Theres a total of 16 blue cards. 4 Probes, 4 Narcomaoeba, 4 FoW, 4 Shoal. That's four 1 drops and eight 2 drops to pitch to Shoal. Less than a Delver deck which has around 28-32 but still an ok amount.
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"If we don't know what we are doing, the enemy certainly can't anticipate our future actions!"
-Anonymous
Almost tempted to suggest Evermind vs Tormod's Crypt for Disrupting Shoal.
In all seriousness though, I think the biggest hate cards I need to figure out how to handle are Rest in Peace and Leyline of the Void. Everything else should be manageable.
I'm actually okay with the maindeck Colossus. I've been sideboarding a 1-of Serra Avatar against decks like Imperial Painter, but unless they take a rough mulligan or we just luckily hit the perfect turn 2-3 combo, then we are usually bound to lose game 1. I may end up cutting a Shambling Shell for a Colossus, because sacrificing game 1 can be rough if they hit that Rest in Peace turn 2 of the next game. I think in general post-board the match-up is good for us, but it can be discouraging when they do hit those lucky wins before we can.
I'm also considering cutting another Shambling Shell for a Mishra's Bauble; seems risky though. Sometimes I think it is win-more if it works, and sometimes the lack of a dredger or fodder for Ichorid to eat can backfire.
I rarely ever side out Chancellor. It's one of the few cards that lets us get even for going 2nd and makes our opponent stumble over their own feet. I'm a big advocate of a 4-of always. It rarely happens but if we can't Balustrade (if they surgically extracted it, we haven't hit it, they have Leyline so we can't Flayer), Dread Returning Chancellor is one of the best feelings in the world.
I want to say that cage is still better... but flash is pretty damn powerful on that guy. And he might just be maindeckable in an environment that sneak & show, dredge or reanimator is played to any extent. Ready your therapies.
So I've been having discussions with some on Facebook who have suggested that for the list I had, -4 Spy -1 BSC +3 Griselbrand +2 Faerie Macabre would be a better option. Thoughts on Griselbrand over Balustrade Spy?
Griselbrand is a much better reanimation target in a vacuum that he can win a game by himself and is a hard threat to deal with. Downside is that if you Dredge with his draw 7 you may not hit everything you want to and you have to be careful not to deck out with it. Also Spy lets you go off immediately from a lower life total.
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I want to say that cage is still better... but flash is pretty damn powerful on that guy. And he might just be maindeckable in an environment that sneak & show, dredge or reanimator is played to any extent. Ready your therapies.
Containment Priest is gonna force reanimator to pack removal, hence diluting their list, cos counter and discard may not be enough to stop this sucker landing.
Considering how damaging this little peep might be to a host of strategies, D&T's is gonna be hard to beat.
If they land this sucker against manaless, you're not gonna die immediately, but you may as well...
This hurts LED-dredge less than Manaless I think, considering how much faster it can be.
I recently picked up the bulk of manaless dredge deck in a trade. I am currently exploring options as to what direction I want to take it. I did have a curious thought. I saw the "green package" in the primer and it kind of intrigued me, especially from the sideboard. However Reverent Silence seems kind of limited since a lot of the hate is in artifact form. Has anyone considered Abolish?
Hey community. Thinking about trying out a graveyard based deck, like uses the graveyard heavily, so I thought I'd try dredge. Although I am not sure which Dredge variant would be best: Manaless or LED. They both seem great, one with a combo finish, one more of an aggressive finish. Which one would you people recommend to be the most fun?
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Modern: U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
Hey community. Thinking about trying out a graveyard based deck, like uses the graveyard heavily, so I thought I'd try dredge. Although I am not sure which Dredge variant would be best: Manaless or LED. They both seem great, one with a combo finish, one more of an aggressive finish. Which one would you people recommend to be the most fun?
LED is the better deck. It puts up results. Manaless is probably more fun, but loosing to gravehate is annoying.
I'm not convinced LED is better, the tournament record is actually about even in terms of finishes for each. A few months back I looked at each and there was an equal number of LED and Manaless finishes, with the most finishes by any one single build being Balustrade Spy Manaless. LED was split across a few different builds. I think now LED has a slight edge in terms of number of finishes, but not by a huge margin and it's pretty much impossible to know which one shows up more (in the field overall) making a judgment about performance tricky.
Manaless is a lot more resilient to "normal" disruption like Force of Will and Wasteland. It's also a bit less resilient to dedicated hate. The consistency, in my opinion, commends it over LED vs most fair decks, but against unfair decks (such as very fast combo) LED will have the better chance to race.
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I am the author of the "Resource Advantage in Magic" series over on EternalCentral.com
I'm not convinced LED is better, the tournament record is actually about even in terms of finishes for each. A few months back I looked at each and there was an equal number of LED and Manaless finishes, with the most finishes by any one single build being Balustrade Spy Manaless. LED was split across a few different builds. I think now LED has a slight edge in terms of number of finishes, but not by a huge margin and it's pretty much impossible to know which one shows up more (in the field overall) making a judgment about performance tricky.
Manaless is a lot more resilient to "normal" disruption like Force of Will and Wasteland. It's also a bit less resilient to dedicated hate. The consistency, in my opinion, commends it over LED vs most fair decks, but against unfair decks (such as very fast combo) LED will have the better chance to race.
Whilst I would dispute results of the LED VS MANALESS debate, given the budget nature of manaless skewing the results given the sheer number of people who might play it at any one meet, I will admit there will be occasions where LED-dredge just suffers a tsunami of hate from poor matchups.
....but manaless can suffer this too.
And that I take it, is your point AJ > that LED is more vulnerable. I agree on that. But I would also argue the increased speed negates some of the hate.
I personally believe manaless to be a threat given less and less people seem to pack genuine game-ending hate for us, but in a vacuum with no information to go on in terms of the expected matchups I may face on any given day, I would choose to play LED.
I just don't believe that Manaless has the tools to combat the decks full of hate like Maverick, Death & Taxes, Miracles etc. on a consistent basis, whereas LED at least has the tools to race them.
Small night but it was fun. Grinding through RUG Delver was pleasurable. He had 2x Stifle plus Snapcaster, so when I comboed and did my Flayer triggers, he stopped both Golgari Grave-Troll triggers I attempted. Untap, upkeep, bring back a bunch of Ichorid's and Nether Shadows to shoot damage through Flayer = Boom! Felt good. Both Burn matches they were able to quasi-lock me with a Relic before I could rip a Street Wraith, and even then if I cycle/dredge in response to the exile, I fill my graveyard and it would have to be absolutely perfect otherwise they could exile my whole graveyard. So that was prtety miserable, plus milling Leylines both games 2 & 3 both matches. I'm almost tempted to just take out the Leylines at this point... But Burn is always a popular choice for metas. I think if I cut Leyline it would be for SCG Open's or big IQ's.
Felt good to get 1st though, woo. Other decks in the crowd were Miracles, Shardless BUG, 12-Post, and I think Death & Taxes.
Hallo! Good day. I am new to competitive Magic, and I am really new to the Manaless Dredge/Ichorid deck. I have almost read all the topics on this deck, but I am a little lost. Here is a goldfished hand; I want to know the correct play with this hand in these two different situations, on the play and on the draw:
Phantasmagorian
Street Wraith
Unmask
Stinkweed Imp
Gitaxian Probe
Golgari Thug
Narcomoeba
On the draw: Golgari Grave-Troll
This is really important, I think. I don't have any experience with this deck nor do I own any cards, but I am about to invest into this build. So, can you more professional and experienced players give me a solution to my inquiry? This is assuming FoW is not a factor...
T1: Pass, discard Phantas for hand size
End of their turn, discard 3 (GGT, thug & Imp) & return phantas to hand.
T2: Dredge GGT for turn, then probe dredgeing imp or better, then cycle Street wraith, dredging Thug or better.
I just want to say thank you to the Dredge community, as it has been fascinating to read all the strategies. I was going to hide this tactic of mine that I think would propel Manaless a few notches. I am worried as to how effective it may be.
Drawing and discarding Phantasmagorian on the first turn of being on the draw is definitely a solid play, but I think it is terrible on the play incase we get matched against an opponent who knows how to play against Manaless Dredge. During game 2 we would be on the play, and we wouldn't dredge until turn 3. So, I came up with a turn 1 kill for Manaless Dredge, if not at least a turn 2 kill. Hear me out...
Game 2 and on the play, I have the hand I listed above...
Depending on FoW, check with Probe; if present, proceed to pass the turn as normal. If clear, alternatively cast Unmask choosing yourself as the target player. Pitch a dredger and proceed to cycle dredge as normal. Unmask would allow the dredging engine to start on the first turn of either playing or drawing. I came up with this idea while goldfishing in my head; I did some research and noticed that Therapy can be used the same way, and that Reanimator decks sometimes use Thoughtseize upon themselves incase they are stuck with a target in their hand.
Unmask however is manaless and can be cast on turn one, whereas Therapy needs more demanding conditions to be met before hitting yourself. The bad part about this tactic of mine is that it allows for the opponent to engage with our play through countering of Unmask, which would be devestating. Phantasmagorian pitch would be a better goal. I haven't seen anyone else utilize this idea; if it has been scrapped in previous pages, then I missed it. Personally, I will be running Unmask as 4 of to increase turn one plays; if I am crazy, then I apologize.
I just want to say thank you to the Dredge community, as it has been fascinating to read all the strategies. I was going to hide this tactic of mine that I think would propel Manaless a few notches. I am worried as to how effective it may be.
Drawing and discarding Phantasmagorian on the first turn of being on the draw is definitely a solid play, but I think it is terrible on the play incase we get matched against an opponent who knows how to play against Manaless Dredge. During game 2 we would be on the play, and we wouldn't dredge until turn 3. So, I came up with a turn 1 kill for Manaless Dredge, if not at least a turn 2 kill. Hear me out...
Game 2 and on the play, I have the hand I listed above...
Depending on FoW, check with Probe; if present, proceed to pass the turn as normal. If clear, alternatively cast Unmask choosing yourself as the target player. Pitch a dredger and proceed to cycle dredge as normal. Unmask would allow the dredging engine to start on the first turn of either playing or drawing. I came up with this idea while goldfishing in my head; I did some research and noticed that Therapy can be used the same way, and that Reanimator decks sometimes use Thoughtseize upon themselves incase they are stuck with a target in their hand.
Unmask however is manaless and can be cast on turn one, whereas Therapy needs more demanding conditions to be met before hitting yourself. The bad part about this tactic of mine is that it allows for the opponent to engage with our play through countering of Unmask, which would be devestating. Phantasmagorian pitch would be a better goal. I haven't seen anyone else utilize this idea; if it has been scrapped in previous pages, then I missed it. Personally, I will be running Unmask as 4 of to increase turn one plays; if I am crazy, then I apologize.
What do you all think?
The reasons for playing Manaless Dredge is to stop interactions with your opponent. Manaless Dredge is the only deck in Legacy that can win without resolving a single spell. If UR Delver Forces your Unmask if gives them 3 turns to to lay down pressure on you. Then all they have to do is Bolt a Elemental token in response to a Dread Return/Bridge From Bellow triggers and you have lost the game.
If you want to play spells on turn one then play LED Dredge.
So I'm planning to go to GP Vegas, no idea if they fire any legacy events or not, but I'm sure I won't be the only person there looking to play the format so I at least anticipate some action. Just wanted to put my list up and see how you feel it should perform. Pretty set with the main, sideboard I'm mostly happy with but could always use advice in potentially tweaking it.
Pretty standard list. I like including Griselbrand in place of one Spy because, well I like the big guy and he's good against Show and Tell and offers a safer route to combo as well
LoS speaks for itself. LotV is primarily for the mirror. Contagion is mainly for elves, dealing with Deathrite and Scooze. Shoal for reanimator, getting rid of Norn. Faerie Macabre for Reanimator.
Deals with most targeted yard hate and storm (tendrils specifically, we don't really care about empty the warrens), shuts down burn, protects against discard.
Returning back to the manaless dredge ranks after a few months of actually playing real magic. I'm slowly convinced that playing manaless against an actual deck is like bringing an UNO deck to the poker World Series.
Anyways here's a hot one I brewed in wake of the recent B&R Announcements.
I call it "Full Pancake Breakfast". Because you keep flipping WGD and Animate Dead into play.
Explanation of combo: Dread Return Spy to dump your deck. Dread Return Sun Titan getting Animate Dead which gets Dragon. Loop through once, so Dragon is now in GY and both Titan and Animate Dead are in play with triggers on stack. Order it so Titan resolves first, getting LED. In response to Animate Dead, crack LED (which here is actually just Black Lotus) for blue. Resolve animate dead for Dragon. Loop through over and over again until you have enough blue mana to shake a stick at. Once Titan and dead come into play, slide their targets off of Dragon and LED. Get Dimir Guildmage and something else. Use infinite mana and guildmage's first ability to make your opponent draw their deck.
Advantages that this has over the Flayer kill? Two Dread Returns over three. You can also play Rakdos Guildmage over Dimir if Leyline is big in your meta. Use his second ability and WGD loop for red mana to make infinite haste tokens.
So... Your list has 4 Dread Return but assuming it's supposed to be 2, you still take up 11 slots for your combo compared to 9-10 for the Flayer package (which has 4 Dread Return and will be more consistent as a result)
Also, you're weaker vs Pithing Needle, Stifle, Surgical Extraction (since you don't have the extra Dread Return to set up a Golgari Thug to get an extra draw step), creature kill, and who knows what else
At least replace guildmage with Oona
Edit: better yet, cut guildmage / LED for Cunning Sparkmage or Grim Guardian
-Anonymous
In all seriousness though, I think the biggest hate cards I need to figure out how to handle are Rest in Peace and Leyline of the Void. Everything else should be manageable.
I'm also considering cutting another Shambling Shell for a Mishra's Bauble; seems risky though. Sometimes I think it is win-more if it works, and sometimes the lack of a dredger or fodder for Ichorid to eat can backfire.
I rarely ever side out Chancellor. It's one of the few cards that lets us get even for going 2nd and makes our opponent stumble over their own feet. I'm a big advocate of a 4-of always. It rarely happens but if we can't Balustrade (if they surgically extracted it, we haven't hit it, they have Leyline so we can't Flayer), Dread Returning Chancellor is one of the best feelings in the world.
ex-Moderator
Legacy love.
http://mythicspoiler.com/c14/cards/containmentpriest.html
I want to say that cage is still better... but flash is pretty damn powerful on that guy. And he might just be maindeckable in an environment that sneak & show, dredge or reanimator is played to any extent. Ready your therapies.
-Anonymous
Containment Priest is gonna force reanimator to pack removal, hence diluting their list, cos counter and discard may not be enough to stop this sucker landing.
Considering how damaging this little peep might be to a host of strategies, D&T's is gonna be hard to beat.
If they land this sucker against manaless, you're not gonna die immediately, but you may as well...
This hurts LED-dredge less than Manaless I think, considering how much faster it can be.
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
Anti-Hate side board would look something like...
4x Abolish
4x nature's claim
4x Land Grant
1x Savannah
2x Something else
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
LED is the better deck. It puts up results. Manaless is probably more fun, but loosing to gravehate is annoying.
Manaless is a lot more resilient to "normal" disruption like Force of Will and Wasteland. It's also a bit less resilient to dedicated hate. The consistency, in my opinion, commends it over LED vs most fair decks, but against unfair decks (such as very fast combo) LED will have the better chance to race.
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
Whilst I would dispute results of the LED VS MANALESS debate, given the budget nature of manaless skewing the results given the sheer number of people who might play it at any one meet, I will admit there will be occasions where LED-dredge just suffers a tsunami of hate from poor matchups.
....but manaless can suffer this too.
And that I take it, is your point AJ > that LED is more vulnerable. I agree on that. But I would also argue the increased speed negates some of the hate.
I personally believe manaless to be a threat given less and less people seem to pack genuine game-ending hate for us, but in a vacuum with no information to go on in terms of the expected matchups I may face on any given day, I would choose to play LED.
I just don't believe that Manaless has the tools to combat the decks full of hate like Maverick, Death & Taxes, Miracles etc. on a consistent basis, whereas LED at least has the tools to race them.
2-0 RUG Delver
2-1 Burn
2-1 Burn
Small night but it was fun. Grinding through RUG Delver was pleasurable. He had 2x Stifle plus Snapcaster, so when I comboed and did my Flayer triggers, he stopped both Golgari Grave-Troll triggers I attempted. Untap, upkeep, bring back a bunch of Ichorid's and Nether Shadows to shoot damage through Flayer = Boom! Felt good. Both Burn matches they were able to quasi-lock me with a Relic before I could rip a Street Wraith, and even then if I cycle/dredge in response to the exile, I fill my graveyard and it would have to be absolutely perfect otherwise they could exile my whole graveyard. So that was prtety miserable, plus milling Leylines both games 2 & 3 both matches. I'm almost tempted to just take out the Leylines at this point... But Burn is always a popular choice for metas. I think if I cut Leyline it would be for SCG Open's or big IQ's.
Felt good to get 1st though, woo. Other decks in the crowd were Miracles, Shardless BUG, 12-Post, and I think Death & Taxes.
ex-Moderator
Legacy love.
Because I have found by running this that daze and force of will kill you unless you have a one of ulamog or world spine wurm
Phantasmagorian
Street Wraith
Unmask
Stinkweed Imp
Gitaxian Probe
Golgari Thug
Narcomoeba
On the draw: Golgari Grave-Troll
This is really important, I think. I don't have any experience with this deck nor do I own any cards, but I am about to invest into this build. So, can you more professional and experienced players give me a solution to my inquiry? This is assuming FoW is not a factor...
End of their turn, discard 3 (GGT, thug & Imp) & return phantas to hand.
T2: Dredge GGT for turn, then probe dredgeing imp or better, then cycle Street wraith, dredging Thug or better.
Drawing and discarding Phantasmagorian on the first turn of being on the draw is definitely a solid play, but I think it is terrible on the play incase we get matched against an opponent who knows how to play against Manaless Dredge. During game 2 we would be on the play, and we wouldn't dredge until turn 3. So, I came up with a turn 1 kill for Manaless Dredge, if not at least a turn 2 kill. Hear me out...
Game 2 and on the play, I have the hand I listed above...
Depending on FoW, check with Probe; if present, proceed to pass the turn as normal. If clear, alternatively cast Unmask choosing yourself as the target player. Pitch a dredger and proceed to cycle dredge as normal. Unmask would allow the dredging engine to start on the first turn of either playing or drawing. I came up with this idea while goldfishing in my head; I did some research and noticed that Therapy can be used the same way, and that Reanimator decks sometimes use Thoughtseize upon themselves incase they are stuck with a target in their hand.
Unmask however is manaless and can be cast on turn one, whereas Therapy needs more demanding conditions to be met before hitting yourself. The bad part about this tactic of mine is that it allows for the opponent to engage with our play through countering of Unmask, which would be devestating. Phantasmagorian pitch would be a better goal. I haven't seen anyone else utilize this idea; if it has been scrapped in previous pages, then I missed it. Personally, I will be running Unmask as 4 of to increase turn one plays; if I am crazy, then I apologize.
What do you all think?
The reasons for playing Manaless Dredge is to stop interactions with your opponent. Manaless Dredge is the only deck in Legacy that can win without resolving a single spell. If UR Delver Forces your Unmask if gives them 3 turns to to lay down pressure on you. Then all they have to do is Bolt a Elemental token in response to a Dread Return/Bridge From Bellow triggers and you have lost the game.
If you want to play spells on turn one then play LED Dredge.
It's interesting in that it maindecks Blightsteel Colossus as a backup for Balustrade Spy+Flayer of the Hatebound
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
4 Stinkweed Imp
4 Golgari Thug
4 Nether Shadow
4 Ichorid
4 Narcomoeba
4 Chancellor of the Annex
4 Phantasmagorian
4 Street Wraith
3 Shambling Shell
3 Balustrade Spy
1 Griselbrand
1 Flayer of the Hatebound
4 Dread Return
4 Gitaxian Probe
4 Cabal Therapy
Pretty standard list. I like including Griselbrand in place of one Spy because, well I like the big guy and he's good against Show and Tell and offers a safer route to combo as well
Sideboard
4 Leyline of the Void
3 Contagion
2 Sickening Shoal
2 Faerie Macabre
LoS speaks for itself. LotV is primarily for the mirror. Contagion is mainly for elves, dealing with Deathrite and Scooze. Shoal for reanimator, getting rid of Norn. Faerie Macabre for Reanimator.
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
Anyways here's a hot one I brewed in wake of the recent B&R Announcements.
I'll explain what's happening after list.
4 Stinkweed Imp
4 Golgari Thug
3 Shambling Shell
4 Narcomoeba
4 Nether Shadow
4 Ichorid
4 Street Wraith
4 Phantasmagorian
1 Sun Titan
1 Worldgorger Dragon
1 Lion's Eye Diamond
1 Animate Dead
1 Dimir Guildmage
4 Gitaxian Probe
4 Cabal Therapy
4 Dread Return
I call it "Full Pancake Breakfast". Because you keep flipping WGD and Animate Dead into play.
Explanation of combo: Dread Return Spy to dump your deck. Dread Return Sun Titan getting Animate Dead which gets Dragon. Loop through once, so Dragon is now in GY and both Titan and Animate Dead are in play with triggers on stack. Order it so Titan resolves first, getting LED. In response to Animate Dead, crack LED (which here is actually just Black Lotus) for blue. Resolve animate dead for Dragon. Loop through over and over again until you have enough blue mana to shake a stick at. Once Titan and dead come into play, slide their targets off of Dragon and LED. Get Dimir Guildmage and something else. Use infinite mana and guildmage's first ability to make your opponent draw their deck.
Advantages that this has over the Flayer kill? Two Dread Returns over three. You can also play Rakdos Guildmage over Dimir if Leyline is big in your meta. Use his second ability and WGD loop for red mana to make infinite haste tokens.
Sideboard
4 Disrupting Shoal
3 Whirpool Rider
2 Contagion
1 Flayer of the Hatebound
1 Worldspine Wurm
Side into force and blue cards and grind them out. Take out combo pieces and other things to play long game to kill hate cards and stuff.
This is wild and probably over indulgent. But awesome and It's the first Worldgorger deck I can get behind.
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
Also, you're weaker vs Pithing Needle, Stifle, Surgical Extraction (since you don't have the extra Dread Return to set up a Golgari Thug to get an extra draw step), creature kill, and who knows what else
At least replace guildmage with Oona
Edit: better yet, cut guildmage / LED for Cunning Sparkmage or Grim Guardian
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/