


With the best of the Three being Dread Return.ĭread Return is the go-to reanimation spell in the deck with a near-guaranteed ability to cast it when the deck is put into the graveyard. So, step one you need to reanimate something from the graveyard and since this is a graveyard-focused reanimation spells with flashbacks are the best way to bring stuff back. There are a few “routes” that the deck can take to win. Assuming that the entire deck is in the graveyard with either Undercity informer, Balustrade Spy, or with the dredge cards (Those are coming up a bit later). There is a linear route that this takes but, there are a few routes that the said path can take. These three cards in this deck function as a one-card combo with both Undercity Informer, Hermit Druid, and Balustrade Spy milling the entire Library into the graveyard which is a place that baring disruption from the opponent the deck is always able to win from. Now there is a deck-building reason for this, as it lets a few cards that otherwise seem downright terrible and changes them into game-winning bombs.

This is where the MDFCs from Zendikar risings come in, This deck doesn’t run a single “land” instead of running 28 of the MDFCs. So to make a “manaless” dredge work we need to run zero lands… well at least zero real lands. However, if we twist the definition, we can make this work. Now to be completely transparent you can’t make a deck that works completely like the Legacy Manaless Dredge in commander. This led me down a dark path with one single goal. A deck that broke all the rules, A deck that didn’t need any lands to work and, A deck that was unique to all other decks in magic. Also, since we try to keep a high creature count in our graveyard, their will be fewer cards in our graveyard that we'll want to exile through those cards' escape cost.There are few decks that have captured my interest more than the Legacy deck Manaless Dredge.

However I would recommend the flashback mechanic over the two others, since discarding lands for retrace can be a pretty steep cost if we don't have access to Life from the Loam, and the flashback cards like Unburial Rites are just generally better than the cards with the escape mechanic in my opinion. We can play some cards that can be cast from our graveyard through mechanics like flashback, retrace and possibly even escape. Cards can have all types of use in the graveyard, just like we explained that a single keyword like dredge can change a card in our graveyard into an entire self milling engine. However, a card in your graveyard doesn't necessarily mean that card is gone. This is a misconception that many people, especially newer players have. Milling cards into your graveyard is a disadvantage. All you need is to draw a card (can be during the draw step), so just filling your graveyard with other dredge cards will also get you there. This seemingly harmless 2 mana card can cause for fast self milling in combination with lands that have a cycling ability (preferably as cheap as possible) by constantly dredging until you find what you need. My personal favourite dredge engine is Life from the Loam. Another very good way of doing this is through a dredge engine, these aren't one-card engines like the previous mentioned two, however, since a large portion of our deck will be focussed on filling the graveyard, these won't be hard to set up. However, we won't always draw in one of these two cards, so we'll need other ways of filling our graveyard. Both can empty your deck at extremely high speeds like no other cards can, and this very early in the game, thanks to their low mana costs. In my opinion the two best single cards to do this are Hermit Druid and Mesmeric Orb. Besides ramping, we want to fill our graveyard with as many creatures as possible as fast as we can, so that we can go for an early explosive Nethroi play.
