I recently read an article by Travis Woo about a blue screw decklist and I liked it so much I bought the deck and decided to move it here for publicity.
and make all your opponents lands islands.
This itself grips most decks, most decks will rely on things other than blue to finish and this will stall them out for awhile or shut them down completely if they are not playing any blue.
Next you throw out a Choke to finish them. Once you have played choke they are stalled permanently if you can keep up on island cards.
The finisher is Sigil of the Empty Throne. Seeing as all the other cards in the deck are enchantments it fits well.
all prevent your opponent from getting anything going if they manage to get creatures out.
Root Maze gives us a play advantage making sure they can't play creatures with their one land a turn, it also enables us to play the cheap lands and cripples fetches.
They are there if you need them, Rest in peace shuts down most of the heavily played cards in modern such as Tarmogoyf, Snapcaster Mage, and scavenging ooze.
Most of these cards are self explanatory. I also like Nevermore to break combos if that ever becomes a problem.
Some options for budget include:
Leyline of Sanctity -> Aegis of the Gods
Mystic gate/Flooded Grove -> Seaside Citadel
Temple of Plenty -> Graypelt Refuge
Celestial Cannonade -> Sejiri Refuge
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:
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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4 Celestial Colonnade
1 Mystic Gate
4 Seachrome Coast
4 Temple Garden
4 Temple of Plenty
1 Flooded Grove
4 Temple of Mystery
1 Tectonic Edge
3 Root Maze
4 Sea's Claim
1 Rest in Peace
3 Convincing Mirage
4 Spreading Seas
4 Ghostly Prison
4 Detention Sphere
2 Copy Enchantment
4 Choke
3 Sigil of the Empty Throne
1 Sphere of Safety
and make all your opponents lands islands.
This itself grips most decks, most decks will rely on things other than blue to finish and this will stall them out for awhile or shut them down completely if they are not playing any blue.
Next you throw out a Choke to finish them. Once you have played choke they are stalled permanently if you can keep up on island cards.
The finisher is Sigil of the Empty Throne. Seeing as all the other cards in the deck are enchantments it fits well.
- Sphere of safety
- Porphyry Nodes
- Ghostly Prison
- Sphere of Safety
- Detention Sphere
all prevent your opponent from getting anything going if they manage to get creatures out.Root Maze gives us a play advantage making sure they can't play creatures with their one land a turn, it also enables us to play the cheap lands and cripples fetches.
They are there if you need them, Rest in peace shuts down most of the heavily played cards in modern such as Tarmogoyf, Snapcaster Mage, and scavenging ooze.
4 Stony Silence
2 Threads of Disloyalty
2 Supression Field
4 Leyline of Sanctity
Most of these cards are self explanatory. I also like Nevermore to break combos if that ever becomes a problem.
Leyline of Sanctity -> Aegis of the Gods
Mystic gate/Flooded Grove -> Seaside Citadel
Temple of Plenty -> Graypelt Refuge
Celestial Cannonade -> Sejiri Refuge
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard: