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!
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.
In classic Dredgevine fashion I'm gonna Necro this thread. Has anyone tried Ox of Agonas? Two mana to dump your hand draw 3 from the Graveyard seems really good then add a 5/3 beatstick. Overall seems like a good enabler in the late game. Also is red out as viable after the Faithless looting ban? Looking to update my deck.
Ha! The deck is incredibly similar to one I've been trying out. Haven't been able to test it competitively due to busy life but hopefully this winter I'll have time.
My deck has smaller creatures but seems to be a little faster. I also have loam, gnaw to extended my reach in games against midrange which really has hurt in the past. Thinking about cutting them to sb and bringing in my two cuts to utilize delve and give me some more removal.
My Sideboard and landbase could use some work but not having played competitively I can't be bothered to optimize them with a constantly changing meta.
I think both Molderhulk and Midnight reaper are possibilities. Hulk is basically a farseek from our graveyard without drawbacks on a 6/6 zombie. I don't know if it's a 4 of since it's not something you want to discard/dredge/sacrifice but it's definitely good.
Reaper only feels OK since it's three mana but it could be a late game accelerant. When you start to slow down you can start flinging bloodghasts/gravecrawlers at them for card value but it requires creatures to die in order to gain value. It also is not something you want to discard/dredge/sacrifice.
Looking to get back into playing this deck but I'm not as much a fan of the 0-mana bridge version. Does anybody play a slightly slower version that has a little more interaction similar to the traditional dredge we used to play?
The new hate land feels really good if you dont want to run loam with ghost quarter. I've always struggled with losing a land drop but with this one you get your land back and its only 2 to activate do you can stop tron before they get it online.
Glitterfang hasn't been tested but I know that awhile back we discussed Lightning berserker, it seemed really lackluster but that was in a dredge based deck. It might be more useful in this newer version.
After playing the deck quite a bit for the first time in months I agree that we need some kind of removal/disruption. I dont think it should be at the level of mid-range decks though. Im thinking back to about two years ago when i used to play three mainboard decays and a flex removal (lightning axe/murderous cut) just enough to let us push through our deck and just enough to temporarily disrupt combos allowing us to win. I have found so many mat ch es were just straight loss to easily disrupted combo's or a single card like spreading seas.
I played that weird white enchantment deck a few times as well. We just win by pushing through damage then pulsing the phyrexian unlife. Path will be Path. The deck Im also having trouble against is the vizier CoCo combo deck. Ill control the mana dorks and keep removal up for the combo pieces. Then random CoCo gets them the win.
That deck has always been my worst matchup since back when it was melira pod. They just always seem to have blockers available and gain chip amounts of life to stall into some pump mechanic or combo win. Erebos, god of the dead has actually been a great card in this matchup. I play it as a one of but when it lands I usually win. It also is great in matchups that play a later game and try to regain life (jund/tron) as it doesn't let them recover their life. It also acts as a giant beater that is indestructible and if necessary (path) you can turn it off (sac/destroy your own creatures). It can be recovered with thug so it isn't 100% dead in the yard and its activated ability can be a dredge trigger if you want them or need to cycle.
I also would recommend 2 Darkblast somewhere in your 75. Mows down the dorks and usually can buy you a lot of time, as well as having the ability to kill most of your stuff to dodge removal. It is also great in a lot of other matchups (ELVES, merfolk, soul sisters).
I have added Damnation in hopes of helping against decks that thrive off of mid-range creatures like CoCo decks but I haven't been to a tournament in months so I can't speak for it.
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!
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.
My current deck is
4 Gravecrawler
4 Bloodghast
4 Stitcher's Supplier
4 Insolent Neonate
3 Stinkweed Imp
1 Golgari Thug
2 Lotleth Troll
4 Prized Amalgam
2 Flamewake Phoenix
1 Darkblast
1 Abrupt Decay
1 Life from the loam
1 Gnaw to the bone
4 Bloodstained Mire
1 Wooded Foothills
1 Uborg, tomb of Yawgmoth
2 Copperline Gorge
3 Overgrown Tomb
2 Blood Crypt
1 Canyon Slough
2 stomping Grounds
2 Swamp
1 Mountain
1 Forest
My deck has smaller creatures but seems to be a little faster. I also have loam, gnaw to extended my reach in games against midrange which really has hurt in the past. Thinking about cutting them to sb and bringing in my two cuts to utilize delve and give me some more removal.
My Sideboard and landbase could use some work but not having played competitively I can't be bothered to optimize them with a constantly changing meta.
2 Murderous Cut
2 Ghost Quarter
2 Ancient Grudge
2 Damnation
1 Liliana, The last hope
1 Darkblast
1 Gnaw to the bone
1 erebos, God of the dead
Reaper only feels OK since it's three mana but it could be a late game accelerant. When you start to slow down you can start flinging bloodghasts/gravecrawlers at them for card value but it requires creatures to die in order to gain value. It also is not something you want to discard/dredge/sacrifice.
Creatures(26)
4x Vengveine
4x Gravecrawler
4x Bloodghast
4x Insolent neonate
4x Stitcher's supplier
2x lotleth troll
2x Flamewake Phoenix
2x Prized Amalgam
3x Golgari Thug
1x Stinkweed Imp
4x Faithless Looting
2x Cathartic Reunion
1x Gnaw to the bone
1x Darkblast
1x Life from the loam
Sideboard
2x Ancient grudge
2x Damnation
2x Murderous cut
2x Ghost quarter
1x Liliana, the last hope
1x Darkblast
1x Erebos, god of the dead
1x Gnaw to the bone
Land base is kinda a cluster so I'm going to omit it from the decklist. I'll optimise it once I've got my creatures/spells down .
Wow, exactly what I was looking for. Thanks!
What do you think about the viablity of Liliana, the last hope. First ability is a darkblast, second ability is a slightly worse corpse churn.
That deck has always been my worst matchup since back when it was melira pod. They just always seem to have blockers available and gain chip amounts of life to stall into some pump mechanic or combo win. Erebos, god of the dead has actually been a great card in this matchup. I play it as a one of but when it lands I usually win. It also is great in matchups that play a later game and try to regain life (jund/tron) as it doesn't let them recover their life. It also acts as a giant beater that is indestructible and if necessary (path) you can turn it off (sac/destroy your own creatures). It can be recovered with thug so it isn't 100% dead in the yard and its activated ability can be a dredge trigger if you want them or need to cycle.
I also would recommend 2 Darkblast somewhere in your 75. Mows down the dorks and usually can buy you a lot of time, as well as having the ability to kill most of your stuff to dodge removal. It is also great in a lot of other matchups (ELVES, merfolk, soul sisters).
I have added Damnation in hopes of helping against decks that thrive off of mid-range creatures like CoCo decks but I haven't been to a tournament in months so I can't speak for it.