Golgari Swarm: Difference between revisions

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Scavenge: the cost of scavenge isn't just based off the power of the creature.
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[[Dredge]] is one of the most powerful key word mechanics in M:tG. A small entry here is not able to do justice to the influence it had, and continues to have, on the metagame and ban lists of multiple formats.
[[Dredge]] is one of the most powerful key word mechanics in M:tG. A small entry here is not able to do justice to the influence it had, and continues to have, on the metagame and ban lists of multiple formats.


Simply put, a card with Dredge X allows you to return it to your hand from the graveyard as an alternative to drawing card when ever you are able to draw a card, in exchange you take X cards from the top of your library and put them in the graveyard. This is broken because in a deck built around abusing Dredge you have lots of cards that can be pulled from the graveyard to your hand, so in effect Dredge is "Put this card in your hand and then make so many cards available for you to then put into your hand later", this breaks the game because it basically ignores a bunch of rules that other decks have to follow. It also has a few other bull-shit strengths, such as being immune to most disruption effects; opponent makes you discard a card, bring it back and then add a bunch of cards into that pool of potential dredge cards in your graveyard. Not to mention that when built right the graveyard is basically an extension of the player's hand which leads to circumventing the hand limit without having to bother with an artifact, enchantment or creature that can get removed and force you to dump the hand. Coupled with Black's frequent return from the graveyard creatures and cards, triggers based on cards going into or out of the graveyard, sacrifice triggers etc, it can be very, very frustrating playing a Dredge deck that flatout plays an entirely different game of magic.  
Simply put, a card with Dredge X allows you to return it to your hand from the graveyard as an alternative to drawing card when ever you are able to draw a card, in exchange you take X cards from the top of your library and put them in the graveyard. This is broken because in a deck built around abusing Dredge you have lots of cards that can be pulled from the graveyard to your hand, so in effect Dredge is "Put this card in your hand and then make so many cards available for you to then put into your hand later", this breaks the game because it basically ignores a bunch of rules that other decks have to follow. It also has a few other bull-shit strengths, such as being immune to most disruption effects; opponent makes you discard a card, bring it back and then add a bunch of cards into that pool of potential dredge cards in your graveyard. Not to mention that when built right the graveyard is basically an extension of the player's hand which leads to circumventing the hand limit without having to bother with an artifact, enchantment or creature that can get removed and force you to dump the hand. Coupled with Black's frequent return from the graveyard creatures and cards, triggers based on cards going into or out of the graveyard, sacrifice triggers etc, it can be very, very frustrating playing a Dredge deck that flatout plays an entirely different game of Magic.  


Countering Dredge isn't hard so much as having super-specific cards on hand that can stop its bullshit, nail its feet and ballsack to the ground abuse it like one of those inflatable dolls that stand up while being smacked around. But these cards do fuck all against everything else except a few related archetypes like Reanimator and decks that rely on recursion meaning that you will almost never have the right cards main-decked for game 1 unless Dredge decks are on the upswing in popularity in the meta. Game 2 is about how well the Dredge player can recover from being castrated by cards like Leyline of the Void, or their ability to sufficiently gain the upper hand before castration and be able to win the game (or better yet, for them, beat you before you castrate them).
Countering Dredge isn't hard so much as having super-specific cards on hand that can stop its bullshit, nail its feet and ballsack to the ground abuse it like one of those inflatable dolls that stand up while being smacked around. But these cards do fuck all against everything else except a few related archetypes like Reanimator and decks that rely on recursion meaning that you will almost never have the right cards main-decked for game 1 unless Dredge decks are on the upswing in popularity in the meta. Game 2 is about how well the Dredge player can recover from being castrated by cards like Leyline of the Void, or their ability to sufficiently gain the upper hand before castration and be able to win the game (or better yet, for them, beat you before you castrate them).

Revision as of 20:14, 20 August 2015

There are two Guilds on Ravnica that comprise the lower classes of society: Gruul, who are basically the multiverse's largest Anarchist Bike Gang, and the Golgari Swarm, which are what would happen if you kicked all of the Underdark races in DnD out onto the street, then forced them to work either as fast food servers or garbage men. That's right: there's Soy-lent Green in Ravnica, and it's more than just people.

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History

Structure

Guild Members

Guild Master

Guild Champions

Others

Mechanics

Dredge

Dredge is one of the most powerful key word mechanics in M:tG. A small entry here is not able to do justice to the influence it had, and continues to have, on the metagame and ban lists of multiple formats.

Simply put, a card with Dredge X allows you to return it to your hand from the graveyard as an alternative to drawing card when ever you are able to draw a card, in exchange you take X cards from the top of your library and put them in the graveyard. This is broken because in a deck built around abusing Dredge you have lots of cards that can be pulled from the graveyard to your hand, so in effect Dredge is "Put this card in your hand and then make so many cards available for you to then put into your hand later", this breaks the game because it basically ignores a bunch of rules that other decks have to follow. It also has a few other bull-shit strengths, such as being immune to most disruption effects; opponent makes you discard a card, bring it back and then add a bunch of cards into that pool of potential dredge cards in your graveyard. Not to mention that when built right the graveyard is basically an extension of the player's hand which leads to circumventing the hand limit without having to bother with an artifact, enchantment or creature that can get removed and force you to dump the hand. Coupled with Black's frequent return from the graveyard creatures and cards, triggers based on cards going into or out of the graveyard, sacrifice triggers etc, it can be very, very frustrating playing a Dredge deck that flatout plays an entirely different game of Magic.

Countering Dredge isn't hard so much as having super-specific cards on hand that can stop its bullshit, nail its feet and ballsack to the ground abuse it like one of those inflatable dolls that stand up while being smacked around. But these cards do fuck all against everything else except a few related archetypes like Reanimator and decks that rely on recursion meaning that you will almost never have the right cards main-decked for game 1 unless Dredge decks are on the upswing in popularity in the meta. Game 2 is about how well the Dredge player can recover from being castrated by cards like Leyline of the Void, or their ability to sufficiently gain the upper hand before castration and be able to win the game (or better yet, for them, beat you before you castrate them).

Scavenge

Scavenging a creature in the graveyard means exiling it and putting +1/+1 equal to its power on one of your field creatures, for a cost (which is independent of the casting cost, unless it's scavenge is being granted by Varolz, the Scar-Striped). Coupled with a quick and huge ramp (a given with green), a large amount of scavengable creatures, sacking and triggers-on-sacking (a given with black) this can result in a huge stampede of creatures with ridiculous power/toughness. Keyword-givers round out the field populator.

Scavenge may seem as cheesy as dredge, but defenses exist in the form of counters (preventing keywords being given) deathtouch creatures (ubiquitous) and penalizing and boardwipe spells, effectively rendering the enemy's wall of meat and muscle a moot point.

Guilds of Ravnica

Azorius Senate

Orzhov Syndicate

House Dimir

Izzet League

Cult of Rakdos

Golgari Swarm

Gruul Clans

Boros Legion

Selesnya Conclave

Simic Combine
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