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  • posted a message on Dredge
    @THUNDERWANG: I havent used Stain the Mind, but it seems to help shore up combo matchups specifically by proactively extracting their key cards. I'm sure that is the primary reason its in the 75.

    Jeff Hoogland recently played an interesting brew, here, that transformed into BR Hollow One post board instead of fighting graveyard hate for game 2/3. I think this is an interesting idea and agree that the list needs Narcomoeba. Anyone have thoughts on this?



    Posted in: Combo
  • posted a message on Dredge
    Well, a disappointing 1-2 tonight...

    Match 1 vs Bant Spirits (2-0)
    Typically the opponent plays Burn, so he may not be used to some of the lines in the deck. Big turn on game 2 involved him making an mediocre block and getting blown out by a Darkblast that wiped his board. I sided out 1 Shriekhorn, 1 Cathartic Reunion, 1 Creeping Chill, and 1 Bloodghast for 3 Lightning Axe and 3 Thoughtseize in an effort to preemtively hit Rest in Peace and have solid removal for his threats.

    Match 2 vs Saheeli Combo (1-2)
    Reasons Twin needs to stay banned in my opinion...game 1 I didn't know what my opponent was on. I've never played him before tonight, but figured it was some sort of combo deck as he played Opt, Serum Visions, and Sleight of Hand before my engine took him down. Game 2 he landed a turn 3 Saheeli Rai and I looked saddly at the Conflagrate I didn't discard the previous turn that could have answered her and failed to find anything relevent before he landed the combo. Game 3 I reboarded answers to the combo, then was promptly Surgical Extractioned into his combo. I relooked at my board plan for future matches and think the proper thing to do is bring in all the Thoughtseize, Lightning Axe, and Assassin's Trophy you can and board out Creeping Chill as disrupting the combo is all you really need to win, I think; didn't see many answer cards in any of the games on his side of the table thought he mentioned he did have a Rest in Peace in his board.

    Match 3 vs. Tron (0-2)
    I was Turn 3 Tron'd both games and just scooped. It is worth noting here that I drew my single Steam Vents while looking at 4 black cards in my hand, including Assassin's Trophy. This is the second time Steam Vents has been terrible when I needed a black source and I don't know if it outweighs the times I've needed to tutor up a blue source. I think I'll add my two Gemstone Mines back into the deck.

    Other notes, I ran 20 lands tonight instead of the typical 19. I only mulliganed one time due to insufficiant mana. Most of the time I mulled because I didn't have any looting effects to get started with. I've noticed alot of other players on camra at various levels struggling with land if they fail to have 2 in the opening hand. I didn't have any issues hitting my land drops tonight, which was quite nice. I think bumping the land count back to 20 is correct and finding a cut elsewhere. Additionally, I ran 12 Dredge cards in the main, including 2 Darkblast, and had two occasions where the chain broke. Overall, I think I'll keep my count the way it is for now and see how it works next time.

    Hope this helps! I'd love to hear what others think about regarding Saheeli Combo and if that match is really just bad as most other combo matches are. Until next time, Happy Gaming!
    Posted in: Combo
  • posted a message on Dredge
    I'd argue most combo decks that go off before we can get set up. Amulet Titan or Scapeshift decks, Storm, and KCI come to mind. I think Humans and Spirits is winnable but tough and very back and forth at times. Burn used to be a race, but Creeping Chill has helped with that match - I think if you are playing against an experienced Burn player it can still be a challenge.
    Posted in: Combo
  • posted a message on The 12th Annual MTGS Holiday Card Exchange!
    Hey Guys! Figured I would go ahead and post my cards since I havent seen them pop up yet. I'm sorry if this spoiled anyone's surprise! Have a great year and I look forward to 2019 Holiday Exchange!
    Posted in: Community Discussion
  • posted a message on Dredge
    Welcome to the forum Tomei93! I don't think there is a dedicated sideboard guide currently; however, the previous ones aren't too bad. The main consideration you need to make is how much of each part of the engine you feel like cutting for sideboard answers. As I think has been stated on here before, you generally cut one Dredge card, one Looting effect, and one payoff (such as Bloodghast) to make room for your preferred artifact and/or enchantment hate. Some cards, such as Lightning Axe, can replace an entire part of the engine as it provides a similar affect along with another benefit - in this case a discard outlet and removal spell.

    If you're looking for a more indepth, match analysis sort of guide, then I think you may be out of luck currently.
    Posted in: Combo
  • posted a message on The 12th Annual MTGS Holiday Card Exchange!
    Hey Guys! Finally home after some lengthy plane flights. Thank you to Grant1 for my sweet cards, I'm working on getting them all posted, but I do believe my favorite is Control Magic - especially with that flavor text!

    Edit: Fixed pictures, I'll give it a day or two and post the cards I sent if they aren't up Smile

    Happy New Year!!
    Posted in: Community Discussion
  • posted a message on The 12th Annual MTGS Holiday Card Exchange!
    Hi Grant! I recieved your cards just before Christmas but I'm away home traveling. I will post the sweet alters as soon as I can! Thank you and Happy New Year!
    Posted in: Community Discussion
  • posted a message on Dredge
    Went 2-1 at FNM last night, wasn't as many people but I did get to play on camera if anyone is interested. Spoiler alert, I lost that match - BUT I did have an amazing T2 on the first game. My match starts as 1:02:00 and I'll edit this with the youtube video when they post it. Game 2 was very long as my opponent was trying to piece together a win and took a lengthy turn...just letting ya know ahead of time.

    Match 1 vs. Burn
    Game 1: I lost the roll, but kept a decent 7. My opponent plays a T1 Goblin Guide and allows me to gain an extra Stomping Ground. I play a Shriekhorn and pass. The Guides second attack reveals a Creeping Chill so I activate the Horn binning 2 Creeping Chill's. T2 I cast Cathartic Reunion and put a number of Narcomoeba's into play and eventually grind him out.

    I board in 3x Collective Brutality, 2x Nature's Claim, and 1x Abrupt Decay and side out 3x Shriekhorn, 1x Golgari Thug, 1x Faithless Looting, 1x Cathartic Reunion.

    Game 2: My opponent had an aggressive start with Goblin Guide T1, into Goblin Guide T2. I had a T2 or T3 Collective Brutality to answer one of the Guides, gain some life, and saw his hand was double Bolt and Skullcrack. Despite setting up a big Dredge for my next turn, I choose to hinder mana efficiency by taking a Bolt. In hind-sight I think maybe the Skullcrack would have been correct as hitting multiple Chills would have been good. I won the game, but I was at 1 life and gave my opponent one top deck to see if they had it, they only drew a land.

    Match 2 vs. Grishoalbrand - I was on camra here
    Game 1: I had an amazing start that lead to 16 damage on T2 thanks to hitting all my Creeping Chill's.
    Game 2 and 3: I lost in a miserable fashion both games. Game 2 I ripped his hand apart with Thoughtseize, but he top decked for the win. Game 3 I mulled to 4, and didn't do anything relevant.

    Match 3 vs. Gruul Aggro
    Game 1: I out grinded my opponet and hit some Chills on the way. Ending the game at 21.
    Game 2: I think my opponent misplayed, he had an early Scavenging Ooze but didn't eat the correct cards in my graveyard. My notes show me winning around T4. I explained to him how I'd use Scooze in this matchup, hopefully it helps him in future matches.

    Overall, a good night. I did have one moment (on camra, game 3) where Steam Vents was less perferable over Gemstone Mine or other rainbow lands. I don't think it would have mattered in that matchup, as my hand wasn't very good and I did mull to 4. I plan to keep the Vents in for now and see when it is better than other options.

    Hope this helps and look forward to feedback if y'all have any. Happy Gaming!

    Edit: Now with YouTube link!


    Posted in: Combo
  • posted a message on Dredge
    Thanks for the insight regarding Sheltered Thicket. I suspected it was a bit slow overall but have kept one set aside just in case. I'd be interested in seeing one mana cycle lands, such as Barren Moor, come into the format. I don't know if it would make a massive difference but is seems like I'm more likely to pass the turn with one mana open than two or more most turns.

    (edit) Regarding Leyline of the Void:
    I think the biggest upside it that it comes down before the game starts and needs to be answered before most graveyard decks can operate. The other question is whether to run 1 or 4 in the board. In general, the arguments are as follows:

    - Run 4 to maximize the chance of seeing Leyline of the Void in your opening hand.

    - Run 1, if you see it great, otherwise your are not hindering your engine very much and can try to race. This is more true feeling in the mirror where your opponent may bring in up to 7 sideboard cards (Leyline of the Void and Nature's Claim most likely) and you're only siding in answers to the Leyline.

    Surgical Extraction is an okay card too, but a bit more narrow in my opinion for our deck. It seems to shine when you're combating combo decks where you can strip key cards or versus Tron to destroy and remove Urza lands (not something I think this deck wants to do, just saying in general). I currently don't run any graveyard hate, but my meta doesnt' really utilitize the graveyard enough for me to. A lot of creature aggro, burn, some control, and a smattering of various combo decks. I usually fall on the "I'll bring in anti-hate cards and race" line.

    I also like Nihil Spellbomb because of the potential to draw a card, but it seems most people think it's too slow and a worse Tormod's Crypt because it costs one mana. I can see the arguement there, I'd rather play a zero mana graveyard hate card in conjuctions with a T1 enabler like Shriekhorn or Faithless Looting over spending my T1 playing a hate card and possibly having to crack it without the mana to replace it before T2. If I was going to a larger event, I think I'd just find room in my board for some Leyline of the Void's, however I'm unsure how many at the moment.
    Posted in: Combo
  • posted a message on Dredge
    How frequently was the Sheltered Thicket relevant? Do you think it is worth coming in tapped?
    Posted in: Combo
  • posted a message on Dredge
    I think skipping the dredge is very open to debate as each situation may be different. Just one example would be how many Creeping Chill's are left in the deck and life total of your opponent? I dont think there is a solid answer to that particular question.

    BR Hollow One is the aggressor. We really just need to effectively answer their threats and wait for our mid- to late- game engine to take over. Sometime they just land a perfect hand and we can't really stop them. Seems like post-board you'll want to bring in Ancient Grudge, Nature's Claim, and Lightning Axe to help play the control role and answer graveyard hate. Also remember you can dredge off the Burning Inquiry which can enable us effectively early game.
    Posted in: Combo
  • posted a message on Dredge
    @psychedlicgerm – no problem, glad to give you my perspective on sideboards and manabases. I’m happy you are liking Thoughtseize out of the board. I don’t have any Storm players in my local meta and the KCI player recently moved away so Damping Sphere isn’t really needed for me, but if you find it helpful then certainly run it in the board and let me know how well it works in the matchups!

    @Loraik – If cutting a Life from the Loam works for you, then just play it that way. I think an extra Golgari Thug is more important if you are running the lower dredge count of 10 cards. I prefer to run more dredgers in my version because it also increases the chances to chain dredgers. I geeked out a bit and ran some numbers through the Hypergeometric Distribution Calculator on StatTrek and found that the % to chain with more Thugs and 10 Dredgers was slightly higher than running 12 Dredgers with more Loams. Both were less than 60% though. I was actually recently considering posting why I think Darkblast should be a 2-of in the main a few days ago and that kind of fits into this conversation as well as I was planning on making an argument for cutting 1 Thug…

    I cut my Gogari Thugs down to 1 and upped Darkblast to 2 because I find the latter to be more useful to cast during a game. Per MTG Goldfish (as of November 2018) Darkblast can kill 7 of the top 10 most played creatures in Modern. Looking over the entire list, I believe the number increases to 32 out of 50 (counting Hangarback Walker and Walking Ballista). This is a huge number of potential, main deck targets for Darkblast to hit. Also, given that it only costs B, you can kill an early Noble Hierarch and set up your initial Dredge while putting your opponent back a turn. I haven’t noticed a significant hit in my ability to Dredge, although I do like running 12 Dredge cards instead of 10 and I really think I’d like to try and push that number to 13 at some point in the future. An additional edge Darkblast gives is the ability to kill your own Bloodghasts in response or to set up future Prized Amalgam triggers. I’d love to hear some others input on this. I know a lot of people love the higher Dredge count Golgari Thug offers, but isn’t just a straight increase in the quality of your Dredge cards AND quantity of them per deck just as valid? Maybe the correct answer is to run both as a 2 of and cut somewhere else? Looking again at the distribution - Dredging 4 cards with 10 in the deck gives you a 55% to continue the chain while Dredging 4 cards with 13 in the deck increases the chances to 67%. That’s significant increase in my opinion.

    Either way, I look forward to other comments on this topic. For reference, I've attempted to attach my spreadsheet regarding the chances of having a Dredger in the opening hand, within the first 9 cards (based of Turn 1 Faithless Looting or Shriekhorn), and the chance of hitting another dredge card with Dredge 3, 4, 5 pending there are 51 cards remaining in the deck - perhaps for a Turn 2 Cathartic Reunion. Happy Gaming!
    Posted in: Combo
  • posted a message on Dredge
    Engineered Explosives seems fine for taking out various problems. I've never tested it out before so I don't have any solid opinions on how good it could be. The pros are that it can take out a lot of problems and comes down early if you draw it. It is in Takahashi list for the sideboard guide he made earlier this year. Looks strongest versus Boggles, Death Shadow, Lantern, and Humans (all of which lean on 1 and 2 drops). Maybe if you are seeing those a lot, consider it? Damping Sphere seems sweet if you expect a lot of Storm or KCI. You also get some disruption for Tron as an added bonus. Again, I've never tested it so I don't have any solid opinions on it. I think all things considered, I prefer disruption that can help continue my game plan while stopping my opponent and their hate cards more than just disrupting their deck.

    I really like Lightning Axe for midrange decks. The ability to kill Scavenging Ooze after it's eaten a few creatures is nice. Plus, it's a clean answer to Gurmag Angler, Hollow One, Tasigur, the Golden Fang, or Death's Shadow. Generally I side out Shriekhorn for them in Games 2/3.

    Here is a link to some formatting tips.
    Posted in: Combo
  • posted a message on Dredge
    I'm glad you like the deck, psychedlicgerm and I'm happy my post helped. Both Tron and Amulet Titan (or other big mana decks like Titan Shift) are difficult matches. Generally they can over the top with large threats and run main deck hate in the form of Relic of Progenitus. I personally think Ghost Quarter is too slow; as I pointed out earlier, without naturally drawing it on your initial draws, it will be turn 3 before you can get it online with Life from the Loam. Assassin's Trophy seems more universal (hitting various forms of grave hate) and can start putting Tron off lands as early as turn 2. I haven’t tried out Assassin's Trophy yet, but I like how it isn't as narrow and I'd run 2 of those instead of making room for Ghost Quarter.

    The second thing I'd like to mention is how much anti-hate cards your running overall. I understand we are a graveyard based deck and effects that remove that resource have a major impact on us, but 7 dedicated slots seems like too much. I like running 2-3 Nature's Claim, 1-2 Ancient Grudge, and use the extra room to buffer other matches with universal hate such as Assassin's Trophy or Thoughtseize .

    Regarding Thoughtseize, I like running 3 in the board. It generally come in versus Combo decks, big mana decks, and any Wx deck that may be running Rest in Peace. Versus combo, we gain access to disruption to buy a turn or two and possibly close things out before they find a key card. Versus big mana we take the treats away before they hit the battlefield – again possibly buying a turn or two. Versus Wx, we have the potential of stripping the best graveyard hate card before they can cast it. There has been a few games where I’ve played where my opponent keeps a bad hand with Rest in Peace hoping that will stop the Dredge and a turn 1 Thoughtseize wins the game.
    Hope this helps ya figure out some sideboard options! Happy Gaming!
    Posted in: Combo
  • posted a message on Dredge
    I don't like the idea of cutting any Thoughtseize from my board because of the versatility it can provide. Bringing in a single Ghost Quarter to combat Tron seems lack-luster to me and a bit slow. There are a few other decks where Ghost Quarter can be helpful, but overall how quickly can you bring it online? The earliest I can see, without drawing it naturally in your opening hand, is turn 3. Even then, it's pending you have Life from the Loam AND dredged over the Ghost Quarter before making your turn 3 land drop. Tron is a bad matchup and I don't want to discourage innovation to try and improve the match; however, I think that Creeping Chill has vastly helped us race decks like Tron and lead to going all in and hope they don't drop a timely Relic of Progenitus. The best cards to bring in for Tron is your artifact hate of choice, generally some number of Ancient Grudge or Nature's Claim and Thoughtseize. Disrupting their ability to effectively assemble Tron or having anything relevent to play with all that mana is key to winning. Here is my current list if you'd like to see my board. Unfortunately, I only get to Modern once a month so I don't get to practice too frequently. I have gone 3-0 for the last two FNM's I did attend however running this list (minus the Steam Vents change I made to see how much I'd miss Gemstone Mine). I hope this helps and let me know if you'd like anymore of my opinions regarding the board. Happy Gaming!
    Posted in: Combo
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