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  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!


    Wait. You can play Crypt Ghast in GB EDH?


    Yes. Reminder text does not impact the colour identity of the card. Because that's the only spot where W is seen on the card, it's colour identity is mono black.

    Quote from razzliox »
    Living Death and Yawgmoth's Will are mostly cut for speed. They're great effects but I need the slots for more manadorks. With the inclusion of more manadorks, Diabolic Intent will be added. Updates pending


    That's a shame. Let me know how it works out. Would you also consider Chainer's Edict as well? The flashback cost is out of this world, but it does have a built in recur function if you need it. Granted, it is Sorcery speed - so I'm not sure how well it will work for you.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!
    Razzliox - I'd enjoy seeing how you pilot Jarad, because then I can see just where our major differences lie between the two decks.

    About Null Rod - right now it's literally hit and miss - I've been debating about cutting it but it's literally one of the few lines of defense we have against activated abilities - shuts off opposing Mike and Trisk/Jarad and Devourer combos, as well as slowing Brago decks to a crawl, something I'm designing a more budget version of for my meta. Null Rod literally screams that it the definition of a meta call - to me, it's a nice additional option, but I could really use something else in it's place too. I'm just not sure what exactly at this moment in time. With you, I wouldn't use it - but at the same time, you also run a lot more artifact mana then I do. Whereas I run a lot less rocks, and am able to afford using it because it doesn't hurt me anywhere near as badly as it would you.

    My thoughts on Carpet of Flowers is that when I last tried running it, my opponents on blue had enough non-Island sources in hand they didn't have to worry about giving me mana - either via City of Brass, Mana Confluence, Painlands, and the like, or using rocks to get their blue mana - though like Null Rod, it appears to be a meta call. As for Liliana Vess, personally, while I'm still running her, I want it to be Grim Tutor so much more - but at $275 USD, it's out of my price range unless Eternal Masters makes it see print again. Living Death and Yawgmoth's Will both will always stay in my version of Jarad - they are either literal wincons or they are just advantage in their own right. At worst, Yawgmoth's Will gives us a single card from the yard - at best, it's how we assemble a wincon - I managed to pilot a win just 15 minutes prior to this post using Yawgmoth's Will, Vamperic Tutor, and Sylvan Library. It was a painful win to assemble Necrotic Ooze at 1 life (after Reanimate and everything else burned though - had nothing but painlands!), but it did the job, and it won the game in the end. Living Death is also a favourite of mine due to it meaning we can just EOT the turn before it, dump everything into Survival or something else, and just assemble the best yard to come out way ahead. If you're concerned about what others get back, discard something you'd like to reanimate, get your Faerie Macabre, exile their stuff, and then go at it.

    Having run Corpse Connoisseur in previous version of Jarad myself (granted, it was Dredge), I honestly dislike him strongly - getting one creature for 5 mana, then another activation for 4 is okay - though again, you run faster mana then I do - with no Mana Crypt, I have to be tight on the mana the cost of things I cast. And with a wrath based meta, I can't run dorks because they won't stay for longer then a turn or two. Morality Shift seems slow but worth it if you have the three creatures out - though you won't be winning via Ooze combo like that, haha.

    I just did a new change to my Jarad deck where all the land is singleton as well - so Snow-Covered Swamp, Swamp, Snow-Covered Forest, Forest, Urborg, Vault of Whispers, and Shizo, Death's Storehouse to replace all my basic lands, so I could remove Diabolic Intent and add Tainted Pact - it has made a world of difference for my deck, especially when I'm running a mainboard Riftsweeper to get anything back that I exiled that I may want later. It's been proven to be scary a few times over, and I'll be picking it up tomorrow to make it official to test offline so I can see if Cockatrice backs up offline play.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!
    It's been a long time - been busy with work blocking MTG Salvation, then unblocking it and blocking TappedOut, then back to blocking both, then unblocking both - all without anyone petitioning, I might add. On top of that, in two months time, I've got some surgery and other nonsense that I've got to sort though. Life was a zoo - and now I finally have enough time to finally post the testing branch of Jarad that I've been running.

    But hell... last everyone saw me, I was playing Dredge. Well, I moved off Dredge about December, after my meta moved to try and stop me from comboing out with direct from yard. Yeah, some of them got wise and decided the best way to deal with my nonsense is scorching the earth, and by the earth, I mean the yard (Rest in Peace). Token decks still run rampant (looking at my friend's Teysa list - we've been working on turning it into a combotastic monster that shouldn't exist), and aggro decks still try to smash. However, not everyone is running RiP - and even those that are are dropping it too early, hurting them, or too late, and I'm comboing out though other means.

    So with that in mind, here's my present testing branch for my Jarad deck, based off yours, but modified to my meta's requirements. Keep in mind, this is also my testing branch too - main deck hasn't been changed up too much yet, however, some of them are sure to make it in.




    As you can see, not much different in the land base from yours. The major different being Bazaar of Baghdad. I'm using Bazaar as a disgusting discard engine to drop the stuff I can't or won't cast in the yard. Then reanimate or bring back on demand. Breaks though Stax decks like you wouldn't believe. It's one of my favourite cards, even without being Dredge anymore. Been debating about changing the Cabal Coffers over, but not sure what to yet - it could be a basic Forest, or it could also move to Mortuary Mire.



    Defense of the Heart replaced Pattern of Rebirth. The reason being is that the amount of exile coming into play with certain decks made it more relevant to use something to grab any two cards. Mike and Trisk if the route is clear, Woodfall and Winnower to break graveyard hate - and re-enforce our board state, Baleful Force and Graveborn Muse if we really want to start digging... the list goes on ad infinitum. Even if it's destroyed or exiled, it's going after something we would love to see triggered - but if not, then it's no big deal, we have other backup plans to make it work.



    Here's where I started getting sneaky - that Caustic Caterpillar has taken many a folk off guard that I have an answer to Torpor Orb that isn't an instant. I originally discarded the idea as draft chaff, until I actually started realizing it's not only tutor-able by our black tutors, but Worldly, Fauna Shaman, AND Survival of the Fittest all can grab it too. It's flexible removal in the form of a one drop. That $h!t just isn't kosher.



    As mentioned before, I have a black dominated meta. Slaughter Pact or Snuff Out is fine, but I can't run both Pact and Snuff Out - that's asking for too much trouble if I do so. So I slipped a Hero's Downfall in as the wider hitting Snuff Out. Deglamer and Unravel the Aether answer many a hasty Blightsteel coming at my face off a Sneak Attack, and answer other troublesome artifacts - thankfully, still no Arcum Dagsson in my meta, and still answers some artifact combos by forcing them to re-tutor for it. It's not bad, but if Wizards actually made Natural State closer to Nature's Claim, aka, make it hit the four CMC cards, I'd swap them in a heartbeat. (Because hitting Leyline of the Void can be relevant, damn it!) I also cut Wake the Dead - people are getting wise, and realizing if they don't exile my yard Main Phase 1, it's going to be brought back off Wake the Dead. Exhume isn't much better - but at least it can be done all in one round if we need to.



    So far, because of Bazaar, I'm successfully hitting the Delirium trigger off of Traverse the Ulvenwald nearly every time. It replaced Tempt with Discovery - after getting Urborg, Tomb and Cabal Coffers every time someone else dug, everyone has gotten wise, and knows not to give me the second land. And threatening to get Strip Mine doesn't do enough to matter... sad about it, but hey, had to happen eventually, right? Diabolic Intent also made it in - forgot what I cut for it, but a second Demonic Tutor isn't bad. It's not great, because in a few occasions, we don't have a creature to sacrifice... but hey, we're reanimator as well, so even killing a Sakura-Tribe Elder is sometimes better than getting that land when we now have enough to get other stuff. I've been debating if Dark Petition may see play over it, for the free mana - but even then, I'm not entirely sold.



    Null Rod is in testing and I'm not sure if I like it enough or not right now. On one hand, it shuts off some of our combos (Mike and Trisk; Jarad and Devourer; Mike, Primus, and Phyrexian Altar). However, it does buy us one thing that some decks won't let this deck get - time. There are days the deck shouldn't be drawing dead, but it does. And that's where Null Rod helps us. It shuts off Brago's abuse of artifact rocks, it shuts out Tormod's Crypt, and gives us a chance to answer certain cards we otherwise would have a harder time answering. I've been debating about Cursed Totem too, but I think it locks down my own deck too hard to even make it worth it.



    Why fix what isn't broken? I honestly don't like her, but I also don't like the price tag on Grim Tutor which is about the only thing I'd cut her for at the moment.

    So yeah, figure it's been a while, and I'd finally update, as I gave up on Golgari Dredge... Sultai on the other hand...
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Teysa Karlov, Grand Envoy of Orzhov
    So a friend who runs Teysa, as well as a person myself who has run her in the past have to ask: is there any reason why you are not running Secure the Wastes? It is a one mana make X tokens at instant speed and literally one of the best token generators we've seen in a long time. In response to wraths, make mana, then make an army before next phase change. In response to an opponent's single exile, exile all the creatures that make Teysa sad. It is one of the most powerful and borderline broken token generators we've seen in a long time - it's a shame you're not running it.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Sidisi ANT
    Funny fact - one of my friends is working on a similar idea, using more of the 0 drop artifacts.

    I've sent him a link to your list, and I'll let you know if he has any feedback for you.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad, and the Dredgemator Machine - Let the bodies pile at the door (A Combo Dredge\Reanimator Deck)
    Quote from razzliox »
    Yeah, I'm super excited for that too. It's something I can abuse a lot since I have a diverse curve with lots of fatties to counter would-be game-winning spells. On the other hand, depending on what <> means, hardcasting him is either impossible or unlikely - my curve currently tops out at 9 with Void Winnower (and Tooth and Nail, kinda).


    And there lies the biggest problem for you, I feel - he's a great reanimator target, but can you hard cast him? Because I know you want to be able to hardcast your fatties if needed. Assuming it means colourless, and not generic mana, I don't think your deck can take the hit to hardcast it as it means you have to run the new Wastes land or something else that makes colourless mana... it would either come in off Tooth and Nail or Reanimation effects. Granted, if not, we both can still reanimate it - so it's a thing that doesn't slow me too much.

    I was originally going to post my comments over on your primer before I remembered my own topic - and I appreciate you coming over to concur, haha. Though, I was curious how long though it was going to be until I saw you commenting on my cEDH post. Figured I wasn't getting much of an answer here until your comment, so expanding to cEDH was the next best thing.

    On a side note, unrelated to this list, played some two-headed EDH competition today with my current Azami list in my signature. It was singleton with the combined heads, so had to drop Sol Ring and Time Reversal since my partner was Nekusar and added Rite of Rep + Dig. Thanks to the wheels we both ran, took first place.

    Back on topic - Tarnished Citadel has been hurting me something fierce with all the other painlands, and it royally sucks. I've had to bring in Woodland Cemetery, which isn't too bad overall. Running the shock, the ABU dual, and the basics/fetches that I do, I can usually assure it's coming in untapped. Only once has it ETB tapped - as it was the first land I played for the game, turn two into City, turn 3 into Druid thanks to Vampiric Tutor. I do wish there was a way I could give him haste though without bouncing into Jund Dredge [and even then - there is no generals that benefit from the Dredge mechanic that I'm aware of].

    I've received the following recommendations via Reddit: Necromancy, Exhume, and Dance of the Dead - out of all of them, I don't like Dance still. The other two for sure need to come in. I'm thinking Treasured Find and Sewer Nemesis will be the likely cuts - Sewer relies too much solely upon one person's yard, and Treasured Find, while powerful, is much better suited as another reanimate effect. I am debating about cutting Noxious Revial to readd Find, but the instant speed grabbing something to the top of the deck for free does allow responses to exile of yard seems a bit better.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad, and the Dredgemator Machine - Let the bodies pile at the door (A Combo Dredge\Reanimator Deck)
    So for those of you not watching spoilers, you should always watch them, though this early... well, let's just say some of my group are anticipating it's fake but as we haven't gotten confirmation yet...

    If that new Kozilek is real, it is completely broken for this deck! I can't wait to discard my Dredge cards back to the graveyard to counter grave-hate. Wizards, you are TOO KIND! Only think I can think of cutting at this point is Greater Good, likely because it hasn't been cast in some time - now that the deck is much more Dredge aligned rather than Midrange aligned (sorry razzliox), fishing cards out of my yard is the name of the game. On top of that, it makes the Necrotic Ooze combo much more potent in the deck too.

    Official list has been updated to reflect some successful testing - I am now running a few more non-basics (Tainted Wood and Tarnished Citadel) as well as Exploration as a second Manabond effect. Granted, it doesn't discard the rest of our hand, but playing two land a turn catches us up quicker with the faster decks in my current meta. Any suggestions are welcome!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad, and the Dredgemator Machine - Let the bodies pile at the door (A Combo Dredge\Reanimator Deck)
    Hi, my (user)name is Hell Noire, my real name I won't provide, but those who know me, tend to find I use the same style username all over the place. I have played this wonderful game for quite some time, originally starting in Mirrodin block (yes, the first one) with a casual 60 card Zombie deck. I left shortly after Unhinged released, returning on the tail end of New Phyrexia, and have been playing off and on since then. I am not a super competitive person, and while I build decent enough decks, I try not to have decks that 'untap and win' decks, though there are times that that is exactly what my decks do. I pride myself on not being too mean, too degenerate, and completely stoppable - if not harder than most, due to how I structure my decks. I have attempted some Legacy, some Vintage, and the only format I do not enjoy playing as a rule is Standard - ironically, for the reason that I enjoy limited - that it is too constrained to build interesting decks with.

    Since this is so long of a writeup (took me nearly 3 hours to write up, haha), I'm breaking it up into spoiler tags for convenience sake. Pop open each one to see what they say, then close afterwards - otherwise, you're in for a long read!
    Jarad is an interesting Commander to me, as when the Golgari vs Izzet spoilers started coming out, I think I about had a dance or three over how excited I was for what Jarad could do. I had never seen a creature that good before (in my opinion). At the time I was newer to EDH, and wasn't particularly combo savvy. A lot of my friends at the time were happy to see Niv-Mizzet's new foil art, while I was drooling at the thought of all the stupid stuff I could do with Jarad. At the time, I had was just starting into Legacy, so I thought that an efficient mana build with Jarad at the helm, and big monsters to throw would be the best idea. Cards like Phyrexian Dreadnought and Force of Savagery with any anthem effects would be wonderful. It didn't take long to get a first revision of Jarad out the door - and while I didn't always win, I had an interesting deck.

    Then came the faster combo decks, the ones that would go off at the table and win before I could blink. My meta at the time were all guys making much more money then me, and I learned very quickly that big stompy usually got stomped by combo decks. During this time, I had run across Dredge in Legacy, and was amazed at how effective it was - even without Bazaar of Baghdad, it constantly made a top showing in my Legacy meta, leaving poor Charbelcher playing me in the dust. Suffice to say, I had a brainfart - I couldn't afford Dredge in Legacy, nor could I win in EDH. But what if I went and made a Dredge deck in EDH? I wouldn't need to buy 4 of anything expensive, I wouldn't be spending a ton of money on the deck, (HA! Suck it past me...) and I could stand a chance against the combo decks!
    Let's look at the competition, shall we:

    Glissa, the Traitor - Doesn't benefit from Dredge creatures hitting the yard. Also plays more with artifacts then this deck does.

    Iname as One - Seems more suited for Tribal Spirits - and this deck doesn't run a lot of spirits... if any at all.

    Mazirek, Kraul Death Priest - an interesting general, but seems more oriented to take advantage of Grave Pact effects. While we could benefit from them occasionally, we don't run any in the deck because the deck doesn't need them.

    Meren of Clan Nel Toth - a very common suggestion for this deck, as when your creatures die, your reanimation\return to hand is free. Not bad - but we don't often have things dying on our field. If we do, it's because we're comboing out and winning then, or just running some silly stuff to delay our opponents. Overall, a decent card, but not right for this deck, especially when stuff doesn't 'die' as much as it gets discarded.

    Nath of the Gilt-Leaf - We're not Elf tribal. The discard is nice... but not really that useful in this deck. Especially since we can never be the target of the discard.

    Pharika, God of Affliction - Exiling cards from our yard to get a small snake that doesn't do anything to help us seems bad. We're comboing from our yard, and not trying to exile it all!

    Sapling of Colfenor - putting cards into our hand isn't where we want them. We want them in the yard, where we can reanimate them for cheap, and bring them effectively into play before someone else attempts something silly.

    Savra, Queen of the Golgari - much like Meren, the sister to Jarad expects creatures to enter the graveyard from the battlefield. As we play as much as we can out of the yard, it's not the ability we can abuse.

    Sisters of Stone Death - I feel bad talking smack about a Gorgon, but when she doesn't do anything for the deck, she might as well remain on the sidelines and never see the light of day. She's also 8 mana and never impacts our game plan.

    Skullbriar, the Walking Grave - doesn't take advantage of graveyards, and only rewards counter strategies that this deck doesn't do.

    Varolz, the Scar-Striped - While a good sac outlet and can use the yard to break in counters, he seems to want to exile from your yard to be useful. Otherwise, I could see him as a secondary commander/replacement commander. However, reworking the toolbox of creatures would be required.

    Vhati il-Dal - While a traitor to Greven, he doesn't really do much of anything for this deck either.

    which leaves...

    Jarad, Golgari Lich Lord - To start off, he costs four mana. Four coloured mana, but four mana none the less. Already he's possible to cast within a decent amount of time. His first ability gets him big backed by a deck designed to play out of the yard. His secondary ability gives us reach to kill opponents if we start losing our way. And his final ability means that he can always be a commander to reliably enjoy at a decent amount of mana. Until they give us the Legendary that grants Dredge X to all cards in your graveyard, (which will likely never happen), Jarad remains the best choice for this deck.

    But what if we added a colour?

    The only colour that would want to be added would be Blue, for Intuition and for Tasigur. While it would add possible further redundancy, it's overall more streamlined in Golgari colours. White could allow Karador, but overall, white doesn't add anything we really need either - perhaps Iona, but even then, not really required for the deck's already redundant process. It would add Blazing Archon though which would help against a Maelstrom/Primal Surge deck my meta has - but not worth it enough to consider it, truth be told.
    So without further ado, here's Jarad and the Dredgemator Machine.
    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    1x Altar of Dementia
    1x Ancient Tomb
    1x Animate Dead
    1x Baleful Force
    1x Barren Moor
    1x Bayou
    1x Bazaar of Baghdad
    1x Big Game Hunter
    1x Bloodstained Mire
    1x Bojuka Bog
    1x Buried Alive
    1x Buried Ruin
    1x City of Brass
    1x Command Tower
    1x Crop Rotation
    1x Crypt of Agadeem
    1x Dakmor Salvage
    1x Damnation
    1x Deathrite Shaman
    1x Deglamer
    1x Demonic Tutor
    1x Dismember
    1x Entomb
    1x Exhume
    1x Eternal Witness
    1x Exploration
    1x Fauna Shaman
    1x Fleshbag Marauder
    2x Forest
    1x Genesis
    1x Golgari Grave-Troll
    1x Golgari Rot Farm
    1x Golgari Thug
    1x Greater Good
    1x Hermit Druid
    1x High Market
    1x Krosan Grip
    1x Life from the Loam
    1x Life/Death
    1x Liliana, Heretical Healer
    1x Living Death
    1x Llanowar Wastes
    1x Lord of Extinction
    1x Mana Confluence
    1x Manabond
    1x Marsh Flats
    1x Maze of Ith
    1x Merciless Executioner
    1x Mesmeric Orb
    1x Mikaeus, the Unhallowed
    1x Mindslicer
    1x Mortuary Mire
    1x Necromancy
    1x Necrotic Ooze
    1x Nighthowler
    1x Noxious Revival
    1x Overgrown Tomb
    1x Phyrexian Arena
    1x Phyrexian Delver
    1x Phyrexian Devourer
    1x Phyrexian Tower
    1x Polluted Delta
    1x Reanimate
    1x Regrowth
    1x Riftsweeper
    1x Rune-Scarred Demon
    1x Sakura-Tribe Elder
    1x Skullclamp
    1x Slaughter Pact
    1x Sol Ring
    1x Stinkweed Imp
    1x Stitch Together
    1x Strip Mine
    1x Survival of the Fittest
    3x Swamp
    1x Sylvan Library
    1x Sylvan Scrying
    1x Tainted Wood
    1x Tarnished Citadel
    1x Toxic Deluge
    1x Tranquil Thicket
    1x Triskelion
    1x Twilight Mire
    1x Unravel the Aether
    1x Urborg, Tomb of Yawgmoth
    1x Vampiric Tutor
    1x Verdant Catacombs
    1x Victimize
    1x Void Winnower
    1x Volrath's Stronghold
    1x Wake the Dead
    1x Wall of Blood
    1x Windswept Heath
    1x Woodfall Primus
    1x Worldly Tutor
    1x Yawgmoth's Will


    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Mana\Fetchlands (32)
    1x Bayou
    1x Bloodstained Mire
    1x City of Brass
    1x Command Tower
    1x Crypt of Agadeem
    1x Dakmor Salvage
    1x Deathrite Shaman
    1x Exploration
    2x Forest
    1x Golgari Rot Farm
    1x Llanowar Wastes
    1x Manabond
    1x Mana Confluence
    1x Marsh Flats
    1x Mortuary Mire
    1x Overgrown Tomb
    1x Phyrexian Tower
    1x Polluted Delta
    1x Sol Ring
    3x Swamp
    1x Tainted Wood
    1x Tarnished Citadel
    1x Twilight Mire
    1x Urborg, Tomb of Yawgmoth
    1x Verdant Catacombs
    1x Windswept Heath

    WinCons (7)
    1x Lord of Extinction
    1x Mikaeus, the Unhallowed
    1x Necrotic Ooze
    1x Nighthowler
    1x Phyrexian Devourer
    1x Triskelion
    1x Wall of Blood

    Removal\Protection (15)
    1x Big Game Hunter
    1x Bojuka Bog
    1x Damnation
    1x Deathrite Shaman
    1x Deglamer
    1x Dismember
    1x Fleshbag Marauder
    1x Krosan Grip
    1x Maze of Ith
    1x Merciless Executioner
    1x Slaughter Pact
    1x Strip Mine
    1x Toxic Deluge
    1x Unravel the Aether
    1x Void Winnower
    1x Woodfall Primus

    Enablers (11)
    1x Altar of Dementia
    1x Bazaar of Baghdad
    1x Dakmor Salvage
    1x Golgari Grave-Troll
    1x Golgari Thug
    1x Hermit Druid
    1x Life from the Loam
    1x Manabond
    1x Mesmeric Orb
    1x Mindslicer
    1x Stinkweed Imp

    Reanimation (11)
    1x Animate Dead
    1x Exhume
    1x Life/Death
    1x Liliana, Heretical Healer
    1x Necromancy
    1x Phyrexian Delver
    1x Reanimate
    1x Stitch Together
    1x Victimize
    1x Wake the Dead
    1x Living Death

    Sacrifice Outlets (4)
    1x Altar of Dementia
    1x High Market
    1x Phyrexian Tower

    Recursion (8)
    1x Eternal Witness
    1x Genesis
    1x Life from the Loam
    1x Mortuary Mire
    1x Regrowth
    1x Riftsweeper
    1x Volrath's Stronghold
    1x Yawgmoth's Will

    Tutors (11)
    1x Buried Alive
    1x Crop Rotation
    1x Demonic Tutor
    1x Entomb
    1x Fauna Shaman
    1x Rune-Scarred Demon
    1x Sakura-Tribe Elder
    1x Survival of the Fittest
    1x Sylvan Scrying
    1x Vampiric Tutor
    1x Worldly Tutor

    Draw (7)
    1x Baleful Force
    1x Barren Moor
    1x Greater Good
    1x Phyrexian Arena
    1x Skullclamp
    1x Sylvan Library
    1x Tranquil Thicket


    Confused? Not to worry, read on and I'll explain everything as much as I can.

    Despite how most decks in any format play, Dredge always plays differently then them. It wants cards in it's graveyard, and this specific build of Jarad abuses it to no end. Not only do we want cards in our graveyard, we want them in there so bad, we'll skip draw steps to actually fuel our graveyard. How? The answer comes from a powerful keyword, called Dredge. Every time you would draw a card, Dredge puts an optional trigger on the stack - you can mill yourself that number of cards and skip that draw, and get that card back to your hand. Seems useless in a vacuum sure, and worse still in a singleton format. However, that's where the Recursion and Reanimation spells come in - we're trying to mill ourselves until we get to one of our wincons or powerful Draw/Protection cards, then bring them back and start using them to interact with our opponents. Jarad also benefits greatly from this style of play, as he gets stronger for each creature in our graveyard, so if you have to visit people with Jarad, you most certainly can - and he will bring serious beats with him.

    Ideally, in our opening hands, we want Bazaar of Baghdad, Hermit Druid, or a tutor spell to hit one of those. Failing that, we can fall back on our Dredge keyworded cards or Mesmeric Orb, though they are not as good as the previous suggestion. Because of the surplus of enablers this deck has, we have a bunch of hands that we can keep. Just remember a good rule of thumb - three lands are going to nearly assure you a win. If you need more than that, I'd be slightly concerned, though it's been known to be that way before.

    On top of that, you will want either removal, or recursion in hand. Both is better then not, as gravehate has been known to be packed into the most unsuspecting of decks. I once saw a Bruna, Light of Alabaster run Rest in Peace to give an example - so it's not unheard of to have other decks that love the yard attempt to keep us from it. It's okay though, if they focus on hating the graveyard, no doubt someone will break it, because it doesn't seem to be EDH without someone playing with their graveyard. And if you're unlucky enough to be stuck with three decks that hate your graveyard ways, while much slower, we can still plan out our own wins by playing fairly.
    So Hell, what does this deck do well?
    • Fills the graveyard up at a decent speed
    • Reanimates spells that are terrifying and shouldn't be coming back for any reason?
    • Comboing out from flooding the yard full of silly creatures
    What are the shortcomings of this deck?
    Clearly, gravehate is a serious problem this deck will face. In my meta, we've got a handful of decks that hate on graveyards, though they are nowhere near competitive ready, even on a causal level. However, I will say that on more than one occasion, I wish I could bring myself to run Witchbane Orb, but I can't justify it due to how infrequent people exile graveyards in my meta. On top of that, when it does come down, there's usually the mad shuffle of getting it off the board before the person gets any value out of it. Otherwise, minus gravehate, this deck is decently difficult to beat.

    ------------------
    Bayou, City of Brass, Command Tower, Llanowar Wastes, Mana Confluence, Overgrown Tomb, Tainted Wood, Tarnished Citadel, Twilight Mire - we are a two colour deck, that needs access to both colours at any time. It is ill advised to cut any of them, though I'm sure if you're on a budget that cutting Bayou would be my first suggestion. We run five basic lands due to Hermit Druid, and while not usually recommended to up that amount, I can understand if you're on a budget, that it completely stinks to drop $140 on a single card. If you decide not to run Bayou, run a Swamp in it's place - this deck is black heavy and needs the black mana more than the green.

    Bloodstained Mire, Marsh Flats, Polluted Delta, Windswept Heath, Verdant Catacombs - Primarily used to remove the basic lands first, then going back and getting the non-basics out of the deck. Oddly enough, for a Golgari deck, it relies much heavier on the Black side, which reflects the Fetch selection. I am planning on running all of them one day, but at the same time, I am buying the cards slowly - piece by piece, so my list on TappedOut is an accurate list of what's presently in the deck.

    Crypt of Agadeem, Urborg, Tomb of Yawgmoth - Crypt's power is that even that if we drop it turn one to work around the ETB tapped, it powers up the further along we get towards our winning states. Urborg allows us to lose less life to our painlands\Citadel, and since we rely so much on Black mana to set this ship up, it makes more sense to run Urborg, Tomb as it helps us stabilize our life loss quickly once played.

    Dakmor Salvage - a slower land that usually wouldn't be warranted for inclusion in a deck, but one that assures us that we hit our Black mana as we chainsaw though our deck either by Druid, by Bazaar, or by Dredge. Life is never certain - but it's certainly going to need some Black mana if we expect to win.

    Ancient Tomb - because more times than not, Sol Ring will be sitting in our yard or in our deck, and even taking a shock a turn to activate it is the right play if we're still above 2 life.

    High Market, Phyrexian Tower - Sac outlet lands. Sacrificing a Dredge card to either regain a life/gain two mana is always relevant. It's also on the off chance your opponent is saving that Path/Swords for your Lord of Extinction too.

    Golgari Rot Farm - But Hell!, I hear you shout, Rot Farm ETBs tapped, and bounces a land! When is it ever good? Two words: Crop Rotation. Saving a Bazaar from Strip Mine, saving a Crypt of Agadeem from Sowing Salt/Caustic Rain, it's value through and through. Even so, being set back one turn to untap with two more mana than normal is still pretty good when your meta doesn't run anywhere near enough land destruction to make you worried. And if they do, it's all the better!

    Mortuary Mire - recent addition from the new Zendikar block, it allows us to throw around some recursion at instant speed if needed, but otherwise, helps us. (see description of Golgari Rot Farm for more info on the instant speed trick) When combined with some of the other silly lands this deck runs, it can easily be used as another Regrowth effect for the cost of a land drop and a black or green mana (cycle the Cycle lands!)

    Deathrite Shaman - the one mana planeswalker from Ravnica may be banned from Modern, but in EDH, he is still a boss. Dropping him turn one with net us mana from Fetches, life gain from creatures used against us, or cause some loss of life by eating that counterspell Azami had waiting for us... Not bad for one mana.
    ------------------
    Big Game Hunter, Dismember, Slaughter Pact, Toxic Deluge, Damnation, Fleshbag Marauder, Merciless Executioner - all great cards to deal with threats opponents try to slip by us. Big Game Hunter's Madness makes him on par with Tragic Slip as a powerful removal piece, Dismember is a real answer to most creature based combos, Toxic and Damnation are still some of the best board wipes in Black, and Fleshbag/Executioner are not only sac outlets, but a good way to deal with Voltron decks.

    Bojuka Bog, Maze of Ith - Since our opponents have scary graveyards sometimes, even without being graveplay decks, there's no reason not to run it. Granted, usually it sits in the yard doing nothing - but the option is there if we need it. Instant speed too, if required. Maze can stop some Voltron decks, as well as keeping us alive a few more turns so we can combo out in a decent amount of time.

    Deglamer, Krosan Grip, Unravel the Aether, Woodfall Primus, Void Winnower - Unlike a lot of metas I've seen in my area, mine seems to run a lot of Blightsteel or other indestructible artifact effects. Maybe it's common overall, I can't say. There's some instant speed exile artifacts in Green, but it doesn't mean that we want to pay that much mana when two mana deals with it just fine. Krosan Grip is a staple in all green decks or green splashing decks for a very good reason. Woodfall combos with any sac outlet and Mikaeus to decimate opponents - and can net us a decent chunk of hate. For good reason, mind you. Void Winnower is just good - forces our opponents to be odd, and enforces a lot of gravehate will stay in hands until Winnower is dealt with. Yes, there's still some odd cmc gravehate - but not as much as you might think. Winnower is also a good all-around beat stick if we need to swing at people or hold back an army.

    Song of the Dryads - Alarmingly powerful enchantment in green to remove anything - but seems a bit too expensive for my blood. Will be one of the first pieces removed if I can find something better.
    ------------------
    Hermit Druid - The gold standard if you want to mill yourself out. Stops only when you hit a basic land - and we're trying to remove as many of them as we can.

    Bazaar of Baghdad - A simple land... that with the right backing, is completely busted. Reanimation decks dream of Bazaar, Dredge decks dream of Bazaar. And everyone else shudders in horror. There really is no replacement card for Bazaar in our colours, sadly - anything similar is either banned, or just not as good. If you're on a budget, I would suggest filling this in with Grim Backwoods, as it's a sac outlet and a card draw - but even so, it's nowhere near as powerful.

    Dakmor Salvage, Golgari Grave-Troll, Golgari Thug, Life from the Loam, Stinkweed Imp - With Bazaar and natural card draw, Dredge will fill your yard extremely fast. They also can be useful on the field as well. On more than one occasion, the deck gets a Golgari Grave-Troll into play, and it's at least a 18/18 to throw around with Jarad if we have to.

    Altar of Dementia, Mesmeric Orb - the weakest in our lineup of mill cards, they do have the advantage of hitting other players too. While this isn't so good if we're not the only ones playing out of the yard, it does mean that we get some free mill for ourselves after the initial two mana investment. Altar also serves you well with Woodfall Primus - blow up one thing, mill that opponent some, then blow something else up. With Mikeaus in the mix though - good luck to your opponents...

    Mindslicer - Deceptively powerful for this deck. We don't usually care about our hands, and as he affects our opponents too, means they'll be trying to avoid the Mindslicer if they want to keep their hands available to them. Nice little political rattlesnake.
    ------------------
    Reanimation is pretty apparent - most of the selections are standard fair from any Reanimator deck. However, do not doubt the use of Stitch Together or Wake the Dead - both are very strong cards, and Threshold is extremely easy to hit in this deck if you play it right. Liliana, Heretical Healer is super easy to flip in this deck, and her abilities to discard Dredge cards, reanimate non-Legendary pieces of hate\destruction, or to give us a bouncy Emblem is stupid good for three mana.
    ------------------
    Recursion is also pretty straight forward - Riftsweeper to pull exiled cards back, Regrowth (and it's cousin, Noxious Revival) to get any cards back, etc, etc. Shouldn't be any questions needed there.

    Tutors, for the most part are pretty standard fare - minus Sylvan Scrying and Crop Rotation. Crop Rotation allows us to use our lands as forms of 'counters' or 'answers' to other people's decks, something I found extremely interesting that no one in my meta had ever done before. While occasionally not used because it's in the yard, it does enable some silly stuff. It's also, oddly, a way we can use Dakmor Scavenge again for a Dredge if needed. Sylvan Scrying is our Sorcery clone of it - while not as powerful, it doesn't require land sacrificed for the increased speed - can still fetch any land we want out of our deck to hand, to be played later, or now, if needed.
    ------------------
    Barren Moor, Tranquil Thicket - while they only "draw" one card, they still trigger Dredge - which is the entire point of the deck. So for one mana, you could theoretically Dredge up to six cards. Not bad at all.

    Baleful Force, Phyrexian Arena, Greater Good - Usually reanimated early to enable Dredge on everyone else's turn, then for our turn, we decide to actually draw. Also gets beaty if you need to. A much more powerful Phyrexian Arena effect being easier to cast. (But also easier to remove!) Arena and Greater Good are on here for standard reasons - more card draw, the better. Greater Good also has the upside of discarding Dredge cards back to the yard if needed.
    ------------------
    Lord of Extinction or Nighthowler + Jarad, Golgari Lich Lord = Death. Best done late game as your graveyard should be huge by then.

    Phyrexian Devourer + Jarad, Golgari Lich Lord = Death. Best done midgame, before you Dredge over half your deck into the yard. Keep exiling cards off the top until you hit the highest life total, then fling Devourer.

    Necrotic Ooze + Phyrexian Devourer + Triskelion = Death. Best done early, as you'll be exiling the cards off the top of your deck, then removing the counters to deal damage to opponents. The deck has exactly enough to do 3 opponents at 40 life apiece - so if you have Buried Alive and Reanimate in hand, you can do it with more than enough to spare.

    Mikaeus, the Unhallowed + Triskelion = Death. Best done anytime. If you have Victimize, you just win on the spot if it resolves.
    ------------------

    So yeah, I'm looking for any suggestions or any comments about this deck. It is a tad unorthadox, and I apologize for that. However, when piloted correctly, can cause a world of hurt. It doesn't hurt to goldfish the deck a few times to see the options you have open, and while the deck usually plays during it's own turn, it has been known to do silly thing on opponent's turns as an option too.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!
    Quote from Sweetwater D »
    @hellniore - Your list looks amazingly fun to play. I'm curious, have you tested cards like Azusa, Lost but Seeking or Exploration for redundancy with Manabonds?


    Hey, thanks for the nice words @Sweetwater D. No, I've not tried either - but you're right, I should! I'll remove Song of the Dryads, in testing, it's been constantly my weakest removal piece, so adding something for ramping up mana isn't a bad option!

    @Razzliox - I'll no longer pander suggestions off your list recommendations, though if you have any thoughts, I'll be around Wink I'll be sure to try to suggest some interesting stuff over here for you too. With us going different directions though, I don't think posting here is the wisest choice for me anymore.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!
    Razzliox - apologies, I posted it when I was busy, and should have put more time into it.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Mana\Fetchlands (30)
    1x Bayou
    1x Bloodstained Mire
    1x City of Brass
    1x Command Tower
    1x Crypt of Agadeem
    1x Dakmor Salvage
    1x Deathrite Shaman
    4x Forest
    1x Golgari Rot Farm
    1x Llanowar Wastes
    1x Mana Confluence
    1x Marsh Flats
    1x Mortuary Mire
    1x Overgrown Tomb
    1x Phyrexian Tower
    1x Polluted Delta
    1x Sol Ring
    3x Swamp
    1x Twilight Mire
    1x Urborg, Tomb of Yawgmoth
    1x Verdant Catacombs
    1x Windswept Heath

    WinCons (8)
    1x Lord of Extinction
    1x Mikaeus, the Unhallowed
    1x Necrotic Ooze
    1x Nighthowler
    1x Phyrexian Devourer
    1x Sewer Nemesis
    1x Triskelion
    1x Wall of Blood

    Removal\Protection (17)
    1x Big Game Hunter
    1x Bojuka Bog
    1x Damnation
    1x Deathrite Shaman
    1x Deglamer
    1x Dismember
    1x Fleshbag Marauder
    1x Krosan Grip
    1x Maze of Ith
    1x Merciless Executioner
    1x Slaughter Pact
    1x Song of the Dryads
    1x Strip Mine
    1x Toxic Deluge
    1x Unravel the Aether
    1x Void Winnower
    1x Woodfall Primus

    Enablers (11)
    1x Altar of Dementia
    1x Bazaar of Baghdad
    1x Dakmor Salvage
    1x Golgari Grave-Troll
    1x Golgari Thug
    1x Hermit Druid
    1x Life from the Loam
    1x Manabond
    1x Mesmeric Orb
    1x Mindslicer
    1x Stinkweed Imp

    Reanimation (9)
    1x Animate Dead
    1x Life/Death
    1x Liliana, Heretical Healer
    1x Phyrexian Delver
    1x Reanimate
    1x Stitch Together
    1x Victimize
    1x Wake the Dead
    1x Living Death

    Sacrifice Outlets (3)
    1x Altar of Dementia
    1x High Market
    1x Phyrexian Tower

    Recursion (11)
    1x Buried Ruin
    1x Eternal Witness
    1x Genesis
    1x Life from the Loam
    1x Mortuary Mire
    1x Noxious Revival
    1x Regrowth
    1x Riftsweeper
    1x Treasured Find
    1x Volrath's Stronghold
    1x Yawgmoth's Will

    Tutors (11)
    1x Buried Alive
    1x Crop Rotation
    1x Demonic Tutor
    1x Entomb
    1x Fauna Shaman
    1x Rune-Scarred Demon
    1x Sakura-Tribe Elder
    1x Survival of the Fittest
    1x Sylvan Scrying
    1x Vampiric Tutor
    1x Worldly Tutor

    Draw (7)
    1x Baleful Force
    1x Barren Moor
    1x Greater Good
    1x Phyrexian Arena
    1x Skullclamp
    1x Sylvan Library
    1x Tranquil Thicket



    I'm aware there's some subpar in competitive stuff here, and I'll cover some of the card choices below, though it may be better for me to splinter off to actually go into more detail.

    Major reason I'm running Deglamer/Unravel the Aether is due to a recent increase of people running cards such as Blightsteel Colossus and Darksteel Forge as some Arcum decks are making their rounds. A friend also runs a 5 colour Hermit Druid deck that can combo out into Angel of Glory's Rise into Azami/Lab Maniac, or can get Blightsteel out with Sneak Attack as early as turn 3. Suffice to say, I've had to shuffle a few lethal Colossi back into decks so I don't need to worry about dying before comboing out.

    I'm running Golgari Rot Farm because with Crop Rotation, I can effectively bounce any land that would be exiled at instant speed. On more than one occasion, this has saved my Bazaar, or Crypt, from being gone from me. On that note, Crypt of Agadeem does beautiful work in this build, usually generating around 14 mana around turn 4-5, more than Cabal Coffers/Urborg, Tomb ever did.

    Treasured Find - In Dredge, it's a second Regrowth effect. I'm already running Riftsweeper, so it's downside isn't annoying - it's enduring, and wonderful at the same time.

    Merciless Executioner/Fleshbag Marader - Silly cards that usually say 'go away Voltron', which can be common at times in my group.

    Liliana, Heretical Healer - an easy planeswalker to flip in this deck, and once flipped, enables your creatures you want in the yard to go there, to recur your creatures easily from the yard, or just make things nasty if you have to - on more than one occasion, I've been known to use her emblem with Jarad and Golgari Grave-Troll\Lord of Extinction to kill a table easily. Once in the yard though, it's another creature for anything that cares about creatures in yard (which is most of the deck).

    Void Winnower hits a lot of counterspells and gravehate in my meta. The only things it doesn't hit that's run is Relic of Progenitus, and that's it.

    The two Cycling lands are never played unless they have to - usually the reason why Life from the Loam is so good. And on a related note, Life from the Loam with Manabond is for me, a 1G ramp 3 every turn. Pretty stupid.

    Can't think of anything else that may need explanation, but if you have any questions on it, by all means. It's deceptively good, unless you're running against all gravehate. I think DTrain is the only other person I've seen run something similar, though isn't running the Dredge cards. I am because it helps most of my wincons - granted, it doesn't help Devourer/Ooze, but if I have a turn 2/3 Buried Alive, I will do Ooze combo then - it's one of the more lacklustre set of cards in the deck though, truth be told. Though even if I cut Devourer, Ooze would remain - if for nothing else, as a second copy of Hermit Druid/Sakura-Tribe Elder/Fauna Shaman, etc etc etc.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!
    Quote from razzliox »

    Actually, when I saw Meren, my first thought was that she was a more appropriate commander for your style of deck, grinding out advantage. You should post an updated decklist so we have all the changes in one place!

    On an unrelated note, I rewrote most of the first half of the primer (up until the decklist) and as you probably noticed updated the thread name. I want to convey that the deck really is a slow midrange deck that happens to have one combo that can be assembled with very little mana, and both the thread title and that section were written back when Jarad was a fast combo deck. I would go through and reread those sections a bit if you're new to the thread/deck and want to get a better feel of what your gameplan is.


    I'll be honest, my style of deck has upgraded sigificantly upon adding a Bazaar of Baghdad. It can rely on Jarad to win, but it can also combo out and kill a table even without Jarad himself coming in once. It's actually pretty well tuned, minus the speed bumps Hermit Druid sometimes provides with hitting Basic lands (still have to run a few, due to Wave of Vitriol being the mass removal of choice for some reason.). Unlike changing like you to a midrange deck, I've been focusing on refining the graveyard build, since my meta doesn't have enough gravehate to shut down much. So I'll likely splinter off after this post, as I rely heavily on the yard.

    Now, as for lists, I've got a public facing list, which works extremely well as is, usually grinding out anywhere from turn 3 (it has happened once) to turn 5 wins (bit more consistant when I keep a hand with Bazaar, and two Dredge cards), but even going longer then that, has a high chance for success as it is. My testing list I don't usually publically share, but I'll post it here as it's still the WIP and reflects the current build of the deck better then the public facing one.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    1x Ancient Tomb
    1x Animate Dead
    1x Baleful Force
    1x Barren Moor
    1x Bayou
    1x Bazaar of Baghdad
    1x Big Game Hunter
    1x Bloodstained Mire
    1x Bojuka Bog
    1x Buried Alive
    1x Buried Ruin
    1x City of Brass
    1x Command Tower
    1x Crop Rotation
    1x Void Winnower
    1x Crypt of Agadeem
    1x Damnation
    1x Deathrite Shaman
    1x Deglamer
    1x Demonic Tutor
    1x Noxious Revival
    1x Dismember
    1x Dryad Arbor
    1x Entomb
    1x Eternal Witness
    1x Life // Death
    1x Fauna Shaman
    1x Fleshbag Marauder
    3x Forest (UGL)
    1x Genesis
    1x Golgari Grave-Troll
    1x Golgari Rot Farm
    1x Golgari Thug
    1x Greater Good
    1x Hermit Druid
    1x High Market
    1x Krosan Grip
    1x Life from the Loam
    1x Liliana, Heretical Healer
    1x Living Death
    1x Llanowar Wastes
    1x Lord of Extinction
    1x Mana Confluence
    1x Manabond
    1x Marsh Flats
    1x Maze of Ith
    1x Merciless Executioner
    1x Mesmeric Orb
    1x Mikaeus, the Unhallowed
    1x Mindslicer
    1x Necrotic Ooze
    1x Nighthowler
    1x Overgrown Tomb
    1x Phyrexian Altar
    1x Phyrexian Arena
    1x Phyrexian Delver
    1x Phyrexian Devourer
    1x Phyrexian Tower
    1x Polluted Delta
    1x Reanimate
    1x Regrowth
    1x Riftsweeper
    1x Rune-Scarred Demon
    1x Sakura-Tribe Elder
    1x Sewer Nemesis
    1x Skullclamp
    1x Slaughter Pact
    1x Sol Ring
    1x Song of the Dryads
    1x Stinkweed Imp
    1x Stitch Together
    1x Strip Mine
    1x Survival of the Fittest
    3x Swamp (UGL)
    1x Mortuary Mire
    1x Dakmor Salvage
    1x Sylvan Library
    1x Sylvan Scrying
    1x Toxic Deluge
    1x Tranquil Thicket
    1x Treasured Find
    1x Triskelion
    1x Twilight Mire
    1x Unravel the Aether
    1x Urborg, Tomb of Yawgmoth
    1x Vampiric Tutor
    1x Verdant Catacombs
    1x Victimize
    1x Volrath's Stronghold
    1x Wake the Dead
    1x Wall of Blood
    1x Windswept Heath
    1x Woodfall Primus
    1x Worldly Tutor
    1x Yawgmoth's Will



    Gameplan for me is either have a tutor for Bazaar of Baghdad/Hermit Druid/Altar of Dementia, or have a Dredge card, or a tutor for any of the previous in opening hand. Then start using the self mill to reanimate big threats that either hurt, or set my opponents back far enough for me to get a win. It plays mostly out of the yard, but has some ways to resolve against the (marginal) graveyard hate that my meta has. Since there's not a lot, it usually goes decently well.

    Biggest issue with Meren is that she?/he? relies too much on actually putting creatures into the battlefield to die to get experience - something my deck only does when it tries to win. By that point, her EXP counters don't help me any - I've usually won at the point that she'd be getting one or two.

    To give an example of how my deck usually works, I'll cover a situation that came up yesterday. Turn one, Bazaar. drew nothing good, discarded Swamp, Life from the Loam, Strip Mine. Turn 2, activated Bazaar main phase after Dredging Life from the Loam, discarded Rune-Scarred Demon, Liliana, Loam. Played Swamp that I still had in hand, and reanimated Rune-Scarred, to get Manabond. Turn 3, dropped a Forest from draw, Manabond, then just kept my hand empty as I effectively Strip Mine (and ramped, both with Manabond) locked one opponent from turn 3 on (Azami Control blue), and kept swinging at the other (Blue Braids) player. After about 4 turns of damage into the Blue Braids player, I draw into Living Death which won me the game due to a Void Winnower, Mike and Trisk, as well as enough other creatures to swing game if I needed to. Both conceded, as Azami couldn't counter it, and while Blue Braids tried, Crypt of Agadeem said no to their Mana Leak.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!
    razzliox - Finally added in Yawg Will? I'm actually surprised to hear that, but glad to hear you're running it now. Even in non-Dredge decks, it's outrageously delicious.

    I'm pushing an update out for Dredge Jarad today - adding cards you've already listed (Terastodon, Winnower, Jarad's Orders), as well as well as dropping to seven basics and running a Dakmor Salvage, Mortuary Mire, and a Noxious Revival. For Dredge, having a guaranteed land drop (Dakmor Salvage) means that I'll be able to use Reanimate or use it to start getting online if it's a slow starting game. The Mire passes my test even though it ETB tapped - the effect is powerful for what I need it for. I can put E-Wit on top of the deck, or a few other great creatures. (I'm testing with Dryad Arbor to remove a basic Forest, so it will work there too.) The Revival is a similar idea at instant speed, so I can actually do it in response to some gravehate to save a key combo/recursion piece. Since Dredging is completely optional... it's not a bad thing, I feel, and may serve me well.

    atr0s - ironically, as a Jarad Dredge player myself, I can't actually bring myself to run Meren unless I modify my list a bit and drop the stuff that's good with Jarad. I will attempt to give her a shot though, as she is less colour intensive... and I already run Sakura-Tribe Elder which I figured would make her completely obnoxious.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!
    The list that ran Boseiju may have been mine - I remember running it at one point. If not, I apologize.

    It's definitely a meta call but I know I couldn't support it with my Dredge build.

    Now that Zendikar is out, I'm trying Mortuary Mire in my Dredge deck, as well as Dakmor Salvage as not only Dredge fuel, but Recursion and the ability to build a mana base after accidently Dredging too far. As much as I hate ETB tapped lands, I may need to rely on a few of them to actually build a manabase after using Bazaar of Baghdad with my Dredge cards.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!
    Quote from DTrain »
    Uh, it's legendary and the exile trigger is on casting, so Rite of Replicating it doesn't really do anything.


    Derp. Brain fart, sorry. Dealing with things outside the Magic community while trying to distract myself with it...

    @Razz - I have to agree with DTrain on Deathreap and Kothoped. Both seem really bad for this deck, and feel way off. However, if they work for you, let us know.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jarad Graveyard Midrange - Creatures are just DYING to get in!
    Quote from razzliox »
    Or Genesis?


    Sorry bud, but that's what I'm trying to replace. It's a great card, but I'm trying to see if I can streamline it any. Though I may just keep it as Genesis, and keep certain hands over others...

    Quote from DTrain »
    If you are looking at Oath of Ghouls, another option could be Oversold Cemetery.


    Much better option. I'll give it some testing, and see if it works. Genesis actually proved itself last week in a test game with Bazaar. However, I'll keep it in mind in further testing. (Some of my test games, I've got the test stuff in, sometimes, I don't, so I can still see what the stock deck does.)

    Quote from benjameenbear »
    Sadly, I don't think that the new Ulamog is gonna make it in this deck. I think this deck is too streamlined to be ok with *just* a 10/10 indestructible beater that only attacks one player. But being able to knock out the combo player seems so strong. I think that's really the only other archetype that can effectively race a Reanimator strategy, so having a creature that just annihilates their deck en masse seems really, really awesome.

    I wonder what the other Spaghetti Monsters will be like? I'm loving the fact that they don't shuffle away when they hit the 'yard. Reanimator strategies just became a little bit stronger, methinks.


    Definitely not for my Dredge variant. I rarely cast any creatures, so getting it's double exile isn't happening. Exiling parts of people's decks while not bad... just doesn't feel right for either deck, truth be told. It feels like something a Control shell may want, like Azami (though my variant won't want it). I do imagine a lot of true blue players looking forward to kicking a Rite of Replication on it though....
    Posted in: Multiplayer Commander Decklists
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