Quote from izzetmage »There's a new option for Dredge: Stitcher's Supplier.
He plays very well with the old Greater Gargadon + Bridge from Below engine. I wonder if it's possible now? A very straightforward starting point:
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4 Stitcher's Supplier4 Insolent Neonate4 Faithless Looting4 Golgari Thug4 Stinkweed Imp4 Bloodghast4 Narcomoeba4 Prized Amalgam4 Greater Gargadon4 Bridge from Below20 lands
Quote from finalnub »I haven't seen any recent discussions on this, but has anyone considered a version with SSGs and Flame of Keld for accelerated Cathartic Reunion/Flame of Keld starts?
Quote from izzetmage »Quote from finalnub »I haven't seen any recent discussions on this, but has anyone considered a version with SSGs and Flame of Keld for accelerated Cathartic Reunion/Flame of Keld starts?This has been discussed 1.5 years ago and the then-World Champion correctly concluded that SSG was bad. The idea of stuffing Simian Spirit Guide into any aggro/combo deck to make it faster has come up time and again, and unless there is a very good reason for it, it just doesn't work. Speed for speed's sake is not a good reason.
"Let's use SSG in Storm, we can power out Pyromancer Ascension on turn 1"
"Let's use SSG in Amulet, we can make a Titan on turn 1", marred further by the fact that the guy still playing 1 SSG when Amulet became mainstream was a cheater
"Let's use SSG in Cheeri0s, we can power out Puresteel Paladin on turn 1", with Rugged Prairie to fix colors
"Let's use SSG in Hollow One, we can power out H1s on turn 1 with Looting"
There will be a few successes with all these SSG combo decks, which then slowly start to fade as people realize that they were carried by the rest of the deck and not SSG itself. Eventually the accepted stock decklist is one that doesn't have any SSGs in it.
FWIW, the (non-exhaustive) acceptable uses of SSG IMO are:
- casting Through the Breach before turn 5
- casting a turn 1 Chalice of the Void
- casting your kill condition in a draw-your-deck combo like Ad Nauseam or Grishoalbrand
- letting you curve properly because your deck has a hole in the 2 mana slot (Living End)
P.S. The Flame of Keld is a bad Dangerous Wager