Crypt with some relative ease. Some players will blow the Crypt too early and others will wait on it until they get the most value out of it. Either way, it's a one-time effect that can in some instances be hard to recover from. Otherwise, a simple discard will do the trick. Thorough testing and an understanding how to play around hate takes time and practice - two things you're going to need to succeed with this deck.I can understand that the threat density helps a lot against surgical effects, also I learned how to avoid DeathriteShaman, but what about Tormod's Crypt effects? Ok, you don't overcommit, but after the Crypt has been blown up how can you recover without any Careful Study/Faithless looting/Cephalid Coliseum? Please, explain me this, because I really can't imagine a scenario different from you go up to 8 and start discarding again.. So slow...
Also, I read that the deck is really fast... I tried it, and probably I am missing something, because the deck seems to me everything but fast! The only "accelerator" we have is Street Wraith, and if we don't have it in our first 8 we are pretty much dredging 1 card per turn until we hit a griselbrand.. Is that fast? Please, tell me what I'm missing!
That's all for now, I thank a lot anyone who would like to reply me, and I'm really sorry for the noob questions!
Bye :)
The deck got a bit of visibility on SCG the other day.
http://www.starcitygames.com/article...ss-Dredge.html
He talks about cutting the RS package from the board and adding 4x Chancellor of the Annex and the 4th Shambling Shell to the main. He accomplished this by cutting the Creature removal from the main as well as 1 of the Flayers.
It seems like the deck should have a much worse match up against Deathrite than he thinks it should while not drastically increasing his matchup against storm combo. When you consider that you're only going to open up a Chancellor 40%? of the time and every Mulligan is a time walk it seems inefficient.
Chancellor of the Annex isn't intended to win the Storm match up for you, it's intended to Time Walk you into your Unmask or Cabal Therapy, which should subsequently Time Walk you into Dread Return -> Chancellor of the Annex for the lock. Also Chancellor of the Annex is just generally good vs anything that can race us like Goblin Lackey, go or Elves.dec
@Hollywood
I think you really have to bite the bullet and cut the lands and the Reverent Silences from the SB in order to concentrate on improving your deck vs a specific match up, Storm or Show&Tell for example, instead of preparing for a card that nobody really plays anymore (Leyline of the Void) and doesn't protect us from every card that'd threaten to blow us out anyway (Grafdigger's Cage.)
We shouldn't fear the hate, we should just focus on improving our worst match ups vs other binary decks because Storm, Show&Tell and even to a lesser extent Reanimator are very winnable with the right SB.
Add full set of Probe md, Chancellor and maybe only one Iona.
You may also try Gilded Drake in sb but Angel of Despair seems more useful.
1 Flayer of the Hatebound
2 Griselbrand
1 Iona, Shield of Emeria
4 Chancellor of the Annex
4 Golgari Grave-Troll
4 Golgari Thug
4 Ichorid
4 Narcomoeba
4 Nether Shadow
4 Phantasmagorian
4 Shambling Shell
4 Stinkweed Imp
4 Street Wraith
44 creatures
4 Bridge from Below
4 Cabal Therapy
4 Dread Return
4 Gitaxian Probe
Hollywood in your opinion if i add speed with Probe can cut one Griselbrand ?
In the storm example, the opponent Gitaxian probes turn 1 seeing Mindbreak Trap and then walks right into the trap a turn later. This seems like bad play on the storm player's part - you suggest they used Ponder to find Ad Nauseum or mana, when perhaps they should have been searching for a silence or a discard spell. Maybe they're assuming that you're going to go off on the next turn, and the best shot at stopping them is to try and go off.
I'm not sure what you're trying to get across here. The scariest thing about Storm, in my experience, is that they can win in the first couple of turns, before manaless usually has been able to do much. Unless they have a turn 1 win, Storm generally wants to be casting a Ponder/Brainstorm type-card to set up for turn 2. Forcing them to blunt a Chancellor instead means they don't get a nicely set up turn 2, which probably means they can't win, and they spend turn 2 setting up for turn 3, so their first real shot at winning is turn 3. Turn 3 is the stage of the game where manaless also has a decent shot at doing broken things, so Chancellor alone can have a big impact on the game. Of course, sometimes (like in this example), they'll have enough mana and business spells to just go off.This is why Chancellor alone might not be worth it in this match-up. The Storm player can afford to pay a mana for their cards like Chrome Mox, Lotus Petal and Gitaxian Probe, but when they do and pass the turn you’re still discarding and waiting the next turn to try and kill them (or rip their hand apart). With Trap you can just wreck them with nothing else to worry about.
Trap can be dealt with via Duress and Silence, so you "nothing else to worry about" seems to be overstating things a bit.
Perhaps the point you were trying to make was that, in the example given, Chancellor wasn't enough to stop a turn 2 kill, but Mindbreak Trap alone would have more of an impact on the game. Perhaps, but perhaps not. Suppose you have Trap but not Chancellor. Turn 1 the opponent probably goes Probe->land->Ponder. Since they know you have trap, they are now searching for a discard spell or silence to knock out Trap before you go off (which is one more card and one more mana than Chancellor, but remember they got to cast Ponder turn 1.) We then discard Phantasmagorian. Turn 2, maybe the opponent's put together a solution for the Trap plus a kill. If not, they probably cast some setup spells. We then have a good shot at killing or massively disrupting them on our turn 2, but maybe they can brainstorm something relevant to the top and win on the next turn, if we aren't comboing them out.
Again, I'm not quite sure what you're getting across. Are you suggesting that Trap is the better card if you only have 4 sideboard slots for Storm (and, I guess, High Tide) in the board? That might be the case, but Chancellor can also be useful against other decks with powerful turn-1 plays (eg Goblins), which might be a reason to end up playing Chancellor over Trap if you have limited sideboard slots.There really is no contest between Force Spike and a big Mind Twist in this match-up, which for all intents and purposes is what Chancellor and Mindbreak Trap represent here. With Trap you’re depleting an opponent of their Storm buildup and knocking out their key spells when they’re cast. That’s huge and something that simply cannot be ignored.
Finally - with 4 Reverent Silence / 3 lands / 4 Mindbreak Trap / 4 Chancellor in the board, you're effectively going fearless against Grafdigger's cage. That might be a legit metagame call, but I wonder if 4 Nature's Claim might be better than 4 Reverent Silence. Reverent Silence is much better than Nature's Claim against Leyline of the Void/Rest in Peace (waiting a turn to cast Claim because your land has summoning sickness sucks), but is that enough to justify having nothing against Cage?
In case you missed the thread where I had posted the article, I explained that scenario. My opponent's hand was predicated on an all-in type of scenario. The point is to illustrate the strength of Trap's potential. It might seem like my opponent made a bad play, but the fact is they were legitimately screwed from the start with Ichorid, dredger, Street Wraith and Cabal Therapy. Your point is valid in that they thought I was going to go off the following turn - so it's either milk the Trap out of my hand and hope I jump the gun on it or bank on me whiffing on my dredge, which I didn't.
My opponent in that scenario trying to find a discard spell or something else to buy them time would be effectively moot if I'm able to rip their hand apart over the course of one to three turns. I managed to hit on my first Therapy blind by taking Dark Ritual out of their hand. This was enough to stunt their ability to go off - even in the face of a Trap.
Not quite.I'm not sure what you're trying to get across here. The scariest thing about Storm, in my experience, is that they can win in the first couple of turns, before manaless usually has been able to do much. Unless they have a turn 1 win, Storm generally wants to be casting a Ponder/Brainstorm type-card to set up for turn 2. Forcing them to blunt a Chancellor instead means they don't get a nicely set up turn 2, which probably means they can't win, and they spend turn 2 setting up for turn 3, so their first real shot at winning is turn 3. Turn 3 is the stage of the game where manaless also has a decent shot at doing broken things, so Chancellor alone can have a big impact on the game. Of course, sometimes (like in this example), they'll have enough mana and business spells to just go off.
Trap can be dealt with via Duress and Silence, so you "nothing else to worry about" seems to be overstating things a bit.
Trap can be dealt with via Duress or Silence, but you're predicating your example on what is likely a scenario within the first two turns. Otherwise, they're not going to have a hand. Aside from that, if an opponent just happens to have the nuts with Silence or a discard spell, then none of this really matters because that's just ridiculous to beat.
When I say there's nothing else to worry about, I meant just that. Storm can't just walk straight into an opponent knowing the blowout is waiting, but if that's their only shot at milking it from your hand before you discard into Street Wraith into recursion and into discard, then it doesn't matter. This is also all based on a Chancellor effect to start the game, because your opponent isn't Duressing or Silencing you at all - at least not likely.
You're also partially right and partially wrong about turn three in Manaless Dredge being the stage of the game where it has a decent shot at doing broken things. As soon as you discard a Troll or Phantasmagorian in conjunction with Street Wraith EOT--> holding priority, you're fundamentally (and for all intents and purposes) winning the game then and there. Chancellor's biggest impact on the game comes on the first turn where an opponent realistically has to drive head-first into it or risk countering a key spell, and if they do, they're tapping their lands out and are opening themselves up to some serious damage on your turn two. With a depleted hand and no realistic chance of recovery, turn three (if it gets to that) becomes a "cleanup" situation where an opponent is just trying to keep their head above water.
Meanwhile, you're turning your deck sideways. This is why we run Dryad Arbor: to mitigate situations where we need that creature to Dread Return faster.
The third turn is generally where Manaless has established presence and card advantage with Bridge from Below and Cabal Therapy. This is why the first two turns are realistically where the game will be determined - either you're blowing them out with Therapies and Traps or they're just going to Silence-Duress you and goldfish you then and there. Turn three is acceptable as a fatal turn for your opponent if they can't deal with your deck, but if you're playing against Combo and they know they have to either win then and there or risk losing the next turn, then they'll do it. Mindbreak Trap will cause a huge headache for Storm players because realistically how are they supposed to know when to go off or not?
What if they don't have a Probe or discard spell?
And, if they're casting Silence during your turn to stop you from ripping their hand apart, you've got Trap ready to go the following turn.
I...agree? I'm not quite sure what you're trying to prove here, because I agree with all of your points. However, I'm still not going to be main-decking Chancellor of the Annex. The format may have Storm in it right now, but it's still not a majority. And the truth is Manaless has a good match-up against a lot of decks in the format. You can ask Bryant Cook if you don't believe me - this is a match-up that always looks much worse on paper than it really is. It takes a lot of setting up and some luck to actually kill someone on turn one, and even more luck to kill someone with some form of protection. If the turn gets passed to us and we have a turn with action, it's going to hurt the Storm player immensely - either suffering from a Dread Return or a rash of Therapies bludgeoning their hand.Perhaps the point you were trying to make was that, in the example given, Chancellor wasn't enough to stop a turn 2 kill, but Mindbreak Trap alone would have more of an impact on the game. Perhaps, but perhaps not. Suppose you have Trap but not Chancellor. Turn 1 the opponent probably goes Probe->land->Ponder. Since they know you have trap, they are now searching for a discard spell or silence to knock out Trap before you go off (which is one more card and one more mana than Chancellor, but remember they got to cast Ponder turn 1.) We then discard Phantasmagorian. Turn 2, maybe the opponent's put together a solution for the Trap plus a kill. If not, they probably cast some setup spells. We then have a good shot at killing or massively disrupting them on our turn 2, but maybe they can brainstorm something relevant to the top and win on the next turn, if we aren't comboing them out.
It's obvious what I was getting across in the article and all my points, or at least it should be. I've been clear about this before: aside from Storm, Manaless already has a decent to good match-up against most of the format with removal as a key source of protection against hate-bears. We're also living in a Jund/Junk-infested format, and still maintaining an answer to Deathrite Shaman and those power-plays like turn-one Lackey is critical. I understand what Chancellor does from a basic standpoint in that it counters those turn one plays, and I used it myself for a very long time. But the format plays more creatures right now than it does Tendrils of Agony and I want to be proactive in being able to knock-off those threats or possibly my own to enable a faster Dread Return.Again, I'm not quite sure what you're getting across. Are you suggesting that Trap is the better card if you only have 4 sideboard slots for Storm (and, I guess, High Tide) in the board? That might be the case, but Chancellor can also be useful against other decks with powerful turn-1 plays (eg Goblins), which might be a reason to end up playing Chancellor over Trap if you have limited sideboard slots.
And yes, I'm saying that Trap is strictly the better card post-board if you're dedicating only four slots to it. I'm sure you would agree that Cabal Therapy is sick in this match-up, so supplementing them with four more Traps should be enough without over-committing slots to a match-up that will likely pass in the coming weeks to a month or two. I'm testing Chancellor as an auxiliary to Trap, and so far it has been decent. But I'm not completely sold on it yet, even though I have used the card extensively before in an older version of the deck.
Cage is Cage and this deck has never had an easy time fighting it. You have to get a Forest that sticks and a Nature's Claim in hand to fight it, and that's hard to do. My meta rarely sees it, so I don't board for it. Perhaps the sideboard needs to be overhauled again.Finally - with 4 Reverent Silence / 3 lands / 4 Mindbreak Trap / 4 Chancellor in the board, you're effectively going fearless against Grafdigger's cage. That might be a legit metagame call, but I wonder if 4 Nature's Claim might be better than 4 Reverent Silence. Reverent Silence is much better than Nature's Claim against Leyline of the Void/Rest in Peace (waiting a turn to cast Claim because your land has summoning sickness sucks), but is that enough to justify having nothing against Cage?
That being said, I do not like losing to Leyline of the Void (this opinion dates back years ago if you can find it in this thread), and Rest in Peace is a thing right now. Anyone can tailor their sideboard the way they so choose, so I'm just going to say I'm tinkering with a bunch of configs and seeing what works best. But I'd like to hear peoples' ideas.
I don't really see any reason not to run maindeck Chancellor over removal. Chancellor's upsides are innumerable:
a) unlike Shoal/Contagion, Chancellor is pretty useful in absolutely every matchup you might meet
b) Chancellor answers a lot of non-creature things we care about like Thoughtseize, Ponder, Enlightened Tutor and many more
c) it also answers creatures and usually is even better than removal against them (especially against Deathrite Shaman or with some Bridges in the graveyard)
d) while non-black, it's still a creature for your Shadows
e) it sometimes forces your opponents to 'mulligan' just to be able to play magic with you (e.g. to waste a Brainstorm to be able to cast a turn two Stoneforge Mystic)
f) it's sometimes a good Dread Return target (e.g. against Leyline of Sanctity + Supreme Verdict)
And it looks like there are only two minor downsides:
a) Chancellor is a bad topdeck turn one
b) no more cool tricks involving killing your own creatures
I don't think wasting sideboard slots with Chancellors makes any sense. It isn't "a card against storm" at all, it's a card againt everything.
Btw I wonder what's your opinion on another question. Imagine you're going to a tourney and are absolutely sure this time it would be correct to cut Claims and Silences completely. Will you still play a full set of Dryad Arbors maindeck? Shield Spheres? Gitaxian Probes?
Cheers for the response. I think don't think we have any major disagreements, I just didn't quite get what conclusions you were wanting to draw from the article.
I think the storm matchup is a bad one without 8 slots devoted to it (between sideboard and main.) I've been playing 4 Chancellor (only) side against storm, and it doesn't really feel like enough. Having Chancellor in the opening hand is great, and is sometimes (but not always) enough to make the game go long enough so I can really take over. However, there are only 4 in the deck, and you can't mulligan. 4 Mindbreak Trap 4 Chancellor seems to be the best combination to me (especially since Chancellor is useful against other decks.) Whether 4 Chancellor has a place in the main probably comes down to whether you want creature removal main or side. For most metagames, I'd imagine it's main.
I think we're pretty much on the same page that the first couple of turns are going to determine the game against storm. Chancellor might get you one turn, but it probably won't get two. Barring good draws, manaless only really starts doing relevant stuff on turn 3 - so to compete with storm we need to play cards that do stuff on turn 1 and 2.
Yep, your position on going fearless with respect to Leyline has been clear and consistent - which is why I was a bit surprised to see you without a solution to Cage. At least Cage isn't mulliganable to the way Leyline is.Cage is Cage and this deck has never had an easy time fighting it. You have to get a Forest that sticks and a Nature's Claim in hand to fight it, and that's hard to do. My meta rarely sees it, so I don't board for it. Perhaps the sideboard needs to be overhauled again.
That being said, I do not like losing to Leyline of the Void (this opinion dates back years ago if you can find it in this thread), and Rest in Peace is a thing right now. Anyone can tailor their sideboard the way they so choose, so I'm just going to say I'm tinkering with a bunch of configs and seeing what works best. But I'd like to hear peoples' ideas.
As I said earlier, I think storm needs 8 slots (though I suppose 6 or 7 might be doable, there's no particular reason to stick to multiples of four.) That doesn't leave much room for anti-hate and the lands needed to support it. Basically, we just have to make some hard choices: something has to give, whichever way you look at it. I don't think it's possible to make the deck without some weaknesses - you just get to pick whether you're weaker to storm, cage, enchantments or creatures.
This, the problem with Manaless Dredge as it is, is that Manaless Dredge hasn't adapated its MD or SB to the printing of Deathrite Shaman and the rise of Jund. Cards like Sickening Shoal and Contagion are unnecessarily two for oneing yourself and double Time Walking you vs Shaman instead of removing Ooze and is essentially a dead card in a non trivial number of match ups compared to Chancellor of the Annex.
Dryad Arbor is just a mediocre card that doesn't do anything signifcant until turn 3, where Unmask is the card that lets you live vs Storm and other combo decks in the MD.
The fundamental problem with Manaless Dredge is that it doesn't interact on turns one and two vs decks that have strategic superiority, MDing Chancellor of the Annex and Unamsk are what solves that problem - at least as much as it can be solved.
I think just -4 Sickening Shoal, -4 Dryad Arbor for +4 Chancellor of the Annex, +4 Unmask and then having a SB of 4 Mindbreak Trap, 4 Angel of Depair and 7x other cards of merrit gives you a much better fighting chance vs Storm.
i have to disagree with this mate. i wonder why we need to adapt to the rise of jund? why fear deathrite shaman when using manaless dredge? we have atleast a minimum of 8 cards ( 4 phantasmagorian, 4 streetwraith) as an answer to turn 1 deathrite (for hollywoods build they got 12 cards in MD) and we only need 1!, just 1 to show up.
due to the fact that they have 4 MD GY hate in the form of shaman, some builds dont bring in GY hate in their SB anymore. if you ask me im more afraid of decks who cant use shaman coz for sure they have 5-6 GY hate in their SB specially decks who got access for white mana.
I'll only agree to this only if i will see atleast 8 people who "consistently" plays storm in our country and always make it to the top 8, otherwise ill not change our usual SB cards like reverent silence and natures claim, on the other hand i always have a place for chancellor of the annex in my SB but not in MD.
for Unmask.... i think i will only use it if bazaar of baghdad is legal in legacy.. just my 2 cents
It's not a question of adapting the deck vs Jund, it's a question of adapting the deck vs the metagame that Jund has created. Post Deathrite Shaman, players aren't SBing dedicated Dredge hate, Leyline of the Void or Grafdiggers Cage, and they aren't SBing significant graveyard hate in addition to Deathrite Shaman. If nobody is playing dedicated Dredge hate and nobody is playing graveyard hate in addition to Deathrite Shaman, then why should we dedicate 4 MD slots on a completely mediocre MD card like Dryad Arbor and 7 SB slots on a SB card that only answers half of the dedicated Dredge hate anyway? If there are arguably more Storm and S&T decks in a tournament than there are Leylines of the Void, then ask yourself how much utility Dryad Arbor, Fetchlands and Reverent Silence really have. Should we be any less scared of decks that can Storm us out on turn 2 than decks that may SB Leyline of the Void? Because I'd much rather address my win% vs an entire archetype of decks that people are playing than MD and SB 11 cards just to check for any monsters under the bed.
Furthermore, you can't even know if your opponent is or isn't playing Leyline of the Void in his SB for certain, are you going to automatically SB in 7 cards every game 2 and make your deck that much worse just on the off chance he SBs Leyline of the Void? And if you're not automatically SBing in those 7 cards, are you really happy with playing SB cards that you only use in 1/3 of your games? I really don't think playing Dryad Arbor over Chancellor of the Annex and/or Unmask is worth having a marginal chance of beating a deck with Leyline of the Void compared to having a good chance of beating any combo archetype game 1 and a great chance game 2.
The deck has to concentrate on the matchups it can win, not firing back at silver bullets. If you run into the guy SBing 4 Rest of Peace, then it either wasn't your lucky day or you were playing the wrong deck in the first place.
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