It also tutors for your hate cards with Flashback Ancient Grudge, and in some instances Ray of Revelation in post sideboard games.
So what cards have gotten cut to make room for these changes? You are basically cutting an Ichorid, 2 Cabal Therapy, and a Dread Return, most of which will drop into the sideboard for when we need it. The other cards are going to be things like Careful Study or Cephalic Coliseum which are essentially replaced in terms of functionality and power by the new additions. Trimming some of the main deck staples in this case can make you a little less consistent when comboing, but by that time the engine is probably going already.
As stated earlier the goal is to improve opening hands and reduce mulligans, while adapting to the most commonly played hate at the moment. I think it is about as consistent as possible while still maintaining the speed and ridiculous plays that make Dredge very competitive. You are going to be winning almost every Game 1 you play, so I have designed the deck and sideboard to be quite resilient to the hate that is being played today. How you build your sideboard will dictate how expensive the deck ends up being.
Commonly, you see counterspells such as Force of Will , which can spike the price a bit. Either way, this is a competitive Legacy deck that you can definitely build on the cheap! Skip to content. High roll chooses? Okay, I rolled a 9. You rolled a 5. Buy This List. About The Author. He designed some of the best Constructed decks on the Pro Tour before the advent of the internet, and helped propel team ChannelFireball to continued success for years.
While I do like graveyard based decks, I still try to not let personal preferences influence my deck choices and instead play what I believe to be the correct choice for an event, which can sometimes be difficult. But choosing decks for sentimental reasons is often not the best idea, at least if you want to win. I expected the metagame to shift, with different fair blue decks occupying a large share of the metagame , and then a lot more Death and Taxes decks showing up.
Hogaak seemed well positioned against these decks. I went through various iterations of Hogaak decks, some of them were rather experimental, while others I was close to submitting for the GP. While these versions were capable of some busted draws, they were also way too fragile and unreliable, some would even call them terrible.
I continued working on more traditional builds of Hogaak, trying out the following somewhat unconventional cards among others:. Ultimately, I decided to shelve the deck and move on, looking for recently printed cards that might have potential and still seemed somewhat underexplored. Dredge is so one-dimensional that it is forced to directly answer most hate cards, otherwise it simply implodes. The list seemed so elegant, and my first impression was that the deck was an improvement over old Dredge builds.
I then played a few games with different Delver decks, in order to better understand public enemy number one, and studied the results from the Cardmarket Series Prague to get a clearer picture of the developing metagame. It still looked like Dredge was well positioned against all the different blue decks. The day 2 GP metagame breakdown looked pretty much as expected, of course Legacy is still a vast and diverse format:.
Grixis Delver and Golgari Depths have overperformed so far in terms of Day 2 conversion. As the Grand Prix was getting closer and closer, I used the remaining time to work on UR Dredge, and consulted a few of my friends who had more Legacy experience, especially playing Dredge, to help finalize the list. Here is what we ended up with:. Dredge is pretty straightforward when it comes to building the deck.
These are the cards that allow you to either get dredgers into your graveyard, or give you additional card draws, once you already have a dredger. This category should be pretty self-explanatory, as these are the cards that help you flip over your deck by abusing the dredge mechanic. Very rarely, and only in the most desperate of times, will you find yourself casting these cards.
Payoff 4. These are the cards that ultimately win you the game. They are the perfect follow-up play to our discard outlets and give the deck it's terrifying speed and explosiveness. Cephalid Coliseum is the most beautiful of them, in my opinion. On the first turn, it produces Mana to cast Careful Study and on the second turn you'll be able to activate it's ability to put an effect on the stack that will put the top cards of your library into your graveyard while being immune to popular counterspells like Force of Will and lets us discard the useless cards we're dredging to our hand at the end — you can't ask for more!
Those are the namesake cards of the deck. You essentially need a card like this or you won't do anything. You don't need necessarily need one in your opening hand if you have Faithless Looting or Careful Study , but they are very essential to the game plan. You want to get them into the Graveyard as soon as possible and from there, replace every opportunity to draw a card with putting cards from the top of your library into your graveyard.
This way, you will put an excessive amount of cards into the graveyard, which then have various effects that will actually win you the game. This is the main engine of the deck.
You will be able to return Narcomoeba and Ichorid from the graveyard without paying mana and when you sacrifice them in order to flashback Cabal Therapy , you will create an overwhelming horde of Zombies with your Bridge from Below s while discarding your opponent's most important hand cards. Most Magic Decks — even the powerful strategies of Legacy — are not well equipped to beat this strategy in the first game of a match. General effects like counterspells, discard spells, land-destruction, creatures, and removal spells are not well suited to deal with this abhorrent horde from the graveyard.
On top of that, the deck itself can function with few handcards and mulligans very well. It's consistent and has very broken lucky draws. It almost always does the samen thing every game and, therefore, this deck has an absurd high win-rate in game one. That's the main benefit of the deck.
Sounds good and all, but why isn't it the best deck ever then? Well, while the deck is consistent and fast, it's also very fragile to specific effects and those are cards that interact or shut down the graveyard.
Since you outsource all of your resources to the graveyard, this is also your Achilles' Heel. Since there are many powerful cards and synergies in Legacy that crush graveyard decks. The one-time full graveyard removal spells and single target graveyard removal spells give Dredge a pretty hard time since they give your opponent time to get their strategy online and win the game, but even worse than that are cards like Rest in Peace and the black Leyline, which shut down the dredge deck completely.
You simply can't win without access to your Graveyard. Also, the deck sometimes just can't do a thing about very fast strategies like Goblin Charbelcher , Storm Decks that win with Tendrils of Agony on the second turn, and Prison decks that hide under a card that prevents you from attacking like Ensnaring Bridge , Moat , or The Tabernacle at Pendrell Vale. Luckily, those cards are not necessarily good against many other decks and you need to prepare for a lot of different strategies, so most sideboards are pretty low on those cards and you still have a decent chance to play a postboard game where your opponent is unable to draw their answers.
Usually, you are no longer a favorite after sideboarding, but since you can bring in some cards to answer the cards I just mentioned, you still have a good chance of winning the match against most decks in the format. The hardest cards to beat for us are the so-called lock pieces. They are permanents that shut down our access to the graveyard and need to be removed if we want to stand a chance.
Nature's Claim is the cleanest answer to those cards since they are usually either Artifacts or Enchantments and it only costs one Mana which is very important with our low land count.
That our opponent is gaining life is not irrelevant but we can deal a lot of damage if we have access to our graveyard again and it won't buy an extra turn against big hordes of Zombies in a lot of cases. Serenity has the upside that it gets rid of multiple permanents for only one card and dodges Chalice of the Void on one charge counter, which is very prominent and good versus Dredge to protect Leyline of the Void.
Serenity is hard to cast because two Mana is actually a lot for this deck, therefore you should usually bring it in alongside some additional Mana Sources like Lotus Petal.
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