Hey guys I recently have been getting back in to Magic and mostly Modern through MTGO. I was able to start on a longtime project I wanted to do using the cards that have the "Lose the game" drawback such as Glorious End and Chance for Glory and cheating the effects with Gideon of the Trials and Sundial of the infinite. I have been doing some initial playtesting and was looking for some feedback.
The win-con is super durdley and consists of beating face with Gideon/Colonnade through extra turns. I threw in Thassa's oracle as a catch incase I draw out but that has not been an issue so I will probably pull her. I would definitely like to have some sort of better wincon.
I also would like to improve consistency, often times when I get to extra turns I'll start going off and sputter running into lands that kill my combo, maybe a card that has draw X?
As Foretold actually works great since it allows me to start running out combo cards while holding up mana to disrupt.
Glorious End acts as a dirty counter/Extra turn since it can exile a spell without targeting in (in essence 3 mana counterspell that works on everything). Sundial of the infinite works as more of a counter to "lose the game" effects but also can mess with control decks that try to take advantage of playing spells end of turn. It also can mess up fetchlands really well.
This is all just kind of my ideas and experience after a week of play. I would love feedback to adjust and maybe come up with a formal primer if I can get this moving.
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:
Yes this version while cool is a little slow. Cut the oracle. It doesn't give nearly enough pressure. I'd play Geist of Saint Traft in its place. It combos well with your intended combo and can out some serious pressure if left unanswered. Probably cut a savor the moment for a second one also.
Yes this version while cool is a little slow. Cut the oracle. It doesn't give nearly enough pressure. I'd play Geist of Saint Traft in its place. It combos well with your intended combo and can out some serious pressure if left unanswered. Probably cut a savor the moment for a second one also.
Thanks I agree, I ended up cutting oracle. I also think glorious end is fun but maybe not the best option mainboard and just push 4 savor and 4 chance for glory with some glorious end in the sideboard as a sort of unique counter card.
The Narset rebound ability allows me to psuedo go infinite with my extra turn cards by getting 2-for-1 value.
I am thinking about adding Porphyry Nodes as it helps slow down the creature based matchups and buy me a turn or two of time, plus each extra turns destroys another creature.
Hive mind seems like it should be fun with a chance for glory.
Also wondering if baral, chief of compliance to help make casting counters and extra turn cards more reliably. Looking forward to reading thoughts!
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:
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My current deck is:
The win-con is super durdley and consists of beating face with Gideon/Colonnade through extra turns. I threw in Thassa's oracle as a catch incase I draw out but that has not been an issue so I will probably pull her. I would definitely like to have some sort of better wincon.
I also would like to improve consistency, often times when I get to extra turns I'll start going off and sputter running into lands that kill my combo, maybe a card that has draw X?
As Foretold actually works great since it allows me to start running out combo cards while holding up mana to disrupt.
Glorious End acts as a dirty counter/Extra turn since it can exile a spell without targeting in (in essence 3 mana counterspell that works on everything). Sundial of the infinite works as more of a counter to "lose the game" effects but also can mess with control decks that try to take advantage of playing spells end of turn. It also can mess up fetchlands really well.
This is all just kind of my ideas and experience after a week of play. I would love feedback to adjust and maybe come up with a formal primer if I can get this moving.
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
Thanks I agree, I ended up cutting oracle. I also think glorious end is fun but maybe not the best option mainboard and just push 4 savor and 4 chance for glory with some glorious end in the sideboard as a sort of unique counter card.
This what the deck looks like now:
3 Snapcaster Mage
Planeswalkers:
3 Gideon of the Trials
2 Narset transcendent
2 Jace Beleren
4 Opt
4 Serum Visions
3 Remand
4 Chance for Glory
4 Savor the Moment
2 Cryptic Command
3 Sundial of the Infinite
2 Dictate of Kruphix
3 As Foretold
The Narset rebound ability allows me to psuedo go infinite with my extra turn cards by getting 2-for-1 value.
I am thinking about adding Porphyry Nodes as it helps slow down the creature based matchups and buy me a turn or two of time, plus each extra turns destroys another creature.
Hive mind seems like it should be fun with a chance for glory.
Also wondering if baral, chief of compliance to help make casting counters and extra turn cards more reliably. Looking forward to reading thoughts!
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard: