Sorry for the delay, busy week! I like running 12 Dredge cards because it reduces the chances of the chain breaking. There was a time not so long ago where dropping below 13 was taboo!
The reason I run a single Darkblast is because it has usefulness as a removal spell for problems and I dont like making room in the sb for it. Its also nice to have an instant you can just cast to get a dredger in the yard.
The Dakmore Salvage is so I can cast Ox and still dredge up a land drop to get Bloodghasts back. Its only come up a few times, but seems like a low investment for that effect.
Shriekhorn is in both lists and one of the better T1 enablers. I prefer Merchant of the Vale over Insolent Neonate for a few reasons. First, the instant speed draw allows you to save it for the last possible minute; which may save a dredge card from removal like Surgical Extraction. Second, discarding is part of the resolution, not an additional cost. This prevents a interaction while the spell is resolving. Third, there are times when casting the creature half is needed to dig for answers to GY hate and chip in for damage, especially if your opponent mulligans aggressivly for hate without any other form of interaction.
All that said, there is a case for Neonate providing an extra card for Ox, but it seems less powerful outside of that one case and not worth the inclusion over Merchant.
I think Ox of Agonas should be added to the primer as a staple for Dredge. Most lists are running 2-3 copies depending on preferences and play style. It can be quite explosive acting as a Cathartic Reunion with flashback. Here is the list I'm currently running (similar to the one above) but I re-incorporated Merchant of the Vale again. I've settled on 2 Ox because I still find situations where I would rather Loam into Conflagrate to end games. Lastly, I'm on 61 cards because I don't like the idea of dropping to 19 lands OR less than 12 Dredger's (Dakmore double dips); but 60 is still probably correct and I'm leaning more towards cutting a fetchland.
I've only played a few games with Ox, but he seems very good. The exile eight eacape cost isn't too hard and the explosivness of a flashback Reunion is powerful. Here is my current list:
Hey Guys, I wanted to share this budget list with the forum. I know there has been a few people asking for ideas for a budget deck in the past so hopefully this can be a good starting point for them in the future.
I’ve tested this deck in the 1v1 practice room on MTGO with decent success (about a 50% win-rate). The main issues I’ve run into have been slow hands with all my lands entering tapped or just running out of steam. However, this deck is just over $60 USD as of today and about 11 tix online. Furthermore, it includes many of the main cards ran in a typical Dredge list, so the investment is mostly working toward the end goal. I started with a budget list by Giant Monster Games (https://www.youtube.com/watch?v=uQq10O515A8) and worked from there based on my experience with the tiered list:
I chose Dregscape Zombie as my Bloodghast replacement. What I like about this over some of the other options is that it is only one black mana to Unearth. This opens your turn to cast another spell and still have the potential to bring back Prized Amalgam. The drawback being Unearth is a sorcery-speed ability and a one-time deal because of the exile clause. There is little we can do to speed up the sorcery-speed of the ability but managing our resources can help mitigate the one-time use.
Another card I included was Conflagrate without the Life from the Loam engine. The reason why is because found myself holding 4-5 cards I actively wanted in my graveyard. Other times it has been critical to slowing down aggressive decks while I search for payoffs. It may not be as effective at closing games, the ability to deal some damage and empty our hand felt good enough to include this Dredge staple.
The sideboard might still need some work; however, I don’t know what I would change currently. Duress is a proactive answer to enchantment-based hate. Lightning Axe is a staple card that answers mid-range threats while advancing our game plan. Nihil Spellbomb and Rakdos Charm are graveyard hate cards we can use in the mirror or against other graveyard-centic decks. I like the draw ability on Spellbomb, but Tormod's Crypt is a good option on a budget too. I really like Rakdos Charm because it can double as artifact removal if needed to supplement Shenanigans. Lastly, Pillage is for Tron or other big mana decks. Those are difficult matches and having a way to answer their lands or artifacts in one card is nice. I don’t think I would bring Pillage in as additional artifact hate versus Affinity or the like just because it would dilute our game plan too much.
Some additional notes from my testing; I tried to work in a green splash for Life from the Loam but the mana base was too clunky. I think a smooth mana base is needed before you can effectively run the green splash. I also didn’t care for Reassembling Skeleton very much. In theory it seems like an okay replacement for Bloodghast but when you pay two to bring it back and effectively lose a turn to do so it feels bad. I also found myself not using Extractor Demon very much and it was quickly replaced with Conflagrate for the above-mentioned reasons.
When upgrading, I recommend this order (with current prices per MTG Goldfish):
Second, I would swap 4x Bloodghast ($56) in over Dregscape Zombie the reason I would do this second is because Bloodghast becomes so much more powerful with the fetchlands at your disposal. Total $56 USD.
Third I would swap in 4x Life from the Loam ($57) and the rest of the manabase you are missing (about $58, depending of your list); replacing 2x Darkblast, 1x Golgari Thug, 1x Merchant of the Vale, 2x Dakmor Salvage, and basics. The reason I would clump all this upgrade together is because adding a main deck green card that you actively want to cast will require a heavy investment in green mana sources, so Copperline Gorge ($45) becomes necessary to smooth things out. You might be able to get away with a Rootbound Crag but it will likely slow you down. Total $117 USD.
Keep in mind you can trade and upgrade however you like as trades and money permit; that manabase hurdle is a big one, but I think it’s worth it to smooth out the deck and keep pace with the format. Most of that is rolled into the fetchlands and I haven’t tested running Bloodghast without fetches. It may be something to try out in the future.
I hope this helps people getting into the archetype and please let me know if you have any other budget suggestions to consider! Happy Gaming!
Thank you for your input Lectrys. I concede that Tome Scour is more explosive than the other options available, however, my main draw to Insolent Neonate or Merchant of the Vale is the smoother mana base three color provides over needing to find Blue for T1, Green for T2, and double Red T3. It seems clunky, but I also haven't tried it. My argument for Merchant of the Vale over Insolent Neonate is that you can hold back information and still have instant speed dredging. If the game drags on, it seems reasonable to cast the creature half and have a looting effect on board. Lastly, the 2/3 body is better than the 1/1 if you get stuck with some graveyard hate in play and it can help dig for an answer. Looking over MTG Goldfish lists, there have been a number of 5-0's running 3x Merchant of the Vale and I'd love to hear feedback from those players on how it felt over Insolent Neonate or Tome Scour. It may ultimately come down to meta choices and personal preference than a solid "this is the correct card to play".
Jim Davis posted a heavier UB "Dredge" build here, but I feel like this kind of brews are clunky and need some work to smooth out.
Anyone have thoughts on the new Tormenting Voice? Instant speed seems relevant enough to consider imo. Maybe Cathartic Reunion 5-6 and cut some of the T1 enablers? Between this and Merchant of the Vale we could potentially build an instant speed Dredge deck that gives Prized Amalgam pseudo haste...seems interesting.
edit: Although the link is for a U-based Dredge deck...it wasn't the one I was referring too; here is the link for the UB version I meant to link.
I was also tinking with a similar idea in the past. I was looking at Thought Scour, Tome Scour, and Glimpse the Unthinkable as ways to augment a possible Looting banning. I tried a few goldfish games and it didn't feel quiet good enough without the closing power of Conflagrate + Life from the Loam engine running. One of the interesting ideas I think I had was to transition to a mill deck game 2 and dump the Dredge package. Focusing on a UB deck using the payoffs in those colors. Hedron Crab isn't a terrible choice and has been run before.
I goldfished the follow list the other night a few games and it felt a little slower without Looting, but the choices were easier. No longer did I have to think about dropping a Prized Amalgam and Bloodghast or either of those and a Dredger. The list still presented lethal turn four and I didn't have too much trouble dumping payoffs from my hand. I've actually even considered going back to three Conflagrate to potentially help in that situation.
Khomb, the inclusion of SFM in this deck is just another possible way to build without the filtering Looting provided. Just in the short time since the announcement the forum has three lists that look playable in my opinion. We can go big, adding Nahiri (or TTB) and Emmy; or we can grind harder by adding SFM and equipment or Dark Confidant and walkers. None of these lists are the "correct" list to run, as there hasn't been a major event yet and I think each deserve some testing to see how it operates in the new meta.
I like SFM because we have a good disruption package that can force our opponents to discard their answers. This proactive approach allows us to ensure SFM can hit play and find the right equipment to hinder our opponents game plan. If we see enough removal to answer SFM and the equipment, then the list can start grinding with Young and Seasoned Pyro; once the answers are getting exhausted, slam the SFM and grab a win-con.
Batterskull - a good threat to find if your opponent doesn't have interaction. The "3: Return to hand" ability lets you grind value even if the token dies. Overall, a solid include for a SFM package.
Sword of Fire and Ice - another good value card. This allows you to gain card advantage and shock for value. It can also provide a quick clock turning a 1/1 Spirit token into a 3/3 that deals an additional 2 two damage.
Sword of Feast and Famine - this a better option in a reactive deck as you can untap your lands to prepare to counter your opponents. In Mardu, I think having instant speed interaction here is sweet as you could have a turn where you drop a Seasoned Pyro to draw two, swing with a token to untap, and then jam more threats or burn. Additionally, the discard on your opponents can slowly drain their resources each turn.
Sword of Light and Shadow - In our colors, buying back a spent Spyro in the late game could help dig a little deeper; not completely sold on it, but it could help with a long game.
Tron, Dredge, and big mana decks were tough before and may remain tough.
Tron still has Ancient Stirrings and the London mulligan can allow them to consistently hit turn three Tron. If you want to beat that, main deck Blood Moon or other land hate again and find a good way to apply pressure. I guess the good news is that with the banning of Looting, Stirrings is more likely to get the hammer as well in the future.
Dredge will continue to do it's thing, but a little slower. It still folds hard to graveyard hate so keep it in your sideboard (or main deck if you are really worried about it).
Other big mana decks is very broad. We are in Mardu, just find the right answer. I think the community who still wants to play these colors just need to brainstorm ideas and test brews. There is always a chance new archetypes come about and this forum retired or split into another deck.
The only experience anyone has with Stoneforge Mystic is in old Standard and Extended or Legacy. I fall into the latter. In the Legacy decks, people generally run three equipments (Umezawa's Jitte, Sword of Fire and Ice, and Batterskull) with the possibility of another Sword in the board. That's why I'm only running three equipments overall. SFM can just find what I need when I need it. There is always the potential she'll fail to find or die before you can utilize her, but I've never seen her run without some form of disruption through discard or counterspell effects. Turn 1 discard to see what the opponent has can greatly inform when to cast and what to get with SFM. I feel three is correct for this list, playing a normal grindy game and slamming SFM into a way to close out the game seems decent. What you grab will depend on what you need at the time.
I'll have to retool Collective Brutality back into the list. You make good points on the lack of ways to discard it. I was debating between two or three; four seems like too many. Maybe it can replace Dreadbore?
TTB and Nahiri seems pretty good, I think I would run Seasoned Pyromancer over Bedlam Reveler because of ease of cost and the potential to drop chump blockers the turn before Nahiri hits the board to buy time for the ultimate. The closing power Reveler brings isn't needed as much because Emmy can shut people out pretty hard, especially since the deck still runs a pile of burn spells to close out the last 3-5 life your opponent likely has afterward. I personally think I'm going to try to continue a more grindy game utilizing Stoneforge with something like this (now with a mana base!) Love to hear everyone's thoughts:
Hey guys! I'm a recent Mardu Pyro player who has been directed here by jwf239 from their forum. I don't know if I'm quite ready to give up on having red in my build and wanted to see if y'all had any thoughts on these two lists?
Here is a more traditional take, that appears to be similar to the list Khanagate posted earlier:
The reason I run a single Darkblast is because it has usefulness as a removal spell for problems and I dont like making room in the sb for it. Its also nice to have an instant you can just cast to get a dredger in the yard.
The Dakmore Salvage is so I can cast Ox and still dredge up a land drop to get Bloodghasts back. Its only come up a few times, but seems like a low investment for that effect.
All that said, there is a case for Neonate providing an extra card for Ox, but it seems less powerful outside of that one case and not worth the inclusion over Merchant.
1 Blast Zone
2 Blood Crypt
4 Bloodstained Mire
3 Copperline Gorge
1 Forgotten Cave
2 Mountain
1 Steam Vents
2 Stomping Ground
3 Wooded Foothills
DREDGE (12):
1 Dakmore Salvage
3 Golgari Thug
4 Stinkweed Imp
1 Darkblast
3 Life from the Loam
3 Merchant of the Vale
4 Shriekhorn
4 Cathartic Reunion
2 Ox of Agonas
PAYOFF (17):
4 Narcomoeba
3 Prized Amalgam
4 Bloodghast
4 Creeping Chill
2 Conflagrate
3 Alpine Moon
1 Leyline of the Void
3 Lightning Axe
3 Nature's Claim
1 Abrupt Decay
1 Ancient Grudge
3 Thoughtseize
3 Bloodghast
4 Prized Amalgam
2 Ox of Agonas
4 Narcomoeba
4 Creeping Chill
2 Conflagrate
ENABLER
3 Insolent Neonate
4 Cathartic Reunion
4 Shriekhorn
4 Stinkweed Imp
3 Life from the Loam
3 Golgari Thug
LAND
1 Mountain
2 Stomping Ground
1 Blood Crypt
1 Steam Vents
1 Blast Zone
3 Copperline Gorge
1 Dakmor Salvage
4 Wooded Foothills
4 Bloodstained Mire
2 Forgotten Cave
I would recommend Sodek MTG on YouTube. He also has a number of game play videos on his channel. Unfortunately I havent seen anything more up-to-date.
Dredge Primer: https://youtu.be/Vxf0EpoDycY
Post-Ban with Tome Scour: https://youtu.be/F163ZkjsmGA
Post-Ban with Merchant of the Vale:
https://youtu.be/Hg9gqlymSWw
CrabVine (if you are interested in varients):
https://youtu.be/M2KvXFrYRAs
I’ve tested this deck in the 1v1 practice room on MTGO with decent success (about a 50% win-rate). The main issues I’ve run into have been slow hands with all my lands entering tapped or just running out of steam. However, this deck is just over $60 USD as of today and about 11 tix online. Furthermore, it includes many of the main cards ran in a typical Dredge list, so the investment is mostly working toward the end goal. I started with a budget list by Giant Monster Games (https://www.youtube.com/watch?v=uQq10O515A8) and worked from there based on my experience with the tiered list:
4 Swamp
6 Mountain
4 Dragonskull Summit
2 Smoldering Marsh
2 Foreboding Ruins
2 Dakmor Salvage
Dredge:
2 Darkblast
4 Stinkweed Imp
4 Golgari Thug
4 Shriekhorn
4 Merchant of the Vale
4 Cathartic Reunion
2 Conflagrate
Payoffs:
4 Dregscape Zombie
4 Prized Amalgam
4 Narcomoeba
4 Creeping Chill
3 Lightning Axe
2 Shenanigans
1 Rakdos Charm
2 Nihil Spellbomb
4 Duress
3 Pillage
I chose Dregscape Zombie as my Bloodghast replacement. What I like about this over some of the other options is that it is only one black mana to Unearth. This opens your turn to cast another spell and still have the potential to bring back Prized Amalgam. The drawback being Unearth is a sorcery-speed ability and a one-time deal because of the exile clause. There is little we can do to speed up the sorcery-speed of the ability but managing our resources can help mitigate the one-time use.
Another card I included was Conflagrate without the Life from the Loam engine. The reason why is because found myself holding 4-5 cards I actively wanted in my graveyard. Other times it has been critical to slowing down aggressive decks while I search for payoffs. It may not be as effective at closing games, the ability to deal some damage and empty our hand felt good enough to include this Dredge staple.
The sideboard might still need some work; however, I don’t know what I would change currently. Duress is a proactive answer to enchantment-based hate. Lightning Axe is a staple card that answers mid-range threats while advancing our game plan. Nihil Spellbomb and Rakdos Charm are graveyard hate cards we can use in the mirror or against other graveyard-centic decks. I like the draw ability on Spellbomb, but Tormod's Crypt is a good option on a budget too. I really like Rakdos Charm because it can double as artifact removal if needed to supplement Shenanigans. Lastly, Pillage is for Tron or other big mana decks. Those are difficult matches and having a way to answer their lands or artifacts in one card is nice. I don’t think I would bring Pillage in as additional artifact hate versus Affinity or the like just because it would dilute our game plan too much.
Some additional notes from my testing; I tried to work in a green splash for Life from the Loam but the mana base was too clunky. I think a smooth mana base is needed before you can effectively run the green splash. I also didn’t care for Reassembling Skeleton very much. In theory it seems like an okay replacement for Bloodghast but when you pay two to bring it back and effectively lose a turn to do so it feels bad. I also found myself not using Extractor Demon very much and it was quickly replaced with Conflagrate for the above-mentioned reasons.
When upgrading, I recommend this order (with current prices per MTG Goldfish):
First, and this is one of the biggest steps, I would upgrade the mana base. Adding in 5-6 fetchlands and 2 Blood Crypt, maybe also considering 2 Stomping Ground so you can work Nature's Claim and Ancient Grudge into the sideboard. 4x Bloodstained Mire ($108), 2x Wooded Foothills ($80), 2x Blood Crypt ($26), and 2x Stomping Ground ($22). Remove Smoldering Marsh, Foreboding Ruins, Dragonskull Summit, and basics. Total $236 USD.
Second, I would swap 4x Bloodghast ($56) in over Dregscape Zombie the reason I would do this second is because Bloodghast becomes so much more powerful with the fetchlands at your disposal. Total $56 USD.
Third I would swap in 4x Life from the Loam ($57) and the rest of the manabase you are missing (about $58, depending of your list); replacing 2x Darkblast, 1x Golgari Thug, 1x Merchant of the Vale, 2x Dakmor Salvage, and basics. The reason I would clump all this upgrade together is because adding a main deck green card that you actively want to cast will require a heavy investment in green mana sources, so Copperline Gorge ($45) becomes necessary to smooth things out. You might be able to get away with a Rootbound Crag but it will likely slow you down. Total $117 USD.
Keep in mind you can trade and upgrade however you like as trades and money permit; that manabase hurdle is a big one, but I think it’s worth it to smooth out the deck and keep pace with the format. Most of that is rolled into the fetchlands and I haven’t tested running Bloodghast without fetches. It may be something to try out in the future.
I hope this helps people getting into the archetype and please let me know if you have any other budget suggestions to consider! Happy Gaming!
In regards to Thrill of Possibility, I agree Cathartic Reunion is much better. I was looking more at Thrill of Possibility as a fifth or sixth Cathartic Reunion more than as a replacement. The idea being 6-7 T1 enablers and another 5-6 T2 enablers to help offset the lack of draw two Faithless Looting left behind.
Here is the list I plan to run next FNM:
4 Bloodghast
3 Golgari Thug
4 Narcomoeba
3 Merchant of the Vale
4 Prized Amalgam
4 Stinkweed Imp
SPELLS:
2 Conflagrate
4 Cathartic Reunion
4 Life from the Loam
4 Creeping Chill
ARTIFACTS:
4 Shriekhorn
1 Blast Zone
2 Blood Crypt
2 Bloodstained Mire
3 Copperline Gorge
3 Forgotten Cave
1 Gemstone Mine
1 Ghost Quarter
2 Mountain
1 Scalding Tarn
2 Stomping Ground
2 Wooded Foothills
2 Darkblast
3 Lightning Axe
3 Nature's Claim
3 Surgical Extraction
2 Ancient Grudge
1 Assassin's Trophy
1 Shenanigans
Anyone have thoughts on the new Tormenting Voice? Instant speed seems relevant enough to consider imo. Maybe Cathartic Reunion 5-6 and cut some of the T1 enablers? Between this and Merchant of the Vale we could potentially build an instant speed Dredge deck that gives Prized Amalgam pseudo haste...seems interesting.
edit: Although the link is for a U-based Dredge deck...it wasn't the one I was referring too; here is the link for the UB version I meant to link.
I goldfished the follow list the other night a few games and it felt a little slower without Looting, but the choices were easier. No longer did I have to think about dropping a Prized Amalgam and Bloodghast or either of those and a Dredger. The list still presented lethal turn four and I didn't have too much trouble dumping payoffs from my hand. I've actually even considered going back to three Conflagrate to potentially help in that situation.
4 Stinkweed Imp
4 Life from the Loam
3 Golgari Thug
1 Darkblast
PAYOFF:
4 Bloodghast
4 Prized Amalgam
4 Narcomoeba
4 Creeping Chill
2 Conflagrate
ENABLER:
4 Insolent Neonate
4 Cathartic Reunion
3 Shriekhorn
2 Mountain
2 Stomping Ground
2 Blood Crypt
1 Gemstone Mine
3 Copperline Gorge
2 Blackcleave Cliffs
2 Wooded Foothills
2 Bloodstained Mire
2 Scalding Tarn
1 Fiery Islet
1 Leyline of the Void
2 Surgical Extraction
3 Lightning Axe
3 Nature's Claim
1 Ancient Grudge
2 Shenanigans
1 Assassin's Trophy
2 Darkblast
I like SFM because we have a good disruption package that can force our opponents to discard their answers. This proactive approach allows us to ensure SFM can hit play and find the right equipment to hinder our opponents game plan. If we see enough removal to answer SFM and the equipment, then the list can start grinding with Young and Seasoned Pyro; once the answers are getting exhausted, slam the SFM and grab a win-con.
Batterskull - a good threat to find if your opponent doesn't have interaction. The "3: Return to hand" ability lets you grind value even if the token dies. Overall, a solid include for a SFM package.
Sword of Fire and Ice - another good value card. This allows you to gain card advantage and shock for value. It can also provide a quick clock turning a 1/1 Spirit token into a 3/3 that deals an additional 2 two damage.
Sword of Feast and Famine - this a better option in a reactive deck as you can untap your lands to prepare to counter your opponents. In Mardu, I think having instant speed interaction here is sweet as you could have a turn where you drop a Seasoned Pyro to draw two, swing with a token to untap, and then jam more threats or burn. Additionally, the discard on your opponents can slowly drain their resources each turn.
Sword of Light and Shadow - In our colors, buying back a spent Spyro in the late game could help dig a little deeper; not completely sold on it, but it could help with a long game.
Tron, Dredge, and big mana decks were tough before and may remain tough.
Tron still has Ancient Stirrings and the London mulligan can allow them to consistently hit turn three Tron. If you want to beat that, main deck Blood Moon or other land hate again and find a good way to apply pressure. I guess the good news is that with the banning of Looting, Stirrings is more likely to get the hammer as well in the future.
Dredge will continue to do it's thing, but a little slower. It still folds hard to graveyard hate so keep it in your sideboard (or main deck if you are really worried about it).
Other big mana decks is very broad. We are in Mardu, just find the right answer. I think the community who still wants to play these colors just need to brainstorm ideas and test brews. There is always a chance new archetypes come about and this forum retired or split into another deck.
I'll have to retool Collective Brutality back into the list. You make good points on the lack of ways to discard it. I was debating between two or three; four seems like too many. Maybe it can replace Dreadbore?
3 Stoneforge Mystic
4 Seasoned Pyromancer
4 Young Pyromancer
SPELLS:
4 Lingering Souls
3 Smiting Helix
2 Dreadbore
3 Kolaghan's Command
3 Inquisition of Kozilek
3 Thoughtseize
4 Lightning Bolt
3 Path to Exile
EQUIP:
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Batterskull
3 Blackcleave Cliffs
2 Marsh Flats
2 Bloodstained Mire
2 Arid Mesa
1 Mountain
2 Plains
2 Swamp
2 Blood Crypt
2 Sacred Foundry
1 Godless Shrine
1 Sunbaked Canyon
1 Silent Clearing
3 Kambal, Consul of Allocation
2 Wear // Tear
1 Molten Rain
2 Pillage
2 Plague Engineer
3 Leyline of the Void
2 Collective Brutality
Here is a more traditional take, that appears to be similar to the list Khanagate posted earlier:
4 Tidehollow Sculler
4 Dark Confidant
4 Stoneforge Mystic
SPELLS:
3 Inquisition of Kozilek
3 Thoughtseize
4 Path to Exile
2 Fatal Push
2 Collective Brutality
4 Lingering Souls
WALKERS:
2 Liliana of the Veil
1 Liliana, the Last Hope
2 Gideon, Ally of Zendikar
1 Sword of Fire and Ice
1 Batterskull
LANDS:
4 Marsh Flats
2 Plains
3 Swamp
3 Godless Shrine
3 Silent Clearing
1 Shambling Vent
3 Field of Ruin
4 Concealed Courtyard
3 Leyline of the Void
3 Kambal, Consul of Allocation
3 Fulminator Mage
2 Plague Engineer
2 Collective Brutality
2 Disenchant
And here is my Mardu colored list I came up with yesterday after hearing the news:
3 Stoneforge Mystic
4 Seasoned Pyromancer
4 Young Pyromancer
SPELLS:
4 Lingering Souls
3 Smiting Helix
2 Dreadbore
3 Kolaghan's Command
3 Inquisition of Kozilek
3 Thoughtseize
4 Lightning Bolt
3 Path to Exile
EQUIP:
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Batterskull
3 Blackcleave Cliffs
2 Marsh Flats
2 Bloodstained Mire
2 Arid Mesa
1 Mountain
2 Plains
2 Swamp
2 Blood Crypt
2 Sacred Foundry
1 Godless Shrine
1 Sunbaked Canyon
1 Silent Clearing
3 Kambal, Consul of Allocation
2 Wear // Tear
1 Molten Rain
2 Pillage
2 Plague Engineer
3 Leyline of the Void
2 Collective Brutality
As a Dredge player, I don't care too much about the ban.
As a Mardu Pyromancer player, I'm sad to see the ban killing off my deck. However, I can now try to grind with SFM...so there's that.