Since most hate nowadays is Cage & RiP, I'd go for the Decay + Petals SB. I also expect to see Containment Priest pop up in various Sbs, so don't leave your Firestorms at home. And what of Leyline of the Void, you may ask? Well, if someone is playing LotV and plants it T0 on the table, I'm happy (sort of) to take that loss, because you can't Always be winning
How the hell am i supposed to win vs UR delver? Im getting frustated at this matchup. I have like a 0% winrate there
I was wondering just how viable the DDD plan is with a LED version of dredge. I've tried keeping hands where my only action was a putrid imp and some dredgers or a single loot and it has always seemed to be much too slow. Was this just a string of bad luck on my end and this is a legit plan sometimes, or should I be looking to ship those hands that don't have an explosive opening potential?
I agree, odds can run in there favor against most decks.
I have limited experience vs UR aswell.
I have a player in my group on stoneblade. I feel like its my kryptonite. 'always seem to be mulling to 4 or he draws like a champ. Just brutal. If I draw the hands I normally draw I'd destroy his hand then his life points with little effort.
Sb strategy tips are nice. Meta gameplay strategy would help.
Should we bin a dredger early and slow dredge into ichorids narcs and therapies for 3 turns then bust out and play 3-4 spells and hope to overwhelm? They run grafdiggers so they counter the antihate peice we have. maybe running petals and decays vs them is our only option for sb. Even firestorms are good.
It's tough.
I just played in the Columbus Legacy open.
9 rounds, and if I remember correctly 5 of them were against U/R delver. I did lose against one of them, good player, he just drew the nuts every game.
In the four matches that I won against U/R, Twice I had to win game 3 with a Narcomoeba beat down.
Went 6-3 and I have to tell you, death and taxes was almost impossible.
Dredge did what dredge does game one, but that deck just main boards things that make the match horrific.
Then their sideboard isn't even fair. My opponent also simply top decked every single thing he needed in order to win,
U/R delver was never really an issue, and I never thought I was in danger of losing, even the match I lost honestly.
The only time I thought I was in serious danger was against death and taxes.
Also sideboarding in general is a nightmare for me. I can never figure out, what to take out.
The best bang since the big one!
I know this maybe a weird question, but I'm building this deck as a side project because I do not have a deck that focuses on using the whole graveyard as a resource. Any how, I'm wondering what colour best suits the deck. Gold, black, brown, green, blue, etc. because I'm debating what colour sleeves to use to sleeve it up. I was thinking gold as it is 5 colours, but I don't know if that suits its flavour.
Personally I used yellow for the deck and purple for my zombie horde. No reason in particular, just wanted to use sleeves that stand out against my dark playmat.
"If we don't know what we are doing, the enemy certainly can't anticipate our future actions!"
-Anonymous
So Richard Feldman wrote an article on Dredge for the upcoming GPNJ this weekend. Can be found here
Some controversial there with cutting the Putrid Imps form the main deck to make room for 14 lands, full sets of draw spells, and Griselbrand + DR.
I'm curious what people think about it.
The card I'm most interested in is the Reveillark to combat board wipes. As most creatures in the deck can be returned by it after a board wipe resolves, this leaves you with some beaters, preferably 2 Trolls after getting Terminused. It can also be saced to Therapy to net 2 creatures + zombies for other DR.
Thoughts on the article?
"If we don't know what we are doing, the enemy certainly can't anticipate our future actions!"
-Anonymous
His list is very bad imho, you have to run solutions or petals in your 75, play no one is pretty bad, basicly you cant win after hate happens and you dont run the fastest possible version?
Also Iona imho is always worth the slot.
And ofc no fucks were given about european lists![]()
"You either die a Onesto-Player, or live long enough to see yourself become a Dredger"
Agreed. Im running iona as my sole dr target preboard, and shes a beating.
Aren't the petals and the abrupts sided in mutally exclusive to eachother? That's what Parcher always appears to do anyway.
Petals are in for 2 reasons, one is support Decay if you run it, the other is to go yolo mode in certain MU and just try to outrace the hate, if you think about it you are going to win turn 1/2 most of the times being able to get an extra mana on turn one, also you get some chance to start counterproof using therapy first, and its not bad at all.
Ofc if you go no solution mode you will bring in petals, because you have some decent chance to lose turn1 facing a Cage or a well placed DRS, you need at least to be able to rush as fast as possible.
Uh also that list have a pretty low number of pitch for Ichorid, 8 dredgers + 3 ichorid + 1 grisel is like 2 to 3 cards less than needed in my experience.
Btw choosing to have no solution means that you plan to play 15 turns of swiss and to face hate like 2 times?
I would rather go on All Spell if that's the plan tbh.
"You either die a Onesto-Player, or live long enough to see yourself become a Dredger"
I'm not a fan of the proposed list either, but I do however LOVE the idea of reveilark against miracles. I have no idea if it's worth it since miracles isn't the worst match up in existence, but damn is it a clever idea. I'm starting to wonder if a 4th breakthrough is needed or some other form of nitro boost because as fast as the delver decks can jump on top of you I've found myself struggling a lot where I'm only dredging once per turn lately. If they stop either my pimp or my first loot I just feel like I'm way too slow to beat any reasonable draw from them.
I'm going to be playing Dredge in Legacy for the foreseeable future, and just recently picked up the missing cards that I need.
I've read through some of the posts here and the recent articles pertaining to the deck. My biggest question: how do you determine the amount of dredgers, discards outlets, draw effects, and lands?
I'm seeing varying numbers on all this stuff and could use some guidance. I want to know so I can figure out what I can make room for in other slots, plus improve my mulligans; the recipe for a keepable hand appears to be a draw/discard spell + dredger + a land.
My impression is that you want 13 dredgers and at least 13 lands, but the other categories are a bit tricky. Faithless Looting and Careful Study are everything you want: extra draw for dredging and putting the dredgers back in the yard. As for Putrid Imp, Cephalid Coliseum, and Breakthrough they all serve specific roles but also don't do everything you want all the time.
Like obviously you typically can't keep a hand that only has Coliseum as a discard outlet. If a hand that can only Breakthrough for zero strong enough to slow dredge after that? Can you really just pop off LED as a way to dump all dredgers without extra draw spells on the stack? All of these scenarios seem unsettling slow, which is why the deck mulligans a decent amount; however, where do you draw the line on minimum copies of draw/discard effects and which ones?
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