Combines two beloved archetypes - zombies and dredge. Fun to play, and you sometimes even win. Other times, you will see all your best non-creature spells dumped into your graveyard where you can't get them back.
Strategy is to get a dredge card into your graveyard by turn 4 or 5, then dredge to get it back. Use
to load your hand with some land cards, then play them or use Raven's Crime to force discards.
is your do-it-all guy, he can sacrifice himself into a graveyard, pump another creature, then bring himself back with dredge. Or you can use
to bring him back with a friend as well.
Innocent Blood is your removal of choice, because you actually want to sac one of your own creatures in many cases.
Affinity: -4 Vines, +4 Naturalize
BorosKitty: -4 Vines, +4 Dash Hopes.
Burn: -4 Innocent Blood, +4 Dash Hopes.
Delver: -4 Vines, +4 Dash Hopes
Dimir Mill: Put in
and target yourself once you are almost milled out. -4 Vines, +2 Repopulate, +4 Dash Hopes (play with 62 cards).
Elves: -1 Ravens Crime, -2 Vines, +3 Echoing Decay. For game 3: If an unexpected enchantment shows up in game 2, then -2 Vines, -1 Gnaw to the Bone, +3 Naturalize
Goblins: -1 Ravens Crime, -2 Vines, +3 Echoing Decay (if multiple Goblins same type). For game 3: If
shows up in game 2, then -2 Vines, -1 Raven's Crime, +3 Naturalize
Mono Black: -4 Innocent Blood, +4 Dash Hopes (unless opponent is not using ETB creatures like rats, in which case no change). For game 3: If an unexpected enchantment like Oubliette shows up in game 2, then -4 Dash Hopes, +4 Naturalize.
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