Due to the lack of knowledge of many players about this archetype. I thought I would write a more current primer on the deck.
Everyone knows the general idea behind the deck. It all revolves around this guy...
Building and Evaluating Dredge DecklistsBuilding the Main DeckThe stock shell that nearly every dredge deck must abide by...
The Dredgers
12-14 Dredgers
The Engine
4 Bazaar of Baghdad
4 Serum Powder
The Win
4 Bridge from Below
4 Narcomoeba
3 Ichorid
The Disruption
4 Cabal TherapyEverything else is optional. When choosing these optional cards as a dredge player you have to look at your meta game and the decks that can beat you game 1. They are by far the most dangerous as it is unreasonable to expect to win a large number of game 2/3's. Depending on which of these decks you expect to see in a particular tournament can make choosing these card choices easy. These most dangerous game fall into the following three categories...
1.
Workshops. (i.e. Martello, Terra Nova, Espresso)
2.
Early combo decks. (i.e. Burning long, Doomsday, Belcher)
3.
Decks with main deck hate. (i.e. Noble Fish, Bomberman, Dark Times)
The following are main deck card choices that help you in these match ups.
For workshops you need to increase resilience...
Petrified Fieldgives you two extra land drops, and an extra bazaar on turn 3.
Bloodghast and a 4th Ichorid give you the extra bodies you need to win in this match up.
Ingot Chewer and the land to cast it. Blowing something up and activating bridges is almost always relevant.
Leyline of the Void allows you to stay aggressive with your creatures and protects your bridges from metamorph/forgemaster.
For early combo decks you need to...
Increase speed
Dredge Return + Targets usually increases your clock speed enough to race them.
Fatestitcher gives you an extra bazaar activation on turn 2.
Petrified Field gives you an extra bazaar activation on turn 3.
Power and Lion's Eye Diamond free mana allows you to activate fatestitchers, therapies, and other great effects on turn 1 with your bazaar.
or
Increase disruption
Unmask at its very best it take the linch pin of their hand instantly win the game, and at its very worst you get to see their hand and stop them from turn 1 comboing you.
Chalice of the Void stops fast mana, which most of these decks rely on.
Force of Will if well timed can win the game and can usually at least buy a turn.
Mental Misstep can cripple them by hitting a mana source or tutor.
Leyline of the Void stops yawgmoth's will.
Leyline of Sanctity protects you from tendrils, grapeshot, brain freeze, belcher, and the like.
For decks with main deck hate depending on what they are packing...
Unmask takes the hate card straight from their hand.
Force of Will counters any non leyline hate card.
Mental Misstep counters grafdigger's cage, nihil spellbomb, and tutors.
Lands to cast them and...
Chain of Vapor answers any permanent based hate except.
Nature's Claim answers any permanent based hate except Yixlid Jailer.
Ingot Chewer answers grafdigger's cage and pithing needle.
Wispmare answers Leyline of the Void and Rest in Peace.
Increasing speed and disruption also helps to improve match ups outside of the big three. So these typically fill the most slots in any particular dredge build.
Building a sideboardHere's a list of the hate you will see in a typical meta game and conventionally playable answers.
Leyline of the Void answered by... Nature's Claim, Wispmare, Chain of Vapor, and Serenity
Everything can be answered by Cabal Therapy, Unmask, and Force of will as well as the cards I mention.
Yixlid Jailer answered by... Darkblast, Firestorm, and Chain of Vapor
Grafdigger's Cage answered by... Nature's Claim, Ingot Chewer, Mental Misstep, Chain of Vapor, and Serenity
Pithing Needle answered by... Nature's Claim, Ingot Chewer, Mental Misstep, Chain of Vapor, and Serenity
Rest in Peace answered by... Nature's Claim, Wispmare, Chain of Vapor, and Serenity
Nihil Spellbomb answered by... Mental Misstep, Pithing Needle, and Leyline of Sanctity
Relic of Progenitus answered by... Mental Misstep, and Pithing Needle
Tormod's Crypt answered by... Chalice of the Void, Pithing Needle, and Leyline of Sanctity
Ravenous Trap answered by... Leyline of Sanctity
Depending on what hate you expect to see you can refer to this chart to build your sideboard. Depending on how much mana you choose to run in your main deck you will also need to play some lands.
Options for lands.
RainbowCity of Brass
Undiscovered Paradise
Gemstone Mine
Tarnished Citadel
From the graveyardDakmor Salvage
Lets bazaar tap for manaRiftstone Portal
Urborg, Tomb of Yawgmoth
Bonus Land DropsPetrified Field
Undiscovered Paradise
Dimir Aqueduct
Whether you are looking for disruptions, anti-hate, or extra speed this should give you a pretty good outline of every traditional card that a dredge player has access to and needs to worry about. Other than if you wanted to play a sideboard transformation.
Now to see how these cards look together...
Here's my current list...Main Deck:
The Stock PiecesThe Win4 Ichorid
4 Bridge from Below
4 Narcomoeba
The Disruption4 Cabal Therapy
The Engine4 Bazaar of Baghdad
4 Serum Powder
13 Dredgers2 Dakmor Salvage
3 Darkblast
4 Stinkweed Imp
4 Golgari Thug
The optional choicesMore Disruption4 Unmask
4 Mental Misstep
3 Leyline of the Void
Near Unlimited Bodies Package4 Bloodghast
4 Petrified Field
4 Undiscovered Paradise
Sideboard:
Anti-Leyline3 Wispmare
Anti-Cage4 Ingot Chewer
Anti-Cage and Leyline4 Nature’s Claim
Extra Land4 City of Brass
This build focuses on using its extra disruption pieces, Misstep, Unmask, and Leyline, to win game 1 against decks that cast relevant spells. In the other match ups petrified fields helps against wastelands and leylines prevent you from losing your bridges. It also notably is not playing Golgari Grave Troll. For two reasons he is not black and he is not hard cast able. Nothing special out of the sideboard.
The most current Sun Titan list...Main Deck:
The Stock PiecesThe Win3 Ichorid
4 Bridge from Below
4 Narcomoeba
The Disruption4 Cabal Therapy
The Engine4 Bazaar of Baghdad
4 Serum Powder
13 Dredgers2 Dakmor Salvage
4 Golgari Grave-Troll
4 Stinkweed Imp
2 Golgari Thug
1 Darkblast
The optional choicesMore Speed2 Dread Return
1 Sun Titan
1 Fatestitcher
1 Flame-kin Zealot
Answers4 Nature’s Claim
Near Unlimited Bodies Package4 Bloodghast
4 City of Brass
1 Gemstone Mine
2 Petrified Field
4 Undiscovered Paradise
Sideboard:
Anti-Mirror1 Elesh Norn, Grand Cenobite
Anti-Leyline2 Wispmare
Anti-Everything2 Chain of Vapor
3 Unmask
Anti-Jailer1 Darkblast
2 Firestorm
Anti-Cage4 Ingot Chewer
This build focuses on using dread return to win on turn 2 or 3. In the main deck a play set of claims and 9 rainbow lands should help protect against any main deck graveyard hate. There are two notable sideboard cards, firestorm and Elesh Norn. Elesh Norn provides the deck with a more auto-win dread return target against create based decks. Firestorm gives the deck an alternate way to get dredgers in the graveyard as well as protect from Magus of the Moon and Jailer.
You may also have noticed that both of the above decks are running multiple cards in the main deck to combat the each of the three major threats.
Most other builds of dredge will fall somewhere in between these two in the amount of disruption and added speed elements that they choose to run.
Playing DredgeRegardless of the build the general game plan is always the same. Game 1 you mulligan to bazaar, play bazaar and proceed to win. Game 2/3 you attempt to play through a ton of graveyard hate.
Game 1This is generally just auto pilot.
1. Using serum powder whenever possible, mulligan to Bazaar of Baghdad.
2. Play Bazaar of Baghdad.
3. Play your disruption, don't miss triggers, and create a massive army of zombies to swing for the win.
To elaborate a little more on step 3. What you do largely depends on what other cards you choose to run in your build. However independent of your build the follow is some general advice...
Main phase your first Bazaar activation before you do anything. This allows you to see your options for turn 1 and beyond as well as cast any Unmasks, Chalice of the Voids, and artifact mana you top deck. The only real exception here is if you have LED in your opening hand.
On your first discard the optimal three to drop are your 2 biggest dredgers and 1 Ichorid. The last cards you want to pitch on turn 1 are lands, therapy and bridge. This is because therapy is castable in game 1 and bridge can be exiled by sorcery speed effects like phyrexian metamorph.
Upkeep activate the next couple bazaar activations. This allows you to use ichorid post dredging as well as maximizing the chances you have to never miss a dredge opportunity.
Blind therapy of relevant cards. This means dark ritual, phyrexian metamorph, or if your going for dread return plan counterspells/spheres. Remember or write down what you see and make sure your actually hitting relevant cards after you know whats there.
Don't dredge too much. You don't ever want to lose to a couple standstill activations or an ancestral recall.
It's okay to not attack in order to keep bridges alive, but you still have to be the aggressor. This means you probably shouldn't be attacking if you can only attack with 1 or 2 guys and they have a blocker. However, if you have 5 or more guys to attack with forget about the bridges and get in there. Along these same lines 1st main phase therapy is usually a pretty good idea before an attack.
Last of all take your time. Speeding through games can easily cause you to miss triggers.
Game 2/3If you're playing against doomsday, burning long, belcher or another early combo deck please refer to Game 1 again. You need to win quickly against them and can't afford to sacrifice disruption or speed by sideboarding or playing differently. Otherwise these are the hard games that can usually be pretty awkward and almost always extremely fun to play.
SideboardingSideboarding InFor game 2 you want to go by what colors and cards you saw in game 1 and board in the answers for those cards...
If you see black you should expect to see Leyline of the Void and Yixlid Jailer.
If you don't see black you should expect to see Grafdigger's Cage.
If you see white you should also expect to see Rest in Peace.
For game 3 you should be able to sideboard for what hate you encountered in game 2.
Sideboarding OutThis depends on what extra cards you are playing in your dredge list and how many cards you are sideboarding in, but a quick outline of cards that are usually taken out goes as follows...
1. Take out any of your irrelevant removal and disruption. Against workshops typically that means cabal therapy, and all your other disruption cards. Against a black deck take out your ingot chewers. So on so forth.
2. If your playing them take out your petrified fields against decks without wasteland.
3. If your playing it take out your dread return package.
MulliganingThe only big thing you have in your control is what opener to keep. If you don't have one of these two major things you should most likely be mulliganing...
1. If you have Bazaar of Baghdad. You can almost always dig for whatever you need in a particular game if you have this card. Not to mention if your opponent keeps a hand without hate you should be able to get an easy win.
2. If you have a decent number of cast able cards in your hand and the mana to cast them.
Some sample hands of this...
1 Dakmor Salvage 1 City of Brass 2 Bloodghast 1 Golgari Thug 1 Unmask 1 Bridge from Below
This gives you turn 1. Dakmor Salvage and Unmask.
Then turn 2 you can start your aggro plan by casting Bloodghasts, and Golgari Thug to start the beat down.
1 Petrified Field 1 City of Brass 2 Cabal Therapy 1 Narcomoeba 1 Ingot Chewer 1 Nature's Claim
This gives you the option of therapying turn 1, 2, and possibly 3.
You also have removal for some of their threats/gy hate.
1 Undiscovered Paradise 1 Unmask 1 Bridge From Below 1 Cabal Therapy 1 Darkblast 1 Narcomoeba 1 Stinkweed Imp
You have turn 1 Unmask and therapy. This should be able to devastate their hand.
If they drop a creature you can start darkblasting to kill it and/or dredge.
If you top deck mana you can cast your Narcomoeba and Stinkweed Imp.
1 Petrified Field 1 Undiscovered Paradise 1 Golgari Thug 1 Stinkweed Imp 1 Darkblast 1 Nature's Claim 1 Ingot Chewer
Turn 1 you have access to a variety of removal spells. You can also aggro them with thug, or slow dredge by Darkblasting your own thug.
Playing the GameThis is largely dependent on the hand that you keep, and what your opponent plays on you. No matter what though your game plan is always to get creatures out and attack. You have two ways of doing this.
Plan A. Use bazaar to get "free" creatures.
Plan B. Play mana producing lands and hard cast creatures.
If your opponent doesn't play any hate or you can answer what hate they play then use Plan A. Otherwise resort to plan B, but if the opportunity presents itself you should always transition into Plan A.
Playing through the HateA few strategies for how to play through some of the hate cards without just destroying them. Depending on the type of graveyard hate the hard cast strategy will have varying degrees of success. The card it works best against though is...

This is probably the most played hate card out there now. You should expect to see it and see it a lot. The good thing is it is
not a death nail.
Let's go over what the card does in regards to this deck.
1. You can't get Narcomoebas, Bloodghasts, and Ichorids for "free".
2. You can't cast Cabal Therapy, Dread Return, or anything else from your graveyard.
Two notable things it does not do.
1. It does not prevent Bridge from Below from working.
2. It does not prevent dredge from working.
This means you can still gain significant value out of Dakmor salvage, Golgari Thug, Stinkweed Imp, and Darkblast. Also if at any point you remove the cage you should instantly be in a position to win the game.
So some broken things that this still allows you to do...
Near Infinite RemovalThis helps you beat any deck that is relying on attack with creatures in order to win, namely fish and workshops.
In addition to dredge, stinkweed imp has both death touch and flying. Or in other words he trades with pretty much every creature in vintage, except thalia and blightsteel. You also have darkblast though, which can deal with most non-combat creatures, i.e. bob, welder, and noble hierarch, and even some combat ones, like thalia, snapcaster, and unflipped delver.
You also have a little bit of a combo available to get back removal for that cage. It revolves around this guy.

Play the thug, then darkblast him or if your lucky your opponent will let you chump block with him. His ability will trigger. Now you get to place a creature from your graveyard on top of your library. If you have an ingot chewer you can get that back. Now you have removal for that cage.
Near Infinite CreaturesThis helps you beat any control deck, like landstill.
You have 4 narcoemebas and 4 bloodghasts. Also depending on the build you typically have 6-8 creatures that you can dredge back that are cast-able. That's 14-16 creatures and you can also dredge back almost half of them. So you should always be able to have a creature available to you.
Your creatures are also very removal resistant. Not only do you have dredge creatures, but Golgari Thug's ability helps to recur non dredgers. Even more importantly though you have Bridge from Below. The card swings a board sweeper from being a devastating blow into being a bonus. You also have the option to darkblast your own creatures, like thug, to continue to generate more and more zombies.
One shot graveyard removersThis includes tormod's crypt, relic of progenitus, nihil spellbomb, and ravenous trap. As long as you play your cards right your opponent is going to need more than these to beat you.
Triggers, triggers, triggers. These are what are going to force your opponent to use that one shotter. Here's the triggers you have access to in order of which ones you want to use first in such a scenario:
1. Triggering a bloodghast or ichorid since they don't require you to put more cards in the yard.
2. Triggering a bridge from below since you usually only have to sacrifice one creature in order to pull it off.
3. Lastly triggering a narcoemeba since you usually need to blind dredge into it.
Against one shotters you generally don't want to use bazaar if you don't have to. Slow dredging is usually a much safer approach as you get to return dredge cards to your hand when using them. If you do have to use bazaar though don't go all in. Be sure to hold as many good cards as you can.
Leyline of the Void and Rest in Peace.You only have two options to beat these, hard cast creatures and enchantment removal. If you can't do either of these playing against them really comes down to when to use Bazaar and what to discard to it.
You only want to use Bazaar when you have at least two disposable cards in hand. When you can start hard casting creatures extra lands and serum powders are really the only disposable cards. Otherwise my discard priority list usually goes as follows...
1. Serum Powder.
2. Any extra bazaars and mana producing lands past the 3rd.
2. Narcomoeba.
3. Dredgers past the 2nd.
4. Artifact and creature removal. (Chain of Vapor against rest in peace)
5. Bloodghasts, ichorids, and bridges.
6. Dredgers.
7. Discard effects and counter spells.
ConclusionIf you've never tried playing the deck I strongly suggest you do. It requires much more thought and interaction than just flipping your deck into your graveyard and attacking. As a vintage player that has played decks from every archetype I have to say the game 2 and 3's with dredge can be the most difficult thought provoking games you will ever play with any deck. I hope that this helps to educate anyone who reads it about this archetype.