Creature — Plant Zombie
Sacrifice Shambling Shell: Put a +1/+1 counter on target creature.
Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
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Shambling Shell Discussion
1 week ago
Perusing the internet this morning, I came across the "seven by nine" rule. If your not familiar with it, you can check it out here, under note three - http://www.quietspeculation.com/2011/05/building-depietro-depauper/
Anyways, I found it quite brilliant. I broke out my EDH deck (The Cairn Nel Toth) and decided that it needed a serious overhaul.
I decided that my nine "slots," if you will would be the following:
Sacrifice Fodder (CMC 1 or less)
Sacrifice Fodder (CMC 2)
Sacrifice Fodder (CMC 3 or greater)
Utility/assorted random cards
So i started sorting the piles, and quickly realized I had too many cards for some slots, and not enough for others. I started the long, laborious, and painful process of cutting cards. I couldn't quite cut enough cards from the utility pile, so I decided I would have nine utility cards, and only six distinctly self-mill and CMC three or greater sacrifice fodder cards, because a lot of other cards can do those things in addition to doing their main purpose (if that makes any sense).
Anyways, I'll list the cards I have for each slot (its quite different than the original deck). Also, many cards serve multiple purposes, so I'm putting them in the category of their MAIN purpose.
Self-mill - Golgari Grave-Troll, Life from the Loam, Altar of Dementia (The best card in the whole deck, hands down. Not even kidding. Every Meren deck should run this card), Mesmeric Orb, Grapple with the Past. I need one more card for this slot (Stinkweed Imp?).
Sacrifice Outlets - Ashnod's Altar, Skullclamp, Attrition, Mind Slash, Evolutionary Leap. I don't love one-off sacrifice spells, but I have the slot for one. I've been debating between Altar's Reap, Morbid Curiosity and Eldritch Evolution.
Thoughts? What cards should fill my unfilled slots? Any cards I should replace?
1 month ago
Here's some changes I would make to this list (as always, depending on budget and collections):
+4 Gravecrawler in order to get the Vengevine triggers to work for you.
-2 Phantasmagorian, you have enough other discard with the Cathartic Reunion and Faithless Looting
-3 Shambling Shell, there's enough other dredge cards to work here, let's get something else+2 Demon of Death's Gate, getting a couple of heavy hitters, that cast for no mana
+2 Conflagrate, for direct damage to a target.-2 Life from the Loam, from the mainboard
+1 Life from the Loam, in the sideboard
+2 Ancient Grudge, in the sideboard
+3 Overgrown Tomb or something similar
+3 Blood Crypt or somethign similar
+4 Savage Lands, depending on how fast you want the deck to run
-8 Mountain, to make room for the new lands
-6 Forest, to make room for the new lands
+3 Swamp, to support cast the black spells
Additionally, the deck needs to get cut down to 60 cards. I've never had a lot of consistency from decks bigger than 60 cards. Take a look and let me know what you think.
1 month ago
Ooooh, I really like using Progenitus instead of Akroma, Angel of Wrath. When my Dredge deck was running in competitive environments Progenitus had not been printed yet and Akroma, Angel of Wrath was a metagame powerhouse. Progenitus is much better. Also, I do like the addition of the Gitaxian Probe for the card draw. Dredge doesn't worry too much about it's own life total. It is too much of a combo deck.
I just noticed that you only have 4 cards in the sideboard. Which means you are running 71 cards in the main board. You should really work on getting it down to the 60 card main board that most of us run. It really does impact your card draws and makes the deck run smoother. If I were you, I would look at cutting the Balustrade Spy and the Shambling Shell. The Balustrade Spy doesn't dredge or draw. It is better for use with a Laboratory Maniac which would also be a great Dread Return target. If you are going to return the Spy, you only need one or two. cutting a few other cards down to one, two, or three would lighten the deck and bring you closer to 60 cards.
Also, I notices that have Darkblast and Bridge from Below. These will work against each other. If you Darkblast an opponent's creature, then the Bridge from Below will get exiled from your graveyard which will prevent you from generating the zombie tokens you want.
1 month ago
The fetches are strictly to get the manabase in place as soon as possible. Bayou and Overgrown Tomb can be fetched by all of them and allow for very quick plays. After that, just go for the applicable basic. The deck works great on even just a max of like 6 lands. By then you should have already tutored, buried and reanimated a win condition. If you haven't then you are playing a control line with the lock pieces to get there.
I really do like your suggestions for Phyrexian Dreadnought, Defense of the Heart and Shambling Shell for a midrange brew. I am in the process of making a shell for that too for more casual play so that others don't feel so defeated without the chance to really interact and will definitely remember those for such a decklist.
1 month ago
Nice! +1 but i'm curious, what advantage do Bloodstained Mire, Marsh Flats, Marsh Flats, Polluted Delta and Windswept Heath give you? I didn't notice any way to play lands for your graveyard and only Eternal Witness to get it back to your hand (although I may have missed some), but surely eternal witness would be digging up other things. Couldnt they just be Swamps and Forests and save the life?
2 months ago
I have a few concerns, so I'll go through listing them.
Concern the first: decking yourself with Balustrade Spy doesn't give you the opportunity to sac Prized Amalgams. PA comes into play at the end of your turn, so you never get a chance to sac them to Dread Return. The rest of your description leads me to believe you think Dread Return is an instant. It is not. If you plan on winning with Balustrade Spy, you need to have a way to win that turn. This isn't hard to do after decking yourself, but I'm making sure you know this.
Concern 2: Laboratory Maniac. Going off the logic in the above concern, a few things have to happen for Laboratory Maniac to win you the game. First, you need to have one of eight cards in your starting hand (already a ~2/5 chance, assuming a starting hand of 8 cards). Second, you need to not use that card for the entire game (I dare you to find me a situation that will come up in a game of legacy where this isn't a bad play). Third, you need to be in a situation where reanimating the other two targets wont win you the game on the spot. You could argue that Laboratory Maniac lets you win next turn, but why take the risk of you opponent top-decking Abrupt Decay when you could just win now with Zealot or Flayer.
Concern C: Golgari Thug is, in every way this deck cares about, better than Shambling Shell. Why are you running a 3-3 split rather than 4-2. There shouldn't be any thought here, you want the largest dredge number. Both feed Ichorid, both are never going to hit the battlefield (in games that you have a reasonable chance of winning) and Thug has a higher dredge count. If we could run more Thugs instead of S. Shell, we would.
Concern no.IV: Less than 4 Cabal Therapies main is a mistake. Cabal Therapy is, if anything, the best card in this deck. You can fight grave-hate. You can deal with counter spells. You can discard dredgers. You can sac that last dude so you can have enough Zombies to cast Dread Return. After your opponent mulligans to 4 in game 2, looking for that one card that does anything to you, you can strip it from their hand, leaving them completely helpless. All because of Cabal Therapy. Run 4.
FIVE GOLDEN CONCERNS: This one ties quite nicely into the previous, you don't really need 4 copies of B. Spy. Most people run 3, I would go even lower. It only does anything as a re-animator target, and unless you're pushing for it, re-animating a game winning thing is plan B (plan A being Ichorid. The other guys too, but Ichorid with Bridge from Below is what pulls it all together). Going down to 3 seems to be the general consensus.
Final Concern: Chancellor of the Annex really needs to be a 4-off, and also would be very good in the main board. If you haven't played against it yet, Deathrite Shaman is a bitch. With it being in a third of all legacy decks at the moment, we really need to come prepared. While it is true that you have Phantasmagorian and Street Wraith, that is only 8 cards (~2/5). Chancellor also has a nice splash effect, helping us with decks that are faster than us (TES, RB Reanimator). Not to mention it's a great reanimation target if you're winning through attacking rather than the combo.
That's all I can really think of now. My own list is here. The description still needs work, as you can probably tell. If you haven't already, go check out the primer for the deck on The Source here. This here is the post that inspired me to get back into the deck, along with showing me a whole new world of only running 12 dredgers, that I had never considered before.
4 months ago
Haunted Dead is mostly there to dump Dread or reanimation targets into my graveyard when I need them out of my hand. It's one of the cheapest discard sources from my GY. But the flying blocker is very, very nice!
Incidentally, I've considered running Cabal Therapy so I can target myself. Thoughts? Lmao.
EternalBrewmaster: Orbs of Warding can be pretty sweet, agreed. It tended to be a little too situational in this deck, though, and non-creature slots are tight, so I ended up cutting it :( Ground Seal would neuter my deck, though, so I will have to pass on that one :(
ObamaIsIlluminatiOhYeah: Thanks! :) I'm glad you like the deck. Also, a very interesting username you have there, lol.