|Instant, Sorcery, Enchantment, Artifact (8)|
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For a long time I was a Sultai Dredge guy. Tamiyo felt very natural in the deck, and I liked having access to blue counterspells when sideboarding. However, there is little doubt in my mind that Jund Dredge is the superior version.
With this deck, you are immediately putting threats on the board and, unlike with Sultai Dredge, the pressure is unrelenting; even if your hand/board is gassed, you are able to reestablish momentum and pressure (thanks to Ox and Phoenix as recurrent threats). I just want to quickly go over the differences in the two versions of the deck in terms of what we lose with this version, and what we gain.
Narcomoeba - I guess technically we could still run this, but it would make drawing into it even worse than it already is. While Narcomoeba pairs very well with Tomb, it's probably the single worst card to draw into when playing dredge (much worse than Chill which can still win you games) and, in historic, we can't really afford to completely lose a draw. I'll miss the sound it makes when it hits the field but, other than that, cutting this lends the deck a nice consistency.
Wall of Lost Thoughts / Merfolk Secretkeeper - These are solid defensive mills that give you a satisfying 4 cards in your graveyard. However, they do very little in establishing board presence and, most of the time, they just sit on the board while you wait to do .... something. They're wonderful at filling the grave but do nothing in the way of pressuring your opponent.
Emry, Lurker of the Loch - Another big mill with middling stats. For 3 mana, this was always a little too expensive, even when your deck is using Desecrated Tomb or, potentially, Wand of Vertebrae.
Tamiyo, Collector of Tales - This is a substantial loss, as Tamiyo was a consistent self-mill for 4 and, more importantly, she could pull nonpermanents from the graveyard (boardwipes, counterspells, etc). Tamiyo will be sorely missed. The only silver-lining is that, while an incredible utility card, Tamiyo did little in the way of putting quick pressure on our opponent in terms of lifetotals.
Mystical Dispute (sideboard) - As said earlier, having access to cheap and easy blue disruption was a nice bonus to playing Sultai. However, this isn't insurmountable and our new deck deals with control via aggression rather than disruption anyway.
Ox of Agonas - While a bit expensive in regards to graveyard cost, Ox is a threat that, when played from the grave, refills three cards in your hand, potentially dumps cards to the grave, and puts a 5/3 on the board (FOR TWO MANA). With this deck, you should have little problems casting this consistently as long as you've played a few 1 cmc/2 cmc self mills. We run one copy because you don't really want to see this in hand, and you don't want to see two copies in the grave.
Phoenix of Ash - I think I could potentially play two of these, and I might experiment with that. Haste is the crucial aspect of this inclusion, and the exile cost is relatively low (three cards only). As such, it gives access to an obstinate, unceasing pressure that our opponent can't simply wipe away. Plus, as a flier, not much qualifies to block it.
Rekindling Phoenix - One of my favorite red cards in historic. If you manage to get Tomb on the field with this in play, you have a perennial blocker that triggers tomb every turn (as long as your opponent swings into it). Further, a typical, sideboarded solution to aggression is to simply wipe the field but, with Rekindling Phoenix, this is obviously not an option. A recurrent, annoying threat that can swing over your opponents head and defies their removal.
Kroxa, Titan of Death's Hunger - Admittedly, I didn't think I would be playing this very often, and I included it mostly for fun. However, his burn effect has won me many games, and his escape cost is very low considering how quickly we fill our grave. The effectiveness of this card surprised even me, and I find myself casting it much more than Polukranos, even if I have the mana to cast the latter instead.
Storm's Wrath (sideboard) - Just a ridiculously good wipe for those pesky decks that go wide. Plus it hits planeswalkers and, unlike ritual of soot, isn't confined to a cmc restriction.
Gruul Spellbreaker (sideboard) - A phenomenal answer to control that can haste your opponents life away and protects from instants on your turn. Further, if fetched from the grave with something like Find or Acolyte, it can be played that turn.
All in all, this is a finalized version of historic dredge, and I'm extremely happy with it. The aggression and pressure I felt I was missing in Sultai has, thankfully, manifested itself in Jund. Hope you enjoy!