This is my 3rd top 8 of the 4 tourneys of Nick Coss I've gone to and the second time I've won a mox. For reference, this is the deck I played: The core; what I call cards common to most dredge decks: 4x Bazaar of Baghdad 4x Serum Powder 4x Bridge from Below 4x Narcomoeba 4x Golgari-Grave Troll 4x Stinkweed Imp 4x Bloodghast 4x Chalice of the Void 4x Cabal Therapy 4x Undiscovered Paradise 2x City of Brass 2x Petrified Field 2x Golgari Thug 2x Ichorid 1x Darkblast 1x Dakmoor Salvage The tweaks: 3x Dread Return 3x Nature's Claim 1x Iona, Shield of Emeria 1x Terastodon 1x Flame-kin Zealot 1x Ancestral Recall Sideboard: 4x Chain of Vapor 4x Unmask 1x Ichorid 1x Nature's Claim 2x City of Brass 2x Pithing Needle 1x Serenity Instead of 2x Dread Return, 2x DR targets, 2x Nature's Claim and 4 Leylines, I opted to remove leylines entirely (they simply weren't needed) and add a pure tank of diesel to the deck. The board was solid and the boarding plan is generally simple and straightforward. For game 2, assuming I won, I would remove the entire DR package (6 cards), and Chalices and put in the top 10 sideboard cards. If the enemy doesn't have wastelands, then Fields get swapped for Cities. Likewise, if the enemy is playing an artifact based deck, unmasks are less important because they won't possibly play ravenous trap and most of their hate can be Needle'd. Suprisingly, I lost two game 1s today, and failed to find a bazaar for the first time in tournament play. Also of interesting note, the inclusion of Recall enables dredge to win without bazaar of baghdad, as I did in my 2nd round. The report: R1: Ryan playing fish. G1 - I actually manage to lose this game after he wastelands my bazaar and I dredge nothing relevant the entire game. I was dredging every single turn, but I didn't flip any bloodghasts, ichorids, narcomoebas, etc. until it was far too late. The turn before he killed me I managed to flip a Narc, but his multiple pridgemages and hierarchs ensured little would come of it. I did sacrifice it to therapy to make some zombies, but I had no way to stop him from STPing one zombie and bouncing the other with Jace. G2 - He sideboards True Believer and it really doesn't seem to do much for him. I go to town and force him to block with true believer and then proceed to wreck what may have been left of his hand. G3 - It's a nice good and close game - he actually gets me down to 6. However, Ichorids + Bloodghasts simply overwhelm him. We do some Chain of Vapor shenanigans when he attacks me whilst I am at 6 and it ends with me still having a bunch of creatures (and a bazaar) while he has a lone pridemage and just two lands. R2: Mike on R/B Shops. G1 - This game ends very quickly where he asks how many bridges I have at the end of my second turn and when the reply is 3 he simply scoops it up. G2 - I mulligan to 6 and keep a hand with some anti-hate and Recall. Recall gets there and I am able to slow dredge to a win, with the assistance of his Mana Crypt. Timely Nature's Claims keep him off crucible lock, and also kill his ensaring bridges. It's painful when he dumps his hand to 2x Bazaar of Baghdads to simply see a Nature's Claim set him back tremendously. R3: Dom on OBVstorm - we meet again. G1 - I miscount...I should be ashamed...and I want to go to medical school? Seriously. He has 12 1/1 tokens from EtW and I am at 10. I swing for non-lethal and he's able to just attack for the win next turn. I had Chalice @ 0 and Iona on black, as well as zombies + ichorids. If I simply attacked with Iona, and held up blockers I would have won in two turns because he was only at 13. If I won the die roll for this match, however, I would have won easily because my t1 chalice for 0 would have stopped his lotus -> FoF -> busted nuts win. G2 - I do my thing...nuke his hand of anti-hate and win around t5 with multiple creatures that swarm in. G3 - Fail to find bazaar, it happens. R4: ?? on Storm - records of this match have vanished. G1 - I do my thing and win g1 quickly. G2 and/or G3 - I think he necro'ed for 8 and whiffed, securing my victory after putting himself in lethal range to hastly bloodghasts and ichorids. I also remember a timetwister at some point during this match. R5: Draw with Josh whom I play in t8. T8: Josh playing Oath G1 - NUTS GAME ONE HOLY !@#$. He has t1 oath, but my t1 and t2 BoBs secure my victory. I dread returned Terastodon and then FKZ to swing for more than lethal. His nuts hand was defeated by my nuts hand. G2 - I guess I do some math wrong and make some play errors, but it was very close. His Oath -> Emrakul only became scary after I failed to win on my subsequent turn (brought him to 2) and he went Oath -> Sphinx and top decked his only out, Time Walk, like an absolute fiend. G3 - It's another excellent game filled with oathing. FTR, t1 chalice is good as it counters his mox ruby. It gets to the point where I have some things, he has no hand, but he has an oath and a key in play. I choose to draw for my turn instead of dredging thug and I secure victory with a top deck chain of vapor. I allow him to Oath because anything he oaths for won't actually scare me (I can bounce his stuff, Emrakul is useless, and he doesn't have Iona). T4: Chris Playing Fish G1 - I get 4 Bridges Early and simply blow it out very quickly with Iona + DI Zombies. G2 - He draws multiple hate cards with the assistance of mystical tutor, but it comes to a point where his hand is clear and he has a mere two lands to my bazaar + mana source. After a couple turns I simply capitilize on my superior board position of having bazaar vs. nothing. Again, like my prior fish opponent, Chris sided in True Believer and I don't understand how good it is. T2: Elias on Oath G1 - Shenanigans happen and I destroy his oath with nature's claim. It buys me just the time I need to swing for lethal in one fell swoop. G2 - More Shenanigans ensue with an early timetwister. I was sure I was locked out of this game, but he happened to have extremely terrible luck when he found his final oath target was at the bottom of his deck. Someone was surpised to learn that I take out the entire Dread Return package during game 2 and 3 and my response to that is it changes the dynamics of the game completely. Instead of playing the enemy's game and trying to secure a sudden victory with a dread return, the enemy is forced to play your game by stopping your slow and steady game plan. Big creatures aren't necessary game 2 and 3 because it's a much easier to disrupt concept. It hurts you a lot more to lose dread returns + dread return targets than it does to lose Ichorids. Slow and steady certainly wins the race. And, for the record, Ima let you finish, but my wolf shirt is cooler than your wolf shirt. 'Nuff said - Thank you Nick Coss!