![]() 'Gorian is already overloaded with all these things to do and sometimes we can't get them all done in the same turn. get DR and its reanimation targets into the yard if they wind up trapped in hand.stack creatures on top of Nether Shadows to keep them coming back.The only good madness enabler we have is Phantasmagorian and we have to also be using its pitches to: Madness is just not very useful in Dredge because the bulk of the cards in our yard don't get there via discard. The only way to get it in your yard is to pitch to discard, therapy yourself (oof), or pitch to 'Gorian. It's a 1/1, no evasion, and never comes back after it's killed the first time. Call to the Netherworld gets back a Street Wraith (everything else is useless in hand), if you have one in your yard to get - but why not just run Baubles instead of Calls and have admittedly weak, slow draw effects #5-8? And I tried Rootwalla for a while when I was putting the deck together and didn't have my Ichorids and it's just terrible. (Although, Call to the Netherworld grabbing Street Wraith or maybe 1x Demon of Death's Gate isn't the worst) The only free ones are Basking Rootwalla and Call to the Netherworld, and neither of those are really where it's at. Madness as a mechanic has good synergy but there's not really any madness cards that are worthwhile. Quote from thesedaiv »Would it be possible to run some Madness Archtype cards with Manaless Dredge or would LED Dredge be better with Madness or is Madness COMPLETELY unplayable? Flayer adds an additional clock to that, giving them all pseudo-haste, and its Undying means they have to answer it twice if their first answer isn't exile. Who even needs GGT Troll to kill with Flayer? The nature of a Dredge Deck is to continuously spit out bodies. All four is 17, which kills if you've connected even once with an Ichorid. Three Amalgams in yard when you DR Flayer is 13 damage total by end step. Off a big enough self mill, we'll have Prized Amalgams in yard (if not, get them there with some Therapies). By the time we get to DR anything we've probably swung a few times with zombies. idk, it may be worth testing but really I'm not super impressed. And it can't hit creatures, which could be important. It becomes neutered if you ever get hit by a big crypt, whereas Flayer can still kill just based on zombie token and ichorid generation. I think Giant looks good on the surface (only requires one DR, is black for Ichorid), but has flaws. Not too sure about Lotleth Giant over Flayer of the Hatebound, either. ![]() Mishra's Bauble allows us to get extra draws during our opponent’s upkeep and also allows us to see the top card of either our opponent’s deck or our own (at times, we might want to view our own to determine if we’d like to draw or dredge so it gives us some nice flexibility).įor the sideboard, Chancellor of the Annex is for very fast matchups, Leyline of Sanctity protects our graveyard and protects us from burn, Force of Vigor to counter mass graveyard hate like Leyline of the Void and Rest in Peace, and Sickening Shoal is for heavy creature decks.Īny suggestions are welcome! I haven’t gotten the chance to play test this deck properly against other decks, but it feels pretty consistent.This was what I found. Noxious Revival is an extra copy of any key cards that need to be in our library that are in our opener and get discarded. Just like in legacy manaless dredge, you want to always be on the draw if you can help it so you can discard a dredger to start things off (or a Phantasmagorian to, in turn, discard multiple dredgers). The chancellors give our opening hands some more staying power (a mulligan is a death sentence so we need to maximize the number of keepable first hands). Basically the game plan is to try to loop Street Wraiths with dredgers, Call to the Netherworld, and Phantasmagorian to create a large board presence and deal burn damage in either the opponent’s upkeep or second main phase (to allow Prized Amalgams to enter the battlefield and be ready to attack by the time it’s your turn. I’ve goldfished this iteration of the deck a lot and it can win as quickly as turn 2 but more commonly wins around turns 3-5. A more fragile, modern take on the classic manaless dredge deck in legacy.
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