The key reason for Combust over anything else are the can't be countered and damage can't be prevented clauses.
Twin decks, if they expect removal, will often wait until they can have counter backup before they go off. A Mana Leak or Dispel or Spell Pierce at the right time will save their untap critter and let the Twin resolve. Combust goes right through that.
The can't be prevented has more marginal use (since it doesn't get around the targeting restriction of Protection), but it does hit Burrenton Forge-Tender as a sideboard in some versions of Pod, Soul-Sisters, and so forth. And, as noted, can't be redirected to any non-White or Blue creatures.
So really, it's about ignoring Spellskite and counters. Hitting Resto is a nice bonus, especially for decks that rely on Lightning Bolt and Abrupt Decay as their primary creature removal, since neither can get the job done by themselves. Lightning Axe will get a Resto, but it can be countered or Spellskite redirected, and if you're top decking late game, you may not have an additional card to discard to it. That makes it ideal for the anti-Twin matchup, if you think you're weak to it.
Question: As a thought experiment, what would a typical Dredgevine list look like (however unlikely) if dread return and golgari grave-troll were both unbanned? Obviously, even with these two cards available we still can't go the same route as Legacy Dredge, but it would be interesting anyway to see how it would work...
I imagine GGT will come back at some point. Dread Return almost certainly never will.
I suspect that GGT alone would largely just replace Stinkweed Imp in most lists. Possibly also Golgari Thug, but maybe not as being 2cmc makes it good for triggering Vengevines. It's also a much better beater in mid to late game, as dropping a 6 to 10 power regenerating creature is much better than a 1/2 flyer with "deathtouch".
If both came back, you might actually see a shift to something more like Legacy dredge. Obviously not exactly as you're missing some of the key self-reanimating creatures like Ichorid and Nether Shadow. But with Dread Return as a sac outlet, Bridge from Below might be actually playable. Losing Cabal Therapy also hurts, but you could probably make due with things like Bone Splinters and Altar's Reap. You'd probably see a move to a more combo oriented finish, using the same GGT + Flayer of the Hatebound package as in Legacy.
I'm running 20 lands in my Goryo's version, without Grisly Salvage. I very occasionally have a game where mana becomes an issue, but adding Grisly back in would almost certain fix that problem. Very little in the deck that you intend to actually cast costs more than 2 to start with. It also helps that the deck mulligans fairly well, since dredging will usually even up the number of cards seen very quickly.
I tried it for 2 matches now (with a minor change, I -2 Blood Crypt + 2 Blackcleave Cliffs, which is basically the same), and it feels a lot different than my deck. The most important thing is that you can't recur Gravecrawler (and your Vengevines) when you are in topdeck mode with nothing in your hand as there are no Skaab Ruinators, Haakons, or Rotting Rats to get the Zombie thing going. Second, it could be that 20 lands is enough. However, I was quite a bit colorscrewing in 2 games already. It could be that I need to adjust my mulligans to this deck. I still think this list is relatively solid, but I think this is not the deck that will break Modern in half.
Dredgevine is never going to break Modern in half, given how reliant it is on the graveyard. Battling through the more or less incidental grave hate that people already pack can be hard in games 2 and 3. If it ever catches on, that will just increase. As with any dredge type deck, it's always going to be a meta deck, which you play when grave hate ebbs low, and pass over the weeks after some grave-based deck does well at major events.
As far as color screw goes, I actually went the opposite route during deck testing. I cut down from 4, to 3, and then to 2 Blackcleaves for more Blood Crypts. Being able to hit red for Looting effects was critical to my success, so being able to fetch for it was of primary importance. And since none of the Red fetches in Modern otherwise play into the Jund colors, Overgrowns and Crypts had to be prioritized for Flats and Verdants to fetch. Admittedly, my deck runs both Lightning Bolts and Vexing Devils in addition to Faithless, so that may color my perspective.
Hey, yeah. I still occasionally play Top Control and Cascade Balance. I love both, but they're unfortunately not super well positioned in the overall meta and my local meta in particular. I started looking at combo reanimator and dredgevine type decks specifically because I end up facing off against so many counter heavy decks (Mono U Tron, Mono U Delver, UWR control, UR Twin, Scapeshift.....). I wanted something that can go faster than they can get counters up or ignore counters because everything is self-recurring or run off triggers.
For Vexing Devil, I've come to the belief it is very good in pretty much any deck that can put consistent pressure on the opponent. A lot of people knock on it because of the punisher clause, and how the opponent will always take the less bad option. Well, the thing is, often time both halves are equally bad.
If they take 4 from a first turn devil, that's better than lightning bolt, which is considered "pretty good" in Modern. If they run out a typical for Modern fetch into shock, they're now sitting at 13, which will often put you in a pretty commanding position when you untap on turn 2 and start deploying multiple 2 power creatures with the intent to put more on the table on turn 3.
If they don't, you just played a card that is better than Wild Nactl, which was good enough it spent some time on the banned list. Even if they have removal, you're getting at least a 1 for 1, and probably ahead in the mana efficiency department. If they path it, you're up a land. If they bolt it, that's a bolt not aimed at your face, or one of your other creatures.
Even late game it's not much worse. They either take 4 to keep it off the table, or you got a 4/3 for 1 mana. Goyf and Nactl are the only things that even comes close to that sort of efficiency as otherwise vanilla beaters.
And all of that's without the possibility, in this deck specifically, it helped trigger 1 or more Vengevines.
Value is good. But Dredgevine isn't supposed to be about value. It's supposed to be about V-8; 2000 pounds of nitro boosted war vegetables. The more velocity, the better.
Modern:
DredgeVine EDH:
Gisela, Blade of Goldnight
Anima Standard:
It's been a while since I posted here. Until recently I have had little success with this deck.... What I've done has turned it into more of a jundvine aggro deck. I keep the combo but I don't always get it. What I've done is add in cards like ghor-clan rampager, full set of bolts, and a few other things. The ghor-clan pushes it over the top. It's getting vine back without actually doing it. Adding + 4/+ 4 to your already 6/5 troll is no joke. Rampager also plays nice with golgari thug as well. I've been trying to think of a way to add vexing devil and or rancor for more testing.... The first night I play tested the rampager i won 12 games in a row against various decks that give me issues on the regular basis. Not much has changed since then.
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Decks: standard
N/A
Modern
Dredge vine
4 color gifts
Junk midrange
Daga control
Rb burn
Soul sisters
Value is good. But Dredgevine isn't supposed to be about value. It's supposed to be about V-8; 2000 pounds of nitro boosted war vegetables. The more velocity, the better.
Modern:
DredgeVine EDH:
Gisela, Blade of Goldnight
Anima Standard:
I played against ur twin 2-0, urw twin 2-0, cruel control 2-0, junk pod 2-0 and two different rb burn decks both 2-0... Just a few buddies I test against. I didn't change much at all from my last post just afew cards so I thought maybe it was just a good night for me. So I put the deck away for the night. The next day I a few of the same decks as well as a bw token deck and a obliterater rock deck all 2-0. So I'm starting to think it might be good. Lol I'm going to play it Saturday in a tournament at my local shop. I will post my results after or the next morning... Anyway here is my list.
the deck needs some refining. I haven't touched the lands since before I made the changes. I would also like to test vexing devil and or rancor... Thoughts and comments are welcome.
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Decks: standard
N/A
Modern
Dredge vine
4 color gifts
Junk midrange
Daga control
Rb burn
Soul sisters
It still works with more incremental mill like Hedron Crab, and not so much with large dredge counts. She is boltable, but there is still some merit to not being decayable, so I guess that's something. Still not sure if she's really worth it as a 4 drop however.
Value is good. But Dredgevine isn't supposed to be about value. It's supposed to be about V-8; 2000 pounds of nitro boosted war vegetables. The more velocity, the better.
Modern:
DredgeVine EDH:
Gisela, Blade of Goldnight
Anima Standard:
Value is good. But Dredgevine isn't supposed to be about value. It's supposed to be about V-8; 2000 pounds of nitro boosted war vegetables. The more velocity, the better.
Modern:
DredgeVine EDH:
Gisela, Blade of Goldnight
Anima Standard:
Thanks to the new Kharns fetches that were spoiled, I will be picking up fetch lands for this deck. I was thinking something along the lines of 3 Verdant Catacombs, 2 Bloodstained Mire and 3 Wooded Foothills.
Bloodghast, he provides a sac outlet for tyrament and in the late game recurring 4 bloods a turn to keep casting tyramet and constantly sacrificing for 2 damage is pretty lethal
Value is good. But Dredgevine isn't supposed to be about value. It's supposed to be about V-8; 2000 pounds of nitro boosted war vegetables. The more velocity, the better.
Modern:
DredgeVine EDH:
Gisela, Blade of Goldnight
Anima Standard:
Thanks to the new Kharns fetches that were spoiled, I will be picking up fetch lands for this deck. I was thinking something along the lines of 3 Verdant Catacombs, 2 Bloodstained Mire and 3 Wooded Foothills.
I've tried both and between the two I'd lean towards Bloodghast over Avatar of Woe, but that's if I had to choose. I don't really like either, but Bloodghast gets the nod for a few reasons. 1. If you're using a fetch manabase, he comes back early and often. 2. The few times I've actually had an Avatar in play, it seems to be answered quite easily. Rarely do I get the Avatar active and wreaking havoc, not to mention that I usually have a hard time just getting it on the battlefield in the first place (and I am fully capable of admitting that that is probably due to just dumb luck and random situations in games I've played).
The problem I have with Bloodghast though is that it can't block, which can be extremely relevant in the later game. Coupled with Gravecrawler you can have up to 7-8 creatures in your deck that only work one way. Risk/Reward for sure and I think both are definitely additions DredgeVine has to consider, but when a third of your creature base can't stop an opponent's creatures, that can suck. Another problem is that while it's fine and dandy to have a Ghast keep coming back, it does nothing to trigger Vengevine, nor is it a zombie to turn on Gravecrawler, etc. It usually feels like an almost-appropriate addition to the deck, but not the cog you need.
So what is the answer? I'm not sure. I've been dinking around with Vexing Devil in the Bloodghast spot lately which I've been reasonably happy with. The same types of arguments can be made about the devil (and have, so I won't rehash them here), but if it sticks, it can block (relevant) and casting it does trigger the Vengevine (relevant) which is enough for me for right now to give it the nod over Bloodghast in my deck.
All that to say that I'm the weird guy running DredgeVine with Unburial Rites, so take this for what it's worth.
I'll follow up my last post by reporting that I went 4-0 last night with my DredgeVine deck at FNM. I was reasonably happy with the deck and it's performance, though one of my wins came from my opponent not reading the cards and paying attention to board state.
Round 1 - Mono White Humans
Game one my opponent starts off with Champion of the Parish into Soldier of the Pantheon/Champion of the Parish on turn two which is enough to get there. Too fast for me to set up and get going. Game two he stalls out on land while I get turn three 3x Vengevines going. That was enough. Game three was more back and forth, but here's where my opponent made the mistake I mentioned earlier. He had me dead on board with a 2/2 Champion and a 2/1 Soldier and me sitting at 4 life. The only removal I had was an Abrupt Decay that couldn't target the Soldier and would only buy me a turn against the Champion anyway. So I decided to cast two Gravecrawlers (i.e. can't-blockers) and see what happened (also, no Vengevines in the yard sadly). He looks at the Crawlers, even turns the cards around to read them, and then decides to pass the turn. Um, ok? So I draw nothing relevant, and swing with the Crawlers, and he blocks one of them taking 2 from the other. The one Crawler kills one of his guys, hits the graveyard and I simply recast it. I pass the turn, he draws, thinks, and passes back. Rinse and repeat. I swing with both again and this time he blocks again, and...crisis averted. There was no way I should have won, but I'll take it. Gotta read the cards.
1-0
Round 2 - Mono Green Stompy
This matchup was against one of the newer players to modern in our store. Both games were over in relatively short order. The first game I returned 4 Vengevines to play at once and overwhelmed him. The second game I Rites'd back an Elesh Norn to wipe his board and lock it up.
2-0
Round 4 - Bant
This guy usually plays G/W Hatebears, but decided to switch it up into a Bant deck. It's not a bad deck, but my threats were more significant than his both games. That being said, playing against him was the toughest of the night and caused me to really slow down, sequence things correctly and make sure everything was in order. Both games were defined by me eventually Rites'ing back an Elesh Norn into play with him not being able to find his Supreme Verdict in time to restabilize.
4-0
Not the most flawless games of Magic I've ever played, but wins are wins and there were no times in any of the matchups where I felt overmatched or outclassed. I will say that I've been playing DredgeVine now for 3 months solidly (not to mention online frequently) and the familiarity with the deck has been a HUGE advantage for me. This really is a deck you need to jam frequently to understand all the outs, tricks and plays available because it doesn't really play the same way each time you play it against a variety of opponents.
Having goldfished it a few times, it's surprisingly powerful. It puts a lot of power on the table very fast. Also of particular note, it's almost strictly GB, with only the tiniest red splash to hardcast Squee in an emergency and for Ancient Grudge from the sideboard, which makes for an incredibly stable manabase.
On the downside, it's got almost no reactive game in the mainboard at all, and it's "control" element is loam/crime and hardcasting Stinkweed Imp for defense.
I'm not sure it's optimal yet, but it seems really like a solid start as a aggro-combo deck.
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Twin decks, if they expect removal, will often wait until they can have counter backup before they go off. A Mana Leak or Dispel or Spell Pierce at the right time will save their untap critter and let the Twin resolve. Combust goes right through that.
The can't be prevented has more marginal use (since it doesn't get around the targeting restriction of Protection), but it does hit Burrenton Forge-Tender as a sideboard in some versions of Pod, Soul-Sisters, and so forth. And, as noted, can't be redirected to any non-White or Blue creatures.
So really, it's about ignoring Spellskite and counters. Hitting Resto is a nice bonus, especially for decks that rely on Lightning Bolt and Abrupt Decay as their primary creature removal, since neither can get the job done by themselves. Lightning Axe will get a Resto, but it can be countered or Spellskite redirected, and if you're top decking late game, you may not have an additional card to discard to it. That makes it ideal for the anti-Twin matchup, if you think you're weak to it.
I imagine GGT will come back at some point. Dread Return almost certainly never will.
I suspect that GGT alone would largely just replace Stinkweed Imp in most lists. Possibly also Golgari Thug, but maybe not as being 2cmc makes it good for triggering Vengevines. It's also a much better beater in mid to late game, as dropping a 6 to 10 power regenerating creature is much better than a 1/2 flyer with "deathtouch".
If both came back, you might actually see a shift to something more like Legacy dredge. Obviously not exactly as you're missing some of the key self-reanimating creatures like Ichorid and Nether Shadow. But with Dread Return as a sac outlet, Bridge from Below might be actually playable. Losing Cabal Therapy also hurts, but you could probably make due with things like Bone Splinters and Altar's Reap. You'd probably see a move to a more combo oriented finish, using the same GGT + Flayer of the Hatebound package as in Legacy.
There's no Cephalid Coliseum, but Burning Inquiry, Dangerous Wager and Goblin Lore are solid dredge enablers in the mana range that dredge wants to see. With Dread Return around, Lingering Souls could make the cut, as fodder for flashback sacrifices after being dredged.
I'm running 20 lands in my Goryo's version, without Grisly Salvage. I very occasionally have a game where mana becomes an issue, but adding Grisly back in would almost certain fix that problem. Very little in the deck that you intend to actually cast costs more than 2 to start with. It also helps that the deck mulligans fairly well, since dredging will usually even up the number of cards seen very quickly.
Dredgevine is never going to break Modern in half, given how reliant it is on the graveyard. Battling through the more or less incidental grave hate that people already pack can be hard in games 2 and 3. If it ever catches on, that will just increase. As with any dredge type deck, it's always going to be a meta deck, which you play when grave hate ebbs low, and pass over the weeks after some grave-based deck does well at major events.
As far as color screw goes, I actually went the opposite route during deck testing. I cut down from 4, to 3, and then to 2 Blackcleaves for more Blood Crypts. Being able to hit red for Looting effects was critical to my success, so being able to fetch for it was of primary importance. And since none of the Red fetches in Modern otherwise play into the Jund colors, Overgrowns and Crypts had to be prioritized for Flats and Verdants to fetch. Admittedly, my deck runs both Lightning Bolts and Vexing Devils in addition to Faithless, so that may color my perspective.
I do sort of agree on the Zombie thing. I'd probably ditch one or two of the Diregraf Ghouls for a like number of Dregscape Zombie or Rotting Rats, just to be able to restart the Gravecrawler chains.
For Vexing Devil, I've come to the belief it is very good in pretty much any deck that can put consistent pressure on the opponent. A lot of people knock on it because of the punisher clause, and how the opponent will always take the less bad option. Well, the thing is, often time both halves are equally bad.
If they take 4 from a first turn devil, that's better than lightning bolt, which is considered "pretty good" in Modern. If they run out a typical for Modern fetch into shock, they're now sitting at 13, which will often put you in a pretty commanding position when you untap on turn 2 and start deploying multiple 2 power creatures with the intent to put more on the table on turn 3.
If they don't, you just played a card that is better than Wild Nactl, which was good enough it spent some time on the banned list. Even if they have removal, you're getting at least a 1 for 1, and probably ahead in the mana efficiency department. If they path it, you're up a land. If they bolt it, that's a bolt not aimed at your face, or one of your other creatures.
Even late game it's not much worse. They either take 4 to keep it off the table, or you got a 4/3 for 1 mana. Goyf and Nactl are the only things that even comes close to that sort of efficiency as otherwise vanilla beaters.
And all of that's without the possibility, in this deck specifically, it helped trigger 1 or more Vengevines.
Pick and chose.
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
BGRDredgevineBGR
UWRJeskai ControlUWR
Pauper:
GMono-Green AggroG
MTGO Username: creamy99
Twitch Stream: www.twitch.tv/coachcreamy
YouTube: www.youtube.com/user/Cherokee3210
Check it out for the latest testing, gameplay, and dailies!
N/A
Modern
Dredge vine
4 color gifts
Junk midrange
Daga control
Rb burn
Soul sisters
Legacy
The gate
Zombie bombardment
Burn
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
4x verdant catacombs
2x marsh flats
2x overgrown tomb
2x blood crypt
1x stomping ground
2x woodland cemetery
2x blackcleave cliffs
1x urborg, tomb of yawgmoth
1x city of brass
2x swamp
1x forest
creatures:
4x vengevine
4x gravecrawler
4x bloodghast
4x lotleth troll
3x ghor-clan rampager
3x stinkweed imp
3x diregraf ghoul
1x tymaret, the murder king
1x golgari thug
1x dreadscape zombie
4x faithless looting
4x lighting bolt
2x abrupt decay
1x life from the loam
1x darkblast
3x ancient grudge
3x rakdos charm
2x torpor orb
2x dismember
2x golgari charm
1x darkblast
1x abrupt decay
1x gnaw to the bone
the deck needs some refining. I haven't touched the lands since before I made the changes. I would also like to test vexing devil and or rancor... Thoughts and comments are welcome.
N/A
Modern
Dredge vine
4 color gifts
Junk midrange
Daga control
Rb burn
Soul sisters
Legacy
The gate
Zombie bombardment
Burn
Every time I try to change something I end up going back. I am interested in trying out the Khans fetch lands though.
http://www.mtgsalvation.com/trading-post/details/1005-wtb-and-maybe-trade-for-my-wants-i-need-dredgevine
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
http://www.mtgsalvation.com/trading-post/details/1005-wtb-and-maybe-trade-for-my-wants-i-need-dredgevine
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
Thoughts from the fellow players... Bloodghast vs Avatar of Woe?
BGRDredgevineBGR
UWRJeskai ControlUWR
Pauper:
GMono-Green AggroG
MTGO Username: creamy99
Twitch Stream: www.twitch.tv/coachcreamy
YouTube: www.youtube.com/user/Cherokee3210
Check it out for the latest testing, gameplay, and dailies!
Modern:
DredgeVine
EDH:
Gisela, Blade of Goldnight
Anima
Standard:
I've tried both and between the two I'd lean towards Bloodghast over Avatar of Woe, but that's if I had to choose. I don't really like either, but Bloodghast gets the nod for a few reasons. 1. If you're using a fetch manabase, he comes back early and often. 2. The few times I've actually had an Avatar in play, it seems to be answered quite easily. Rarely do I get the Avatar active and wreaking havoc, not to mention that I usually have a hard time just getting it on the battlefield in the first place (and I am fully capable of admitting that that is probably due to just dumb luck and random situations in games I've played).
The problem I have with Bloodghast though is that it can't block, which can be extremely relevant in the later game. Coupled with Gravecrawler you can have up to 7-8 creatures in your deck that only work one way. Risk/Reward for sure and I think both are definitely additions DredgeVine has to consider, but when a third of your creature base can't stop an opponent's creatures, that can suck. Another problem is that while it's fine and dandy to have a Ghast keep coming back, it does nothing to trigger Vengevine, nor is it a zombie to turn on Gravecrawler, etc. It usually feels like an almost-appropriate addition to the deck, but not the cog you need.
So what is the answer? I'm not sure. I've been dinking around with Vexing Devil in the Bloodghast spot lately which I've been reasonably happy with. The same types of arguments can be made about the devil (and have, so I won't rehash them here), but if it sticks, it can block (relevant) and casting it does trigger the Vengevine (relevant) which is enough for me for right now to give it the nod over Bloodghast in my deck.
All that to say that I'm the weird guy running DredgeVine with Unburial Rites, so take this for what it's worth.
Round 1 - Mono White Humans
Game one my opponent starts off with Champion of the Parish into Soldier of the Pantheon/Champion of the Parish on turn two which is enough to get there. Too fast for me to set up and get going. Game two he stalls out on land while I get turn three 3x Vengevines going. That was enough. Game three was more back and forth, but here's where my opponent made the mistake I mentioned earlier. He had me dead on board with a 2/2 Champion and a 2/1 Soldier and me sitting at 4 life. The only removal I had was an Abrupt Decay that couldn't target the Soldier and would only buy me a turn against the Champion anyway. So I decided to cast two Gravecrawlers (i.e. can't-blockers) and see what happened (also, no Vengevines in the yard sadly). He looks at the Crawlers, even turns the cards around to read them, and then decides to pass the turn. Um, ok? So I draw nothing relevant, and swing with the Crawlers, and he blocks one of them taking 2 from the other. The one Crawler kills one of his guys, hits the graveyard and I simply recast it. I pass the turn, he draws, thinks, and passes back. Rinse and repeat. I swing with both again and this time he blocks again, and...crisis averted. There was no way I should have won, but I'll take it. Gotta read the cards.
1-0
Round 2 - Mono Green Stompy
This matchup was against one of the newer players to modern in our store. Both games were over in relatively short order. The first game I returned 4 Vengevines to play at once and overwhelmed him. The second game I Rites'd back an Elesh Norn to wipe his board and lock it up.
2-0
Round 3 - Modified Modern Event Deck (B/W Tokens)
His manabase didn't help him as he was running Caves of Koilos, City of Brass and Windbrisk Heights (i.e. damage and enters tapped). All he did both games was cast Lingering Souls and/or Spectral Processions. That's neat, but I had Stinkweed Imps and Skaab Ruinators to trump them (not to mention Vengevines).
3-0
Round 4 - Bant
This guy usually plays G/W Hatebears, but decided to switch it up into a Bant deck. It's not a bad deck, but my threats were more significant than his both games. That being said, playing against him was the toughest of the night and caused me to really slow down, sequence things correctly and make sure everything was in order. Both games were defined by me eventually Rites'ing back an Elesh Norn into play with him not being able to find his Supreme Verdict in time to restabilize.
4-0
Not the most flawless games of Magic I've ever played, but wins are wins and there were no times in any of the matchups where I felt overmatched or outclassed. I will say that I've been playing DredgeVine now for 3 months solidly (not to mention online frequently) and the familiarity with the deck has been a HUGE advantage for me. This really is a deck you need to jam frequently to understand all the outs, tricks and plays available because it doesn't really play the same way each time you play it against a variety of opponents.
Here's the decklist I ran last night:
1x Blood Crypt
1x Breeding Pool
1x Forest
1x Island
4x Misty Rainforest
1x Overgrown Tomb
1x Sacred Foundry
3x Scalding Tarn
1x Steam Vents
1x Stomping Ground
1x Swamp
1x Temple Garden
3x Verdant Catacombs
1x Watery Grave
4x Birds of Paradise
1x Elesh Norn, Grand Cenobite
3x Gravecrawler
4x Hedron Crab
1x Malfegor
2x Skaab Ruinator
4x Stinkweed Imp
4x Vengevine
4x Vexing Devil
Instant (6)
2x Abrupt Decay
2x Gnaw to the Bone
2x Lightning Bolt
Sorcery (6)
4x Faithless Looting
2x Unburial Rites
2x Abrupt Decay
2x Ancient Grudge
2x Back to Nature
1x Batterskull
1x Creeping Corrosion
1x Godo, Bandit Warlord
1x Iona, Shield of Emeria
2x Ray of Revelation
1x Spellskite
2x Thoughtseize
Having goldfished it a few times, it's surprisingly powerful. It puts a lot of power on the table very fast. Also of particular note, it's almost strictly GB, with only the tiniest red splash to hardcast Squee in an emergency and for Ancient Grudge from the sideboard, which makes for an incredibly stable manabase.
On the downside, it's got almost no reactive game in the mainboard at all, and it's "control" element is loam/crime and hardcasting Stinkweed Imp for defense.
I'm not sure it's optimal yet, but it seems really like a solid start as a aggro-combo deck.