I have not tested it in a tournament, but I did test it in 10 games on MWS against a decent gauntlet of Threshold, Merfolk, Zoo, Ant, and 1 Enchantress deck. In game 1, I found that it did not matter whether or not I had Sharuum; as long as my yard was intact, I was going to win no matter what they did. In games 2 and 3, I found myself wanting a better DR target, like Hypnotist or Iona. I found that DR and Sharuum were sitting around in the yard for a turn or 2 just waiting to be hated, because I could not complete the combo for lack of the second Sharuum and/or a bridge. Now, you could contest that MWS testing is insufficient, in which case I urge you to submit other testing data that proves Sharuum's viability.
In order to accomodate Sharuum, in the list posted above, you have essentially neutered the Dread Return package. In order for DR to be effective, you need at least 3 other cards in the graveyard; Sharuum, Sharuum, and Bridge. Before the modifications, DR could combo alone with Hypnotist, FKZ, Iona, etc. If your opponent had no graveyard hatred, that meant you did not have to wait for more cards to bring something beefy back. Now you do. This is a loss of speed and consistency that the deck cannot afford.
Importing an idea from Vintage to Legacy is not inherently bad. Indeed some of those imports can be quite powerful. But when you neglect the other cards that are lost in the import (for example, Bazaar), then it is a subpar transition. The Vintage version of Dredge has a totally different field of threats than does the Legacy version. It also has different tools at its disposal. Ichorid is unquestionable a deck that can use improvement or innovation. I am not trying to crush that. I am, however, saying that Sharuum is a sub-optimal way to improve the LEGACY version of the deck. Perhaps the reason that Sharuum has not appeared in many tournaments is because it is widely understood to be suboptimal.
-ktkenshinx-
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