@matori Why cut a serum powder?

In general I don't think it's necessary to adjust our lists too much until the metagame settles a bit. Workshops is still being played so having a great MU against it for a little while isn't a bad thing at all.

You can clear removal with Therapies, other than Karakas of course, so I don't think those are as big of a problem. I think DK is a more flexible card as he is better against moat, ensnaring bridge, and deal more damage off lower bridge totals. I honestly don't think either is necessary and that Laboratory Maniac is superior to both. Not needing Bridge from Below or to attack at all is such a boom in my honest opinion.

Dk pitches to unmask as well and way better when there are 'bridge breakers' in the meta like Arcbound ravager and being a decent return target like elesh on its own.

@vaughnbros its just a test. I saw that lists with 2 powders are performing well recently on modo even I dont see logic behind it.

I believe i was one of the first to play the card.
(magus of the) moat was one of the reasons. there were 2 moat effects in the top 8 at champs out of 5 non shop/dredge decks. she also is marginally better against other effects, like propaganda or silent arbiter, although i don't expect to see many of either of those.
pitching to ichorid is also very real. even when dead to karakas(or spheres preventing DR) the card still does something.
as matori's chart shows, DK is better for damage when you have 4 or more zombies, equal on 3, and superior on 2 or less. i have found being a more substantial target earlier to be worth being less explosive when it's explosive. when turn 2 there are 0-1 bridges, DRing kolaghan is a lot better than FKZ would be, dealing them 6+ in the air and making your army of undead on turn 3 have haste as soon as they enter. the existence of ravager/trike and to a lesser extent cursecatcher make the no-bridge scenario more likely. also while 18 is not technically lethal on its own, misstep/ancient tomb/probe may have already put your opponent there.
I have found dying to removal(plow/path/dismember/karakas) to not be the biggest concern. plow/path typically happen on upkeep/draw step on a narc/ichorid/ghast to stem the bleeding, and if i can get people to board in dismember against dredge i feel fine there. karakas is onboard except in case of a madman claying crop rot. all this is assuming we are DRing blind and not post therapy.
a minor upside relative to FKZ with having a static ability rather than a triggered one is that you can play a land post DR and get bloodghasts back again and attacking that turn, netting additional damage.
the 4th ability is trinket text. the most likely case for it to matter is a player casting a second JTMS, as any other creature/walker is not going to stop the dragon from killing them.

@BlindTherapy I definitely agree that the no bridge scenario is fairly common thanks to the abundance of creatures killing themselves. I find myself killing with Ichorids and no Bridges a lot. I acknowledge that the vast majority of the time, you'll be clearing their hand before a Dread Return, so FKZ and DK will be effectively the same in most situations.

My point about removal hitting DK was aimed towards the edge-case scenarios where you can't clear their hand, for whatever reason. For example, say you have 3 Therapies; they Misstep the first, Force of Will the second, the 3rd resolves naming Force of Will, but you see Swords to Plowshares. You don't have another Therapy to clear it, so you can't kill this turn. Now, the thing is, even when I can't kill someone with DK, I still find that I'm rarely afraid of the opponent being able to win on their next turn, due to the phenomenal ability for Dredge to clear the opposing hand. I'm still on board with Dragonlord Kolaghan, mostly because he's Black.

I am unsure how important Moat effects are. I haven't run into any yet. It seems like the card Moat itself is relatively weak against Dredge because of its cost. Magus of the Moat off of an Oath of Druids seems pretty hard to deal with, but I haven't seen anybody adopting that technology from Brian Kelly. Even if someone were to pull it off, I wouldn't think that DK would be able to get it done by himself because he only attacks for 6 and they'll be able to Oath on their next turn.

last edited by DeaTh-ShiNoBi

@vaughnbros I think your builds are really cool. I'm glad that you have a lot of success with your experimental Dredge builds because it adds increased depth to an archetype that some people characterize as too linear. It also allows us to broaden our tools for attack (just like Transformation Dredge can) if ever there comes a time where the hate is too oppressive. For the time being, I don't think that Laboratory Maniac is my cup of tea. It's a totally different build, so I'm not going to claim it's better or worse, but I really enjoy Ichorid and Bridge from Below. What I enjoy most about playing Dredge is those scrappy games where both players have been heavily disrupted, but Ichorid and a couple zombies are able to pull through.

@DeaTh-ShiNoBi I don't think Maniac is contingent on playing a transform board. Its role is winning without Bridge from Below.

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What about this guy? Does he belong in dredge?

@wfain I've been testing with it. Definitely playable. It depends on the focus of your build though.

Can anyone give me advice for choosing different builds based on the expected metagame? I'd like general insight, but the particular metagame I expect is 2-3 storm, 2-3 shops, usually eldrazi, and numerous gush decks.

@5space In that meta I think I would play the basic version.
Shops and Eldrazi have landdestruction AND sideboardhate. This combination is hard to fight through with Pitch Dredge.
Pitch Dredge shines when there are a lot of blue (gush) decks, since their sideboard will be moot when you go Depths-> Marit Lage.

Storm is always difficult, since they're so fast.
With Pitch Dredge you have counters, wich can be discarded by them.
In the basic verdion tou can play Leyline (wich turns off YWill and Dark Petition) and Unmask, although the latter will likely only matter if you're on the play.

@5Space Pitch dredge with Serenity's and Pits/Rings out of the board beats all the mentioned decks.

@bips Neither of the two popular dredge decks are good against Mono White Eldrazi without a major overhaul. They have main deck hate pieces, wastelands, and a fast consistent clock. The only card I've found that does anything significant to them is Balance, and I think I'm the only dredge pilot who plays that.


Is balance good in any other matchups? I feel like firestorm should be good these days.

@bips said:

In the basic verdion tou can play Leyline (wich turns off YWill and Dark Petition) and Unmask, although the latter will likely only matter if you're on the play.

How about Leyline of Sanctity in the SB?

@gkraigher Very good against blue as they are almost always way ahead of you in terms of nearly every resource before you remove their hate (which happens to usually also be a creature now).

Its not great against shops, but it can stop the bleeding.

@5space said:

@bips said:

In the basic verdion tou can play Leyline (wich turns off YWill and Dark Petition) and Unmask, although the latter will likely only matter if you're on the play.

How about Leyline of Sanctity in the SB?

Sanctity is a pretty awful card. I don't know how many times I've tried to play it, but it never really does what you need it to do. Storm still has their Chain of Vapor, or other answer to it in their deck. Its a trap to bring it in against anything else since there is no guarantee anyone is playing tormod's crypts or ravenous traps.

Before the site went out there was a comment asking about Vengeful Pharoah. Just remember that it is not optional thus it will destroy your Bridges, and post board your opponent can optionally destroy one of their own creatures to put it on the top of your deck.


Agreed, Balance is a two mana mind twist vs blue that has other applications. I'm sleaving it up.


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