Value is good. But Dredgevine isn't supposed to be about value. It's supposed to be about V-8; 2000 pounds of nitro boosted war vegetables. The more velocity, the better.
Modern:
DredgeVine EDH:
Gisela, Blade of Goldnight
Anima Standard:
Hey guys! I've been playing this deck for about 3 months, and just about one I have it finished, since I play it aroud twice a week in the local shop with something like 10 people per tournment, I've being doing really well for the last weeks, being around top 4 for 5 times more or less, but today was the first time I did 0-3 and dropped, and realised some very bad matchs: Burn, Affinity and Tron.
Any tips for this matchs??
ps.: i'm new here and I don't know how to upload a decklist, but my deck is pretty similar to this one
Hey guys! I've been playing this deck for about 3 months, and just about one I have it finished, since I play it aroud twice a week in the local shop with something like 10 people per tournment, I've being doing really well for the last weeks, being around top 4 for 5 times more or less, but today was the first time I did 0-3 and dropped, and realised some very bad matchs: Burn, Affinity and Tron.
Any tips for this matchs??
ps.: i'm new here and I don't know how to upload a decklist, but my deck is pretty similar to this one
But, I run 4 GGT and no Tasigur, no Satyrs and 22 lands (2 ghost quarters)
For Burn, I'd say trying to get a Gnaw to the Bone into the main deck will help a lot Game 1. If you find it's a common deck you play against, perhaps swap out Thoughtseize for Duress or IoK.
For Tron, Life from the Loam makes your Ghost Quarters a lot more powerful and consistent. If you try to race them while looping GQ's, I found the matchup is pretty decent for us.
voracious null? It's It's a zombie that buffs and is a sac outlet? It's mana intensive but can be a real enabler.
This is definitely not a 4 of but maybe 1 or 2 in place if an angler and birds?
Value is good. But Dredgevine isn't supposed to be about value. It's supposed to be about V-8; 2000 pounds of nitro boosted war vegetables. The more velocity, the better.
Modern:
DredgeVine EDH:
Gisela, Blade of Goldnight
Anima Standard:
voracious null? It's It's a zombie that buffs and is a sac outlet? It's mana intensive but can be a real enabler.
This is definitely not a 4 of but maybe 1 or 2 in place if an angler and birds?
Similar to Nantuko Husk (which we don't run) except that it costs mana and is sorcery-speed to activate (Doesn't protect against wipes). I doubt it'll see any play from us.
Do we want Vampiric Rites as a sideboard-tech against decks that run exile (like Junk, UW control, maybe an eldrazi-themed exile-deck that might be modern-playable, etc...)
I think it costs a bit too much mana to activate - it seems like Vengevine usually gets path'd before you can untap, so you usually won't have enough mana to sacrifice it.
Seems like it's more appropriate for a deck like Loam Pox.
Do we want Vampiric Rites as a sideboard-tech against decks that run exile (like Junk, UW control, maybe an eldrazi-themed exile-deck that might be modern-playable, etc...)
i find fair decks even that have path are easy matchups. i crush all control decks with just 3 duress from sb
Any reason I don't see zombie infestation popping up on this thread more? Seems like everything dredgevine looks for in a dredge enabler. Cheap, lets you discard without paying mana, gives you something in return (something pretty fantastic actually, as the 2/2 zombie enables you to cast your gravecrawlers)
the way i slaughter the loam pox deck based around that card i dont think i can be convinced its good. that matchup must be near 1000% winrate for us unless we get poxed off our land or something
The advantage is that Grisly Salvage assists in making land drops and finding creatures such as Lotleth Troll that we would rather have in hand so we can cast them. The card selection is just as important as getting stuff into the yard. The deck doesn't have any trouble filling up the grave so the upside to these cards is outweighed by the loss of card selection and the ability to fix our draws. The other thing is that red gives us more important cards than blue (stuff like Faithless Looting) and the manabase is already pretty stretch given how color specific many of our cards are and how important it is to have double black available on or around turn 3, so it can't support a fourth color without taking a sizable hit to consistency and our life total from aggressive fetching and shocking. Given that we can just dredge back a grave troll and cast it for one less than the cost of the "entering" half of Breaking/Entering, I'm not sure why it would be necessary. It is possible to cut red and play dredgevine in BUG colors and make use of these cards, though I have found it to be less consistent and often slower
I wouldn't go so far as to say red gives you more important cards. The lists I have been playing lately have mostly been BUG lists, and I feel like blue actually gives you the best cards, rather than red. Red basicaly only gives you Faithless Looting, while blue gives you Hedron Crab, Baby Jace, Fatestitcher, and Skaab Ruinator. Looting is good for sure, but I think the power of blue outways ways it here. Crab fills up your grave like crazy(for 1 blue mana, you'll easily get 6-12 cards in the grave, but most of the time you'll mill 18+ in a game), Baby Jace gives you another discard outlet, and a way to play spells you've dredged over, Stitcher is easily the best for reanimating Gravecrawlers, and Skaab is just insane creature value and can bring back Crawlers, where else can you play a 5/5 flyer for 3 mana, that can keep being replayed from the grave?
Compared to the Blue versions, the Jund dredgevines lists, lack a considerable amount of the explosiveness, and power that the BUG/ 4c versions have.
Private Mod Note
():
Rollback Post to RevisionRollBack
Not just the Tendo King, the power of the Galactic Leyline surpasses that of the Tempa Emperor, No!, It's magnificent power is even greater than that!
Has anyone ever tried to run Cavern of Souls as a 1 or 2 of and call Zombies? If so how did i work? I know from experience that having a much needed Lotleth Troll or Gurmag get countered has cost me the game. Just want some thoughts before i cough up the money for a couple.
Haven't tried it myself, the relative mana-lite status of the deck means that if you need a green source for Wayfinder or red source for Looting, Cavern will be dead in your hand.
Also doesn't interact well with most of the sideboard cards.
These issues however may pale in comparison to the uncounterability of said zombies, I'd suggest the ol' faithful; testing.
Has anyone ever tried to run Cavern of Souls as a 1 or 2 of and call Zombies? If so how did i work? I know from experience that having a much needed Lotleth Troll or Gurmag get countered has cost me the game. Just want some thoughts before i cough up the money for a couple.
While I'm generally a big fan of Cavern I think our deck can't afford a land producing colourless mana. Decks using counters are seldomly a real problem anyways.
Neither can most of the decks pilots. (Or at least me)
Seriously though in matches where I've been playing counter decks it's mostly remand which usually hurts them unless it's an angler and I'm usually able to still trigger vengevines if they do counter my stuff.
Value is good. But Dredgevine isn't supposed to be about value. It's supposed to be about V-8; 2000 pounds of nitro boosted war vegetables. The more velocity, the better.
Modern:
DredgeVine EDH:
Gisela, Blade of Goldnight
Anima Standard:
Cavern of Souls is too cute. Running a three color mana base on twenty lands is hard enough. A colorless land 80% of the time will hurt us more. If I'm running a colorless land, it's Ghost Quarter for sure. If an opponent wants to counter something of mine, let him. It will be back next turn at the latest. That's typically a control deck and we slaughter control decks that's for dang sure!
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
Has anyone ever tried to run Cavern of Souls as a 1 or 2 of and call Zombies? If so how did i work? I know from experience that having a much needed Lotleth Troll or Gurmag get countered has cost me the game. Just want some thoughts before i cough up the money for a couple.
Haven't tried it myself, the relative mana-lite status of the deck means that if you need a green source for Wayfinder or red source for Looting, Cavern will be dead in your hand.
Also doesn't interact well with most of the sideboard cards.
These issues however may pale in comparison to the uncounterability of said zombies, I'd suggest the ol' faithful; testing.
Cavern is playable. I ran two for a while, then one, then zero, then settled at one. Resolving an Angler can be critical. I will only play the cavern when needed, more like a spell than a land. (If I have three lands already against a blue deck, I'm keeping it in my hand until needed and skipping land drops, unless I'm on the play-a-GGT-or-die gameplan.) I've also fairly happily called 'Satyr' with it before, as blue decks wise to our game plan will spell snare our Wayfinders which can be brutal if we are relying on it to get the yard going.
i wouldnt say imp ia strictly worse.. but casting ggt as a 10 10 is a thing. i do think hes better in lists with birds in that case
Imp is better in crazy aggro builds. If you grind at all though, you want GGT. The dredge fuel helps Anglers, and sometimes you have a 10/10 regenerator, which is pretty lights out.
@pizzap, Amulet can't be stopped. The T2 Titan is so hard to beat. The only way to stop it is to get an Ancient Grudge in the yard T1 with a Faithless Looting.
@Manfred, I've been super busy. Also, got a new laptop since my old one crashed. On the laptop, I can't seem to get OBS to show my laptop or any windows, so I can't stream from my computer or record videos for YouTube. I'm going to look more tonight and hopefully record again this weekend!
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
So I started playing Dredgevine in Jund colours a few weeks ago, and think it's time to try out the BUG version & see which I prefer. Here's the list I've got at the moment:
* What do you guys think of Mutavault as a one-of, replacing a Swamp, to make Gravecrawlers better? It fills the same role as Fatestitcher and while it's more mana intensive, I feel that it's worth including because it can be used more than once
* Since Verdant Catacombs are too expensive for me at the moment, I've substituted them with Wooded Foothills. Should I be running Bloodstained Mire instead? My concern is that I won't be able to fetch out basic Forests with Mire's, but it might be worth it if I'm able to get both black shocklands instead
* I've decided to run Grisly Salvage as a 4-of instead of Tracker's Instincts, because it's able to grab lands as well as creatures. Losing flashback might be more important though - what do you think?
* Are there any important mainboard cards I'm missing?
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern
Dredge (117-70 W/L in games) (Pre-GGT ban: 103-70 W/L in games)
To post a comment, please login or register a new account.
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
Any tips for this matchs??
ps.: i'm new here and I don't know how to upload a decklist, but my deck is pretty similar to this one
http://www.mtgdecks.net/decks/view/311936
But, I run 4 GGT and no Tasigur, no Satyrs and 22 lands (2 ghost quarters)
For Burn, I'd say trying to get a Gnaw to the Bone into the main deck will help a lot Game 1. If you find it's a common deck you play against, perhaps swap out Thoughtseize for Duress or IoK.
For Affinity, you have a lot of similar cards in the SB as I do. Gnaw to the Bone in the main deck will help with this matchup as well. One thing that could help is putting in some type of wrath effect, (Damnation, Pyroclasm, Firespout, Drown in Sorrow, Engineered Explosives depending on your build).
For Tron, Life from the Loam makes your Ghost Quarters a lot more powerful and consistent. If you try to race them while looping GQ's, I found the matchup is pretty decent for us.
This is definitely not a 4 of but maybe 1 or 2 in place if an angler and birds?
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
Similar to Nantuko Husk (which we don't run) except that it costs mana and is sorcery-speed to activate (Doesn't protect against wipes). I doubt it'll see any play from us.
I think it costs a bit too much mana to activate - it seems like Vengevine usually gets path'd before you can untap, so you usually won't have enough mana to sacrifice it.
Seems like it's more appropriate for a deck like Loam Pox.
i find fair decks even that have path are easy matchups. i crush all control decks with just 3 duress from sb
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
The advantage is that Grisly Salvage assists in making land drops and finding creatures such as Lotleth Troll that we would rather have in hand so we can cast them. The card selection is just as important as getting stuff into the yard. The deck doesn't have any trouble filling up the grave so the upside to these cards is outweighed by the loss of card selection and the ability to fix our draws. The other thing is that red gives us more important cards than blue (stuff like Faithless Looting) and the manabase is already pretty stretch given how color specific many of our cards are and how important it is to have double black available on or around turn 3, so it can't support a fourth color without taking a sizable hit to consistency and our life total from aggressive fetching and shocking. Given that we can just dredge back a grave troll and cast it for one less than the cost of the "entering" half of Breaking/Entering, I'm not sure why it would be necessary. It is possible to cut red and play dredgevine in BUG colors and make use of these cards, though I have found it to be less consistent and often slower
Compared to the Blue versions, the Jund dredgevines lists, lack a considerable amount of the explosiveness, and power that the BUG/ 4c versions have.
Also doesn't interact well with most of the sideboard cards.
These issues however may pale in comparison to the uncounterability of said zombies, I'd suggest the ol' faithful; testing.
Neither can most of the decks pilots. (Or at least me)
Seriously though in matches where I've been playing counter decks it's mostly remand which usually hurts them unless it's an angler and I'm usually able to still trigger vengevines if they do counter my stuff.
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
BGRDredgevineBGR
UWRJeskai ControlUWR
Pauper:
GMono-Green AggroG
MTGO Username: creamy99
Twitch Stream: www.twitch.tv/coachcreamy
YouTube: www.youtube.com/user/Cherokee3210
Check it out for the latest testing, gameplay, and dailies!
Cavern is playable. I ran two for a while, then one, then zero, then settled at one. Resolving an Angler can be critical. I will only play the cavern when needed, more like a spell than a land. (If I have three lands already against a blue deck, I'm keeping it in my hand until needed and skipping land drops, unless I'm on the play-a-GGT-or-die gameplan.) I've also fairly happily called 'Satyr' with it before, as blue decks wise to our game plan will spell snare our Wayfinders which can be brutal if we are relying on it to get the yard going.
Imp is better in crazy aggro builds. If you grind at all though, you want GGT. The dredge fuel helps Anglers, and sometimes you have a 10/10 regenerator, which is pretty lights out.
WBG Abzan Midrange
BRG Dredgevine
@Manfred, I've been super busy. Also, got a new laptop since my old one crashed. On the laptop, I can't seem to get OBS to show my laptop or any windows, so I can't stream from my computer or record videos for YouTube. I'm going to look more tonight and hopefully record again this weekend!
BGRDredgevineBGR
UWRJeskai ControlUWR
Pauper:
GMono-Green AggroG
MTGO Username: creamy99
Twitch Stream: www.twitch.tv/coachcreamy
YouTube: www.youtube.com/user/Cherokee3210
Check it out for the latest testing, gameplay, and dailies!
4x Hedron Crab
3x Jace, Vryn's Prodigy
3x Golgari Grave-Troll
4x Gravecrawler
3x Gurmag Angler
4x Lotleth Troll
1x Fatestitcher
4x Birds of Paradise
1x Skaab Ruinator
1x Scavenging Ooze
4x Vengevine
INSTANT (8)
3x Abrupt Decay
1x Gnaw to the Bone
4x Grisly Salvage
3x Darkslick Shores
2x Watery Grave
3x Wooded Foothills
1x Island
1x Forest
3x Overgrown Tomb
1x Breeding Pool
1x Swamp
4x Polluted Delta
1x Mutavault
2x Darkblast
1x Gnaw to the Bone
3x Golgari Charm
3x Murderous Cut
1x Gurmag Angler
2x Scavenging Ooze
3x Thoughtseize
A few questions:
* What do you guys think of Mutavault as a one-of, replacing a Swamp, to make Gravecrawlers better? It fills the same role as Fatestitcher and while it's more mana intensive, I feel that it's worth including because it can be used more than once
* Since Verdant Catacombs are too expensive for me at the moment, I've substituted them with Wooded Foothills. Should I be running Bloodstained Mire instead? My concern is that I won't be able to fetch out basic Forests with Mire's, but it might be worth it if I'm able to get both black shocklands instead
* I've decided to run Grisly Salvage as a 4-of instead of Tracker's Instincts, because it's able to grab lands as well as creatures. Losing flashback might be more important though - what do you think?
* Are there any important mainboard cards I'm missing?
Dredge (117-70 W/L in games) (Pre-GGT ban: 103-70 W/L in games)