Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Dread Return
Sorcery
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
capwner on
5 Color Cycling Reanimator
2 days ago
Neat idea, kind of like the old Fluctuator + Living Death combo. I was looking up creature-based reanimators and Bringer of the Last Gift might be an option also a little mana intensive but Songs of the Damned could help ramp into it since it's black. I thought this card was a normal etb but turns out has the same casting clause so can't reanimate it. if you use the black one could also maybe run some bojuka bogs to hedge against the opponent having stuff in graveyard.
Murrow on
Soul Sisters
5 months ago
jonjonhholt looking more closely at the deck I'd honestly go with the Follow the Lumarets though probably not a full playset, I'd add 2 in favor of 2 Exhume
. The game plan seems clear. Gain life, pump, drain/swing and win. The landcyclers make for nice late game finishers so a full playset of Exhume
doesn't seem necessary. For that matter I might even consider swapping out the two remaining Exhume
for Dread Return.
Though the turn two Troll of Khazad-dum is my favorite sequence lol.
Anyways that's the rant. I'm sure the path will become clear with some playtesting. Excited to see what you grow it into as it goes.
DragonMaster420 on jonjonhholt
7 months ago
for the red dredge deck, it's not even "support", it's just some dual lands, and that's not gonna reduce consistency. and yeah i figured red dredge would be mono red. but if i just search "pauper dredge", literally none of what i find is mono red. dredge in any form doesn't appear on mtggoldfish, but even when i google it the only way to find mono red is to search for it specifically. otherwise it's just all jund lists. getting 20 creatures into the deck with Stinkweed Imp alone is going to take too many turns. by then, other decks have already won, or gained too much life, or played enough removal that you can't flash back the Dread Return.
this is why other dredge lists have lands that can produce black mana, and additional ways of getting creatures into play.
jonjonhholt on
Red Rum (Dredge)
7 months ago
DragonMaster420, just to tag on as someone who has played a lot of this deck, i dont even run the Conduit Pylons. I get the desire to hard cast cards like snacker but adding the necessary support for that reduces the decks consistency, which is one of its strong suits imo. The deck is actually really good at getting in chip damage with Masked Meower, Molten Gatekeeper, etc so usually you dont need to deal all 20 with the giant but I think you would be surprised how easy it is to get 20 creatures in the gy with stinkweed imp. Also I would say <5% of games I actually run into scenarios where I want to be hard-casting the black cards in the deck. And if you look at the versions of red dredge that are going 5-0 in mtgo pauper leagues they are almost all mono-red
Murrow i like this list, personally I enjoy running 5-6 dredge cards, obviously nothing comes close to Stinkweed Imp but Golgari Brownscale gives you some lifegain where as Greater Mossdog gives you an extra dredge compared to the brownscale. Also, I like running 4 Oliphaunt in place of some of the mountains for a higher creature count to help Lotleth Giant hit harder. Plus you can sneak in a single copy of Dwarven Mine thats tutorable with the Oliphaunt for an extra body to sac to Dread Return but that definitely isnt vital
DragonMaster420 on
Red Rum (Dredge)
7 months ago
have you actually tested this? you're being awful condescending about a combo that isn't winning you the game. it's unlikely the giant deals 20 damage with it's etb all at once, and i just don't see you being able to sacrifice 6 total creatures to Dread Return it a 2nd time. all i'm suggesting is that you add some dual lands.
DragonMaster420 on
Red Rum (Dredge)
7 months ago
yeah i knew all that, but you should still be able to hard cast those cards. trying to draw 3 cards in a turn for a Sneaky Snacker just to sacrifice it and 2 other creatures to Dread Return a Lotleth Giant is a lot of investment for not a lot of return.
Murrow on
Red Rum (Dredge)
7 months ago
DragonMaster420 Hey, so I assumed you might have just been messing with me but it occurs to me it's entirely possible you're just not aware of the deck, which is a-okay because imma explain it to ya haha so buckle up bucko!
So you're correct in what you said, if I were trying to cast those blue and black cards, which in most cases I never will be. Sneaky Snacker has a unique ability that allows me to return it to the field from the graveyard when I draw my 3 card in a turn. So the ideal conditions is to discard it with Grab the Prize dealing 2 damage to the opponent, drawing 2 cards and then getting Sneaky Snacker back onto the field in the same turn (this feels so good to do lol). There are quite a few ways to discard Sneaky Snacker in the deck like using the blood token from Voldaren Epicure or using the ability of Masked Meower.
This is because the goal is to get a Stinkweed Imp into the graveyard so we can begin dredging it and hopefully getting our combo into the graveyard. The combo in the deck, in addition to having some creatures in the graveyard, is to get Lotleth Giant and Dread Return into the yard, using the flashback ability of Dread Return to return Lotleth Giant to the field and with it's ability doing a ton of damage to the opponent! Yes, it is in fact awesome lol.
Now it's typical to include Conduit Pylons as a way to access other colors but also as another way to try and get more cards into the graveyard.
But yes that about sums it up I believe. I hope it makes sense!
If you have any questions about the deck or the Dredge archetype (in pauper) as a whole feel free to message me and I'll do my best to answer them.
Tata!
FadingReality on
Necroblooomin
9 months ago
CREATURES:
I like every single creature with the sole exception of the Ancient Adamantoise. Glacial Chasm does the same thing but way better and is more on theme for the deck. Also, swapping an 8 drop for a 0 drop MASSIVELY reduces the deck's average cmc. I'd simply cut this. You need to cut two cards regardless AND you'll probably want to make more cuts so that you can add in some of my other upcoming suggestions. These suggestions will be different than my "swap" recommendations in my previous comment.
LANDS:
You are running two of the three karoo lands (Golgari RotFarm, Selesnya Sanctuary) in your colors. I'd reduce this to one. Normally I'd never run any of these cards except in VERY specific decks. That said, necrobloom is one such deck that I would run these in, but I would only run one. These are even slower than a normal tap land and are brutal to have destroyed by a strip mine or something. But in a deck that can recur lands and play more than one per turn, they are worth including one of. Pick one of these and cut the other. You are running 11 basics in a 3 color deck which is pretty high. In order to justify running things like Cultivate and Kodama's Reach you'll only need about 6-7 basics. I speak from experience. Even if you wanna run more than 7, 11 is really high. And again, I will be suggesting a bunch of lands to include, so you'll wanna cut some basics and a karoo anyway.
Last thing regarding lands: your land count of 40 is actually a good number. Normally 40 is way to high, but this is a "lands matter" deck so 40 is a good call here. You could probably get away with 38 or 39 too, but don't worry about that unless you are desperate for cuts.
SORCERIES:
These are all very good except for two. I'd cut Regrowth. If you still want this effect (you already have Eternal Witness) then run Bala Ged Recovery Flip. It's an MDFC land so it's awesome and synergies further with your deck. I'd also cut Dread Return. This card is actually VERY good and even saw some cEDH play when Flash/Hulk was still around. The flashback cost is also really good fro your deck. However, the initial cost of 4 is too slow. Consider Reanimate. This is the best reanimation spell in the game and this card is the reason reanimator decks are called reanimator. Also, with reanimate, you lower your deck's CMC more AND you can grab opponents' creatures with it.
INSTANTS:
I already recommended swapping Overkill for Swords to Plowshares. Other than that, I'd cut Reprieve. It's not terribly great (I know you want a pseudo counterspell, but this is meh). Cut it for Necropotence and that way you still preserve and actually upgrade the card draw in the deck.
ARTIFACTS:
As mentioned before, you should still try to keep world map if you can. Endstone should be cut. It's VERY powerful, but it's both expensive and risky. Necropotence is much better for drawing cards.
ENCHANTMENTS:
I like every single one of these with the sole exception of Spelunking. Sure it ramps you once (can wiff although VERY unlikely in your deck) but its 3 mana and theres a ton of two mana ramp you can run that's land based. Also you run 0 caves. The entering untapped IS nice, but swapping this card entirely for another card that let's you play more than one land per turn is going to be much stronger and also kinda negates the tapped lands as you're gonna be able to get more out which negates the slowness to an extent.
| Have (1) | Firebrids4sparx |
| Want (0) |





