Target creature gets -1/-1 until end of turn.
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.)
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
2 months ago
In general, I would reference a non-budget Dredge list (from MTGgoldfish or another website like it) when you make upgrades, since those lists contain all the cards you'll want to get in the exact configurations you'll need. However, the Dredge deck in particular requires large investments alongside certain cards (like sets of fetchlands with Life from the Loam) in order to make them work, which can be difficult to figure out on your own.
I'd recommend making smaller upgrades first; the $25 Mardu version I listed above (Dredge ($25)) adds some white tri-lands to the mana base for Thrilling Discovery, Smiting Helix, and sideboard cards. Any other upgrades you'll want to make are going to be really big investments, so it'll be good to have a solid but fairly inexpensive base to play with while you work towards the more expensive stuff.
Now, it's important to consider which particular variant of Dredge you want to build before you start investing: some decks splash white for Thrilling Discovery and Prismatic Ending, some go for the traditional Jund list, others are straight Mardu. As of right now the most successful Dredge decks are cutting white for 1 mana enablers like Merchant of the Vale and Burning Inquiry for more speed (since graveyard hate is very popular atm). I personally like the white splash, but you do you.
Once you've figured that out, the most important upgrades you'll need to make are to the mana base. Competitive Dredge is heavily reliant on land synergies with Bloodghast, Life from the Loam, and by association Conflagrate (which is usually casted from the graveyard for big X values after filling your hand with lands via Loam). Fetchlands are by far the most important cards to have if you want to go this route. Having a nice suite of lands will also help with casting costs, which is always an issue with budget mana bases.
Other than that, the only upgrade you can really make until you have the lands is adding 3 Ox of Agonas for 1 Haunted Dead and 2 Smiting Helix; it's not too expensive to do this, but it also happens to be better with fetchlands, as they help pay for Ox's escape cost.
For lands, you'll want 8 R/X fetches, 4-5 R/X Dual lands, a couple fastlands, 3ish five-color lands, and one or two basics (~19 lands total). My recommendation for a 4c (RBgw) list:
- 4 Bloodstained Mire
- 4 Wooded Foothills
- 2 Stomping Ground
- 2 Blood Crypt
- 1 Sacred Foundry
- 1 Copperline Gorge
- 3 Gemstone Mine or a split of Gemstone Mine and City of Brass/Mana Confluence
- 2 Mountain
- Note: you don't have to get green lands like Stomping Ground until you have Life from the Loam.
- +3 Ox of Agonas, -2 Smiting Helix, -1 Haunted Dead
- +3 Life from the Loam, -3 Silversmote Ghoul Must have fetchlands
- +1 Bloodghast, -1 Silversmote Ghoul Must have fetches and Loam
- +2 Conflagrate, -1 Darkblast, -1 Golgari Thug Must have Loam
Hope this helps!
4 months ago
- Archangel's Light
- Seasons Past
- Reach of Branches
- Spit Flame
- Repeating Barrage
- Rekindled Flame
- Hammer of Bogardan
- Grim Reminder
- Sosuke's Summons
- Krovikan Rot
- Unconventional Tactics
- Summon the School
- Grim Harvest
- Death of a Thousand Stings
- Reality Scramble
- Throes of Chaos
- Petals of Insight
- Redeem the Lost
- Waves of Aggression
- Call the Skybreaker
- Spitting Image
- Worm Harvest
- Savage Conception
- Syphon Life
- Flame Jab
- Raven's Crime
- Oona's Grace
- Cenn's Enlistment
That's all I got for now.
7 months ago
I guess the question is: How many zombies do you want to make milling around with Sidisi?
The classic combo is Bone Miser + Sidisi + discard outlet ( Wild Mongrel / Putrid Imp , etc) + Darkblast / Life from the Loam . With Sidisi, Miser, and the discard outlet in play discard Loam or Darkblast, Miser triggers to draw a card. Replace the draw with dredge and return the discarded Loam or Darkblast. Mill. Repeat the process triggering Sidisi to make zombies for any creatures you mill. Eventually mill Kozilek, Butcher of Truth or another such Eldrazi shuffler. Resuffle the graveyard into the library. Repeat these steps to make an infinite army of zombies. What you choose to do with an infinite zombie token army at that point is up to you.
10 months ago
NICE NICE NICE!
What about Shizo, Death's Storehouse? It should be cheap now that it was reprinted in Mystery Boosters, and it will keep other Commanders in check for as long as Horobi is on the field for only .
Also, I am stressing Darkblast as suggested by seshiro_of_the_orochi, it's recursion and 1CMC instant removal as you said, but with Dredge you are also filling your graveyard with lots of choices for that plenty of creature recursion you included ;)
10 months ago
seshiro_of_the_orochi thanks a lot for your suggestions! I've really been waiting in anticipation for some feedback on this project :)
I have ordered the cards for this deck, but haven't recieved them yet, so I can't know for sure how well it does. But for the time being, here's what I think about the suggested cards.
Darkblast : It's cool that it's 1CMC and instant, and that it has recursion. But it's still 1 mana for only 1 target, with no added benefit. Originally I have chosen cards that either have multiple targets, or 1CMC / 1 target spells with added benefits (like draw).
Revel in Riches : Good card! But it's a bit pricey and I think winning with good old combat damage is the most fun. I realize this is not possible in every playgroup, but for the time being, it can be done in mine :)
Gift of Doom : Really cool with Horobi, Death's Wail , and a natural fit with the indestructible theme of the deck. The reason I didn't add this from the get-go is that I'm unsure if I play enough creatures to be able to morph it and keep value on the board. I wouldn't want to sac something big, and the deck doesn't run a lot of creatures because I don't want Horobi's effect to backfire too much. Anyways, I will definetly give this card another thought.
Number of lands: It's not very clear unfortunately, but the deck runs 36 lands. Three of them are in the recursion category.
Command Beacon : Good card, but a bit too pricey. I am going to try to get the recursion theme to work before I potentially try command zone to hand effects.
Glaring Spotlight : This is also a card I had a good long look at. It's cheap and it fits well with the theme. My problem with it it's that it's mainly a counter play card. And if I the opponents don't have hexproof, and I don't have 3 mana available, it's kind of a dead draw. I think this is much better late game, a part of the game that is hard to playtest in solo mode. So I will probably have another look at this card when I've playtested the deck with real opponents.
Thanks again for the feedback, and feel free to drop the link to your Horobi deck here when it's ready :)
10 months ago
Love this, I've considered building Horobi for quite some time, after seeing your list, I think I'll finally do it.
One final thing: 33 lands seems very low.
1 year ago
Testing out some temporary changes: Dakmor Salvage, Golgari Thug, Darkblast, Body Double, Fierce Guardianship, Obsessive Stitcher, and Unearth over Basalt Monolith, Demonic Tutor, Mana Drain, Notion Thief, Court of Cunning, Academy Ruins, and Forbid.
1 year ago
Perhaps more cards that mill you would be useful, to speed up getting the big enchantments in the graveyard. Like Darkblast for instance.