Dredge is probably going to be a powerhouse in Modern, since we have all the tools we had in Standard/Extended when Dredge was born (minus Grave-troll, of course). I haven't played that much of the deck, but from what I've been testing I think something like this would consistently kill on turn 3-4:
My main concern is that I might have too many Dread Return targets, meaning most of the time I'm running overkill. River Kelpie and Sphinx of Lost Truths serve basically the same purpose. The Kelpie is basically an instant win when it hits the board (Fatestitcher is very effective with it), but the draw should be noted as being not optional (and neither is Persist). I often needed to sacrifice the damn thing to keep from decking myself when I wanted to Dread Return a win condition.
Any comments, or discussion of Modern Dredge would be appreciated.
Where is Hedron Crab? I would also consider Magus of the Bazaar . You need dudes like this to get the deck started fast, especially with Golgari Grave Troll banned. I don't think Gilmpse alone will cut it.
Magus of the Bazaar is in there. I feel Hedron Crab won't really do all that much, chances are you'll drop two or three lands, and a final one dredged back (Dakmor Salvage or Loam) to trigger Bloodghast. Milling for three to nine is decent, but I would rather use Magus, Prowler and the dredgers. I guess the Crab could go in just because we don't have many one-drops in this version, so we may as well drop him in.
Re: Mesmeric Orb
I ran it for some time while testing, but it wasn't particularly impressive. I think it might be its own deck with Fatestitcher (working similarly to Cephalid Breakfast, I guess) but I'm not sure it's worth it in Dredge. It only works if it's in your opening hand pretty much, and it only mills for five or six cards until we start going off (and at that point, extra mill is probably overkill). For two mana I would rather use Glimpse, Magus of the Bazaar or Oona's Prowler.
Raven's Crime seems to fit the need for a discard outlet: easily played from GY, odds are you have 1-2 land cards that are easily discarded, esp. if you run the blue ones. Tresspasser il-vec is a decent outlet wistful thinking is probably the card you want
Running the red draws means you have built in discard, it just may not be what you want.
I think Oona's Prowler would be one of the most effective discard outlets. It's repeatable, it's also a 3/1 for two mana which can be sacced to Dread Return. I find getting to three mana on turn three isn't particularly reliable, and you want to start dredging before that. Wistful Thinking falls down there, and I feel Glimpse the Unthinkable will be more effective. Ideas Unbound is probably worth it though, and Burning Inquiry has a change of ripping an opponent's hand apart as an extra plus.
Speaking from experience, I would not mess around with Glimpse the Unthinkable in here. Your 'Turn 3 or 4' kill becomes a 'Turn 4 or 5' kill when Glimpse is involved. IT doesn't support the combo in any other way and also is unreliable b/c of its casting cost.
If you have a playset sitting around, as I did, I totally understand your wanting to find a home for them. Try them out, but I think you'll find they're not as good as you hoped.
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Nude Eternal Witness?
Wouldn't they have to edit that for the Chinese markets?
Only if she had skulls for nipples.
I think we should actually have a few more dredgers than legacy dredge just strictly because of the fact that our draw spells and dredgers suck more than theirs. Also, the fact that we can't protect ourselves nearly as well without cabal therapy.
If there is a combo for mesmeric orb that's 2 cards and mills self (not called aphetto alchemist, since it's not modern), it should be on a different thread. It's going the cephalid breakfast route at that point in time, and should have no role in dredge. I would think it would dilute the deck of the card draw and protection it needs.
I'm under the impression that legacy dredge runs iona and zealot as finishers mostly, and a few decks run sphinx over iona. What's the merit of running sphinx over iona in this particular format? Or is it simply because it's a new format that Sphinx is safer?
ohms, have you tried wistful thinking? I understand it's one more than we really want to run, but I have to think that dredge 2, discard 4 is as good or better than dredge 3, discard 2. Could the cmc 3 spell be supported as a 2/3 of, or are we going to be stuck with the cmc 2 stuff?
I had my suspicions on burning inquiry, as it doesn't quite do what we want it to do. Thanks for the confirmation. I guess our best choice so far with regards to this deck is something like ponder after ideas unbound and goblin lore.
Also, how is it doing with no discard effects at all? I would presume we'd want to squeeze in some thoughseizes, but it seems tough to cut anything for them either.
Drowned Rusalka is a really good card for this deck. upkeep: Sac, discard dredger, and dredge is an amazing effect, really. gets better if you can cast it with bloodghasts out.
The deck's designed to go off on turn 4-5. I'm testing 4x hedron crab, 4x fetchlands instead of 4 ancestral visions and 4 city of brass, but i haven't noticed a difference just yet.
There's a nice trick i like: hard casting golgari thug, then darkblasting it, to make zombies and put any narcomobeas in your GY on top of the deck, ready to be dredged up. Darkblast is good, because you can kill your opponent's dark confidant or scary X/1 thing and then dredge, on the draw.
The sideboard tries to answer as many issues as it can.
Why straight UB? it's because i dont like burning inquiry's randomness. My UB version is a bit less explosive, but more stable.
Ancestral visions is only good on turn one, so you can ensure your win on turn 5. if you cant get a dredger in your yard, you're doing something wrong.
I know that 15 dredgers seem like a lot, but it's actually not enough. GGT gives legacy dredge a higher dredge number, making less dredgers total needed. Here we lose that capability, so we need to play more to make sure we hit our dredgers more often. Dakmor salvage is really important for bloodghast.
Probe? Why? its because then we have a 0 mana draw. This deck uses up a lot of mana on its turns, so something that lets us get in a extra dredge for free works well.
You know you can use the zombie tokens, bloodghasts, crabs and Narcomebas *together* to tap and get the conspire effect, right? The spell is black/blue.
btw, that list has too many DR targets, 9 is a lot! :o, you don't need more than 2-3 Dread Return, and 2-3 Dread Return targets. They are dead cards in your hand. And the whole point of Dredge and Crypt Combo is to minimize the number of your win condition cards because you're maximizing your virtual draw potential by making your graveyard a virtual hand. When you're "drawing" so many cards, you can run fewer of your win conditions and more of your business spells.
I'm probably going to cut Iona, Terastadon, 1 dread return, and 1 dark blast for 4 of the Phy mana spell that draws a card.
The thing about sluice is, when I have zombie tokens, and my ghasts came back from the yard, I wouldn't have draw them. I like tome scour better ihmo
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Originally Posted by Arcadic View Post
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