Running the pimp ice-train all the way to the Baltimore Legacy Open on Sunday:
// Lands
4 [AN] City of Brass
4 [TSB] Gemstone Mine
4 [OD] Cephalid Coliseum
1 [VI] Undiscovered Paradise
// Creatures
4 [TO] Putrid Imp
4 [RAV] Stinkweed Imp
4 [RAV] Golgari Grave-Troll
4 [FUT] Narcomoeba
3 [RAV] Golgari Thug
2 [TO] Ichorid
1 [M12] Flayer of the Hatebound
// Spells
2 [TSP] Dread Return
4 [FUT] Bridge from Below
3 [JU] Cabal Therapy
4 [OD] Careful Study
4 [MI] Lion's Eye Diamond
4 [DKA] Faithless Looting
3 [TO] Breakthrough
1 [RAV] Darkblast
// Sideboard
SB: 1 [TO] Ichorid
SB: 1 [JU] Cabal Therapy
SB: 1 [TO] Breakthrough
SB: 3 [WWK] Nature's Claim
SB: 3 [WL] Firestorm
SB: 2 [TSP] Ancient Grudge
SB: 1 [ZEN] Iona, Shield of Emeria
SB: 1 [DKA] Ray of Revelation
SB: 2 [OD] Coffin Purge
I'm running Nature's Claim over the Chain spot as a definitive solution to permanent-based hate. Coffin Purge fills the role of dealing with annoying garbage like Life from the Loam and its targets, in addition to fighting other graveyard strategies. Chain to me doesn't really solve many answers (to me) that Claim can't already handle outside of Show and Tell decks, and by the time they get a chance to swing with anything you should already be grinding your gears.
Also, I am still sticking with twelve dredgers, as I feel that is the correct number. That Darkblast has won me several rounds in the last few weeks and it's ace against a lot of the format's prevalent creatures. It's also a proactive card that can dredge and put itself into the graveyard - something functionally that is incredibly important over the fourth Thug, which sits in your hand. At least Darkblast gives you the out you need to start dredging. The card is sick-good right now.
Paradise over Citadel. Lightning Bolt is everywhere at the moment and I'm not having three more damage on my plate when I already have to deal with other shit. I never forget to throw back a Chain Lightning if I have mana up - a play that has threatened victory over several players in recent weeks due to critical misplay. Paradise can make awkward situations with Coliseum, but that is something I've learned to accept and play around correctly, and it is rarely - if ever - an issue.
The fourth Breakthrough sits waiting in the sideboard for the Combo match-ups, including the Therapy which also comes in for Control. A big part of me wants to main-deck the Iona over Flayer, as I fully expect a lot of High Tide at this event. Granted, Flayer is damage on site and can threaten lethal, but Iona can virtually be just as good in the match-ups where you'd wished you had her instead.
Ray of Revelation gives you inevitability against problematic enchantments, which is also where Flayer shines (against cards like Elephant Grass, Moat and such). The list is incredibly powerful and I've been tweaking it now for some time, and I don't plan on coming home unless it's with that trophy.

