Sideboard

Artifact (8)

Land (4)

Instant (3)


The idea is to play as manaless dredge with the option of being able to produce mana in Games 2 and 3 if it's needed. This has been the Achilles's heel of the deck since forever (not being able to answer Graveyard Hate). Although there is Force of Vigor, I want to test another solution: Ratchet Bomb (it can get rid of more stuff).

To do so, we're using the spell lands and chrome moxes.

I'm also testing Dakmor Salvage since it is possible to grab it from the graveyard once you start dredging.

I'm not playing the spell land that comes untapped because it offers less options for maneuvering.

The spelllands of choice are Blackbloom Rogue   and Malakir Rebirth  .

Malakir Rebirth has synergy with Cabal Therapy, Prized Amalgam and Dread Return. It is easy to cast for costing 1 mana.

Blackbloom Rogue is there because it is the only black creature spellland. It is hard to cast in a deck that doesn't want to play lands, but it has synergy with Nether Shadow and Ichorid. And for this exact reason we run 4 of it maindeck instead of the Malakir Rebirths (although I am considering a split of 3-2).

I am also maybeboarding Ashen Rider since it gets rid of stuff like Ensnaring Bridge.

I did not find room for Chancellor of the Annex - and in my opinion, it always felt a bit awkward to run it in Manaless Dredge since the deck is a slower strategy. Due to it resorting to going second to discard to hand size, the Chancellors are unlikely to stop Tormod's Crypt, Grafdigger's Cage and Relic of Progenitus granted the opponent will have 2 turns (and probably 2 land drops) before you start to actually do stuff.

This strategy was inspired by Oops, All Spells! along with the traditional Manaless Dredge.

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I have ran 5 tests in MTGO today.

I did not get to test it in Games 2 and 3 since the opponents conceded after Game 1 (which resulted in a victory in all 4 runs). This is pretty standard behaviour for Manaless Dredge: it is a difficult deck for the opponents to interact with since it resorts mostly to triggers and activated abilities and this makes many things uncounterable and so the Game 1 advantage overwhelmingly favors it in most matchups.

The post-sideboard games are the ones that actually interested me. And I was able to see it play only once: against UR Aggro (currently the best deck in the format).

The first Game was a bit awkward (to me) since I forgot I had to go second in Game 1 and I actually gave a free Time Walk to the opponent. This turned out to prove the strength of the deck in Game 1 since it actually managed to win despite the free Time Walk. Also it was funny to not be able to pay for a Daze at some point.

In the second game, the opponent had Surgical Extraction to fight back. And also Daze, and also Force of Will. The opponent did a smart play of using Lightning Bolt on their own Dragon's Rage Channeler to exile 2 Bridge from Below - not everybody knows they can do that. It was a good game. The deck was able to interact much more than I think they anticipated. Dakmor Salvage allowed me to render Daze useless and Chrome Mox allowed me to cast Golgari Thug and Ratchet Bomb. Eventually they ran out of gas and conceded. This was an interesting game that gave me hope in the strategy.

I opted to get rid of the manaless plan in Game 2 (Balustrade Spy + Thassa's Oracle) and this made the deck less of a Glass Cannon. I was able to actually exist in the post-board game.

Comments

Casual

100% Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Legacy legal.

Rarity (main - side)

0 - 4 Mythic Rares

25 - 4 Rares

21 - 7 Uncommons

14 - 0 Commons

Cards 60
Avg. CMC 3.48
Tokens Zombie 2/2 B
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