In most lists, all the fetchable lands are Mountains, so it doesn't really matter if you run Arid Mesa, Scalding Tarn, Bloodstained Mire, or Wooded Foothills. I wouldn't run Verdant Catacombs unless you are trying a different build with basic Forest or something.
Warcry Phoenix
3R
Creature — Phoenix
2/2
Flying, haste
Whenever you attack with three or more creatures, you may pay 2R. If you do, return Warcry Phoenix from your graveyard to the battlefield tapped and attacking.
Raphael Levy piloted dredge through GP Birmingham this past weekend with a bit of a spicy list, running 3 Failure // Comply in the sideboard to fight the heavily prevalent Scapeshift decks as well as other combo decks that are generally not good matchups for us.
Ran Dredge through a Modern Challenge event at GP Minneapolis yesterday. Finished 3-1 with wins against Gideon tribal, Grixis Death's Shadow, and Eldrazi Tron, and the loss coming against GW Elves with Vizier combo. Driven // Despair was awesome. A combination of how much work it did and the expression on people's faces when they read the effect was well worth it. Never cast Driven, but cast Despair against the Gideon player to discard his last 3 cards in hand and beatdown from there. Against Grixis Death's Shadow, I cast Despair and the menace allowed me to play around a Snapcaster Mage chump block to swing for lethal, though Rally or Scourge would have worked just as well in that situation.
To borrow some of the analysis and testing from the Dredge thread in this post and this post, the Despair half can be a house against midrange and combo decks.
Two mana to destroy their hand can often just set you up to win games on the following turn. Consensus so far seems to be using it as early as is reasonable (2-4 creatures attacking) and menace will help your dudes get through. Driven is good but (at least in Dredge) not the primary use. I could see it being slightly better in Dredgevine where you actually want some creatures not named Gravecrawler in hand to cast or to draw land for Bloodghast triggers or hard-casting dudes, but the real value comes from Despair ripping your opponents hand away just before they can stabilize.
That being said, it shouldn't be more than a two-of, since it is utility, and is pretty easy to side out against aggro decks that are too fast at dumping their cards on the table.
I really like that Cycling / Worship build, yuseimax. Have you had a chance to test it yet? Only initial feedback I have is to maybe try Sigarda, Host of Herons over the 1 Oketra the True. Having a single source of double strike and indestructible doesn't seem reliable enough compared to having even more sources of hexproof and flying. Also, Sigarda seems much more threatening if you actually cast her, though I could be wrong there.
3R
Creature — Phoenix
2/2
Flying, haste
Whenever you attack with three or more creatures, you may pay 2R. If you do, return Warcry Phoenix from your graveyard to the battlefield tapped and attacking.
Skymarcher Aspirant
Ravenous Chupacabra
Dire Fleet Daredevil
Not even sure I'll find a cut for Daredevil or if I do, that it'll stick around long term.
Includes
UUU Chart a Course
Testables
BBB Ruin Raider
GGG Carnage Tyrant
2UB Hostage Taker (largely depends on if I want this or The Scarab God.)
CCC Sorcerous Spyglass
Related Changes
WWW Thalia's Lancers (Many users seem to be high on this with the rule changes. I'll give it a look.)
+ Fractured Identity
- Venser, the Sojourner
Link to Levy's article.
4 Bloodghast
4 Golgari Thug
1 Haunted Dead
4 Insolent Neonate
4 Narcomoeba
4 Prized Amalgam
4 Stinkweed Imp
Spell (15)
4 Cathartic Reunion
3 Conflagrate
1 Driven // Despair
4 Faithless Looting
3 Life from the Loam
3 Arid Mesa
1 Blackcleave Cliffs
1 Blood Crypt
3 Copperline Gorge
2 Dakmor Salvage
3 Gemstone Mine
2 Mountain
3 Scalding Tarn
2 Stomping Ground
2 Abrupt Decay
2 Ancient Grudge
2 Collective Brutality
2 Darkblast
1 Destructive Revelry
3 Failure // Comply
1 Hallowed Fountain
2 Ray of Revelation
My list for anyone curious:
4x Bloodghast
4x Prized Amalgam
4x Narcomoeba
4x Insolent Neonate
4x Stinkweed Imp
3x Golgari Thug
1x Haunted Dead
Spells (16)
4x Faithless Looting
4x Cathartic Reunion
4x Life from the Loam
3x Conflagrate
1x Driven // Despair
3x Bloodstained Mire
3x Wooded Foothills
3x Copperline Gorge
2x Blood Crypt
2x Stomping Ground
2x Gemstone Mine
2x Dakmor Salvage
2x Mountain
1x Blackcleave Cliffs
2x Ancient Grudge
1x Bojuka Bog
2x Collective Brutality
2x Darkblast
1x Gnaw to the Bone
2x Lightning Axe
2x Maelstrom Pulse
3x Thoughtseize
Besides what you already mentioned (Narcomoeba and Conflagrate), we have things like Darkblast and Ancient Grudge at our disposal.
Two mana to destroy their hand can often just set you up to win games on the following turn. Consensus so far seems to be using it as early as is reasonable (2-4 creatures attacking) and menace will help your dudes get through. Driven is good but (at least in Dredge) not the primary use. I could see it being slightly better in Dredgevine where you actually want some creatures not named Gravecrawler in hand to cast or to draw land for Bloodghast triggers or hard-casting dudes, but the real value comes from Despair ripping your opponents hand away just before they can stabilize.
That being said, it shouldn't be more than a two-of, since it is utility, and is pretty easy to side out against aggro decks that are too fast at dumping their cards on the table.
Looking forward to hearing more of your thoughts on card choices!
If by chance you're referring to my list, then by all means. Otherwise, apologies if I just made a poor assumption.
I will be trying out a copy or two as soon as I can get them.