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So I've been looking at a lot of Dredgevine decks (since Vengevine is one of my favorite magic cards ever printed), and I really love the variance in the different decks. I've made some lists and looked at some sample hands and done some minor playtesting for several different variations, like BUG Dredgevine, Jundvine, and Gruul (Clown-Car) Dredgevine, and all of them seemed powerful in their own right, but all kind of inconsistent as well. I loved that red gave me access to faithless looting, but blue gave me access to magus of the bazaar and hedron crab. In all the playtests though, I think that black was kind of the weak link in terms of color combinations. All it really gave me was darkblast, which life from the loam does a decent enough impersonation of. I also cheated in bloodghast. Because YOLO.However, if I used both Red and Blue, I got access to Izzet Charm, which does a pretty darn good Faithless Looting impression while being a great utility in a billion other instances.And so, RUG-Vine was born. I'm not going to pretend that I'm the first person in the world that's come up with this color combo in a Dredgevine deck, but it's definitely not the expected archetype right now. I think RUG gives me access to plenty of fast, low cost creatures that also have great potential in milling my vengevine and making a quick kill. It has pretty solid draws as well, and magus of the bazaar can help me quicken things up if I can't find a vine early on. I'm really liking this deck and considering buying it (and maybe even sleeving it up for Grand Prix Detroit...?), so comments and suggestions are greatly appreciated!UPDATE: Working on a sideboard now. I determined that if I'm going to do well in Modern, these are probably the 3 decks to beat:UR StormJundExarch TwinI have tried to side appropriately. Other matchups are either not as difficult or not as frequent, so I'm trying to narrow my view on these 3 decks. UR Storm can be taken down by a timely Mindbreak trap and it's almost officially neutered for the rest of the game. Jund is a much more difficult matchup, since all of their creatures are incredibly powerful, and goyf would get huge against this deck. Krosan Grip is probably the best defense against exarch twin other than flat out racing it.Comments and suggestions appreciated!UPDATE:Noticing that my sideboard plan is a bit narrow, I'm also preparing for two other problem decks.RG TronAffinityI think both of these plans are fairly easy. 2x Pyroclasm for Affinity and Tectonic Edge + Surgical Extraction against Tron. However, I just realized I'm extremely weak to Surgical Extraction myself, so I'm switching boneyard wurms to 2 scavenging oozes and sideboarding a third.
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Experiment one, burning-tree emissary and goblin guide are really good aggressive cards but are useless if you toss them to the graveyard .Have you consider instead adding some Hellspark Elemental or Brackwater Elemental? they can help vengevine and bloodgast do the killing also coming from the graveyard with haste.also with all the cards been thrown to the graveyard a couple of grim lavamancers will do great in here.
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just so you know, they certainly will help do damage, but unearth is an ability, not a spell. so it can't help get the vengevine reoccurrence.
So here is the updated version of the deck. Like suggested I cut out the burning-tree emissaries since they were pretty useless since most other two-drops in the deck couldn't be cast off of them and casting 3 creatures was essentially a waste of a creature as far as vengevine is concerned. I still like goblin guide, but I added in 2 grim lavamancers and kept in 3 goblin guides, although the numbers of each are likely to change. As for experiment one, I've swapped him out for boneyard wurm, since the biggest he can get is a 4/4, whereas boneyard wurm is functionally better than goyf in this deck. Unearth is a good functionality for this deck, and definitely something to consider, but right now I'm trying to keep the focus on casting vengevine. If it starts to shift towards a dredge-based aggro, unearth will absolutely be a consideration.Thanks for the comments!
i like the renegade doppelganger + vengevine. that's real cool. i'm surprised at your conclusion to eliminate black (i always thought zombies were like a necessity in this archetype), but obviously it worked, so who am i to judge?
It's taken a lot of thought (and it might not be exactly where I want it yet), but I've figured out a good RUG way to work it. Gravecrawler is basically the "cast vengevine" creature since you can mill them for days and still come back swinging, but this deck can still cast 2 creatures in a turn late in the game. The key is that faithless looting and tracker's instincts have flashback, so you can flashback a hunter's instincts and yank a creature into your hand and a faithless looting to get another and still have recurring creature sources. In addition, I think that RUG just offers the best aggro creatures and best mill/discard combinations over BUG or Jund. Thanks for taking the time to look at the deck!
I love this archetype, and it's interesting that you decided to cut black.I do have a little problem with your land base.. 17 just feels too risky. Since you have experience with the deck if you feel that number is appropriate that's fine, but Tron is another major archetype you should be prepared for, and once karn hits the table and starts exiling your lands, you really can't come back. Also, the low land count means that bloodghast and hedron crab's landfall will be difficult to consistently trigger. So much so that i'd say just cut bloodghast.Also, as long as you're running blue Gifts Ungiven is pretty solid.Lastly, are you local to Detroit area or will you be travelling? We've got several nice card shops to test modern at in the Utica area, and if you're near there check out Gamer's Gauntlet.
I actually live in Lansing, just an hour away. I don't know where Utica is, but I will look it up. I would love a place to test Modern!And for your comment,17 Lands feels like a good number to me. I have messed around with it, and 17 is the number I keep coming back too. For one, there are a lot of card draw spells to smooth things out, and if worst comes to worst, life from the loam can help you hit a third land drop if you need it. Birds of Paradise is also in here as a 4-of, which can really help smooth out my mana. I may end up changing the count as the deck changes, but 17 is a good number for right now. Gifts Ungiven is an amazing card and would be in here without thought if it costed 2U instead of 3U. That cost is just a bit expensive for a deck (as you pointed out) running 17 lands, and realistically any cards that I can't cast early on would end up being faithless looting food. As I said earlier, however, I will keep it in mind as the deck changes. If I start moving towards a less-explosive, more-grindy type of deck then this will definitely be included.Thank you so much for the comment! And I'd love the names of some of those game stores :)
Alright, let me know how the testing goes, like I said I love this archetype and it'd be cool to see it do well.As for the shops, POP! Caffeine and Gaming is a good small card shop in downtown Utica, but they really focus more on standard. The shop that I test modern at is near the crossroads of Hall and Romeo Plank, here's their facebook page:https://www.facebook.com/GamersGauntletGood luck testing! And maybe I'll get the chance to sit across from this deck sometime :D