Some people have tried it and had mixed feelings about it. Try it out for yourself and against Tron, Affinity, Zoo, Twin, etc. Worst case is it can be a sb package against certain archetypes
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Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
Well, looking at my deck right now, let's say I did use it as a sideboard option against specific decks. Right now I have it in the main deck. Were I to move it to the sideboard, what should I move to the maindeck? Because I'll have 4 slots open. Any suggestions? I think I have enough Dredgers and discard outlets, personally, but I'm interested in seeing what else might work.
Golgari Thug helps return something from your graveyard. Grim Lavamancer slows down aggro decks. Unburial Rites package is a nice surprise for a few victims (usually with Elesh-Norn/Ioana). Splinterfright is a nice option that mills 2 each upkeep with trample for 3 CMC.
Edit: From my decklist on the previous page, I've been having some success on Cockatrice and at FNM with Demigod of Revenge and Golgari Thug to return it and cast all of them. It doesn't come online as often as I would like, but it's an auto scoop. Once you cast Demigod, even if it's countered and goes to graveyard, every Demigod comes from graveyard to play. The look on a control player's face is hilarious!
Golgari Thug helps return something from your graveyard. Grim Lavamancer slows down aggro decks. Unburial Rites package is a nice surprise for a few victims (usually with Elesh-Norn/Ioana). Splinterfright is a nice option that mills 2 each upkeep with trample for 3 CMC.
Edit: From my decklist on the previous page, I've been having some success on Cockatrice and at FNM with Demigod of Revenge and Golgari Thug to return it and cast all of them. It doesn't come online as often as I would like, but it's an auto scoop. Once you cast Demigod, even if it's countered and goes to graveyard, every Demigod comes from graveyard to play. The look on a control player's face is hilarious!
That's a pretty great idea, actually. Naturally, its situational, but that's a very cool use of Thug. My only problem is that it sounds like it would take a bit too long. Modern is a turn 4 format. Its possible to get 4 lands and a Bird to cast Demigod on turn 4, but to make the full use of Demigod, you'd need at least 2 in your graveyard AND one in hand to cast. It sounds like it would require a lot of luck to have 3 or even 4 of the 4 available to you. And if they die, then you have to get another Thug, put Demigod on top of your library, then wait a turn and draw him. With Vengevine, at least it triggers off of any 2 creatures, which allows for constant return.
Like the idea of Splinterfright, too. My only issue there is that he gets buffed by how many creatures are in your graveyard, and considering this deck is made to recur basically everything from there, it seems that he might be small a lot of the time. On my list, Birds and Troll are the only things that will stay dead (Varolz and Shadow will, too, but we're discussing potential other options instead of them, so I'm not counting them). Troll has regenerate, so he's harder to kill, as well.
Golgari Thug helps return something from your graveyard. Grim Lavamancer slows down aggro decks. Unburial Rites package is a nice surprise for a few victims (usually with Elesh-Norn/Ioana). Splinterfright is a nice option that mills 2 each upkeep with trample for 3 CMC.
Edit: From my decklist on the previous page, I've been having some success on Cockatrice and at FNM with Demigod of Revenge and Golgari Thug to return it and cast all of them. It doesn't come online as often as I would like, but it's an auto scoop. Once you cast Demigod, even if it's countered and goes to graveyard, every Demigod comes from graveyard to play. The look on a control player's face is hilarious!
That's a pretty great idea, actually. Naturally, its situational, but that's a very cool use of Thug. My only problem is that it sounds like it would take a bit too long. Modern is a turn 4 format. Its possible to get 4 lands and a Bird to cast Demigod on turn 4, but to make the full use of Demigod, you'd need at least 2 in your graveyard AND one in hand to cast. It sounds like it would require a lot of luck to have 3 or even 4 of the 4 available to you. And if they die, then you have to get another Thug, put Demigod on top of your library, then wait a turn and draw him. With Vengevine, at least it triggers off of any 2 creatures, which allows for constant return.
Like the idea of Splinterfright, too. My only issue there is that he gets buffed by how many creatures are in your graveyard, and considering this deck is made to recur basically everything from there, it seems that he might be small a lot of the time. On my list, Birds and Troll are the only things that will stay dead (Varolz and Shadow will, too, but we're discussing potential other options instead of them, so I'm not counting them). Troll has regenerate, so he's harder to kill, as well.
A few things. First, the Demigods are mostly there for late game shenanigans when the game is stalled or I run out of gas. Combo with Thug to return a Demigod usually helps me get there.
As for Splinterfright, most creatures in Modern have 2 toughness, 3 for a beater. It only takes four creatures in the yard to make him bigger. If you're not looting that turn, you're putting two in the yard at upkeep, adding to the creature total. Chances are you've got 4+ creatures in the yard after you cast him anyway for whatever reasons. The milling + trample is either forcing a double block or him taking damage. Either way is great value out of a creature. Trample is definitely a secondary win condition with Dredgevine.
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Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
I quit playing my list after the deathrite shaman ban but I just recently did some work on it and got a top 4 showing at my local shop... What are the biggest problems you all run into? I seen what a RWU control sided in against me and almost cried. He brought in 3x anger of the gods against?me. Thankfully I didn't see one
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Decks: standard
N/A
Modern
Dredge vine
4 color gifts
Junk midrange
Daga control
Rb burn
Soul sisters
Consistency is really the only thing. We have our tools to fight the main decks and a few generic cards that help us get there. Sometimes, we never see a Vengevine or a Gravecrawler or a third land. The explosiveness is why I play this deck, so...
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Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
Had some success at FNM tonight. Only change to my deck from last week was moving 1 Anger of the Gods for 1 Obstinate Baloth. Went 4-1.
Had some pretty bad opponents. They should have taken a mulligan, got flooded, stuck on lands, bad blocks, etc. I think I got really lucky this week.
Only loss was to Affinity (2-0). Just too dang fast. That start with Archbound Ravager and Cranial Plating, I just scoop!
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Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
Overall, the past few weeks at FNM's, I'm 9-6 with the relatively same build, just a few changes to the sideboard each week. Could use some tips from other players on my sideboard (changes perhaps, opinions mostly) and how you would sideboard my deck against aggro decks
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Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
Well, if it were me, against Aggro decks...depends on the MU.
Against Affinity, obviously Creeping Corrosion needs to be put in. I'd SB out Tymaret for that. I've never gotten the love for Tymaret, he seems OK, but I think we have better options available.
SB seems pretty good, though I'd personally drop 1 Ancient Grudge and add in a second Creeping Corrosion. Then again, I'm generally very wary of Affinity. If your meta doesn't have much, then it may not affect you, but another Corrosion increases the chances of you drawing it in Affinity matches, which can really be a life saver. Access to only one seems like its almost not enough-if you're unlucky and it gets stuck at the bottom of your deck after shuffling, then the game becomes a lot harder.
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:
Overall, the past few weeks at FNM's, I'm 9-6 with the relatively same build, just a few changes to the sideboard each week. Could use some tips from other players on my sideboard (changes perhaps, opinions mostly) and how you would sideboard my deck against aggro decks
I do miss them and enjoy the fact that they are significantly faster than Demigod. Without the fetch lands, bloodghasts don't recur as often as they normally would. I'll work on acquiring some, and perhaps making a few changes.
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Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
It lacks the explosive Turn 1 Looting, but i find combo-ing off on Turn 3 is more consistent with Commune and Salvage and you don't "lose" a card by casting looting plus you dig a little extra with the green engines.
Tarmo offer an alternative attack plan. Turn 1 Seize, followed by Commune or Salvage into Tarmo on t3 looks like good beats early on.
Post board taking out combo pieces for controllish game with IOK, Oozes and Obliterators.
It lacks the explosive Turn 1 Looting, but i find combo-ing off on Turn 3 is more consistent with Commune and Salvage and you don't "lose" a card by casting looting plus you dig a little extra with the green engines.
Tarmo offer an alternative attack plan. Turn 1 Seize, followed by Commune or Salvage into Tarmo on t3 looks like good beats early on.
Post board taking out combo pieces for controllish game with IOK, Oozes and Obliterators.
The whole point of Dredgevine is graveyard recursion. You have no mana acceleration & hardly any T1 plays w/only 4 1 CMC creatures (terrible idea for a Vengevine deck). You're running Commune with no enchantments. Salvage helps us get lands (why we run it). Looting has flashback (clearly better).
Everything in your deck is mainly 2 CMC (vengevine and obliterater cost more). 23 lands is too much for a low-mid curve. I could see 22, but that extra land could be better served with extra removal.
I do like the bigger bodies with Goyf, but Modern is a fast game. If you dont have that T1 play, you're falling more behind, which is a big problem this deck has.
Just thoughts and observations. Just trying to help!
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Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
Mulch only gets land, we only need 3 max to go off; waste of mana and doesn't help fill the yard fast enough for that price.
With 23 land, you should be able to get to five without many problems, which you don't need. Most Dredgevine decks run 20, 21 to be on the safe side. I almost always get to three lands. Here's how to help.
Some rules of thumb I tend to use for mulligan decisions:
1. Hands with zero lands. (Always)
2. Hands with one land; but if I have a BoP AND Looting to dig, I'll generally keep. (definitely need looting to have any shot at drawing fast enough).
3. Hands with 4+ lands (we have no need to get flooded).
4. Hands without enablers. I consider Grisly Salvage, Faithless Looting, and Troll our enablers to help fill the yard and start dredging on Turn 2/3. If you dont have a way to do this, we play as an aggro deck; there are much better/aggressive aggro decks than us, so we need to utilize our graveyard G1. G2/G3 depends on the match up and how you sideboard out.
The only card in your SB you should be running > 3 CMC is either Creeping Corrosion (Affinity) or Obstinate Baloth (Golgari Midrange/Jund). We'll never cast Baloth (use it to discard vs Liliana). When we cast Corrosion, Affinity almost always scoops because it gets rid of their mana producers, creatures, Cranial Plating and some lands.
Everything else in your board should be fast since we only utilize three lands at most. A lot of things should be castable from the yard as well (Ancient Grudge, Ray of Revelation, Lingering Souls, Darkblast, etc)
On your lands, I run a Dakmor Salvage to help me get an extra land if I need it. I only run one since it comes in tapped, but it dredges two and gets you a land drop. You could switch out 2-3 lands for 1-2 of these to help yourself feel better about hitting your land drops. As a back up to this, I have a Life from the Loam as a secondary strategy to get myself to five mana sources to cast Demigod of Revenge late game.
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Modern decks: BGRDredgevineBGR UWRJeskai ControlUWR
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!
Edit: From my decklist on the previous page, I've been having some success on Cockatrice and at FNM with Demigod of Revenge and Golgari Thug to return it and cast all of them. It doesn't come online as often as I would like, but it's an auto scoop. Once you cast Demigod, even if it's countered and goes to graveyard, every Demigod comes from graveyard to play. The look on a control player's face is hilarious!
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!
That's a pretty great idea, actually. Naturally, its situational, but that's a very cool use of Thug. My only problem is that it sounds like it would take a bit too long. Modern is a turn 4 format. Its possible to get 4 lands and a Bird to cast Demigod on turn 4, but to make the full use of Demigod, you'd need at least 2 in your graveyard AND one in hand to cast. It sounds like it would require a lot of luck to have 3 or even 4 of the 4 available to you. And if they die, then you have to get another Thug, put Demigod on top of your library, then wait a turn and draw him. With Vengevine, at least it triggers off of any 2 creatures, which allows for constant return.
Like the idea of Splinterfright, too. My only issue there is that he gets buffed by how many creatures are in your graveyard, and considering this deck is made to recur basically everything from there, it seems that he might be small a lot of the time. On my list, Birds and Troll are the only things that will stay dead (Varolz and Shadow will, too, but we're discussing potential other options instead of them, so I'm not counting them). Troll has regenerate, so he's harder to kill, as well.
A few things. First, the Demigods are mostly there for late game shenanigans when the game is stalled or I run out of gas. Combo with Thug to return a Demigod usually helps me get there.
As for Splinterfright, most creatures in Modern have 2 toughness, 3 for a beater. It only takes four creatures in the yard to make him bigger. If you're not looting that turn, you're putting two in the yard at upkeep, adding to the creature total. Chances are you've got 4+ creatures in the yard after you cast him anyway for whatever reasons. The milling + trample is either forcing a double block or him taking damage. Either way is great value out of a creature. Trample is definitely a secondary win condition with Dredgevine.
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!
N/A
Modern
Dredge vine
4 color gifts
Junk midrange
Daga control
Rb burn
Soul sisters
Legacy
The gate
Zombie bombardment
Burn
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!
Had some pretty bad opponents. They should have taken a mulligan, got flooded, stuck on lands, bad blocks, etc. I think I got really lucky this week.
Only loss was to Affinity (2-0). Just too dang fast. That start with Archbound Ravager and Cranial Plating, I just scoop!
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!
4 Gravecrawler
4 Lotleth Troll
4 Birds of Paradise
4 Stinkweed Imp
4 Demigod of Revenge
2 Golgari Thug
1 Tymaret the Murder King
4 Vengevine
Others:
4 Faithless Looting
2 Abrupt Decay
3 Grisly Salvage
3 Darkblast
1 Life from the Loam
4 Blackcleave Cliffs
4 Copperline Gorge
4 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
2 Swamp
1 Graven Cairns
1 Forest
1 Dakmor Salvage
1 Wooden Cemetery
3 Ancient Grudge
2 Inquisition of Kozilek
1 Creeping Corrosion
2 Slagstorm
1 Obstinate Baloth
1 Gnaw from the Bone
2 Rakdos Charm
2 Golgari Charm
1 Back to Nature
Overall, the past few weeks at FNM's, I'm 9-6 with the relatively same build, just a few changes to the sideboard each week. Could use some tips from other players on my sideboard (changes perhaps, opinions mostly) and how you would sideboard my deck against aggro decks
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!
Against Affinity, obviously Creeping Corrosion needs to be put in. I'd SB out Tymaret for that. I've never gotten the love for Tymaret, he seems OK, but I think we have better options available.
SB seems pretty good, though I'd personally drop 1 Ancient Grudge and add in a second Creeping Corrosion. Then again, I'm generally very wary of Affinity. If your meta doesn't have much, then it may not affect you, but another Corrosion increases the chances of you drawing it in Affinity matches, which can really be a life saver. Access to only one seems like its almost not enough-if you're unlucky and it gets stuck at the bottom of your deck after shuffling, then the game becomes a lot harder.
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
Don't you miss bloodghast at all?!
I do miss them and enjoy the fact that they are significantly faster than Demigod. Without the fetch lands, bloodghasts don't recur as often as they normally would. I'll work on acquiring some, and perhaps making a few changes.
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'm testing out a ROCK version of the dredge vine deck with just straight black green and no red for the looting.... Any comments would be great:
4 Gravecrawler
4 Lotleth Troll
4 Tarmogoyf
4 Bloodghast
2 Golgari Thug
4 Grizzly Salvage
3 Commune with the Gods
4 Thoughtseize
4 Abrupt Decay
4 Verdant Catacombs
4 Marsh Flats
4 Overgrown Tomb
4 Twilight Mire
1 Forest
6 Swamp
3 Choke
2 Phyrexian Obliterator
3 Scavenging Ooze
2 Dismember
3 Inquisition of Kozilek
2 Golgari Charm
It lacks the explosive Turn 1 Looting, but i find combo-ing off on Turn 3 is more consistent with Commune and Salvage and you don't "lose" a card by casting looting plus you dig a little extra with the green engines.
Tarmo offer an alternative attack plan. Turn 1 Seize, followed by Commune or Salvage into Tarmo on t3 looks like good beats early on.
Post board taking out combo pieces for controllish game with IOK, Oozes and Obliterators.
The whole point of Dredgevine is graveyard recursion. You have no mana acceleration & hardly any T1 plays w/only 4 1 CMC creatures (terrible idea for a Vengevine deck). You're running Commune with no enchantments. Salvage helps us get lands (why we run it). Looting has flashback (clearly better).
Everything in your deck is mainly 2 CMC (vengevine and obliterater cost more). 23 lands is too much for a low-mid curve. I could see 22, but that extra land could be better served with extra removal.
I do like the bigger bodies with Goyf, but Modern is a fast game. If you dont have that T1 play, you're falling more behind, which is a big problem this deck has.
Just thoughts and observations. Just trying to help!
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!
Which led me to follow what Patrick Dickman was trying to achieve with Tarmo Twin... have a good combo, but secondary plan with some beats.
I get the point of lacking 1 drop or acceleration, which maybe will go into tweaking of adding Birds (cutting some land, discard, removal).
Commune's idea is to try and dig out a troll or Tarmo. If wanted land - perhaps Mulch?
With 23 land, you should be able to get to five without many problems, which you don't need. Most Dredgevine decks run 20, 21 to be on the safe side. I almost always get to three lands. Here's how to help.
Some rules of thumb I tend to use for mulligan decisions:
1. Hands with zero lands. (Always)
2. Hands with one land; but if I have a BoP AND Looting to dig, I'll generally keep. (definitely need looting to have any shot at drawing fast enough).
3. Hands with 4+ lands (we have no need to get flooded).
4. Hands without enablers. I consider Grisly Salvage, Faithless Looting, and Troll our enablers to help fill the yard and start dredging on Turn 2/3. If you dont have a way to do this, we play as an aggro deck; there are much better/aggressive aggro decks than us, so we need to utilize our graveyard G1. G2/G3 depends on the match up and how you sideboard out.
The only card in your SB you should be running > 3 CMC is either Creeping Corrosion (Affinity) or Obstinate Baloth (Golgari Midrange/Jund). We'll never cast Baloth (use it to discard vs Liliana). When we cast Corrosion, Affinity almost always scoops because it gets rid of their mana producers, creatures, Cranial Plating and some lands.
Everything else in your board should be fast since we only utilize three lands at most. A lot of things should be castable from the yard as well (Ancient Grudge, Ray of Revelation, Lingering Souls, Darkblast, etc)
On your lands, I run a Dakmor Salvage to help me get an extra land if I need it. I only run one since it comes in tapped, but it dredges two and gets you a land drop. You could switch out 2-3 lands for 1-2 of these to help yourself feel better about hitting your land drops. As a back up to this, I have a Life from the Loam as a secondary strategy to get myself to five mana sources to cast Demigod of Revenge late game.
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!
Well, i think the deck already have enough enablers to do what it's designed to do.
We already have:
04x Grisly Salvage;
04x Faithless Looting (Maybe 8);
04x Lotleth Troll
It seems pretty enough for me.
There's a bunch of lists using blue and adding Hedron Crab and Fetchlands, what i particularly think it's a better choice than Glimpse.
Cheers