Dredge the Mire
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
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|Commander / EDH||Legal|
Dredge the Mire occurrence in decks from the last year
Latest Decks as Commander
Dredge the Mire Discussion
2 months ago
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7 months ago
These suggestions are going to be 1-for-1 replacements as far as mana cost is concerned:
These suggestions are more or less "maybe-board-esque" includes that I don't know why they aren't in the deck:
Phantasmal Image is a 2-CMC copy a creature so you can hit it with Gyruda and keep it moving. Dies to any kind of removal, so it might be an okay reanimate target.
Voidwalk a flyer after Gyruda is out.
Victimize is kind of clutch since you'll be milling all sorts of stuff.
Bitter Ordeal keeps looking better. Like every time I read it, especially if you are recurring clones.
I don't like this card, but why not Dream Halls? Keep jamming stuff out. I hate to think that Vilis would be a dead card in your hand because you're only running 31 lands.
Stitch Together because good cards are good.
Mirror Mockery because ETBs exist in your deck amongst a few cards.
So not as much replacement. It's pretty good as it is. I think if you were to lean in to what I'm suggesting, it'd be more ETB focused. I don't think that's quite as neat, but ya know, it's stuff with reasons.
Ted talk for how do you can tribe, thank?
7 months ago
First, I'm going to point out things that may not be the best on the maybeboard,
Blasting Station: Semi-repeatable but free sack outlets are just better. Unless you can continuously flicker something from the grave to the battlefield this should be cut.
Netherborn Altar: Highly situational. Better off just having protection for your commander or ramp.
Diabolic Intent: Personally not a fan of tutors but this is on theme and can help you in a pinch. My philosophy is to only tutor for a response and not for the win but to each their own.
Nim Deathmantle: 4 is a high cost to hold up to sometimes save your commander. Better protection available.
Panharmonicon: You have 8 creatures currently with ETBs which is a bit low to include this.
Universal Solvent: Mono-color decks have weaknesses. Typically in EDH certain board threats can be handled by others at the table. I would cut it unless your meta has little to no interaction for threats.
Witch's Oven: Love this card, just not for EDH.
On second thought, your maybe board is REALLY big. I'm just going to go with what cards stand out.
Augur of Skulls, Burglar Rat: Black's best advantage is denying your opponents advantage. Burglar rats is the better of the two since it will cause your opponents to discard 3 cards. Augur is only better if there is that One player in the meta that needs to discard.
Orzhov Enforcer: Helps to build a token board presence. Best case scenario this trades with something and you get a token and you repeat this every turn.
Sling-Gang Lieutenant: Same as above but better. Helps with some life-gain and gives you blockers/sac fodder.
Thorn of the Black Rose: Are you low on card draw? Yes, then add it. You should be wide enough to keep monarch. Good on draw? Then give it a pass.
Yawgmoth, Thran Physician: You typically don't want creatures with power greater than 1 but... This is card draw, removal, and a sac outlet. If you have it then use it.
Dredge the Mire: Seen this been played. 4 mana for three creatures is just good. Those creatures may not synergize well but you should at least get one good threat and it should help to have one big dumb creature.
Altar of Dementia: Two mana on a sac outlet that is harder to remove than a creature. Yes, please.
Meekstone: This will defend you from a ton. May also draw some hate but can save your from the R/G trample guy.
Smokestack: Really good in your deck. But, if you play it, be able to win in the next few turns and have some kind of recursion or the mana to replay your commander. This is a salty card, so be aware of your play group.
Grave Pact: With this and a sac outlet you should be able to own the board. This is a hard yes.
Oversold Cemetery: Could act as a good backup plan for your commander dying too much. Send him to the grave then re-play him. Then grab your graveyard recursion creatures next and your back fairly quickly from a board wipe without needing to draw into it.
Phyrexian Arena: Steady card advantage. One of my favorite cards.
Deadly Rollick: Free removal. Your running a linchpin deck (as in your commander is essential to be on the field) therefore this card pulls more weight cause if its dead your probably dead.
Imp's Mischief: Just a fun card no one expects in mono-black.
Cabal Coffers, Cabal Stronghold, Nykthos, Shrine to Nyx: If you own them you should run them. Also, especially if you have more than one of these, cards like Torment of Hailfire, Black Market, In Garruk's Wake, and Exsanguinate should be looked at more closely.
Hope that helps.
8 months ago
8 months ago
- Attrition is more for the times of when we pull something we don't want. It's going to happen. I'll have to see how it plays in testing.
Thanks Daedalus19876, it was definitely an interesting one to build! My lack of Deluge always bothers you ;P
8 months ago
Overall this seems like a good start! The lack of Toxic Deluge bothers me (it's certainly better than Coercive Portal), and I might try playing some targeted graveyard hate. I know that sounds counterintuitive, but it lets you remove uninteresting creatures from graveyard to Tariel's ability only hits the best options. You could also try running mill effects such as Altar of the Brood and Mesmeric Orb to fill up graveyards quickly. Necromancy is another copy of Animate Dead, and the new Dredge the Mire might be a good inclusion!
9 months ago
_Putrefax: While I agree that I do struggle with Rest in Peace, I think that's just an unavoidable part of playing mono-black. For the moment, though, it's a small enough problem that I'm not willing to devote two slots to a different combo, where one of the two slots in that combo (Mindcrank) actively hurts me (by giving my opponents a GY to play with).
I actually have tinkered with the counter lands, but they've never quite... worked right here. They make it so that, essentially, I am forced to proliferate each turn, which is rarely the right move. Actually, the one land I HAVE considered is City of Shadows, but that seems perhaps a little janky even for me.
And yeah, I have a bunch of stuff to add from Ikoria and C20! The highest priorities are Bastion of Remembrance, Deadly Rollick, Netherborn Altar, and Nesting Grounds. I may also run Daring Fiendbonder and Dredge the Mire, but I'm more doubtful on these.