Hey guys, been wanting to get Dredge put together for a while and finally had the time and money to do so over the holidays. I took a rather stock list to a very small event (almost didnt fire...) and went 2-1 losing to Death and Taxes. Pretty much smashed Elves and Affinity though thanks to Conflagerate and Dark Blast.
Anyway, I felt my losses to DnT was due to (in part if not mostly) on bad mull decisions. I remember game three specifically mulling away Conflagerate, double Reunion, and four lands and my next mull was all land, then no land, and I kept a bad 4 because going to 3 seems super bad even for Dredge. In hindsight the original 7 seems like it could have worked just fine and I wasn't thinking about it hard enough. I was hoping for some experienced insight on when to mull and how low to actually go.
I have a very casual BUG Spike (the creature type) list that was UG until Winding Constrictor was printed. It's a super fun deck and having eight copies of a card that effectively double your counters is super sweet. I highly recommend checking it out and testing with it.
I personally don't think you need Red in the list as you can run Fatal Push or Dismember as removal spells and discard or counter magic as a way to stop anything those won't answer.
Assuming she doesn't try to help another revolution and get a new card :P. I'm hoping for another sweet Koth walker to run along the original now more than ever!
Don't forget Cabal Coffees; it's the other half of Urborg.
While we are looking at standard legal cards, have you considered Bontu the Glorified ? He'll likely always be active, provides a sacrifice outlet (great with Dictate of Erebos, Gravepact, and Butcher of Malikar), and menace gives your Commander a form of evasion. Just add one of the graveyard matter or swamp matter equipments that pump him up for the win.
http://www.mtgthesource.com/forums/showthread.php?2597-Deck-Deadguy-Ale-(B-w-Confidant)
Anyway, I felt my losses to DnT was due to (in part if not mostly) on bad mull decisions. I remember game three specifically mulling away Conflagerate, double Reunion, and four lands and my next mull was all land, then no land, and I kept a bad 4 because going to 3 seems super bad even for Dredge. In hindsight the original 7 seems like it could have worked just fine and I wasn't thinking about it hard enough. I was hoping for some experienced insight on when to mull and how low to actually go.
Here is my list, pretty stock but I replaced one Copperline Gorge with a Forest, Dakmor Salvage with a Swamp, and used Duress as a place holder for Thoughtseize:
3 Bloodstained Mire
1 Arid Mesa
3 Wooded Foothills
2 Stomping Ground
2 Copperline Gorge
1 Blood Crypt
2 Blackcleave Cliffs
2 Gemstone Mine
1 Dakmor Salvage
2 Mountain
1 Forest
1 Swamp
4 Insolent Neonate
4 Bloodghast
4 Narcomoeba
3 Golgari Thug
4 Stinkweed Imp
4 Prized Amalgam
1 Haunted Dead
Other:
3 Conflagerate
4 Faithless Looting
1 Darkblast
4 Cathartic Reunion
3 Life from the Loam
3 Collective Brutality
2 Lightning Axe
2 Ancient Grudge
2 Abrupt Decay
3 Duress
2 Darkblast
1 Gnaw to the Bone
I personally don't think you need Red in the list as you can run Fatal Push or Dismember as removal spells and discard or counter magic as a way to stop anything those won't answer.
Just my two cents, good luck and Happy Gaming!
Don't forget Cabal Coffees; it's the other half of Urborg.
While we are looking at standard legal cards, have you considered Bontu the Glorified ? He'll likely always be active, provides a sacrifice outlet (great with Dictate of Erebos, Gravepact, and Butcher of Malikar), and menace gives your Commander a form of evasion. Just add one of the graveyard matter or swamp matter equipments that pump him up for the win.