Ultimate Masters: MMI Review
 
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  • posted a message on Dredge
    Still updating it (I just got internet again!) Is there any new sideboard cards used against us? I think its still all the same old hate.

    Also, aside from dredgevine and Hallow one... Is there any other dredge line decks that have popped up while I was gone?
    Posted in: Combo
  • posted a message on Dredge
    So creeping chill brought us back up to tier one right?

    I'll have to update the primer with that info. Anything else I should do while I'm in there?
    Posted in: Combo
  • posted a message on [Primer] Zoo [Video Primer]
    So is no one playing Knight of Autumn? It seemed pretty much everything you could want to me
    Posted in: Aggro & Tempo
  • posted a message on Dredge
    I wouldnt drop narc ever. I agree that Creeping Chill might be the future of the deck, but realistically... were looking at 2 things, with 2 sub categories within them "pay offs (Plan A/B) and Set up (enablers and dredge). After all we are a 2 part combo.

    Back in the day Troll made dredge so good because he was 2 of these at once. Set up (dredge) and Pay off (Plan B). When he was banned, the deck felt it hard because as I've said in the past, "4 trolls was worth 6-7 cards." We ended up having to cut flex spots and the deck has been tight on cards ever since, argo 1 or 2 scourges/rally/haunted dead. Chill clearly takes those spots.

    The next thing you have to do is bite into your Core cards. It doesnt just take Conflags spot, because while conflag isnt great at it... It is Payoff (Plan B AND Set up (Enbaler) Chill is simply Plan B. Its good at that, but thats all it is.

    Narc isn't pay off. Its Enabler. You shouldnt cut Enabler for Pay off. You should cut pay off for pay off, enabler for enabler. Conflags likely get cut for chill. Maybe down to a 1 or 2 of, since youd be cutting Plan B for Plan B... A direct substitute. If I was to cut anymore... it would maybe be that last flex spot enabler. AKA a tormented voice or something.

    Truth is... You really need to say "Is uncounterable 12 damage and gaining 12 life worth cutting Conflag?" If it is, great. Its the new plan B. If not, well... the deck cant fit more flex spots. So its not worth pointing in.


    Deck theory aside... I think it is better. Uncounterable makes you better at killing control, free makes you better at racing combo, and lifegain makes you better against that Aggro race" we always seem to be 1 turn too slow at. Theres no reason you can pack conflag in the board and side 1-2 in against elves and the like. Personally I think the fact that chill reduces the amount of side slots we need to dedicate to aggro AND combo is worth alot more than it seems.
    Posted in: Combo
  • posted a message on [Primer] Zoo [Video Primer]
    Pelt Collector is likely the real deal. Id also note that Knight of Autumn is likely the nuts too. It dies to bolt, very true, but the compacting of side slots, being BBelfed, and at worst, having beef, is a very... VERY good call.

    Its been a while since Ive played magic, but I'd start trying to look at zoo with those cards in the mix. The truth is, while you might want to say "Pelt is just another nacatl." Thats really not a bad thing. Nacatls are good... so is pelt. Nacatl with trample is good. Nacatl with regenerate is good. I see no reason why you wouldnt want more 1 mana 3/3s.

    They need to grow, sure... But as a long time zoo player, Ive said every time people have asked "Why is zoo not as good anymore?" the answer is simple... Everything else is better. WHy would you run 2/3s in a world of 1 mana 5/5s? The more zoo can adopt this "I hit hard early, I grow bigger in the late game" with creatures like Kytheon or Experiment one, the better. I just happened that most of the creatures they print like this (See: Sunblade elf suck.

    This one doesnt. Its text pretty much reads it will be a 3/3. There was very little trouble of that with just ETB effects with E1, there will be less with that and dies triggers.

    I think the correct thing to focus on zoo, at least small zoo, is not to be a red deck, but be a green stompy deck. Dont use pump effects, use burn and white sideboard.
    Posted in: Aggro & Tempo
  • posted a message on Dredge
    Chemister's Insight-
    Instant

    Draw two cards.
    Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)

    We got an instant speed looting in the yard. Downside, it costs 4. Worth mentioning, though I think its realistically 1 mana off from being playable.
    Posted in: Combo
  • posted a message on Dredge
    Quote from Austinthelamp »
    @lantern what direction are you taking it? bridge?


    Hey, sorry, work takes me away from the game for long periods of time.

    No. I wouldn't use bridge until I see something that says "Sac a creature: Return X from the graveyard" We have 0 good sac effects from the yard, and thats the biggest thing stopping bridge versions.
    Posted in: Combo
  • posted a message on Dredge
    Wait... I didnt see the dies part. Good god works been rough this week... No how is this not an instant staple for us (Well... I know. Freakin mana)


    No way, I'm getting a playset and testing the crap put of this. This makes even Rally and devil better.
    Posted in: Combo
  • posted a message on Dredge
    It does make the mana worse, but Stitcher's Supplier is probably the most interesting card well get for a few years lol. Its a mill card cheap and on color... which is big. Even if we end up passing on it, I bet its an auto include for dredgevine, as they are looking to cast 1 drops, mill, and have creatures in the deck.

    @izzetmage- theres another interaction you didnt note: Stitcher's Supplier, mill thug, block a something, cast thug, mill 3, ect. Sometimes the "thug recur BLANK" grind can be the real deal.

    Posted in: Combo
  • posted a message on [Primer] Zoo [Video Primer]
    Quote from lugger »


    Remorseful Reverend

    These are the two so far that stick out to me.

    Remorseful Reverend is the type of card we always wanted instead of RIP.

    Seems excellent to bully your opponent in the rare Knight of the Reliquary mirror.

    GY strategies aren't prevalent in the current state but it's easy to imagine, in 6 months, that reality.

    Edit: Remorseful Reverend is spill-over tech against Snapcaster decks too! : DDDDDDD
    yep, I agree. The card is a good pick up. Cheap, beats, and hoses, feeds our goyf, leaves knight working, has other niche things like renegade.

    Also Hi everyone.
    Posted in: Aggro & Tempo
  • posted a message on Dredge
    Desecrated Tomb- 3 mana artifact that gives a 1/1 flying bat when ever a creature leaves the graveyard.

    You dredge? Have a bat. You reanimate, you get a bat too! They nuke your graveyard, Awesome, heres some bats.

    Might be worth mentioning.
    Posted in: Combo
  • posted a message on Dredge
    Darkblast is good, and probably the correct choice about main deck... but I still wouldnt go below 3 neonates and 2 thugs. Darkblasts are fine, but you can only replace them with dredgers, and discard with discard. The number to make the deck work has really been streamlined and shouldnt be messed too hard.
    Posted in: Combo
  • posted a message on Dredge
    Playing my first event in a LONG while... I understand the deck hasnt really changed much, but whats the current flavor over the flex spots? Devil, haunted dead, driven//despair? Basically all I need to play, aside from figuring out my board... Which... what should I be worried about right now?
    Posted in: Combo
  • posted a message on Dredge
    I think leylines are fine. They just very much are 3-4 or nothing in the board. They have been successful in the past, but you need to be sure its worth having. I remember once that Dredge, grixis, living end and storm were around a total of 20% thus making it a meta you wanted leyline for
    Posted in: Combo
  • posted a message on Dredge
    Quote from Bo5dey »
    In most lists, all the fetchable lands are Mountains, so it doesn't really matter if you run Arid Mesa, Scalding Tarn, Bloodstained Mire, or Wooded Foothills. I wouldn't run Verdant Catacombs unless you are trying a different build with basic Forest or something.


    In some cases you can use the lands for pretend its the wrong deck. Run grixis fetches, run them out, turns out its a really bad hand, pick the cards up, the guy is now boarding vs the wrong deck.

    Its not a huge edge, but I've done/seen it done before. Very situational. If you are a "normal" person and dont have every fetch land, then just buy the on color stuff for cheaper (and in case we ever start running basics.) If you have random fetches that fetch red. Sure what ever you got works. If you have all of em, run grixis colors to pretend you are a control deck if you get a terrible hand.
    Posted in: Combo
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