That's because of the storyline... in pt 2 of horror, the good guys (in this case, humans) suffer setback after setback while their enemies grow stronger. They then (at least in MaRo's vision... *resists rant*) overcome all odds and win in pt 3. I'd be shocked if there wasn't one in the next set. =)
So let's take this list and whittle it down to the cards that are actually effected (if they don't see play without this card in existence, it doesn't effect them):
I was generous, leaving in cards that have seen play in the past even fi they aren't seeing play right now. So what's hurt? Mostly Control cards. Outside of traditional (either tap-out or draw-go) control, Vengeance is hurt - a RED card, the best color for destroying artifacts, ramp decks are hurt and if pod decks ever come back they'll have to deal with this - a GREEN card, the second best color for destroying artifacts. Doesn't seem to be that bad for Standard... (most of the complainers I've seen seem like they wouldn't mind control taking a hit).
I don't think that you can really say that either Gang or Huntmaster is better... it depends both on the deck you want to put them in and the surrounding meta (if U/W aggro continues to be as good as it is now, I think Huntsmaster will end up being better, if traditional control rises I thing Gang will be better). Ideally you'd find room for a split though, probably 3/2.
We never said they were? Its not called dredge because its cards are similar to cards with the dredge mechanic, it just has a self-mill theme which is what dredge decks did. I mean, calling the new solar flare decks solar flare is just about as (in)accurate.
I agree that that does create tension within the deck, but I believe that it can be dealt with, especially with utility creatures (and snappy; I'll go over that when I get to a full computer [on my tablet atm] and talk about how my fnm went).
ive been intrigued with this deck idea since I saw splinterfright and boneyard wurm. I tried making it work, but never could - I will try again though now that I have some deck lists to base off of!
If you go to the dredge thread you can find some more decks that utilize those cards. =)
don't play for the ooze combo just accept that it is there. generally all the parts of the ooze combo are good on their own in this deck, ie. sac outlet, mill effect, and making of dudes. ooze fits right in along with the splinterfright gets big enough on its own. generally speaking splinterfright, kessig, ooze or grimgrim are all must answer threats. also kessig plus grimgrim is amazing. make dudes, sac dudes, kill dudes.
I wasn't playing it for the combo, I was using the same logic as you. The problem is that Grimgrin was very unimoressive for me, and keeper is not that amazing - he's solid, but has no synergy with the deck outside of the combo. It just feels a lot more powerful when i focus it more: 8-12 slots is anything but irrelevant.
I tried the ooze combo, but honestly I felt like it didn't come up often enough and diluted the deck too much. Milling and bashing just feels a lot more powerful than trying to get a three card combo that takes a turn to activate and can be chumped all day (unless you make it a four card combo...)
This is definitely dredge, despite your claims to the contrary... yes, people are discussing bad cards on that thread, but the essential idea of milling yourself for value is still there. There are also lists that don't run those cards.
Well, one of my thoughts about Mindshrieker is that for the same amount of man a as Nephalia Drownyard I get to mill line less card, but with the upside of possibly pumping my flier. I think I'll probably try him out on Friday and see how it goes.
@Pandafarmer
I played at my FNM last week And went 3-2, though it was a different build than the one I posted. It had the Ooze combo built into it, but my deck felt so much more powerful when I didn't draw combo pieces and got hufe splinterfrights or tons of wolves that I decided to take it out.
...
Why? It's been officially stated that it is...
That's because of the storyline... in pt 2 of horror, the good guys (in this case, humans) suffer setback after setback while their enemies grow stronger. They then (at least in MaRo's vision... *resists rant*) overcome all odds and win in pt 3. I'd be shocked if there wasn't one in the next set. =)
So let's take this list and whittle it down to the cards that are actually effected (if they don't see play without this card in existence, it doesn't effect them):
Sun Titan (targeting creatures)
Forbidden Alchemy
Snapcaster Mage
Think Twice
Unburial Rites
Ancient Grudge
Burning Vengeance
Desperate Ravings
Devil's Play
Geistflame
Birthing Pod
Genesis Wave (creatures)
Green Sun's Zenith
I was generous, leaving in cards that have seen play in the past even fi they aren't seeing play right now. So what's hurt? Mostly Control cards. Outside of traditional (either tap-out or draw-go) control, Vengeance is hurt - a RED card, the best color for destroying artifacts, ramp decks are hurt and if pod decks ever come back they'll have to deal with this - a GREEN card, the second best color for destroying artifacts. Doesn't seem to be that bad for Standard... (most of the complainers I've seen seem like they wouldn't mind control taking a hit).
I agree that that does create tension within the deck, but I believe that it can be dealt with, especially with utility creatures (and snappy; I'll go over that when I get to a full computer [on my tablet atm] and talk about how my fnm went).
If you go to the dredge thread you can find some more decks that utilize those cards. =)
I wasn't playing it for the combo, I was using the same logic as you. The problem is that Grimgrin was very unimoressive for me, and keeper is not that amazing - he's solid, but has no synergy with the deck outside of the combo. It just feels a lot more powerful when i focus it more: 8-12 slots is anything but irrelevant.
@Pandafarmer
I played at my FNM last week And went 3-2, though it was a different build than the one I posted. It had the Ooze combo built into it, but my deck felt so much more powerful when I didn't draw combo pieces and got hufe splinterfrights or tons of wolves that I decided to take it out.