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Author Topic: Bloodghasted Ichorid Primer- Looking to the future  (Read 124004 times)
Womba
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« on: November 23, 2009, 07:49:51 pm »

With all due respect to the previous Ichorid primer thread, I would like to start this new thread due to the evolutions to the Ichorid archetype itself and the surrounding metagame. The biggest new toy Ichorid has received is Bloodghast, which increases the deck’s speed, resiliency, and power way beyond what it was before this card was printed. This card vastly changes how pilots of the deck can manage and play games two and three, the most important for an Ichorid deck. Gone are the days where after an attack with Ichorid it gets left in the graveyard to be thwarted by (Insert target hate card here), to be left with nothing more to apply pressure to our opponents in games two and three.

Bloodghast can now hold down the fort while its brother sits in the yard (and comes back) or even exile. Usually given the opportunity to dredge once or twice while facing (Insert target hate card here), multiple Bloodghasts on board keeps the pilot very much in the game now. With this said I believe Bloodghast is one of the most important cards in the deck when heading to games two and three.  Now I want to look at the two different types of Ichorid (Mana and Manaless) and how they have both have utilized Bloodghast. I want to note here that the Mana version of Ichorid refers to having Careful Study and Breakthrough and does not rely as heavily on Bazaar as the Manaless version; which contains Serum Powder to insure Bazaar in the opener and Fatestitchers to power it.

I am going to look at Manaless Ichorid first while focusing on the maindeck and sideboard with the emphasis being on games two and three. Here is a build originally suggested by Meadbert which top 8ed the Philly Open with Sam Berse as the pilot.

Maindeck:
4x Bloodghast
4x Narcomoeba
4x Golgari Thug
4x Golgari-Grave Troll
4x Stinkweed Imp
4x Cabal Therapy
4x Bridge from Below
4x Serum Powder
4x Fatestitcher
3x Dread Return
3x Sharuum, the Hegemon
1x Altar of Dementia
1x Possessed Portal
4x Bazaar of Baghdad
4x Undiscovered Paradise
4x Cephalid Coliseum
1x Black Lotus
1x Lion's Eye Diamond
1x Oboro, Palace in the Clouds
1x Seat of the Synod

Sideboard:
4 Unmask
4 Force of Will
3 Echoing Truth
4 Chain of Vapor

The engine of this deck (like the mana version) forgoes having the traditional disruption elements Ichorid decks use to pack such as Leyline, Unmask, and Chalice in the main deck for raw power. An analysis of the Sharuum engine is here for reference....

Regarding Sharuum Engine vs More Disruption:
This is an excellent question!  I was long a fan of more disruption, but not always.  When I choose a Dread Return package I do not choose that which fits my play style.  Instead I choose that which gives me the best chance to win.  Before Bridge from Below and Narcomoeba were printed I ran Dragon Breath and Sutured Ghoul because I wanted the win now effect against Combo and Gifts.  I am and always have been a fan of "win now" in type 1 because decks are so powerful.  Once Bridge was printed I saw that Bridge was a fast clock on its own and I figured that clogging up the deck with a large Dread Return package was win more since it allowed a turn 3 win when Bridges would win by turn 4 anyway and sometimes turn 3.  Going for the occasional turn 2 win with Zealot was not worth sacrificing the disruption.  What I most wanted out of my Dread Return package was more disruption thus I ran Sundering Titan and Ancestor's Chosen.  Now that Bloodghast has drastically sped up Dredge I think this has changed.  Being able to win ~75% of the time on turn 2 versus waiting till turn 3 is enough reason to drop 2 pieces of disruption to add the Altar of Dementias.  Also, Altar is good in some surprising scenarios.  It is common to get hit with Wasteland on turn 1.  Then you might bring out 3 creatures on turn 2 anyway thanks to Fatestitchers, Bloodghasts and Narcomoebas.  Dread Return Sharuum to get Altar you can now mill about 15 cards off the top of your library.  Hit another Dread return and Sharuum and you just win.  I get a lot of turn 2 and turn 3 wins after having Bazaar wasted on turn 1 because of Altar that I never would have had without that engine.  Hypnotist could still disrupt like crazy in that spot so it would not be bad, but it does not feed and replace the Bazaar/Dredge engine like Altar.  Iona would be pretty weak in that spot.
The reason I say you are dropping 2 pieces of disruption is that if I were to run Hypnotists I would still run 3 Dread Returns and 3 Targets.  I would also run LED and probably put maybe not Lotus.  Even if I would not run Lotus I would certainly not say it hurts the deck in any significant way.  The only 2 "win more" cards are the 2 Altars of Dementia.  (Note that I run 2 Altars, but a 1-1 split between Altar and Portal is strong to dodge Platinum Angel.)

I usually board out Sharuum, but when I keep him it is nice that he pitches to both Force of Will and Unmask.

Hypnotist is good and in my opinion better than Iona, but both suffer from the same problem which is what happens if your opponent already Vamp/Imp Sealed for the Vault Key combo?  Hypnotist can empty a hand, but opponents open with turn 1 Mox, Land, Key, Imp for Vault reasonably frequently.  I can empty their hand, but they still win turn 3.  If they had a second Mox or if their Mox was Mana Crypt they win turn 2 (or lose to Mana Crypt)

Regarding Duress and Thoughtseize:  I see no benefit to adding these.  My guess is your idea was to forgo the turn 2 win and instead replace that with an extra Duress or Thoughtseize on turn 2 if you were lucky enough to have one in hand?  The other possibility is to forgo your turn 1 Bazaar drop to open with Duress and slow down the whole engine a turn to then win on turn 4.  This is worse than winning on turn 2.

Regarding the Relevance of Coliseum when winning turn 2:  Coliseum first becomes relevant when it triggers landfall and brings Bloodghasts into play.  Next it becomes relevant as it taps and retaps to bring all of your Fatestitchers into play.  Next it becomes relevant when it untaps Bazaar with a Fatestitcher.  Finally if you had Lotus or LED or if you Dread Return Sharuum without Altar to get Lotus or LED then you can actually activate the draw function for Coliseum on turn 2.  Note that this only covers the turn 2 applications.  Turn 3 Colliseum gets better.  Is Coliseum way better than say Island when comboing out turn 2?  Probably not.  But it is certainly no worse and it is nice if Bazaar is Wasted.  Consider this:
Turn 1 Bazaar is wasted.  You Dredge Grave-Troll turn 2 and drop Coliseum.  You then bring out a Fatestitcher or two untapping Colliseum.  Now you have 3 Creatures so you Dread Return Sharuum and get back Lotus/LED which you sac for  {U} {U} {U} to activate Colliseum.  Now you win turn 2 through Wasteland!  Definitely Coliseum is good!



In testing this deck seemed like it could never lose game one at all (Unless I mulled to oblivion, Wasteland turn 1, ect.), just the pure power and speed at which is given to this deck from the Fatestitchers, however that is usually how  game one for Ichorid plays regardless of its build. I want to insert what Meadbert had to say here because I fully believe given this build of Manaless Ichorid, it seems as if the correct choices were made given to maindeck.


That is what I would run today.  Here are my reasonings:

Fatestitcher is broken.  It is better than a flashback Careful Study.  Once one decides to run Fatestitcher, a Serum Powder version of Dredge makes more sense, since Fatestitcher is only broken with Bazaar out to untap.  Also, with Fatestitchers eating up free {U} mana it makes it tougher to play Careful Study or Breakthrough.

The next card to consider is Bloodghast.  One tidbit I noticed a while ago is that Narcomoeba is almost a better combo enabler than Bridge from Below for Dread Returning on turn 2.  Bloodghast is potentially better than Narcomoeba because any that start in hand or are drawn off Bazaar on turn 1 can be returned.  This makes them at least 50% better.  The "downside" to Bloodghast is that you need to hit that land drop, which you want to hit anyway to pay for Fatestitcher.  The result is that your deck is now weak if you miss your second land drop.  Running lands is important.  Here there are plenty off possibilities:
1:  Dakmoor Salvage - Might have a place in a different deck that wants to do stuff on turn 3 and play it slow.  Dredging for only 2 sucks.  Not producing  {U} sucks and coming into play sucks.  Dredgeing this guy on turn 2 to then return Ashen Ghoul on turn 3 seems like a solid use, but that is totally different deck.
2:  Mox Diamond - Dissynergy with Bloodghast
3:  Gemstone Caverns - Dissynergy with Bloodghast if on draw and dissynergy with Fatestitcher on play.
4:  Undiscovered Paradise - Broken.  Uber synergy with Bloodghast.  Synergy with Fatestitcher.  Can hardcast Therapy.
5:  Cephalid Colliseum - Broken since you can potentially use this on turn 3 if you need to dodge needle.  Synergy with Fatestitcher and Bloodghast.  Cannot hardcast Therapy.
6:  Oboro Palace in the Clouds - Good.  Has synergy with Fatestitcher and Uber Synergy with Bloodghast.
7:  Petrified Field - Gets back Bazaar if Wasted.  Hits 2 land drops for Blood ghast. Just too slow right now.

10 Lands seemed to be about the right number to run.  I dropped all disruption other than Therapy to go for the turn 2 win.
This left 8 Dread Return slots.

Here there were several directions to go in.  I considered running guys that are good independently like Yosei, the Morning Star and Sadistic Hypnotist.  Those also basically win you the game if you get them together.  That seemed good.  I also tried various drawing creatures and Zealot.  That seemed pretty good.

Eventually I decided that I liked returning Lotus and LED to go nuts with extra Fatestitchers.  That made Witness and Sharuum good.  Sharuum has the nice infinite loop advantage and then can just win with Altar or Portal.

Altar is basically better since it is so good when you get it alone.  It is not that uncommon to have only a little gas and then Dread Return Sharuum for Altar.  Then you have like 20 power worth of creatures out so you mill 20 cards and go nuts from there.  Even if you have very little in terms of creatures you can at a minimum mess up top deck Tutors.  It is tempting to be greedy and run 2 Altar and that is the more broken strategy.  I have given into the greed.  A better player might fear various permanents like Platinum Angel that could keep them from winning and run a token Portal.  By the way thanks to Harlequin for these ideas.  He suggested both in a Hermid Druid deck.

Lotus and LED are broken for getting back with Sharuum.  By the way a very tough decision is whether to crack LED on turn 1.  Basically you have a solid shot at a turn 1 win if you do, but if it does not work out you have no land drops which leaves your deck weak.  Sometimes you are better off holding LED till after hitting turn 2 land drop.

An advantage of the new mana base is that with more lands you actually have a reasonable shot of casting a 2cc spell.  The bad news is that with only 4 Rainbow lands you are limited to free or blue spells.
The board has the bounce spells for Leyline or Jailer or whatever and then  Force and Unmask to stop everything else.

Sideboarding, as well as games two and three are the meat of what I want to try to bring light here, not just for this build, but for Mana Ichorid as well. Looking at our base sideboard for the Manaless Ichorid deck we have 11 cards that seem to be used and four that in testing and as seen from tournament play are just out of place. Unmask is the obvious one that looks to be out of place and the one we will be looking at replacing first in this sideboard.

Sideboard:
4 Unmask
4 Force of Will
3 Echoing Truth
4 Chain of Vapor

The general sideboard plan for this deck is put the whole thing in and take out the Sharuum engine. When you are game two on the draw (since you most likely won game one) is a satisfactory base plan. The idea is to slow your deck down game two to make sure you have protection from your opponents hate cards while still being able to apply some pressure. I would say this is achieved fairly significantly except for the fact that I feel given you are up a game you should try to make your deck flow fast while having that protection. This is why I would propose this sideboard for the Manaless version of Ichorid:

1 Iona, Shield of Emeria
1 Angel of Despair/ Woodfall Primus
2 Dakmor Salvage
4 Force of Will
3 Echoing Truth
4 Chain of Vapor

As stated earlier I believe that Bloodghast is the most important card in the deck games 2 and 3, bringing in two Dakmor Salvage with help insure Bloodghast can come online for you. My game 2 board plans would be:

Side plan Game 2:

Side out
3x Sharuum, the Hegemon
1x Altar of Dementia
1x Possessed Portal
1x Black Lotus
1x Lion's Eye Diamond
2x Fatestitcher
2x Golgari Thug
2x Dread Return

Side in
2 Dakmor Salvage
4 Force of Will
4 Chain of Vapor
3 Echoing Truth

Playing the deck through tournaments and testing I feel you only need two thugs anyway, and especially so since there is no Ichorid to eat them, and no need to worry about the dredge count because Dakmor comes in. Also, Dakmor dredges for two and Ravenous Trap needs three to trigger; Dakmor allows an other benefit it make sure you can get consistent land drops for your Bloodghast. You generally want to slow the deck down anyway and with all the bounce and counter magic “wait” (slow dredge) for the hate to come to you then pounce when you deal with it. Game three, if we get there, will have its own board plans as well.

Side plan Game 3:

Side out
3 Echoing Truth
1 Force of Will

Side in
2x Dread Return
1 Iona, Shield of Emeria
1 Angel of Despair/ Woodfall Primus

Now this is what I believe to be crucial here, you are on the play and you need to have a bazaar in hand for any chance to get this game; you are not usually going to be able to sit there with a Force in your opener anyway. You want to have the protection but not so much where it will slow down your deck and since you will get one/two shots with your Bazaar in you should make the most what will come into your yard. Iona will allow you to just shut off most of if not all of your opponents hate cards or at worse make for a beater that will be very hard to deal with. Angel of Despair/ Woodfall Primus can help give you tempo and allow for a big body on board as well. Also, Angel of Despair/ Woodfall Primus can come in game two for the mirror match to help shut down enemy Bazaars and game three it can help stop opposing Dark Confidants if you go with Angel.
 
I am not saying this is the absolute perfect sideboard strategy, however, given the build and use of resources I believe it to be very efficient. In closing for the sideboard strategy and discussion of this build, I would consider making the 3 Echoing Truth into 3 Ichorid. I would want to test around more with this idea before I endorse it. Now I want to shift focus to the other build, Mana Ichorid. Here is a build originally suggested by myself which I won the Philly Open with.

Maindeck:
4 Bloodghast
4 Narcomoeba
4 Golgari-Grave Troll
4 Stinkweed Imp
4 Cabal Therapy
4 Bridge from Below
4 Careful Study
4 Breakthrough
4 Bazaar of Baghdad
3 Ichorid
3 Undiscovered Paradise
3 Cephalid Coliseum
3 City of Brass
3 Dread Return
2 Golgari Thug
1 Angel of Despair
1 Iona, Shield of Emeria
1 Flame-Kin Zealot
1 Black Lotus
1 Mox Sapphire
1 Dakmar Salvage
1 Life from the Loam

Sideboard:
2 Contagion
4 Chain of Vapor
4 Force of Will
4 Unmask
1 Wispmare

In testing and tournament play this build is obviously slower; however, given the metagame in my area I felt I had more control of the game with this build. Shop decks seem to be the second most played deck in the area where I play behind Tezz, given this fact I didn’t not want to play a build where I would have to mulligan to a Bazaar only to have it get wasted away. Also, I felt that not having to mulligan as aggressively to a Bazaar in games two and three would give me more options and flexibility in those games.

Looking at the maindeck I really tried to set up my maindeck to support what I wanted to happen in games two and three. I felt no matter the options for game one I could usually win, so it came down to what I wanted to be able to do in games two and three. As such I am going to discuss my board plans for games two and three; also I will discuss how the cards in the maindeck related to my decisions for those games. I want to note that the four Unmask (as with the Manaless build) proved to be irrelevant on testing and tournament play thus ignored for now. I was most prepared for shops and I will start with my Sideboarding strategy for that archetype first.

Side out
1 Ichorid
1 Angel of Despair
1 Flame-Kin Zealot
1 Breakthrough
2 Dread Return
1 Golgari Thug
1 Iona, Shield of Emeria
1 Mox Sapphire

Side in
4 Chain of Vapor
4 Force of Will
1 Wispmare

First, Dakmor Salvage and Life from the Loam become very valuable in this matchup and one of the reasons I did not run two Dakmor and cut the Loam. I found that despite sphere effects I was able to cast Life from the Loam enough to warrant its inclusion. My plan is to beat down with Ichorids, Bloodghasts, and Narcos while being able to protect against their hate cards. Most of the time their only relevant hate card is Leyline, Bloodghast really lets you play around their targeted graveyard like Crypt. Game three I want to be more aggressive trying to apply as much pressure as I can so I will reside like this:

Side out
2 Force of Will
1 Wispmare


Side in
1 Flame-Kin Zealot
1 Dread Return
1 Angel of Despair

Obviously on the play in game three I will execute this strategy often in hopes of getting one of my dredge chances gets there. Any big body game three will put the pressure back into the shop player’s court and that’s what I want to do, however, if I fear Ravenous Trap albeit slower. Against Vault/Key decks (including TPS and of the like in this general lumping) the Sideboarding becomes almost cat and mouse, and way harder if you lose game one. Confident in the speed of the deck and usually having just won game one, I will play it aggressive still on game two. A recurring theme is once again the card I most fear here is turn zero Leyline, anything else I feel I can blow through.

Side out
1 Ichorid
1 Angel of Despair
1 Breakthrough
1 Dread Return
1 Golgari Thug
1 Mox Sapphire
1 Careful Study

Side in
4 Chain of Vapor
2 Force of Will
1 Wispmare
   
Even on the draw against a deck which is generally slower in playing out its hate I still try to keep the pressure on. I feel that being able to slow dredge with Dakmor or just one solid dredge will put me in the game with Bloodghasts. I do fear Ravenous Trap here but if I can get some Bloodghasts early I feel it can be dodged, because I mean they do have to draw Ravenous Trap still. Dread Return on Iona or Flame-Kin usually will spell GG for them here. Iona also will let me shut off their hate cards or what they have in hand thanks to a well placed Cabal Therapy.  I will reside here if we go to game three as well but for me I feel it becomes more complex and on feel what I can do verse the build/archetype I am going against.

Looking at other archetypes, Fish I feel has the best odds to knock off Ichorid which is why I have the Contagions in the board. Most Fish builds have the tools to really disrupt Ichorid at any point in the game and take over, especially in games two and three. As such, I continually test against the various build and I am not confident myself I have a set board plan for them. I also feel this way with Oath; there are a lot of different ways to go and I don’t feel I have fully explored this match up to its potential yet either. Oath also as evolved much in the way Ichorid as so I will continue to test against them and post my findings.

In closing, I do not think I am the best Ichorid pilot at all, but I merely wanted to post what I have done successfully so far and begin to get more input from people about the deck, its post board games, as well as its strategies and options for them games. I feel Mana Ichorid builds can give you more leeway to dodge the hate and play around it, which is why I play it. I have also top 8ed with Manaless Ichorid and feel it has its pros and cons as well. I wanted to start this new thread to really engage and spark debate about our new options moving forward, and I believe it begins with Bloodghast.


« Last Edit: December 01, 2009, 12:08:28 pm by Womba » Logged

Oderint Dum Metuant

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« Reply #1 on: November 24, 2009, 02:46:30 pm »

In regards to Manaless Ichorid:

Why Echoing Truth? Isn't that card too slow of a hate card to be running in dredge? Wouldn't it be faster to run more specific hate cards like Wispmare, Ingot Chewer, Darkblast, or Greater Gargadon? I understand Dakmor Salvage helps with the casting cost problem, and I do understand that most of his mana base is blue sources, but 2 mana just looks too slow for dredge. (Even if you are slowing your clock game 2.)

In regards to Unmask in the board in general:

When we talked over the phone, you said that you NEVER sided Unmask in. What would you suggest for replacements for it? How would you incorporate it into your current sideboard shell? I'm very positive this will change your sideboard technique, and I'm sure it'll help people on the forum to understand this advancement in dredge (as most primers are suppose to address the things you discovered in testing.)
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« Reply #2 on: November 24, 2009, 03:53:24 pm »

The issue with Echoing Truth is the need to answer Leyline.  One plan is to run all rainbow lands and then run 3 Wispmare or Emerald Charm in that place.  That is okay, but means you do not get Colliseum.  The other option is to run Echoing Truths and Colliseums.  This allows for EOT Echoing Truth on Leyline.
Then you activate Bazaar, activate Bazaar again on upkeep and then activate Colliseum again which is 6 Dredges and enough to do whatever you need to win (although you may not cross the finish line till the following turn.)

The result is that you do your brokenness on turn 4 which is decent against a Leyline of the Void and not much slower than the Rainbow land plan which would involve removing Leyline turn 2, doing some Dredging turn 3 and then more on turn 4.
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« Reply #3 on: November 24, 2009, 04:29:27 pm »

In regards to Manaless Ichorid:

Why Echoing Truth? Isn't that card too slow of a hate card to be running in dredge? Wouldn't it be faster to run more specific hate cards like Wispmare, Ingot Chewer, Darkblast, or Greater Gargadon? I understand Dakmor Salvage helps with the casting cost problem, and I do understand that most of his mana base is blue sources, but 2 mana just looks too slow for dredge. (Even if you are slowing your clock game 2.)

In regards to this question, you simply need more bounce in the deck in this version of Ichorid. Realizing you need to mulligan to a Bazaar, having the echoing truths in the board gives you extra chances to have an answer to Leyline in your opening hand, as compared to the mana version where you don't need to mulligan as aggressive and have more draw spells. Also since you are running the coliseums for more consistency staying blue makes the most sense because the coliseums can give you more power after Bazaar. The two mana CC has not been a big issue so far from my testing and how I have seen it perform in tournament play.


In regards to Unmask in the board in general:

When we talked over the phone, you said that you NEVER sided Unmask in. What would you suggest for replacements for it? How would you incorporate it into your current sideboard shell? I'm very positive this will change your sideboard technique, and I'm sure it'll help people on the forum to understand this advancement in dredge (as most primers are suppose to address the things you discovered in testing.)
 


As for replacing Unmask for the mana version of this deck I have not really decided. I have been looking for answers to fish and oath which as prompted me to test cards such as Darkblast, Greater Gargadon, and Contagion. I am not really confident at this time in concluding any of the cards has they are going to be in my sideboard moving forward right now. Greater Gargadon as shown much promise in the sideboard and right now is a leading candidate for me. If I were to run the deck tomorrow I would but something like Contagion, Woodfall Primus, and Darkblast since that is what I am familiar with right now, but I can see down the road Greater Gargadon fitting in there.
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« Reply #4 on: November 25, 2009, 03:02:05 am »

I feel the mana'ed version of the deck (in other words, the version that uses its mana for things other than fatestitcher & popping coliseum) is definitely superior.  In my tournament report, I mentioned I only actually used serum powder once all day (only needed to & had that opportunity once), and thus, putting in the 4 breakthrough and careful study definitely seems like the way to go.  One idea that comes to mind for replacement of the unmask is Pithing Needle as a pseudo-chain of vapor/echoing truth for whatever the opponent has on the field (crypt or relic), or perhaps for tezz's combo pieces, etc.  Greater gargadon seems interesting in the sideboard as a way to stop oath and also provide an outlet for constant recylcing of bloodghasts and creation of zombies, as well as the eventually beatstick that comes down as an alternate win.         
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« Reply #5 on: November 25, 2009, 04:26:33 am »

I'm glad people are finally coming back from saying that the Sharuum build takes up too many dead slots. As for cracking led turn 1, I would always go for it if you have a Bazaar in play and a dredger. The chance that you chain into Fatestitchers is too good to pass up. Ichorid has inevitability on its side anyway so if you don't win turn 1, it will happen later regardless of LED. Its a different story if you don't have any dredgers in hand. I would still do it if i had no dredgers but did have 1 or mroe fatestitchers.
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« Reply #6 on: November 25, 2009, 03:06:44 pm »

I feel the mana'ed version of the deck (in other words, the version that uses its mana for things other than fatestitcher & popping coliseum) is definitely superior.

I don't know if I would use the word superior here, maybe something like flexible or efficient. Game two/three even with the mana version of this deck I really want a Bazaar in my opener for dredging consistency, and the manaless version usually achieves this better. The advantage with mana Ichorid games two and three is letting you keep a hand with a bigger grip and/or with your anti-hate cards. I feel each version has merit and its own advantage for the post sided games.

One idea that comes to mind for replacement of the unmask is Pithing Needle as a pseudo-chain of vapor/echoing truth for whatever the opponent has on the field (crypt or relic), or perhaps for tezz's combo pieces, etc.


I did have Needle in the sideboard at one point and I found a couple of problems with that. Generally you have to guess which piece of hate they have (Crypt or Relic) and most decks have both in the board. I also found that Crypt and Relic are two of the easier hate cards to play around thus I think we should look towards options that help us in other matches or help against the more powerful hate cards verse us.

Also on a side note regarding the manaless version of this deck I have been trying to fit Ichorids in the main somewhere. I have been cutting a combination of Fatestitchers and Golgari Thugs, more on this when I finish testing it. 
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« Reply #7 on: November 26, 2009, 02:52:37 am »

Also on a side note regarding the manaless version of this deck I have been trying to fit Ichorids in the main somewhere. I have been cutting a combination of Fatestitchers and Golgari Thugs, more on this when I finish testing it.  

I can certainly understand your viewpoint on needle - it's one of those cards that theoretically sounds good, but realistically is not.  However, what would fitting ichorids in the main actually accomplish?  It's pretty useless game 1, however, it would be useful game 2 for speeding up the clock.
« Last Edit: November 26, 2009, 10:52:15 am by Ravager Sam » Logged
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« Reply #8 on: November 26, 2009, 02:31:23 pm »

Also on a side note regarding the manaless version of this deck I have been trying to fit Ichorids in the main somewhere. I have been cutting a combination of Fatestitchers and Golgari Thugs, more on this when I finish testing it. 

I can certainly understand your viewpoint on needle - it's one of those cards that theoretically sounds good, but realistically is not.  However, what would fitting ichorids in the main actually accomplish?  It's pretty useless game 1, however, it would be useful game 2 for speeding up the clock.


Well I believe you just answered your own question. I am testing its worth for games two and three.
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« Reply #9 on: November 27, 2009, 06:16:58 pm »

Also on a side note regarding the manaless version of this deck I have been trying to fit Ichorids in the main somewhere. I have been cutting a combination of Fatestitchers and Golgari Thugs, more on this when I finish testing it.  

I can certainly understand your viewpoint on needle - it's one of those cards that theoretically sounds good, but realistically is not.  However, what would fitting ichorids in the main actually accomplish?  It's pretty useless game 1, however, it would be useful game 2 for speeding up the clock.

The question is why you should cut Ichorid at all, Ichorid is independant from landdrops and allows you to beatdown where Bloodghast would just suck because it doesn't really haste most of the time and doesn't self destruct to give you a load of tokens.
Since you play with Powder, it can't be guaranteed that you have a land to keep the Ghasts recurring (except for Dakmor Salvage once or twice, but since they only dredge 2 whimsy cards, they actually slow you down a bit).
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« Reply #10 on: November 28, 2009, 10:13:45 pm »

The question is why you should cut Ichorid at all, Ichorid is independant from landdrops and allows you to beatdown where Bloodghast would just suck because it doesn't really haste most of the time and doesn't self destruct to give you a load of tokens.
Since you play with Powder, it can't be guaranteed that you have a land to keep the Ghasts recurring (except for Dakmor Salvage once or twice, but since they only dredge 2 whimsy cards, they actually slow you down a bit).

Then the question becomes: What do you remove to replace with ichorid?  I guess you could remove 2 fatestitchers, but then what else?  And, in doing that, you create 2 less cards that are boarded out.
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« Reply #11 on: November 28, 2009, 11:08:36 pm »

Here goes my new list I am testing the manaless version with the Ichorids in the main deck. I have also provided the side plans for games two and three below, as for my feelings on the inclusion of Ichorid I am a little split. It feels like it works, however, I feel there are times where it maybe lacking in the graveyard in game two. Game three I feel this gives you a superior feel than without running Ichorid. Game one the Ichorids seem really out of place which makes me think I should maybe have them in the sideboard, but I am not sure what I want to cut yet. I am also considering the possibility of having two Ichorids in the main and maybe having one in the board which might make the flow feel better. More testing shall continue, let me know what everyone thinks.   



Main deck:
4x Bloodghast
3x Ichorid
4x Narcomoeba
3x Golgari Thug
4x Golgari-Grave Troll
4x Stinkweed Imp
4x Cabal Therapy
4x Bridge from Below
4x Serum Powder
3x Fatestitcher
3x Dread Return
3x Sharuum, the Hegemon
1x Altar of Dementia
1x Possessed Portal
4x Bazaar of Baghdad
4x Undiscovered Paradise
4x Cephalid Coliseum
1x Black Lotus
1x Lion's Eye Diamond
1x Oboro, Palace in the Clouds
0x Seat of the Synod

Sideboard:
4 Unmask
4 Force of Will
3 Echoing Truth
4 Chain of Vapor


Side plan Game 2:


Side out
3x Sharuum, the Hegemon
1x Altar of Dementia
1x Possessed Portal
1x Black Lotus
1x Lion's Eye Diamond
2x Fatestitcher
1x Golgari Thug
2x Dread Return
1x Ichorid

Side in
2x Dakmor Salvage
4x Force of Will
4x Chain of Vapor
3x Echoing Truth


Side plan Game 3:


Side out
3x Echoing Truth
2x Force of Will

Side in
2x Dread Return
1x Iona, Shield of Emeria
1x Angel of Despair/ Woodfall Primus
1x Ichorid


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« Reply #12 on: November 29, 2009, 08:15:30 am »

I had allmost exactly the same liste built just before your tournament results except that i cutt Possessed portal instead of Seat o Synod, which has been golden to me during the testing process. Also, I really want to include a Lotus Petal in the maindeck, and i cutt 1 thug for 1 darkblast maindeck, to free 1 slot sideboard for the jailer solution.
« Last Edit: November 29, 2009, 08:24:21 am by Neonico » Logged
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« Reply #13 on: November 29, 2009, 10:33:58 am »

@ Womba - if your opponent has leyline, how does that change your board plan for game 3?
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« Reply #14 on: November 29, 2009, 03:17:54 pm »

@ Womba - if your opponent has leyline, how does that change your board plan for game 3?

If I feel my opponent is more permanent based hate cards (Leyline, Crypt, Jailer) as opposed to Trap then I would bring out all of the FoWs for game 3. The thought here is that I can just power through those hate cards as opposed to Trap, however, if I have seen (or feel they run) three or more Traps I would side out the truths and have the mix with FoW and Truth. I will say this though, if I am on the draw for game three I will not side in the dread return package at all and have all of my blue cards in (essentially the side plan for game 2). 

Side plan Game 3 on the play:

Side out
4x Force of Will

Side in
1x Dread Return
1x Iona, Shield of Emeria
1x Angel of Despair/ Woodfall Primus
1x Ichorid    
« Last Edit: November 29, 2009, 03:21:18 pm by Womba » Logged

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« Reply #15 on: November 30, 2009, 10:07:14 am »

How is Ichorid better than a Land?

As I see it, in game 1, Ichorids that you see after Bazaaring on turn 1 are the only useful ones because they are the only ones that will be in the yard at the beginning of turn 2's upkeep.  If I hit my turn 2 landdrop I already win almost every game turn 2 anyway so Ichorid does not help.  If I miss my turn 2 land drop then Ichorid suddenly becomes good, but not as good as a land would have been.

Also I am unconvinced that Ichorid is better post board.  It seems to me that post board you want to bounce a threat and then implement your game plan quickly.  Ichorid is a full turn slower than Bloodghast and Narcomoeba which means you must first bounce and then Therapy away the threat.

Also, post board black creatures to RFG to Ichorid are harding to come by and more valuable as you may be Needled.  I can see how Ichorid is better than a Fatestitcher post board since Bazaar may have been Wasted or Needled, but I do not see how it is better than another land or a Golgari Thug.
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« Reply #16 on: November 30, 2009, 08:07:28 pm »

I completely agree with your statements regarding Ichorid game one. However, I am convinced Ichorid adds more to the deck in games two and three. It maybe a metagame/regional difference but there are a lot of Traps running around out here so the Ichorids help add to the clock by triggering bridges and help have a charged graveyard if you had a crypt, trap, or relic played against you. Also you are not going to consistently dredge into the ample amount of threats to put the clock on post board and the Ichorids will help that. Sure you usually want to bounce the threat and go to work as fast as possible, but it doesn't always work like that. In all of my testing and games I have never had a problem with finding dredgers with Ichorid, even with a needle online and I believe the Ichorids add to the deck post board.    
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« Reply #17 on: December 01, 2009, 12:56:14 am »

This is in reference to the "manaless" version.

I still have trouble understanding the Sharuum engine.  With possessed portal and altar of dementia it eats up 5-7 slots (assuming you'd drop LED as well).  How is this better than running Iona or Hypnotist with more disruption - i.e Chalice/Leyline/Unmask?  Infinite zombies are cool and all, but rarely necessary and far less interesting without Flamekin Zealot.  By increasing the land count you can probably put in duress/thoughtseize (especially if you really believe that bloodghast replaces Ichy).  Plus, if you're typically going off turn 2 how often is cephalid coliseum relavent, especially since you're not running breakthrough/careful study? 
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« Reply #18 on: December 01, 2009, 09:52:31 am »

I completely agree with your statements regarding Ichorid game one. However, I am convinced Ichorid adds more to the deck in games two and three. It maybe a metagame/regional difference but there are a lot of Traps running around out here so the Ichorids help add to the clock by triggering bridges and help have a charged graveyard if you had a crypt, trap, or relic played against you. Also you are not going to consistently dredge into the ample amount of threats to put the clock on post board and the Ichorids will help that. Sure you usually want to bounce the threat and go to work as fast as possible, but it doesn't always work like that. In all of my testing and games I have never had a problem with finding dredgers with Ichorid, even with a needle online and I believe the Ichorids add to the deck post board.    
I see. So basically Ichorid allows you to operate with a smaller graveyard and thus dodge Tormod's Crypt, Relic of Progenitus and Ravenous Trap without actually bothing to bounce them!  I will have to test that a bit.
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« Reply #19 on: December 01, 2009, 10:37:11 am »

This is in reference to the "manaless" version.

I still have trouble understanding the Sharuum engine.  With possessed portal and altar of dementia it eats up 5-7 slots (assuming you'd drop LED as well).  How is this better than running Iona or Hypnotist with more disruption - i.e Chalice/Leyline/Unmask?  Infinite zombies are cool and all, but rarely necessary and far less interesting without Flamekin Zealot.  By increasing the land count you can probably put in duress/thoughtseize (especially if you really believe that bloodghast replaces Ichy).  Plus, if you're typically going off turn 2 how often is cephalid coliseum relavent, especially since you're not running breakthrough/careful study? 
Regarding Sharuum Engine vs More Disruption:
This is an excellent question!  I was long a fan of more disruption, but not always.  When I choose a Dread Return package I do not choose that which fits my play style.  Instead I choose that which gives me the best chance to win.  Before Bridge from Below and Narcomoeba were printed I ran Dragon Breath and Sutured Ghoul because I wanted the win now effect against Combo and Gifts.  I am and always have been a fan of "win now" in type 1 because decks are so powerful.  Once Bridge was printed I saw that Bridge was a fast clock on its own and I figured that clogging up the deck with a large Dread Return package was win more since it allowed a turn 3 win when Bridges would win by turn 4 anyway and sometimes turn 3.  Going for the occasional turn 2 win with Zealot was not worth sacrificing the disruption.  What I most wanted out of my Dread Return package was more disruption thus I ran Sundering Titan and Ancestor's Chosen.  Now that Bloodghast has drastically sped up Dredge I think this has changed.  Being able to win ~75% of the time on turn 2 versus waiting till turn 3 is enough reason to drop 2 pieces of disruption to add the Altar of Dementias.  Also, Altar is good in some surprising scenarios.  It is common to get hit with Wasteland on turn 1.  Then you might bring out 3 creatures on turn 2 anyway thanks to Fatestitchers, Bloodghasts and Narcomoebas.  Dread Return Sharuum to get Altar you can now mill about 15 cards off the top of your library.  Hit another Dread return and Sharuum and you just win.  I get a lot of turn 2 and turn 3 wins after having Bazaar wasted on turn 1 because of Altar that I never would have had without that engine.  Hypnotist could still disrupt like crazy in that spot so it would not be bad, but it does not feed and replace the Bazaar/Dredge engine like Altar.  Iona would be pretty weak in that spot.
The reason I say you are dropping 2 pieces of disruption is that if I were to run Hypnotists I would still run 3 Dread Returns and 3 Targets.  I would also run LED and probably put maybe not Lotus.  Even if I would not run Lotus I would certainly not say it hurts the deck in any significant way.  The only 2 "win more" cards are the 2 Altars of Dementia.  (Note that I run 2 Altars, but a 1-1 split between Altar and Portal is strong to dodge Platinum Angel.)

I usually board out Sharuum, but when I keep him it is nice that he pitches to both Force of Will and Unmask.

Hypnotist is good and in my opinion better than Iona, but both suffer from the same problem which is what happens if your opponent already Vamp/Imp Sealed for the Vault Key combo?  Hypnotist can empty a hand, but opponents open with turn 1 Mox, Land, Key, Imp for Vault reasonably frequently.  I can empty their hand, but they still win turn 3.  If they had a second Mox or if their Mox was Mana Crypt they win turn 2 (or lose to Mana Crypt)

Regarding Duress and Thoughtseize:  I see no benefit to adding these.  My guess is your idea was to forgo the turn 2 win and instead replace that with an extra Duress or Thoughtseize on turn 2 if you were lucky enough to have one in hand?  The other possibility is to forgo your turn 1 Bazaar drop to open with Duress and slow down the whole engine a turn to then win on turn 4.  This is worse than winning on turn 2.

Regarding the Relevance of Coliseum when winning turn 2:  Coliseum first becomes relevant when it triggers landfall and brings Bloodghasts into play.  Next it becomes relevant as it taps and retaps to bring all of your Fatestitchers into play.  Next it becomes relevant when it untaps Bazaar with a Fatestitcher.  Finally if you had Lotus or LED or if you Dread Return Sharuum without Altar to get Lotus or LED then you can actually activate the draw function for Coliseum on turn 2.  Note that this only covers the turn 2 applications.  Turn 3 Colliseum gets better.  Is Coliseum way better than say Island when comboing out turn 2?  Probably not.  But it is certainly no worse and it is nice if Bazaar is Wasted.  Consider this:
Turn 1 Bazaar is wasted.  You Dredge Grave-Troll turn 2 and drop Coliseum.  You then bring out a Fatestitcher or two untapping Colliseum.  Now you have 3 Creatures so you Dread Return Sharuum and get back Lotus/LED which you sac for  {U} {U} {U} to activate Colliseum.  Now you win turn 2 through Wasteland!  Definitely Coliseum is good!
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« Reply #20 on: December 01, 2009, 11:12:00 am »

Wow great analysis Meadbert on the resiliency and strength of the Sharuum engine and Cephalid Coliseum's applicability/inclusion in this build.  You really demonstrate to those not familiar with the deck how powerful it can be even when faced with a turn 1 wasteland.  Plus the use of Altar both as a winning condition and a graveyard empowerment tactic.

I think it all boils down to the package being so strong in game one, that it's winning percentages and speed are almost overwhelming - it is so enticing to be up one game and have your opponent trying to guess your plan.  This put the onus onto the other player to decide how to sideboard against this version of Ichorid. I have liked the alternatives playing around with the sideboarding by adding in Dakmor Salvage, Force of Wills & bounce.  These obviously make the deck slower but give it a lot more potential fighting hate in the long game.  Game 3 brings in another package entirely allowing you to Dread Return Iona and simply lock someone out.  You don't have to run these sideboard configurations, but I think Ichorid is crying out for a semi-transformational sideboard.
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« Reply #21 on: December 01, 2009, 12:04:05 pm »

I completely agree with your statements regarding Ichorid game one. However, I am convinced Ichorid adds more to the deck in games two and three. It maybe a metagame/regional difference but there are a lot of Traps running around out here so the Ichorids help add to the clock by triggering bridges and help have a charged graveyard if you had a crypt, trap, or relic played against you. Also you are not going to consistently dredge into the ample amount of threats to put the clock on post board and the Ichorids will help that. Sure you usually want to bounce the threat and go to work as fast as possible, but it doesn't always work like that. In all of my testing and games I have never had a problem with finding dredgers with Ichorid, even with a needle online and I believe the Ichorids add to the deck post board.    
I see. So basically Ichorid allows you to operate with a smaller graveyard and thus dodge Tormod's Crypt, Relic of Progenitus and Ravenous Trap without actually bothing to bounce them!  I will have to test that a bit.

That is the general idea, it minimizes the risk and exposure to the hate cards. I usually like to be able to give myself as many options as possible and if you don't have the bounce for their hate this is just another way to play through it.

I am and always have been a fan of "win now" in type 1 because decks are so powerful.

I think this statement pretty much sums up the Sharuum engine and why this version of the deck is good. I have been getting a lot of messages and response that the mana version of this deck is better, that is simply not the case. It comes down to play style and metagame choices in my opinion with both versions having pros and cons. Also I am going to put this great analysis of the engine into the primer for reference; I could not have broken it down any better myself.
« Last Edit: December 01, 2009, 12:09:40 pm by Womba » Logged

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« Reply #22 on: December 01, 2009, 12:35:45 pm »

I completely agree with your statements regarding Ichorid game one. However, I am convinced Ichorid adds more to the deck in games two and three. It maybe a metagame/regional difference but there are a lot of Traps running around out here so the Ichorids help add to the clock by triggering bridges and help have a charged graveyard if you had a crypt, trap, or relic played against you. Also you are not going to consistently dredge into the ample amount of threats to put the clock on post board and the Ichorids will help that. Sure you usually want to bounce the threat and go to work as fast as possible, but it doesn't always work like that. In all of my testing and games I have never had a problem with finding dredgers with Ichorid, even with a needle online and I believe the Ichorids add to the deck post board.   

If both of you guys feel like the Ichorids game 1 are moot, why don't you play the Savages main over them? Swap the cards around. This way, if you don't hit a second land while Powdering away, you have a chance to dredge into your Savages instead of relying on a subpar card to get you there. And having the Ichorids in the board will still give you the resiliency that you are looking for in games 2 and 3.

It would look something like this:

2 Ichorid
1 Iona
1 Angel of Despair
4 Force of Will
4 Chain of Vapor
3 Echoing Truth


I would keep the 3rd Ichorid in the main anyway to add redundancy to the main deck (essentially, returning him when you need to.)
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« Reply #23 on: December 01, 2009, 03:56:53 pm »

The trouble with dropping Unmask is that it is so outrageously good post board because for the critical third game you are on the play.
They basically need two pieces of hate or Wasteland because even with Tormod's Crypt and Force you are still probably going to race them forcing them to activate Crypt on turn 2 and then bring out an army by turn 4.
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« Reply #24 on: December 01, 2009, 04:18:39 pm »

I have a couple of issues with Unmask. My first one being where does it fit within the board plans for game three. Since you are on the play hitting a narco or ghast early with a therapy has the same function Unmask brings. Also, this does not happen often but there are times where I found myself after a mulligan with the option to either Unmask away my only fuel or simply not play it to be able to have gas. From my understanding you are swapping out FoW for Unmask game three, which is not a bad idea at all but the odds are the black card you are ditching to Unmask will help you more than the blue card you are ditching to FoW. Looking at game three, the game tends to go a couple of extra turns longer and you maybe actually ripping cards from the deck instead of dredging because of the hate; FoW is more relevant later in a game than an Unmask. Which is the problem with Unmask it HAS to be in the opener most of the time to be effective or off the top two you draw with Bazaar, while having to worry about having a Bazaar in your opener. Until I think I have found a more suitable and efficient sideboard card for that slot however, I think Unmask is fine for the manaless version of this deck.
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« Reply #25 on: December 01, 2009, 04:49:59 pm »

I run Force of Will and Unmask in game 3.
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« Reply #26 on: December 01, 2009, 04:55:51 pm »

I run Force of Will and Unmask in game 3.

Is it fair to say that the unimpeded "goldfish" speed of this deck decreases every game as a match progresses?

In the few matches I've played with Ichorid, this has been the case.  In game one, I went for combo and raced all-out.  If I lost it was because my deck didn't perform as it was built to.  In game two, I sideboarded a minimum amount of protection (usually Chain of Vapor, maybe something else if I was playing a hunch) figuring that I could race if I got lucky and would at least find out what hate my opponent was packing against me.  In game three, I was fully prepared for whatever I saw in game two and planned on grinding out a win if necessary.
« Last Edit: December 01, 2009, 05:00:13 pm by Lochinvar81 » Logged

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« Reply #27 on: December 01, 2009, 05:16:30 pm »

I generally board in both Unmask and Force of Will for both games post board.  The beauty of each is that they fight your two biggest problems.  Problem #1 is hate which unless it is Leyline of the Void can be fought with these.  Problem #2 is if they just go for a fast combo themselves and in that case Force and Unmask as still golden so either way I love them.
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« Reply #28 on: December 01, 2009, 05:42:55 pm »

Is it fair to say that the unimpeded "goldfish" speed of this deck decreases every game as a match progresses?

My belief is you need to take advantage of being on the play in game three and be aggressive.

Problem #1 is hate which unless it is Leyline of the Void can be fought with these.
 

That is my biggest problem with Unmask, it can't hit the single most powerful card against you. There are ways it can obviously, but I feel there are better sideboard options out there than running Unmask, ones that can compliment the flow of the deck.
« Last Edit: December 01, 2009, 05:54:25 pm by Womba » Logged

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« Reply #29 on: December 01, 2009, 05:50:26 pm »

Right now I am boarding out 9 Dread Return cards (2 Dread Return, 3 Sharuum, 2 Altar, LED, Lotus) + 2x each of (Fatestitcher, Thug, Imp)
I bring in the whole board.
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