Shriekhorn bins more cards than neonate does on average. Neonate was better when GGT was legal because of the explosive draws. I would still play shriekhorns because it can save your mediocre openers.
Commander GUR Maelstrom Wanderer BWU Sydri, Galvanic Genius BGB Meren of Clan Nel Toth WGW Nazahn, Revered Bladesmith RRR Feldon of the Third Path WWW Heliod, God of the Sun
I might be wrong but its still the explosive draws, it looks like the most powerful T1 play since its the only way you can get nacs + amalgams hittin at turn 2, wich its close to impossible with Shriekhorns, as well can be an early blocker against goblin guides for an example.
But Shriek really looks a bit safer with the tons of grave hate nowadays... I will try'em soon.
Differences from Sodeq's list:
MD:
+1 Darkblast
+1 Dakmor Salvage
+1 Gemstone Mine
-1 Golgari Thug
-1 City of Brass
-1 red fetch
SB:
+3 Leyline of the Void
+2 Assassin's Trophy
-1 Ancient Grudge
-1 Darkblast
-1 Lightning Axe
-2 Nature's Claim
EDIT:
Sodeq even piped up in the comments.
Tomek Sodomirski
"I'm Sodeq from mtgo. After testing I can say that Assassin's Trophy is a trap. Dredge needs to have a response to hate cards early so we are forced to play Trophy on Trun 2. Extra land from trophy's drawback given so early snowballs in future turns and gives so big advantage to opponent that we often can't catch up. Only match up where Trophy could be nice is Tron but with Creeping Chill we are usually able to finish opponent faster, even after early Ugin. In my opinion you should play cheaper cards to have responses as fast as you can."
hi! dredgevine player here, im testing risk factor there and it seems not a good fit, but it looks to be good here in dredge. maybe a 3/1 split with mom hug (3), risk factor can be looked as a mom hug in the yard that can be cast via jumpstart, this will be helpful midgame for a x3 dredge to hit creeping chill or 4-dmg for extra reach
New to dredge. Been testing the new creeping chill card out and loving it. I plan to play some competitive leagues on my twitch channel and upload to my youtube channel. If thats of any interest to any of you ill leave the links below:
New to dredge. Been testing the new creeping chill card out and loving it. I plan to play some competitive leagues on my twitch channel and upload to my youtube channel. If thats of any interest to any of you ill leave the links below:
Hey man, nice videos! I noticed a few 'mistakes'in your games. Especially not activating shriekhorn on your upkeep before your draw. (2 more chances at getting a dredger in there).
I have recently started playing dredge and was wondering about the split between gemstone mine and city of brass or city of brass over mana confluence. Can anyone explain these choices in more detail to a dredge novice?
I believe City is ran in the corner case you're at one life and need to cast an instant like Gnaw to the Bone. City is a trigger unlike Confluence which is a cost. I prefer Gemstone because I have found the Burn match is a race and the pain lands add up over the game. Hope this helps! Happy Gaming!
I feel like trying this out, this is the list seen a lot on MTGO recently except I cut the 7th fetch for a Risk Factor. Does anyone have any insight on 18 lands? I saw a recent list on MTGO with 17, so I know low land count can work, but I also know we really want to have the second land to start the loam engine.
Risk Factor seems super sweet in conjunction with creeping chill and bloodghast increasing our clock/reaching 10 life for haste even faster. Also giving value even after milling it by allowing us to discard a dredger or conflagrate later in the game seems great.
I do fear that cutting a land will cause the 3 mana required to cast it become more of an issue, but once you start casting loams you should easily get there I think. So it really becomes a question of how viable 18 lands is.
If cutting the land is not the correct cut, but I would like to try atleast one copy for a bit, what else would be a cut? I've seen people consider going to 3 Cathardic Reunion, 3 Shriekhorn or 2 Conflagrate. Did anyone do any testing in that regard?
Risk Factor seems super sweet in conjunction with creeping chill and bloodghast increasing our clock/reaching 10 life for haste even faster. Also giving value even after milling it by allowing us to discard a dredger or conflagrate later in the game seems great.
I do fear that cutting a land will cause the 3 mana required to cast it become more of an issue, but once you start casting loams you should easily get there I think. So it really becomes a question of how viable 18 lands is.
If cutting the land is not the correct cut, but I would like to try atleast one copy for a bit, what else would be a cut? I've seen people consider going to 3 Cathardic Reunion, 3 Shriekhorn or 2 Conflagrate. Did anyone do any testing in that regard?
I haven't done testing yet, but I only recently picked up Loams in paper and had been working on ideas for a Grixis build of the deck to take advantage of Chill there. I was considering Risk Factor in that build and had just been having a discussion last night w/a friend about Risk Factor in the regular Jund build of the deck. The card makes a huge amount of sense and EOT they take 4 or we dredge 3 times and potentially put more Amalgams into play seems pretty great. I'm not sure what the right cut is for the deck tho, but I definitely think a copy or 2 of the card will end up in the deck.
Dredged it up last night to a 2-1-1 finish. Chill was great as expected and made the opponents wary of losing so fast or being unable race as it reversed all the damage they caused. First time playing with the new build though and I’m unsure of how to sideboard. Note that the opponents skimped on gy hate since people don’t play the strat that often (humans, spirits, affinity, tron, burn meta).
I mostly sided out up to 4 horns and 2 conflags in games and I really dont like removing the horns since they were the glue that helped me find cards and make the engine purr. I lost to spirits(counters, flash) and BG rock(scoozes). The games were still close but I think keeping bad hands without engine cards and keeping anti hate cards lost me.
Commander GUR Maelstrom Wanderer BWU Sydri, Galvanic Genius BGB Meren of Clan Nel Toth WGW Nazahn, Revered Bladesmith RRR Feldon of the Third Path WWW Heliod, God of the Sun
Overall, because Dredge needs a mass of certain cards in order to operated effectively (Namely Dredge cards, enablers, and payoffs) it's better to shave 1-2 cards from each to bring in anti-hate cards for games 2 and 3. For example, here is the list I plan to run next FNM:
Do you ever cut creeping chill as its the new addition to the deck when it comes down to sideboarding? This is basically the thing what interests me, as the other stuff and rules about sideboard should stay on a similar level.
I dont see when I would side Creeping Chill out. Versus control and combo decks, it adds extra pressure while just doing our thing. Versus aggressive decks we have incidental life gain to help reach the mid game when our card advantage starts to take over. I imagine you could shave one post-board games but the free, near uncounterable damage seems better than the other possible cuts.
Whelp, went 3-0 at FNM tonight with the list I posted earlier. Only change was removing one Nihil Spellbomb for an extra Ancient Grudge because I think I'm the only one at my LGS really using my Graveyard so heavily. At a larger event, I think more Graveyard hate is definitely needed, but I haven't considered what to cut for the hate.
Match 1 vs Zoo (2-1) Game 1 - I found out later that my opponent was playing a budget Zoo list he found online, sadly that list really packed incidental hate maindeck. He was on the play and dropped a Dryad Militant into a turn 2 Scavanging Ooze. I promptly scooped.
Game 2 - I don't think he realized why I scoooped, as he didn't really sideboard anything. I boarded as follows:
I took a mull and kept a hand with Cathartic Reunion, Darkblast, 2 lands and other dredgers. I played a Blackcleave Cliffs and passed into his turn 1 of a tap land. I turn 2 Reunion into the epic 15 card Dredge getting back some number of Prized Amalgam and Narcomoeba. He plays another tap land and I proceed to win the game with my zombies and a Conflagrate.
Game 3 - He does a little sideboarding and I thought about cutting Thoughtseize. Ultimately I didn't as I really didn't want to see a Scavanging Ooze hit the board again. I kept a hand with Darkblast again but his turn 1 was Dryad Militant into a Tormod's Crypt. I sacrifice my Darkblast to kill the Dryad and pass into him doing nothing. I play a Shriekhorn, the first activation binned a Stinkweed Imp and a Life from the Loam into an upkeep land Creeping Chill to which my opponent popped his Crypt. I proceeded to draw a Reunion and go nuts. He played a few small things that Conflagrate cleaned up for a win.
Match 2 vs Hardened Scales Affinity (2-0) Game 1 - I put my opponent on Affinity from the last FNM I went to and kept a hand with Shriekhorn and Darkblast. I'm again on the Draw, opponent plays a Stirrings for an Overseer. I play my Horn, binned a Imp and a Creeping Chill; my Imp dredge binned two more Creeping Chills and I manage to clear the board effectly with Darkblast and Conflagrate eventually running him out of threats and getting there.
Game 2 - I have no idea what hate this deck plays, but I assume it's artifact based so I board as follows:
-1 Bloodghast, -1 Shriekhorn; +2 Ancient Grudge - I picked Ghast to come out as Narco's can potentially chump block in the air.
-1 Golgari Thug; +1 Darkblast - Early interaction that can recur and kill most of his threats seems good here.
I kept an okay 7 with some dredgers and a Conflagrate primed to drop them on my second turn. My opponent opens with an Ravenger off an Opal into two Workers. I Conflagrate my whole hand, but made a misplay; I pinged each Worker for 1, Ravenger for 3, and my opponent for 1 forgetting about the Workers tigger. His Arcbound ended up a 5/5. I eventually mill over an Ancient Grudge and Darkblast and use the later to ping off things here and there waiting for his big turn. Eventually he sacs his board to the Ravenger, activates an Inkmoth and goes for the 15/15 infect kill as I responsed with the Grudge. He scoops.
Match 3 vs UW Control (2-1) Game 1 - I forget the exact sequence, but Dredge did it's thing, my opponent tried hard to stop me with 3 Cryptic Commands but he ran out of answers.
Game 2 - I boarded thinking his main graveyard hate would be Grafdigger's Cage; this may have been a mistake as I didn't see any Logic Knots game 1. Here is what I settled on:
I mulled to a slow-ish hand that could get a Life from the Loam engine running. My first Dredge binned a Bloodghast that was quickly removed with a Surgical Extraction. Then my Loam was taken by a Vendilion Clique and I eventually lost to planeswalker beats. I changed my board for game 3, since the Surgical Extraction kinda blindsided me.
Game 3 - I replaced my artifact hate with Thoughsieze to try and force his hand with the Surgical Extraction at inopertune moments. I didn't see any Thoughsiezes however. I did have an uncountered turn 2 Reunion which again saw my Ghasts removed from my deck. But a timely Narco brought multiple Prized Amalgams into play. Creeping Chill also did a bit of work here, I think I actually hit him with the full 4 before he tapped out to Snap Cryptic my Team leaving me open to finish my opponent off with a Conflagrate.
Overall, I'm really happy with how the deck performed. Creeping Chill had some sweet moments and I think helped close out some games quicker than normal (especially vs. UW Control). There was one Rock deck there (friend of mine) who came in 1st overall dispite our records being the same. I think that match is winnable but you do have to work for it. In testing last weekend I won 3-2 vs him playing the list he ran tonight; really comes down to how quickly Scooze can be answered. I hope this helps some of ya with your own testing and brewing. Until next time, Happy Gaming!
How does this deck compare to bridgevine?
(Other than being 800$ cheaper)
From my experience, BridgeVine is the faster aggro deck, and it's more resilient against graveyard hate. Your 1-drops suck less, and you can often establish a fairly massive board presence just before you get your graveyard exiled by hate. Turn 1 Vengevine is also not unheard of.
However, Dredge is better against aggro decks, and yes, this includes BridgeVine. With 4 Creeping Chills often representing both a 9-life buffer and a 9-point burn at the opposing dome in the average game, you can often buy enough time against opposing aggro to wipe out their board with Conflagrate and alpha strike back for the win. I indeed found the Dredge vs. BridgeVine match-up to favour Dredge pre-board.
I'm currently finding that both decks can outrace Ad Nauseam-Angel's Grace right now, so they can at least outspeed combo often enough.
Keep in mind that my current Dredge build is different from the others'; I'm still a huge fan of splashing blue for Tome Scour as the best Turn 1 enabler. My enabler count is 4 Shriekhorn, 4 Tome Scour, 4 Faithless Looting, and 2 Insolent Neonate; I've trimmed my land count accordingly, but I'm considering swapping out a Neonate for a Cathartic Reunion again.
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Explain why you think neonate is better.
GURB Grixis/Jund Shadow
RBG Dredge
xUx U Ballista Tron
Commander
GUR Maelstrom Wanderer
BWU Sydri, Galvanic Genius
BGB Meren of Clan Nel Toth
WGW Nazahn, Revered Bladesmith
RRR Feldon of the Third Path
WWW Heliod, God of the Sun
But Shriek really looks a bit safer with the tons of grave hate nowadays... I will try'em soon.
http://www.starcitygames.com/articles/37794_The-Return-Of-Modern-Dredge.html
Ross Merriam Dredge
4 Bloodghast
1 Golgari Thug
4 Narcomoeba
4 Prized Amalgam
4 Stinkweed Imp
Spells: 24
4 Shriekhorn
1 Darkblast
4 Cathartic Reunion
3 Conflagrate
4 Creeping Chill
4 Faithless Looting
4 Life from the Loam
2 Mountain
1 Arid Mesa
2 Blood Crypt
2 Bloodstained Mire
4 Copperline Gorge
1 Dakmor Salvage
2 Gemstone Mine
1 Scalding Tarn
2 Stomping Ground
2 Wooded Foothills
3 Leyline of the Void
2 Ancient Grudge
2 Assassin's Trophy
1 Darkblast
2 Lightning Axe
2 Nature's Claim
3 Thoughtseize
Differences from Sodeq's list:
MD:
+1 Darkblast
+1 Dakmor Salvage
+1 Gemstone Mine
-1 Golgari Thug
-1 City of Brass
-1 red fetch
SB:
+3 Leyline of the Void
+2 Assassin's Trophy
-1 Ancient Grudge
-1 Darkblast
-1 Lightning Axe
-2 Nature's Claim
EDIT:
Sodeq even piped up in the comments.
Tomek Sodomirski
"I'm Sodeq from mtgo. After testing I can say that Assassin's Trophy is a trap. Dredge needs to have a response to hate cards early so we are forced to play Trophy on Trun 2. Extra land from trophy's drawback given so early snowballs in future turns and gives so big advantage to opponent that we often can't catch up. Only match up where Trophy could be nice is Tron but with Creeping Chill we are usually able to finish opponent faster, even after early Ugin. In my opinion you should play cheaper cards to have responses as fast as you can."
https://www.youtube.com/watch?v=dUUZsNuacM0
https://www.twitch.tv/redink3
Thanks Dredge community
Hey man, nice videos! I noticed a few 'mistakes'in your games. Especially not activating shriekhorn on your upkeep before your draw. (2 more chances at getting a dredger in there).
I have recently started playing dredge and was wondering about the split between gemstone mine and city of brass or city of brass over mana confluence. Can anyone explain these choices in more detail to a dredge novice?
Modern Dredge
Budget Dredge
Mardu Pyromancer
Belcher
2x Blood Crypt
3x Bloodstained Mire
1x City of Brass
4x Copperline Gorge
1x Gemstone Mine
2x Mountain
2x Stomping Ground
3x Wooded Foothills
4x Cathartic Reunion
3x Conflagrate
4x Creeping Chill
4x Faithless Looting
4x Life from the Loam
1x Risk Factor
4x Bloodghast
2x Golgari Thug
4x Narcomoeba
4x Prized Amalgam
4x Stinkweed Imp
Artifact: 4
4x Shriekhorn
I feel like trying this out, this is the list seen a lot on MTGO recently except I cut the 7th fetch for a Risk Factor. Does anyone have any insight on 18 lands? I saw a recent list on MTGO with 17, so I know low land count can work, but I also know we really want to have the second land to start the loam engine.
Risk Factor seems super sweet in conjunction with creeping chill and bloodghast increasing our clock/reaching 10 life for haste even faster. Also giving value even after milling it by allowing us to discard a dredger or conflagrate later in the game seems great.
I do fear that cutting a land will cause the 3 mana required to cast it become more of an issue, but once you start casting loams you should easily get there I think. So it really becomes a question of how viable 18 lands is.
If cutting the land is not the correct cut, but I would like to try atleast one copy for a bit, what else would be a cut? I've seen people consider going to 3 Cathardic Reunion, 3 Shriekhorn or 2 Conflagrate. Did anyone do any testing in that regard?
People just haven't adjusted their SB hate yet. The backlash will come, and soon.
I haven't done testing yet, but I only recently picked up Loams in paper and had been working on ideas for a Grixis build of the deck to take advantage of Chill there. I was considering Risk Factor in that build and had just been having a discussion last night w/a friend about Risk Factor in the regular Jund build of the deck. The card makes a huge amount of sense and EOT they take 4 or we dredge 3 times and potentially put more Amalgams into play seems pretty great. I'm not sure what the right cut is for the deck tho, but I definitely think a copy or 2 of the card will end up in the deck.
I mostly sided out up to 4 horns and 2 conflags in games and I really dont like removing the horns since they were the glue that helped me find cards and make the engine purr. I lost to spirits(counters, flash) and BG rock(scoozes). The games were still close but I think keeping bad hands without engine cards and keeping anti hate cards lost me.
Anyone have advice for sideboarding yet?
GURB Grixis/Jund Shadow
RBG Dredge
xUx U Ballista Tron
Commander
GUR Maelstrom Wanderer
BWU Sydri, Galvanic Genius
BGB Meren of Clan Nel Toth
WGW Nazahn, Revered Bladesmith
RRR Feldon of the Third Path
WWW Heliod, God of the Sun
The Ultimate Dredge Sideboard Guide by Zen Takahashi
The Ultimate Dredge Sideboard Guide - 2018 Edition by Zen Takahashi
Overall, because Dredge needs a mass of certain cards in order to operated effectively (Namely Dredge cards, enablers, and payoffs) it's better to shave 1-2 cards from each to bring in anti-hate cards for games 2 and 3. For example, here is the list I plan to run next FNM:
1 Darkblast
4 Life from the Loam
2 Golgari Thug
4 Stinkweed Imp
Enabler (11):
3 Shriekhorn
4 Faithless Looting
4 Cathartic Reunion
Payoff (19):
3 Conflagrate
4 Bloodghast
4 Narcomoeba
4 Prized Amalgam
4 Creeping Chill
1 Dakmor Salvage
2 Mountain
2 Stomping Ground
2 Blood Crypt
2 Gemstone Mine
3 Copperline Gorge
2 Blackcleave Cliffs
2 Wooded Foothills
2 Bloodstained Mire
1 Scalding Tarn
2 Nature's Claim
1 Ancient Grudge
3 Thoughtseize
3 Collective Brutality
3 Lightning Axe
2 Nihil Spellbomb
1 Darkblast
I plan to cut 1 Conflagrate, 1 Shriekhorn, and either 1 Bloodghast or Narcomoeba to bring in sideboard cards such as Ancient Grudge, Nature's Claim, or Thoughtseize. If I plan to side in Collective Brutality, Lightning Axe, or Nihil Spellbomb then I will look at shaving more in the Enablers as these cards also allow me to discard or draw to get the engine working. Darkblast is just a straight swap for Golgari Thug when I need an extra removal spell.
Hope this helps a little, Happy Gaming!
Modern Dredge
Budget Dredge
Mardu Pyromancer
Belcher
Modern Dredge
Budget Dredge
Mardu Pyromancer
Belcher
Match 1 vs Zoo (2-1)
Game 1 - I found out later that my opponent was playing a budget Zoo list he found online, sadly that list really packed incidental hate maindeck. He was on the play and dropped a Dryad Militant into a turn 2 Scavanging Ooze. I promptly scooped.
Game 2 - I don't think he realized why I scoooped, as he didn't really sideboard anything. I boarded as follows:
-1 Golgari Thug; +1 Darkblast - The interaction/removal seems more relevant.
-1 Conflagrate, -1 Cathartic Reunion, -1 Faithless Looting; +3 Lightning Axe - Again, more interaction while keeping a discard outlet handy.
-1 Bloodghast, -1 Dakmor Salvage, -1 Shriekhorn; +3 Thoughtseize - I like this on the play for the chance to proactively hit possible graveyard-hate.
I took a mull and kept a hand with Cathartic Reunion, Darkblast, 2 lands and other dredgers. I played a Blackcleave Cliffs and passed into his turn 1 of a tap land. I turn 2 Reunion into the epic 15 card Dredge getting back some number of Prized Amalgam and Narcomoeba. He plays another tap land and I proceed to win the game with my zombies and a Conflagrate.
Game 3 - He does a little sideboarding and I thought about cutting Thoughtseize. Ultimately I didn't as I really didn't want to see a Scavanging Ooze hit the board again. I kept a hand with Darkblast again but his turn 1 was Dryad Militant into a Tormod's Crypt. I sacrifice my Darkblast to kill the Dryad and pass into him doing nothing. I play a Shriekhorn, the first activation binned a Stinkweed Imp and a Life from the Loam into an upkeep land Creeping Chill to which my opponent popped his Crypt. I proceeded to draw a Reunion and go nuts. He played a few small things that Conflagrate cleaned up for a win.
Match 2 vs Hardened Scales Affinity (2-0)
Game 1 - I put my opponent on Affinity from the last FNM I went to and kept a hand with Shriekhorn and Darkblast. I'm again on the Draw, opponent plays a Stirrings for an Overseer. I play my Horn, binned a Imp and a Creeping Chill; my Imp dredge binned two more Creeping Chills and I manage to clear the board effectly with Darkblast and Conflagrate eventually running him out of threats and getting there.
Game 2 - I have no idea what hate this deck plays, but I assume it's artifact based so I board as follows:
-1 Bloodghast, -1 Shriekhorn; +2 Ancient Grudge - I picked Ghast to come out as Narco's can potentially chump block in the air.
-1 Golgari Thug; +1 Darkblast - Early interaction that can recur and kill most of his threats seems good here.
I kept an okay 7 with some dredgers and a Conflagrate primed to drop them on my second turn. My opponent opens with an Ravenger off an Opal into two Workers. I Conflagrate my whole hand, but made a misplay; I pinged each Worker for 1, Ravenger for 3, and my opponent for 1 forgetting about the Workers tigger. His Arcbound ended up a 5/5. I eventually mill over an Ancient Grudge and Darkblast and use the later to ping off things here and there waiting for his big turn. Eventually he sacs his board to the Ravenger, activates an Inkmoth and goes for the 15/15 infect kill as I responsed with the Grudge. He scoops.
Match 3 vs UW Control (2-1)
Game 1 - I forget the exact sequence, but Dredge did it's thing, my opponent tried hard to stop me with 3 Cryptic Commands but he ran out of answers.
Game 2 - I boarded thinking his main graveyard hate would be Grafdigger's Cage; this may have been a mistake as I didn't see any Logic Knots game 1. Here is what I settled on:
-1 Narcomoeba, -1 Shiekhorn, -1 Conflagrate; +2 Ancient Grudge, +1 Nature's Claim - Ultimately I feel like with Creeping Chill we can just go for it.
I mulled to a slow-ish hand that could get a Life from the Loam engine running. My first Dredge binned a Bloodghast that was quickly removed with a Surgical Extraction. Then my Loam was taken by a Vendilion Clique and I eventually lost to planeswalker beats. I changed my board for game 3, since the Surgical Extraction kinda blindsided me.
Game 3 - I replaced my artifact hate with Thoughsieze to try and force his hand with the Surgical Extraction at inopertune moments. I didn't see any Thoughsiezes however. I did have an uncountered turn 2 Reunion which again saw my Ghasts removed from my deck. But a timely Narco brought multiple Prized Amalgams into play. Creeping Chill also did a bit of work here, I think I actually hit him with the full 4 before he tapped out to Snap Cryptic my Team leaving me open to finish my opponent off with a Conflagrate.
Overall, I'm really happy with how the deck performed. Creeping Chill had some sweet moments and I think helped close out some games quicker than normal (especially vs. UW Control). There was one Rock deck there (friend of mine) who came in 1st overall dispite our records being the same. I think that match is winnable but you do have to work for it. In testing last weekend I won 3-2 vs him playing the list he ran tonight; really comes down to how quickly Scooze can be answered. I hope this helps some of ya with your own testing and brewing. Until next time, Happy Gaming!
Modern Dredge
Budget Dredge
Mardu Pyromancer
Belcher
(Other than being 800$ cheaper)
From my experience, BridgeVine is the faster aggro deck, and it's more resilient against graveyard hate. Your 1-drops suck less, and you can often establish a fairly massive board presence just before you get your graveyard exiled by hate. Turn 1 Vengevine is also not unheard of.
However, Dredge is better against aggro decks, and yes, this includes BridgeVine. With 4 Creeping Chills often representing both a 9-life buffer and a 9-point burn at the opposing dome in the average game, you can often buy enough time against opposing aggro to wipe out their board with Conflagrate and alpha strike back for the win. I indeed found the Dredge vs. BridgeVine match-up to favour Dredge pre-board.
I'm currently finding that both decks can outrace Ad Nauseam-Angel's Grace right now, so they can at least outspeed combo often enough.
Keep in mind that my current Dredge build is different from the others'; I'm still a huge fan of splashing blue for Tome Scour as the best Turn 1 enabler. My enabler count is 4 Shriekhorn, 4 Tome Scour, 4 Faithless Looting, and 2 Insolent Neonate; I've trimmed my land count accordingly, but I'm considering swapping out a Neonate for a Cathartic Reunion again.