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Ruckusmh
01-31-2015, 03:42 AM
Just something I've been messing around with the last day or two, it's not perfect and graveyard hate can be a problem, especially Rest in Peace. Working on getting better at playing around it, but I still think it's worth sharing.

Lands: 20
2 Blood Crypt
4 Bloodstained Mire
1 Breeding Pool
1 Island
1 Overgrown Tomb
4 Polluted Delta
1 Stomping Ground
1 Swamp
3 Watery Grave
1 Wooded Foothills

Creatures: 28
4 Hedron Crab
4 Gravecrawler
4 Fatestitcher
4 Narcomoeba
4 Golgari Grave-Troll
4 Vengevine
4 Stinkweed Imp

Spells: 12
4 Faithless Looting
3 Tormenting Voice
2 Bridge from Below
2 Life from the Loam
1 Raven's Crime

Sideboard: 15
4 Krosan Grip
3 Ancient Grudge
1 Bridge from Below
1 Raven's Crime
2 Gnaw to the Bone
4 Darkblast

Basically, your main game one plan is to dredge through your deck. Generally, by turn 4 and sometimes turn 3 you can hit enough creatures to unearth a Fatestitcher, use it to untap a swamp, then cast double Gravecrawler bringing back all your Vengevines. Narcomoeba is there to help deal a few points and apply pressure or chump as needed.

You can't actively trigger Bridge from Below, but it is great against removal and great in combat in general.

Against slower decks you can frequently Raven's Crime them out of the game, especially post side. The draw/mill engine is solid, the mana is okay but not great. It should probably be amended to include an Urborg for maximum fun with Raven's Crime.

Krosan Grip isn't a great solution and might be better off as Engineered Explosives or something similar.

Not a ton of testing so far, but you will probably have a lot of success against anything that can't kill you quickly or depends on interacting in a meaningful way since there isn't much to counter and discard is laughably bad against dredge.

Just curious if anyone had tried anything similar and if so what you found.

BBG|Scott-Spain
01-31-2015, 01:58 PM
That seems interesting. You actually got me thinking about a couple things... I'll be back with a list.

Phoenix Ignition
01-31-2015, 02:58 PM
Abrupt Decay needs to be in the 75, I'd say maindeck.

Have you considered Bloodsoaked Champion? He's some pretty awesome recursion, especially if you want to try to put a sac outlet in the deck (which I think would be a good idea but will have to look into options).

Ruckusmh
01-31-2015, 03:27 PM
Just a few observations after playing it some more.

Narcomoeba is probably the first card to get cut in every matchup, but its flexibility makes it valuable. It's a better main deck card than anything in the side, but because it doesn't really enable anything it has to be the first cut.

Maybe Bridge from Below should be a sideboard only card.

I don't think Bloodsoaked Champion is what this needs, although a separate deck with crawler champ bloodghast and narco could be interesting.

I need to fully reevaluate the manabase. It is dreadful.

I can't find any great sac outlets. Cabal Therapy would be excellent.

Loam crime Is a nice idea but really should maybe go in the sideboard too. Occasionally excellent, frequently unusable.

Any thoughts or a list, even a rough one would be welcome!

Mr. Safety
01-31-2015, 09:09 PM
Barrage of Expendibles...Useful or complete garbage?

I can't help but think that Bloodghast is still a decent card for modern dredge. Bloodghast and Gravecrawler provide some recurring advantage with Barrage, and Bridge nets you a token each time. I understand that costing a red to cast and a red every time you use it could be problematic. It all screams of slow, casual combo.

Is Lightning Axe no longer an option for a discard outlet?

BBG|Scott-Spain
02-01-2015, 01:03 PM
So I've attempted to translate the usual Legacy build to Modern. Here's what I came up with:


4 Drowned Rusalka
4 Gravecrawler
4 Narcomoeba
4 Bloodghast
4 Vengevine
4 Stinkweed Imp
4 Golgari Grave-Troll
4 Golgari Thug

4 Bridge From Below
4 Faithless Looting
2 Life from the Loam
2 Gnaw to the Bone

4 Gemstone Mine
4 Exotic Orchard
3 Mana Confluence
3 City of Brass
2 Tendo Ice Bridge


Manabase should probably be cleaned up and increased possibly. I've considered adding things like Unburial Rites to push this over the top. I haven't thought about a sideboard yet, but it's probably the usual suspects:


Darkblast
Ingot Chewer
Nature's Claim
Ancient Grudge
Ray of Revelation
Wispmare

Ruckusmh
02-01-2015, 01:50 PM
Drowned Rusalka is an incredibly interesting idea. A dredge outlet and a bridge game-changer all in one!

I will give your list as is a shot, but my first thought is you probably don't want loam main deck unless thug is out. I would move it to the SB with an urborg and a raven's crime package.

This one truly looks like it can ABUSE bridge.

Ruckusmh
02-01-2015, 02:24 PM
Sorry for the double post, but I have a few more thoughts now that I've had a minute to digest it.

Sadly, I probably won't be able to test it much today due to the super bowl and a number of exams next week.

I really really really wouldn't cut Hedron Crab. It gains even more utility in this build because it opens up the god-draw of:

Turn 1: Crab, turn 2 fetch, Russalka, sac a Narco that came into play from the 6 cards milled, get a zombie token, dredge even more, next turn win.

Secondly, I really like a fetch-heavy manabase with Bloodghast as well as Crab. That being said, it is entirely possible that a fetch heavy manabase should still play Gemstone Mine.

I'm going to try cutting main deck Gnaw, Loam, and a couple of thugs for at least one Fatestitcher, some Crabs, and more lands.

I will let you know how it works, but it looks absurdly explosive.

apple713
02-01-2015, 02:58 PM
maybe I'm missing something but grave crawler looks like it sucks. its the only zombie cards in the deck...

Ruckusmh
02-01-2015, 03:22 PM
maybe I'm missing something but grave crawler looks like it sucks. its the only zombie cards in the deck...

In the version I originally posted you unearth fatestitcher to cast two gravecrawlers bringing back all your vengevines. In the most recent list posted by Scott-Spain you would get a token from Bridge from Below and use that to cast two Gravecrawlers doing the same thing.

I took a few minutes to create a new list based on Scott's last list which had some really really outstanding ideas.

Here is what I'm messing around with:

1 Blood Crypt
2 Bloodstained Mire
2 City of Brass
4 Gemstone Mine
4 Polluted Delta
1 Steam Vents
2 Watery Grave

4 Drowned Rusalka
4 Hedron Crab
4 Gravecrawler
4 Narcomoeba
2 Golgari Thug
4 Stinkweed Imp
4 Golgari Grave-Troll
4 Vengevine
2 Fatestitcher (in case bridge gets disrupted, which can and does happen)

4 Bridge from Below
4 Faithless Looting
4 Thought Scour/Some other draw spell that puts cards in GY

I didn't play a ton with Bloodghast, and I'm sure it opens up more aggressive draws at times, but I really think the deck needs one more set of draw spells especially with the fragility of Rusalka.

Secondly, there are a ton of cool tricks that Rusalka allows. My favorite one so far has been after casting a turn one faithless looting and a turn two rusalka, I cast a turn three golgari thug, used it's death ability to get a narcomoeba on top of my library, then dredged it getting it back for free along with a token. NICE.

Rusalka and Crab together does seem to open up the occasional turn 3 kill and a LOT more turn 3 10+ damage turns, which gives the deck the explosiveness it needs to really be worth playing. Have to cobble together a sideboard, but man, Rusalka is just awesome.

BBG|Scott-Spain
02-04-2015, 06:00 AM
Is Ideas Unbound too expensive for this deck? I'm thinking about squeezing in a couple copies to serve as our version of Breakthrough.

supremePINEAPPLE
02-04-2015, 11:06 AM
Is Ideas Unbound too expensive for this deck? I'm thinking about squeezing in a couple copies to serve as our version of Breakthrough.Tormenting voice and dangerous wager have been filling this role for me with great results at the same cmc. The ability to dump dredgers into the yard before drawing has also been very relevant so far in my testing and lets you dredge very consistently on turn two. My list at the moment looks like the following and is very all-in on fatestitcher into a pair of gravecrawlers to recur vengevines.

4 Faithless Looting
4 Tormenting Voice
4 Dangerous Wager

4 Hedron Crab
4 Gravecrawler
2 Golgari Thug
2 Flamewake Phoenix
4 Stinkweed Imp
4 Vengevine
4 Fatestitcher
4 Golgari Grave Troll

4 Bloodstained Mire
4 Polluted Delta
4 Scalding Tarn
2 Blood Crypt
1 Overgrown Tomb
1 Steam Vents
1 Watery Grave
1 Mountain
1 Island
1 Swamp

Chaam
02-04-2015, 01:25 PM
I have a similar all-in vine list that I have play tested a little. I am taking it to my LGS's Wednesday Modern Tournament.

Creatures (28)
4 Hedron Crab
4 Gravecrawler
4 Fatestitcher
3 Golgari Thug
4 Stinkweed Imp
4 Vengevine
4 Golgari Grave-Troll
1 Skaab Ruinator

Sorceries (12)
4 Faithless Looting
4 Dangerous Wager
4 Tormenting Voice

Lands (20)
4 Polluted Delta
4 Bloodstained Mire
2 Blood Crypt
2 Watery Grave
2 Darkslick Shores
2 Blackcleave Cliffs
1 Overgrown Tomb
3 Gemstone Mine

Sideboard (15)
2 Bridge from Below
3 Ancient Grudge
2 Gnaw to the Bone
4 Thoughtseize
2 Murderous Cut
2 Abrupt Decay

The mana base is the tricky part. You want turn 1 blue or red and want turn 2 double black with one of them producing blue (for when you go off with two lands in play). You also need 3 lands that can produce double blue, double black and single red. Keep in mind that most games you only have the lands in your opening hand + 1 or 2 cards off the top of your deck. I was running 18 lands and then 19 lands for a while but finally went up to 20. You want 2 lands vs. G1 other aggro/combo decks and 3 lands vs. midrange/control matchups. In post board games you want 3 lands in all matchups but vs. combo where you want only 2.

Bridges come in vs. Midrange/Control or decks with tons of removal/big defensive creatures.

Grudge is for affinity (you take a more midrange/control role)

Gnaw vs. zoo/affinity

TS vs Combo and some # come in vs. control (2-3)

Cut vs. Midrange/Aggro (Junk, Zoo, Affinity and Twin)

Decay vs. the same decks as above.



Generally side out Crabs vs. decks with tons of removal/you don't care about racing (basically everything but vs. combo), in aggro matchups like zoo/affinity you become a controllish deck.

Side out Skaab Ruinator vs. faster decks (Keep it in vs. BGx/Control and take it out vs. combo/aggro)

Side out a land sometimes if you need a slot (the Tomb if you don't side in green, otherwise a gemstone mine)

Can shave a thug if need be

Can shave a wager or two if you are siding in a bunch of removal that you want in hand and don't care about going off before turn 3/4 (affinity/zoo).

Ruckusmh
02-04-2015, 06:34 PM
My experience with the vengevine only versions was simply that unless you're getting multiples back on turn 3 more than 50% of the time it's just not good enough, especially without bridges main.

I really think the Rusalka - Bridge - Narcomoeba list has lot more potential, but the mana is trickier and it doesn't mull well.

supremePINEAPPLE
02-04-2015, 08:09 PM
My experience with the vengevine only versions was simply that unless you're getting multiples back on turn 3 more than 50% of the time it's just not good enough, especially without bridges main.

I really think the Rusalka - Bridge - Narcomoeba list has lot more potential, but the mana is trickier and it doesn't mull well.I don't agree yet with the difference in potential between the decks since you have to play so much more trash in the rusalka versions (narcomoeba being the worst offender but bridge also has huge problems in modern) and you don't get to play enough lands if you try and fit everything.

I'll definitely be trying it out on magic online a bit tonight to see how it plays though. The version running the red draw spells has been extremely consistent for me and has mulligan'd very well given that it's really only looking for 2 lands, a dredger, and 1 of the 12 draw spells. It feels really nice to be able to confidently mull with a modern deck.

Ruckusmh
02-04-2015, 09:26 PM
My biggest issue is that any hand without crab just isn't going to be super explosive. On your best case you've dredged 18 cards after your turn three draw step, and need two lands to bring anything back. If you hit a crab this can be higher, but even looting doesn't necessarily work with dangerous wager.

It's pretty consistent for 2 to 3 vengevines by turn 4, but if that isn't enough you can't do anything else.

I guess ultimately that's my biggest problem with that list, and the rusalka list as it stands has a whole lot of problems too.

Chaam
02-05-2015, 09:29 AM
Went 2-1 with my list last night beating 8Rack and Hatebears and losing to Gifts (he had gifts into Elesh Norn all 3 games on curve, I was able to beat it once by playing massive 17+ power trolls). I also play tested vs. Esper control and won every game and also vs. Junk and won most of the games.

The deck seems pretty good and can have some explosive draws and can win in any of the grindy games. Although the deck mulligans more than I'd like it to due to not enough lands. It also has problems getting going if they counter/discard/disrupt your one or two ways to discard/start dredging. I really like my current list but I do think I could use even more enablers/filtering. They help enable explosive draws while also making it so you can dig for lands/dredgers early.

Hedron Crab gives you the most explosive draws where you can get 2-4 vines out by turn 3. Whereas most draws will get out 1-3 vines by turn 3/4. However, I think I'd rather be a little bit slower but more consistent. It will make your pre-board games vs. aggro/combo a little worse but that can be shored up in games 2 and 3.

So with that in mind I'd like to have more enablers that draw/discard cards on turn 1/2 (not cards like glimpse the unthinkable since you can't draw into lands). Wild Guess would be a prime example but the double red is much too difficult in an already incredibly color intensive deck. Thought Scour is close but is a bit too weak imo.

EDIT: Izzet Charm might be really good.

What are people's thoughts on 3 mana enablers? Are they too slow? I am referring to cards like Dark Deal, Compulsive Research, Thirst for Knowledge and Shattered Perception. You could have an extremely consistent turn 4 deck if you filled your deck with Dredgers, 2cmc and 3cmc enablers and vines/crawlers/stitchers.

Chaam
02-05-2015, 09:53 AM
Another route would be to try to speed up the deck and only rely on 2 lands pre-board (post board you can use your filter effects to find 3 lands before you start dredging). We can speed up by adding more 1 cmc enablers, cutting lands and the Mid game cards like Skaab Ruinator. The only 1 cmc enabler I can think of besides Hedron Crab and Faithless Looting would be Thought Scour but that's a distant third.

A faster list could look like this:

Creatures (27)
4 Hedron Crab
4 Gravecrawler
4 Fatestitcher
2 Golgari Thug
4 Stinkweed Imp
4 Vengevine
4 Golgari Grave-Troll

Sorceries (8)
4 Faithless Looting
4 Tormenting Voice

Instants (8)
4 Thought Scour
4 Dangerous Wager

Lands (18)
4 Polluted Delta
4 Bloodstained Mire
2 Blood Crypt
2 Watery Grave
2 Darkslick Shores
2 Blackcleave Cliffs
1 Overgrown Tomb
1 Gemstone Mine


Alternatively, a grindier/slower but more consistent list that always wants to get to 3 lands and gets to play almost entirely at instant speed except for your "go off" turn that also has utility from Izzet Charm and Dimir Charm would be something like the following.


Creatures (23)
4 Gravecrawler
4 Fatestitcher
3 Golgari Thug
4 Stinkweed Imp
4 Vengevine
4 Golgari Grave-Troll

Sorceries (4)
4 Faithless Looting

Instants (13)
4 Dangerous Wager
4 Izzet Charm
4 Dimir Charm
1 Thirst for Knowledge

Lands (20)
4 Polluted Delta
4 Bloodstained Mire
2 Blood Crypt
2 Watery Grave
2 Darkslick Shores
2 Blackcleave Cliffs
1 Overgrown Tomb
3 Gemstone Mine

Chaam
02-05-2015, 12:18 PM
Btw, for those going the Bridge From Below, Narcomeba route you may want to consider Tymaret the Murder King as a sac outlet as you can use it from the GY.

Mr. Safety
02-06-2015, 06:08 AM
Are Satyr Wayfinder and/or Mulch worth trying? Grisly Salvage? Or is that stretching your mana too thin with blue taking a more prominent role?

Ruckusmh
02-10-2015, 03:30 PM
Just bumping this again because I saw a list go 3-1 in a Modern Daily that was kind of interesting and maybe fits here.
4 Greenseeker
4 Llanowar Mentor
4 Narcomoeba
4 Bloodghast
4 GGT
4 Stinkweed Imp
3 Craterhoof Behemoth

4 Faithless Looting
4 Lightning Axe
4 Unburial Rites
3 Life from the Loam

4 Grove of the Burnwillows
4 Windswept Heath
2 Wooded Foothills
1 Forest
1 Mountain
1 Overgrown Tomb
1 Plains
1 Sacred Foundry
1 Stomping Ground
1 Temple Garden
1 Swamp

SB:
4 Ancient Grudge
4 Gnaw to the Bone
4 Stain the Mind
3 Engineered Explosives

Kind of a fascinating take - it is probably a little slower, more stable, and goes HUGE.

Ruckusmh
02-10-2015, 09:53 PM
Ok I've been playing this a bit today and have an update so far.

-4 Lightning Axe
-1 Craterhoof
-1 Unburial Rites (Hard to combo turn four, so much has to go right and generally when it does you're 30 cards deep anyways so you will almost always find one.)

+3 Tormenting Voice
+1 Raven's Crime
+1 Iona (Against combo you sometimes need it very fast. Easier to shut off certain decks than going for a 4+ creature craterhoof)
+1 Urborg

My rationale is that in grindier matchups Crime/Loam just ends the game. Decks that don't kill quickly, although not prevalent right now, are pretty much dead in a long game with this addition and it only costs really 1.5 slots.

In the sideboard I'm messing around with a few things, but I love Stain the Mind for storm and the like. I put an Elesh Norn in the SB as well, there are a number of decks running around that it just ends the game against and for one slot it doesn't seem awful.

BBG|Scott-Spain
02-11-2015, 04:15 AM
Very few draw cards, but still pretty interesting. I'll look more into it.

Ruckusmh
02-11-2015, 12:41 PM
Yeah I have a number of ideas, you could basically go to the same list as before -Vengevine, gravecrawler, and fatestitcher and adding Bloodghast, Narco, Unburial, Fatties, but one of the strengths of the list is that it tends to get stronger as the game goes longer.

It may be worth trying cutting either Greenseeker, Llanowar Mentor, or both for some sort of draw but the biggest issue then is keeping the manabase acceptable as well as making sure you have enough green lands to cast Loam consistently since it is so much more critical to this gameplan than it was before because of Bloodghast (and actually hitting 4 lands).

This makes Dangerous Wager pretty bad in my estimation and if you're going to try Thought Scour or something similar it may be challenging to get the number of green, red, and blue mana you need.

One of the nice things about this list is that although it puts less pressure on an opponent as quickly (rarely have much of anything besides a few small guys before turn 4), it has a huge amount of inevitability between the unburial fatty plan, Bloodghast, and Crime/Loam.

vieko
02-13-2015, 12:32 PM
these are all great lists to try! First sack outlet that came to mind for the bridge list: Greater Gargadon... suspends for one red, can't be dealt with by opponent, get's you a hasty 9/7 when 10 counters have been removed... thoughts?

Mr. Safety
02-16-2015, 08:58 PM
http://lm.facebook.com/l.php?u=http%3A%2F%2Fmagic.tcgplayer.com%2Fdb%2Farticle.asp%3FID%3D12357&h=ZAQHvGInW&s=1

Just leaving this here...deck looked sweet as another dredge option. Raphael Levy has a little bit of credibility as a player/builder.

Edit: sorry, its more of a loam deck than a dredge deck. My apologies.

No_Life_No_Future
02-17-2015, 09:01 PM
I have been inspired by this thread and I have been working on this dredge deck for a while. I think it is pretty good.

Modern Dredge

18 Land:
2 Watery Grave
1 Blood Crypt
1 Breeding Pool
1 Steam Vents
2 Gemstone Mine
1 Island
4 Polluted Delta
4 Steam Vents
2 Misty Rainforest

Dredge Package 19:
4 Golgari Gravetroll
4 Stinkweed Imp
3 Fatesticher
4 Gravecrawler
4 Vengevine

Dredge Enablers/Interaction 23:
4 Hedron Crab
4 Faithless Looting
2 Thought Scour
2 Lightning Axe
4 Izzet Charm
4 Remand
3 Ideas Unbound

Sideboard 15:
2 Gnaw to the Bone
2 Abrupt Decay
2 Lightning Axe
3 Ancient Grudge
2 Pyroclasm
3 Thoughtsieze/Inquisition of Kozeliek

I realized early on that this deck is not like legacy dredge. You don't have cabal therapy and you aren't faster than the rest of the format. On the plus side the deck is pretty consistent. You mill most of your deck by turn 4 and this allows you to put a Fatesticher, 2 Gravecrawlers and 3-4 Vengevines into play for a huge attack. This is all possible to do off of only 2 lands, but it is more ideal off of 3 where you can use your Fatestitcher to tap down a potential blocker and allows you to set up by flashbacking faithless looting if you don't have 3-4 Vengevines, 2 Gravecrawlers or a Fatesticher by turn 3.

The manabase needs improvement as I am frequently losing to burn (help please?). Sometimes I can catch them off their guard with gnaw to the bone from the sideboard. The maindeck cards which I am not sure of are:

Thought scour
Lightning Axe
Remand
Ideas Unbound

I have been testing Thought Scour and Lightning Axe in the 1 drop slot along with the Hedron Crab and Faithless Looting.
Lightning Axe is obviously better against aggro, especially in match-ups where scavenging ooze could be trouble. Sometimes however they are not playing aggro and Thought Scour is better. Lightning Axe and Thought Scour both being instants is relevant along side Remand or Izzet Charm. Right now I have a 2-2 split and I keep 2 Lightning Axes in the board to swap with my 2 Thought Sour against decks that will have targets for them. If they are playing a creature light deck I cut axes for my sideboard discard effects.

Remand was a later addition to the deck I have been testing over tormenting voice. If your 1drops can get a dredger into the graveyard by turn 2 then Remand feels really dirty. It slows your opponent while speeding you up and works well with the other instants in the deck. One thing I don't like about remand in the deck is that you usually cant hold it up the turn you combo off to bring back your Vengvines. The deck plays 18 land and you are dredging instead of drawing as early as turn 2 there are many games where you never go above 3 lands.

Ideas Unbound is another card I am testing in the 2 drop slot over Tormenting voice. If you already have a dredger in the graveyard this card is great. If you don't then it is slightly worse then Tormenting voice, however the discard three cards is really awesome and you get to draw further into your deck. The downside is that it is a sorcery and that the UU casting cost is tough on the manabase. This card makes the deck more consistent however I am unsure if tapping out on turn 2 is what this deck wants to be doing.

Perhaps 18 lands is too few. Sometimes it is hard to decide wither to draw or dredge because you don't have that 3rd land. Any suggestions?

Mr. Safety
02-18-2015, 08:10 PM
If you take nothing else from Levy's article, try Golgari Brownscale. He plays one main and 2 more in the side. Its weak as a dredger at 2 but the recurring lifegain is brutal against burnm

FoolofaTook
03-14-2015, 09:41 AM
Do Fatestitcher and Vengevine interact at all? Unearth is not the same as playing a creature spell. It's an activated ability that goes on the stack and can be interacted with in that capacity. I don't think Vengevine triggers off of Fatestitcher unearths.

Ah, got it, Fatestitcher untaps lands that then cast Gravecrawlers. Is it really worth the slots for that interaction plus tapping down a blocker?

Ruckusmh
04-17-2015, 08:40 PM
Sorry to necro this, but once again trying something a little different that seems pretty promising so far.

4 Satyr Wayfinder
4 Drowned Rusalka
4 Hedron Crab
4 Faithless Looting
4 Stinkweed Imp
4 Golgari Grave-Troll
3 Bridge from Below
4 Narcomoeba
4 Bloodghast

2 Life from the Loam
2 Unburial Rites
2 Craterhoof Behemoth

4 Mana Confluence
4 Scalding Tarn
4 Misty Rainforest
1 Hallowed Fountain
2 Steam Vents
2 City of Brass
2 Breeding Pool

Basically less dredgers this time, but more self-mill. Wayfinder is really nice in that it helps you hit landfall triggers, provides a corpse for Russalka, and can chump block. The idea is to flood the board with Bloodghasts and Narcomoebas, then either just attack using bridges to help make death profitable, or hit enough lands to go for a craterhoof.

Ruckusmh
04-19-2015, 01:45 AM
The more testing I get in the more I wonder if Unburial Rites really makes much sense. Most games I have been able to get there pretty easily with Ghasts and Narcos plus some bridge tokens. What I really need is something like Cabal Therapy, or just some sort of disruption that works in the shell. This one plays pretty smoothly compared to past versions so I would encourage anyone interested to run a few matches.

Right now my sb is:
4 Gnaw to the Bone
4 Krosan Grip
3 Abrupt Decay
4 Darkblast

I've been able to play through an active Relic a number of times by holding up fetchlands to make instant speed landfall triggers. Mulling to hate against this version tends to get you beat down by 2/1s.

streetMage
12-22-2015, 09:50 AM
My list with match videos below.

Lands (16)
4 Dakmor Salvage
3 Steam Vents
2 Shivan Reef
2 Mana Confluence
2 Arid Mesa
1 Darkslick Shores
1 Stomping Ground
1 Blood Crypt

Creatures (27)
4 Stinkweed Imp
4 Narcomoeba
4 Golgari Grave-Troll
4 Bloodghast
4 Golgari Thug
4 Greater Gargadon
2 Viscera Seer
1 Tymaret, the Murder King

Spells (13)
4 Faithless Looting
4 Thought Scour
2 Burning Inquiry
1 Raven's Crime
1 Darkblast
1 Dream Twist

Enchantments (4)
4 Bridge from Below

Sideboard (15)
3 Thoughtseize
3 Leyline of the Void
2 Ancient Grudge
2 Ray of Revelation
2 Gnaw to the Bone
2 Rending Volley
1 Memory's Journey

Greater Gargadon and Viscera Seer are great sac outlets to enable Bridge.
Dakmor Salvage is a great way to enable addition land drops while still dredging.
Lands tend to get in the way of dredging things like Bridge, Narco and Bloodghast, so I want to run as few as possible.
Check out this legacy list for example:
http://mtgtop8.com/event?e=10673&d=261067&f=LE
They play 15 lands but run no Lion's Eye Diamond, other lists that do run Diamond run as few as 12 lands.

All spells they cast from their hands have cmc of 1, so if you do a legacy to modern comparison:
Careful Study = Thought Scour
Breakthrough = Burning Inquiry
As far as free creatures, Ichorid = Bloodghast (synergy with Dakmor Salvage)

Tymaret, the Murder King has won me games against decks like Lantern Control.
He's also and uncounterable way to sac Golgari Thug when trying to get a milled Greater Gargadon.
During my upkeep I can use his 2nd ability to sac a Thug and put Gargadon on top of my library.
Lastly, he is the 5th Gargadon, sometimes with multiple Bridges in the yard and no suspended Gargadon, sacing one Bloodghast/Narco is good enough

vs Bloom Titan: https://www.youtube.com/watch?v=ukrzYldL2Us
vs UWR Control: https://www.youtube.com/watch?v=o_gwA_cGN5k