The current standings of my dredge deck, mostly being posted for the use of my signature.
UG Generic DredgeMagic OnlineOCTGN2ApprenticeBuy These Cards | ||
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Creatures "Beat-Sticks": 10 4 Splinterfright 4 Ghoultree 2 Boneyard Wurm Creatures "Control: 9 3 AEther Adept 3 Dungeon Geists 3 Phyrexian Metamorph (*) Creatures Mana-Dorks": 4 4 Birds of Paradise Creatures "Mill": 8 (**) 4 Armored Skaab 4 Screeching Skaab | Mill: 7 4 Tracker's Instincts 3 Mulch Other: 2 2 Gnaw to the Bone Lands: 20 4 Hinterland Harbor 2 Evolving Wilds 8 Forest 6 Island | Sideboard: 15 4 Phyrexian Revoker 4 Daybreak Ranger 3 Ratchet Bomb 2 Ghost Quarter 1 Phyrexian Metamorph 1 Gnaw to the Bone |
(*): Also doubles as a beater probably like 90% of the time. I labeled it control because it can snipe legendaries, soft lock titans, copy fliers to chump-trade, ext.
(**): Technically 12 mill creatures, counting Splitnerfright.
- Official Tournament Standings:
Highest Place:
N/A
Overall Record:
N/A (0 - 0 - 0)
- Derp:
Oh, if only there were some "perfect planeswalker" to put in my standard dredge deck!
Forbidden Alchemy just doesn't help as much for it's cost, and half the time you mill stuff, it'll either be creatures to build up power for your scary Splinterfrights, or spells you can flashback, like Tracker's Instincts or Gnaw to the Bone.
tl;dr Forbidden Alchemy is an inferior option to say, four Tracker's Instincts. And active tap or mana-costed mill effects on creatures are just not good for this kind of deck which really needs the mana early on to drop scary things like Boneyard Wurms, Screeching Skaabs, and Splinterfrights.
Flat out, creature based, activated ability milling is a bad idea. About the only time its "ok" is against a heavy control meta where you have the time to spend a few turns selectively milling yourself. In most cases, simply bum rushing your graveyard with mass amounts of cards as quick as possible, will net you greater results in the long run. Not to mention, if you just make 30+ cards in your deck creatures, selective milling looses all value because your draws will almost always be great cards for any situation your in.
I made this comparison in the standard dredge thread,
Merfolk Looter - Screeching Skaab
- Looter cannot mill the turn its played. (And needs 3 turns to mill as much as skaab.)
- Skaab mills 2 the moment it hits the field.
- Looter cannot attack or block because it needs to tap to actively mill.
- Skaab can attack and block at will, because his mill is over with. He is a means of damage and preventing damage, with the hopes he hits your graveyard to be of even more use!
Civilized Scholar - Armored Skaab
- Scholar cannot mill the turn its played. (And needs !!!5!!! turns to mill as much as skaab. Plus thats only if you do not attack with him. If you do attack, he takes an extra turn just to regain his tap ability!)
- Skaab mills 4 the moment it hits the field.
- Scholar cannot attack or block at will because it needs to tap to actively mill.
- Skaab can attack and block at will, because his mill is over with. He is a means of damage and preventing damage, with the hopes he hits your graveyard to be of even more use!
When you consider all of those factors, cards like Merfolk Looter, Civilized Scholar and Deranged Assistant really lose a lot of there face value.
Likewise, Forbidden Alchemy is just a bad, BAD card. There are SOOOOO many better milling options out there, you could literally pick any one of them and probably end up in better shape. Mulch, Dream Twist, Thought Scour, Faithless Looting and Shriekhorn all come to mind before I would ever consider seriously running an alchemy.