2 Deprive
4 Leyline of the Void
3 Archive Trap
3 Tombstalker
Well this deck can go off in turn 2 like a normal dredge deck would. Normally on a fair draw barring red spells on your guys a turn 4-5 set up. Does not need too much mana to set up since most spells are free.
Card Discussion
Lands
Fetch Lands - obvious choice, thins the deck, great synergy with hedron and ghasts
Dakmor Salvage - a must 4-off since this is the only dredge card left. guarantees a land drop for your crabs and ghasts and also mills for 2.
Halimar Depths - slows you at turn 1 or 2 but makes up for saving your crab or sluice from going to the graveyard if you have a crab ready to landfall the next turn. (i dunno if i can do this but i stack the look and arrange ability also with the crab ability so i can mill 3 first before i arrange the next 3 cards)
For Consideration
Shelldock Isle - nice to have but if you are at 20 cards left you might have Iona in play already. Maybe possible if you are going to mill the opponent on g2 if you are anticipating a leyline coming.
Oona's Prowler - i have to justify this guy, well this discards very fast, sometimes make an agro approach on the game if they kill magus always, surprises opponents when u have bridges in hand and on attack mode then suddenly they are planning for DOJ / Damnation / Fallout
Viscera Seer - still on testing stage, well i notice that this can make so many tokens combined with ghasts and bridges makes you block guys without removing bridges, it is this guy or a draw spell
Madrush Cyclops - replaced flamekin zealot (can you suggest another guy)
Spells
Bridge - obvious 4-off
Dread Return - well rotated builds are on 3 but im not comfortable with 3 anymore since the cards before have dredge abilities
Sluice - your new Glimpse, almost no problem conspiring this card.
So problem for this deck is draw spells, before there were a lot of powerful draw spells available to us but now we are left with these ones
Ponder - okay performance but only draws 1 card and sometimes lack of synergy with halimar
See Beyond - nice, returns a drawn narcomoeba back to the deck but no discard option
Have you considered Emrakul's Hatcher? I don't know how effectively you trash your library with this version, but if you get enough into the graveyard, returning one hatcher gives you a 3/3 and another free return (brings 3 sac targets into play). Plus after you bring 4 into play (or three then another big fatty) you have spare spawns, which you can use for mana to cast something else. If you have other sac targets you can build up spawns for something else. In fact, if you are able to dread return and not need the spawns at all, you build up quite a store of mana.
They are also good for attacking with if you find a way to give everything +power.
How about Reassembling Skeleton? Costs some mana, but if you use two spawns from hatchers to bring it back, you lose one creature, but you can reuse the skeleton, causing bridges to go off and give you a better creature.
Anyway, just some ideas I saw while browsing the newer sets.
Sideboard
4 Nature's Claim
4 Deprive
4 Leyline of the Void
3 Tombstalker
Well tested the Viscera Seerand it seems powerful in this deck. with its scry and sac ability on your Bloodghast you can play out a massive attack threat next turn without the Dread Return. Makes your opponents play defense and you play defense while waiting for the right time, protecting your bridges in the graveyard by block and sac not killing their guys. Living end decks cant beat you if you have this in play. you always save your guys when they cast that spell.
I added the Dryard Arbor which was found on previous lists basically they give you access to the green mana for the 4 Nature's Claim which kills both Leyline and Relic of Progenitus. Also Murmuring Bosk is added for BG mana access. Both are fetchable via mystic rainforest and verdant catacombs.
I trimmed down the number of ghasts to 3 (similar to previous lists). This is because you dont want them in your opening hand unless you have magus but they just clog up and now you can make room for draw spells
Now
Realm Razer is something I am considering. some decks like the 4 cc vivid decks cant be stopped with an Iona in play. you will just be guessing on what color to name. white for path , blue for cryptic, red for fallout. all cards can stop you from winning automatically.
Have you considered Emrakul's Hatcher? I don't know how effectively you trash your library with this version, but if you get enough into the graveyard, returning one hatcher gives you a 3/3 and another free return (brings 3 sac targets into play). Plus after you bring 4 into play (or three then another big fatty) you have spare spawns, which you can use for mana to cast something else. If you have other sac targets you can build up spawns for something else. In fact, if you are able to dread return and not need the spawns at all, you build up quite a store of mana.
They are also good for attacking with if you find a way to give everything +power.
How about Reassembling Skeleton? Costs some mana, but if you use two spawns from hatchers to bring it back, you lose one creature, but you can reuse the skeleton, causing bridges to go off and give you a better creature.
Anyway, just some ideas I saw while browsing the newer sets.
Thanks for the constructive comments.
well for the eldrazi guy. bridges require a non token guy. And by the time of turn 4 you are either 20 cards on the gyard or losing. I dunno if this guy have synergy.
for the skeletons well this guy is nice but too costly. for 2 mana returning him tapped will definitely cost us. taking mana away from casting your narcomoeba in hand, unearthing rotting rats, casting prowler for additional discards.
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2 Scalding Tarn
4 Dakmor Salvage
4 Island
4 Halimar Depths
2 Swamp
2 Verdant Catacombs
1 Evolving Wilds
4 Bloodghast
4 Hedron Crab
2 Iona, Shield of Emeria
4 Magus of the Bazaar
4 Narcomoeba
2 Rotting Rats
1 Madrush Cyclops
2 Oona's Prowler
3 Viscera Seer
4 Bridge from Below
4 Memory Sluice
12 Total
Sideboard
2 Deprive
4 Leyline of the Void
3 Archive Trap
3 Tombstalker
Well this deck can go off in turn 2 like a normal dredge deck would. Normally on a fair draw barring red spells on your guys a turn 4-5 set up. Does not need too much mana to set up since most spells are free.
Card Discussion
Lands
Fetch Lands - obvious choice, thins the deck, great synergy with hedron and ghasts
Dakmor Salvage - a must 4-off since this is the only dredge card left. guarantees a land drop for your crabs and ghasts and also mills for 2.
Halimar Depths - slows you at turn 1 or 2 but makes up for saving your crab or sluice from going to the graveyard if you have a crab ready to landfall the next turn. (i dunno if i can do this but i stack the look and arrange ability also with the crab ability so i can mill 3 first before i arrange the next 3 cards)
For Consideration
Shelldock Isle - nice to have but if you are at 20 cards left you might have Iona in play already. Maybe possible if you are going to mill the opponent on g2 if you are anticipating a leyline coming.
Drowned Catacomb , Creeping Tar Pit - okay choices but too slow
Creatures
Hedron Crab, Narcomoeba, Bloodghast, Iona, Rotting Rats, Magus of the Bazaar - obvious choices
Oona's Prowler - i have to justify this guy, well this discards very fast, sometimes make an agro approach on the game if they kill magus always, surprises opponents when u have bridges in hand and on attack mode then suddenly they are planning for DOJ / Damnation / Fallout
Viscera Seer - still on testing stage, well i notice that this can make so many tokens combined with ghasts and bridges makes you block guys without removing bridges, it is this guy or a draw spell
Madrush Cyclops - replaced flamekin zealot (can you suggest another guy)
Spells
Bridge - obvious 4-off
Dread Return - well rotated builds are on 3 but im not comfortable with 3 anymore since the cards before have dredge abilities
Sluice - your new Glimpse, almost no problem conspiring this card.
So problem for this deck is draw spells, before there were a lot of powerful draw spells available to us but now we are left with these ones
Ponder - okay performance but only draws 1 card and sometimes lack of synergy with halimar
See Beyond - nice, returns a drawn narcomoeba back to the deck but no discard option
Ghastly Discovery - good, powerful in some cases
Grim Discovery - okay but too conditional on hedron and memory sluice
Okay enough and very long for me now.
Enjoy and thanks for showing interest. Do comment on the sideboard also.
They are also good for attacking with if you find a way to give everything +power.
How about Reassembling Skeleton? Costs some mana, but if you use two spawns from hatchers to bring it back, you lose one creature, but you can reuse the skeleton, causing bridges to go off and give you a better creature.
Anyway, just some ideas I saw while browsing the newer sets.
Time for deck adjustments
Sideboard
4 Nature's Claim
4 Deprive
4 Leyline of the Void
3 Tombstalker
Well tested the Viscera Seerand it seems powerful in this deck. with its scry and sac ability on your Bloodghast you can play out a massive attack threat next turn without the Dread Return. Makes your opponents play defense and you play defense while waiting for the right time, protecting your bridges in the graveyard by block and sac not killing their guys. Living end decks cant beat you if you have this in play. you always save your guys when they cast that spell.
I added the Dryard Arbor which was found on previous lists basically they give you access to the green mana for the 4 Nature's Claim which kills both Leyline and Relic of Progenitus. Also Murmuring Bosk is added for BG mana access. Both are fetchable via mystic rainforest and verdant catacombs.
I trimmed down the number of ghasts to 3 (similar to previous lists). This is because you dont want them in your opening hand unless you have magus but they just clog up and now you can make room for draw spells
Now
Realm Razer is something I am considering. some decks like the 4 cc vivid decks cant be stopped with an Iona in play. you will just be guessing on what color to name. white for path , blue for cryptic, red for fallout. all cards can stop you from winning automatically.
Thanks for the constructive comments.
well for the eldrazi guy. bridges require a non token guy. And by the time of turn 4 you are either 20 cards on the gyard or losing. I dunno if this guy have synergy.
for the skeletons well this guy is nice but too costly. for 2 mana returning him tapped will definitely cost us. taking mana away from casting your narcomoeba in hand, unearthing rotting rats, casting prowler for additional discards.