The Myth

For me Vintage, or Type I as it used to be called, has always been the ultimate mythical experience in Magic. In the place where I started playing there were always a few Type I players around. However, most of the Magic scene was extremely competitive and thus the focus was mostly on Draft and the Constructed formats that mattered at the moment. I found drafting and playing Sealed Deck to be a lot of fun and, lacking the funds to acquire Power, mostly occupied my time with these endeavors. While I certainly enjoyed that, watching people play Type I was a different experience, it was completely mesmerizing.
At the time, Type I was pretty close to what you would call Old School these days. I don't remember it before Ice Age, but for the most part the format was very different from what it is today. You could do amazing things, at least they looked crazy powerful to somebody used to attacking with
Recently, with the pandemic going on, preparing for GPs and the like suddenly stopped being a thing. While I enjoy playing Arena, I have zero interest in the whole competitive structure it offers, so I mostly spent my Magic time these last nine months drafting with no particular goal in mind. A few weeks ago it occurred to me that I could use this time to make the dive into Vintage that had always become a victim of priorities. So here I am, enjoying power and nostalgia on Magic Online of all platforms.
The Format
I believe when people think of Vintage they mostly picture bizarre, super broken things going on such as people frequently winning on turn one, and maybe with a tiny bit more knowledge they also imagine giant Zombie hordes on a rampage and players being locked out of the game right from the start. It turns out that these things can happen, but in modern Vintage they rarely do.

If you are even remotely into Vintage, then you are probably aware that decks are broadly classified as Blue,
On top of the diverse metagame there are many options to meaningfully customize your deck. Due to the power of individual cards and the number of tutors in the format, you can often add a package of two or three cards to any given deck and suddenly get something that feels very different. Finally there is the aspect of Vintage that it is very big and likely less explored than other formats, meaning there are always things to discover.
For this series I will present at least one deck of each variety. I will play a stock list of the archetype until I think I have a good understanding of what's going on (which took me about 30–40 matches for Dredge) and then start experimenting, trying to tweak the deck a little, and see if I can improve it somehow. After a hundred matches I should be able to write a decent review of the deck.
The Stock List

Going into the format, I chose Dredge as a starting point. The deck isn't exactly trivial to play, but it is proactive with a straightforward game plan and doesn't run a bunch of tutors and one-ofs that open up dozens of lines that you have to take into account. Dredge seemed like a good deck to get acquainted with the format while keeping things relatively simple.
The list that I started with I took from kanister, also known as Piotr Głogowski:
| Manaless Dredge by Piotr Głogowski, Vintage Challenge #12223581 | ||
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| Main Deck | Sideboard | |
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When you build a Manaless Dredge deck, there really aren't all that many cards that you have to consider. The number of free spells is limited and not having enough lands for
Riding the Beast
Playing the deck is straighforward, at least preboard. The mulligan prescription is: Keep everything with a
In game, your decisions come down to when and how to use Bazaar, what to name with

For Therapy, in most cases you will want to name
Finally, when it comes to countering stuff, it's mostly obvious which of their cards are really powerful.
Armed with this very basic knowledge you should already be able to win a fair amount of matches and get acquainted with the format. Thankfully, Dredge is extremely consistent and its power is probably more resilient to a few minor slips than any of the blue decks'.
All the Hate

Things get more interesting postboard. One of the things specific to Dredge is how it is very much the favorite in almost every matchup game one, but opponents will bring a lot of very powerful hate, and then it is usually the dog postboard. This means you will have to fight tooth and claw there.
As a small aside in order to better understand the dynamics of games involving Dredge, I would like to reference something PV recently wrote about in an article. He categorized decks as being either Quality decks or Quantity decks. Quality decks have a few highly impactful cards and the rest is mostly support structure. For example
This categorization is helpful when approaching mulligan decisions. A quality deck would rather have fewer than more cards if it can have access to its key cards, thus mulligans more aggressively. The quantity deck has no great preference as to which cards it gets and usually just wants to have more of them. Jund is an extreme case in that even lands can in some cases be exchanged for spells. It also helps to understand why games with Jund play out the way they do: With
How is this relevant to Dredge? First of all, its obvious that Dredge is the quintessential quality deck. You would rather keep one Bazaar than seven cards without one. More interestingly the nature of Dredge also turns your opponent's deck into a quality deck. Your plan A is so strong that the number of their cards usually doesn't matter. You are very susceptible to individual cards, though. What matters is hate and only hate. The implication is that you must assume your opponent will mulligan very aggressively toward hate, and you should take into account specifically the likely presence of not yet revealed hate cards.

As an example imagine that you are in game two against Sultai Midrange. They are on the play, keep seven, play a land, and say go. No
Also, if they nullify your play with

Another conclusion from the quality deck paradigm is that
Compare Leyline to

Another powerful hate card that you must expect from almost every deck is
The other thing is that you should bring Wastelands and consider how to use them, which is actually nontrivial. For example you might not want to show them that you have the answer at the ready because playing Tabernacle will slow them down as well. On the other hand, if you don't play Wasteland preemptively, then Tabernacle will kill all your creatures. If you only have a bunch of "worthless"
Other cards that that you often see are

With Surgical Extraction there sometimes is a bit of a mind game when they go for a "gotcha." The idea is that they wait on their Extraction and take away your only dredger in response to your Bazaar activation, thus wasting your activation. The idea might seem reasonable, but if you think about it, if they extracted your dredger on their turn, you would be forced to activate Bazaar in your upkeep with no dredger anyway and the outcome would be exactly the same. So although it doesn't make much sense, this situation comes up occasionally. If you really have reason to believe that they are going for this play, then you consider more carefully what you are working with. If you only have that one dredger or the one and duplicates of it in hand, then you should probably go to your draw step to protect your ability to dredge. That said, most of the time Surgical Extraction just means you have to win without Ichorids, which slows you down considerably.
Finally, there are Wasteland and Pithing Needle. There is not much to say or do about these two. In both cases, if you don't have the answer, you can still try to salvage a win slow-dredging. This isn't unlikely to succeed if they kept a mediocre hand only relying on one such piece of interaction.
My List

Having played with the deck extensively, I would like to propose my 75, explaining the changes I made from kanister's list. Don't expect too many changes, though—most of the cards are essential parts of the deck.
The first card that I wanted to include was
When you think about how Probe can accelerate your draws, the next card that comes to mind automatically is
The other scenario where I really like Street Wraith is when your Bazaar gets destroyed. You often want to get

The final card that deserves some consideration is
My choice of
To get these cards in, something had to go, and in kanister's list there are two cards that I really dislike:
Mindbreak Trap on the other hand serves an important purpose or at the very least it is supposed to. Although not particularly bad, you can easily lose combo matchups, and for these you want specific tools. Mindbreak Trap looks appealing, but it is actually not that difficult to play around.

Cutting three Traps and the Crypt makes room for four cards, but we need at least one more slot, otherwise we are replacing three Traps with one Unmask, which does not bode well for the combo matchups. A natural candidate might be
In the end I did something that looks like sacrilege: I cut two
I don't want to malign Bridge from Below too much. There are good reasons why this card has been a central piece of Dredge decks for over a decade. While experimenting I went even further, at times removing all Bridges, and I must admit that it didn't feel right. My impression is that Bridge has something to give, the effect is useful, but it only works when everything else is running smoothly and in that case, with fifteen cards going to the graveyard every turn, you often have access to Bridge, even if there are only two in the deck. I might be wrong here, people often are when they challenge established beliefs, but I don't think Bridge should be considered an automatic four-of as much as it is. In the 50+ matches I played with less than four Bridges I didn't win less and I didn't miss the additional copies. If you are uncomfortable with this choice but still want to try out the few changes I made, then I suggest you remove a Golgari Thug and/or the Chalice.
To finish up the deck we have to assign cards to the main deck and the sideboard. With the changes I made, there is not much to move around, though. Given the 75 cards, they should split up between main deck and sideboard like this.
| Manaless Dredge, Updated | ||
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| Main Deck | Sideboard | |
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You could debate whether you want to exchange an Unmask or both for Wastelands. I wouldn't do it, but considering that speed plays a role in preboard games, destroying a land almost for free on turn two might be worthwhile.
Matchups and Sideboarding

Dredge has a tendency to have its matchups play out quite differently preboard versus postboard. Also the exact composition of your opponent's hate is often much more relevant than the deck they play. Especially with the blue decks, their hate cards depend a lot on personal preference, which makes it difficult to give hard and fast prescriptions. In fact this will always force you to re-evaluate your sideboard between game two and game three. On the other hand, once you know what they have, it will usually be obvious what to bring in. Generally if you are unsure your
When it comes to playing Force of Vigor on the draw, you are often presented with a choice right away: Do you destroy their Leyline in their upkeep or do you wait until end of turn and try to get a Mox as well. In most cases I would advise to pull the trigger right away. Getting a Mox is nice, but not a priority. Many opponents are prepared to fight for their Leyline, though, and if you let them make a land, the exposed Leyline could suddenly be protected by
Another relevant consdieration with respect to Force of Vigor is if to put two Leylines into play if you have them in your opener. The obvious argument against doing it is that Force of Vigor destroys both of them anyway and hand size is often important in the mirror. However, at least if you have
Versus Bazaar Decks
Against other Bazaar decks you want Leylines and Wastelands. One question for the Dredge mirror is if you want to keep Force of Will. The card doesn't do much besides protecting your Leylines from Force of Vigor, but that alone is probably worth it. If you consider that given the choice I would rather have Leyline than Bazaar on the draw, then it makes sense that you would try to protect this card too. On top of that Force of Will protects you from Hollow One, the only card that ignores Leyline altogether. It is also not that difficult to make room. Chalice, Misstep, and Unmask do nothing and Bridge and Chill are not particulary impressive either.
Finally you have to decide whether you want to play first. When everything revolves around Leyline postboard, then tempo is usually not a consideration. On the other hand cards are more important than usual: your spells often cost another card to cast, Bazaars are generally less useful with fewer cards to work with, and Bazaars are also short-lived, which makes it important to be able to discard to hand size.
| Sideboarding | |
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| bring in | take out |
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Versus Shops Decks
The Wasteland question is a bit more interesting against
In spite of this I would bring Wasteland even against Ravager Shops. Their main way of disrupting you is
| Sideboarding | |
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| bring in | take out |
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Against Golos Staxx the question is not so much if you want to bring Wastelands but how you want to use them. Tabernacle is an important part of their defense and Golos makes sure they always have it. Wasting their Workshop should be a good idea as it slows down Golos a lot and then you might be able to take it away with Therapy. Their other angle of attack works around
| Sideboarding | |
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| bring in | take out |
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Versus Blue Decks
Against blue decks you bring in what deals with their hate. So in game two you are mostly down to educated guesswork.
What do you take out? I keep Chalice on the draw only against Doomsday and Outcome decks.
Speaking of Oath, that matchup seemed fine to me if you try not to play into their Oath. If they don't have
Rules

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How does
work with the current mulligan rule? I will use a five-card hand as an example to explain the procedure because that is a little easier to understand than an example involving a variable. So you take a mulligan to five, drawing your seven cards, and find a hand with Serum Powder but no Bazaar. When you want to use Powder here, you reveal Powder and exile that card along with four other cards from your hand for a total of five cards exiled. The remaining two cards from your hand go to the bottom of your library. Then you draw five cards from the top of your library. You can either keep them or mulligan again. In that case you will shuffle your five-card hand into your library and take a regular mulligan to four, drawing seven new cards of which you will keep four. This procedure begs the question which cards you should put on the bottom to preserve them. One option is Creeping Chill. If you don't have to take another mulligan, then the card will stay on the bottom of your deck and the only value it provides is to be dredged in your last turn of the game. The other option is to preserve the actual key cards of your deck like dredgers and Ichorids. As a general rule of thumb, if you powder with many cards in hand, consider putting Chill on the bottom, if you have fewer cards, put key cards on the bottom. The reason is that when you powder something like four cards, the chance to find a keepable hand after the Powder is quite small and the extra mulligan that you probably will have to take puts the cards from the bottom back in circulation, thus making your deck more functional.
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Cards like
and interact in a special way with the dredge mechanic. As long as you have not drawn a card that turn you can always choose to replace the draw with dredging, and you can continue doing so because you will not actually have drawn a card that turn. After choosing to draw a card, however, you will not be able to dredge any more cards this turn. The reasons might be a little confusing, but it is something that comes up occasionally. For example they might decide to crypt your graveyard in your upkeep. If after that you activate Bazaar to draw a card and discard three including , you will not be able to draw a card or dredge Stinkweed Imp in your draw step. -
on the other hand works differently. It has a replacement effect and not a static ability that prevents you from doing something altogether. Thus with Hullbreaher in play you can always choose whether to dredge your card or give your opponent a Treasure.
Opinions expressed in this article are those of the author and not necessarily Cardmarket.
