What if I told you, we made a deck that broke almost all of the fundamental rules of magic... but was still tournament legal--
A deck that runs less than 60 cards
A deck that can mulligan to 7 cards
A deck that averages 1-2 mulligans per game AND a goldfish to turn 2-3 WITH disruption
A deck that plays only free spells
A deck that has free effects that net +5 and +6 card advantage
A deck that is virtually immune to disruption
A deck that only needs to resolve 1 free spell to win the game on that turn.
The deck:
"Cookie Monster"
The Engine (14)
4 Bazaar of Baghdad
4 Golgari Gravetroll
4 Stinkweed Imp
2 Darkblast**
0 Vamp Tutor*
0 Crop Rotation*
0 Life from the Loam*
Mana (8)
1 Mox Jet
1 Chrome Mox
4 Bayou
2 Overgrown Tomb
Disruption (14)
4 Chalice of the void
4 Unmask
4 Cabal Therapy
2 Duress**
The Cheats (4)
4 Serum Powder
The Free Creatures (12)
4 Ichorid
4 Ashen Ghoul
4 Nether Shadow
Win Condition: (8)
2 Dread Return
2 Sutured Ghoul <--- "The Cookie Monster himself"
2 Dragon's Breath
2 "Meat Creatures" (typically I like: 2 Devouring Sostruss)
Cards marked with a * change from deck to deck.
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Deck Credentialing
So far this deck has been 'street' tested in 3, 5-round tournements (1 by jer an TMC, and 1 by Jer and 1 by myself at the Myriad games tourny on 11/11). It went 4-1 at TMC, and 4-1 by Jer @ and 3-2 (9th place) by myself @ Myriad. The 4-1 then went up through top-8 to loose in the Finals and take 2nd Place. **Noteably there were 20 Joten Grunts in Top 8 ... and plenty of Grunt decks that didn't make t8 at Myriad... so the meta was basically against us.
Now granted, there is probably some degree of "shock" value. But you can't ignore the fact that this deck has consistantly either been in, or very close to, top-8. Even if its only in 3 street tests. MWS and Team Testing has also been very very promising.
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How the deck wins-- its very simple
Turn 0, Use the Serum Powders and normal mulligans to find any hand with bazaar it in. STOP AT NOTHING TO GER BAZAAR! Mull to 1 if necessary.
Turn 1 - Play bazaar and ACTIVATE IT during your main. You want to see as many cards as you can, so you can play moxen, chalice @0, and unmask.
Turn 2 - Start up your dredge engine
Turn 3 - if you do not have the sauce, cabal therapy once or twice to set up for lethal ghoul next turn. If you've got the sauce then see below...
Turn 4 - Dread Return -> lethal ghoul... attach a dragon's breath from your yard, eat the Krosian's and any extra 3/1's you have, and lay the smack down with a 35/29-some odd Trample w/ haste.
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Why Cookie Monster?
Well, That is Jer's choice. He says that Sutured Ghoul is like Cookie Monster because he eats things. For those of you who are thinking "but he only eats cookies ... hes not threating at all" I would ask you this - Of all the characters on Seasame Street, which would you not want to get in a fight with the most? Alot of people say Oscar the Grouch, to which I answer... he has no legs. Think about it, if he had legs, why wouldn't he leave that trashcan?? To defeat the Grouch just grab a mop, or broom and tip that can right over. GG Oscar.
No clearly the Cookie Monster is the most Dangerous guy on the block. Imagin your in an alley, and you see that blue giant all hopped up on cookies ... he feals NO PAIN. His eyes all glossed over, that thick powerful neck and arms... thats terrifing, like fighting a freaken Grizzly Bear with a pointed stick (and I'm not talking about the 2/2s here).
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The Mulligan Theory --
The theory on Mulligans is EXTREMELY Easy. Its so easy that its hard to stick to. Here is the underlying strategy: Activate bazaar turn 1. That’s all that really matters. After that the deck goes auto pilot. Even if bazaar is destroyed after you activate it... it doesn't matter. you've got your tempo boost.
So that means there is only 1 relevant question when deciding to mulligan or not. Am I holding Bazaar of Baghdad? If yes = Keep; If no* = Mulligan. Here is where the Serum Powders come in. Serum powder is unimaginably broken in this deck. it simultaneously does 2 things that are great for your deck. #1 it means you don't loose card advantage when mulliganing, and #2 it thins your deck below 60 cards giving you better odds to draw bazaar.
*Vamp tutor and Crop Rotation can give some wildcard keepable hands. If you've got turn 1 Unmask into a castable Vamp, with other good cards in hand ... then you can safely keep that hand. Vamp gives you Bazaar #4.5 if you have other disruption. Esp in 7 and 6 hands, it can be treated like Bazaar ... But again, I would DEFINATELY not keep any hand with land vamp. without unmask (or Jet-> duress) its too risky.
Powder Drawbacks: None?
With the exception of Bazaar, Each card in the deck is important but not ~that~ important. ~and remember if you bazaar in hand then you autokeep. Lets go over the key cards--
2 Dread Return: if you RFG all of these, then your playing ichorid ... which blows, remember you can normally mulligan hands that have powder in them. So If you draw a 6 hand after RFGing 1 Dread return AND you have a Powder+Dread #2 - I would normally mull that and take the 5 hand to preserve the primary win condition.
2 Sutured Ghoul: if you loose both ghouls, you can always throw 13/13 hasters along side ichorids. Or have a sustainable 9/9 flying trample haster (remember you choose the order of the triggers).
2 Dragon's Breath: Add a turn on to your win condition. More dangerous, but by no means does it shut you down.
2 "Meat creatures": If you RFG both of your beefy creatures, then you probably need to tack on 1-2 turns for the win. It means that you'll need to beat with ichorids for a turn and -then- animate the ghoul and rfg all your extra ashens/stinkies. That will build a fairly strong sub-lethal ghoul. Dread Returning a golgari gravetroll is not that bad either.
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Why is this better than ichorid?
The short answer is: Because it isn't ichorid... its a Sutured Ghoul combo deck.
Ichorid is a fragile win because it requires 3/1's to win the game. Lava Dark or darkblast can end up being a huge setback. It is also more fragile because it cannot afford to not have a constant source of

for ashen ghoul. This deck can (and usually does) win without ever adding mana to the mana pool. Bazaar -> ichorids and nether shades -> dread return -> 30 dmg to the face. Even the disruption is free Unmask, Chalice @ 0, and Therapy can buy you 2-3 turns and/or protect your win condition all a 0 mana cost commitment. This means the deck can afford to keep hands of Bazaar + Junk with no other mana. So mulling to 4 or even 3 can easily win you the game. Ichorid is Plan-B, the primary reason ichorid is in the deck is because the deck needs free creatures to get dread return and cabal therapy online. The deck doesn't have issues with large creatures. Even a Tinker-DSC doesn't phase the primary win condition of the deck. 35 is the typical low-end power for the ghoul (13x2 + 3x3 = 35) and with trample that is still lethal to a player a 20 life w/ a DSC. Akroma (who historically owns ichorid) is even less effective at stopping a Ghoul.
Cabal Therapy makes the deck insanely powerful. It means cards like Force of will, or creature removal do not function as actual answers to the deck. Unmask gives you the peak you need, and cabal therapy gives you the pre-emptive answer to anything standing in the way of your win condition. on turn 3 after a turn 1 or 2 unmask, 4 creatures returned and a full GY will spell an easy win.
Essentially you have a solid turn 3-4 win backed by tons of free disruption. with the weaker Ichorid alternate win.
A closer look at Therapy. The deck is basically an Auto-Pilot deck. Even mulligan choices are broken into simple Logic strings. The only "skill" card in the deck is Therapy. When to go for the win, and when to spend a turn of set-up is the only critical choice in the deck. If you're not "a gamblin' man"... this deck is definitely not for you. You basically have 1 opportunity to make a choice the entire game, so you need to ride everything on that one choice. As a rule of thumb, shredding off 3 cabal therapies then waiting a turn, is better than going for a blind Dread Return right now.
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Sideboard. Its hard to evaluate the sideboard of this deck... because very rarely will it matter. The only real auto include for the board is x4 LL of the Void. A typical board will be:
4 Emerald Charm
4 LL of the Void
3 Ancient Grudge
2 ~cards*
2 ~cards*
Leyline is a Great answer to Combo. It doesn't mean combo cant win, it just means that it is much more difficult for them to win on turn 1 or 2 (ie no Rit Rit Rit, DT, will, Rit Rit Rit, DT, Tendrils). Also it slows Dragon. With Serum Powder you can really ensure a turn 0 Leyline.
Emerald Charm. Answers LL of the void for G. vVastly superior to Ray of Rev. Ray of Rev only works if your dredging successfully... that great .... it totally worthless both when there is no threat on the board AND when the threat is on the board. I would probably side some in against oath (over darkblast) but again you usually have no problem building a ghoul big enough to roll over any angels before they kill you. Destroying an Oath of druids is usually trivial. Emerald Charm actually has a secondary effect that is HIGHLY relevant. If your opponent does not turn out a LL on turn 0, then all of your emerald charms become mini-timewalks in that you can use them to UNTAP BAZAAR! Because Emerald Charm is essentially NEVER dead, it is often good to side in 2-3 for game 2, just on the off chance they side in LL.
Ancient Grudge is good. It can answer odd threats if your "winning" but cannot win. Such threats include: Ensnaring Bridge, and to a lesser extent... Platinum Angel, and Eon Hub. Also it answer Pithing Needle. You may need that initial Kick of 1 Bazaar activation to get the dredge engine online to find this little guy. But it helps you combo out faster after a turn 1 or 2 Needle.
The 2 of "cards". Well this really depends on what you maindecked. If you went with 4 Duress, then 2 Darkblast, and 2 Life from Loam would be good. If you went 2 Duress, 2 darkblasts then you want 2 duress and 2 life from the loam in the board. As a general rule, between the main deck and side you will want access to 4 Duress and 2 Darkblast.
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The probability of not finding Bazaar:
Serum Powder, the worst artifact ever printed ... or the best?
As I have said, the powder gives you the ability to make your deck smaller. This means 2 things, you have a higher probability of drawing a bazaar, AND it is easier to mill your "entire" deck into the GY (because your entire deck is now less cards). Starting the game with 12-14 cards RFGed is a tremendous consistency boost. The only card I REALLY don't typically RFG more than 1 of is Cabal Therapy. Against a control deck, 3 Therapies is essential. RFGing 2 Therapy will make the win much less stable.
Through Experience testing, I would say out of about 100 combined games maybe 1 (or 2) did not have find a Bazaar by the time you have mulled to 1. Calculating this probability directly is a term-paper sized operation, because both the number of the serum powders and the total cards in the deck will change each time you use a powder. So lets investigate why its almost impossible to not find bazaar:
Prob( 0 of 8 cards | 7:60 cards ) = 34% {this says you will mull to 6, about 34% of the time, because you found 0 of the 8 cards you were looking for. namely 4 bazaar + 4 Powder}
Prob( 1,2,3,4 of 4 cards | 7:60 cards ) = 40% {40% of the time you'll start with a bazaar in your opening 7 hand, and 40% of the time you'll start with serum powder}
"hey that’s more than 114% moron!" ... yeah so? Remember that starting with a bazaar and starting with a powder are not mutually exclusive. So 14% of the time you will have both a bazaar AND a powder ... moron

SO: 100% - (34% + 40%) = 26% --- so what is 26%?
26% of the time you will 'use' a serum powder to RFG your hand and mull to 7 again. But NOW your deck is no longer 60 cards... also you no longer run 4 powders. Your prob to draw bazaar increases and your prob to draw powder decreases.
{note: 26% also is (100% - 34%)x(40%) by the conditionality theorems... isn't math great?}
Some simple Definitions:
Event-a: is the event for successfully drawing a Bazaar in any given hand.
Event-b: drawing no bazaar, but drawing a serum powder, resulting in removing the hand and drawing the same size hand.
Event-c: Drawing neither Bazaar nor serum powder, resulting in a Paris mulligan.
So the first branch on the tree is:
draw 7 cards (in a 60 card deck):
a) 40% --> drew at least 1 bazaar = Keep {end tree}
b) 26% --> drew 0 bazaars and at least 1 powders { Deck size => -7 ; Powder => -N* ;; goto draw 7 cards}
c) 34% --> drew 0 bazaars and 0 powder {goto Draw 6 cards}
So as you loop through event b, the prob(a) increase, and the prob(b) decreases. After one pass through b the tree now looks like this ASSUMEING that you only drew 1 Powder... if you drew 2, then the prob would be completely different.
Draw 7 on 53 card deck with 4 bazaars and 3 Powders:
a) 44% --> drew at least 1 bazaar = Keep {end tree}
b) 21% --> drew 0 bazaars and at least 1 powders { Deck size => -7 ; Powder => -N* ;; goto draw 7 cards}
c) 35% --> drew 0 bazaars and 0 powder {goto Draw 6 cards}
You can see how this is getting exceedingly complicated. Attempting to "tree" this out can only be done in 3 dimensions because you have X = Number of cards in the deck, Y = number of cards drawn, and N = number of Serum powders in the deck.
The point is that each loop through event-b causes the prob-a increases; however with each pass through event-c the probably of event-a decreases. So what the heck are we looking for? The meaningful probably is the complex event: we will not reach event-a once before we reach event-c 6 times.
For purposes of approximation if we assume that Prob(a) roughly equals that of Prob(b) in the long run; then it would be the same prob of flipping a fair coin Tails 6 times in a row (with 0 Heads). Which is roughly 1.5%, now factor in that the coin has a considerable bias towards flipping heads (at least on the first few flips).... 1 in a 100 appears to be a good enough estimate. *Lets not even talk about the remote hand of Bayou, Vamp, Unmask, Black card, Disruption card, x2 any card.... Its keepable but totally not counted in our "simple" tree.
Simulation (i.e., write a program to generate 100,000 hands and count the failures) would likely the best way to generate the probability. But when your talking about +/- 0.5% Simulation is essentially worthless. The real way to do this is with a Probability Matrix. But I don't have the programs at my finger tips, nor the time to set the Probability Matrix up, to generate the pure probability for this - especially not for "fun." But its basically safe to say "you will get a bazaar 'every' time."
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The Primer Part:
Ok So now you want to play the deck. You get that you will always* start with Bazaar in hand, and that you basically want to resolve a cabal therapy in the turn you go off with Dread Return. You've also reviewed your rules about Dredge cards.
Ok so what is going to give you issues-
Major Problems:
"I mulled to 1" -- Well..... GG buddy GG. Is rare, but it technically could happen. The game is more or less over for you. If its game one, just draw-go until you see what your opponent is playing.
On the draw "Pithing Needle naming Bazaar" -- Ouch. That generally means your going to be looking for the max hand size to be your discard outlet. If you mulled down to 4-5 and your against gifts, you probably loose. Against Fish, you probably have time to build up a 7 card hand, and play "Draw for turn, dredge Golgari ... discard Golgari." Which can usually win you the game in the long run.
Turn 0 LL of the Void --- Ouch again. Hopefully you put in your Emerald Charms. There isn't much more to say outside of that.
Minor Roadblocks:
Joten Grunt -- This guy is fairly nasty on turn 2-3ish. The Danger of grunt is really a matter of timing. A Grunt too early means they get at best a double time walk. If you've got say 6 cards in your yard, immediately stop activating bazaar and dredge cards. Just take 8 to the face and let the grunt die. If Grunt comes down too late, then obviously you've got your momentum up and that 4/4 is going to be an ant when compared to the Ghoul.
Needle/Waste/Strip After 1 Bazaar activation -- This is why you generally want to dump dredge cards into your yard on the first activation. It can be very bad, but getting a solid dredge engine rolling in your yard should be enough to keep dredging ever draw for turn. Ancient Grudge is for Needle, but what about Wasteland? The Wasteland problem is why we have been testing Life From the Loam. Its a rough answer to this problem. Pithing needles of your own can be a solid answer, but if the needle isn't in the first few cards + your hand... then its never going to be played.
Tormod's Crypt -- Tormod's crypt is manageable. Chalice for 0 helps make sure your not staring down Crypts too often. Ancient Grudge can help force them into popping it. But generally it will take 2 Tormod's Crypts to effectively shut this deck down.
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Match-ups
Favorable Matchups:
-- Oath --
Oath gives you FREE creatures, and takes a few turns to win. With your opponent giving you creatures, you can fairly easily race a turn 1 Orchard-Mox->Oath. In Game 1 Dredge Big and you can usually Trample your way right over even a double Angel defense. Post Board you want: 4 Leylines, at least 1-2 Ancient Grudges, and 1-2 Emerald Charms. Ashen Ghouls are less important as are duress and possibly chalice.
Grudge is for Plats and Pithing Needle. Charm is good against the Oath itself, but it is not impossible for Oath to have LLotV in the board. I like LL in against oath myself, because it means they will have to be more conservative with their oathing.
-- Stax --
Oh poor old Stax... Active Player Non-Active Player rules can really give them a hard time. Against stax, you may need to fall back on the Ichorid Plan. This is because #1 they are not going to have early blockers and #2 they may have Spheres giving your flashback cards trouble.
Post Board you want... 3 Ancient Grudges, 2 Darkbast. For this match, Ashen Ghoul, Unmask and Duress are not that great they can probably come out... Maybe even 1 Serum Powder, or a Golgari.
-- Slaver --
Slaver seems to have an answer to everything in the format... accept this deck. Resolving a Chalice for 0 against slaver is huge. Even if slaver tinkers early for colossus you should have no trouble winning the game. Just throw disruption at them and then through a huge ghoul at them. Simple enough.
Post Board you want it all. Slaver has a huge card pool of options to side in against you. Bridge, and Plats are not impossibilities as well as Leyline of the Void is not impossible. Pithing Needle and Tormods crypts are likely. So Game 2 you need to watch how many card they side in. For game 2, 2 Charms, 2 Darkblast, and 2 Ancient Grudges should be plenty against them. I usually shy away from Leylines in this match because Slaver doesn't use the graveyard in the early game like Pure Combo does. So I would rather not thin the deck of creatures or dredge cards. Siding out cards is tough. I generally go for 1 Dragon Breath, Golgari, Ashen, and Nether Spirit. So as not to disrupt the flow of the deck too much.
-- Non-white Non-Black Fish/Agro --
So this is your monoblue, your Goblins, your Shop Agro, your various colored stompy.
The worst you have to deal with here is probably x4 Tormods Crypt. So don't be fooled and side out chalice! Traditional Ichorid has trouble in this match up because Root maze, x/4's, direct creature damage, and first strike creatures common here. All of which Ghoul couldn't care less about.
Post Board - Just have answers to what they might have, Darkblasts are a given... then a few grudges (pithing Needle/Tormods/Eon Hub) and a few charms (propaganda/Worship/ghost prison/ground seal). Duress comes out, Its probable safe to take out Unmask as well. DO NOT SIDE OUT CHALICE! This can be a good matchup for Life from the Loam. But life tends to be fairly situational.
Fair Matches:
-- Gifts --
Gifts and Slaver are very similar. But Gifts can tend to "go broken" earlier then Slaver can. Unchecked Gifts with a Tendrils win can Race you with some degree of consistency. Chalice for 0 is huge against Gifts. Against Gifts or Slaver, you can thank your deity of choice if you open up with Bazaar, Unmask, Chalice on the play.
Game 2 you want 4 Duress, 4 Leylines, and maybe 1 Ancient Grudge. Take out the 2 worthless Darkblasts, and then I usually side out at least 1 Golgari, and sometimes even chrome mox. A Dragons Breath can usually safely come out as well. Then the normal 1 Ashen Ghoul and/or Nether Shadow.
-- Non-Dread Ichorid --
I would actually put this matchup on a relatively even keel. Firstly, they sometime maindeck LLotV, which is Auto-loose game 1 on turn 0. Also with their blue cards they can flip their deck into the yard a turn or so faster than you can. So they have that race going for them. If you can survive, then your Ghoul will obviously go all the way, but don't neglect the ability to Dread Return Small and early. Throwing an early Sostruss on the board or even a 6/6 Grave Troll can give you the small advantage to set up a more confident win off your 2nd Dread Return.
Post Board "WAR OF THE LEYLINES!" Here is where your Serum Powders will help win the match. 4 Leylines, 4 Emerald Charms, 2 Darkblast. Crappy stuff comes out, Duress and Unmask are top picks. Keep in Chalice because they need mana more than you do, and a lot of there mana are moxen. Now you break the Mulligan Rule for Bazaar. Now the game is get Leyline and {BG-Land or Charm} in your opening hand. Leyline will leave them scrounging for an answer to LL, Having either the land or the charm in hand means you only have to find the other piece to answer a leyline.
-- W/R (TMwA), W/B, or W/R/b Fish --
What makes this matchup tough is a well timed Grunt. Combined with the Tormods, and the Swords to Plow, and the Wastelands/Needles. Good Draws, backed by a good player will often give you run for your money.
Post Board: 2 Darkblast, 3 Ancient Grudge, Life from the Loam. What do you take out? Well an ashen Ghoul and a Golgari are a start. Duresses are fairly safe to take out. But I would certainly leave in Unmask (because it can take creatures) and Chalice (to stop Tormods Crypt). These matches are really a toss up. Its whoever has the right answer at the right time. Ichorid + Darkblast will kill a Grunt, but Grim Lava Mancer during my draw step will shut down a Dread Return... So there is alot of give and take in this matchup.
-- MonoBlack --
This is a rare deck, but theoretically is could give you a really hard time. With the amount of Graveyard hate this deck hast to offer your probably going under. However alot of monoblack's power comes from hand disruption which doesn't concern you. So you've got that going for you.
-- Sullivan's Solution --
This deck seems to have lost popularity, so I wont put too much time into discussing it.
This deck is decently slow... but with the right cards, it can definitely get the upperhand in a major way. Planar Void + Flip Erayo is probably enough to destroy you. Put in your Emerald Charms and hope for the best.... Your basically Racing their draw engine.
-- Bomberman --
What makes this matchup bad is the recurable Tormod's Crypt. As I said in the beginning, the deck can most likely play around 1 crypt, but 2 are just too strong... Never mind infinite. If Bomberman gets an early lead, then its hard to catch up. But ultimately they are a slower deck then pure combo. I'll say that originally, and on paper, bomberman was in the "Favorable matches" section. But in Tournament Testing, the results were about even. So to err on the side of caution I'll say that Bomberman is an Even match.
Post Board - 4Leylines, 3 Grudges. Out come duress (but again, unmask stays in) and probably a Golgari and Ashen, and the darkblasts.
-- Pitch Long --
I would say that Pitchlong is a better matchup than Grimlong simply because they sacrifice speed for stability. That 1-2 Turn Extra is enough for you to generally race Pitchlong even with only one piece of disruption. I have not tested this match very much, so Its hard to really comment on if the match is Fair, or Un-favorable.
Post Board: 4 Leyline, 4 Duress. with Darkblast and some creatures out.
In my experience Pitch Long generally has access to tons of Artifact Bounce (Hurk's and Rebuild) but limited Enchantment bounce namely Chain of Vapor. They also may have a more difficult time winning via Mind's Desire because they don't have Wheel, Regrowth, etc. But they can race you, so maybe this match should be in the "unfavorable" catagory. Admitily more testing is needed for this match-up.
Un-Favorable Matchups
-- Pure Combo (Dragon, GrimLong, 2LBelcher) --
These decks are straight-up faster than you. Without Heavy turn 1 disruption, you will not make it turn 3. This puts a good degree of strain on your opening hand. Mulligans become more difficult because Bazaar is likely not enough if you have NO other disruption. On the same token, a very heavy disruption hand with no bazaar will make you too slow to be a contender.
Post Board: 4 Leylines, 4 Duress, possibly 4 Emerald Charms (Dragon typically has Leylines). Out go the 2 meaty creatures, usually 1 dragons breath, and the 2 darkblasts. Along with 1-2 Ashen Ghouls and 1 Golgari. You need to throw all the disruption you've got at them. Heavy Turn 1 disruption will give you enough time win. However these matches hinge on the edge of a knife. A single broken Topdeck mise will end the game.
-- Well constructed U/W or U/W/b Fish --
This is ESPECIALLY True if they are Vial Fish, and running Tormod's Crypt. Not only do you need to answer Swords and Grunt... but now you add Meddling Mage (naming Cabal Therapy or Dread Return), counterspells (including Daze which is amazing against you) and "control creatures" like Stormscape Apprentice or waterfront bouncer. If they have black and access to Wither Wretch then the you are REALLY in for a world of hurt.
Post Board: 2 Darkblast, 3 Ancient Grudge, Life from the loam. taking out... who knows Golgari, Dragons Breath, Ashen Ghoul, maybe Duress... Its tough to say.
If they bust out with early Mage and Grunt tag team there is almost nothing you can do. The only thing you really have going for you is inevitability versus a slow clock. If you can get away from Grunt and start building up a solid yard, then the Ichorid Plan is probably the best. Just keep up steady damage. Getting an early Dread Return on a Golgari or Sostruss will help you hold board against their army.
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Whew, that was longer then I thouht. I'm sure there are plenty of questions ... so FIRE AWAY!