Sideboard


Jund Prized Dredge

"What is dead may never die, but rises again harder and stronger"


Welcome to Jund Prized Dredge! This is my take on an old classic. With some exciting new cards printed in Shadows over Innistrad, Dredge is now better than ever. The deck's goal is to be greedy as hell and put as many cards in our grave as possible and cheat them back in on the cheap. Insolent Neonate and Prized Amalgam are great new cards that have fantastic synergy with this strategy and have breathed new life into this deck archetype.

Gravecrawler: 2/1 beater that as long as we control a zombie can be cast from the graveyard. The deck has 13 total zombies (Gravecrawler, Lotleth Troll , Prized Amalgam, and Rotting Rats) to help enable this.
Insolent Neonate: Our second one-drop, this card is fantastic for dredge strategies and fueling our graveyard. For example, T1 Land, Neonate, discard Golgari Thug, and dredge 4 instead of drawing a card, put 6 more cards in the grave!
Bloodghast: 2/1 nonblocker like Gravecrawler, helps finish out games with opponents under 10 life by having haste. Reanimates itself with landfall which we can easily trigger by having 8 land fetches. Also brings its friend Prized Amalgam along for the ride.
Lotleth Troll : Another enabler, we can discard our dredge creatures to it to give it +1/+1 counters and it has the ability to regenerate to stay in the fight if we need it to. Counts as a zombie to enable Gravecrawler
Rotting Rats: Another enabler that on ETB makes both players discard to let us pitch dredge cards away, it also has Unearth and is a zombie to help us get our Gravecrawler back or trigger Prized Amalgam.
Prized Amalgam: Fantastic new card for dredge, we can mill these away to our grave and cast a Rotting Rats or Gravecrawler from the grave to get it back, or have it return off of a Vengevine trigger or Bloodghast landfall trigger. 3/3 beater is just a solid card.
Stinkweed Imp : Originally as a 4 of, cut back to 3 to make room for 1x Life from the Loam. A 1/2 deathtouch flier is strictly ok and can interact by blocking and killing pesky creatures, it really shines as a Dredge 5 to keep fueling us.
Vengevine : Our bread and butter, with so many cheap creatures we can cast or reanimate/unearth, it lets us pull a 4/3 haste back from the grave quickly and also triggers Prized Amalgam to bring it back along with it.
Golgari Thug: Dredge 4 that helps us recur neonates, gravecrawlers, or lotleth trolls, it has a lower CMC than Golgari Grave-Troll making it easier to cast for Vengevine triggers at the expense of not being able to dig as deep.
Golgari Grave-Troll: Topping out our curve at CMC 5, this troll gets bigger the bigger our graveyard gets. Though we rarely cast him, his ability to dredge 6 gets us deeper in the 'yard and finds us more cards to recur.
Faithless Looting: As a T1 play it lets us get more of the cards we want to play and pitch dredgers we don't want in our hand. Late game after we have dredgers we can replace the draw two with a dredge and fuel our graveyard strategy. Flashback means even if we mill it away with crab or dredge we still have access to it for a bit higher cost.
Tormenting Voice: T2, discard a dredger outlet. Can use to draw 2, or dredge once or twice. Good against countermagic to make sure we can pitch our dredgers as it's integrated in costing cast. Can then dredge back immediately if it resolves.
Life from the Loam: Too good to not play, especially with our greedy mana base. Lets us get back lands we may have milled and need, or return fetches back to use and thin our deck out to let our dredgers hit more creatures. 1-of with all the dredge action lets us hit it fairly easily (may go 2-of). The dredge 3 also lets us repeatedly get fetches to thin or trigger bloodghasts.

Preface: This is a very greedy manabase that utilizes a bunch of fetches and shocks. You could run some number of Cavern of Souls to fix on color for Zombie as a good many of the creatures we care about are zombies, but it does foul up the fetching. For the most part, we don't care about counterspells as most of what's in our grave will eventually be recast again anyway. As far as why all the fetches vs. running some combination of fast lands (like Blackcleave Cliffs) and shocks like many other dredge lists do, the reason is two-fold. Fetches mean fixing immediately on what colors I need, where as with fast lands there's some relying on the luck of the draw. Fetches are also an instant-speed way to trigger Bloodghast on an opponent's turn so it can attack next turn, along with any Prized Amalgam that come back with it.


Blood Crypt: 2-of, only ever really need 1 in play.
Bloodstained Mire: Fetches all the shocks
Forest: 1 basic forest to be able to cast life from the loam and sideboard tech.
Mountain: 1 basic mountain to be able to cast faithless looting/neonate and sideboard tech.
Overgrown Tomb : 3-of as Black/Green, lets us fix on black and be able to cast our Life from the Loam and sideboard tech.
Dakmor Salvage: 2-of, and dredges 2, can be dredged to play to trigger Bloodghast, fixes for black to play key cards like Gravecrawler, Rotting Rats or Golgari Thug. Downside is it ETBs tapped.
Swamp: 2-of to be able to fetch out to unearth Rotting Rats and cast Gravecrawler to trigger Vengevines and Amalgams.
Verdant Catacombs: 2-of to round out our 8 fetches.
Wooded Foothills: 3-of, fetches either of our shocklands and our off-black basics.

Abrupt Decay: Since we tend to go off around T2/T3 it deals with most threats that would get in our way at the expense of setting us back a turn.
Ancient Grudge: Artifact hatred, even if it gets milled by all our dredging (esp. if we're digging for it) we can flashback and kill any pesky artifacts (Relic of Progenitus, Tormod's Crypt, etc.).
Darkblast: Lets us kill any fast combo creatures/enablers (Viscera Seer, Delver of Secrets  , Young Pyromancer, etc.) and dredge back for 3 to keep up removal.
Gnaw to the Bone : Against hyper aggro and burn, this gives us a way to establish life totals to levels at or above 20 and let us seal the deal.
Maelstrom Pulse: Generic removal that gets rid of creatures (esp. tokens), planeswalkers, enchantments and artifacts that affect our 'yard, or any other thing that might get in our way.
Melira, Sylvok Outcast: Our answer against infect. Landing this on T2 makes infect cry and since they run limited removal, gives us time to get in there with some big creatures and finish them off.

Interactions

702.51a Dredge is a static ability that functions only while the card with dredge is in a players graveyard. Dredge N means As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand.

Knowing how Dredge functions is of key importance. Insolent Neonate and Faithless Looting both love being able to have access to this mechanic.
Golgari Thug + Insolent Neonate : Cast Neonate T1. Discard Golgari Thug, Sacrifice Insolent Neonate: Dredge 4, return Golgari Thug to your hand and mill the top 4 cards to the grave.


In the case of Faithless Looting, it is important (especially late game with multiple dredgers in the grave) to remember another key magic rule: 120.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.
Example: (with Golgari Thug and Life from the Loam in the graveyard). Cast Faithless Looting, Dredge 4, Return Golgari Thug to your hand, Dredge 3, return Life from the Loam to your hand. "Discard two cards"

Bloodghast + Prized Amalgam : With a fetch in play or fetch/shock in hand, and any number of Bloodghast and Prized Amalgam in the graveyard. Crack the fetch and pull a shock, or play fetch, or play shock. Return Bloodghast to the battlefield, Prized Amalgam creates delayed trigger that goes off on end step, return any number of Prized Amalgam to the battlefield tapped at the end step. Protip: This can be done instant speed on opponents turn and end step with a fetch for maximum effect.


Thoughts on the Deck

The deck has some very good explosive potential to dump larger threats than current meta decks, and almost as fast. The deck's obvious weakness is to graveyard hate. While enchantment hate exists, it is run consistently less than artifact hate. Of the artifact hate, one of the most popular right now is Grafdigger's Cage (thanks Nahiri) which Abrupt Decay and Ancient Grudge take care of rather easily.


Having scaled back from 4-colors to 3 in Jund, the deck has lost some of its early T2/T3 explosiveness but is far more consistent (and slightly less painful for mana). Scaling back also gives access to 4 basics, which helps against Path to Exile and Ghost Quarter


Matchups

This section will be updated once more matches have been ground out

Suggestions

Updates Add

Well, at this time and after much playing, the deck is currently in its final form. Spamming F5 on card spoiler sites, hoping for some new love for this deck. So far, Gisa and Geralf are interesting for a Grixis shell. They still enable Vengevine at the expense of losing our most powerful dredger, Golgari Grave-Troll.

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Revision 11 See all

(8 years ago)

+3 Collective Brutality main
+3 Conflagrate main
+2 Golgari Brownscale main
-2 Golgari Thug main
-4 Gravecrawler main
+2 Greater Gargadon main
+2 Haunted Dead main
+1 Island main
-3 Lotleth Troll main
-2 Maelstrom Pulse side
-1 Mountain main
+4 Narcomoeba main
+2 Nature's Claim side
-1 Overgrown Tombfoil main
+4 Polluted Delta main
-2 Rotting Rats main
+3 Shriekhorn main
+2 Steam Ventsfoil main
-4 Tormenting Voice main
-4 Vengevine main
and 22 other change(s)
Top Ranked
  • Achieved #4 position overall 8 years ago
Date added 8 years
Last updated 8 years
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

33 - 5 Rares

7 - 5 Uncommons

16 - 5 Commons

Cards 60
Avg. CMC 2.51
Tokens Spirit 1/1 W
Folders Interest, Modern, JUND, Interesting, dredge, Dredge, Deaks i want
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