So many developments in dredge.. where to begin? So both Adam Prosak and Richard Feldman expressed their distaste for anti-hate. And when pros talk, I listen. I haven't seen anyone really take this into consideration.. They make really compelling arguments. First of all, predicting the opponents hate game 2 is often impossible, which either results in us randomly sticking anti-hate into our MD or ignoring it till game 3, which makes our anti-hate so inefficient. We could easily replace those slots with cards that give us an edge against bad match-ups, cards that we can confidently side in game 2. Secondly, we lose when we don't dredge, end of story. So occupying our first and second turns to situate janky anti-hate seems like a really bad idea, and a really great way to let the opponent develop an advantage. Thirdly, what are the odds of anti-hate actually being effective? (more effective than detrimental I should say.) With the exception of flashback effects, the odds are extremely slim that you'll rip a Chain of Vapor out of 60 and you're opponent will simultaneously rip a Leyline out of 60.
Leyline sucks, in a real personal way for us dredge players, but is it reason enough to devote half of our sideboards? I've been play testing LED-dredge without dedicated anti-hate, and I think I like it. I'll be upfront with you, you'll scoop to Leyline and Cage, perhaps Wheel of Sun and Moon too, if you get a slow start. The thing is, they will only be running a play set of one of these
at the very most. Meaning, if we utilize dredge, which shouldn't be hard with the addition of Faithless Looting, we should easily take game 1. Then we just need to win either game 2 or 3. The odds of them ripping their anti-hate, 4 in 60, is extremely slim. And even if they do, we have another game where we're once again saying, "Defy probability by drawing another leyline or gg." I should also add, there's obviously more hate out there than Leyline, Cage, and Sun -n- Moon, but the rest is manageable, especially in a deck that's peaking in efficiency and speed by not being diluted with ineffective counter-hate.
They also mentioned Ichorids being amazing, sequentially always running 4 between MD and SB. Richard emphasized the importance of running 4 MD Cabal, and Adam admitted that only running three was probably incorrect. Richard also emphasized the importance of utilizing our dredgers, saying only three 4-6 dredgers were printed, and we should max out on them. (goes along with the "we lose when we don't dredge" spiel.)
For those of you that already read the articles, sorry for the repeat, but what do you guys think about all this? The last points seems pretty straight forward but I'm so intrigued with the notion of ignoring hate. Don't get me wrong, there's cards that work against bad match-ups and double as anti-hate, such as Ancient Grudge or Faerie Macabre, which are both in my side. But, their advantage comes from their ability to broadly answer big problems for us, in a very meaningful way. Also, I know meta would factor in a lot here, but regardless, is it worth slipping behind to try to answer possible hate or better to elevate your deck to the next level with consistency, speed, and practical sideboarding?
Adam's article:
http://www.starcitygames.com/magic/l..._Straight.html
Richard's article:
http://www.starcitygames.com/magic/l...Dredge_Fu.html