Dredgeless Dredgevine
Posted: Wed Apr 03, 2013 12:05 am
Dredgeless Dredgevine or "Die hard with a vengevine"
This is my current modern project deck. I've not taken it to any level of tournament, but I have tested it agains several decks, both established and rogue. Before I get into the build that I'm using, I think it would be prudent to discuss other takes on the deck that I am aware of.
Dredge builds--my understanding of these is that they utilize actual dredge cards to fill the yard and generate card advantage. The lists that I've seen seem to focus on stinkweed imp, life from the loam, and darkblast. Now, I must admit, I've not tried a list with dredge cards, so I'd love to hear about opinions on that. However, ultimately, I don't think the benefit is enough to warrant such inclusions. I'd be more inclined to try dredge if something like
cycling lands existed or maybe if the vengevine didn't need creature casts. I mean, eh.
Red builds--This is where I started. The deck is essentially B/G with a R splash. The R is used primarily for faithless looting as an enabler. At the insistence of Redthirst, I've tried one of these builds and, I get why looting is something the deck would want, but I've been unimpressed with it after the first few turns. I feel like looting increases the explosiveness of the deck if drawn early, but it is close to "mill two" later on. For reference, this is the build I monkeyed with.
[deck]
4 Gravecrawler
4 Diregraf Ghoul
4 Lotleth Troll
4 Oona's Prowler
4 Bloodghast
4 Vengevine
3 Liliana of the Veil
4 Faithless Looting
4 Abrupt Decay
3 Lightning Bolt
4 Overgrown Tomb
3 Blood Crypt
4 Verdant Catacombs
4 Marsh Flats
2 Blackcleave Cliffs
2 Twilight Mire
3 Swamp[/deck]
Eh, I'm not in love with the three color manabase and,
outside of the times when you had crazy vengevine turn twos, I've had better luck with straight G/B builds. For the record, this is probably the best build for crazy vengevine turn twos though.
I've also avoided blasting station because it did not perform well in testing.
I went in a more midrange direction, while trying to maintain the potential speed of the deck. Below is my current list:
[deck]
4 Gravecrawler
4 Diregraf Ghoul
4 Deathrite Shaman
4 Lotleth Troll
4 Bloodghast
2 Oona's Prowler
4 Vengevine
3 Liliana of the Veil
3 Abrupt Decay
4 Thoughtseize
2 Big Game Hunter
4 Overgrown Tomb
4 Verdant Catacombs
4 Marsh Flats
3 Woodland Cemetery
2 Twilight Mire
1 Forest
4 Swamp
[/deck]
Depending on your hand and what you think needs to happen, there are several ways to go on a typical opener. Sometimes you just run zombies out and try for the beatdown. This seems to work pretty well, but you may end up hardcasting
vengevine. Using DRS it is feasible to get out turn two vengevines. However, an important decision lies in whether or not to occasionally hold a one drop to enable a 'vine in the yard on turn three or later. Thoughtseize is an odd card in this list. On the one hand, it is premium disruption that provides you important information. On the other hand, sometimes playing it on turn one slows you down quite a bit, while playing it on turn three (when you may have the extra mana) often reduces the quality of what you can grab.
I think the only non-obvious choice is big game hunter. His obvious synergy exists in the ability to discard and then cast him. The effect is desirable in this list, as it often catches cards that Decay misses. Moreover, with an enabler online, he is another creature for 1cc, so it helps to get the 'vines out of the yard. Unfortunately, his ETB effect is not a may, so you occasionally have to be careful about shooting your own
troll or vine. At this point, I'm not sure he's the best card for the job, but I've like him enough times to keep him in.
testing results: this represents just me playing with friends rather than anything more serious. However, it does represent the decks I've had a chance to play against multiple times, rather than just once or twice.
Teachings: This seems to go very well. They try to set up a long game, while our creatures just keep coming back. Moreover, sometimes you just outrun them. Even if they board in GY hate, it just doesn't go well most of the time.
Mono-U Tron: This is harder than you might imagine. Since they just essentially stall until they win it often takes a very fast start for a clean win. However, thoughtseize really makes a difference as they have a lot of lynchpin cards. Abrupt decay is nearly worthless though.
Robots: Jeez this deck is fast. Basically, you have little
chance of racing the bastards. Decay is awesome here and Hunter does a fair amount of work as well. A major problem lies in Inkmoth Nexus, as we have no solution to it. I suspect this match-up can be shored up after board.
RDW: Kind of a rogue build, but running reasonable cards. Koth was the only "odd" choice, but it actually worked to his advantage against me. Unlike robots, with a good hand I could race him. With removal, my recursive, slightly better threats usually got theirs. However, when all I had was zombies, it was tough.
Obviously this is a very preliminary build, but modern FNMs are starting to pop up and I'd like to consider this. Any suggestions/comments are welcome. Thanks in advance!
This is my current modern project deck. I've not taken it to any level of tournament, but I have tested it agains several decks, both established and rogue. Before I get into the build that I'm using, I think it would be prudent to discuss other takes on the deck that I am aware of.
Dredge builds--my understanding of these is that they utilize actual dredge cards to fill the yard and generate card advantage. The lists that I've seen seem to focus on stinkweed imp, life from the loam, and darkblast. Now, I must admit, I've not tried a list with dredge cards, so I'd love to hear about opinions on that. However, ultimately, I don't think the benefit is enough to warrant such inclusions. I'd be more inclined to try dredge if something like
cycling lands existed or maybe if the vengevine didn't need creature casts. I mean, eh.
Red builds--This is where I started. The deck is essentially B/G with a R splash. The R is used primarily for faithless looting as an enabler. At the insistence of Redthirst, I've tried one of these builds and, I get why looting is something the deck would want, but I've been unimpressed with it after the first few turns. I feel like looting increases the explosiveness of the deck if drawn early, but it is close to "mill two" later on. For reference, this is the build I monkeyed with.
[deck]
4 Gravecrawler
4 Diregraf Ghoul
4 Lotleth Troll
4 Oona's Prowler
4 Bloodghast
4 Vengevine
3 Liliana of the Veil
4 Faithless Looting
4 Abrupt Decay
3 Lightning Bolt
4 Overgrown Tomb
3 Blood Crypt
4 Verdant Catacombs
4 Marsh Flats
2 Blackcleave Cliffs
2 Twilight Mire
3 Swamp[/deck]
Eh, I'm not in love with the three color manabase and,
outside of the times when you had crazy vengevine turn twos, I've had better luck with straight G/B builds. For the record, this is probably the best build for crazy vengevine turn twos though.
I've also avoided blasting station because it did not perform well in testing.
I went in a more midrange direction, while trying to maintain the potential speed of the deck. Below is my current list:
[deck]
4 Gravecrawler
4 Diregraf Ghoul
4 Deathrite Shaman
4 Lotleth Troll
4 Bloodghast
2 Oona's Prowler
4 Vengevine
3 Liliana of the Veil
3 Abrupt Decay
4 Thoughtseize
2 Big Game Hunter
4 Overgrown Tomb
4 Verdant Catacombs
4 Marsh Flats
3 Woodland Cemetery
2 Twilight Mire
1 Forest
4 Swamp
[/deck]
Depending on your hand and what you think needs to happen, there are several ways to go on a typical opener. Sometimes you just run zombies out and try for the beatdown. This seems to work pretty well, but you may end up hardcasting
vengevine. Using DRS it is feasible to get out turn two vengevines. However, an important decision lies in whether or not to occasionally hold a one drop to enable a 'vine in the yard on turn three or later. Thoughtseize is an odd card in this list. On the one hand, it is premium disruption that provides you important information. On the other hand, sometimes playing it on turn one slows you down quite a bit, while playing it on turn three (when you may have the extra mana) often reduces the quality of what you can grab.
I think the only non-obvious choice is big game hunter. His obvious synergy exists in the ability to discard and then cast him. The effect is desirable in this list, as it often catches cards that Decay misses. Moreover, with an enabler online, he is another creature for 1cc, so it helps to get the 'vines out of the yard. Unfortunately, his ETB effect is not a may, so you occasionally have to be careful about shooting your own
troll or vine. At this point, I'm not sure he's the best card for the job, but I've like him enough times to keep him in.
testing results: this represents just me playing with friends rather than anything more serious. However, it does represent the decks I've had a chance to play against multiple times, rather than just once or twice.
Teachings: This seems to go very well. They try to set up a long game, while our creatures just keep coming back. Moreover, sometimes you just outrun them. Even if they board in GY hate, it just doesn't go well most of the time.
Mono-U Tron: This is harder than you might imagine. Since they just essentially stall until they win it often takes a very fast start for a clean win. However, thoughtseize really makes a difference as they have a lot of lynchpin cards. Abrupt decay is nearly worthless though.
Robots: Jeez this deck is fast. Basically, you have little
chance of racing the bastards. Decay is awesome here and Hunter does a fair amount of work as well. A major problem lies in Inkmoth Nexus, as we have no solution to it. I suspect this match-up can be shored up after board.
RDW: Kind of a rogue build, but running reasonable cards. Koth was the only "odd" choice, but it actually worked to his advantage against me. Unlike robots, with a good hand I could race him. With removal, my recursive, slightly better threats usually got theirs. However, when all I had was zombies, it was tough.
Obviously this is a very preliminary build, but modern FNMs are starting to pop up and I'd like to consider this. Any suggestions/comments are welcome. Thanks in advance!