SCGCHAR - Dredgevine Deck Tech with Gerry Thompson
It's nice to have some public support for the deck. I know he's played the deck before on SCG. Shame he played against the literal worst matchup. Before the new set comes out, I'm convinced that the deck is basically engineered to beat us. Main deck graveyard hate. Lots of Scions/Lingering Souls tokens to block us going wide. They're big creatures are all perfectly bigger than our (4/5, 5/8). Here's hoping that the new cards in OGW shift the deck to be less horrible. I think we have a much better shot against Though-knot Seer and Reality Smasher.
I can only second this. I've been tweaking my sideboard to combat the Tron/Eldrazi matchups, but I'm going to see what happens at the next few events until their decklist becomes more solidified
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
Seeing the recent bannings and a little disappointedly noting there's not going to be any unbannings, what cards would you like to see be unbanned? My first pick (and a quite realistic one at that) would be Sword of the Meek. I'd love to shove in a playset of Narcomoeba and these little badboys and go full dredge-mode with Hedron Crab
I'm not quite as sure about my second pick, Deathrite Shaman. He'd be awesome for us, but he also caused us the most trouble before getting flattened by the banhammer...
Share your thoughts, please. After all, that's what this V8-war-vegetable connoisseur thread is for!
I mean option #1 must be Dredge Return, right? Past that, probably Deathrite Shaman, since he does a lot of heavy lifting for us and we can configure the deck to easily remove an opposing 1/2. Also, I could see a Punishing Fire package being pretty effective in the right build.
Hedron Crab doesn't do enough on it's own to enable Dredgevine, not as much as the dredge creatures. When Hedron is on the battlefield it doesn't have a lot of impact as a 0/2, and Dredge doesn't play as many lands. If Crab goes to the graveyard doesn't have any recursion itself so wastes space. It's better in a deck destruction deck where you are targeting the hand and library of your opponent. To make use of that, you also want to be making their graveyard vanish ... more cards that pull away from the core of Dredgevine. With BGr Dredgevine you have plenty of ways to get cards in the yard.
Hedron Crab is an excellent enabler for blue versions. It does let them have more explosive starts than us on occasion. I prefer the dredge creatures because of the interaction with Lotleth Troll. I win a ton of games on the back of a 6/5 or larger attacking creatures with regen up and it gets bigger every turn. Just discard the dredger post combat, dredge it next upkeep. Larger and larger that people usually have to 2-1 themselves to kill it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
Seeing the recent bannings and a little disappointedly noting there's not going to be any unbannings, what cards would you like to see be unbanned? My first pick (and a quite realistic one at that) would be Sword of the Meek. I'd love to shove in a playset of Narcomoeba and these little badboys and go full dredge-mode with Hedron Crab
I'm not quite as sure about my second pick, Deathrite Shaman. He'd be awesome for us, but he also caused us the most trouble before getting flattened by the banhammer...
Share your thoughts, please. After all, that's what this V8-war-vegetable connoisseur thread is for!
I mean option #1 must be Dredge Return, right? Past that, probably Deathrite Shaman, since he does a lot of heavy lifting for us and we can configure the deck to easily remove an opposing 1/2. Also, I could see a Punishing Fire package being pretty effective in the right build.
They will never unban Dread Return. That's probably the single most degenerate card on the entire ban list. You have no clue what kind of monstrous decks that thing will create.
edit: this is me talking with my experience as a legacy Dredge player.
Private Mod Note
():
Rollback Post to RevisionRollBack
My EDH/Commander Decks: x Kozilek, The Butcher of Truth WUBRG Sliver Overlord UR Mizzix of the Izmagus
My Legacy Decks: WUBRG/x Dredge UBR Storm
My Modern Decks: BRG Smallpox WUBRG Slivers WUBRG/x Lantern Control
Seeing the recent bannings and a little disappointedly noting there's not going to be any unbannings, what cards would you like to see be unbanned? My first pick (and a quite realistic one at that) would be Sword of the Meek. I'd love to shove in a playset of Narcomoeba and these little badboys and go full dredge-mode with Hedron Crab
I'm not quite as sure about my second pick, Deathrite Shaman. He'd be awesome for us, but he also caused us the most trouble before getting flattened by the banhammer...
Share your thoughts, please. After all, that's what this V8-war-vegetable connoisseur thread is for!
I mean option #1 must be Dredge Return, right? Past that, probably Deathrite Shaman, since he does a lot of heavy lifting for us and we can configure the deck to easily remove an opposing 1/2. Also, I could see a Punishing Fire package being pretty effective in the right build.
They will never unban Dread Return. That's probably the single most degenerate card on the entire ban list. You have no clue what kind of monstrous decks that thing will create.
edit: this is me talking with my experience as a legacy Dredge player.
As somebody who has studied the ban list after everyones explosive interest in stoneforge mystic, it is not the most degenerate card on the ban list, but it will not be unbanned. Wizards doesn't want to speed up the format and dread return would do that significantly. As for deathrite shaman, it's unlikely but it could happen. That would be a swift kick to a region of the body that is painful when kicked. He is targeted graveyard hate and would probably be in every GBx deck along with scavenging ooze which already hurts. The difference between the two is that ooze can do multiple targets in a turn, so it can nueter you're entire graveyard unless you kill it before they have mana. DRS would be able to shut us off early, being not as effective in the late game but for all intesive purposes when they keep exiling your vengevine's in the late game against BGx you're kind of dead.
On a different note what is everyone replacing twin hate with?
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:
They will never unban Dread Return. That's probably the single most degenerate card on the entire ban list. You have no clue what kind of monstrous decks that thing will create.
edit: this is me talking with my experience as a legacy Dredge player.
As somebody who has studied the ban list after everyones explosive interest in stoneforge mystic, it is not the most degenerate card on the ban list, but it will not be unbanned. Wizards doesn't want to speed up the format and dread return would do that significantly. As for deathrite shaman, it's unlikely but it could happen. That would be a swift kick to a region of the body that is painful when kicked. He is targeted graveyard hate and would probably be in every GBx deck along with scavenging ooze which already hurts. The difference between the two is that ooze can do multiple targets in a turn, so it can nueter you're entire graveyard unless you kill it before they have mana. DRS would be able to shut us off early, being not as effective in the late game but for all intesive purposes when they keep exiling your vengevine's in the late game against BGx you're kind of dead.
On a different note what is everyone replacing twin hate with?
Oh yeah, I assumed most of these wouldn't get unbanned. I was just thinking about which unbannings would be the best for the deck.
In terms of the opennings of twin hate, I never had dedicated sideboard slots for Twin. Cards I've had in and out against them have included Duress, Golgari Charm, Murderous Cut, Spellskite, and Ground Seal. Most of them were used for multiple matchups, that are still relevant. It seems like Jund/Junk took a hit (and thus the number of Oozes) by the banning, while Tron, Aggro Decks (Affinity, Infect, Zoo, Burn, Boggles), and the Eldrazi deck are all gaining stock. Against tron, I still am a big fan of the Life from the Loam/Ghost Quarter package. I could see increasing the number of Ancient Grudges to fight Eldrazi, Tron, Affinity. Wraths and repeatable removal is probably much better. Darkblast preys on most of the Aggro decks, and may be crucial if we get a resurgence of Delver due to the number of people switching from Twin. The wraths and repeatable removal I have now is Engineered Explosives, Pyroclasm, Grim Lavamancer, Darkblast, and Golgari Charm. I like EE against a lot of odd matchups (Boggles, Lantern, BW Tokens). If token strategies get most abundant, I could even see Necroplasm being interesting.
I've been thinking a bit about what could be sideboarded against the Eldrazi deck and haven't really came up with anything awesome beyond Ghost Quartering their lands early, then riding early Delve creatures before they can cast their bigger threats. Cheaper wraths are only really good against the Tokens from Lingering Souls/Blight Herder and Wasteland Strangler. Perhaps running Damnation may be better? I'm not even sure if we would want Ancient Grudge or something against them. The whole matchup just seems like a headache.
As a side note, has anyone thought about Natural State as Abrupt Decay 5+/replacement for Golgari Charms? In a lot of matchups, it hits the permanents we would want to hit anyway (Boggles, Rest in Peace, Graffdiggers Cage, Affinity, Blood Moon, etc).
I still have few questions though:
-How many lands should I play? Is 22 too much?
-Is the 3/2 split for the Death's Shadow/Varolz combo enough? I assume I should include some Birds of Paradise to help enable/take advantage of the combo. Not sure what to cut though
And thanks for all the useful info in this topic. This started as a kitchen table deck and the posts here really helped me putting this deck together. I'm looking forward to play it on the next Modern event.
-Is the 3/2 split for the Death's Shadow/Varolz combo enough? I assume I should include some Birds of Paradise to help enable/take advantage of the combo. Not sure what to cut though
And thanks for all the useful info in this topic. This started as a kitchen table deck and the posts here really helped me putting this deck together. I'm looking forward to play it on the next Modern event.
With the curve, you can safely drop it to 20 without any issues. Considering you have 8 dig spells plus a Loam, switch out the 2 extra lands for the playset of Gurmag Angler.
As far as sideboard, Slaughter Games isn't necessary since combo is at an all time low as of now. Discard is great. You're missing lifegain and Ancient Grudge. Since Affinity is gaining popularity, I run three, so it's a must. I have 3 Fulminator Mage and 1 Crumble to combat the eldrazi. I also have a Firespout to slow down all the aggro running around. It's great vs Merfolk, Zoo, etc.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
KCommand is cute, but too slow for the current meta. It's really bad against the Eldrazi decks, so keep either the Firespout or another Fulminator Mage. Golgari Thug is not a good card. Use Stinkweed Imp to kill large creatures. Otherwise run more aggro to race the big mana decks, as that's the only way you're going to win reliably.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
Golgari Thug is not a good card. Use Stinkweed Imp to kill large creatures. Otherwise run more aggro to race the big mana decks, as that's the only way you're going to win reliably.
I agree with this. Thug is really only useful in the aggro version where you want the two mana recoverable creature to cast for vine. Otherwise Imp probably is better.
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:
Hello! I'm new to Modern, and am building this deck as a back up to my Jeskai Tempo deck (admittedly, this deck is more fun to play, so that may change). I have heard that this deck is not well positioned right now, because of all the main-deck Relic of Progenitus running around. But, that's OK because its fun as heck to play. What I could use is a little feedback on my pile, to see if I'm on the right track. I built this deck using card I already own, but my budget is pretty open. Also, I have no sideboard for it yet, and frankly, I don't really know where to start. So, I'm def open to suggestions regarding that too.
If someone could give me some feedback on what could be improved; if I have made any glaring omissions; or if anything just seems out-of-place, I would really appropriate it.
Hey Everyone, I have been playing a form of Jundvine for a couple of years but never really competed with it since Modern hasn't been really big in my area. However, with Regionals tomorrow I think this is the list I am going to run. Any thoughts or comments are really appreciated.
Sideboard
3 Ancient Grudge
3 Pyroclasm
3 Duress
3 Appetite for Brains
2 Golgari Charm
1 Gnaw to the Bone
It is a more aggro build not relying too much on dredge but still allowing for those explosive vegetable kills. Let me know what you think.
The silence on this thread is deafening. I'm pretty new to this deck, and Modern, but I could give you my opinion (albeit, a not super educated opinion). I run the Sultai list just before you in this thread. I too was looking for feedback.
Anyway, I cant give you any advice about match-ups, sideboard, etc. But I can talk a little about individual card selection, and give you my opinion about some of your choices.
First and fore most, our lists differ in some pretty big ways. The main one being I run BLUE, and you run RED. So, take what I say with a mountain sized grain of salt.
First up, Dreg Mangler. This guy seem efficiently costed, and a OK low-end beater. But I don't think you will be winning any games with him (I could be wrong). He dies to Bolt (not a great argument, I know). But you will set yourself up to be 2 for 1'd if you go to Scavenge him, and they just bolt the creature. What I think would be good in that spot, is 2-3 Squee, Goblin Nabob. He can be great for this kind of deck. He can be pitched to Lotleth Troll, Faithless Looting or Lightning Axe, and still comes back to your hand at the beginning of your turn. He can also be cast as an endless wall against non-Trample creatures, like Stinkweed Imp. Seem like some good value there.
Next, Ghor-Clan Rampager. This guy, as a 1 of, doesn't seem worth it. I assume you are using it for the +4/+4? Again, I could be missing something, but I would want something a little more repeatable in that slot. What I don't see in your list, that I adore in mine, is Bloodghast. Basically, you can do the same stuff as Squee, but it recurs itself to PLAY. The card is just great. But you will need to find a little more room for a playset.
Lastly, Arbor Elf. This guy seem OK, but I think there are better cards that generate mana. You're not running any of the mana doublers, like Nykthos Green (nor should you be), so you don't get the extra value out of him like those decks can. I think Birds of Paradise might be better in that slot. But he's probably OK as-is.
Another card that you might want to take a look at is Zombie Infestation. I dig this enchantment. It can pitch ANYTHING into your graveyard, including multiples of itself, and can also set up some loops with Life from the Loam or Squee, to generate some zombie tokens every turn. Tokens that can be used to cast Gravecrawlers from the yard, etc.
One last card you may want to look at is Raven's Crime. It can be used disrupt your opponent early. It can be looped with Life From the Loam to shred their hand mid-game. Or in a pinch, it can be used to discard your own things to get them in the yard. It can be great as a 1-2 of. But I probably wouldn't run more than that.
Anyway, this is just my 2 cents. Maybe we can get someone who has a little bit more experience with this archetype to chime in. Let me know what you think.
Hey there NotWorththeTime, thanks for the detailed comments. I suppose I should have commented sooner than a day before the tournament. Oh well.
Anyway, as to the Dreg Mangler, Arbor Elf (I don't have BoPs since I sold my collection *insert sad face*), and Ghor-Clan (can cast thanks to the aforementioned Elf, but also can blow out an opponent, and adds to Gnaw to the Bone) I wanted to play more of a jund aggro deck with the ability to have some broken starts but also have some resiliency and not lose to graveyard hate or more control type decks. Arbor Elf also allows for some broken starts since I play 7 forests main. Dreg Mangler also allows for the recast of Gravecrawler. And of course you get the scavenge if need be. I just haven't had a good experience with the Zombie Infestation, though I do love it and played it for some time. Just not the style I wanted to play.
And I don't really play enough lands for Blood Ghast, not to mention maindeck hate in the form of Relic now (and then all of the sideboard hate)can really shut them down. Oh, and I hate things that can't block haha.
From my reading, a lot of the cards you suggested, and a lot of other people from what I read, is that they play a more mid-range, grindy version of this deck and was seeing how the aggro version works.
Though I really do like Loam with cards like Raven's Crime, Zombie Investation, and Ghost Quarters. Your opponents really start to hate you when they have no lands.
Though if this version doesn't work out, I may try some of the changes you suggested and see how that goes. Thank you again!!
My pleasure, AN5218. Like, I said, it might not be the soundest advice you’ve ever received, but a least it’s something.
And, as I look over this thread, you are def right. My deck is more of a midrange / grindy strategy. But what I love about it, is that with a Hedron Crab or 2 in the opening hand, you can still aggro someone hard, out of nowhere. But, I totally see that this isn’t the deck you are playing.
About Bloodghast, I totally see you point. Relic is gonna hurt. But it hurts the whole deck (my deck, anyway). I know it’s not the greatest play ever, but least we have access to Abrupt Decay from the sideboard. So you can hopefully force them to use the Relic, so you can continue on with the game-plan. Other than that, I have been scratching my head at how to deal with main-deck Relics with this deck.
Anyway, good luck at Regionals. Let us know how it goes.
I was very happy with my performance and my deck. I got lucky with my matchups, though. I didn't face Burn or Eldrazi, and faced Blue Tron once. I also didn't face linear matchups where my combo is necessary. I also felt that my play was pretty tight. I would've played my game three against Blue Tron different, but besides that, I think I played my deck to its full potential.
I edited this to make it shorter to scroll through and change how I sideboarded against Merfolk now that I remember correctly.
It's nice to have some public support for the deck. I know he's played the deck before on SCG. Shame he played against the literal worst matchup. Before the new set comes out, I'm convinced that the deck is basically engineered to beat us. Main deck graveyard hate. Lots of Scions/Lingering Souls tokens to block us going wide. They're big creatures are all perfectly bigger than our (4/5, 5/8). Here's hoping that the new cards in OGW shift the deck to be less horrible. I think we have a much better shot against Though-knot Seer and Reality Smasher.
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!
I mean option #1 must be Dredge Return, right? Past that, probably Deathrite Shaman, since he does a lot of heavy lifting for us and we can configure the deck to easily remove an opposing 1/2. Also, I could see a Punishing Fire package being pretty effective in the right build.
Modern
URB Grixis Delver
GWB Abzan Company
RWB Mardu Burn
WB Martyr Proc
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!
They will never unban Dread Return. That's probably the single most degenerate card on the entire ban list. You have no clue what kind of monstrous decks that thing will create.
edit: this is me talking with my experience as a legacy Dredge player.
x Kozilek, The Butcher of Truth
WUBRG Sliver Overlord
UR Mizzix of the Izmagus
My Legacy Decks:
WUBRG/x Dredge
UBR Storm
My Modern Decks:
BRG Smallpox
WUBRG Slivers
WUBRG/x Lantern Control
My Standard Decks:
Gx Eldrazi Ramp
As somebody who has studied the ban list after everyones explosive interest in stoneforge mystic, it is not the most degenerate card on the ban list, but it will not be unbanned. Wizards doesn't want to speed up the format and dread return would do that significantly. As for deathrite shaman, it's unlikely but it could happen. That would be a swift kick to a region of the body that is painful when kicked. He is targeted graveyard hate and would probably be in every GBx deck along with scavenging ooze which already hurts. The difference between the two is that ooze can do multiple targets in a turn, so it can nueter you're entire graveyard unless you kill it before they have mana. DRS would be able to shut us off early, being not as effective in the late game but for all intesive purposes when they keep exiling your vengevine's in the late game against BGx you're kind of dead.
On a different note what is everyone replacing twin hate with?
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
Oh yeah, I assumed most of these wouldn't get unbanned. I was just thinking about which unbannings would be the best for the deck.
In terms of the opennings of twin hate, I never had dedicated sideboard slots for Twin. Cards I've had in and out against them have included Duress, Golgari Charm, Murderous Cut, Spellskite, and Ground Seal. Most of them were used for multiple matchups, that are still relevant. It seems like Jund/Junk took a hit (and thus the number of Oozes) by the banning, while Tron, Aggro Decks (Affinity, Infect, Zoo, Burn, Boggles), and the Eldrazi deck are all gaining stock. Against tron, I still am a big fan of the Life from the Loam/Ghost Quarter package. I could see increasing the number of Ancient Grudges to fight Eldrazi, Tron, Affinity. Wraths and repeatable removal is probably much better. Darkblast preys on most of the Aggro decks, and may be crucial if we get a resurgence of Delver due to the number of people switching from Twin. The wraths and repeatable removal I have now is Engineered Explosives, Pyroclasm, Grim Lavamancer, Darkblast, and Golgari Charm. I like EE against a lot of odd matchups (Boggles, Lantern, BW Tokens). If token strategies get most abundant, I could even see Necroplasm being interesting.
I've been thinking a bit about what could be sideboarded against the Eldrazi deck and haven't really came up with anything awesome beyond Ghost Quartering their lands early, then riding early Delve creatures before they can cast their bigger threats. Cheaper wraths are only really good against the Tokens from Lingering Souls/Blight Herder and Wasteland Strangler. Perhaps running Damnation may be better? I'm not even sure if we would want Ancient Grudge or something against them. The whole matchup just seems like a headache.
As a side note, has anyone thought about Natural State as Abrupt Decay 5+/replacement for Golgari Charms? In a lot of matchups, it hits the permanents we would want to hit anyway (Boggles, Rest in Peace, Graffdiggers Cage, Affinity, Blood Moon, etc).
4 Swamp
4 Forest
1 Woodland Cemetery
4 Overgrown Tomb
3 Verdant Catacombs
2 Wooded Foothills
2 Stomping Ground
2 Blood Crypt
3 Death's Shadow
4 Lotleth Troll
2 Varolz, the Scar-Striped
4 Gravecrawler
4 Vengevine
2 Gurmag Angler
2 Stinkweed Imp
1 Tymaret, the Murder King
1 Rotting Rats
2 Golgari Grave-Troll
4 Grisly Salvage
2 Abrupt Decay
4 Faithless Looting
1 Life from the Loam
1 Gnaw to the Bone
1 Lightning Axe
I still have few questions though:
-How many lands should I play? Is 22 too much?
-Is the 3/2 split for the Death's Shadow/Varolz combo enough? I assume I should include some Birds of Paradise to help enable/take advantage of the combo. Not sure what to cut though
-I'm still working on the SB, but anything I MUST have on it? I was thinking on some discard spells (a set of Thoughtseize probably), more removal (Murderous Cut, Terminate...), a couple of cards for grindier matches (Kolaghan's Command and Vengeful Pharaoh), a Slaughter Games for some weird decks that I might face and maybe some land hate for Tron and Eldrazi (I do not own a full set of Fullminator Mages, so I guess I would try Crumble to Dust or some Ghost Quarters, as suggested by FadedOverseer)
And thanks for all the useful info in this topic. This started as a kitchen table deck and the posts here really helped me putting this deck together. I'm looking forward to play it on the next Modern event.
Commander: WUBRG Superfriends, GW Rhys Tokens, WUBRG Scion of the Ur-Dragon
Kitchen Table (now that's real Magic): WUBRG Domain, GU Biovisionary, UB Korlash Grandeur, UW Merfolk Mill
As far as sideboard, Slaughter Games isn't necessary since combo is at an all time low as of now. Discard is great. You're missing lifegain and Ancient Grudge. Since Affinity is gaining popularity, I run three, so it's a must. I have 3 Fulminator Mage and 1 Crumble to combat the eldrazi. I also have a Firespout to slow down all the aggro running around. It's great vs Merfolk, Zoo, etc.
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!
My decks:
Modern
B[url=http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive/220250-dredgevine?page=89#c2235]Dredgevine[/url]G
Amulet Bloom
Is it worth to include a Golgari Thug to help getting Varolz in case it gets dredged away?
And I guess the SB would look like this. Maybe cut something to include Radiant Flames/Firespout (KCommand probably)
3 Ancient Grudge
1 Vengeful Pharaoh
1 Kolaghan's Command
1 Fulminator Mage
2 Crumble to Dust
1 Gnaw to the Bone
2 Darkblast
Commander: WUBRG Superfriends, GW Rhys Tokens, WUBRG Scion of the Ur-Dragon
Kitchen Table (now that's real Magic): WUBRG Domain, GU Biovisionary, UB Korlash Grandeur, UW Merfolk Mill
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!
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
Here it is:
1 Breeding Pool
1 Dryad Arbor
2 Forest
1 Island
3 Misty Rainforest
1 Mutavault
1 Overgrown Tomb
4 Polluted Delta
2 Swamp
4 Verdant Catacombs
1 Watery Grave
4 Bloodghast
4 Gravecrawler
4 Hedron Crab
4 Lotleth Troll
2 Magus of the Bazaar
4 Satyr Wayfinder
1 Skaab Ruinator
2 Stinkweed Imp
4 Vengevine
2 Zombie Infestation
Instant (2)
2 Darkblast
Sorcery (6)
4 Life from the Loam
2 Raven's Crime
If someone could give me some feedback on what could be improved; if I have made any glaring omissions; or if anything just seems out-of-place, I would really appropriate it.
4 Gravecrawler
3 Arbor Elf
4 Lotleth Troll
3 Saytr Wayfinder
3 Dreg Mangler
3 Stinkweed Imp
4 Vengegine
1 Ghor Clan Rampager
2 Golgari Grave Troll
4 Faithless Looting
3 Grisly Salvage
3 Lightning Axe
2 Murderous Cut
1 Gnaw to the Bone
4 Verdant Catacombs
1 Wooded Foothills
3 Overgrown Tomb
3 Blood Crypt
2 Stomping Ground
2 Forest
2 Swamp
1 Mountain
2 Ghost Quarter
Sideboard
3 Ancient Grudge
3 Pyroclasm
3 Duress
3 Appetite for Brains
2 Golgari Charm
1 Gnaw to the Bone
It is a more aggro build not relying too much on dredge but still allowing for those explosive vegetable kills. Let me know what you think.
Anyway, I cant give you any advice about match-ups, sideboard, etc. But I can talk a little about individual card selection, and give you my opinion about some of your choices.
First and fore most, our lists differ in some pretty big ways. The main one being I run BLUE, and you run RED. So, take what I say with a mountain sized grain of salt.
I would say, looking at your list, some of the cards I find questionable are Dreg Mangler, Ghor-Clan Rampager, Golgari Grave-Troll and Arbor Elf.
First up, Dreg Mangler. This guy seem efficiently costed, and a OK low-end beater. But I don't think you will be winning any games with him (I could be wrong). He dies to Bolt (not a great argument, I know). But you will set yourself up to be 2 for 1'd if you go to Scavenge him, and they just bolt the creature. What I think would be good in that spot, is 2-3 Squee, Goblin Nabob. He can be great for this kind of deck. He can be pitched to Lotleth Troll, Faithless Looting or Lightning Axe, and still comes back to your hand at the beginning of your turn. He can also be cast as an endless wall against non-Trample creatures, like Stinkweed Imp. Seem like some good value there.
Next, Ghor-Clan Rampager. This guy, as a 1 of, doesn't seem worth it. I assume you are using it for the +4/+4? Again, I could be missing something, but I would want something a little more repeatable in that slot. What I don't see in your list, that I adore in mine, is Bloodghast. Basically, you can do the same stuff as Squee, but it recurs itself to PLAY. The card is just great. But you will need to find a little more room for a playset.
Next, Golgari Grave-Troll. I see him as a Dredge-enabler/big-beater. For the beats you have Lotleth Troll, Vengevine, and Gravecrawler and maybe Bloodghast. So, I'm not sure if he's needed. For Dredge Enablers, I like Darkblast, Life from the Loam, or Stinkweed Imp. Darkblast can be repeatable, instant speed removal. It seems great against Lingering Souls or any X/1 or X/2 creatures (it can be used reliably in the same turn because its an instant). Life from the Loam is great because its repeatable in almost any board state, and can get back utility lands that get Dredged away, like Mutavault (which can be used to recur Gravecrawler), and/or Dryad Arbor(which can be pitched to Lotleth Troll for +1/+1 counters). Stinkweed Imp you already run. So, no need to tell you about that.
Lastly, Arbor Elf. This guy seem OK, but I think there are better cards that generate mana. You're not running any of the mana doublers, like Nykthos Green (nor should you be), so you don't get the extra value out of him like those decks can. I think Birds of Paradise might be better in that slot. But he's probably OK as-is.
Another card that you might want to take a look at is Zombie Infestation. I dig this enchantment. It can pitch ANYTHING into your graveyard, including multiples of itself, and can also set up some loops with Life from the Loam or Squee, to generate some zombie tokens every turn. Tokens that can be used to cast Gravecrawlers from the yard, etc.
One last card you may want to look at is Raven's Crime. It can be used disrupt your opponent early. It can be looped with Life From the Loam to shred their hand mid-game. Or in a pinch, it can be used to discard your own things to get them in the yard. It can be great as a 1-2 of. But I probably wouldn't run more than that.
Anyway, this is just my 2 cents. Maybe we can get someone who has a little bit more experience with this archetype to chime in. Let me know what you think.
Anyway, as to the Dreg Mangler, Arbor Elf (I don't have BoPs since I sold my collection *insert sad face*), and Ghor-Clan (can cast thanks to the aforementioned Elf, but also can blow out an opponent, and adds to Gnaw to the Bone) I wanted to play more of a jund aggro deck with the ability to have some broken starts but also have some resiliency and not lose to graveyard hate or more control type decks. Arbor Elf also allows for some broken starts since I play 7 forests main. Dreg Mangler also allows for the recast of Gravecrawler. And of course you get the scavenge if need be. I just haven't had a good experience with the Zombie Infestation, though I do love it and played it for some time. Just not the style I wanted to play.
And I don't really play enough lands for Blood Ghast, not to mention maindeck hate in the form of Relic now (and then all of the sideboard hate)can really shut them down. Oh, and I hate things that can't block haha.
From my reading, a lot of the cards you suggested, and a lot of other people from what I read, is that they play a more mid-range, grindy version of this deck and was seeing how the aggro version works.
Though I really do like Loam with cards like Raven's Crime, Zombie Investation, and Ghost Quarters. Your opponents really start to hate you when they have no lands.
Though if this version doesn't work out, I may try some of the changes you suggested and see how that goes. Thank you again!!
And, as I look over this thread, you are def right. My deck is more of a midrange / grindy strategy. But what I love about it, is that with a Hedron Crab or 2 in the opening hand, you can still aggro someone hard, out of nowhere. But, I totally see that this isn’t the deck you are playing.
About Bloodghast, I totally see you point. Relic is gonna hurt. But it hurts the whole deck (my deck, anyway). I know it’s not the greatest play ever, but least we have access to Abrupt Decay from the sideboard. So you can hopefully force them to use the Relic, so you can continue on with the game-plan. Other than that, I have been scratching my head at how to deal with main-deck Relics with this deck.
Anyway, good luck at Regionals. Let us know how it goes.
4 Faithless Looting
4 Gravecrawler
3 Grisly Salvage
3 Gurmag Angler
4 Lotleth Troll
4 Vengevine
Combo
3 Death's Shadow
2 Varolz, the Scar-Striped
Control
4 Abrupt Decay
1 Darkblast
3 Inquisition of Kozilek
3 Liliana of the Veil
2 Murderous Cut
1 Blood Crypt
3 Bloodstained Mire
2 Forest
3 Overgrown Tomb
4 Swamp
4 Verdant Catacombs
3 Woodland Cemetery
1 Tymaret, the Murder King
1 Death's Shadow
2 Ghost Quarter
3 Gnaw to the Bone
1 Murderous Cut
2 Radiant Flames
1 Thoughtseize
2 Varolz, the Scar-Striped
1 Tasigur, the Golden Fang
1 Golgari Charm
Sideboarding -
+1 Thoughtseize
+1 Murderous Cut
+1 Golgari Charm
+1 Radiant Flames
+1 Ghost Quarter
-3 Death's Shadow
-2 Varolz, the Scar-Striped
Sideboarding -
+2 Ghost Quarter
+1 Thoughtseize
+1 Tymaret, the Murder King
+1 Tasigur, the Golden Fang
-3 Abrupt Decay
-2 Murderous Cut
-1 Darkblast
Sideboarding -
+2 Ghost Quarter
+1 Thoughtseize
+1 Tymaret, the Murder King
+1 Tasigur, the Golden Fang
+1 Murderous Cut
-4 Abrupt Decay
-1 Darkblast
-1 Death's Shadow
Sideboarding -
+1 Thoughtseize
+1 Murderous Cut
+1 Golgari Charm
+1 Radiant Flames
+1 Ghost Quarter
-3 Death's Shadow
-2 Varolz, the Scar-Striped
Sideboarding -
+1 Thoughtseize
+1 Tymaret, the Murder King
+1 Tasigur, the Golden Fang
+1 Murderous Cut
+1 Golgari Charm
-3 Death's Shadow
-2 Varolz, the Scar-Striped
Sideboarding -
+2 Radiant Flames
+1 Golgari Charm
+1 Tasigur, the Golden Fang
+1 Thoughtseize
-3 Death's Shadow
-2 Varolz, the Scar-Striped
Sideboarding -
+2 Radiant Flames
+2 Varolz, the Scar-Striped
+1 Murderous Cut
+1 Thoughtseize
+1 Death's Shadow
-4 Faithless Looting
-3 Liliana of the Veil
Sideboarding -
+1 Thoughtseize
+1 Murderous Cut
+1 Golgari Charm
+1 Radiant Flames
+1 Ghost Quarter
-3 Death's Shadow
-2 Varolz, the Scar-Striped
I was very happy with my performance and my deck. I got lucky with my matchups, though. I didn't face Burn or Eldrazi, and faced Blue Tron once. I also didn't face linear matchups where my combo is necessary. I also felt that my play was pretty tight. I would've played my game three against Blue Tron different, but besides that, I think I played my deck to its full potential.
I edited this to make it shorter to scroll through and change how I sideboarded against Merfolk now that I remember correctly.
My decks:
Modern
B[url=http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive/220250-dredgevine?page=89#c2235]Dredgevine[/url]G
Amulet Bloom