Hey guys, saw this deck thought it was sweet and wanted to try it out.
So far I've been pleased with the results. My buddy and I stayed up all night testing the deck and I've noticed any slower match up (Jund, Abzan CoCo, Grixis etc.) it completely crushes. I've had some explosive starts with one nut draw (dredge?) with a win on turn 3 against Abzan CoCo. So far I've noticed the Burn match up is abysmal and I'm assuming affinity is as well and I haven't been able to test the zoo match up. The merfolk matchup is frustrating because our mana base is sketchy and spreading seas usually ends the game on the spot, but it's winnable.
Right now this is the current list I've shifted to:
Currently I'm running a total of 35 creatures, 8 non-creature spells, and 17 lands.
While Testing and building the deck I've kept in mind that I want to be able to cast/use 90% of my cards from my graveyard, because most hands I keep I don't draw a card after turn 1/2. So naturally finding Nim Devourer was a godsend. This little buddy is our Ichorid It's a big beater, is a zombie for Gravecrawler sacs from the graveyard so most cases you're paying 2 mana for 6-10 power coming on board not counting the possibility of Prized Amalgams coming back. Now I will say Nim Devourer can be a little clunky at BB so I'm only running 2 mainboard.
I also noticed I wanted as many graveyard threats coming in as possible and sometimes I didn't get my dredges the way I needed them so I added 3 Gravecrawlers for some extra consistency and an extra dork to turn sideways and then sac when we're done with him or need a blocker.
With the cuts I made Gravecrawler might be a mistake. Running only 2 Golgari Thugs makes me a little uneasy about how consistently we can get a dredger. Also with my changes we want BB asap and this makes the mana a little difficult/painful because it's almost impossible to safely run a basic.(We might be able to run a Swamp.) Though, as far as I can tell It's not difficult to get BB because of Dakmor Salvage.
I've been going through a bunch graveyard cards and I saw some possible greats:
Bloodsoaked Champion - This card seems like an okay replacement for Gravecrawler, downsides are you have to attack first and it's one extra mana though.
Stitchwing Skaab - Seems awesome, discards comes back from the yard. Possible replacement for Nim Devourer Probably wouldn't run the Gravecrawlers with it though needing UBR by turn 3 at least seems like a pipe dream.
Lingering Souls - I feel like why this is good should be obvious, 2 mana 2 power in fliers? sign me up! I think the best part is you don't need to splash W for it since you're going to be casting it from the yard pretty much always. It also makes our affinity match up better. Problems with it are that it doesn't trigger Bridge from Below and we won't be getting both sides. I think there was another downside too, but I can't remember it right now.
Firemane Angel - The ultimate in jank sideboarding technology Firemane Angel helps in our burn match up, but it's probably way too slow. I don't think I'll ever recommend this, but I might change my mind so it deserves a mention.
Right now I'm really looking for a cheap card that will bring a creature back from the yard to my hand while it's in the yard for better Greater Gargadon consistency. I don't think one exists, but I might be overlooking it completely.
I'm going to be testing it ASAP at my LGS' modern night and FNM. I want to bring this to States so hopefully we can get this deck as competitive as possible! I think it's a very real possibility and if not now I'm sure this deck will get much better when Eldrich Moon is released.
Hope what I've found helps, be sure to give me suggestions for changes and card ideas!
phantasmagorian is a sweet card that may do what you want. in multiples, it means that once you have a dredger, you can use that dredger every turn. In addition, the card provides a repeatable discard outlet as long as it's in the graveyard.
So far I've noticed the Burn match up is abysmal and I'm assuming affinity is as well and I haven't been able to test the zoo match up. The merfolk matchup is frustrating because our mana base is sketchy and spreading seas usually ends the game on the spot, but it's winnable.
First off welcome! Burn can be tough, game one I just try to race them. Game two I side in Gnaw to the Bone and make sure I either fetch or have a green source in my opener. Merfolk can also be tough, one trick you can use if you have a suspended Greater Gargadon is sac any of your islands or lands they enchant with Spreading Seas. This allows you to block, esp if you have Bridge from Below and going.
While Testing and building the deck I've kept in mind that I want to be able to cast/use 90% of my cards from my graveyard, because most hands I keep I don't draw a card after turn 1/2. So naturally finding Nim Devourer was a godsend. This little buddy is our Ichorid It's a big beater, is a zombie for Gravecrawler sacs from the graveyard so most cases you're paying 2 mana for 6-10 power coming on board not counting the possibility of Prized Amalgams coming back. Now I will say Nim Devourer can be a little clunky at BB so I'm only running 2 mainboard.
I also noticed I wanted as many graveyard threats coming in as possible and sometimes I didn't get my dredges the way I needed them so I added 3 Gravecrawlers for some extra consistency and an extra dork to turn sideways and then sac when we're done with him or need a blocker.
Gravecrawler is ok, didn't try him before Prized Amalgam was spoiled, so not sure on how consistent he is.
With the cuts I made Gravecrawler might be a mistake. Running only 2 Golgari Thugs makes me a little uneasy about how consistently we can get a dredger. Also with my changes we want BB asap and this makes the mana a little difficult/painful because it's almost impossible to safely run a basic.(We might be able to run a Swamp.) Though, as far as I can tell It's not difficult to get BB because of Dakmor Salvage.
One thing I realized is that even with 4x of all the dredgers, it can still be difficult to hit one sometimes. So I think 4x GGT, Thug and Imp is a must.
Firemane Angel - The ultimate in jank sideboarding technology Firemane Angel helps in our burn match up, but it's probably way too slow. I don't think I'll ever recommend this, but I might change my mind so it deserves a mention.
This is actually a card I never really knew about. Its free life gain, with 4x in the yard that can add up. Like you said, I might have to consider it, but its a card you have to run 3-4 of.
Right now I'm really looking for a cheap card that will bring a creature back from the yard to my hand while it's in the yard for better Greater Gargadon consistency. I don't think one exists, but I might be overlooking it completely.
Honestly, the only way I get him back is by sacing/killing a Golgari Thug, and putting Gargadon on top of my library, then skipping the dredge and drawing him. Its slower, but possible. To increase my odds of having a sac outlet in the opener I usto run 2x Viscera Seer, but with the new SOI cards, I had to cut them find space.
Did some more testing, took out a Greater Gargadon and added a Darkblast.
Also, made a realization that we want minimum 10 looting effects. Not sure what the math is, but we always want one in the opener and its even better if we have two. I want to add two more Burning Inquiry, but don't know what to cut.
Was watching Magus stream online with a version of Dredge and saw he was running 4x Natural State in the sideboard instead of Ray of Revelation.
He argued that Ray was too narrow and Natural State hit gy hate in the form of artifacts and enchantments. Another point against Ray of Revelation was that it could require splashing "white". I've had it in the opener quite a few times aswell.
I looked at a few Legacy Dredge list and saw that they also didn't run Ray of Revelation either, but instead 3-4x Abrupt Decay, Chain of Vapor or Nature's Claim. All of which aren't recurrable, so I wonder if we should adapt the same approach...
Updated list, added 3x Natural State to sideboard and extra Lightning Axe (Scavenging Ooze is annoying...). Also adjusted the manabase again, too many times ended up with Dakmor Salvage as my only land in the opener and after mulligans; so I dropped one and added another fetchland. My plan is to fetch for Steam Vents game one, then fetch for Stomping Ground if I side in any green spells.
^ Magus makes an interesting and somewhat valid point. Definitely worth considering, though I'd only ever thought of casting Ray of Revelation from the graveyard anyway. Let us know how it works out with Natural State!
I've been running Nature's Claim, and I've found that the 4 life isn't that important.
How do you like Dream Twist over Thought Scour?
I prefer Dream Twist because it has flashback. Insolent Neonate basically replaced Thought Scour. Ultimately, I'd rather not have to run any blue looters/enablers, but Burning Inquiry was just too unreliable and was most likely dead if it wasn't in the opener. I want to run a minimum of 10 looters/mill, preferably at 1 cmc. Dream Twist seemed to be the perfect fit...as long as I have access to Steam Vents, I can have an opener with just Dream Twist as my "looter/mill" and not have to worry about skipping a dredge.
16-Land really feels like I'm pushing it, so I might drop Tormenting Voice / Fatestitcher to move to 18/20 lands.
I've moved out of Bridge / Gargadon for a more agressive dredge / free-creature build.
Turns 1-3 is just rolling out free dudes and drawing more cards.
Turns 3-4 is shoring up land drops and recouping some life.
Turns 5+, if we're still playing, is just hard-casting grave-trolls.
I feel like Bridge pushes us more mid-range, and I've been having a hard time reconciling that with the builds I've historically used.
I feel like Bridge pushes us more mid-range, and I've been having a hard time reconciling that with the builds I've historically used.
With just 16 lands and no Dakmor Salvage, it might be hard to get that second mana if its not in your opener or you draw one off Faithless Looting to cast Life from the Loam. Otherwise, you are skipping dredges in hopes to find land and making the deck alot slower imho.
Here's a little somethin I've been working with lately, and I actually quite like the way it turned out. Thoughts?
I'm using Demon of Death's Gate as a really bad dread return, which I'm still on the fence about. The games you have it in the opener though, it's great! Works awesome with Bridge From Below, and Goblin Bushwhacker gets a good old "Free" spell to trigger the surge cost as well. Zombie Infestation really made me want to run the goblin, as there will be times where you put two zombies out for "free", and bring some Bloodghasts onto the battlefield for "free". At this point, you're cooking with gas! Bushwacker just sets it off a turn faster with much less reaction time from the opponent.
EDIT: Thanks Gabriel
So, having been a fan of Dredge and graveyard-based strategies in general, after sifting through the results from the recent nation-wise states tournaments, I stumbled across 2 similar lists, 1 placed 1st in at states and the other, this one, placed 4th. This one focuses on dredging Demigod of Revenge and then either returning it to your hand via Soul of Innistrad and/or simply powering it out via Crypt of Agadeem which, incidentally, can be gotten back out of the GY with Life From the Loam. After initial testing(really just me and my playtesting group having an emergency all-nighter challenge matches) I think we may just have a modern dredge deck that is a serious contender.
So, having been a fan of Dredge and graveyard-based strategies in general, after sifting through the results from the recent nation-wise states tournaments, I stumbled across 2 similar lists, 1 placed 1st in at states and the other, this one, placed 4th. This one focuses on dredging Demigod of Revenge and then either returning it to your hand via Soul of Innistrad and/or simply powering it out via Crypt of Agadeem which, incidentally, can be gotten back out of the GY with Life From the Loam. After initial testing(really just me and my playtesting group having an emergency all-nighter challenge matches) I think we may just have a modern dredge deck that is a serious contender.
Crypt of Agadeem is an amazing card and I'm surprised it hasn't been broken yet.
The card seems nuts, but the fact that it enters tapped and that it can be slow to get back with loam are both reasons why it is hard to break. If it did not enter tapped, and you had a faster and consistent way of getting it onto the battlefield, then I think we might have something.
The card seems nuts, but the fact that it enters tapped and that it can be slow to get back with loam are both reasons why it is hard to break. If it did not enter tapped, and you had a faster and consistent way of getting it onto the battlefield, then I think we might have something.
Crypt of Agadeem is an amazing card and I'm surprised it hasn't been broken yet.
The card seems nuts, but the fact that it enters tapped and that it can be slow to get back with loam are both reasons why it is hard to break. If it did not enter tapped, and you had a faster and consistent way of getting it onto the battlefield, then I think we might have something.
The card is nuts. It's not uncommon to have it tap for 6-10+ mana. The question is what are you going to do with it?
Loam can regularly smooth your land drops so getting to 4-5 land isn't an issue (Unburial Rites and/or Grave-Troll). If you're going a more 'free' creature route, you don't need that much mana. If you want to sac/recast gravecrawlers a lot, do you need that much mana?
If you're trying to curve out (ilke I do) into a Demigod + mulitple Unearths, then it's really good. It coming into play tapped hasn't been much of a drawback. Play it early when you don't need the 1 mana another land would provide, or play it late and keep stalling.
Crypt of Agadeem is an amazing card and I'm surprised it hasn't been broken yet.
The card seems nuts, but the fact that it enters tapped and that it can be slow to get back with loam are both reasons why it is hard to break. If it did not enter tapped, and you had a faster and consistent way of getting it onto the battlefield, then I think we might have something.
The card is nuts. It's not uncommon to have it tap for 6-10+ mana. The question is what are you going to do with it?
Loam can regularly smooth your land drops so getting to 4-5 land isn't an issue (Unburial Rites and/or Grave-Troll). If you're going a more 'free' creature route, you don't need that much mana. If you want to sac/recast gravecrawlers a lot, do you need that much mana?
If you're trying to curve out (ilke I do) into a Demigod + mulitple Unearths, then it's really good. It coming into play tapped hasn't been much of a drawback. Play it early when you don't need the 1 mana another land would provide, or play it late and keep stalling.
sure, it can get you a ton of mana. The issue that I have with it is that it is super slow. If you are facing an aggressive deck like zoo, infect, burn, affinity, merfolk, elves etc, you are not likely to be able to use that mana before you die. I could see it working in a loam seismic assault or a pox list, but it seems more like a finisher than anything. It might be decent there, but I don't think that makes it nuts.
sure, it can get you a ton of mana. The issue that I have with it is that it is super slow. If you are facing an aggressive deck like zoo, infect, burn, affinity, merfolk, elves etc, you are not likely to be able to use that mana before you die. I could see it working in a loam seismic assault or a pox list, but it seems more like a finisher than anything. It might be decent there, but I don't think that makes it nuts.
You are absolutely correct. I mainboard 1 Gnaw to the Bone as aggro insurance, and have 3 more in the board.
What do you all think of the inclusion of Phantasmagorian? To me it solves one of the deck's bigger problems, where your hand gets filled with dredge cards after a turn 1 looting or neonate and you can't discard them to anything to keep your dredge going. Also afaik, if you have an amalgam in your hand and get a narcomoeba trigger, in response to the trigger you can discard your amalgam to the phantasmagorian you just dredged into to get an extra amalgam trigger you would have missed otherwise.
I'm pretty sure this has been mentioned above, but i really can't get my head around it - so hoped someone could explain in more detail...
I have a greater gargadon suspended.
I get a creature from GY to play ('ghast or narcomoeba) on my turn
2 Prized Amalgam's will trigger at end of turn
What's the deal here? Can i get an extra trigger? So i assume both amalgam triggers go on the stack. I then let 1 resolve, then sac it before the 2nd amalgam comes back. Then, the 2nd amalgam comes back and triggers the 1st.
Does the 1st Amalgam come back in my opponents end step? Is that how the interaction works?
Has anyone tested any further? And has anyone done this with a fetchland manabase rather than a brass/gemstone one?
I think you've got it right - the 2nd amalgam coming back from your bloodghast / narco / whatever triggers the 1st one in your graveyard, which comes back on your opponent's end step (as these triggers are all happening on your end step.)
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Modern
Dredge (117-70 W/L in games) (Pre-GGT ban: 103-70 W/L in games)
This is the list I've been jamming and having a lot of success with recently. Insolent Neonate is just a house. That card basically single-handedly boosted the archetype up a ton. The only thing I'm still on the fence about is changing to a fetch/shock manabase, with a few fastlands as well. Lets you abuse bloodghast a lot more and the current manabase can be a bit painful but it usually doesn't matter.
@ ChilliAxe - Phantasmogorian is certainly a card i wanted to test, and its a great role filler. I think you're right with your understanding of the narcomoeba / amalgam rule too (I'm not 100% sure, but it seems intuitive).
Personal preference perhaps, but I do prefer street wraith to gitaxian probe. Quite often you probe them and go "well, nothing i can do about that" or "nothing relevant there" and just play as normal. The Wraith gives you a way to protect from surgical extraction targetting dredgers, and sometimes the instant speed dredging is relevant (if you're playing around anger of the gods, and want to do some stuff on their end step, for example). Not overly relevant, but i like that flexibility.
How has the Skaab worked out for you? It seems like it clashes a little with phantasmogorian, in that if you use the phantas early, there might not be enough fodder for skaab. Has it played out that way?
That's a good point about Street Wraith, I hadn't considered that. Might see if I can pick up a playset and try them out in place of git probes
Also I think phantasmagorian works fine with stitchwing skaab - if you only have three cards in hand and want to pitch them all to phantasmagorian, but also want to bring back a stitchwing skaab on your next turn, the card you dredge on your draw step can be the 2nd card so I don't think they fight for the same discard utility space in the deck. Phantasmagorian is more for enabling you to pitch your hand without paying any mana on turn 1 after dredging to ensure you don't fizzle on turn 2, while stitchwing skaab is more for bringing back prized amalgams on later turns for late game grinding potential with the added utility of discarding two cards as part of the cost.
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So far I've been pleased with the results. My buddy and I stayed up all night testing the deck and I've noticed any slower match up (Jund, Abzan CoCo, Grixis etc.) it completely crushes. I've had some explosive starts with one nut draw (dredge?) with a win on turn 3 against Abzan CoCo. So far I've noticed the Burn match up is abysmal and I'm assuming affinity is as well and I haven't been able to test the zoo match up. The merfolk matchup is frustrating because our mana base is sketchy and spreading seas usually ends the game on the spot, but it's winnable.
Right now this is the current list I've shifted to:
4 Golgari Grave-Troll
2 Golgari Thug
4 Stinkweed Imp
4 Dakmor Salvage
Recurrable Creatures (17)
4 Prized Amalgam
4 Narcomoeba
3 Gravecrawler
4 Bloodghast
2 Nim Devourer
4 Insolent Neonate
4 Faithless Looting
Combo Pieces (8)
4 Bridge from Below
4 Greater Gargadon
Non-Dredge Lands (13)
4 Bloodstained Mire
1 Stomping Ground
3 Blood Crypt
4 Scalding Tarn
1 Wooded Foothills
3 Conflagrate
2 Darkblast
4 Ancient Grudge
3 Gnaw to the Bone
2 Golgari Brownscale
1 Nim Devourer
Currently I'm running a total of 35 creatures, 8 non-creature spells, and 17 lands.
While Testing and building the deck I've kept in mind that I want to be able to cast/use 90% of my cards from my graveyard, because most hands I keep I don't draw a card after turn 1/2. So naturally finding Nim Devourer was a godsend. This little buddy is our Ichorid It's a big beater, is a zombie for Gravecrawler sacs from the graveyard so most cases you're paying 2 mana for 6-10 power coming on board not counting the possibility of Prized Amalgams coming back. Now I will say Nim Devourer can be a little clunky at BB so I'm only running 2 mainboard.
I also noticed I wanted as many graveyard threats coming in as possible and sometimes I didn't get my dredges the way I needed them so I added 3 Gravecrawlers for some extra consistency and an extra dork to turn sideways and then sac when we're done with him or need a blocker.
With the cuts I made Gravecrawler might be a mistake. Running only 2 Golgari Thugs makes me a little uneasy about how consistently we can get a dredger. Also with my changes we want BB asap and this makes the mana a little difficult/painful because it's almost impossible to safely run a basic.(We might be able to run a Swamp.) Though, as far as I can tell It's not difficult to get BB because of Dakmor Salvage.
I've been going through a bunch graveyard cards and I saw some possible greats:
Bloodsoaked Champion - This card seems like an okay replacement for Gravecrawler, downsides are you have to attack first and it's one extra mana though.
Stitchwing Skaab - Seems awesome, discards comes back from the yard. Possible replacement for Nim Devourer Probably wouldn't run the Gravecrawlers with it though needing UBR by turn 3 at least seems like a pipe dream.
Lingering Souls - I feel like why this is good should be obvious, 2 mana 2 power in fliers? sign me up! I think the best part is you don't need to splash W for it since you're going to be casting it from the yard pretty much always. It also makes our affinity match up better. Problems with it are that it doesn't trigger Bridge from Below and we won't be getting both sides. I think there was another downside too, but I can't remember it right now.
Firemane Angel - The ultimate in jank sideboarding technology Firemane Angel helps in our burn match up, but it's probably way too slow. I don't think I'll ever recommend this, but I might change my mind so it deserves a mention.
Right now I'm really looking for a cheap card that will bring a creature back from the yard to my hand while it's in the yard for better Greater Gargadon consistency. I don't think one exists, but I might be overlooking it completely.
I'm going to be testing it ASAP at my LGS' modern night and FNM. I want to bring this to States so hopefully we can get this deck as competitive as possible! I think it's a very real possibility and if not now I'm sure this deck will get much better when Eldrich Moon is released.
Hope what I've found helps, be sure to give me suggestions for changes and card ideas!
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Also, made a realization that we want minimum 10 looting effects. Not sure what the math is, but we always want one in the opener and its even better if we have two. I want to add two more Burning Inquiry, but don't know what to cut.
In looking at Legacy dredge (http://mtgtop8.com/event?e=12058&d=269173&f=LE) they play atleast 16 effects that allow them to loot or simply discard cards:
4 Careful Study
4 Faithless Looting
4 Lion's Eye Diamond
3-4 Putrid Imp
2-3 Breakthrough
Between Insolent Neonate, Faithless Looting and Burning Inquiry, I think we can simulate most of those effects.
Current list:
Dredgers/Free Creatures
4 Prized Amalgam
4 Bloodghast
4 Narcomoeba
4 Golgari Grave-Troll
4 Stinkweed Imp
4 Golgari Thug
Sac-Engines
3 Greater Gargadon
2 Tymaret, the Murder King
Looters/Mill (10)
4 Faithless Looting
4 Insolent Neonate
2 Dream Twist
3 Dakmor Salvage
2 Wooded Foothills
2 Steam Vents
2 City of Brass
1 Blood Crypt
1 Mountain
1 Stomping Ground
Interaction/Dredger
1 Darkblast
Enchantements (4)
4 Bridge From Below
3 Duress
3 Leyline of the Void
2 Ancient Grudge
2 Ray of Revelation
2 Gnaw to the Bone
2 Lightning Axe
1 Memory's Journey
Edit: Added Dream Twist, needed another mill option that had flashback and was cheaper than Faithless Looting. Also adjusted mana base.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
He argued that Ray was too narrow and Natural State hit gy hate in the form of artifacts and enchantments. Another point against Ray of Revelation was that it could require splashing "white". I've had it in the opener quite a few times aswell.
I looked at a few Legacy Dredge list and saw that they also didn't run Ray of Revelation either, but instead 3-4x Abrupt Decay, Chain of Vapor or Nature's Claim. All of which aren't recurrable, so I wonder if we should adapt the same approach...
Updated list, added 3x Natural State to sideboard and extra Lightning Axe (Scavenging Ooze is annoying...). Also adjusted the manabase again, too many times ended up with Dakmor Salvage as my only land in the opener and after mulligans; so I dropped one and added another fetchland. My plan is to fetch for Steam Vents game one, then fetch for Stomping Ground if I side in any green spells.
Dredgers/Free Creatures
4 Prized Amalgam
4 Bloodghast
4 Narcomoeba
4 Golgari Grave-Troll
4 Stinkweed Imp
4 Golgari Thug
Sac-Engines
3 Greater Gargadon
2 Tymaret, the Murder King
Looters/Mill (10)
4 Faithless Looting
4 Insolent Neonate
2 Dream Twist
3 Dakmor Salvage
2 Wooded Foothills
2 Steam Vents
2 City of Brass
1 Blood Crypt
1 Mountain
1 Stomping Ground
Interaction/Dredger
1 Darkblast
Enchantements (4)
4 Bridge From Below
3 Natural State
3 Leyline of the Void
3 Lightning Axe
2 Ancient Grudge
2 Gnaw to the Bone
1 Ray of Revelation
1 Memory's Journey
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
How do you like Dream Twist over Thought Scour?
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Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Here's my post-SOI list
4 City of Brass
4 Gemstone Mine
4 Mana Confluence
4 Reflecting Pool
Other
4 Faithless Looting
2 Gnaw to the Bone
4 Thought Scour
2 Tormenting Voice
2 Life from the Loam
4 Bloodghast
2 Fatestitcher
4 Golgari Grave-Troll
4 Golgari Thug
4 Magus of the Bazaar
4 Narcomoeba
4 Prized Amalgam
4 Stinkweed Imp
16-Land really feels like I'm pushing it, so I might drop Tormenting Voice / Fatestitcher to move to 18/20 lands.
I've moved out of Bridge / Gargadon for a more agressive dredge / free-creature build.
Turns 1-3 is just rolling out free dudes and drawing more cards.
Turns 3-4 is shoring up land drops and recouping some life.
Turns 5+, if we're still playing, is just hard-casting grave-trolls.
I feel like Bridge pushes us more mid-range, and I've been having a hard time reconciling that with the builds I've historically used.
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Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
3 Blackcleave Cliffs
4 City of Brass
3 Dakmor Salvage
2 Drownyard Temple
4 Mana Confluence
Creatures
4 Bloodghast
1 Demon of Death's Gate
4 Golgari Grave-Troll
2 Golgari Thug
4 Gravecrawler
4 Insolent Neonate
4 Narcomoeba
4 Prized Amalgam
2 Goblin Bushwhacker
4 Stinkweed Imp
4 Faithless Looting
Enchantments
4 Bridge from Below
3 Zombie Infestation
4 Ancient Grudge
2 Golgari Charm
4 Ground Seal
3 Lightning Axe
2 Liliana of the Veil
Here's a little somethin I've been working with lately, and I actually quite like the way it turned out. Thoughts?
I'm using Demon of Death's Gate as a really bad dread return, which I'm still on the fence about. The games you have it in the opener though, it's great! Works awesome with Bridge From Below, and Goblin Bushwhacker gets a good old "Free" spell to trigger the surge cost as well. Zombie Infestation really made me want to run the goblin, as there will be times where you put two zombies out for "free", and bring some Bloodghasts onto the battlefield for "free". At this point, you're cooking with gas! Bushwacker just sets it off a turn faster with much less reaction time from the opponent.
EDIT: Thanks Gabriel
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
Updated the list to include Stitchwing Skaab, pretty good so far.
4 Prized Amalgam
4 Bloodghast
4 Narcomoeba
4 Golgari Grave-Troll
4 Stinkweed Imp
4 Golgari Thug
Sac-Engines (4)
2 Greater Gargadon
2 Tymaret, the Murder King
Looters/Mill/Discard (12)
4 Faithless Looting
4 Insolent Neonate
2 Dream Twist
2 Stitchwing Skaab
4 Bloodstained Mire
3 Dakmor Salvage
3 City of Brass
2 Steam Vents
1 Wooded Foothills
1 Mountain
1 Stomping Ground
Interaction/Dredger (1)
1 Darkblast
Enchantements (4)
4 Bridge From Below
3 Natural State
3 Leyline of the Void
3 Lightning Axe
2 Ancient Grudge
2 Gnaw to the Bone
1 Ray of Revelation
1 Memory's Journey
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
4 Demigod of Revenge
4 Golgari Grave-Troll
4 Golgari Thug
4 Insolent Neonate
4 Lotleth Troll
4 Stinkweed Imp
3 Street Wraith
2 Soul of Innistrad
4 Faithless Looting
3 Life From the Loam
2 Tormenting Voice
1 Gnaw to the Bone
Lands 21
4 Wooded Foothills
4 Crypt of Agadeem
3 Verdant Catacombs
2 Bloodstained Mire
2 Stomping Ground
2 Copperline Gorge
1 Overgrown Tomb
1 Blood Crypt
1 Forest
1 Mountain
Sideboard
3 Ancient Grudge
2 Gnaw to the Bone
2 Lightning Axe
2 Conflagrate
2 Thoughtseize
1 Brain Maggot
1 Dark Blast
1 Ray of Revelation
1 Swamp
It's been performing brutally consistent. Thoughts and ideas?
Crypt of Agadeem is an amazing card and I'm surprised it hasn't been broken yet. Here's an old thread: http://www.mtgsalvation.com/forums/the-game/modern/modern-archives/223619-crypt-dredge-primer, that used it in a deck with unearth creatures like Sedraxis Specter, Extractor Demon and Rotting Rats. Basically dredge a bunch of them, activate Crypt and unearth a bunch of dudes for alot of damage. I've also seen some list run Army of the Damned...
I think someone in that thread even ran a version with Bridge from Below, Bloodghast and Narcomoeba.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Welcome!
I'm glad to see that this is being picked up on the regular dredge channels.
While I'm not the player that placed with it, I've been playing a version similar to this for quite a while now.
The last thread was here:
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/626946-blood-loam-loam-pox-dredge-hybrid?page=3#c60
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Draft it!
The card seems nuts, but the fact that it enters tapped and that it can be slow to get back with loam are both reasons why it is hard to break. If it did not enter tapped, and you had a faster and consistent way of getting it onto the battlefield, then I think we might have something.
The card is nuts. It's not uncommon to have it tap for 6-10+ mana. The question is what are you going to do with it?
Loam can regularly smooth your land drops so getting to 4-5 land isn't an issue (Unburial Rites and/or Grave-Troll). If you're going a more 'free' creature route, you don't need that much mana. If you want to sac/recast gravecrawlers a lot, do you need that much mana?
If you're trying to curve out (ilke I do) into a Demigod + mulitple Unearths, then it's really good. It coming into play tapped hasn't been much of a drawback. Play it early when you don't need the 1 mana another land would provide, or play it late and keep stalling.
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Draft it!
sure, it can get you a ton of mana. The issue that I have with it is that it is super slow. If you are facing an aggressive deck like zoo, infect, burn, affinity, merfolk, elves etc, you are not likely to be able to use that mana before you die. I could see it working in a loam seismic assault or a pox list, but it seems more like a finisher than anything. It might be decent there, but I don't think that makes it nuts.
You are absolutely correct. I mainboard 1 Gnaw to the Bone as aggro insurance, and have 3 more in the board.
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Draft it!
4x Bloodghast
4x Golgari Grave-Troll
4x Insolent Neonate
4x Narcomoeba
2x Phantasmagorian
4x Prized Amalgam
4x Stinkweed Imp
2x Stitchwing Skaab
Land (16)
4x City of Brass
3x Copperline Gorge
2x Dakmor Salvage
4x Gemstone Mine
3x Mana Confluence
3x Burning Inquiry
4x Faithless Looting
3x Gitaxian Probe
2x Life from the Loam
Enchantment (4)
4x Bridge from Below
2x Ancient Grudge
2x Gnaw to the Bone
1x Life from the Loam
4x Nature's Claim
3x Spell Pierce
3x Thoughtseize
What do you all think of the inclusion of Phantasmagorian? To me it solves one of the deck's bigger problems, where your hand gets filled with dredge cards after a turn 1 looting or neonate and you can't discard them to anything to keep your dredge going. Also afaik, if you have an amalgam in your hand and get a narcomoeba trigger, in response to the trigger you can discard your amalgam to the phantasmagorian you just dredged into to get an extra amalgam trigger you would have missed otherwise.
I think you've got it right - the 2nd amalgam coming back from your bloodghast / narco / whatever triggers the 1st one in your graveyard, which comes back on your opponent's end step (as these triggers are all happening on your end step.)
Dredge (117-70 W/L in games) (Pre-GGT ban: 103-70 W/L in games)
4 Narcomoeba
4 Bloodghast
4 Stinkweed Imp
2 Stitchwing Skaab
4 Golgari Grave-Troll
4 Greater Gargadon
4 Faithless Looting
4 Bridge from Below
4 Dakmor Salvage
4 Gemstone Mine
4 Mana Confluence
4 Mountain
2 Shivan Reef
4 Spell Pierce
1 Darkblast
1 Lightning Axe
3 Nature's Claim
4 Ancient Grudge
2 Gnaw to the Bone
This is the list I've been jamming and having a lot of success with recently. Insolent Neonate is just a house. That card basically single-handedly boosted the archetype up a ton. The only thing I'm still on the fence about is changing to a fetch/shock manabase, with a few fastlands as well. Lets you abuse bloodghast a lot more and the current manabase can be a bit painful but it usually doesn't matter.
That's a good point about Street Wraith, I hadn't considered that. Might see if I can pick up a playset and try them out in place of git probes
Also I think phantasmagorian works fine with stitchwing skaab - if you only have three cards in hand and want to pitch them all to phantasmagorian, but also want to bring back a stitchwing skaab on your next turn, the card you dredge on your draw step can be the 2nd card so I don't think they fight for the same discard utility space in the deck. Phantasmagorian is more for enabling you to pitch your hand without paying any mana on turn 1 after dredging to ensure you don't fizzle on turn 2, while stitchwing skaab is more for bringing back prized amalgams on later turns for late game grinding potential with the added utility of discarding two cards as part of the cost.
Dredge (117-70 W/L in games) (Pre-GGT ban: 103-70 W/L in games)