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  • 1

    posted a message on Dredgevine
    I must say that with some new additions to the sideboard from Hour of Devastation, I am quite pleased with results as of late. I added Bontu' s Last Reckoning and Driven//Despair. Both are solid cards!
    Posted in: Aggro & Tempo
  • 1

    posted a message on Dredgevine
    The main problem I see is you're treating Dredgevine like Jund (minus red) and assuming it's going to work the same way. Look at dredge the past few months preban. They were essentially an uninteractive combo-ish deck. They kept recurring lands for Ghast/Amalgam triggers and eventually a Conflagrate. We are a little different, but G1 should be about recurring as many creatures as possible, as fast as possible. Trying to do too much spreads your deck too thin and weakens its potential. Move all interaction to the sideboard and bring in more stuff.

    Grisly Salvage, Life from the Loam are good additions for your deck. Why no Prized Amalgam? It's the best card outside of Vengevine for the deck (I never hard cast him).
    Posted in: Aggro & Tempo
  • 1

    posted a message on Dredgevine
    A 3 color deck with 20 sources doesn't need help in the land department. I particularly don't want the colorless mana. With the printing of amalgam we just don't need it.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Dredgevine
    BUG is way less consistent. Neonate = 1 drop, plus T1 dredging. Why remove him?

    I too am running a simple Dredgevine list. Replaced 4 GGT with 3 Golgari Thug and 1 Greenbelt Rampager. It's amazing.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Jeskai Control
    On the number of lands, don't forget that Splinter Twin was perhaps one of the most consistent decks in its day. It ran 23 lands to support 4 Twin, 2 Cryptic main, plus a random echelon of Keranos, Batterskull, Jace, etc out of the board.

    Anyway, I run 3 Colonnade and 3 Spirebluff Canal and haven't looked back.
    Posted in: Control
  • 5

    posted a message on Dredgevine

    Section 1: What is Dredgevine?

    DredgeVine as a deck has evolved constantly over the years to cope with new metas, new printings and new ideas. However the core focus of the deck remains the same. DredgeVine fills its graveyard to swarm the field with cheap recursive creatures, the most powerful of which being the deck's namesake, Vengevine. DredgeVine excels at aggressively swarming the field with powerful threats, playing a grindy game, and quickly destroying opposition with a powerful alpha strike of strong, hastey creatures. While most decks rely on their hand to cast spells, the fact that DredgeVine can use the power of the graveyard as a resource at all stages of the game gives it a strong and unique play-style with great resilience to common answers.
    Quote from Topper »
    Value is good. But Dredgavine 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.

    Section 2: Building Dredgevine

    DredgeVine has many builds that can be considered viable. All five of the colors can be used depending on how you wish your deck to play, but the two that every deck will want in its repertoire are access to BBlackB and GGreenG. Black gives access to recursive threats that help further the game plan like Gravecrawler and Bloodghast and contains the majority of creatures with the ability Dredge. Green allows you to run mana fixers like Birds of Paradise and Satyr Wayfinder, as well as allowing you to hardcast Vengevine.

    When considering cards, a few ideas to keep in mind. We try to be a blistering fast explosive aggro deck.
    1. A creature should either: 2. If it's over 2 CMC, it should say "Delve" or "Dredge X". Exceptions are Varolz, the Scar-Striped. Otherwise, forget it.
    3. Removal should be at a minimum for game 1. Mainboard removal spells should have a perk in the form of being uncounterable, discard, etc.

    Section 2.1: Creatures
    • Vengevine: The namesake of the deck. 4 power with haste coming out in multiples as early as turn two or three is a threat not many decks can deal with. Always run four, no matter what the rest of your build looks like.
    • Gravecrawler: Gravecrawler is an aggressively costed creature that can be cast from the graveyard. The fact that it says cast is a major bonus because of the synergy it provides in conjunction with Vengevine. Run 4, no exceptions.
    • Bloodghast: Provides large amounts of pressure to the opponent. A 2/1 that will almost always present a clock no matter how much removal that is thrown its way terrifies control decks, however the fact that it cannot block makes it weak against aggressive decks. This fact along with DredgeVine's habit of hurting itself with greedy shock+fetch manabases is a reason for many to cut Bloodghast from lists alltogether. If you are going to run Bloodghast, you will always want four.
    • Lotleth Troll: Troll has it all going for him. Zombie typing for Gravecrawler, Evasion, an ability that makes him a huge threat while removing unwanted chaff from our hands like Vengevine and Bloodghast, and regeneration to make him even more resistant to removal. There is no deck that wants to face down a turn 2 6/5 regenerating, trampling behemoth. Almost always run four.
    • Insolent Neonate: A one mana creature is great for triggering Dredgevine. Typical play is cast it, sac it, discard a dredge creature, dredge it back. Most lists run four of this awesome guy!
    • Prized Amalgam: While most three drops don't see play in Dredgevine, it's typically not cast from our hand. Combos really well with Bloodghast allowing for multiple triggers every turn. Being a zombie allows for nearly unlimited Gravecrawler triggers. A common play is to crack a fetch on the opponent's turn, get back Bloodghasts, and trigger Amalgams end of turn, allowing for a ton of attack power on the return combat step.
    • Birds of Paradise: A one drop for recurring Vengevine, a mana accelerant, and a flying beater if pumped through several of the packages detailed below. Birds is relevant in every stage of the game.
    • Satyr Wayfinder: Wayfinder has an amazing ability, but a 1/1 for two is lackluster. Running at least two is nice for the mana fixing and mill, but four is excessive because of the shrimpy combat stats.
    • Gurmag Angler: Similar to Grixis lists, Dredgevine abuses the delve mechanic to cheat this guy into play as early as turn 2. A 5/5 fattie for one mana that lets us continuously cast Gravecrawler is an auto include. The 4 turn clock that acts as zombie 9-12 is definitely the addition the deck needed to continuously force chump blocks and hack significantly at your opponents life total. Zombie Fish should be an auto 4-of in nearly every dredge version.
    • Golgari Grave-Troll: Finally unbanned. Took ya long enough Wizards! Grave-Troll has less utility than the other available dredge cards, yet it just does everything bigger. Bigger mana cost, bigger body, and bigger dredge count. Its very hard to reach 5 mana to cast him, but a 20+ p/t dude is hard to say no to, even with no evasion. Dredge creatures are still controversial, so run some mix involving Grave-Troll if you don't mind losing out on the utility of Golgari Thug and Stinkweed Imp.
    • Tymaret, the Murder King: A little bit of reach never hurts. Not being able to attack devastates DredgeVine, so a one of Tymaret in the main or side is a popular addition.
    • Stinkweed Imp: Cards with actual dredge have fallen out of favor because of inconsistency and weakness to the ever popular Collected Company and UR Delver. Stinkweed Imp is an unbeatable blocker and has the second highest available dredge count legal in Modern. Sometimes, opponents misread Imp and attack into him or they don't attack at all. Note: Imp does not say "Deathtouch", so his effect happens post combat. Still dies to First Strike damage without dealing damage to opposing creature.
    • Golgari Thug: The creature with the third highest dredge count in modern. Golgari Thug has lackluster combat stats as with most dredge creatures, but makes up for it with utility. The death trigger on Golgari Thug can range from amazingly useful to absolutely terrible depending on the situation.
    • Hedron Crab: The poster child for builds running blue. Does everything the deck wants. If you are not playing Bloodghast, remember to pop fetches in response to your own Hedron Crab triggers so you don't accidentally miss the land you are looking for, especially in such a mana greedy deck. Run 4 if you run blue.
    • Magus of the Bazaar: The second lead creature for blue builds. For self milling with Dredge cards, no one beats Magus. She is very weak to removal however. If she lives till your untap step, you are in a very advantageous position. Not reccomended unless you are going balls deep into the dredge plan.
    • Merfolk Looter: An alternative more budget friendly approach from Magus or Jace, but mills nonetheless.
    • Jace, Vryn's Prodigy: Good at cycling through your hand and turns into a planeswalker. Can be effective in the right build of BUG-Vine.
    • Fatestitcher: Fatestitcher is the major blue utility creature. In full dredge builds, Stitcher was used to untap Magus of the Bazaar, be a free* zombie for Gravecrawler, and do all sorts of combat tricks and utility tapping/untapping. With the fall of full dredge builds, Fatestitcher is not often seen but still has the potential of an amazing utility creature.
    • Skaab Ruinator: Big, castable from the graveyard and evasive. Skaab Ruinator is expensive and the drawback of exiling 3 creatures from your grave on cast is a doozy. Be careful if you choose to run it with anything with delve or without much mill.
    • Tasigur, the Golden Fang: A sidegrade to Gurmag Angler. Tasigur trades trample for a point of toughness and an amazing ability which really helps in long grindy matchups. If you choose to run Tasigur, 2 is the max.
    • Hooting Mandrills: Another delve creature that was used to some success when it was first printed. It sacrifices a point of power and toughness to gain trample, which is relevant in grindy board stalls. With Angler being stronger and a zombie, it is usually the go-to over Mandrills. If you do decide to run Mandrills, 3-4 is correct.
    Section 2.2: Spells

    • Faithless Looting: The entire reason to run Jund colors in this deck. Always keep a land with a Looting and one land. Digs 2, puts things in the graveyard, and has flashback. One of the best enablers we could ever want. Run 4.
    • Grisly Salvage: Digs five cards at instant speed and lets you grab a creature or land, sends the rest to the graveyard. With 75%+ of our deck being land/creature, it's extremely unlikely to whiff. Run 3-4.
    • Abrupt Decay: All-star removal spell that clears the way of most blockers, Liliana, or other enchantments. Can't be countered, so great vs aggro/control builds such as Twin, Merfolk, etc. Most run 2-3.
    • Lightning Axe: Great creature removal spell that kills high-toughness creatures with built-in bonus of allowing us to discard a dredger or other relevant spell. Kills the annoying Tarmogoyf, Exarch that Twin variants plays, Tasigur, or Angler that all the Grixis variants are playing. Run 1-2 if you play red.
    • Darkblast: Most lists run 1-2 in their 75. Dredge is a plus. Has many good targets in a lot of matchups. Often a card that gets sided out. Note: combat trick is target a 2 power toughness in your upkeep, dredge it back and retarget the creature.
    • Murderous Cut: Delve spell usually castable for 1 black mana that kills most any creature in the format. Be cautious when playing this with other delve spells like Gurmag Angler. If you run this, 2 is usually correct.
    • Thought Scour: A good card for decks playing blue. Mills yourself and allows for a potential dredge.
    • Life from the Loam: A solid one-of if you are playing Golgari Grave-Troll to hit your next few land drops. Also beneficial alongside Raven's Crime or Ghost Quarter in certain matchups.
    Section 2.3: Lands

    Fetches:
    • Verdant Catacombs: Every Dredgevine build runs black and green for primary colors. Fetches all of our basics and gets any land we run in our core colors. Run 4.
    • Wooded Foothills: Needed for fetching your basic forest. Good in Jund colors for fetching the Stomping Ground, Overgrown Tomb, or Blood Crypt. Run 1-2.
    • Polluted Delta: Only play this if you run BUG-Vine colors, i.e., with blue. Good for fetching the basic island, and gets the Watery Grave, Overgrown Tomb, or Breeding Pool the BUG color lists run. Run 2-4.
    • Bloodstained Mire: Run if you play Jund colors. Needed to guarantee extra fetches for basic swamp. Able to fetch every dual color in the Jund variant. Run 2-3.

    Basics:
    • Swamp: Most decks want two basic swamps to help combat Blood Moon and save on life totals.
    • Forest: All decks want one for the same reasons as Swamp.
    • Island: Only run one if you play BUG-Vine colors.
    • Mountain: No deck wants to run a basic mountain. Since Blood Moon turns our non basics into Mountains, it's better to devote the slot(s) to other basics.

    Shocklands:
    Jund: BUG:
    Others:
    Depending on your colors, some people run 3-5 fast lands in some combination of:
    Section 2.4: Sideboard
    • Ghost Quarter: Good vs Tron and 4/5-c decks that utilize many different colors of lands.
    • Thoughtseize: Great to disrupt combo decks, control decks, etc. There's a reason every black deck in Modern plays this! Run 3.
    • Darkblast: Great card to help kill small creatures in aggressive decks with a lot of tokens or X/1's. Don't run more than 1 in the sideboard as it can be reused from the graveyard.
    • Essence Warden: Cheap 1 CMC creature that gains life. Good in a lot of matchups alongside Gnaw to the Bone. Pizzap has run this to success.
    • Stubborn Denial: Cheap counter for decks splashing blue. We usually have a 4 power creature on board, so typically the second text is doable.
    • Duress/Inquisition of Kozilek: Cheaper alternatives to Thoughtseize. Usually better vs Burn. More budget friendly.
    • Illness in the Ranks: Great tech vs decks that use a lot of tokens. Meta specific card that should only be played if tokens is a thing.
    • Raven's Crime: Combine with Life from the Loam and pick apart your opponent's hand. Force your opponent to discard up to three cards per turn with this combo. Great in the control and combo matchups. Make sure you've got at least three mana in play before discarding all of these lands.
    • Ancient Grudge: Great in the Affinity/Tron matchups. Flashback makes it amazing to mill. Most Jund builds run around 4.
    • Spellskite: Amazing in a ton of matchups. Redirect burn spells, pump spells, enchantments kill spells, etc. Every version should run 2. Including a Watery Grave in the Jund version to fetch for saves your life total from constant redirecting in the burn matchup.
    • Golgari Charm: Good vs Control decks (regen clause after sweepers), enchantment decks (Bogles, Twin), and good at sweeping token/elves decks. Run 1-2.
    • Pyroclasm: Alternative cheaper sweeper. Good on our low manabase.
    • Terminate: Good at clearing problematic creatures. Stops regen creatures aka Trolls.
    • Izzet Charm: Utility card for 4-c decks. Counter clause and extra Looting effects makes it decent.
    • Ray of Revelation: Good utility card vs Bogles and other enchantment decks. Specifically for decks with a white splash.
    • Firespout: Alternative sweeper and kills the vast majority of creatures in the format.
    • Kolaghan's Command: A great utility card. Clears artifacts, burn spell, discard spell, etc. Great 1-of inclusion in Jund sideboards.
    • Gnaw to the Bone: All lists want this card. Lifegain + flashback for more lifegain! Great vs aggro matchups/Burn. Run at least 2.
    • Molten Rain: Great cheap card that does two things at once. Keeps greedy decks off their mana, especially Tron decks. Also burns your opponent, which is always relevant.
    • Choke: Great tech against blue decks. Totally destroys their mana base and can fit into any version of the deck running green. Don't run more than one and side it out in game three if revealed in game two.
    • Slaughter Games: Some decks have run this to success. Great vs combo and control decks. Sitting at 4 CMC means it might get stuck in your hand.
    • Crumble to Dust: Great card specifically to help the Tron matchup. Takes one of their pieces and exiles it. On the pricy side of 4 CMC, but what
    • Damnation: Some more midrange builds utilize this to some success against faster aggro decks. Never run more than one.
    • Murderous Cut: Great kill spell that can be cost for a single black mana with our graveyard deck. Wouldn't run more than 1 since we have other delve spells mainboard.
    Section 2.5: Special Surprises:
    Who doesn't love the look on your opponent's face when you swing with a 13/14 flier or flashback a 5/7 creature that sweeps their board or repeatedly kill Tron's Mines?! That's what I thought. The following are a few nice inclusions that don't disrupt our gameplan and utilize the graveyard while doing so!

    Rites Package:
    • Unburial Rites: Dredge it into your yard and flashback that big fattie that is typically uncastable otherwise. Most run 1 MB and 1 SB with this package. Combine it with one or more of the following creatures:
    • Elesh-Norn, Grand Cenobite: Big fattie that buffs our board and kills nearly every creature on your opponents side.
    • Iona, Shield of Emeria: Great vs mono-colored decks. Stops them in their tracks.
    • Griselbrand: Lifelink. Big flier. Who doesn't love dredging your entire library into the graveyard.
    Disruption: Scavenge:
    Cast the Shadow onto a Birds of Paradise or Lotleth Troll and watch your opponent concede on the spot.
    • Varolz, the Scar-Striped: Scavenge the creatures onto other creatures currently in play to make them huge.
    • Death's Shadow: 13/13 for 1 CMC. Even if it dies when you cast it, it is a great way to watch your opponents cry for a black mana.

    Section 3: Sample Decklists





    Section 4: Matchups

      Burn:

      Burn of all variants (Mono-Red, Naya, Gruul, Boros, etc...) is considered a very tough matchup game one. We take a lot of damage from our manabase since we're a three color deck. They usually start attacking us with a turn one haste creature aka Goblin Guide, so we need to be extremely fast and/or lucky to beat them. Post sideboard, our chances improve significantly. Cast lifegain after they tap out and kill their creatures early.

    • Things to watch out for: Skullcrack, Monestary Swiftspear
    • Sideboard plan: Gnaw to the Bone, Essence Warden in. Darkblast, Stinkweed Imp out.
    • Tips: Fetch conservatively. Cast lifegain when your opponent taps out.

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      Scapeshift:

      Scapeshift is another very uninteractable deck. They can kill anyone with 6 lands at 18 life. Their first few turns will include countering relevant spells and cheating extra lands into play. Stay above 20 life and fetch conservatively. They have a quite low creature count, so play aggressive. Side in your lifegain and land destruction.

    • Things to watch out for: Scapeshift, Valakut, the Molten Pinnacle
    • Sideboard plan: Gnaw to the Bone Molten Rain (*insert other land destruction here*) in. Lightning Axe, Darkblast out.
    • Tips: Gain lots of life and play aggressive.
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      Infect:

      Life total is not a concern in the Infect matchup. However, they can win on the spot if left unchecked. Between flying manlands, exalted triggers, and pump spells, this deck is extremely aggressive. Darkblast is an allstar in this matchup. They're threat light, so clearing the way of two or three threats makes for a relatively easy win. Golgari Charm kills a lot of their creatures and is more efficient than some of the heavier removal. Watch out for the pump spells as they run a decent number. Don't leave a creature unblocked as it could be game with double pump spells for two mana.

    • Things to watch out for: Vines of Vastwood, Inkmoth Nexus
    • Sideboard plan: Darkblast Golgari Charm in. Lightning Axe, relevant number of Bloodghast out.
    • Tips: Darkblast them to death!!!.
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      UWx Control:

      The odds are ever in our favor. Path is the only real answer to our creatures. Wrath is a sideboard card that can shutdown our Lotleth Troll. Aside from this, attacking for a few turns and recurring everything typically runs control out of answers real fast. Esper Control loves Lingering Souls, so Darkblast is the perfect answer. Jeskai Control loves Anger of the Gods, so sacrificing a creature isn't a bad deal, i.e, with Tymaret, the Murder King. UW Control runs more creatures, so siding in a Murderous Cut/Terminate can help deal with their primary win condition. Stealing their Sphinx's Revelation or sweeper with hand disruption and being able to redirect a burn spell can usually steal the match with all the recursion we run.

    • Things to watch out for: Path to Exile, Supreme Verdict/Wrath of God
    • Sideboard plan: Golgari Charm Thoughtseize, Spellskite in. Lightning Axe, Darkblast, other spot removal out.
    • Tips: Keep attacking. Turn everything sideways. Leave up Golgari Charm mana after turn four to regen your team and prevent a sweeper.
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      Grixis Delve/Control:

      There are many different variants of Grixis decks overpopulating the format. They too abuse the delve mechanic to attempt to land a turn two Tasigur, the Golden Fang or Gurmag Angler. Darkblast overperforms in the Grixis Delver matchup. Lightning Axe became a staple in our deck because of the number of these creatures running around, so always side these in. Also side in your other creature removal. Pretty uninteractive for a few turns as they typically cantrip draw spells to fill their yard. Beware of cheap counters and removal. These variants are winnable after we run them out of initial resources. Abrupt Decay is typically pretty weak vs the Grixis Delve. Stinkweed Imp is amazing value in this matchup as they typically cast one threat at a time. Post sideboard, be on the lookout for opposing Leylines or Blood Moons.

    • Things to watch out for: Tasigur, the Golden Fang, Snapcaster Mage
    • Sideboard plan: Spellskite Terminate/Murderous Cut in. Abrupt Decay, Darkblast out.
    • Tips: Beware of hate enchantments after sideboarding.
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      Merfolk:

      Not the toughest matchup. Pretty standard linear aggro deck. Abrupt Decay and Darkblast are all-stars. Their counter spells are irrelevant. Darkblast their first one or two creatures and save the better spot removal for the lords. The only real threat is Spreading Seas to our manabase.

    • Things to watch out for: Spreading Seas
    • Sideboard plan: Golgari Charm, Terminate/Murderous Cut, 1-2 Ancient Grudge in. Bloodghast, Lightning Axe out.
    • Tips: Bring in some hate for both artifacts and enchantments.
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      Bogles:

      With only twelve creatures in their deck, we can usually count on two threats per game on average. Game one is typically a race to the finish, but if they resolve a Daybreak Coronet, it's usually too late. They usually try for a Hexproof, Lifelink, Vigilance, Trample, Totem Armor, 10/10 creature, and that's near impossible to stop. Sideboard out kill spells since most of their creatures have hexproof and bring in enchantment hate and disruption. This deck runs the typical white enchantment graveyard hate, Rest in Piece, so play around it before you go all in on the graveyard plan post sideboard.

    • Things to watch out for: Daybreak Coronet, Rest in Peace
    • Sideboard plan: Golgari Charm, Thoughtseize, Spellskite in. Bloodghast, Lightning Axe, Darkblast out.
    • Tips: Use Golgari Charm to sweep two of their threats before they're equipped or kill an aura before Coronet resolves and it is usually backbreaking.
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      Abzan Midrange(Junk):

      Extremely grindy matchup. Tons of fatties with Tarmogoyf, Tasigur, the Golden Fang, Siege Rhino, etc. They have mainboard and sideboard answers for us in the form of Scavenging Ooze and Rest in Peace, alongside disruption and discard. They will most likely go to turn ten each game, so pack answers ourselves and outvalue them! Depending on the version, some run four copies of Lingering Souls, so Darkbast is good at clearing the chump blockers. Be careful with the Liege version as everything becomes a massive threat when he is dropped. Save the creature removal for the larger threats and Abrupt Decay the smaller cmc creatures.

    • Things to watch out for: Scavenging Ooze, Gavony Township
    • Sideboard plan: Golgari Charm, Terminate/Murderous Cut in. Darkblast, some number of Bloodghast out.
    • Tips: Don't be too quick to waste removal on a threat. They will try and bait removal to play a better creature. Use Stinkweed Imp to kill their stuff or cause board stalls.
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      Elves:

      It's funny what a bunch of 1/1 mana dorks can do, but don't overlook them. Elves is an extremely explosive deck, but definitely winnable in our favor. Darkblast the first few dorks they play to keep them off Collected Company for another turn. Save the removal spells for one of the eight or so lords they run. Sideboard in relevant spells like extra Darkblasts and Golgari Charm and it's fairly difficult to lose. Mirror Entity is a thing that devastates any board and Scavenging Ooze is their only real hate against us.

    • Things to watch out for: Mirror Entity, Scavenging Ooze
    • Sideboard plan: Golgari Charm, Darkblast in. Lightning Axe, 1 Bloodghast out.
    • Tips: Darkblast, Darkblast, Darkblast...oh, did I mention Darkblast?
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      Living End:

      Living End is the other relevant graveyard strategy in the Modern format. They cycle their entire hand until they hit either a Violent Outburst or Demonic Dread. Play aggressive game one. Sideboard out dead removal spells as they don't play any targets for Abrupt Decay and Darkblast and bring in whatever disruption you stack.

    • Things to watch out for: Leyline of the Void, Fulminator Mage
    • Sideboard plan: Thoughtseize in. Abrupt Decay, Darkblast out.
    • Tips: Go after their hand with discard and remove the cascade spells.
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      URx Delver:

      Delver is a fast deck full of tiny X/1 creatures. Darkblast is an allstar in this matchup as it can kill nearly everything they play. Value is the namesake of the deck. With our recursion, we can usually go over the top and force bad blocks after a few cycles of Darkblast. Note that RUG Delver runs Tarmogoyf and Grixis Delver runs [card]Tasigur, the Golden-Fang[card]/[card]Gurmag Angler[card], so use the spot removal for their big threat. Don't over sideboard too hard for this matchup, just swap in relevant removal spells and it should be a well-favored match.

    • Things to watch out for: Young Pyromancer, Snapcaster Mage
    • Sideboard plan: Darkblast, Terminate/Murderous Cut in. Bloodghast out.
    • Tips: Kill Pyromancer. Fetch for Blood Moon post sideboard.
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      Zoo:

      Apparently this deck is still a thing. They're a blistering fast aggro deck that focuses on tons of one drops. They're manabase is quite painful, so quick damage is beneficial. If you can survive the initial onslaught, games are winnable. Side in lifegain and force bad blocks. Against the Suicide Zoo version, save a removal spell for Death's Shadow. Some decks also mainboard Scavenging Ooze.

    • Things to watch out for: Knight of the Reliquary, whatever hate their colors allow them to sideboard
    • Sideboard plan: Gnaw to the Bone, Terminate/Murderous Cut in. Darkblast, Bloodghast out.
    • Tips: Depending on the colors, side appropriately for graveyard hate.
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      Tokens:

      Tokens loves to create an army of 1/1 creatures and pump them with planeswalkers and anthem effects. Don't be surprised to have a lot of attacks just get continuously chump-blocked. After a few turns, it should be fairly easy to overwhelm your opponent. Post sideboard, watch out for Rest in Peace and be wary of Grafdigger's Cage. Some versions run this so don't devote to the graveyard full fledged post sideboard until you know what you're dealing with. Save your Abrupt Decay for their non creature spells.

    • Things to watch out for: Honor of the Pure, Grafdigger's Cage, Rest in Peace
    • Sideboard plan: Golgari Charm, Darkblast in. Lightning Axe, Bloodghast out.
    • Tips: Keep their anthem effects clear. Keep turning everything sideways.
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    Posted in: Aggro & Tempo
  • 2

    posted a message on Dredgevine
    Quote from nutzbox »
    Quote from creamy99 »
    Stinkweed Imp trumps Golgari Thug in nearly every manner we want. Defensive, dredges further into our library, less restrictive, and stalls vs aggro decks.
    thanks creamy, what's your opinion about the value of golgari thug as a recurrable 2-cmc creature that can help for a more consistent turn 3-4 2-casted creature for vengevine requirement? yes stinkweed can help on this but its on turn 4-5.
    I'm not saying it's a worthless creature, but I see it being ten times better in the Dredge deck over Dredgevine. I'd rather play Relentless Dead, which I've certainly considered. Since we don't necessarily put up stellar results, it's up to you. I did run it a few years back, and was hardly impressed. It being a 1/1 ground creature is lackluster in combat and gets trumped by every removal spell / token creature imaginable. The 2 drop slot is pretty packed with LolTroll, Ghast, any removal, etc. Probably not worth it overall. Satyr Wayfinder at least cycles itself and gets us a land drop usually to help keep recurring those landfall triggers and start the chain all over again!
    Posted in: Aggro & Tempo
  • 1

    posted a message on Dredgevine
    Quote from QwrtVV »
    I have been playing pretty close to what appears to be the stock Jund heavy dredge list at States and the open in Columbus. The decks fantastic, but I felt like at times things got a little awkward.

    The dredgers started feel like really bad cards in certain situations, and the deck was struggled at triggering Vengevine multiple turns in a row when needed.

    The list i'm posting below is a direction I have been testing out. The thought is to bring back wayfinder/grisly salvage over the dredge cards as good solid value cards. I have 5 flex spots right now, being the birds and shriekmaws. Both selected mainly because I play at a Merfolk saturated LGS.

    Final Thoughts: This version plays much reliably then the dredge heavy list. Not needing to get wayfinder/salvage into the yard for them to do heavy lifting is a huge advantage on turn two and three. This version does sacrifice the raw explosive power the dredge heavy list has.

    Why are you playing Neonate without any dredge creatures? That's the entire point of this guy.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Dredgevine
    Most lists are four color nowadays. Stay away from blood moon Smile
    Posted in: Aggro & Tempo
  • 1

    posted a message on Dredgevine
    Quote from Yeh93 »
    @creamy99 Would you mind to post your deck ? I would like to start playing Dredgevine and since I've been watching your videos lately, I think is a good point to start. I have tried to find out your deck from your videos but some of them are quite difficult to see. I would suggest you to write your deck in the description, for those people who like your playstyle Smile

    PS: Sorry for my bad English, I'm not a native English speaker Frown
    Hey man, I have two separate playlists on YouTube. One is before SOI, and one is after. The one Post SOI release can be found here: New Dredgevine playlist

    I have a few more videos to upload, which I'll do so at some point over the next few days. I'll make a deck tech video at some point too. As far as hard to see, I record in 720p, 30 FPS. I have no trouble viewing the new videos. In the old videos, I was still getting software worked out, but everything should be good now Smile
    Posted in: Aggro & Tempo
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