Yes, this is a dredge deck. You're on the defensive for the majority of the game; you generally spend your first several turns ramping, then switch to dredging in the midgame. At some point you'll either reanimate a bunch of fat or get gigantic Worm Harvests going, and at that point it's pretty hard to lose.
A couple of things worth noting:
1) I almost never cast my general and don't need it to win. I would like to keep the deck that way. Beating down with Vorosh is not tremendously interesting and I have several other decks (Oona, Momir Vig) that need their generals to act as combo pieces or engines. It's nice to have a deck that's completely indifferent to its general: I've cast Vorosh twice in the ~9 months or so I've had this deck, both times because I needed a blocker.
2) There's not very much artifact mana but a lot of land ramp. That's mostly because there's no mass land destruction in my area, but lots of ways to get rid of various artifacts. This deck is pretty mana-hungry, and losing a bunch of Signets or whatever to an Akroma's Vengeance proved to be a little more crippling than I liked. The deck could probably use some more ramp, but it either needs to be in creature form (so that I can use it to power various cards that care about creatures, like Survival or Grave-Troll), or more land search.
3) I realize there are good reanimation targets in other colors, like Iona or Hellkite Overlord. I prefer mana stability even if it means my fat is slightly worse.
4) Graveyard hate is relatively uncommon in my area, despite several people having tribal Elemental Horde of Notions decks. This deck doesn't need to be able to withstand anything more worrisome than the occasional one-shot Crypt activation or Bojuka Bog.
5) This deck is meant to be reasonably competitive in the sense that I want it to be a solid performer, somewhere between silly but weak and powerful but soul-crushingly boring to play against. Hence, I'm not interested in running cards like Strip Mine that would cause griping and bitterness. I already have Oona and Momir Vig to do things like that.
Other than that, suggestions are welcome. I'm mostly looking to improve the deck's early game without sacrificing too much midgame.
1 Polluted Delta
1 Verdant Catacombs
1 Misty Rainforest
1 Evolving Wilds
1 Terramorphic Expanse
3 Island
5 Swamp
7 Forest
1 Underground Sea
1 Watery Grave
1 Tropical Island
1 Breeding Pool
1 Bayou
1 Overgrown Tomb
1 Lonely Sandbar
1 Barren Moor
1 Tranquil Thicket
1 Dryad Arbor
1 Cephalid Coliseum
1 Cabal Pit
1 High Market
1 Vesuva
1 Volrath's Stronghold
1 Wasteland
1 Dakmor Salvage
1 Darkblast
1 Golgari Thug
1 Life from the Loam
1 Stinkweed Imp
1 Golgari Brownscale
1 Golgari Grave-Troll
1 Shriekmaw
1 Innocent Blood
1 Maelstrom Pulse
1 Pernicious Deed
1 Putrefy
1 Oblivion Stone
1 Barter in Blood
1 Damnation
1 Drowned Rusalka
1 Magus of the Bazaar
1 Fauna Shaman
1 Mulldrifter
1 Sphinx of Lost Truths
1 Entomb
1 Sensei's Divining Top
1 Demonic Tutor
1 Survival of the Fittest
1 Sylvan Library
1 Windfall
1 Jace, the Mind Sculptor
1 Reassembling Skeleton
1 Eternal Witness
1 Body Double
1 Mnemonic Wall
1 Genesis
1 Phyrexian Reclamation
1 Nostalgic Dreams
1 Regrowth
1 Corpse Dance
1 Dread Return
1 Faerie Macabre
1 Wonder
1 Mindslicer
1 Steel Hellkite
1 Stormtide Leviathan
1 Avatar of Woe
1 Terastodon
1 Inkwell Leviathan
1 It That Betrays
1 Zombie Infestation
1 Lightning Greaves
1 Worm Harvest
1 Primal Command
1 Hermit Druid
1 Sakura-Tribe Elder
1 Wall of Roots
1 Krosan Tusker
1 Sol Ring
1 Nature's Lore
1 Rampant Growth
1 Far Wanderings
1 Harrow
1 Darksteel Ingot
Yes, this is a dredge deck. You're on the defensive for the majority of the game; you generally spend your first several turns ramping, then switch to dredging in the midgame. At some point you'll either reanimate a bunch of fat or get gigantic Worm Harvests going, and at that point it's pretty hard to lose.
A couple of things worth noting:
1) I almost never cast my general and don't need it to win. I would like to keep the deck that way. Beating down with Vorosh is not tremendously interesting and I have several other decks (Oona, Momir Vig) that need their generals to act as combo pieces or engines. It's nice to have a deck that's completely indifferent to its general: I've cast Vorosh twice in the ~9 months or so I've had this deck, both times because I needed a blocker.
2) There's not very much artifact mana but a lot of land ramp. That's mostly because there's no mass land destruction in my area, but lots of ways to get rid of various artifacts. This deck is pretty mana-hungry, and losing a bunch of Signets or whatever to an Akroma's Vengeance proved to be a little more crippling than I liked. The deck could probably use some more ramp, but it either needs to be in creature form (so that I can use it to power various cards that care about creatures, like Survival or Grave-Troll), or more land search.
3) I realize there are good reanimation targets in other colors, like Iona or Hellkite Overlord. I prefer mana stability even if it means my fat is slightly worse.
4) Graveyard hate is relatively uncommon in my area, despite several people having tribal Elemental Horde of Notions decks. This deck doesn't need to be able to withstand anything more worrisome than the occasional one-shot Crypt activation or Bojuka Bog.
5) This deck is meant to be reasonably competitive in the sense that I want it to be a solid performer, somewhere between silly but weak and powerful but soul-crushingly boring to play against. Hence, I'm not interested in running cards like Strip Mine that would cause griping and bitterness. I already have Oona and Momir Vig to do things like that.
Other than that, suggestions are welcome. I'm mostly looking to improve the deck's early game without sacrificing too much midgame.
Current as of 17-x-2010.