The whole deck kinda revolves around landfall, especially with geopede and lynx. Teetering peaks/fetchlands makes this deck a possible turn 4 win sometimes with burns to the face as well. But sometimes, it doesn't have the gas to win and then it stalls. The 4 drops there are pretty bad and I don't know why I put them in in the first place; same with Spare from Evil. . I'm looking for something to give it some life into the midgame but I'm not quite sure what to do. The mana base works well though and Kor Skyfisher is really good at either putting something off for a turn or bringing back a teetering peaks. Some suggestions would be appreciated. Thanks!
I'd honestly drop the werewolves. They don't do much for the deck. Instead I'd use Cosi's Ravager. It'll give you some extra reach to push through damage with each land drop.
Also, adding in some Equipment like Adventuring Gear and even Explorer's Scope. Spare from Evil can be dropped for those and Cerodon Yearling could be dropped too.
I'd probably try Goblin Tunneler in this deck to make your landfall guys unblockable before you pump them. Could be useful to put in a lot of damage while not worrying about to burn away some blockers.
But all this got me thinking about using green in a Landfall deck for Crop Rotation and Harrow for some combat tricks and Harrow even ramps a bit too. Those cards could get you 3 or 4 land drops in a turn with Evolving Wilds and the likes.
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:
If you don't want to sacrifice lands for effects, you can also just include some fatties for the endgame. You'll be laying down so many lands, I don't see why this isn't a part of the strategy, like it was in the time of Zendikar. Play some Eldrazi! You'll sort of slow down in the mid-game, and bounce back with a finisher.
You are aware that Ruin Ghost is an uncommon right? So this is no longer a Pauper deck. So you need to make decisions based off what you might encounter at the uncommon Peasant level not just Pauper.
Haha yeah sorry about the pedant thing I was on my phone and I mistyped so it decided to autocorrect for me :/
good point with the ghost ill take him out, for two more adventurers gear?
and put in two fault riders for the zektar shrine expeditions and then two walking atlas for the explorers scope?
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:
Ok I tried out my list against a discard deck, I beat it 2/3 times, the one time I lost was due to lack of creatures (One creature the whole game) but I would say that the fault riders really put pressure on them when on turn 4 I am attacking for 9 at low with the possibility to boost fault rider up to 14
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:
Ok I tried out my list against a discard deck, I beat it 2/3 times, the one time I lost was due to lack of creatures (One creature the whole game) but I would say that the fault riders really put pressure on them when on turn 4 I am attacking for 9 at low with the possibility to boost fault rider up to 14
You know you can only activate Fault Riders' ability once each turn, right?
4x Steppe Lynx
4x Goblin Bushwhacker
4x Kor Skyfisher
4x Plated Geopede
4x Cerodon Yearling
2x Tormented Pariah
2x Thraben Sentry
4x Lightning Bolt
4x Burst Lightning
4x Searing Blaze
2x Spare from Evil
Lands:
7x Plains
6x Mountains
3x Evolving Wilds
3x Terramorphic Expanse
4x Teetering Peaks
The whole deck kinda revolves around landfall, especially with geopede and lynx. Teetering peaks/fetchlands makes this deck a possible turn 4 win sometimes with burns to the face as well. But sometimes, it doesn't have the gas to win and then it stalls. The 4 drops there are pretty bad and I don't know why I put them in in the first place; same with Spare from Evil. . I'm looking for something to give it some life into the midgame but I'm not quite sure what to do. The mana base works well though and Kor Skyfisher is really good at either putting something off for a turn or bringing back a teetering peaks. Some suggestions would be appreciated. Thanks!
Also, adding in some Equipment like Adventuring Gear and even Explorer's Scope. Spare from Evil can be dropped for those and Cerodon Yearling could be dropped too.
I'd probably try Goblin Tunneler in this deck to make your landfall guys unblockable before you pump them. Could be useful to put in a lot of damage while not worrying about to burn away some blockers.
But all this got me thinking about using green in a Landfall deck for Crop Rotation and Harrow for some combat tricks and Harrow even ramps a bit too. Those cards could get you 3 or 4 land drops in a turn with Evolving Wilds and the likes.
This deck doesn't play fetches because its a pedant deck list. Here is my deck list lmk wha you think:
4 plated geopede
4 lightning bolt
4 burst lightning
4 squadron hawks
1 goblin tunneler
3 searing blaze
2 zektar shrine expedition
2 spare from evil
4 kor sky fisher
2 ruin ghost
2 adventuring gear
2 explorer's scope
Ruin ghost practically bounces a land for free , zektar shrine is a good finisher.
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
I assume you meant Peasant?
W White Weenie
I don't quite get it either.
Cards you could use are:
Adventuring Gear x3-4
Explorer's Scope x2-4
lands that do something when they come into play such as Teetering Peaks and Kabira Crossroads,
something to do with your excess lands after they come into play. Fault Riders? Aura Fracture for SB?
Walking Atlas might be useful.
Wayfarer's Bauble?
If you don't want to sacrifice lands for effects, you can also just include some fatties for the endgame. You'll be laying down so many lands, I don't see why this isn't a part of the strategy, like it was in the time of Zendikar. Play some Eldrazi! You'll sort of slow down in the mid-game, and bounce back with a finisher.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
W White Weenie
good point with the ghost ill take him out, for two more adventurers gear?
and put in two fault riders for the zektar shrine expeditions and then two walking atlas for the explorers scope?
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
You know you can only activate Fault Riders' ability once each turn, right?