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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Stinkweed Imp
Creature — Imp
Flying
Whenever this deals combat damage to a creature, destroy that creature.
Dredge 5 (If you would draw a card, instead you may put exactly five 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.)
DragonMaster420 on jonjonhholt
4 days 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)
5 days 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
Murrow on
Red Rum (Dredge)
6 days 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!
Flarhoon13 on
Not a B-deck. It's my A-Sidisi deck!
1 year ago
May 3, 2024 I started a new quest. Having built 52 decks, I endeavoured to play them all, in roughly the same order as I created them.
Not a B-deck. It's my A-Sidisi deck! Turn 5 Win 10-11. Turn 2 Satyr Wayfinder; t3 Birthing Pod; t4 Stinkweed Imp podded for Necrotic Ooze, the lynchpin of the deck. Turn 5 dredged back Stinkweed Imp and binned Fauna Shaman (The Fittest Elf). Ooze used Fauna Shaman's activated ability to discard Skittering Skirge to search for Asmodeus the Archfiend. Well, discarding Asmodeus the Archfiend to Ooze's new Skittering Skirge activated ability generated one black mana. Ooze with Skirge and Asmodeus both in the yard allowed me to draw and play my entire deck turn 5, since Ooze gets both of their activated abilities but not Asmodeus the Archfiend's pesky downside. Going 10-11 puts the win percentage at .476
Doombeard1984 on
The Bog of Eternal Stench
1 year ago
Hi there,
I too have a Dredge deck and thought I would offer my 2 pence worth (for what its worth lol).
So there is a couple dredge cards you may be missing, or may have considered and not put in.
Especially think Life from the Loam would be a really good include as you are wanting their to be lands in your graveyard, but you may need them out.
May as well also go for the whole group of Cycling lands (like Tranquil Thicket) as you will be able to trigger draws, which then let you dredge more.
The card I use as a commander could work in your 99 - The Mycotyrant. Gives you tokens for putting permanents in your graveyard. (Here is my deck if you fancy a little look Fungus, Among'us - Mycotyrant Dredge/Descend.
With Dakmor Salvage, if you have The Gitrog Monster and Skirge Familiar you can essentially have infinite mana, as you discard the Salvage - in place of draw effect from Gitrog, Dredge Dakmor back to your hand netting 1 further card in your graveyard, and then can repeat as much as you wish.
Hope thats useful at least - And of course a thumbs up for 1. Being Golgari, and 2. Being Dredge
Wirmy on
The Nine
1 year ago
I’m loving what you have got going so far! I suggest considering these cards for your deck: Darkblast, for mill purposes primarily, but it can always help clear the field of any 1/1 chaff or give you an unexpected edge in a fight; Stinkweed Imp, this is primarily a defensive card, but it’s got a very useful Dredge 5 mechanic. Cauldron's Gift, since you are monoblack; Millikin, to help you cast Ringwraiths; Corpse Churn; Mesmeric Orb, this card is certainly too expensive to really be an option but I saw it and thought I’d mention it.
wallisface on Why Do Some Players Keep …
1 year ago
jethstriker i‘m not convinced that legendaries were ever deliberately made to be more powerful because of their inherent drawback - this feels like something that players would intuitively expect to be the case (because it would make sense), but looking through magics history of the strongest cards in formats, we don’t see that to be true - moderns past is littered with staples like Snapcaster Mage, Tarmogoyf, Death's Shadow, Siege Rhino, Arcbound Ravager, Goblin Guide, Bloodbraid Elf, Stinkweed Imp, Fury, Solitude, and Orcish Bowmasters. Yes there’s stuff like Ragavan, Nimble Pilferer and Uro, Titan of Nature's Wrath, but I don’t think there’s enough density/evidence to conclude legendaries are inherently built stronger.
I would also be sceptical of this being the case because it would be weird for Rosewater to be wanting to remove the Legend rule if it served a mechanical purpose
This might be a question for Blogatog?
jamochawoke on
Uurg eats everything
2 years ago
This is a super fun little combo deck! But it can get shut down pretty easily. I'd suggest putting some key Commander pieces in that you're missing... and thankfully there's a TON of things that work with a land-based deck archetype like this in those colors.
First off, you need to complete your Cultivator combo with Splendid Reclamation for getting all those lands out of your own yard in a very big way (Cultivator probably becomes the biggest thing in your game at this point)!
Centaur Vinecrasher or Multani, Yavimaya's Avatar are superb alternate or additional beatsticks for Cultivator with tons of synergy with your commander that also dig themselves out of the graveyard after they get immediately removed like in my games!
Terravore is nice if you never hit Cultivator in your games (or it gets hated out).
Constant Mists basically you get eternal fog in a deck like this whenever you want if it doesn't get countered.
Entish Restoration, Dig Up, and Beseech the Queen for synergistic tutors.
Kagha, Shadow Archdruid, Elvish Reclaimer, Grisly Salvage, World Shaper, Circle of the Land Druid, Stinkweed Imp, Winding Way, Life from the Loam, Scapeshift, and Satyr Wayfinder for digging through the deck faster while also rotating lands. Life From the Loam is ESPECIALLY GOOD for its dredge ability in this deck so you can keep casting it. Scapeshift is the single most powerful cycler you could run but it's very $$$ and doesn't synergize completely with this deck (it's more for landfall decks, but it can still work with this too).
The utility lands Witch's Cottage, Mortuary Mire, Memorial to Folly can help get your creatures back out of the 'yard.
The utility lands Witch's Clinic, Rogue's Passage, Ghost Quarter, Strip Mine, Wasteland, Field of the Dead, Thespian's Stage, Restless Cottage, Boseiju, Who Endures, and Takenuma, Abandoned Mire would all help your deck's overall resilience and ability to deal with threats.
Either Abundance or Rishkar's Expertise could be a game-ending bomb for you. Rishkar's is great if your commander has enough power. You can draw a ton of your deck, likely hit a tutor you cast for free, then if your hand is flooded with lands you discard down to 7 putting all those lands in your 'yard making your commander even bigger! Abundance isn't as synergistic, but is basically a creature tutor spell for Cultivator Colossus if you decide to not run any other beaters or utility creatures.
Assassin's Trophy for instant-cast targeted removal of EVERYTHING.
Tear Asunder and Abrupt Decay are less-good Assassin's Trophy but at least Decay can't be countered.
Casualties of War for when you need to get rid of a lot of different pests that turn.
Return to Nature for instant-cast targeted removal of Enchantment/Artifact or Graveyard card.
Drown in Filth for a land-synergistic targeted removal that gets around indestructible.
Terror Tide for land-synergistic boardwipe that also gets around indestructible.
Nurgle's Conscription, Froghemoth, and Bojuka Bog for some enemy graveyard hate.
Rain of Filth for a MASSIVE spike in mana for that turn.
Worm Harvest for generating a TON of tokens off of the lands in your 'yard.
Titania, Protector of Argoth or Rampaging Baloths for much, much bigger tokens.
Gitrog, Horror of Zhava and The Gitrog Monster for super frog-land-pseudocycling synergy!
Brawn since you're putting things in your 'yard anyways you might as well give your commander and other beatsticks Trample for free! Trample has saved me so many times in games. No reason not to run it in this deck tbh.
Erinis, Gloom Stalker, Ayula's Influence, and Old Rutstein for more synergy with your commander's ability.
Life / Death for making an army out of your lands or pulling something out of your 'yard.
The planeswalkers Nissa of Shadowed Boughs and Vraska, Golgari Queen can give you alternate win-cons while also being synergistic with your commander.
If you don't need more combo stuff and just need another big beatstick alternate for the Colossus it's hard to go wrong with Yargle and Multani's power (plus the stained glass alt-art is sick!). But unfortunately it doesn't come with the cool yard recovery abilities of the other beatsticks I mentioned and doesn't have trample or evasion, but it does have more power than Emrakul!
| Have (2) | Azdranax , metalmagic |
| Want (1) | TrueRandom11 |





