Grabbing cards from your graveyard seems sexy (kind of the reason behind Junk Reanimator). But remember it's random, so when you are playing a deck that already mills cards to the graveyard, getting one random card from your grave isn't going to be that much different from just drawing a card off Underworld Connections. Minus the fact that this allows you to put the creature directly into play, but you also don't have to show your opponent the card you got and you can hold on to it if it's Craterhoof Behemoth and lay that card down when it's more appropriate.
Grabbing cards from your graveyard seems sexy (kind of the reason behind Junk Reanimator). But remember it's random, so when you are playing a deck that already mills cards to the graveyard, getting one random card from your grave isn't going to be that much different from just drawing a card off Underworld Connections. Minus the fact that this allows you to put the creature directly into play, but you also don't have to show your opponent the card you got and you can hold on to it if it's Craterhoof Behemoth and lay that card down when it's more appropriate.
However this does allow you to manipulate your draw by playing cards like deathrite shaman therefore getting you better chances of drawing needed cards
I just feel like that should be taken into consideration
However this does allow you to manipulate your draw by playing cards like deathrite shaman therefore getting you better chances of drawing needed cards
I just feel like that should be taken into consideration
But like... say you have Grisly Salvaged, Mulched, and let a Centaur Healer die by the time you play Deadbridge Chant... you are looking at realistically having 8-10 cards in your graveyard before you play the Chant, which mills 10 from your library as well. If you have the Deathrite Shaman out, you take 1 of those 20 cards in your graveyard out... it doesn't change the odds of getting what you want from Deadbridge Chant much.
I mean, I'm not going to completely dump on the card, because it's kind of a weird Staff of Nim that mills your deck. One of the 10 cards that DC mills will probably help your reanimate plan. The upkeep ability technically better than straight drawing a card, but not by much. So you aren't a complete scrub for playing this card. But I think for my money, I'd try out Underworld Connections... which comes out as early as turn 3 and late in the game if you play this you can play and draw a card in the same turn rather than wait another full turn to get the advantage.
Another option I've seen is Garruk Relentless. We already know this card can be functional removal against aggro as well as a 2/2 token generator, but it's flip side can turn your tokens into Angel of Serenities, Thragtusks, Deathrite Shamans and Acidic Slimes. Which isn't card advantage in the sense that DC is card advantage, but it straight puts cards that you want into your hand which is a big deal.
Underworld Connections seems better as a sideboard card in the really slow match-ups for the reasons DarkRitual has already given. But I could see this being an interesting 1 or 2-of MD, since drawing underworld connections in any match where your life total is under significant pressure sucks.
Of course, if it's naya blitz you are up against, having a 6-drop sucks too, but say it's something like Naya Midrange or the Aristocrats; decks which are definitely the aggro deck in the match-up but kill you relatively slowly. Then I think the chant outperforms underworld connections.
Underworld Connections seems better as a sideboard card in the really slow match-ups for the reasons DarkRitual has already given. But I could see this being an interesting 1 or 2-of MD, since drawing underworld connections in any match where your life total is under significant pressure sucks.
Of course, if it's naya blitz you are up against, having a 6-drop sucks too, but say it's something like Naya Midrange or the Aristocrats; decks which are definitely the aggro deck in the match-up but kill you relatively slowly. Then I think the chant outperforms underworld connections.
I think Deadbridge Chant would be awesome against aggro if you could consistently reanimate a life gain creature or get back an Abrupt Decay.
Deadbridge Chant is going to be something that needs it's own variant. You need to actively manipulate your own graveyard to hit REALLY good stuff with this, and i'm not talking small time stuff like deathrite either, though he should be in the deck. Harvest Pyre is one example of stacking the grave that shouldn't be overlooked. Dryad Militant, Varolz, the Scar Striped, and Deathrite Shaman can further rig the grave in your favor while impacting the board in a meaningful way, though Dryad could potentially back fire. Getting free removal spells every turn sounds degenerate in a way that i positively love. I can see this spawning a variant, I don't see it being played in the regular rites deck.
It's a solid value card, but I don't think you should try to rely on it to be explosive. If you're playing Staff of Nin for some reason I think this is a better alternative.
I think that the deck that can best abuse this card will be a BUG build that doesn't make any special effort to fill its graveyard but instead takes advantage of the value it can provide. Deathrite Shaman is certainly an important card for hedging your bets while extracting value.
FWIW owen turtenwald said the card was an all star out of the board of his jund list, so the card might have some potential. The problem is in junk rites that the deck really wants to bring specific threats out of it's yard at certain times. The randomness involved with deadbridge chant is probably it's downfall here, as it can often hit stuff like lands, mana dorks, or your used/milled dig spells instead of what you really want to get. However in jund you're looking at getting either removal spells, relevant creatures, or planeswalkers back a high percentage of the time.
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Seems mediocre. In junk, I don't want to spend six mana on something that doesn't immediately impact the board. We already have the best endgame, so I'd rather focus on cards that shore up the early game if anything. How is this card better then say, Obzedat? The fact that it focuses on the GY postboard is dubious considering in boarded games we're going against a sea of RIPs, Cages, Ground Seals, and crypts. Most of the time, I'm boarding out some or all of my rites and just becoming a midrange deck.
LP, I'm checking your article out as well. Behind all of your swag is the brain of one of the most intelligent Magic players I've ever known. I guess that's one more thing for you to add to the wall of ego that is your Sally sig.
I can go with that. LK, you are the Mace Windu of red mages...cool, tempered logic in deliberation, but capable of just flat kicking tail when the situation warrants it.
Well i think this is sb'able in junk....it gets around seal/cage if you aren't forced to reveal a creature(so you can put it in hand), so i could see it as part of the sb plan for sb'ing into a midrange deck.
Well i think this is sb'able in junk....it gets around seal/cage if you aren't forced to reveal a creature(so you can put it in hand), so i could see it as part of the sb plan for sb'ing into a midrange deck.
Hmm...yeah that makes sense I guess. Point to you. Worth keeping in mind, though it seems fairly narrow. You definitely can't ever side this in versus decks running white for example.
LP, I'm checking your article out as well. Behind all of your swag is the brain of one of the most intelligent Magic players I've ever known. I guess that's one more thing for you to add to the wall of ego that is your Sally sig.
I can go with that. LK, you are the Mace Windu of red mages...cool, tempered logic in deliberation, but capable of just flat kicking tail when the situation warrants it.
I do think the best comparison here is to Staff of Nin. They're both drawing you an extra card each turn, and they're both (essentially) random.
The upsides to Deadbridge Chant are substantial though. If you're packing any kind of GY manipulation, you can make the randomness much more manageable. It goes so well with Deathrite Shaman that the two were obviously made with each other in mind.
The other major upside is that, if you randomly hit a creature, it goes onto the battlefield, not just to your hand. Whether this is the reanimator replacement for Rites post-rotation or just another fancy CA machine, I'm not sure. But even if it "just" hits a dork, that's still an extra card and a free, uncounterable body in play. That the wording says "choose" instead of "target", and "put it onto the battlefield" instead of "cast it", is very relevant.
I do think the best comparison here is to Staff of Nin. They're both drawing you an extra card each turn, and they're both (essentially) random.
The upsides to Deadbridge Chant are substantial though. If you're packing any kind of GY manipulation, you can make the randomness much more manageable. It goes so well with Deathrite Shaman that the two were obviously made with each other in mind.
The other major upside is that, if you randomly hit a creature, it goes onto the battlefield, not just to your hand. Whether this is the reanimator replacement for Rites post-rotation or just another fancy CA machine, I'm not sure. But even if it "just" hits a dork, that's still an extra card and a free, uncounterable body in play. That the wording says "choose" instead of "target", and "put it onto the battlefield" instead of "cast it", is very relevant.
Two things of note on those upsides:
A) Deathrite Shaman is only removing one card a turn, presumably a land, but you could probably be a little smart and remove Mulches and GSs so that you at least get to make your opponent lose life. That being said, when your graveyard already has 15+ cards in it, how many turns does DRS have to be on the table before it changes the %of hitting money cards significantly?
B)It puts the creature into play directly, but that might not be a good thing in a deck that plays Resto Angel AND Craterhoof Behemoth (and potentially Sin Collector which you could wait to play until they have banked a card or two).
Will this see a resurgence with the release of Scavenging Ooze into Standard? I run Junk Deadbridge, and have already made space for two to aid my returns, mostly just to get rid of instants/sorceries (Deathrite is mainly for ramp) or creatures that aren't ideal in my current situation. Am I alone here, or is this a serious consideration?
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Anyone get to playtest this card in the Archetype? I've been considering maindecking 1 and 1 in the sideboard against Jund and control variants.
Theoretically, it seems like a solid card to use but I wonder if it might be too clunky as a 6-drop.
I think it might be more effective in the Farkseek build than the Mana dork build.
However this does allow you to manipulate your draw by playing cards like deathrite shaman therefore getting you better chances of drawing needed cards
I just feel like that should be taken into consideration
But like... say you have Grisly Salvaged, Mulched, and let a Centaur Healer die by the time you play Deadbridge Chant... you are looking at realistically having 8-10 cards in your graveyard before you play the Chant, which mills 10 from your library as well. If you have the Deathrite Shaman out, you take 1 of those 20 cards in your graveyard out... it doesn't change the odds of getting what you want from Deadbridge Chant much.
I mean, I'm not going to completely dump on the card, because it's kind of a weird Staff of Nim that mills your deck. One of the 10 cards that DC mills will probably help your reanimate plan. The upkeep ability technically better than straight drawing a card, but not by much. So you aren't a complete scrub for playing this card. But I think for my money, I'd try out Underworld Connections... which comes out as early as turn 3 and late in the game if you play this you can play and draw a card in the same turn rather than wait another full turn to get the advantage.
Another option I've seen is Garruk Relentless. We already know this card can be functional removal against aggro as well as a 2/2 token generator, but it's flip side can turn your tokens into Angel of Serenities, Thragtusks, Deathrite Shamans and Acidic Slimes. Which isn't card advantage in the sense that DC is card advantage, but it straight puts cards that you want into your hand which is a big deal.
Of course, if it's naya blitz you are up against, having a 6-drop sucks too, but say it's something like Naya Midrange or the Aristocrats; decks which are definitely the aggro deck in the match-up but kill you relatively slowly. Then I think the chant outperforms underworld connections.
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I think Deadbridge Chant would be awesome against aggro if you could consistently reanimate a life gain creature or get back an Abrupt Decay.
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Hmm...yeah that makes sense I guess. Point to you. Worth keeping in mind, though it seems fairly narrow. You definitely can't ever side this in versus decks running white for example.
The upsides to Deadbridge Chant are substantial though. If you're packing any kind of GY manipulation, you can make the randomness much more manageable. It goes so well with Deathrite Shaman that the two were obviously made with each other in mind.
The other major upside is that, if you randomly hit a creature, it goes onto the battlefield, not just to your hand. Whether this is the reanimator replacement for Rites post-rotation or just another fancy CA machine, I'm not sure. But even if it "just" hits a dork, that's still an extra card and a free, uncounterable body in play. That the wording says "choose" instead of "target", and "put it onto the battlefield" instead of "cast it", is very relevant.
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Two things of note on those upsides:
A) Deathrite Shaman is only removing one card a turn, presumably a land, but you could probably be a little smart and remove Mulches and GSs so that you at least get to make your opponent lose life. That being said, when your graveyard already has 15+ cards in it, how many turns does DRS have to be on the table before it changes the %of hitting money cards significantly?
B)It puts the creature into play directly, but that might not be a good thing in a deck that plays Resto Angel AND Craterhoof Behemoth (and potentially Sin Collector which you could wait to play until they have banked a card or two).
BW Midrange [Standard]
UG Monsters [Standard]
GR Tron [Modern]