One thought I just had. How about 1-2 Gemstone Caverns? If we get it in our opening hand, great! If we don't, it'll just lay in our graveyard doing no due to dredging, like most lands.
One thought I just had. How about 1-2 Gemstone Caverns? If we get it in our opening hand, great! If we don't, it'll just lay in our graveyard doing no due to dredging, like most lands.
I would rather play simian spirit guide than gemstone cavern. It's just too inconsistent. only works if it's in you opener AND you're on the play.
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Hey guys! I have recently begun playing Dredge, and I went 3-0 on a weekly tournament yesterday with this list. For that, I won free entry for two PPTQ:s this weekend. I will play the same list, but I feel like I would love to get some help on what to sideboard out against different match-ups. Yesterday I won against Suicide Zoo, Azorius Titan and a weird Rat Brew.
I'm not really sure about Haunted Dead post board. I guess I board it in against Infect and Suicide Zoo where the blockers really are vial, but there may be better substitutes? Also, what do I board against the tiers? Is there something about the deck you guys would change?
I assume because its free, thats why legacy uses it. I'm not a fan because haunted gives me more chumps, attacks and triggers prized. Im sure the reason for this is more draws= more dredges in hands, needing more ways to put them in yard. Running 15 enablers will do that.
I assume because its free, thats why legacy uses it. I'm not a fan because haunted gives me more chumps, attacks and triggers prized. Im sure the reason for this is more draws= more dredges in hands, needing more ways to put them in yard. Running 15 enablers will do that.
While this works on legacy, where you can aggressively discard your whole hand for gains. I don't think it's actually good here.
One of the main qualities of this deck is that most cards plays double/triple duty or at last works alone. Phantasmagorian is just a dicard outlet with no value other than that (it won't be casted, and even if it is cast, it is bad as a vanilla CMC7 6/6) and it's an enabler that needs to be enabled first. Shriekhorn is probably the only card that don't play double duty (unless you're counting gargadon fodder as one) but is a T1 play, wich helps the deck speed.
I don't think the deck needs a discard outlet (and one that don't even work alone) that has no value other than that.
So, unless i'm missing something, I don't see why it would be ever considered.
Mostly because it's a free, instant speed discard outlet for when I have cards in my hand I need in my graveyard. It wasn't my first choice but after playing with it for a few weeks, I'm finding that it's worth the 1 slot - often I have a good hand with multiple enablers + lands but no way to discard many cards, so when it comes to turn 2 and I've dredged a bunch, but need to get some prized amalgams or bloodghasts out of my hand (more common than I expected) phantasmagorian steps in and makes the deck a bit faster, or it lets you discard your high power dredgers so your dredge engine doesn't slow down. Also it lets insolent neonate discard more cards in the corner case when you have phantasmagorian in your hand. It's kind of a non-bo with loam + conflag, but you don't always use phantasmagorian and when you do, it's only -2 cards so loam can pick up the slack easily. I sideboard it out for the 1-of haunted dead in matchups where I'm expecting to grind (jund, grixis) or need an instant speed untapped flying blocker (infect). Otherwise I'm very satisfied with phantasmagorian but I would never run more than 1
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Modern
Dredge (117-70 W/L in games) (Pre-GGT ban: 103-70 W/L in games)
Round 1 Mono Green Stompy (2-0)[1-0]:
Little kid who was playing in his first tournament. Aside from the knowledge hurdle, my deck did exactly what it wanted to do and let me barf free things onto board extremely early and while he was playing 4/5's for GGG on turn 3, I was killing him.
Round 2 Junk (2-1)[2-0]:
Game 1 I admittedly kept a rather greedy hand with a Collective Brutality for turn 2 discard which would easily get my engine running. Unfortunately my opponent was on the play and went IOK to strip it followed by Scavenging Ooze T2. They then had 2 more Discard spells and 2 Path to Exiles which wrapped game 1 without allowing me to dredge a single time. Feels bad man. Greedy keep and got punished. Game 2 & 3 were different stories though. Game 2 he dropped double Siege Rhino but his inability to find hate (or find the right time to swing in due to crackback fear) relegated him to playing defense and eventually I went too wide for the double Rhino brothers. Game 3 he played a turn 2 Scavenging Ooze which I quickly used a Collective Brutality on and then cycled Streetwraith which hit Narcomeba Amalgham on the dredge and triggered the 2 Amalghams in my yard already. It was utter brutality.
Round 3 5-Color Chord (1-1-1)[2-0-1]:
This match was weird. I made several play mistakes such as game 1 using my last gemstone mine counter on I think a faithless looting and then realizing I had no green mana now to cast Life from the Loam for the rest of game 1. Game 2 went pretty much according to plan. My opponent mulled to 4 and I got the explosive start I wanted. Game 3 I got a bit unlucky because while my dredge engine rocked to a fast start, I had 1 Amalgham and Bloodghast in like the first 60% of my deck. Not exactly what you're looking for. I started hard casting Grave Trolls but my opponent quickly found 2 Path to Exiles to hit 2 of them. Due to time in round concerns I knew I wasn't going to win so I opted to play for the draw by flashing back multiple Gnaw to the Bones which put me at like 88 Life. I knew my opponent had the Retreat-Knight combo but figured he couldn't do that much damage without an infinite combo (which I hadn't seen any pieces of thus far). Feel free to watch the match here:
Start time is at the 2hr mark. Proceed to the 2nd video for game 3 as they lost feed during the round (unfortunately during game 2 where I did what dredge does). I made quite a few errors but this is my first official tournament back on this deck in quite a while (played lots of dredgevine a few years back) so I apologize for those. Gotta get back in the groove of things.
Round 4 Affinity (2-0)[3-0-1]:
So game 1 I am on the play. I play Faithless Looting discarding a Stinkweed and an Amalgham. I then Cycle Street Wraith and dredge 5. I hit GGT, Narcomeba, Amalgham and 2 lands. 7 power on turn 1.... whoops. Affinity couldn't keep up with my board state and after I conflagorated his Vault Skirge he couldn't win. Game 2 I hit all 4 prized Amalghams and multiple Ancient Grudges. Kept him on a clock and blew up important things.
So through a myriad of misplays and misqueues on the night as I got back into the flow of playing a game that is not magic but can simply be deemed as dredge... I still ended up at 3-0-1 on the night and feel pretty confident moving forward. For those wondering, I am definitely switching lands for the fetch-shock route so I can dodge Anger of the Gods but the Rainbow lands package has been very very good. I do prefer this "hyper dredge" style over the Bridge from Below stuff. I don't have to worry about my opponents creatures dying and my bridges being exiled so I can essentially crash in every turn and as my game 1 against Affinity... Streetwraith just provides even more explosiveness that I think is a lot better than SSG.
In other news: Card Kingdom will be streaming their Thursday Modern tournaments going forward (starting 6:45pm PST) and I'll be both playing and commentating regularly on it. Our meta is EXTREMELY spike heavy so there will be lots of dredge exposure on camera over the next month or so. (I counted 6 dredge players amongst the top tables last night) Please tune in or watch the VODs under "Past Broadcasts"!
Mostly because it's a free, instant speed discard outlet for when I have cards in my hand I need in my graveyard. It wasn't my first choice but after playing with it for a few weeks, I'm finding that it's worth the 1 slot - often I have a good hand with multiple enablers + lands but no way to discard many cards, so when it comes to turn 2 and I've dredged a bunch, but need to get some prized amalgams or bloodghasts out of my hand (more common than I expected) phantasmagorian steps in and makes the deck a bit faster, or it lets you discard your high power dredgers so your dredge engine doesn't slow down. Also it lets insolent neonate discard more cards in the corner case when you have phantasmagorian in your hand. It's kind of a non-bo with loam + conflag, but you don't always use phantasmagorian and when you do, it's only -2 cards so loam can pick up the slack easily. I sideboard it out for the 1-of haunted dead in matchups where I'm expecting to grind (jund, grixis) or need an instant speed untapped flying blocker (infect). Otherwise I'm very satisfied with phantasmagorian but I would never run more than 1
I think the issue with Phantasmagorian is that you need an already good hand for it to be good. It's an enabler that needs to be enabled first. First you need to throw it on the grave, wich is only possible by discarding it or dreging it and also needs dredgers on hand.
He is only good on very specific scenarios:
- You have a dredger in hand
- Have Phantasmagorian on the grave (wich requires another enabler to throw it there)
- Have no other dredger in grave and have no discard outlet in hand.
- Have no spare mana.
If any of those links are missing, then phantasmagorian is not good compared to other options available. The closest comparison to Phantasmagorian is Haunted Dead.
Haunted Dead is another repeatable Prized Amalgam trigger, is a recursive two bodies (one with flying) and is even castable from the hand in a pinch.
Yes, phantasmagorian is free discard, but having spare mana is rarely an issue for the deck. Other than the first turns, the only things that you will spend mana that also don’t discard cards is loam or some sideboard cards. Being free is much less of an advantage as it would be on manaless dredge.
For me Phantasmagorian is a lot inferior to Haunted dead, because the number of scenarios that it is better is a lot less frequent than the ones that it is worse. The only role that phantasmagoria fills (discard outlet from the grave) is also covered by Haunted Dead, but dead covers a lot of roles that phantasmagoria can’t do ever (amalgam trigger, instant speed recursive blocker, being actually castable)
And being a nonbo with the best backup engine of the deck (conflag-loam) just throw it more to the bottom.
On the very specific scenario that Phantasmagorian is good, it is great. But on every other scenario he is just plain bad. One of the things this decks needs more is consistency, and Phantasmagorian just add more variance to the deck.
Using it on the Haunted Dead slot in MB with a haunted dead on the SB don't seems good for me, you're just wasting precious a SB slot for a card that has a similar role as one in the main (and many other roles).
I'm having a bit of trouble cutting that last card from my deck. Could you who've been playing the deck more than me be so kind to help a fellow dredger out? I'm taking this deck to a tournament this Sunday, hoping to get as far as I can.
Mostly because it's a free, instant speed discard outlet for when I have cards in my hand I need in my graveyard. It wasn't my first choice but after playing with it for a few weeks, I'm finding that it's worth the 1 slot - often I have a good hand with multiple enablers + lands but no way to discard many cards, so when it comes to turn 2 and I've dredged a bunch, but need to get some prized amalgams or bloodghasts out of my hand (more common than I expected) phantasmagorian steps in and makes the deck a bit faster, or it lets you discard your high power dredgers so your dredge engine doesn't slow down. Also it lets insolent neonate discard more cards in the corner case when you have phantasmagorian in your hand. It's kind of a non-bo with loam + conflag, but you don't always use phantasmagorian and when you do, it's only -2 cards so loam can pick up the slack easily. I sideboard it out for the 1-of haunted dead in matchups where I'm expecting to grind (jund, grixis) or need an instant speed untapped flying blocker (infect). Otherwise I'm very satisfied with phantasmagorian but I would never run more than 1
I think the issue with Phantasmagorian is that you need an already good hand for it to be good. It's an enabler that needs to be enabled first. First you need to throw it on the grave, wich is only possible by discarding it or dreging it and also needs dredgers on hand.
He is only good on very specific scenarios:
- You have a dredger in hand
- Have Phantasmagorian on the grave (wich requires another enabler to throw it there)
- Have no other dredger in grave and have no discard outlet in hand.
- Have no spare mana.
If any of those links are missing, then phantasmagorian is not good compared to other options available. The closest comparison to Phantasmagorian is Haunted Dead.
Haunted Dead is another repeatable Prized Amalgam trigger, is a recursive two bodies (one with flying) and is even castable from the hand in a pinch.
Yes, phantasmagorian is free discard, but having spare mana is rarely an issue for the deck. Other than the first turns, the only things that you will spend mana that also don’t discard cards is loam or some sideboard cards. Being free is much less of an advantage as it would be on manaless dredge.
For me Phantasmagorian is a lot inferior to Haunted dead, because the number of scenarios that it is better is a lot less frequent than the ones that it is worse. The only role that phantasmagoria fills (discard outlet from the grave) is also covered by Haunted Dead, but dead covers a lot of roles that phantasmagoria can’t do ever (amalgam trigger, instant speed recursive blocker, being actually castable)
And being a nonbo with the best backup engine of the deck (conflag-loam) just throw it more to the bottom.
On the very specific scenario that Phantasmagorian is good, it is great. But on every other scenario he is just plain bad. One of the things this decks needs more is consistency, and Phantasmagorian just add more variance to the deck.
Using it on the Haunted Dead slot in MB with a haunted dead on the SB don't seems good for me, you're just wasting precious a SB slot for a card that has a similar role as one in the main (and many other roles).
Haunted Dead as a 1 of has been shockingly good for me. Sometimes it's even just a surprise flying blocker against infect that let's you win the race.
In other haunted dead news... I'm down to 1, and it seems correct now.
Yeah, I've also dropped to 1. It's a excelent card, but it's not vital for the gameplan neither a card you want to have multiple copies on the grave in most cases. With the drawdredge power of the deck it's not hard to find it.
Right. I think 1 is the correct number for the deck. I used to be bananas about the card, but I think I wasnt playing the deck quite right, like waiting on triggers, or knowing when to go for it. More often then not, haunted gets used only once, or after it dies once.
@extatraz congrats on the results. I've been thinking about jamming in a street wraith or two, why did you pick wraiths over probes?
Being a creature has advantages as counting toward gnaw to the bone, or being actually castable in a pinch. I can't say i'm a fan of wraith since both of the decks manabases (rainbow or fetch) already causes some pain.
True, but the pain really shouldn't be too much of an issue, we tear up aggro decks, the only time I think I'd really hate the pain is against Burn and we have a pretty decent matchup against them game 1, and blow them out games 2 and 3 as soon as gnaw to the bone enters our gy. I actually just played a match online where I dredged gnaw to the bone and my opponent had to keep 2 mana open for skull crack the entire rest of the game. Since burn rarely hits 3 let alone 4 mana, that essentially meant he couldn't do anything to me while I just walloped him, because he knew the second he tapped out for anything I would just respond with a game winning gnaw.
I guess suicide zoo might be a tough matchup for the pain.
True, but the pain really shouldn't be too much of an issue, we tear up aggro decks, the only time I think I'd really hate the pain is against Burn and we have a pretty decent matchup against them game 1, and blow them out games 2 and 3 as soon as gnaw to the bone enters our gy. I actually just played a match online where I dredged gnaw to the bone and my opponent had to keep 2 mana open for skull crack the entire rest of the game. Since burn rarely hits 3 let alone 4 mana, that essentially meant he couldn't do anything to me while I just walloped him, because he knew the second he tapped out for anything I would just respond with a game winning gnaw.
I guess suicide zoo might be a tough matchup for the pain.
vengeful pharoah is very good against suicide zoo and so is lightning axe and collected brutality. I usually run a gnaw to the bone as my 61st card. Engineered explosives is pretty good but it slows you down considerably to use it since you usally have to cut some number of enablers/payoff cards for them.
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Hey everyone! Just wanted to give a quick report from our Friday night Modern event! We only had 16 people because about a handful of regulars were doing conspiracy drafts at another store. I went 3-1 in the Night losing to burn in the last round. All in all the deck seems really strong and fun, my first time playing it in a Tournament, never really made any huge errors, but if anyone would like me to write up a match report I would be happy to share my experience with the deck, as well as a what I sided in and out in each match up, I played Boggles, (2-1), 5 Colour Bring to Light (2-0), Grixis Control (2-0), Burn (0-2).
Boogles match up was probably the one that had me the most nervous.
G1 He took it pretty quick with a Boggle on Turn 1 and a Kor Spirit Dancer on turn 2, I had no interaction for his board and turn three he was able to put a lot of aura's into play on Boggle, it was turn 7/7 on turn 3, I had a decent board and was gonna try and race it, I just need to fade a Daybreak Coronet, but he played it on turn 4 and that was it.
G2 He mulled to 5, I went strong into dredging early off Insolent Neonate, I had an abrupt decay in my opening to take care of his Spirit Dancer on turn 2, and ended up just out racing him.
G3 He kept a risky hand and needed to get a creature other then Spirit Dancer, he didnt find it in1 the first few cards and I again had Decay and Engineered Explosives for anything he played after that.
So I guess you can say I got lucky in the Match up, Any lifelink they can get is just insane in the match up, you can't race it if they find a good hand that leads into Daybreak.
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I would rather play simian spirit guide than gemstone cavern. It's just too inconsistent. only works if it's in you opener AND you're on the play.
Modern:
Twinning End
Commander:
Mayael the Anema
Anyway, this is the deck list:
4x Golgari Grave-Troll
4x Stinkweed Imp
4x Bloodghast
4x Narcomoeba
4x Prized Amalgam
4x Insolent Neonate
SPELLS:
4x Life from the Loam
3x Conflagrate
4x Faithless Looting
3x Tormenting Voice
2x Lightning Axe
4x Wooded Foothills
4x Bloodstained Mire
2x Dakmor Salvage
2x Blood Crypt
2x Stomping Ground
1x Steam Vents
3x Copperline Gorge
2x Forest
2x Thoughtseize
2x Engineered Explosives
1x Vengeful Pharaoh
3x Nature's Claim
1x Lightning Axe
2x Ancient Grudge
2x Gnaw to the Bone
1x Darkblast
1x Haunted Dead
I'm not really sure about Haunted Dead post board. I guess I board it in against Infect and Suicide Zoo where the blockers really are vial, but there may be better substitutes? Also, what do I board against the tiers? Is there something about the deck you guys would change?
Mostly because it's a free, instant speed discard outlet for when I have cards in my hand I need in my graveyard. It wasn't my first choice but after playing with it for a few weeks, I'm finding that it's worth the 1 slot - often I have a good hand with multiple enablers + lands but no way to discard many cards, so when it comes to turn 2 and I've dredged a bunch, but need to get some prized amalgams or bloodghasts out of my hand (more common than I expected) phantasmagorian steps in and makes the deck a bit faster, or it lets you discard your high power dredgers so your dredge engine doesn't slow down. Also it lets insolent neonate discard more cards in the corner case when you have phantasmagorian in your hand. It's kind of a non-bo with loam + conflag, but you don't always use phantasmagorian and when you do, it's only -2 cards so loam can pick up the slack easily. I sideboard it out for the 1-of haunted dead in matchups where I'm expecting to grind (jund, grixis) or need an instant speed untapped flying blocker (infect). Otherwise I'm very satisfied with phantasmagorian but I would never run more than 1
Dredge (117-70 W/L in games) (Pre-GGT ban: 103-70 W/L in games)
Thursday Modern ~40 people:
Round 1 Mono Green Stompy (2-0)[1-0]:
Little kid who was playing in his first tournament. Aside from the knowledge hurdle, my deck did exactly what it wanted to do and let me barf free things onto board extremely early and while he was playing 4/5's for GGG on turn 3, I was killing him.
Round 2 Junk (2-1)[2-0]:
Game 1 I admittedly kept a rather greedy hand with a Collective Brutality for turn 2 discard which would easily get my engine running. Unfortunately my opponent was on the play and went IOK to strip it followed by Scavenging Ooze T2. They then had 2 more Discard spells and 2 Path to Exiles which wrapped game 1 without allowing me to dredge a single time. Feels bad man. Greedy keep and got punished. Game 2 & 3 were different stories though. Game 2 he dropped double Siege Rhino but his inability to find hate (or find the right time to swing in due to crackback fear) relegated him to playing defense and eventually I went too wide for the double Rhino brothers. Game 3 he played a turn 2 Scavenging Ooze which I quickly used a Collective Brutality on and then cycled Streetwraith which hit Narcomeba Amalgham on the dredge and triggered the 2 Amalghams in my yard already. It was utter brutality.
Round 3 5-Color Chord (1-1-1)[2-0-1]:
This match was weird. I made several play mistakes such as game 1 using my last gemstone mine counter on I think a faithless looting and then realizing I had no green mana now to cast Life from the Loam for the rest of game 1. Game 2 went pretty much according to plan. My opponent mulled to 4 and I got the explosive start I wanted. Game 3 I got a bit unlucky because while my dredge engine rocked to a fast start, I had 1 Amalgham and Bloodghast in like the first 60% of my deck. Not exactly what you're looking for. I started hard casting Grave Trolls but my opponent quickly found 2 Path to Exiles to hit 2 of them. Due to time in round concerns I knew I wasn't going to win so I opted to play for the draw by flashing back multiple Gnaw to the Bones which put me at like 88 Life. I knew my opponent had the Retreat-Knight combo but figured he couldn't do that much damage without an infinite combo (which I hadn't seen any pieces of thus far). Feel free to watch the match here:
https://www.twitch.tv/cardkingdom/v/85718315
Start time is at the 2hr mark. Proceed to the 2nd video for game 3 as they lost feed during the round (unfortunately during game 2 where I did what dredge does). I made quite a few errors but this is my first official tournament back on this deck in quite a while (played lots of dredgevine a few years back) so I apologize for those. Gotta get back in the groove of things.
Round 4 Affinity (2-0)[3-0-1]:
So game 1 I am on the play. I play Faithless Looting discarding a Stinkweed and an Amalgham. I then Cycle Street Wraith and dredge 5. I hit GGT, Narcomeba, Amalgham and 2 lands. 7 power on turn 1.... whoops. Affinity couldn't keep up with my board state and after I conflagorated his Vault Skirge he couldn't win. Game 2 I hit all 4 prized Amalghams and multiple Ancient Grudges. Kept him on a clock and blew up important things.
So through a myriad of misplays and misqueues on the night as I got back into the flow of playing a game that is not magic but can simply be deemed as dredge... I still ended up at 3-0-1 on the night and feel pretty confident moving forward. For those wondering, I am definitely switching lands for the fetch-shock route so I can dodge Anger of the Gods but the Rainbow lands package has been very very good. I do prefer this "hyper dredge" style over the Bridge from Below stuff. I don't have to worry about my opponents creatures dying and my bridges being exiled so I can essentially crash in every turn and as my game 1 against Affinity... Streetwraith just provides even more explosiveness that I think is a lot better than SSG.
In other news: Card Kingdom will be streaming their Thursday Modern tournaments going forward (starting 6:45pm PST) and I'll be both playing and commentating regularly on it. Our meta is EXTREMELY spike heavy so there will be lots of dredge exposure on camera over the next month or so. (I counted 6 dredge players amongst the top tables last night) Please tune in or watch the VODs under "Past Broadcasts"!
He is only good on very specific scenarios:
- You have a dredger in hand
- Have Phantasmagorian on the grave (wich requires another enabler to throw it there)
- Have no other dredger in grave and have no discard outlet in hand.
- Have no spare mana.
If any of those links are missing, then phantasmagorian is not good compared to other options available. The closest comparison to Phantasmagorian is Haunted Dead.
Haunted Dead is another repeatable Prized Amalgam trigger, is a recursive two bodies (one with flying) and is even castable from the hand in a pinch.
Yes, phantasmagorian is free discard, but having spare mana is rarely an issue for the deck. Other than the first turns, the only things that you will spend mana that also don’t discard cards is loam or some sideboard cards. Being free is much less of an advantage as it would be on manaless dredge.
For me Phantasmagorian is a lot inferior to Haunted dead, because the number of scenarios that it is better is a lot less frequent than the ones that it is worse. The only role that phantasmagoria fills (discard outlet from the grave) is also covered by Haunted Dead, but dead covers a lot of roles that phantasmagoria can’t do ever (amalgam trigger, instant speed recursive blocker, being actually castable)
And being a nonbo with the best backup engine of the deck (conflag-loam) just throw it more to the bottom.
On the very specific scenario that Phantasmagorian is good, it is great. But on every other scenario he is just plain bad. One of the things this decks needs more is consistency, and Phantasmagorian just add more variance to the deck.
Using it on the Haunted Dead slot in MB with a haunted dead on the SB don't seems good for me, you're just wasting precious a SB slot for a card that has a similar role as one in the main (and many other roles).
4 Golgari Grave-Troll
4 Stinkweed Imp
2 Life from the Loam
1 Darkblast
2 Dakmor Salvage
Free beaters (12)
4 Narcomoeba
4 Bloodghast
4 Prized Amalgam
4 Insolent Neonate
4 Faithless Looting
3 Tormenting Voice
Discard/Utility (6)
1 Haunted Dead
1 Vengeful Pharaoh
3 Conflagrate
1 Collective Brutality
Lands (19 + 2 Dakmor Salvage)
4 Copperline Gorge
4 Wooded Foothills
2 Gemstone Mine
1 Mana Confluence
2 Stomping Ground
2 Blood Crypt
1 Steam Vents
2 Mountain
1 Forest
The mana base might not be 100% finished, but it's OK.
Haunted Dead as a 1 of has been shockingly good for me. Sometimes it's even just a surprise flying blocker against infect that let's you win the race.
drawdredge power of the deck it's not hard to find it.Vengeful Pharaoh, it has really not much applications and the decks where it is good against are the deck that dredge already have a good matchup.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
I guess suicide zoo might be a tough matchup for the pain.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
vengeful pharoah is very good against suicide zoo and so is lightning axe and collected brutality. I usually run a gnaw to the bone as my 61st card. Engineered explosives is pretty good but it slows you down considerably to use it since you usally have to cut some number of enablers/payoff cards for them.
Modern:
Twinning End
Commander:
Mayael the Anema
Anyway, this is the deck list:
4x Golgari Grave-Troll
4x Stinkweed Imp
4x Bloodghast
4x Narcomoeba
4x Prized Amalgam
4x Insolent Neonate
2x Haunted Dead
SPELLS:
2x Life from the Loam
3x Conflagrate
4x Faithless Looting
2x Shriekhorn
1x Darkblast
1x Collective Brutality
4x Wooded Foothills
4x Bloodstained Mire
2x Dakmor Salvage
2x Blood Crypt
2x Stomping Ground
1x Steam Vents
2x Copperline Gorge
1x Mana Confluence
1x Forest
1x Mountain
1x Swamp
2x Abrupt Decay
3x Engineered Explosives
1x Memory's Journey
1x Golgari Charm
2x Nature's Claim
1x Scourge Devil
2x Ancient Grudge
1x Gnaw to the Bone
1x Darkblast
1x Collective Brutality
Boogles match up was probably the one that had me the most nervous.
G1 He took it pretty quick with a Boggle on Turn 1 and a Kor Spirit Dancer on turn 2, I had no interaction for his board and turn three he was able to put a lot of aura's into play on Boggle, it was turn 7/7 on turn 3, I had a decent board and was gonna try and race it, I just need to fade a Daybreak Coronet, but he played it on turn 4 and that was it.
G2 He mulled to 5, I went strong into dredging early off Insolent Neonate, I had an abrupt decay in my opening to take care of his Spirit Dancer on turn 2, and ended up just out racing him.
G3 He kept a risky hand and needed to get a creature other then Spirit Dancer, he didnt find it in1 the first few cards and I again had Decay and Engineered Explosives for anything he played after that.
So I guess you can say I got lucky in the Match up, Any lifelink they can get is just insane in the match up, you can't race it if they find a good hand that leads into Daybreak.