You cut the fetches that it made the most sense to keep. You should have cut Verdant Catacombs and Arid Mesa as they only get a Swamp and a Mountain respectively and leave in Bloodstained Mire and Polluted Delta.
And they don't JUST fetch a basic land. They shuffle your library for better Sensei's Divining Top choices, they get Shocklands (Blood Crypt, Watery Grave, and Steam Vents), AND they get your general off the bottom of your library if he's Tunnel Vision'd, Spun Into Myth, etc.
Ancient Craving is such a pain to track down, too. It's not worth much, but it's obscure, and a lot of jobs don't buy them.
As far as getting worse as players get out, I generally fly under the radar the best I can until I'm setup to eliminate everyone at once. Otherwise, the person I target first gets upset.
I am trying to compile a list of all combos in Intet, the Dreamer colors where the individual combo pieces are extremely playable on their own. I've looked through the various Intet decklists and I've seen quite a few, but I wonder if there are more out there? I will edit this post to include what I've compiled thus far.
Everyone says that the trouble with Intet is that it's hard to find a focus with those colors. I really liked the Momir Vig deck, but I hated having to resolve all of those triggers, and it slowed the game down and made my cube mates kinda irritated. So I decided to do the Aluren deck in Intet colors instead, with the added color Red.
Here is my decklist, I am short some spots, and trying to decide what to include. Creatures are pretty set, unless you can think of another creature that belongs over one of the ones I have, with an explanation why.
I find that when I play this deck I'm simply spilling creatures onto the battlefield.
I'd like to see a more stealthy combo approach to the build. But I'm actually looking at Intet the Dreamer for that deck idea. I think Green/Blue has plenty of good Combos though.
Whatever you do, don't run Momir vig, simic visionary, he is my most hated general ever. Basically, you can expect the same game from that deck every game. Somthing in my opinion that sort of goes against the spirit of edh and why I play edh.
Wait, lol... what? The only problem with Momir Vig is that you have to resolve your triggers everytime you play a creature spell. Honestly, as the deck's controller, that annoys me more than it should you. Having played it for quite some time, I got incredibly quick at it, to be courteous to other players.
I can see you have beef with blue, but you shouldn't let that create bias with every U/x deck you see.
Kinda disappointed to see this thread not being updated much anymore by the OP. I still would be interested to see what cards would come out of the current build for the cards he removed due to his cube banning certain cards.
I'm a new legacy player and LED less ichorid is going to be my first deck (mainly for budget reasons, but i like the mechanic as well :))
Some questions:
- Which version seems to be better: the bloodghast one or the ichorid one?
- How the deck can run if your 1CC discarder (like putrid imp) is counterspell by a Fow for example? I imagine, if you don't have another one in your hand, you draw until you can discard a dredger at your EOT but i'm not sure because you loose a lot of time...
- How fun is the deck to play?
I always DDD against decks that are blue, in anticipation of Force or Daze. Completely voids there permissions.
Draw, Discard, Dredge. Abuse the hand size rule, and control will be stuck with their thumbs up their rears. Then, when you have your pieces, Therapy away the counterspells, and win.
Ok, I see that you run a limited number of creatures, which is making this decision very difficult for me. But, here goes, I'll just ask for your opinion.
A lot of people play Maga around where I live, and this is by far my preferred deck. I would like to have an Legendary in my deck that can double as an alternate General, if I need to make a swap. Night's Reach is awful as a general in my opinion, with the divinity counter completely not doable.
So if you were to stick Korlash in this deck, where would be the optimal slot? What would you cut and why? I am tearing my hair out, having changed my mind 90 times.
And they don't JUST fetch a basic land. They shuffle your library for better Sensei's Divining Top choices, they get Shocklands (Blood Crypt, Watery Grave, and Steam Vents), AND they get your general off the bottom of your library if he's Tunnel Vision'd, Spun Into Myth, etc.
As far as getting worse as players get out, I generally fly under the radar the best I can until I'm setup to eliminate everyone at once. Otherwise, the person I target first gets upset.
In multiplayer, of course.
I like it, if I include Kiki-Jiki, might as well include Pestermite.
Nice, I like it. Keep them coming.
Gilded Drake + Mimic Vat
Kiki-Jiki, Mirror Breaker + Pestermite
Mindslaver + Academy Ruins
Here is my decklist, I am short some spots, and trying to decide what to include. Creatures are pretty set, unless you can think of another creature that belongs over one of the ones I have, with an explanation why.
Thanks in advance for your advice.
1x Riftsweeper
1x Cartographer
1x Whirlpool Rider
1x Cloud of Faeries
1x Gilded Drake
1x Trinket Mage
1x Man-o'-War
1x Vendilion Clique
1x Clone
1x Tradewind Rider
1x Venser, Shaper Savant
1x Sower of Temptation
1x Mulldrifter
1x Teferi, Mage of Zhalfir
1x Kiki-Jiki, Mirror Breaker
1x Pestermite
1x Tidespout Tyrant
1x Birds of Paradise
1x Elvish Visionary
1x Lotus Cobra
1x Sakura-Tribe Elder
1x Wall of Blossoms
1x Farhaven Elf
1x Loaming Shaman
1x Uktabi Orangutan
1x Carven Caryatid
1x Eternal Witness
1x Acidic Slime
1x Seedborn Muse
1x Terastodon
1x Draining Whelk
1x Coiling Oracle
1x Wistful Selkie
1x Trygon Predator
1x Winged Coatl
1x Mystic Snake
1x Simic Sky Swallower
1x Hinder
1x Voidslime
1x Fact or Fiction
1x Cryptic Command
1x Evacuation
1x Worldly Tutor
1x Tooth and Nail
1x Primal Command
1x Defense of the Heart
1x Equilibrium
1x Aluren
1x Expedition Map
1x Sensei's Divining Top
1x Pithing Needle
1x Grim Monolith
1x Mind Stone
1x Scroll Rack
1x Simic Signet
1x Gruul Signet
1x Izzet Signet
1x Coalition Relic
1x Cloudstone Curio
1x Crystal Shard
1x Tropical Island
1x Volcanic Island
1x Taiga
1x Misty Rainforest
1x Scalding Tarn
1x Wooded Foothills
1x Stomping Ground
1x Steam Vents
1x Breeding Pool
1x Yavimaya Coast
1x Shivan Reef
1x Karplusan Forest
1x Flooded Grove
1x Fire-Lit Thicket
1x Cascade Bluffs
1x Mossfire Valley
1x Simic Growth Chamber
1x Izzet Boilerworks
1x Gruul Turf
1x Oboro, Palace in the Clouds
1x Lonely Sandbar
1x Remote Isle
1x Seat of the Synod
1x Snow-Covered Island
1x Okina, Temple to the Grandfathers
1x Tranquil Thicket
1x Slippery Karst
1x Tree of Tales
1x Snow-Covered Forest
1x Forgotten Cave
1x Smoldering Crater
1x Great Furnace
1x Snow-Covered Mountain
1x Maze of Ith
1x Yavimaya Hollow
1x Academy Ruins
1x Riptide Laboratory
So I need one more card for a complete 100.
Or is this just another "Wahhh!!! Blue is so OP" thread?
I'd like to see a more stealthy combo approach to the build. But I'm actually looking at Intet the Dreamer for that deck idea. I think Green/Blue has plenty of good Combos though.
Wait, lol... what? The only problem with Momir Vig is that you have to resolve your triggers everytime you play a creature spell. Honestly, as the deck's controller, that annoys me more than it should you. Having played it for quite some time, I got incredibly quick at it, to be courteous to other players.
I can see you have beef with blue, but you shouldn't let that create bias with every U/x deck you see.
I am pretty sure the answer to this question is: because Leyline of Sanctity is a dead card beyond your opening hand.
Nix seems like a decent budget alternative to Force of Will against permission decks that use FoW, Traps, etc. at the very worst.
Not all of our cubes are weak sauce...
I always DDD against decks that are blue, in anticipation of Force or Daze. Completely voids there permissions.
Draw, Discard, Dredge. Abuse the hand size rule, and control will be stuck with their thumbs up their rears. Then, when you have your pieces, Therapy away the counterspells, and win.
A lot of people play Maga around where I live, and this is by far my preferred deck. I would like to have an Legendary in my deck that can double as an alternate General, if I need to make a swap. Night's Reach is awful as a general in my opinion, with the divinity counter completely not doable.
So if you were to stick Korlash in this deck, where would be the optimal slot? What would you cut and why? I am tearing my hair out, having changed my mind 90 times.