Originally Posted by
4eak
I've not had problems with feeding Ichorid, but I end up using him differently than I would use him in something like LEDless Dredge. I use him to build tokens and administer the final blow. I don't use him for aggressive beats throughout the game.
The faster the dredge deck, the weaker Ichorid becomes. Essentially, when you are consistently flipping over a majority of your deck in a single turn, you really only need Ichorid for one (maybe two) turns in the majority of cases. In slower builds, Ichorid becomes far more important, as he is your essential grinding card. When you only flip 6 cards a turn, you need to get some action going early and be able to maintain that Ichorid action throughout the game, hence why a slower Dredge deck requires more Ichorids and also far more Ichorid fodder per Ichorid in the deck. LED Dredge, at this point, is stupidly fast. It is fast enough that going to 2 Ichorid is not insane, even if it is very likely suboptimal. It is fast enough that running 11 black creatures in total (including Ichorid) is sufficient.
I have tried cutting DR before. I really wish I could use that space for other things. Unfortunately, I've found the card too necessary.
Dread return's literal effect is useful in a non-trivial number of games, both pre and post board. I can't count the number of times I needed a Dread return to win the game and nothing else would do. Sometimes it's the massive token generation, sometimes it's having a giant GGT (or very rarely a Stinkweed Imp), and sometimes it's both. I won't cut all of them. I think going down to 1 is possible, but not optimal. Dread return's indirect effect, primarily as a sac outlet which generates tokens, is actually the most important part of the spell. If Dread return didn't do anything, but still had its flashback, the card would still be worth running. That's how valuable DR as sac outlet, particularly a big sac outlet, is in my eyes. The fact that DR gives me a couple blowout post-board targets in a some matches is often gravy.
LEDless is only unviable in a very weak sense, primarily in the sense that it is strictly worse or virtually dominated by another strategy (namely LED Dredge). I certainly believe LEDless can win many games (it isn't strongly unviable) - LEDless should regularly beat a significant portion of tier 1 and 2 decks. LEDless simply doesn't win as often as LED Dredge - that's the point I was going for.
To say that LEDless is a weaker deck pre-board is pretty much the same thing as saying that LED Dredge is strictly better. Those ~7 discard creatures are still available to LED Dredge post-board, it just means that there is slightly less sideboard space. That said, I'm not finding Tribes to be worth it. Even if I had a 25 card sideboard with Tribes in it, I just wouldn't board him in the vast majority of matchups.
Breakthrough is certainly a reliable way to discard your hand. Going Land, Breakthrough on T1 is obviously not preferred because it is slow. I do, however, Breakthrough to discard my hand and slow dredge in non-trivial number of games, particularly after mulligans.
Please note, however, that while Breakthrough is not the preferred initial discard outlet, it makes for a wonderful secondary discard outlet. Breakthrough relieves you of any trapped cards (Bridges, DR, Ichorid, extra dredgers or black creatures) in hand. Dredge often needs more than just an initial discard outlet to get the ball rolling. Breakthrough serves admirably in these occasions.
Let us not forget that Breakthrough for X=1 is still a decent play in many circumstances, acting as a way to dump our hand and leaving us with a card to go off with in many cases.
peace,
4eak