With the new Captain American: Civil War coming out soon, is it possible to start calling Prized Amalgam 'Iron Man' since it has the light orb in its chest?? Trying to make the name catch on lol
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Decks Modern UGWRB Humans G Mono-Green Tron UWBR Ad Nauseam
I don't have a super detailed tournament report but I'll do my best
[b]Round 1[/b] - UWR Geist
Game 1 - I look at a hand with 3 lands, Faithless Looting, Insolent Neonate, Dredge creature, Vengevine. I'm very happy with this hand and I run him down quite quickly.
Game 2 - I look at an opener with 2 red sources, 1 Faithless Looting, 2 Insolent Neonate, 2 Vengevine. Again I'm super happy with this hand. My line of play is Looting, discard the 2 Vengevines and on turn 2 run out 2 Insolent Neonate to trigger both Vengevines.
[b](1-0)[/b]
[b]Round 2[/b]- UB Ancestral Vision/Thoptor/Sword/Thing in the Ice Combo deck
Game 1 - I can't recall anything special about this game but I manage to beat him down with Bloodghasts and Amalgams while he's suspending Vision.
Note: Thing in the Ice was very good against my deck. A lot of time it just reduces the clock significantly because it blocks the Amalgam and allows a Bloodghast through. I saw the Sword of the Meek, so I sided in Ancient Grudge and an Abrupt Decay
Game 2 - This game I also started strong (so at this point in the tournament I'm thinking I'm doing quite well), I had Looting discarding Bloodghast and Amalgam and then on turn 2 from Landfall trigger I had Bloodghast and Amalgam. Here's where the Thing in the Ices did so much work. I was hitting him each turn for 2 while he developed his board because he kept blocking my Amalgam and only taking 2. So I'm working him down, he lands a Bob and gets land land Slaughter Pact off of it. I'm dredging super hard, I eventually get a big board state and get him down to 7 or 8 life, he flips Thing in the Ice, swings and then plays Kalitas. The next turn I dredge hard play 2 creatures from my hand get back 3 Vengevine, a land to get 3 Bloodghasts and swing team, but has Slaughter Pact and Doom Blade to kill 2 Vengevines and make 2 Zombies onto game 3. I take out Ancient Grudge to put in a Lightning Axe (to kill Kalitas).
Game 3 - This game was a lot of fun, I keep a land with 2 lands, Lotleth Troll and Dredge Creatures, and he turn 1 Inquisitions me! I was surprised to see him keep Inquisition in against me (I asked him later and he said he didn't have anything else better to put in from the sideboard) I won't go into too many details (because it was a long game, lots of Dredging) but needless to say he landed the Thoptor/Sword combo and I was attacking with 3 Vengevine/3 Amalgam/3 Gravecrawlers/1 Bloodghast each turn. It went to turns and I conceded because I had no way of winning and he was able to make enough blockers and gain life.
I feel like I could have won this match, maybe even game 2.
[b](1-1)[/b]
[b]Round 3[/b] - Scapeshift with Prismatic Omen.
Game 1 and Game 2 - I kept a slow hand game 1 and in game 2 I kept a slow 6 that I probably should have mulled. I boarded in 3 Thoughseize and took out Darkblast, Lightning Axe and I think a Gravetroll.
Matchup seems very difficult they just ramp, and I can't interact very easily with them and then they just cast Scapeshift dealing 54 damage or something from 3 Valakuts and 3 Mountains. I don't know if Gnaw to the Bone is even worth it if they have Prismatic Omen because they can do so much more damage than Gnaw usually will gain.
[b](1-2)[/b]
[b]Round 4[/b] - Elves
Game 1 - He mulled to 5 and I steamrolled him. In came Golgari Charm, Abrupt Decay, Lightning Axe, Darkblast out went Stinkweed, Gravetroll and 2 Neonate
Game 2 - He landed a turn 2 Ooze, and that was basically it, as I didn't see any interaction in Abrupt Decay or Lightning Axe.
Game 3 - I kept a 6 card hand with Darkblast, a Neonate, and a Bloodstained Mire, so I thought I could keep him off early mana dorks, while also potentially digging for a second land with Neonate, but I missed drawing a second land by a couple turns. He ends up Chording for Scavenging Ooze and that's all she wrote.
[b]1-3[/b] but not dead for top 32 so I give it a go.
[b]Round 5[b] - Affinity
Game 1 - On a mull to 6 my opponent drops 5 cards including a Cranial Plating and my life total goes 20-13-1 dead.
Game 2 - I side in Ancient Grudges and Darkblast, can't remember what I take out but I'm sure it's some Dredgers and maybe a Neonate. I manage to win game 2 on the back of some timely Ancient Grudges and a Stinkweed Imp holding off his team.
Game 3 - I had to mull to 4 as I saw no lands in my 7,6, or 5 card hands. I keep my 4 card hand with Ancient Grudge, Bloodstained Mire, Vengevine and some other card so not great. I manage to win but my opponent (a super great guy) makes a play sequencing error and I manage to win on turn 4 of extra turns.
[b]2-3[/b] Have to win 3 straight matches for a chance of top 32.
[b]Round 6[/b] - UR Storm
Game 1 - I keep a hand with Lotleth Troll and a Gravecrawler but I draw a lot of lands and don't pressure my opponent and he storms out. I bring out Darkblast, Lightning Axe, some Dredgers and bring in 2 Abrupt Decay and a Golgari Charm (for Pyromancer's Ascension) and I think a Gnaw to the Bone.
Game 2 - I keep a forest an overgrown tomb and an Abrupt Decay to hit any Pyromancer's Ascension and I manage to destroy one on my opponents turn 2. I end up dredging pretty hard but the Dredge's are just whiffs most of the time. Several times I dredge 5 or 6 to just reveal lands, spells I can't cast from the yard and more Dredge cards (so I basically time walked myself) and my opponent eventually combos off with Empty the Warrens, and my only Golgari Charm was in the graveyard so I concede.
[b]Match Record:2-4 Game Record:6-9[/b]
Overall, I think I made a lot of misplays by dredging blindly just hoping to hit more Dredgers, or recurring creatures. In game 1 I think that's fine but I think in sideboarded games I have to play a lot more conservatively. Draw cards, hope to hit my sideboard cards and lands and then when I have a line, involving Dredge cards or just Neonates, then I go for it, I can't just blindly Dredge and hope to get there.
Also, I think when siding out creatures I should side out Golgari-Grave Trolls before Stinkweed Imps, but I'm unsure of how to allocate what spells come out when I put sideboard cards in. If in post board games I'm drawing more cards I probably don't want to draw Prized Amalgams, so perhaps some number of those should come out. I also am not sure whether I should leave in Neonates when I remove the big dredgers, or should I take out 1 Neonate for every big Dredge cards I take out, or is it a ratio of 2 Big Dredgers:1 Neonate, I really don't know.
[b]TLDR I think I played pre-sideboard games well, I know the lines, but the whole sideboarding process is a mystery to me, and the post-sideboard games were also quite a disaster.[/b]
New to the dredge primer. I've been brewing a lot with dredge since shadows over innistrad came out, and came up with a list that is similar to how the dredge variant in legacy works. I have not seen this idea anywhere else, but I'm sure the idea has been discussed somewhere.
The main goal of the deck is to simple dump your library into the yard as fast as possible. I've gold-fished and done this by turn 3 (like 40 cards in gy), but the list has consistency issues, and the numbers need adjustments ( i'm pretty sure this is not 60 cards). Additionally, It needs some sort of grind plan to allow to disrupt the opponents game plan long enough for us to combo off. sideboard ideas would be appreciated.
I'll walk through how the "Magical Christmas Land" scenario plays out. You start by casting faithless looting and getting a dredger in the yard, or using Insolent Neonate to dredge and hopefully hit a second dredger. After that, you use things like tormenting voice and Goblin Lore to dredge a large portion of your deck. By turn 3, you play your third land and play a looting from the yard, and hopefully have a large portion of your deck in the graveyard at this point. Keep in mind, you are also always dredging on all your draw steps, or doing this when appropriate.
Now this is where the combo comes in. On turn 4, after you have a large portion of your deck in the graveyard, you pass and keep up 3 mana. At the end of your opponents second main phase, you bring Drownyard Temple from your graveyard into play, and then trigger bloodghast. When it's their end step, Prized Amalgam triggers, and you return them into play. Now it's your turn, and you can dredge on your draw step if you feel it's necessary. You then cast 2 gravecrawlers from your graveyard, triggering vengevines. You then move to combat, and proceed to attack with bloodghasts, vengevines, and Prized Amalgams for a hopefully lethal amount of damage. Since we're still assuming this is magical christmas land, you have the ability to attack with 36 power, which should be lethal. On a side note, this deck does have the ability to have mini combos. Bringing back 3 bloodghast and 3 amalgam is sometimes good enough depending on the match up.
This of course is not going to happen every game. The list is going to be clunky, and you might have to use life from the loam to get your third land sometimes. If there is someway to give it more of a grind game, or improve its consistency, then it might be a thing. But until then, it's more of a concept than anything. Additionally, like a lot of all in dredge lists, graveyard hate hurts this deck a ton, so keep that in mind. thoughts?
New to the dredge primer. I've been brewing a lot with dredge since shadows over innistrad came out, and came up with a list that is similar to how the dredge variant in legacy works. I have not seen this idea anywhere else, but I'm sure the idea has been discussed somewhere.
The main goal of the deck is to simple dump your library into the yard as fast as possible. I've gold-fished and done this by turn 3 (like 40 cards in gy), but the list has consistency issues, and the numbers need adjustments ( i'm pretty sure this is not 60 cards). Additionally, It needs some sort of grind plan to allow to disrupt the opponents game plan long enough for us to combo off. sideboard ideas would be appreciated.
I'll walk through how the "Magical Christmas Land" scenario plays out. You start by casting faithless looting and getting a dredger in the yard, or using Insolent Neonate to dredge and hopefully hit a second dredger. After that, you use things like tormenting voice and Goblin Lore to dredge a large portion of your deck. By turn 3, you play your third land and play a looting from the yard, and hopefully have a large portion of your deck in the graveyard at this point. Keep in mind, you are also always dredging on all your draw steps, or doing this when appropriate.
Now this is where the combo comes in. On turn 4, after you have a large portion of your deck in the graveyard, you pass and keep up 3 mana. At the end of your opponents second main phase, you bring Drownyard Temple from your graveyard into play, and then trigger bloodghast. When it's their end step, Prized Amalgam triggers, and you return them into play. Now it's your turn, and you can dredge on your draw step if you feel it's necessary. You then cast 2 gravecrawlers from your graveyard, triggering vengevines. You then move to combat, and proceed to attack with bloodghasts, vengevines, and Prized Amalgams for a hopefully lethal amount of damage. Since we're still assuming this is magical christmas land, you have the ability to attack with 36 power, which should be lethal. On a side note, this deck does have the ability to have mini combos. Bringing back 3 bloodghast and 3 amalgam is sometimes good enough depending on the match up.
This of course is not going to happen every game. The list is going to be clunky, and you might have to use life from the loam to get your third land sometimes. If there is someway to give it more of a grind game, or improve its consistency, then it might be a thing. But until then, it's more of a concept than anything. Additionally, like a lot of all in dredge lists, graveyard hate hurts this deck a ton, so keep that in mind. thoughts?
I like this list, but still am unsure about the drownyard. I actually thought about putting one in my deck but the 3 mana cost to bring it back for a colorless mana seems like it wouldn't be worth. I get the ability to combo on their turn, but honestly I don't think it really matters that much with this deck. Leaving 3 land open would be good if it also allowed you the option of playing some instant spells to interact with your opponent, but merely comboing on their turn brings creatures back to the battlefield that can't block either way. The big benefit I guess is they wouldn't be susceptible to burn spells. Even then, it would still only be a last resort situation. But I do like the build otherwise. Have you thought about wild guess instead of goblin lore? It's two R but it allows you to selectively discard.
New to the dredge primer. I've been brewing a lot with dredge since shadows over innistrad came out, and came up with a list that is similar to how the dredge variant in legacy works. I have not seen this idea anywhere else, but I'm sure the idea has been discussed somewhere.
The main goal of the deck is to simple dump your library into the yard as fast as possible. I've gold-fished and done this by turn 3 (like 40 cards in gy), but the list has consistency issues, and the numbers need adjustments ( i'm pretty sure this is not 60 cards). Additionally, It needs some sort of grind plan to allow to disrupt the opponents game plan long enough for us to combo off. sideboard ideas would be appreciated.
I'll walk through how the "Magical Christmas Land" scenario plays out. You start by casting faithless looting and getting a dredger in the yard, or using Insolent Neonate to dredge and hopefully hit a second dredger. After that, you use things like tormenting voice and Goblin Lore to dredge a large portion of your deck. By turn 3, you play your third land and play a looting from the yard, and hopefully have a large portion of your deck in the graveyard at this point. Keep in mind, you are also always dredging on all your draw steps, or doing this when appropriate.
Now this is where the combo comes in. On turn 4, after you have a large portion of your deck in the graveyard, you pass and keep up 3 mana. At the end of your opponents second main phase, you bring Drownyard Temple from your graveyard into play, and then trigger bloodghast. When it's their end step, Prized Amalgam triggers, and you return them into play. Now it's your turn, and you can dredge on your draw step if you feel it's necessary. You then cast 2 gravecrawlers from your graveyard, triggering vengevines. You then move to combat, and proceed to attack with bloodghasts, vengevines, and Prized Amalgams for a hopefully lethal amount of damage. Since we're still assuming this is magical christmas land, you have the ability to attack with 36 power, which should be lethal. On a side note, this deck does have the ability to have mini combos. Bringing back 3 bloodghast and 3 amalgam is sometimes good enough depending on the match up.
This of course is not going to happen every game. The list is going to be clunky, and you might have to use life from the loam to get your third land sometimes. If there is someway to give it more of a grind game, or improve its consistency, then it might be a thing. But until then, it's more of a concept than anything. Additionally, like a lot of all in dredge lists, graveyard hate hurts this deck a ton, so keep that in mind. thoughts?
I like this list, but still am unsure about the drownyard. I actually thought about putting one in my deck but the 3 mana cost to bring it back for a colorless mana seems like it wouldn't be worth. I get the ability to combo on their turn, but honestly I don't think it really matters that much with this deck. Leaving 3 land open would be good if it also allowed you the option of playing some instant spells to interact with your opponent, but merely comboing on their turn brings creatures back to the battlefield that can't block either way. The big benefit I guess is they wouldn't be susceptible to burn spells. Even then, it would still only be a last resort situation. But I do like the build otherwise. Have you thought about wild guess instead of goblin lore? It's two R but it allows you to selectively discard.
Thanks. I suppose it's not necessary to have the drownyard. After all there are many lists in this thread that don't run it and they look fine to me. The whole idea for running it is to allow for a turn where you swarm the board. It's aiming to mimic bridge from below into flame kin zealott, but I don't think it's required, I just thought it looked fun. In terms of wild guess, The mana cost was what turned me away from it. You don't always have double red, and I found it hard to always do so consistently. I like Goblin lore since it kinda mimics breakthrough in a way, and the random discard usually doesn't matter.
Travis Woo has been working on a 4-colour Dredgevine, the blue splash being 4 Hedron Crabs and a Stichwing Skaab. I watched his primer last night and a round against Red Green Tron. The deck looks super explosive but I'm still not entirely sure it's worth it to play the Hedron Crabs. I also don't know how his deck can beat a resolved Scavenging Ooze.
@ Raptor_56 - I would imagine Burning Enquiry is the better card compared to Goblin Lore. It costs 1, which is pretty relevant. However, for pure speed (at filling GY), I found Simian Spirit Guide to be quite handy. It allows you to Tormenting Voice on T1, or even double-loot/neonate. It may be useful to have the odd Narcoemba too, as it'll trigger Amalgam's and is another free creature. You probably have too many lands too. You could drop down to 17 lands and replace those with Loams. This allows you to cheat on your mana, adds extra dredgers and overall makes the deck more explosive. If you were to do that, the blackcleave cliffs would go for me (as having more fetches is preferable).
At a guess, I'd do something like:
-2 Drownyard +2 Spirit Guide
-1 Thug +1 Loam
-2 Blackcleave +2 Loam
-3 Goblin Lore, +1 Spirit Guide, +2 Narcoemba/Burning Enquiry
You may then need to tweak your manabase a little (more fetches, less targets). But I think that would give you some more consistency as you'll have more dredgers, a few ramp spells and less lands to naturally draw in your opener.
Thanks for the advice, but did you look at the updated list I put in the edit? I made some of the adjustments you suggested in that list.
if you want to put a lot of cards in the gaveyard very fast try dangerous wager, you can easily put 5-6 from hand and 10-12 from 2 dredgers, so with this card alone you can have between 20-24 cards in the gy by the third turn
with the drownyard tech this deck could become a dangerous wager + drownyard combo that can win on t4
if you want to put a lot of cards in the gaveyard very fast try dangerous wager, you can easily put 5-6 from hand and 10-12 from 2 dredgers, so with this card alone you can have between 20-24 cards in the gy by the third turn
with the drownyard tech this deck could become a dangerous wager + drownyard combo that can win on t4
I actually tested it before. The issue is that the tradeoff for discarding your hand to draw 2 is just not worth it. Tormented voice does this much more efficiently.
I took the list that I posted last week to a tiny GPT and got 2nd, losing to infect in the Swiss and the finals.
Not much to report except that the deck is great against Jund (when they don't resolve a Kalitas or we can remove it) and bad against infect when you don't open with a ton of removal.
I went 4-2-1 in the day, only losing to infect and drawing once into Top 4 (I said it was a tiny).
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Modern: Dredgevine UBRG . Affinity 0 . Grixis Control UBR
Well, two notes:
1) In g1, a resolved Scavenging Ooze is close to gg without any removal for it or if given time to exile.
2) Going to test a singleton Dakmor Salvage, as a way to guarantee I've got a land available to draw with which to trigger Bloodghast late-game.
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"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Round 1: 2-0 vs. GW midrange splashing black for lingering souls. Game 1 I went off with a killer hand. Game 2 he mulled to 4 and I thoughtseized on turn 1, then ran him over with amalgams and bloodghasts. In: 2x Abrupt Decay, 3x Thoughtseize. Out: 3x Grisly Salvage, 1x Insolent Neonate, 1x Stinkweed Imp.
Round 2: 2-0 vs. Jund. Game 1 I went off with insolent neonate on turn 1 followed by the turn 2 dredge into grisly salvage, followed by turn 3 dredge + lotleth troll + gravecrawler to trigger vengevines. Game 2 I got blown out by a 9 for 1 anger of the gods which exiled 3 vengevines, 2 crawlers, 1 troll, 2 bloodghasts and 1 amalgam, but his draws started to slow down a lot which gave me time to dredge through the rest of my deck and find 3 prized amalgams to beat down with. In: 1x Gnaw to the Bone, 2x Lightning Axe. Out: 3x Grisly Salvage.
Round 3: 2-0 vs. Goblins. Both games were essentially byes, as he kept low land hands after mulliganing down to 4 or 5 both games, then conceded on turn 3 after his draws didn't line up right. Said he was having crap luck drawing lands all night In: 2x Gnaw to the Bone, 2x Lightning Axe. Out: 3x Grisly Salvage, 1x Abrupt Decay.
Round 4: 0-2 vs. Griselbrand Reanimator. This was my 1st time playing against the deck so I didn't know what to expect when he reanimated griselbrand on turn 2, but both games he ended up drawing half of his deck and killing me with a through the breach borborygmos as soon as he untapped. I sided in thoughtseizes and resolved one on turn 1 game 2, and it gave me an extra turn or two of breathing room, but not enough to close out the game. Like infect their deck is just faster. In: 3x Thoughtseize. Out: 3x Grisly Salvage.
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Modern
Dredge (117-70 W/L in games) (Pre-GGT ban: 103-70 W/L in games)
I essentially took out life from the loam and added dakmor salvage in place of it. It lets you get to 3 mana fast, and basically makes the mana-base RB, which helps a ton. Additionally, it gives you a land to trigger bloodghast and sometimes mini combo with bloodghast and amalgam, which is great. I'm really liking goblin lore, when it works, you can sometimes have 30 cards in the yard on turn two, and then kill on turn three. It's really oriented towards dredging as fast as possible, and can have some explosive starts.
I essentially took out life from the loam and added dakmor salvage in place of it. It lets you get to 3 mana fast, and basically makes the mana-base RB, which helps a ton. Additionally, it gives you a land to trigger bloodghast and sometimes mini combo with bloodghast and amalgam, which is great. I'm really liking goblin lore, when it works, you can sometimes have 30 cards in the yard on turn two, and then kill on turn three. It's really oriented towards dredging as fast as possible, and can have some explosive starts.
Very interesting! You’ll have to let us know more as you play it. I most definitely feel like giving this one a try!
Looks like I was on the right track calling for goblin lore. I'd like to see how the games play out, but the deck looks interesting. The numbers are quite different than normal lists, and narcoemeba instead of blood ghast looks very interesting. Seems to very similar towards the idea of dredging as fast as possible.
Modern
UGWRB Humans
G Mono-Green Tron
UWBR Ad Nauseam
4 Gravecrawler
4 Bloodghast
3 Lotleth Troll
1 Tymaret, the Murder King
1 Golgari Thug
3 Stinkweed Imp
4 Prized Amalgam
4 Vengevine
4 Golgari-Grave Troll
4 Faithless Looting
1 Life from the Loam
1 Darkblast
1 Lightning Axe
4 Verdant Catacombs
4 Bloodstained Mire
2 Overgrown Tomb
2 Blood Crypt
1 Stomping Ground
1 Watery Grave
3 Blackcleave Cliffs
1 Copperline Gorge
2 Swamp
1 Forest
3 Thoughtseize
3 Ancient Grudge
3 Gnaw to the Bone
2 Abrupt Decay
1 Murderous Cut
1 Darkblast
1 Golgari Charm
1 Lightning Axe
I don't have a super detailed tournament report but I'll do my best
[b]Round 1[/b] - UWR Geist
Game 1 - I look at a hand with 3 lands, Faithless Looting, Insolent Neonate, Dredge creature, Vengevine. I'm very happy with this hand and I run him down quite quickly.
Game 2 - I look at an opener with 2 red sources, 1 Faithless Looting, 2 Insolent Neonate, 2 Vengevine. Again I'm super happy with this hand. My line of play is Looting, discard the 2 Vengevines and on turn 2 run out 2 Insolent Neonate to trigger both Vengevines.
[b](1-0)[/b]
[b]Round 2[/b]- UB Ancestral Vision/Thoptor/Sword/Thing in the Ice Combo deck
Game 1 - I can't recall anything special about this game but I manage to beat him down with Bloodghasts and Amalgams while he's suspending Vision.
Note: Thing in the Ice was very good against my deck. A lot of time it just reduces the clock significantly because it blocks the Amalgam and allows a Bloodghast through. I saw the Sword of the Meek, so I sided in Ancient Grudge and an Abrupt Decay
Game 2 - This game I also started strong (so at this point in the tournament I'm thinking I'm doing quite well), I had Looting discarding Bloodghast and Amalgam and then on turn 2 from Landfall trigger I had Bloodghast and Amalgam. Here's where the Thing in the Ices did so much work. I was hitting him each turn for 2 while he developed his board because he kept blocking my Amalgam and only taking 2. So I'm working him down, he lands a Bob and gets land land Slaughter Pact off of it. I'm dredging super hard, I eventually get a big board state and get him down to 7 or 8 life, he flips Thing in the Ice, swings and then plays Kalitas. The next turn I dredge hard play 2 creatures from my hand get back 3 Vengevine, a land to get 3 Bloodghasts and swing team, but has Slaughter Pact and Doom Blade to kill 2 Vengevines and make 2 Zombies onto game 3. I take out Ancient Grudge to put in a Lightning Axe (to kill Kalitas).
Game 3 - This game was a lot of fun, I keep a land with 2 lands, Lotleth Troll and Dredge Creatures, and he turn 1 Inquisitions me! I was surprised to see him keep Inquisition in against me (I asked him later and he said he didn't have anything else better to put in from the sideboard) I won't go into too many details (because it was a long game, lots of Dredging) but needless to say he landed the Thoptor/Sword combo and I was attacking with 3 Vengevine/3 Amalgam/3 Gravecrawlers/1 Bloodghast each turn. It went to turns and I conceded because I had no way of winning and he was able to make enough blockers and gain life.
I feel like I could have won this match, maybe even game 2.
[b](1-1)[/b]
[b]Round 3[/b] - Scapeshift with Prismatic Omen.
Game 1 and Game 2 - I kept a slow hand game 1 and in game 2 I kept a slow 6 that I probably should have mulled. I boarded in 3 Thoughseize and took out Darkblast, Lightning Axe and I think a Gravetroll.
Matchup seems very difficult they just ramp, and I can't interact very easily with them and then they just cast Scapeshift dealing 54 damage or something from 3 Valakuts and 3 Mountains. I don't know if Gnaw to the Bone is even worth it if they have Prismatic Omen because they can do so much more damage than Gnaw usually will gain.
[b](1-2)[/b]
[b]Round 4[/b] - Elves
Game 1 - He mulled to 5 and I steamrolled him. In came Golgari Charm, Abrupt Decay, Lightning Axe, Darkblast out went Stinkweed, Gravetroll and 2 Neonate
Game 2 - He landed a turn 2 Ooze, and that was basically it, as I didn't see any interaction in Abrupt Decay or Lightning Axe.
Game 3 - I kept a 6 card hand with Darkblast, a Neonate, and a Bloodstained Mire, so I thought I could keep him off early mana dorks, while also potentially digging for a second land with Neonate, but I missed drawing a second land by a couple turns. He ends up Chording for Scavenging Ooze and that's all she wrote.
[b]1-3[/b] but not dead for top 32 so I give it a go.
[b]Round 5[b] - Affinity
Game 1 - On a mull to 6 my opponent drops 5 cards including a Cranial Plating and my life total goes 20-13-1 dead.
Game 2 - I side in Ancient Grudges and Darkblast, can't remember what I take out but I'm sure it's some Dredgers and maybe a Neonate. I manage to win game 2 on the back of some timely Ancient Grudges and a Stinkweed Imp holding off his team.
Game 3 - I had to mull to 4 as I saw no lands in my 7,6, or 5 card hands. I keep my 4 card hand with Ancient Grudge, Bloodstained Mire, Vengevine and some other card so not great. I manage to win but my opponent (a super great guy) makes a play sequencing error and I manage to win on turn 4 of extra turns.
[b]2-3[/b] Have to win 3 straight matches for a chance of top 32.
[b]Round 6[/b] - UR Storm
Game 1 - I keep a hand with Lotleth Troll and a Gravecrawler but I draw a lot of lands and don't pressure my opponent and he storms out. I bring out Darkblast, Lightning Axe, some Dredgers and bring in 2 Abrupt Decay and a Golgari Charm (for Pyromancer's Ascension) and I think a Gnaw to the Bone.
Game 2 - I keep a forest an overgrown tomb and an Abrupt Decay to hit any Pyromancer's Ascension and I manage to destroy one on my opponents turn 2. I end up dredging pretty hard but the Dredge's are just whiffs most of the time. Several times I dredge 5 or 6 to just reveal lands, spells I can't cast from the yard and more Dredge cards (so I basically time walked myself) and my opponent eventually combos off with Empty the Warrens, and my only Golgari Charm was in the graveyard so I concede.
[b]Match Record:2-4 Game Record:6-9[/b]
Overall, I think I made a lot of misplays by dredging blindly just hoping to hit more Dredgers, or recurring creatures. In game 1 I think that's fine but I think in sideboarded games I have to play a lot more conservatively. Draw cards, hope to hit my sideboard cards and lands and then when I have a line, involving Dredge cards or just Neonates, then I go for it, I can't just blindly Dredge and hope to get there.
Also, I think when siding out creatures I should side out Golgari-Grave Trolls before Stinkweed Imps, but I'm unsure of how to allocate what spells come out when I put sideboard cards in. If in post board games I'm drawing more cards I probably don't want to draw Prized Amalgams, so perhaps some number of those should come out. I also am not sure whether I should leave in Neonates when I remove the big dredgers, or should I take out 1 Neonate for every big Dredge cards I take out, or is it a ratio of 2 Big Dredgers:1 Neonate, I really don't know.
[b]TLDR I think I played pre-sideboard games well, I know the lines, but the whole sideboarding process is a mystery to me, and the post-sideboard games were also quite a disaster.[/b]
4 Vengevine
4 Prized Amalgam
4 Gravecrawler
4 Bloodghast
Dredgers [10]
4 Golgari Grave-Troll
4 Stinkweed Imp
1 Life from the Loam
1 Golgari Thug
4 Insolent Neonate
4 Faithless looting
4 Tormenting Voice
3 Goblin Lore
2 Drownyard Temple
Lands [19] [21 if you count temples]
4 Blackcleave Cliffs
4 Bloodstained Mire
3 Blood Crypt
2 Overgrown Tomb
1 Stomping Ground
1 Copperline Gorge
1 Verdant Catacombs
2 Swamp
1 Mountain
The main goal of the deck is to simple dump your library into the yard as fast as possible. I've gold-fished and done this by turn 3 (like 40 cards in gy), but the list has consistency issues, and the numbers need adjustments ( i'm pretty sure this is not 60 cards). Additionally, It needs some sort of grind plan to allow to disrupt the opponents game plan long enough for us to combo off. sideboard ideas would be appreciated.
I'll walk through how the "Magical Christmas Land" scenario plays out. You start by casting faithless looting and getting a dredger in the yard, or using Insolent Neonate to dredge and hopefully hit a second dredger. After that, you use things like tormenting voice and Goblin Lore to dredge a large portion of your deck. By turn 3, you play your third land and play a looting from the yard, and hopefully have a large portion of your deck in the graveyard at this point. Keep in mind, you are also always dredging on all your draw steps, or doing this when appropriate.
Now this is where the combo comes in. On turn 4, after you have a large portion of your deck in the graveyard, you pass and keep up 3 mana. At the end of your opponents second main phase, you bring Drownyard Temple from your graveyard into play, and then trigger bloodghast. When it's their end step, Prized Amalgam triggers, and you return them into play. Now it's your turn, and you can dredge on your draw step if you feel it's necessary. You then cast 2 gravecrawlers from your graveyard, triggering vengevines. You then move to combat, and proceed to attack with bloodghasts, vengevines, and Prized Amalgams for a hopefully lethal amount of damage. Since we're still assuming this is magical christmas land, you have the ability to attack with 36 power, which should be lethal. On a side note, this deck does have the ability to have mini combos. Bringing back 3 bloodghast and 3 amalgam is sometimes good enough depending on the match up.
This of course is not going to happen every game. The list is going to be clunky, and you might have to use life from the loam to get your third land sometimes. If there is someway to give it more of a grind game, or improve its consistency, then it might be a thing. But until then, it's more of a concept than anything. Additionally, like a lot of all in dredge lists, graveyard hate hurts this deck a ton, so keep that in mind. thoughts?
EDIT: here is a updated list
4 Vengevine
4 Prized Amalgam
4 Gravecrawler
3 Bloodghast
2 Vengeful Pharaoh
Dredgers [10]
4 Golgari Grave-Troll
4 Stinkweed Imp
2 Life from the Loam
4 Insolent Neonate
4 Faithless looting
4 Tormenting Voice
1 Goblin Lore
Lands [21]
4 Blackcleave Cliffs
4 Bloodstained Mire
3 Blood Crypt
2 Overgrown Tomb
1 Stomping Ground
2 Copperline Gorge
1 Verdant Catacombs
2 Drownyard Temple
2 Mountain
Have you thought about Hedron Crabs and Memory Sluices?
4 color manabase is not where you want to be, at least with this list. It slows you down a ton, and forces you to make major changes to the manabase.
I like this list, but still am unsure about the drownyard. I actually thought about putting one in my deck but the 3 mana cost to bring it back for a colorless mana seems like it wouldn't be worth. I get the ability to combo on their turn, but honestly I don't think it really matters that much with this deck. Leaving 3 land open would be good if it also allowed you the option of playing some instant spells to interact with your opponent, but merely comboing on their turn brings creatures back to the battlefield that can't block either way. The big benefit I guess is they wouldn't be susceptible to burn spells. Even then, it would still only be a last resort situation. But I do like the build otherwise. Have you thought about wild guess instead of goblin lore? It's two R but it allows you to selectively discard.
Thanks. I suppose it's not necessary to have the drownyard. After all there are many lists in this thread that don't run it and they look fine to me. The whole idea for running it is to allow for a turn where you swarm the board. It's aiming to mimic bridge from below into flame kin zealott, but I don't think it's required, I just thought it looked fun. In terms of wild guess, The mana cost was what turned me away from it. You don't always have double red, and I found it hard to always do so consistently. I like Goblin lore since it kinda mimics breakthrough in a way, and the random discard usually doesn't matter.
Thanks for the advice, but did you look at the updated list I put in the edit? I made some of the adjustments you suggested in that list.
with the drownyard tech this deck could become a dangerous wager + drownyard combo that can win on t4
I actually tested it before. The issue is that the tradeoff for discarding your hand to draw 2 is just not worth it. Tormented voice does this much more efficiently.
I took the list that I posted last week to a tiny GPT and got 2nd, losing to infect in the Swiss and the finals.
Not much to report except that the deck is great against Jund (when they don't resolve a Kalitas or we can remove it) and bad against infect when you don't open with a ton of removal.
I went 4-2-1 in the day, only losing to infect and drawing once into Top 4 (I said it was a tiny).
1) In g1, a resolved Scavenging Ooze is close to gg without any removal for it or if given time to exile.
2) Going to test a singleton Dakmor Salvage, as a way to guarantee I've got a land available to draw with which to trigger Bloodghast late-game.
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Let us know how that turns out! Doesn't Life from the Loam allow you to claw back any land you want in the first place?
3x Blackcleave Cliffs
1x Blood Crypt
4x Bloodstained Mire
1x Forest
3x Overgrown Tomb
2x Polluted Delta
1x Stomping Ground
2x Swamp
1x Verdant Catacombs
1x Watery Grave
1x Wooded Foothills
4x Bloodghast
4x Golgari Grave-Troll
4x Gravecrawler
3x Insolent Neonate
4x Lotleth Troll
4x Prized Amalgam
3x Stinkweed Imp
4x Vengevine
INSTANT (5)
2x Abrupt Decay
3x Grisly Salvage
SORCERY (5)
4x Faithless Looting
1x Life from the Loam
2x Abrupt Decay
1x Ancient Grudge
2x Crumble to Dust
1x Darkblast
2x Gnaw to the Bone
2x Lightning Axe
2x Murderous Cut
3x Thoughtseize
Round 1: 2-0 vs. GW midrange splashing black for lingering souls. Game 1 I went off with a killer hand. Game 2 he mulled to 4 and I thoughtseized on turn 1, then ran him over with amalgams and bloodghasts. In: 2x Abrupt Decay, 3x Thoughtseize. Out: 3x Grisly Salvage, 1x Insolent Neonate, 1x Stinkweed Imp.
Round 2: 2-0 vs. Jund. Game 1 I went off with insolent neonate on turn 1 followed by the turn 2 dredge into grisly salvage, followed by turn 3 dredge + lotleth troll + gravecrawler to trigger vengevines. Game 2 I got blown out by a 9 for 1 anger of the gods which exiled 3 vengevines, 2 crawlers, 1 troll, 2 bloodghasts and 1 amalgam, but his draws started to slow down a lot which gave me time to dredge through the rest of my deck and find 3 prized amalgams to beat down with. In: 1x Gnaw to the Bone, 2x Lightning Axe. Out: 3x Grisly Salvage.
Round 3: 2-0 vs. Goblins. Both games were essentially byes, as he kept low land hands after mulliganing down to 4 or 5 both games, then conceded on turn 3 after his draws didn't line up right. Said he was having crap luck drawing lands all night In: 2x Gnaw to the Bone, 2x Lightning Axe. Out: 3x Grisly Salvage, 1x Abrupt Decay.
Round 4: 0-2 vs. Griselbrand Reanimator. This was my 1st time playing against the deck so I didn't know what to expect when he reanimated griselbrand on turn 2, but both games he ended up drawing half of his deck and killing me with a through the breach borborygmos as soon as he untapped. I sided in thoughtseizes and resolved one on turn 1 game 2, and it gave me an extra turn or two of breathing room, but not enough to close out the game. Like infect their deck is just faster. In: 3x Thoughtseize. Out: 3x Grisly Salvage.
Dredge (117-70 W/L in games) (Pre-GGT ban: 103-70 W/L in games)
4 Vengevine
4 Prized Amalgam
4 Gravecrawler
3 Bloodghast
2 Vengeful Pharaoh
Dredgers [10]
4 Golgari Grave-Troll
4 Stinkweed Imp
2 (I have 2 salvage in the land base)
4 Insolent Neonate
4 Faithless looting
4 Tormenting Voice
2 Goblin Lore
Lands [22]
4 Blackcleave Cliffs
4 Bloodstained Mire
3 Blood Crypt
2 Overgrown Tomb
1 Stomping Ground
2 Copperline Gorge
1 Verdant Catacombs
2 Drownyard Temple
1 Mountain
2 Dakmor Salvage
I essentially took out life from the loam and added dakmor salvage in place of it. It lets you get to 3 mana fast, and basically makes the mana-base RB, which helps a ton. Additionally, it gives you a land to trigger bloodghast and sometimes mini combo with bloodghast and amalgam, which is great. I'm really liking goblin lore, when it works, you can sometimes have 30 cards in the yard on turn two, and then kill on turn three. It's really oriented towards dredging as fast as possible, and can have some explosive starts.
http://www.mtggoldfish.com/deck/411319#paper
Looks like I was on the right track calling for goblin lore. I'd like to see how the games play out, but the deck looks interesting. The numbers are quite different than normal lists, and narcoemeba instead of blood ghast looks very interesting. Seems to very similar towards the idea of dredging as fast as possible.
EDIT: spelling