If anyone is interested, here is the decklist I've drawn up post-MM banning:
// Lands - 14
4
City of Brass4
Gemstone Mine4
Cephalid Coliseum2
Tarnished Citadel
// Dredgers - 13
4
Golgari Thug4
Golgari Grave-Troll4
Stinkweed Imp1
Darkblast
// Self-Discard - 7
3
Phantasmagorian4
Putrid Imp or
Tireless Tribes
// Draw - 8
4
Breakthrough4
Careful Study
// GY Goodies - 18
4
Ichorid4
Narcomoeba4
Bridge from Below4
Cabal Therapy2
Dread Return
// Sideboard
SB: 1
Darkblast
SB: 4
Ancient Grudge
SB: 4
Nature's Claim
SB: 3
Ray of Revelation
SB: 1
Iona, Shield of Emeria
SB: 1
Elesh Norn, Grand Cenobite
SB: 1
Ancestor's Chosen
I've come to the conclusion that DDDing is the correct strategy, even without Mental Misstep. I want to credit Breathweapon, someone who hasn't posted in a while, with forcing me to constantly re-evaluate the DDD strategy. I encourage all of you to actually practice the DDD strategy to see for yourself. For now, I'm going to continue developing Dredge which maintains the DDD approach as the default strategy.
A few thoughts:
I'm largely against LED in Dredge. Even when looking for speed, I still prefer not to use it. I think I can build breakneck speed dredge which is just as fast on average and yet far more consistent than LED dredge, even when DDDing (if that is surprising to you).
Anyone DDDing should be using at least 2 Phantasamagorians, and more if you can squeeze it.
With 2 Phantasmagorians, you break the 50% chance mark to see one by your 10th card dredged (assuming you are DDDing).
With 3 Phantasmagorians, you break the 50% chance mark to see one by your 5th card dredged (assuming you are DDDing).
With 4 Phantasmagorians, you break the 50% chance mark to see one by your 2rd card dredged (assuming you are DDDing).
I'm trying to see where I can fit the 4th, but I'm okay with 3 for now.
The 4 flex slots are still a bit open. I was recently convinced by an argument that since I'm more heavily relying upon Ichorid than usual (I'm used to Ichorid playing a backseat role, as I am so used to standard LEDless with 3 Ichorids), then I should favor PImp over tribe. I know I love Tribe's blocking, so it isn't clear. I'd also like to point out that Brainstorm is a contender for this slot if I'm building for speed. This greatly increases the odds of those Dredger, Land, Draw hands, whereby I have a broken turn two, and as MM is out of the metagame, I think going for that mana'd draw spells makes some sense. However, I feel quite comfortable having Pimp or Tribe in g2/3 when dealing with GY hate, and I am more worried about GY hate than I am about racing opposing combos. How I wish they made a card which said: U, instant, as an additional cost discard 2 cards, draw 3 cards. I wouldn't even play PImp/Tribe if this existed.
peace,
4eak