Match 1: 2-0 vs. Pillow Fort
Game 1 he plays a Runed Halo to protect himself from 3 Bloodghast, but Conflagrate, Prized Amalgam, and Narcomoeba do the trick.
Game 2 he mulls hard to find 2 Rest in Peace, 1 Wheel of Sun and Moon, but he is stuck on one plains. I hit two lands and Cathartic Reunion and "go off" for four power on the board. He gets RiP and Runed Halo in play on turns 3 and 4 or so, but I get there with 3-6 damage per turn.
Match 2: 2-0 vs Eldrazi Tron
Game 1 is a bit grindy, but it ends with a big Haunted Dead, bring 3 Amalgams back, Rally the Peasants turn. I only dealt damage to him once, and he ended with -7 life.
Game 2 is not as grindy, but it still ends with a big turn. He sided in 4 Relic and didn't see them. I conflagrated 1 of his 2 Reality Smashers, discarding six cards, to buy some time.
Match 3: 2-1 vs. Ponza
This is the main match I want to talk about in terms of sideboarding because I feel like I overboarded.
Game 1 is too easy. I even had turn 1 Darkblast for his turn 1 Arbor Elf, and I follow it with Cathartic Reunion, and he does not have Anger.
Game 2 he gets the perfect Dredge-beating sequence of Blood Moon (preventing me from playing around Anger well) followed by Anger after I have built up a board. Then Inferno Titan mops me up.
Game 3 is back to basics. Fast start, Darkblast, crush with Rally on turn 4 or so.
I sided in 2 Lightning Axe and 3 Collective Brutality, taking out Narcomoeba, 3 Insolent Neonate, and Golgari Thug. Thoughts?
Match 4: 2-0 vs Jund
Nothing to speak of here. He turn 1 IOK's me game 1 to find a hand of cards I strictly wanted in the graveyard, and it was downhill for him from there.
Game 2 he doesn't find hate (which he had Damnation, Anger, and Cage - I love playing Dredge at LGSs!).
I brought in 3 Lightning Axes in case of Scooze, siding out Bloodghast, 1 Neonate and Life from the Loam.
The Flame of Keld
1R
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
Warcry Phoenix
3R
Creature — Phoenix
2/2
Flying, haste
Whenever you attack with three or more creatures, you may pay 2R. If you do, return Warcry Phoenix from your graveyard to the battlefield tapped and attacking.
Squee, the Immortal
1RR
Legendary Creature — Goblin
2/1
You may cast Squee, the Immortal from your graveyard or from exile.
~ ~ ~ ~
I don't think we need the Phoenix. 2 extra (evasive) damage for 2R isn't needed if we already have 3 or more creatures. At that point I'd rather use Devil or Rally to get in for more damage. If it hardcast for the same price, then it could possibly be worth it to have a creature that's playable through hate (à la RB Hollowed One). Otherwise, I think it's too slow.
On the other hand, my boy squee is looking pretty stylish. He's slightly harder to cast at 1RR (not really since we already need RR for Conflag) and is a 2/1 without haste. However, there are no restrictions on when he can be cast, so he is still useful if we are behind. I can see situations where are are attacking with Ghasts and casting Squee as a blocker each turn.
Imp does the same job while also being a flyer with deaththouch, but Squee lets us dredge other cards in the meantime. This lets us build up for a large Conflag, have landfall every turn, or just go into topdeck mode to find a specific card. Also, he trigger amalgams.
Likewise, he's still useful in hand, and is useful in the face of hate. Particularly, if the opponent is looking to crack a Relic after we discard to Looting/Carthartic, we could pitch Squee + a dredger to still have an option. They may choose to wait until later, which could offer us some counterplay. The only weird interaction is vs. Scooze because Squee will keep making it bigger while also gaining the opponent life.
The problems I see in this scenario is whether we'll have the 3 mana to cast him, whether a 2/1 is more worthwhile to cast over a looting effect (we might have 4 mana to do both), or if the opponent even care that we'll get a 2/1 out of the deal.
I see him to be comparable to Haunted Dead. For 1 more mana we don't have to pitch two cards, which has its pros and cons. The discard lets us pitch Ghasts or Amalgams, but sometimes we don't the have cards or it makes our Conflags worse. Haunted Dead can also be activated at instant speed.
The biggest issue with Squee is his subpar stats. He is playable from every location, but maybe a 2/1 is not good enough.
I agree. I dont think Phoenix is awesome. Maybe if it was 1r. Id strongly play it at r, because we could do muliple, but 2 extra damage for 3 might as well be devil. You are right.
Squees power is just too low for me. I love its effect, but it doesnt impact other than being sticky. If it auto returned Id use the hell out of it.
The saga I missed but I also dont know how great it is. Diff better with bridge, but its basically a bad cathartic reunion right? We are adding 2 damage to our conflags, and sometimes hitting for 3 with neonates.
So, as the finisher, is it better Driven to Despair, Scourge Devil or Rally the Peasants right now?
IMO,it depends entirely on the meta and your personal preference. Each card are have their own merits and there are very good arguments for each of them. As a result, I swap this slot out more and anything else in my 75.
Driven is good versus combo (Storm-ish, Ad Naus, Valakut, Saheeli). It disrupts whatever they're trying to assemble. This is important because combo is the 'paper to our rock' and a way to help our bad matchups is great. However, against creature-company decks this is not as useful because it doesn't kill stuff and they can still CoCo into a win. That being said, menace does help punch in for damage and helps can mess up the hands of fair decks. In this scenario, it isn't for the race. Instead of winning the game, it makes the enemy unable to win the game.
+ Helps combo, bad MU
+ Occasionally useful front side
* Meh versus creature dense decks
- Sorcery speed, hurts more than Devil because, if dealt with, you are put farther behind in an already grindy/ and time-dependant MU
Devil is good for races with decks that have a low density of creatures. (Infect, Burn, Bogles), and counter spell decks. Triggering Amalgam helps too.
+ Triggers Amalgam
+ Another creature that needs to be blocked
- Bad in creature heavy MUs
Rally is good when you need to race hard and fast against decks like Tron, ETron, Valakut, etc. Keep in mind
These deck generally don't have much removal outside of board wipes so you can punch in for lots. Also, I've found its great in go-wide creature MUs like Merfolk, Elves, Humans, etc. because it lets each creature become a 3+ damage threat. I love being able to dredge loam, attack, and if enough creatures get through I can dome for a ton. If they don't then I can just loam and continue building towards Conflag.
++ Instant speed
+ Races hardest vs decks that don't interact and try to go tall
+ Makes each creature a potential killing threat
- Counterable
- Bad if there's too much removal
Between rally and devil, rally has the threat of activation going for it, rather than having to pay the mana upfront, which is very relevant against midrange and control. In a typical board, a larger part of the damage will have evasion (the narcomoebas and token spirit hit harder).
Now on a small board, if the opponent doesn't have too many decent blocks, devil will deal a lot more damage, but I would argue that in these situations you'll probably want to use your mana for different things (looting to get a bigger board, conflagrating and/or loaming to prepare for the next conflagrate).
I think you are discounting the occasional utility of Scourge Devil. I've found that I often get a board where it sort of becomes an improvised Driven//Despair. Either my opponent takes the damage and probably goes down to <6 life, or they spend 3+ cards (removal + blocks with the already few creatures they have) to prevent it. Likewise, the uncounterable I've found is great against blue decks where you need just a little bit more damage before they potentially stall out with cryptic and snaps. This forces them to deal with it, rather than the threat of it.
Also, sometimes you get to trigger an amalgam in the 'yard, then, if another amalgam dies when you attack, both will come back by the next turn.
In term of MUs, I'd prefer rally versus fair decks that tend to go fairly wide: Jund, ETron, Ponza, etc.
Devil though I find is better against GDS, UW, (some) Jeskai, etc.
I am pretty new to the modern Dredge archetype and thinking about playing the deck at my fnm.
I have seen that there are 2 Dredge decks in modern
"normal" Dredge and Dredgevine
"Normal" Dredge seems to be a lot more poplular. What is the difference between dredge and dredgevine?
I am pretty new to the modern Dredge archetype and thinking about playing the deck at my fnm.
I have seen that there are 2 Dredge decks in modern
"normal" Dredge and Dredgevine
"Normal" Dredge seems to be a lot more poplular. What is the difference between dredge and dredgevine?
Your best bet would be get your info on normal dredge here and go to the dredgevine forum to get info on that deck.
I am pretty new to the modern Dredge archetype and thinking about playing the deck at my fnm.
I have seen that there are 2 Dredge decks in modern
"normal" Dredge and Dredgevine
"Normal" Dredge seems to be a lot more poplular. What is the difference between dredge and dredgevine?
Normal Dredge is honesty more consistent than Dredgevine. I am a bit bias due to the fact I play normal Dredge. Both decks use the dredge mechanic however, the "normal" dredge deck using more the synergy of things coming back from the graveyard on their own and not so much from having to cast creature spells to get Vengevine to come back. Dredge honestly doesn't cast many creatures to get the deck working.
Dredgevine has a lot more synergy in wanting to cast creatures for the deck to work and then using the graveyard as a resource. "Normal" Dredge mainly wants to discard are dredgers so we can abuse the Dredge mechanic for our gain.
So I'm a going to a GP soon and thinking about running this. I'm cutting neonates and a haunted dead and playing the scrapheaps and street wraiths. The scrap heaps and street wraiths provide some protection for specific GY hate and can also provide some explosive turns. Opinions...?
Guys, looking to build this deck, and want to know what list can be the most usual to build if you are new to the deck.
And, how is it placed in the actual meta?
EDITED FOR I FORGOT HOW TO POST TO THIS SITE LOL.
I've been on the Ben Friedman-style list for a while and quite like it (my mana and side are a bit different). It's not the usual build (cuts Neonates for Collective Brutality, runs a Ghost Quarter and the R/G cycle land), but it's close. That said, you are obviously configured for a more controlling, interactive game than a hammer smash face sort of thing.
You sacrifice a bit of explosiveness without Neonates, but Brutality's ceiling is so much higher. The upside against any creature deck, deck that domes you, or combo deck is pretty insane. -2ing a Champion and taking a Path is pretty good. -2ing a Scooze G1 against GBx is spicy good fun. -2ing a Goblin Guide, gaining 2, and taking a Bolt is the dream.
Dredge is obviously best in a meta that doesn't fear it. However, I play it in a meta where everyone knows my name and what I'm playing and I still roll face with it. You should win most G1s (though the Nihil Spellbomb main in GBx is :frown:) The pressure is on them to draw their hate in two sideboard games. You can beat anything they throw at you either through superior play or by drawing your answers to their answers.
So I'm a going to a GP soon and thinking about running this. I'm cutting neonates and a haunted dead and playing the scrapheaps and street wraiths. The scrap heaps and street wraiths provide some protection for specific GY hate and can also provide some explosive turns. Opinions...?
Wow that’s spicy! I love it.
Add in simian spirit guides for extra scrap heap fodder when you dredge them and feel bad about it.
So I'm a going to a GP soon and thinking about running this. I'm cutting neonates and a haunted dead and playing the scrapheaps and street wraiths. The scrap heaps and street wraiths provide some protection for specific GY hate and can also provide some explosive turns. Opinions...?
Spicy and awesome! I'm curious if you have trouble getting dredgers in the bin though. I might just this this together for a few games.
I ran this at the GP this past weekend and didn't do great..
That being said, the Scrapheap's felt awesome. I was never unhappy to see them and being able to bring back a creature on my opponents turn just felt great. (Just make sure to do it before the end of their turn so you can get back those Prized Amalgam's too!)
The deck was very much a glass-cannon with the Simian Spirit Guides in place of 4 lands. When I pulled off a t1 Cathartic Reunion the opponent had no chance, however mulligan's were almost always bad for me.
And there were definitely a lot of hands with no way to get dredgers into the yard.
I think I am going to add back the Neonates and run this next time:
14-1 in the past three competitive leagues. Everyone is saying dredge is in a bad position but I don’t see it. I see a lot less storm, tron, and valakut and a ton more jund, uw control and mana dork decks than I have in a while.
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3 Bloodstained Mire
2 Mountain
2 Blood Crypt
2 Stomping Ground
1 City of Brass
1 Gemstone Mine
1 Dakmor Salvage
3 Copperline Gorge
1 Blackcleave Cliffs
4 Prized Amalgam
4 Narcomoeba
4 Bloodghast
1 Haunted Dead
1 Golgari Thug
4 Life from the Loam
2 Darkblast
3 Conflagrate
1 Rally the Peasants
4 Faithless Looting
4 Cathartic Reunion
4 Insolent Neonate
3 Lightning Axe
1 Nature's Claim
2 Abrupt Decay
3 Thoughtseize
3 Collective Brutality
1 Gnaw to the Bone
2 Ancient Grudge
Match 1: 2-0 vs. Pillow Fort
Game 1 he plays a Runed Halo to protect himself from 3 Bloodghast, but Conflagrate, Prized Amalgam, and Narcomoeba do the trick.
Game 2 he mulls hard to find 2 Rest in Peace, 1 Wheel of Sun and Moon, but he is stuck on one plains. I hit two lands and Cathartic Reunion and "go off" for four power on the board. He gets RiP and Runed Halo in play on turns 3 and 4 or so, but I get there with 3-6 damage per turn.
SB - 1 Narcomoeba, 1 Conflagrate, 1 Darkblast out, +3 Thoughtseize in
Match 2: 2-0 vs Eldrazi Tron
Game 1 is a bit grindy, but it ends with a big Haunted Dead, bring 3 Amalgams back, Rally the Peasants turn. I only dealt damage to him once, and he ended with -7 life.
Game 2 is not as grindy, but it still ends with a big turn. He sided in 4 Relic and didn't see them. I conflagrated 1 of his 2 Reality Smashers, discarding six cards, to buy some time.
SB - 2 Insolent Neonate, 1 Narcomoeba, + 3 Lightning Axe
Match 3: 2-1 vs. Ponza
This is the main match I want to talk about in terms of sideboarding because I feel like I overboarded.
Game 1 is too easy. I even had turn 1 Darkblast for his turn 1 Arbor Elf, and I follow it with Cathartic Reunion, and he does not have Anger.
Game 2 he gets the perfect Dredge-beating sequence of Blood Moon (preventing me from playing around Anger well) followed by Anger after I have built up a board. Then Inferno Titan mops me up.
Game 3 is back to basics. Fast start, Darkblast, crush with Rally on turn 4 or so.
I sided in 2 Lightning Axe and 3 Collective Brutality, taking out Narcomoeba, 3 Insolent Neonate, and Golgari Thug. Thoughts?
Match 4: 2-0 vs Jund
Nothing to speak of here. He turn 1 IOK's me game 1 to find a hand of cards I strictly wanted in the graveyard, and it was downhill for him from there.
Game 2 he doesn't find hate (which he had Damnation, Anger, and Cage - I love playing Dredge at LGSs!).
I brought in 3 Lightning Axes in case of Scooze, siding out Bloodghast, 1 Neonate and Life from the Loam.
EDIT: List was +1 Haunted Dead, -1 Golgari Thug
Or 3 mana flying haste birds?
The Flame of Keld
1R
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
3R
Creature — Phoenix
2/2
Flying, haste
Whenever you attack with three or more creatures, you may pay 2R. If you do, return Warcry Phoenix from your graveyard to the battlefield tapped and attacking.
Modern:
Dredge | Restore Balance | Titanshift
My [360][Unpowered][Modern-Frame] Cube
Squee, the Immortal
1RR
Legendary Creature — Goblin
2/1
You may cast Squee, the Immortal from your graveyard or from exile.
~ ~ ~ ~
I don't think we need the Phoenix. 2 extra (evasive) damage for 2R isn't needed if we already have 3 or more creatures. At that point I'd rather use Devil or Rally to get in for more damage. If it hardcast for the same price, then it could possibly be worth it to have a creature that's playable through hate (à la RB Hollowed One). Otherwise, I think it's too slow.
On the other hand, my boy squee is looking pretty stylish. He's slightly harder to cast at 1RR (not really since we already need RR for Conflag) and is a 2/1 without haste. However, there are no restrictions on when he can be cast, so he is still useful if we are behind. I can see situations where are are attacking with Ghasts and casting Squee as a blocker each turn.
Imp does the same job while also being a flyer with deaththouch, but Squee lets us dredge other cards in the meantime. This lets us build up for a large Conflag, have landfall every turn, or just go into topdeck mode to find a specific card. Also, he trigger amalgams.
Likewise, he's still useful in hand, and is useful in the face of hate. Particularly, if the opponent is looking to crack a Relic after we discard to Looting/Carthartic, we could pitch Squee + a dredger to still have an option. They may choose to wait until later, which could offer us some counterplay. The only weird interaction is vs. Scooze because Squee will keep making it bigger while also gaining the opponent life.
The problems I see in this scenario is whether we'll have the 3 mana to cast him, whether a 2/1 is more worthwhile to cast over a looting effect (we might have 4 mana to do both), or if the opponent even care that we'll get a 2/1 out of the deal.
I see him to be comparable to Haunted Dead. For 1 more mana we don't have to pitch two cards, which has its pros and cons. The discard lets us pitch Ghasts or Amalgams, but sometimes we don't the have cards or it makes our Conflags worse. Haunted Dead can also be activated at instant speed.
The biggest issue with Squee is his subpar stats. He is playable from every location, but maybe a 2/1 is not good enough.
Squees power is just too low for me. I love its effect, but it doesnt impact other than being sticky. If it auto returned Id use the hell out of it.
The saga I missed but I also dont know how great it is. Diff better with bridge, but its basically a bad cathartic reunion right? We are adding 2 damage to our conflags, and sometimes hitting for 3 with neonates.
What about? The street wraith?
IMO,it depends entirely on the meta and your personal preference. Each card are have their own merits and there are very good arguments for each of them. As a result, I swap this slot out more and anything else in my 75.
Driven is good versus combo (Storm-ish, Ad Naus, Valakut, Saheeli). It disrupts whatever they're trying to assemble. This is important because combo is the 'paper to our rock' and a way to help our bad matchups is great. However, against creature-company decks this is not as useful because it doesn't kill stuff and they can still CoCo into a win. That being said, menace does help punch in for damage and helps can mess up the hands of fair decks. In this scenario, it isn't for the race. Instead of winning the game, it makes the enemy unable to win the game.
+ Helps combo, bad MU
+ Occasionally useful front side
* Meh versus creature dense decks
- Sorcery speed, hurts more than Devil because, if dealt with, you are put farther behind in an already grindy/ and time-dependant MU
Devil is good for races with decks that have a low density of creatures. (Infect, Burn, Bogles), and counter spell decks. Triggering Amalgam helps too.
+ Triggers Amalgam
+ Another creature that needs to be blocked
- Bad in creature heavy MUs
Rally is good when you need to race hard and fast against decks like Tron, ETron, Valakut, etc. Keep in mind
These deck generally don't have much removal outside of board wipes so you can punch in for lots. Also, I've found its great in go-wide creature MUs like Merfolk, Elves, Humans, etc. because it lets each creature become a 3+ damage threat. I love being able to dredge loam, attack, and if enough creatures get through I can dome for a ton. If they don't then I can just loam and continue building towards Conflag.
++ Instant speed
+ Races hardest vs decks that don't interact and try to go tall
+ Makes each creature a potential killing threat
- Counterable
- Bad if there's too much removal
I think you are discounting the occasional utility of Scourge Devil. I've found that I often get a board where it sort of becomes an improvised Driven//Despair. Either my opponent takes the damage and probably goes down to <6 life, or they spend 3+ cards (removal + blocks with the already few creatures they have) to prevent it. Likewise, the uncounterable I've found is great against blue decks where you need just a little bit more damage before they potentially stall out with cryptic and snaps. This forces them to deal with it, rather than the threat of it.
Also, sometimes you get to trigger an amalgam in the 'yard, then, if another amalgam dies when you attack, both will come back by the next turn.
In term of MUs, I'd prefer rally versus fair decks that tend to go fairly wide: Jund, ETron, Ponza, etc.
Devil though I find is better against GDS, UW, (some) Jeskai, etc.
I have seen that there are 2 Dredge decks in modern
"normal" Dredge and Dredgevine
"Normal" Dredge seems to be a lot more poplular. What is the difference between dredge and dredgevine?
Your best bet would be get your info on normal dredge here and go to the dredgevine forum to get info on that deck.
RG Titan Scapeshift GR
UBWAd Nauseam WBU
CEldrazi TronC
Normal Dredge is honesty more consistent than Dredgevine. I am a bit bias due to the fact I play normal Dredge. Both decks use the dredge mechanic however, the "normal" dredge deck using more the synergy of things coming back from the graveyard on their own and not so much from having to cast creature spells to get Vengevine to come back. Dredge honestly doesn't cast many creatures to get the deck working.
Dredgevine has a lot more synergy in wanting to cast creatures for the deck to work and then using the graveyard as a resource. "Normal" Dredge mainly wants to discard are dredgers so we can abuse the Dredge mechanic for our gain.
4 Bloodghast
3 Golgari Thug
4 Narcomoeba
3 Scrapheap Scrounger
4 Prized Amalgam
4 Stinkweed Imp
2 Street Wraith
3 Conflagrate
2 Darkblast
4 Faithless Looting
4 Cathartic Reunion
3 Life from the Loam
1 Blood Crypt
2 Bloodstained Mire
3 Copperline Gorge
2 Dakmor Salvage
2 Gemstone Mine
1 Mountain
2 Stomping Ground
2 Swamp
3 Wooded Foothills
3 Lightning Axe
2 Nature's Claim
2 Thoughtseize
2 Abrupt Decay
2 Ancient Grudge
3 Collective Brutality
1 Gnaw to the Bone
So I'm a going to a GP soon and thinking about running this. I'm cutting neonates and a haunted dead and playing the scrapheaps and street wraiths. The scrap heaps and street wraiths provide some protection for specific GY hate and can also provide some explosive turns. Opinions...?
EDITED FOR I FORGOT HOW TO POST TO THIS SITE LOL.
I've been on the Ben Friedman-style list for a while and quite like it (my mana and side are a bit different). It's not the usual build (cuts Neonates for Collective Brutality, runs a Ghost Quarter and the R/G cycle land), but it's close. That said, you are obviously configured for a more controlling, interactive game than a hammer smash face sort of thing.
You sacrifice a bit of explosiveness without Neonates, but Brutality's ceiling is so much higher. The upside against any creature deck, deck that domes you, or combo deck is pretty insane. -2ing a Champion and taking a Path is pretty good. -2ing a Scooze G1 against GBx is spicy good fun. -2ing a Goblin Guide, gaining 2, and taking a Bolt is the dream.
Dredge is obviously best in a meta that doesn't fear it. However, I play it in a meta where everyone knows my name and what I'm playing and I still roll face with it. You should win most G1s (though the Nihil Spellbomb main in GBx is :frown:) The pressure is on them to draw their hate in two sideboard games. You can beat anything they throw at you either through superior play or by drawing your answers to their answers.
Wow that’s spicy! I love it.
Add in simian spirit guides for extra scrap heap fodder when you dredge them and feel bad about it.
Spicy and awesome! I'm curious if you have trouble getting dredgers in the bin though. I might just this this together for a few games.
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
4 Bloodghast
3 Golgari Thug
4 Narcomoeba
3 Scrapheap Scrounger
4 Prized Amalgam
4 Stinkweed Imp
2 Street Wraith
4 Simian Spirit Guide
3 Conflagrate
2 Driven // Despair
4 Faithless Looting
4 Cathartic Reunion
3 Life from the Loam
4 Bloodstained Mire
2 Dakmor Salvage
3 Gemstone Mine
1 Mountain
2 Stomping Ground
1 Swamp
1 Wooded Foothills
1 Lightning Axe
2 Darkblast
1 Nature's Claim
2 Thoughtseize
1 Abrupt Decay
2 Ancient Grudge
3 Collective Brutality
1 Engineered Explosives
1 Maelstrom Pulse
1 Gnaw to the Bone
I ran this at the GP this past weekend and didn't do great..
That being said, the Scrapheap's felt awesome. I was never unhappy to see them and being able to bring back a creature on my opponents turn just felt great. (Just make sure to do it before the end of their turn so you can get back those Prized Amalgam's too!)
The deck was very much a glass-cannon with the Simian Spirit Guides in place of 4 lands. When I pulled off a t1 Cathartic Reunion the opponent had no chance, however mulligan's were almost always bad for me.
And there were definitely a lot of hands with no way to get dredgers into the yard.
I think I am going to add back the Neonates and run this next time:
4 Bloodghast
3 Golgari Thug
4 Narcomoeba
2 Scrapheap Scrounger
4 Prized Amalgam
4 Stinkweed Imp
4 Insolent Neonate
3 Conflagrate
1 Driven // Despair
4 Faithless Looting
4 Cathartic Reunion
3 Life from the Loam
2 Blood Crypt
4 Bloodstained Mire
2 Dakmor Salvage
3 Gemstone Mine
2 Mountain
2 Stomping Ground
1 Swamp
2 Wooded Foothills
1 Lightning Axe
2 Darkblast
1 Nature's Claim
2 Thoughtseize
1 Abrupt Decay
2 Ancient Grudge
3 Collective Brutality
1 Engineered Explosives
1 Maelstrom Pulse
1 Gnaw to the Bone
This should be less explosive but more consistent.