This is the list I am looking at playing once Dark Ascension becomes legal:
Titan Dredge
[4x]
Lion's Eye Diamond
[4x]
Breakthrough
[4x]
Faithless Looting
[4x]
Golgari Grave-Troll
[4x]
Stinkweed Imp
[2x]
Golgari Thug
[1x]
Darkblast
[4x]
Ichorid
[4x]
Narcomoeba
[4x]
Bridge from Below
[1x]
Flame-Kin Zealot
[1x]
Sun Titan
[4x]
Putrid Imp
[4x]
Cabal Therapy
[2x]
Dread Return
[4x]
Cephalid Coliseum
[4x]
City of Brass
[4x]
Gemstone Mine
[2x]
Undiscovered Paradise
Total: Sixty-one (61) cards.
//Sideboard
[4x]
Nature's Claim
[4x]
Firestorm
[2x]
Ray of Revelation
[2x]
Memory's Journey
[1x]
Oxidize
[1x]
Ancient Grudge
[1x]
Iona, Shield of Emeria
Total: Fifteen (15) cards.
There are a lot of people who absolutely, positively refuse to play more than sixty cards in a list. I was one of those people until now. I keep thinking to myself over and over again how truly important going up to sixty-one cards can really be, and it really shouldn't be all that big of a deal. This deck has so many incredibly powerful enablers at such a cheap cost (most under CMC@1) that adding another card shouldn't be too much trouble. The oddball in my deck is Darkblast, and after last weekend, I am fully sold on going up to eleven dredgers - this being the "jack of all trades" slot.
I typically cringe when thinking about going to sixty-one, but surprisingly not now. This deck is incredibly explosive and I see no harm in balancing the deck with a healthy numbers of dredgers and enablers.
I also absolutely love the interaction between Sun Titan and LED/Coliseum. Not only does this protect your investment, but it also adds raw consistency and makes Faithless Looting that much more powerful when you want or need to flash it back. Sun Titan enables some incredibly broken plays, and there's no chance I would turn my back on it at this point. There are plenty of other slots that could fill its role, but I've tested each other candidate and I think he wins out in an LED-based variant.
The synergy is just too good to pass up.
I'm also shifting to Memory's Journey in the sideboard. After speaking with Damon (Parcher), we both really agreed it's strictly better in the instances you need to play it and unlike Purge/Grave, it allows you to shuffle lost Narcomoeba's back into your library. One could argue that it does eat it to Spell Snare, but anyone who keeps that card in against Dredge deserves to lose anyways.
I think it's obvious why I am choosing to cut down the number of Grudges from two to one and replace that slot with Oxidize:
Grafdigger's Cage. The card will be a little problematic at first, as we really have to rely on Nature's Claim, so I think adding Oxidize balances the hate out nice and evenly with another Grudge just in case. It will make mulligans just a
little more aggressive, not too much, and it should work out fine in the end. The number of Ray of Revelation has not changed, as I think we can all agree Leyline of the Void might see a tiny spike in the coming weeks because of Looting.
Firestorm is just incredible, and it really blows open those match-ups which might seem lost. Powerfully under-costed in a deck like Dredge, I loved casting it every bit and will continue to rock a set until a better finisher-creature-killer-enabler-discard outlet becomes available.
I like the fact that in going to sixty-one cards, I would personally
have to add another dredger and in the sideboard I was looking to find one more slot to deal with the Cage issue, and these changes feel appropriate and justified - especially after this past weekend's Open.