2 mana cyclers is something we don't like to see generally but with blood moon still floating around, landcyclers are quite beneficial and underrated. I've never been unhappy with pale recluse specifically unless it's against the odd gurmag angler and it does reward the conservative line of play on turn two when you only have one one mana cycler in hand and the lack of the third land in hand.
2 mana cyclers is something we don't like to see generally but with blood moon still floating around, landcyclers are quite beneficial and underrated. I've never been unhappy with pale recluse specifically unless it's against the odd gurmag angler and it does reward the conservative line of play on turn two when you only have one one mana cycler in hand and the lack of the third land in hand.
If they're playing moon, that's usually a T3 play. On the play, you can try to go under it. On the draw, just fetch out your basics. They're there for a reason. As far as I'm concerned, that's them wasting a turn that you can capitalize on.
It's not uncommon to not have a fetchland. Max i've usually seen is 6 and 4 is pretty normal. To top it off, many don't run verdants and only if that was the fetch base would I consider cutting pale recluse. Even discounting blood moon, using pale recluse to fetch green without taking three from fetch shock can be quite good against aggro decks, i've certainly done that many times to save life without sacrificing cycle tempo
I've been playing Living End as my primary modern deck for a few years now, and I assume I know all the inns and outs of the deck.
Hello and welcome. Thanks for sharing your list!
As for tips for the list:
Please don't play cards like Pale Recluse or Twisted Abomination. Even if its just a 1-of, The card really doesn't help. You're playing 19 (sometimes 20) lands with a whole bunch of cyclers to draw cards. You're gonna find 3 lands, believe me. The deck does not get mana screwed often, so playing landcyclers is just hurting you, even if pale recluse is a 4/5.
Then congrats on being way luckier than I am.
Landcyclers are excellent. The deck doesn't stop on 3 lands;I always want to hit my land drop. I'm also going to echo Raver's point that it rewards conservative play, whether you anticipate Blood Moon or not.
I'm not going to say "anyone not playing landcyclers is wrong," because that's obviously false. There are many ways to build Living End - I like the slower builds with bigger creatures, your list indicates that you favor the high-velocity, all-in strategy. I'd like to feature your list in the primer (with your permission), as an example of a no-landcycler list.
The 2 Faerie Macabre main are pretty necessary, and I have the third board. You often won't win on the first LE, so macabre is kind of a necessary evil to clear their yard for a second one. or a third if necessary. You get the point. Unfortunately, macabre nonbos with Deadshot Minotaur, as he must choose a target if there is one, so macabre ends up getting shot down post LE a lot. But it's still one of our only ways of going long and getting off multiple LE's successfully vs a creature deck.
Going with zero MD Faeries feels like a sin with the number of decks that are trying to use their graveyard. I agree with you here.
As for the board, never cut any number of Ricochet Traps. They're too necessary against control or just any deck with counters. Remand .dec is painful for us without 3x trap.
I'd only cut Traps if you're very confident that your local meta doesn't play Remand. In any other situation, you are correct.
Cards like Ricochet Trap are absolutely necessary against control. Now, about control: This is one of the hardest matchups for us. Any deck with a lot of counters (especially Remand) and Supreme Verdicts should be almost unwinnable if the control pilot is skilled. But there are ways around it, so I'd like to share some.Fulminator mage is absolutely your favorite card other than trap here. One of the main ways to beat base UW control is to cut off all their blue sources. get them to tap low, cryptic something. Then Fulm/Beast Within as many untapped blue sources as possible. Then LE, and fulm off any other pesky blue sources. Then they probably wont have an answer to your lethal board with only 2 plains, right? Also, one of the ways you can get them to tap low is by either suspending a Living End and waiting to capitalize the turn it comes off suspend and they have to burn mana to counter it, or by casting Simian spirit guides and other dorky small dudes. This way if you're just beating down and they are trying to hold up mana to deal with your important cards (LE, Fulm), they might eventually have to cryptic to tap down or bounce your dudes, which is 1UUU you don't have to deal with being left up the following turn.
Agree, agree, agree.
For boarding, Simian Spirit Guide gets cut a lot more than you'd expect. You don't need to accelerate that much vs some decks, and other key sideboard cards could be worlds more important. Look to those as your first cuts.
I sort of assumed everyone knew this already, but yes. If your goal isn't to stick LE as soon as humanly possible (like against Infect or Affinity or whatever), SSG is best subbed for more impactful cards out of the board.
Oh, and about your Grafdigger's Cage gambit... you going to cut the Living Ends to do that? Or just jam it in and hope to get lucky?
It's not uncommon to not have a fetchland. Max i've usually seen is 6 and 4 is pretty normal. To top it off, many don't run verdants and only if that was the fetch base would I consider cutting pale recluse. Even discounting blood moon, using pale recluse to fetch green without taking three from fetch shock can be quite good against aggro decks, i've certainly done that many times to save life without sacrificing cycle tempo
Well, is more uncommon for them to have Blood Moon if they run 3 Roughly, you have ~60% chance of getting a fetch by turn 3 (3 draw steps and 2 cycling), and if they Serum Vision for the Blood Moon (13 cards seen) they are going to have it in ~52.6% of the situations. If you combine this 2, you are getting Bloodmooned into oblivion 1 in 5 games. (not counting the scenario where you draw that forest/swamp, though)
BTW, how's everyone manabase post Kaladesh?
Regarding the Landcyclers, I always prefered running a fast version without them... Cascading into Living End is like playing Empty the Warrens in Belcher/Storm, I would rather do it a turn earlier than getting a stronger one(and doing it fast has psychological impact in your opponent too )
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
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Podríamos hacer un topic donde marquemos los peores horrores de ortografía.
Cards like Ricochet Trap are absolutely necessary against control. Now, about control: This is one of the hardest matchups for us. Any deck with a lot of counters (especially Remand) and Supreme Verdicts should be almost unwinnable if the control pilot is skilled. But there are ways around it, so I'd like to share some.Fulminator mage is absolutely your favorite card other than trap here. One of the main ways to beat base UW control is to cut off all their blue sources. get them to tap low, cryptic something. Then Fulm/Beast Within as many untapped blue sources as possible. Then LE, and fulm off any other pesky blue sources. Then they probably wont have an answer to your lethal board with only 2 plains, right? Also, one of the ways you can get them to tap low is by either suspending a Living End and waiting to capitalize the turn it comes off suspend and they have to burn mana to counter it, or by casting Simian spirit guides and other dorky small dudes. This way if you're just beating down and they are trying to hold up mana to deal with your important cards (LE, Fulm), they might eventually have to cryptic to tap down or bounce your dudes, which is 1UUU you don't have to deal with being left up the following turn.
Hey, thanks for your input! However my experience is, after first cycling creature in my graveyard, opponent quickly realize what Im up to and from there, I see only plains and islands on his board. And only I've spent all my LEs, he plays Colonade to finish me. How would you play against that?
I've been playing Living End as my primary modern deck for a few years now, and I assume I know all the inns and outs of the deck. So I figured I'd share my list and offer to help around with answering peoples questions on the thread, and I have a card addition I'd like opinions on. I've recently been playing a lot of Dredge, but LE is much more consistent and doesn't lose to itself or to hate all that easily.
So this is the current list, and It hasn't changed for a little while now. The only thing I've been thinking about is adding a 1 of Grafdigger's Cage against Dredge (and some other decks)because it hilariously doesn't hit you. I'll prolly be cutting a Brindle boar in testing, but I'm not sure. Any thoughts on that would be helpful.
As for tips for the list:
Please don't play cards like Pale Recluse or Twisted Abomination. Even if its just a 1-of, The card really doesn't help. You're playing 19 (sometimes 20) lands with a whole bunch of cyclers to draw cards. You're gonna find 3 lands, believe me. The deck does not get mana screwed often, so playing landcyclers is just hurting you, even if pale recluse is a 4/5.
The 2 Faerie Macabre main are pretty necessary, and I have the third board. You often won't win on the first LE, so macabre is kind of a necessary evil to clear their yard for a second one. or a third if necessary. You get the point. Unfortunately, macabre nonbos with Deadshot Minotaur, as he must choose a target if there is one, so macabre ends up getting shot down post LE a lot. But it's still one of our only ways of going long and getting off multiple LE's successfully vs a creature deck.
As for the board, never cut any number of Ricochet Traps. They're too necessary against control or just any deck with counters. Remand .dec is painful for us without 3x trap.
Cards like Ricochet Trap are absolutely necessary against control. Now, about control: This is one of the hardest matchups for us. Any deck with a lot of counters (especially Remand) and Supreme Verdicts should be almost unwinnable if the control pilot is skilled. But there are ways around it, so I'd like to share some.Fulminator mage is absolutely your favorite card other than trap here. One of the main ways to beat base UW control is to cut off all their blue sources. get them to tap low, cryptic something. Then Fulm/Beast Within as many untapped blue sources as possible. Then LE, and fulm off any other pesky blue sources. Then they probably wont have an answer to your lethal board with only 2 plains, right? Also, one of the ways you can get them to tap low is by either suspending a Living End and waiting to capitalize the turn it comes off suspend and they have to burn mana to counter it, or by casting Simian spirit guides and other dorky small dudes. This way if you're just beating down and they are trying to hold up mana to deal with your important cards (LE, Fulm), they might eventually have to cryptic to tap down or bounce your dudes, which is 1UUU you don't have to deal with being left up the following turn.
For boarding, Simian Spirit Guide gets cut a lot more than you'd expect. You don't need to accelerate that much vs some decks, and other key sideboard cards could be worlds more important. Look to those as your first cuts.
And that's it for now. If you have any thoughts or comments on my list or writeup, feel free to ask. And I'll report how testing of a Cage in the board goes, though I would like people's thoughts on the idea.
My list is almost indentical, even the SB!
-1 Faerie Macabre
-1 Swamp
+1 Beast Within
+1 Urborg, Tomb of Yawgmoth
-1 Brindle Boar
+1 Faerie Macabre
Urborg is to swampwalk into victory with Street Wraiths.
I put in the 4th Beast Within because it deals with... well... everything.
I also want the 4th Brindle Boar but we agree that the 3rd Faerie Macabre is needed somewhere in the 75.
Thanks for a very detailed response! You can definitely use my list as one that doesn't play landcyclers. As far as your comments on them, I definitely now see why people would play them, and retract my statement of "please don't play them they're bad". I've just never had a great experience with them - always liked the second Jungle Weaver better.
As for the Cage, I can definitely see cutting at least 2 Living Ends, but I'm not sure if we want to keep the last one in to finish post cage or not. Will have to test. I can see it going both ways.
Cards like Ricochet Trap are absolutely necessary against control. Now, about control: This is one of the hardest matchups for us. Any deck with a lot of counters (especially Remand) and Supreme Verdicts should be almost unwinnable if the control pilot is skilled. But there are ways around it, so I'd like to share some.Fulminator mage is absolutely your favorite card other than trap here. One of the main ways to beat base UW control is to cut off all their blue sources. get them to tap low, cryptic something. Then Fulm/Beast Within as many untapped blue sources as possible. Then LE, and fulm off any other pesky blue sources. Then they probably wont have an answer to your lethal board with only 2 plains, right? Also, one of the ways you can get them to tap low is by either suspending a Living End and waiting to capitalize the turn it comes off suspend and they have to burn mana to counter it, or by casting Simian spirit guides and other dorky small dudes. This way if you're just beating down and they are trying to hold up mana to deal with your important cards (LE, Fulm), they might eventually have to cryptic to tap down or bounce your dudes, which is 1UUU you don't have to deal with being left up the following turn.
Hey, thanks for your input! However my experience is, after first cycling creature in my graveyard, opponent quickly realize what Im up to and from there, I see only plains and islands on his board. And only I've spent all my LEs, he plays Colonade to finish me. How would you play against that?
I'm not really sure there. In the testing I've done vs decks like UW control, they have a decent amount of duals for me to pick off. Like, shocks, those core set ones (can't remember UW one, but same as Dragonskull Summit), and others. Without those to pick off, your best bet is to get them to counter a LE coming off suspend, wasting some mana, and then try to Beast Within enough blue sources to resolve an LE your next turn.
-1 Faerie Macabre
-1 Swamp
+1 Beast Within
+1 Urborg, Tomb of Yawgmoth
-1 Brindle Boar
+1 Faerie Macabre
Urborg is to swampwalk into victory with Street Wraiths.
I put in the 4th Beast Within because it deals with... well... everything.
I also want the 4th Brindle Boar but we agree that the 3rd Faerie Macabre is needed somewhere in the 75.
Anyway, thank you for your post!
Yea, looks like we came to a lot of the same conclusions. I like the second Macabre main as the 4th Beast Within can get a little clunky at times, and you really want to draw the macabres in a lot of games, but It's preference. As for the Urborg, that might be a little too cute. I'll take more help against a Moon in case I ever do get blown out by one and don't have the fetch to save me. The fourth brindle boar is there just in case, because burn can be a shaky MU. We kinda don't do anything until T3 usually. That's not a good recipe to beat a deck that has variants that can kill on T3...
Anyway, thank you all for receiving my post well! I'm thankful this thread is not poisonous and unhelpful like some others I've heard about
What do we do against dredge? I honestly have only a very limited idea on what we have to deal with them.
- Anger of the Gods: If it hits a full board it kills everything for good. Though i have seen Dredge come back even after losing 3 Amalgams and a Bloodghast...
- Ravenous Trap a little gimicky, but the dredge player can't afford to play around it and has no real way to deal with it as far as i know. As a 2-3 Of maybe playable in the SB
- Yixlid Jailer we would have to hardcast this fella and have no way to get him in the bin before Living Ending. Not quite sure but on the paper he looks decent.
- Grafdigger's Cage does not affect us at all and slows them down. But is it worth it?...
Of course there's black leylines but i'm on a budget and can't afford 3-4 of them... Do you have any other ideas?
What do we do against dredge? I honestly have only a very limited idea on what we have to deal with them.
- Anger of the Gods: If it hits a full board it kills everything for good. Though i have seen Dredge come back even after losing 3 Amalgams and a Bloodghast...
- Ravenous Trap a little gimicky, but the dredge player can't afford to play around it and has no real way to deal with it as far as i know. As a 2-3 Of maybe playable in the SB
- Yixlid Jailer we would have to hardcast this fella and have no way to get him in the bin before Living Ending. Not quite sure but on the paper he looks decent.
- Grafdigger's Cage does not affect us at all and slows them down. But is it worth it?...
Of course there's black leylines but i'm on a budget and can't afford 3-4 of them... Do you have any other ideas?
I mean, Leyline of the Void is your first choice... but let's see what else we've got here:
Anger of the Gods: I don't feel that this is a great solution. Sure, it kills their stuff and keeps it from coming back, but Dredge has a high enough velocity that rebuilding after one of these is pretty easy. Sorcery speed is the real killer here.
Ravenous Trap: I forgot this was a card. Shame on me. It does seem good at first glance, though; if they're dredging, the 0 cost is always on. And you can't cascade into it, which is nice. Definitely worth a look.
Yixlid Jailer: If you're going to run this as a solution to Dredge, you want to cut Living End and cascade into it. It was a solution in old Extended (I recall seeing it in LE sideboards), so presumably it is still a solution. If they remove it, you're screwed.
Grafdigger's Cage: Not worth it. With this, you're either cutting LE and cascading into it (which means you're racing your 5-mana beaters against their 2-4 mana beaters), or you're just jamming one or two in and hoping to get lucky. And since Living End is unaffected by the cage, a savvy Dredge opponent could still want to keep a reserve of guys in their bin, just to make LE unprofitable for you. Too many variables and too many things that could go wrong for a card that isn't an auto-win.
Crypt Incursion: Another 3-mana solution, a la Anger, but this one gains you a heap of life and can set up a profitable LE down the line. Sequencing it with LE can be difficult, and there's a chance you could just die to their onboard threats before you can fire this off, but it's a (monetarily) cheap option.
how does ravenous trap perform against the storm match up?
killing there graveyard is just as important as killing dredges. pyromancer's ascension and/or past in flames being the critical cards that need a graveyard for them to profit.
-----------
other is circumstantial as tech against the mirror.
Vs Dredge isn't sufficient Faerie Macabre?
For istance 2 main deck (usefull Vs affinity and other MU) and 2 in sideboard.
Dredge is one of the few instances where Faerie Macabre just isn't enough sometimes; they fill their graveyard with a lot of cards very quickly. You'll slow them down, and sometimes that's enough to put you ahead in game 1, but you'll want something more drastic out of the sideboard to keep your foot on their throat in games 2 and 3.
Hi everyone, I am planning to go to the Dallas GP event and I have decided to run Living End over Abzan Company as I think it is more of a dark horse and will be less expected. If I can get some feedback on my deck that would be very helpful.
Your main deck looks very good; some people are not high on Watery Grave, but it's a way to hardcast Architects of Will if you feel that's something you'll need.
Concerning your sideboard, it looks like you're setting up for an unknown meta. That being the case, I would encourage you to replace Crumble to Dust; it's only really good vs. Tron decks. A more general answer if you're looking for more LD would be something like Avalanche Riders, or the fourth Beast Within.
I would also see about having one more piece of graveyard hate in the side, just to give you the leg up in the mirror and against Dredge. Jund Charm, Crypt Incursion, something like that.
I originally put the crumble to dust and Slaughter Games in the sideboard because i haven't seen a dredge deck in about 3 months but a lot of ad nauseam and valakut and was trying to figure out someway to be effective against them. After talking to some of my local gurus, I've changed the sideboard and the lands.
The inclusion of the extra 4 fastlands keep me alive against burn as i don't have to dip into my life against them. Brindle Boar also is a blocker against a goblin guide. Even though i don't see any dredge at any local events i was told numerous times that there will be dredge at the gp, probably in greater numbers than ad nauseam and equal to valakut, and put hate in against something we can win against. I also liked the ability to cast Architects of will if they ever got a Rest in Peace or Leyline of the void but with cutting down on the fetches and shocks i rather be able to find the colors that are more important.
I also like being able casting Architects. But I found out here, that its better changing Watery Grawe for Steam Vents and be able cycle every creature with this land. But i run Bloodstained mire/wooded foothills.
Also, Im really curious about new BG fast land. Anyone got experience how its working out?
I'm playing the Blooming Marsh as budget alternative to Copperline Gorge. So far it's been working out just fine for me. The only problem i found was not being able to cast Anger of the Gods now and then.
So just got home from the GP and I ended the whole thing 12-3 and ended up in 37th place. Never saw dredge or infect. My 3 losses were to Bogles round 5, Scapeshift round 11, and Skred Red round 12(Kevin who won the GP). I can put up a sort of remembered play by play of some of the games if you guys want me too.
2 mana cyclers is something we don't like to see generally but with blood moon still floating around, landcyclers are quite beneficial and underrated. I've never been unhappy with pale recluse specifically unless it's against the odd gurmag angler and it does reward the conservative line of play on turn two when you only have one one mana cycler in hand and the lack of the third land in hand.
If they're playing moon, that's usually a T3 play. On the play, you can try to go under it. On the draw, just fetch out your basics. They're there for a reason. As far as I'm concerned, that's them wasting a turn that you can capitalize on.
GB Graveyard(Rip Copter)Modern:
Dredge RBGU (AND WE BACK)
Suicide BlooUR(WotC Why )Living End RBG
Bloo MoonUR
Legacy:
Aluren BGU
Hello and welcome. Thanks for sharing your list!
Then congrats on being way luckier than I am.
Landcyclers are excellent. The deck doesn't stop on 3 lands;I always want to hit my land drop. I'm also going to echo Raver's point that it rewards conservative play, whether you anticipate Blood Moon or not.
I'm not going to say "anyone not playing landcyclers is wrong," because that's obviously false. There are many ways to build Living End - I like the slower builds with bigger creatures, your list indicates that you favor the high-velocity, all-in strategy. I'd like to feature your list in the primer (with your permission), as an example of a no-landcycler list.
Going with zero MD Faeries feels like a sin with the number of decks that are trying to use their graveyard. I agree with you here.
I'd only cut Traps if you're very confident that your local meta doesn't play Remand. In any other situation, you are correct.
Agree, agree, agree.
I sort of assumed everyone knew this already, but yes. If your goal isn't to stick LE as soon as humanly possible (like against Infect or Affinity or whatever), SSG is best subbed for more impactful cards out of the board.
Oh, and about your Grafdigger's Cage gambit... you going to cut the Living Ends to do that? Or just jam it in and hope to get lucky?
Well, is more uncommon for them to have Blood Moon if they run 3 Roughly, you have ~60% chance of getting a fetch by turn 3 (3 draw steps and 2 cycling), and if they Serum Vision for the Blood Moon (13 cards seen) they are going to have it in ~52.6% of the situations. If you combine this 2, you are getting Bloodmooned into oblivion 1 in 5 games. (not counting the scenario where you draw that forest/swamp, though)
BTW, how's everyone manabase post Kaladesh?
Regarding the Landcyclers, I always prefered running a fast version without them... Cascading into Living End is like playing Empty the Warrens in Belcher/Storm, I would rather do it a turn earlier than getting a stronger one(and doing it fast has psychological impact in your opponent too )
Hey, thanks for your input! However my experience is, after first cycling creature in my graveyard, opponent quickly realize what Im up to and from there, I see only plains and islands on his board. And only I've spent all my LEs, he plays Colonade to finish me. How would you play against that?
My list is almost indentical, even the SB!
-1 Faerie Macabre
-1 Swamp
+1 Beast Within
+1 Urborg, Tomb of Yawgmoth
-1 Brindle Boar
+1 Faerie Macabre
Urborg is to swampwalk into victory with Street Wraiths.
I put in the 4th Beast Within because it deals with... well... everything.
I also want the 4th Brindle Boar but we agree that the 3rd Faerie Macabre is needed somewhere in the 75.
Anyway, thank you for your post!
Thanks for a very detailed response! You can definitely use my list as one that doesn't play landcyclers. As far as your comments on them, I definitely now see why people would play them, and retract my statement of "please don't play them they're bad". I've just never had a great experience with them - always liked the second Jungle Weaver better.
As for the Cage, I can definitely see cutting at least 2 Living Ends, but I'm not sure if we want to keep the last one in to finish post cage or not. Will have to test. I can see it going both ways.
I'm not really sure there. In the testing I've done vs decks like UW control, they have a decent amount of duals for me to pick off. Like, shocks, those core set ones (can't remember UW one, but same as Dragonskull Summit), and others. Without those to pick off, your best bet is to get them to counter a LE coming off suspend, wasting some mana, and then try to Beast Within enough blue sources to resolve an LE your next turn.
Yea, looks like we came to a lot of the same conclusions. I like the second Macabre main as the 4th Beast Within can get a little clunky at times, and you really want to draw the macabres in a lot of games, but It's preference. As for the Urborg, that might be a little too cute. I'll take more help against a Moon in case I ever do get blown out by one and don't have the fetch to save me. The fourth brindle boar is there just in case, because burn can be a shaky MU. We kinda don't do anything until T3 usually. That's not a good recipe to beat a deck that has variants that can kill on T3...
Anyway, thank you all for receiving my post well! I'm thankful this thread is not poisonous and unhelpful like some others I've heard about
GB Graveyard(Rip Copter)Modern:
Dredge RBGU (AND WE BACK)
Suicide BlooUR(WotC Why )Living End RBG
Bloo MoonUR
Legacy:
Aluren BGU
4 x bloodstaine mire
3 x grove of th burnwillows
1 x copperline gorge
1 x blooming marsh
4 x blackcleave cliffs
1 x overgrown tomb
1 x stomping ground
1 x blood crypt
2 x swamp
1 x forest
Creatures 28
4 x architects of will
4 x deadshot minotaur
4 x monstrous carabid
4 x street wraith
4 x fulminator mage
3 x shriekmaw
2 x pale recluse
3 x simian spirit guide
3 x living end
4 x violent outburst
4 x demonic dread
2 x beast withim
3 x brindle boar
2 x slaughter games
2 x faerie macabre
2 x krosan grip
2 x ricochet trap
3 x ingot chewer
Added in some decktags for you! - Torpf
- Anger of the Gods: If it hits a full board it kills everything for good. Though i have seen Dredge come back even after losing 3 Amalgams and a Bloodghast...
- Ravenous Trap a little gimicky, but the dredge player can't afford to play around it and has no real way to deal with it as far as i know. As a 2-3 Of maybe playable in the SB
- Yixlid Jailer we would have to hardcast this fella and have no way to get him in the bin before Living Ending. Not quite sure but on the paper he looks decent.
- Grafdigger's Cage does not affect us at all and slows them down. But is it worth it?...
Of course there's black leylines but i'm on a budget and can't afford 3-4 of them... Do you have any other ideas?
BRGJundGRB
GCTronCG
WBRMardu PyromancerRBW
Legacy:
GElvesG
I mean, Leyline of the Void is your first choice... but let's see what else we've got here:
Anger of the Gods: I don't feel that this is a great solution. Sure, it kills their stuff and keeps it from coming back, but Dredge has a high enough velocity that rebuilding after one of these is pretty easy. Sorcery speed is the real killer here.
Ravenous Trap: I forgot this was a card. Shame on me. It does seem good at first glance, though; if they're dredging, the 0 cost is always on. And you can't cascade into it, which is nice. Definitely worth a look.
Yixlid Jailer: If you're going to run this as a solution to Dredge, you want to cut Living End and cascade into it. It was a solution in old Extended (I recall seeing it in LE sideboards), so presumably it is still a solution. If they remove it, you're screwed.
Grafdigger's Cage: Not worth it. With this, you're either cutting LE and cascading into it (which means you're racing your 5-mana beaters against their 2-4 mana beaters), or you're just jamming one or two in and hoping to get lucky. And since Living End is unaffected by the cage, a savvy Dredge opponent could still want to keep a reserve of guys in their bin, just to make LE unprofitable for you. Too many variables and too many things that could go wrong for a card that isn't an auto-win.
Crypt Incursion: Another 3-mana solution, a la Anger, but this one gains you a heap of life and can set up a profitable LE down the line. Sequencing it with LE can be difficult, and there's a chance you could just die to their onboard threats before you can fire this off, but it's a (monetarily) cheap option.
how does ravenous trap perform against the storm match up?
killing there graveyard is just as important as killing dredges. pyromancer's ascension and/or past in flames being the critical cards that need a graveyard for them to profit.
-----------
other is circumstantial as tech against the mirror.
Dredge is one of the few instances where Faerie Macabre just isn't enough sometimes; they fill their graveyard with a lot of cards very quickly. You'll slow them down, and sometimes that's enough to put you ahead in game 1, but you'll want something more drastic out of the sideboard to keep your foot on their throat in games 2 and 3.
4 Bloodstained Mire
2 Blooming Marsh
2 Copperline Gorge
1 Swamp
1 Forest
1 Kessig Wolf Run
1 Stomping Ground
1 Watery Grave
1 Overgrown Tomb
1 Blood Crypt
1 Pale Recluse
4 Monstrous Carabid
3 Faerie Macabre
4 Fulminator Mage
4 Deadshot Minotaur
4 Street Wraith
4 Architects of Will
3 Simian Spirit Guide
4 Violent Outburst
4 Demonic Dread
3 Living End
3 Gnaw to the Bone
2 Slaughter Games
2 Crumble to Dust
2 Ricochet Trap
3 Ingot Chewer
PS. I couldn't figure out how to put the titles for the subtypes so if someone could tell me that would great as well
Your main deck looks very good; some people are not high on Watery Grave, but it's a way to hardcast Architects of Will if you feel that's something you'll need.
Concerning your sideboard, it looks like you're setting up for an unknown meta. That being the case, I would encourage you to replace Crumble to Dust; it's only really good vs. Tron decks. A more general answer if you're looking for more LD would be something like Avalanche Riders, or the fourth Beast Within.
I would also see about having one more piece of graveyard hate in the side, just to give you the leg up in the mirror and against Dredge. Jund Charm, Crypt Incursion, something like that.
-4 Bloodstained Mire, -1 Kessig Wolf Run, -1 Watery Grave, -1 Overgrown Tomb, -2 Crumble to dust, -2 Slaughter Games, -3 Gnaw to the bone
+3 Verdant Catacombs, +2 Copperline Gorge, +2 Blooming Marsh, +3 Brindle Boar, +1 Ricochet Trap, +3 Leyline of the Void
The inclusion of the extra 4 fastlands keep me alive against burn as i don't have to dip into my life against them. Brindle Boar also is a blocker against a goblin guide. Even though i don't see any dredge at any local events i was told numerous times that there will be dredge at the gp, probably in greater numbers than ad nauseam and equal to valakut, and put hate in against something we can win against. I also liked the ability to cast Architects of will if they ever got a Rest in Peace or Leyline of the void but with cutting down on the fetches and shocks i rather be able to find the colors that are more important.
Also, Im really curious about new BG fast land. Anyone got experience how its working out?
BRGJundGRB
GCTronCG
WBRMardu PyromancerRBW
Legacy:
GElvesG