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Peebles Primers — A Dredge Walkthrough

Read Benjamin Peebles-Mundy every Wednesday... at StarCityGames.com!Now the Tenth Edition Release Events have finished, it’s business as usual with the Standard and Block Constructed Premier Events. Benjamin Peebles-Mundy returns to his beloved Vengeful Dredge deck and walks us through a tricky match against Red/Green Aggro. Just what can you do when they kill all your Dredge enablers?

Tenth Edition release events are over (finally), and the Magic Online world has returned to playing Standard 2x Premiere Events. I have always stood by Vengeful Dredge in this format, and the first PE out of the gates was won by a teammate of mine. When I found out that he was playing an outdated list, I was even happier than usual with the deck.

Still, many people do not believe. The one thing that I hear most of all is “how do you beat aggressive decks when you get your enablers killed?” With that in mind, I’m going to walk through, step by step and with commentary, a match I played against Red/Green Aggro in a Magic Online eight-man.

Here’s the decklist:


This is round 2 of a Standard Queue, and I don’t know what I’m playing against (at the time).

Game 1:

I am on the draw, against a seven-card hand. I mulligan (two Llanowar Wastes, Forest, two Golgari Grave-Troll, two Dread Return) into Overgrown Tomb, Llanowar Wastes, Forest, Svogthos, Llanowar Mentor, Stinkweed Imp. He leads off with a Treetop Village. On my turn I draw a second Mentor, so my play is straightforward: drop the Forest and a Mentor. He untaps, plays Karplusan Forest, and kills my Mentor with Seal of Fire. I draw a Grave-Troll, play my dual land tapped, and play out the second Mentor. He has a second Treetop Village and a Mogg Fanatic to kill my fresh Mentor. I draw a Forest, play Llanowar Wastes, and play a Stinkweed Imp.

At this point, things appear to be going wonderfully for the Red/Green Aggro matchup. I have a Stinkweed Imp out against a board of three lands, and I have twenty life. However, my opponent suspends a Rift Bolt and plays a Keldon Marauders. I draw an Overgrown Tomb, so I play it and say go since I have no playable spells. My opponent kills my Imp with Rift Bolt, hits me for three with the Marauders, and drops a Mogg War Marshal. I dredge my Imp back, and play Svogthos.

Now I can either play the Imp out or I can drop Golgari Grave-Troll. Unfortunately, the Troll will only be a 2/2 since my Imp didn’t dredge past any creatures. Remember this point.

I play the Troll and pass the turn. My opponent pings me for one with the Marauders and chooses not to echo his Marshal. He activates a Village and swings with just it, and follows up with a 4/5 Tarmogoyf. I dredge the Life from the Loam I hit off of Imp last turn, get back three lands, and drop Forest and Stinkweed Imp. My opponent draws a sixth land and uses it to activate both of his Villages, and attacks with two 3/3 tramplers, two 1/1 tokens, and the 4/5 Tarmogoyf. No matter how I block, the best that I can do is take six damage, which will put me down to three. At three life, I’m almost certainly dead, since my opponent will still have two tokens and two Villages or one Village and one Goyf. Beyond that, I’m dead to any burn spell off the top. So I need to win right now.

My graveyard at this point includes three Mentors, two Dread Returns, Overgrown Tomb, and Life from the Loam. I block a token with the 2/2 Troll and the Goyf with the Imp, and I go to two. I untap and dredge the Imp, hitting a third Return, a Stalking Vengeance, a Stinkweed Imp, and two blanks. I drop Horizon Canopy and dredge the new Imp, hitting Narcomoeba, Golgari Grave-Troll, Shambling Shell, and two blanks. With only a 2/2, 1/2, and 1/1, I’m dead on board.

But I messed up twice.

First of all, I blocked incorrectly. I should have reversed my blockers, which would have allowed me to dredge an extra card. If that one extra card had been a Bridge from Below, I could have sacrificed my three creatures to reanimate Stalking Vengeance and gotten three Zombie tokens. I could then attack him down to nine, sacrifice the three Zombies for six damage and a Shambling Shell, and then sacrificed the Shell for the win. This play leaves him with a Tarmogoyf, but since I was planning on winning on my turn anyway, that’s irrelevant.

Then there’s my play way back when I could have dropped Troll or Stinkweed Imp. First I’ll review the situation. I am behind on life at 13 to his 17. I have five lands to his five lands, two 1/1s, and a nearly-dead Marauders. Dropping the Troll discourages only one option for him next turn: echoing the Marshal and swinging with both tokens. Imp does the same thing, but also might discourage a Village attack.

Let us say that I drop the Imp and that the game plays out similarly.

On his turn, his Marauder dies, his Marshal dies, he plays a Goyf, and he swings with the Village. This time I can block, and I do. I take one damage and drop to 12, and he’s down one Village. On my turn, I dredge the Imp and now have two options: 1/2 Imp or a 4/4 Troll. Given the situation, I am likely going to drop a 4/4 since it’s harder to burn away. If he makes an all-out attack, I probably go to six life and still have a 4/4 against his board of two 1/1 tokens and a 4/5 Tarmogoyf, with no Villages in play. I can then drop two Stinkweed Imps and completely gum up the ground. Sure, I’m at six against a burn deck, but I am no longer in nearly as bad shape as I was before. I probably get at least one more turn to try to win with this line of play, and would therefore get to see at least twelve extra dredged cards.

Out:
4 Bridge from Below
3 Nantuko Husk
2 Stalking Vengeance
1 Phantasmagorian

In:
3 Blazing Archon
3 Ghosts of the Innocent
3 Delirium Skeins
1 Darkblast

This board plan moves off of a Bridge combo kill towards a reanimation strategy that should lock the opponent out. The one Stalking Vengeance that is left in can end any game that we can’t win with straight Troll attacks.

Game 2:

I am on the play, and we both keep our opening hands. I have Overgrown Tomb, Llanowar Wastes, Horizon Canopy, Forest, Darkblast, Llanowar Mentor, Golgari Grave-Troll, which is a good-but-not-great hand. It is likely that my Mentor will be killed, but I still have access to Darkblast and I can either move into a Troll plan if I rawdog a land, or I can start digging for Loam with the Darkblast. I play the Mentor off of a Forest, and my opponent answers with a Mountain and Seal of Fire. I rip Greenseeker off the top, and play it along with a tapped dual land. My opponent has only a tapped dual land of his own, and suspends a Rift Bolt. One activation of Greenseeker is plenty, though, since now I have my land to cast Troll and I get at least one big dredge. I search up a Swamp and dredge past two Archons, two Imps, a Mentor, and a Swamp. I play my Swamp, both because it gives away the least info and because I don’t want to take damage from my Canopy if I can avoid it.

Interestingly, my opponent elects to Rift Bolt me. This is likely because I have two Imps in the graveyard, and therefore he believes he needs to burn me out. This is probably true. My opponent cycles a Canopy of his own, and follows it up with a Mogg Fanatic, though he still doesn’t kill my Greenseeker. I do not activate the Greenseeker on my upkeep, since I have a Darkblast in my hand and want to keep my options open. I dredge the Imp, and drop Llanowar Wastes and Stinkweed Imp, leaving Overgrown Tomb up to either Darkblast or activate Greenseeker. My opponent untaps and suspends two more Rift Bolts. I activate Greenseeker when he passes the turn with no attack, and he decides that it’s time to kill her with his Fanatic.

So I have a Stinkweed Imp in play, a Dread Return in the Graveyard, and two Rift Bolts ready to come my way, with three more unknown cards in my opponent’s hand. Given that he has no creatures, I decide he’s fully committed to the burn plan, and I decide to try to get a Ghosts into play this turn. I dredge six with Grave-Troll, and hit the Ghosts I want. I play Horizon Canopy and dredge five with Stinkweed Imp. Luckily, there is a Narcomoeba in the top thirty-two cards of my deck, and two Imps and the Illusion turn into a Ghosts of the Innocent. When my opponent’s two Rift Bolts try to take the Ghosts down, and fail, we move to game three.

No sideboard changes.

Game 3:

He mulligans down to six, likely looking for a fast answer to my enablers. I keep Overgrown Tomb, Forest, Llanowar Mentor, Llanowar Mentor, Stinkweed Imp, Stinkweed Imp, Narcomoeba, which is a very strong hand. Two enablers mean that my opponent will have to have two answers or get buried, and two Imps mean that if my opponent has the answers I only need to hit one land in three draws to continue to stymie him (about a 75% chance). He leads off with a Treetop Village.

I draw a Grave-Troll, play my Forest, and drop Mentor number one. He has a Mountain and a Mogg Fanatic to stop it. I draw a Narcomoeba, play my dual land tapped, and drop Mentor number two. He has a Gemstone Mine and a Martyr of Ashes, which reveal Magus of the Moon. I rip a Llanowar Wastes and play out my Stinkweed Imp. He plays Pendelhaven and the Magus. This is slightly interesting, though likely not very good for me. We now each have one basic land, which means he can only cast Red spells and I can only cast Green ones. I draw a second Wastes, and that’s my only play. He plays Stomping Ground, considers attacking, and simply passes. I draw another Grave-Troll and say go with no plays. He decides that he wants to attack with Magus this turn, and I block. He follows up with a 1/2 Tarmogoyf and a second Magus.

I rip Horizon Canopy and get to play a 3/3 Troll. This stalls the board; my opponent plays a Mountain and passes. I draw another land, and play another 3/3 Troll. My opponent plays a Forest, giving him access to both colors, but he still passes. I draw yet another land, play it, and say go. He plays a Treetop Village, and I decide that it’s safe for me to start Dredging, even though it will make his Tarmogoyf very big. I dredge back my Imp, and though I can’t play it due to the Magus I did flip past a Life from the Loam that will eventually let me dig up a Swamp to access Black spells. My opponent has no play. I dredge my Loam and get a Narcomoeba and get back Overgrown Tomb and Svogthos. I drop the Tomb and pass.

My opponent decides to go on the offensive with his Magus and now-3/4 Tarmogoyf. I block the Magus with one Troll, and then double-block the Goyf. My opponent Chars the Troll that is blocking his Magus, presumably to keep me off Black mana, and then kills the Narcomoeba with his Goyf. It is possible that he also believed that Char would grow his Goyf, but I had a Darkblast in my graveyard. I dredge back the Troll and replay it, but it is still only a 4/4. I drop the Svogthos and pass the turn. When my opponent attacks with Magus into my 4/4 Troll, I decide that he wants access to his Villages and Pendelhavens, so I block with the 4/4 and then remove all four counters before damage. He follows up with a Mogg Fanatic and passes the turn. I dredge back Life from the Loam since I have a Swamp to get, fetch up three lands, and play the Swamp and an Imp. With an Imp finally out, I change my mind about wanting to keep my opponent off his own nonbasics, and I block and kill his Magus with the secondary Grave-Troll when he attacks. He then uses his now-active lands to cast a Troll Ascetic and pass the turn. I dredge and replay a 9/9 Grave-Troll, and also add a second Imp to the board.

With our two flavors of Troll staring each other down, my plan is to kill him with the singleton Stalking Vengeance. Another possible strategy would be to get all four Trolls into play as fatties, and then swing through his defenses with the four Trolls and Svogthos. Dredging Trolls accomplishes both plans, so we can see what happens in a turn or two. I have twenty-two cards left in my deck, so at some point I have to abandon the Vengeance plan and leave myself with enough draw steps to win with an attack. He plays a second Troll Ascetic. I dredge down to sixteen cards, pop a Canopy to dredge down to ten cards, and then play and pop a second Canopy to dredge down to seven cards. Still without a Vengeance, I play the two guys I dredged: a 12/12 Troll and a Shambling Shell. My opponent has no play.

In my upkeep, I have to decide on my plan. My two Imps and one Narcomoeba have pecked my opponent down to 11 life, and I have seven cards left in my deck. If I dredge six cards and miss, I will only have two turns to attack for the win. His two Trolls pair off with the larger two of my three Trolls, his Fanatic pairs off with my Shell, and his two Villages can chump the Svogthos until I deck. If, however, I dredge five and miss, I can attack for three, then four, then four in the air, which will be enough to kill him. So I dredge Stinkweed Imp, and hit the Stalking Vengeance in the top five cards. At this point I simply sacrifice three creatures to bring the Vengeance back, and then sacrifice the Trolls to a second Dread Return to kill him, safe at 20 life.

Conclusion

The goal of those games was to show you how Dredge can win through its enablers biting the dirt. The deck is fairly controlling for a deck like Red/Green, so land-heavy hands and the ability to hardcast your dredge creatures are both very strong. After boards you move away from the combo kill entirely, and hope to simply shut your opponent out with a single Dread Return.

As always, if you have any questions, feel free to contact me in the forums, via email, or on AIM.

Benjamin Peebles-Mundy
ben at mundy dot net
SlickPeebles on AIM

Bonus Game Logs:

Pumbles Mumbles joined the game.
Seigneur rune chooses to play first.

Seigneur rune keeps this hand.
Pumbles Mumbles mulligans down to 6 cards.
Pumbles Mumbles keeps this hand.

Seigneur rune skips their draw step.
Seigneur rune plays Treetop Village.

Turn 1: Pumbles Mumbles.
Pumbles Mumbles plays Forest.
Pumbles Mumbles plays Llanowar Mentor.

Turn 2: Seigneur rune.
Seigneur rune plays Karplusan Forest.
Seigneur rune plays Seal of Fire.
Seigneur rune plays activated ability from Seal of Fire targeting Llanowar Mentor.

Turn 2: Pumbles Mumbles.
Pumbles Mumbles plays Llanowar Mentor.
Pumbles Mumbles plays Overgrown Tomb.

Turn 3: Seigneur rune.
Seigneur rune plays Treetop Village.
Seigneur rune plays Mogg Fanatic.
Seigneur rune plays activated ability from Mogg Fanatic targeting Llanowar Mentor.

Turn 3: Pumbles Mumbles.
Pumbles Mumbles plays Llanowar Wastes.
Pumbles Mumbles plays Stinkweed Imp.

Turn 4: Seigneur rune.
Seigneur rune plays Mountain.
Seigneur rune removes Rift Bolt from the game with 1 time counter.
Seigneur rune plays Keldon Marauders.
Seigneur rune plays triggered ability from Keldon Marauders targeting Pumbles Mumbles.

Turn 4: Pumbles Mumbles.
Pumbles Mumbles plays Overgrown Tomb.

Turn 5: Seigneur rune.
Seigneur rune plays triggered ability from Rift Bolt.
Seigneur rune plays triggered ability from Keldon Marauders.
Seigneur rune plays triggered ability from Rift Bolt.
Seigneur rune plays Rift Bolt targeting Stinkweed Imp.
Seigneur rune plays Mountain.
Seigneur rune plays activated ability from Treetop Village.
Seigneur rune plays Mogg War Marshal.
Seigneur rune plays triggered ability from Mogg War Marshal.

Turn 5: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Stinkweed Imp.
Pumbles Mumbles plays Svogthos, the Restless Tomb.
Pumbles Mumbles plays Golgari Grave-Troll.

Turn 6: Seigneur rune.
Seigneur rune plays triggered ability from Keldon Marauders.
Seigneur rune plays triggered ability from Mogg War Marshal.
Seigneur rune plays triggered ability from Mogg War Marshal.
Seigneur rune plays triggered ability from Keldon Marauders.
Seigneur rune plays triggered ability from Keldon Marauders targeting Pumbles Mumbles.
Seigneur rune plays activated ability from Treetop Village.
Seigneur rune plays Tarmogoyf.

Turn 6: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Life from the Loam.
Pumbles Mumbles plays Life from the Loam targeting Horizon Canopy, Swamp, and Llanowar Wastes.
Horizon Canopy is returned to Pumbles Mumbles’s hand from the graveyard.
Swamp is returned to Pumbles Mumbles’s hand from the graveyard.
Llanowar Wastes is returned to Pumbles Mumbles’s hand from the graveyard.
Pumbles Mumbles plays Forest.
Pumbles Mumbles plays Stinkweed Imp.

Turn 7: Seigneur rune.
Seigneur rune plays Karplusan Forest.
Seigneur rune plays activated ability from Treetop Village.
Seigneur rune plays activated ability from Treetop Village.
Golgari Grave-Troll blocks Goblin token.
Stinkweed Imp blocks Tarmogoyf.
Pumbles Mumbles plays triggered ability from Stinkweed Imp.

Turn 7: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Stinkweed Imp.
Pumbles Mumbles plays Horizon Canopy.
Pumbles Mumbles plays activated ability from Horizon Canopy.
Pumbles Mumbles plays the Dredge ability from Stinkweed Imp.
Pumbles Mumbles plays triggered ability from Narcomoeba.
Pumbles Mumbles has conceded from the game.

Pumbles Mumbles joined the game.
Pumbles Mumbles chooses to play first.

Pumbles Mumbles keeps this hand.
Seigneur rune keeps this hand.

Pumbles Mumbles skips their draw step.
Pumbles Mumbles plays Forest.
Pumbles Mumbles plays Llanowar Mentor.

Turn 1: Seigneur rune.
Seigneur rune plays Mountain.
Seigneur rune plays Seal of Fire.
Seigneur rune plays activated ability from Seal of Fire targeting Llanowar Mentor.

Turn 2: Pumbles Mumbles.
Pumbles Mumbles plays Overgrown Tomb.
Pumbles Mumbles plays Greenseeker.

Turn 2: Seigneur rune.
Seigneur rune plays Stomping Ground.
Seigneur rune removes Rift Bolt from the game with 1 time counter.

Turn 3: Pumbles Mumbles.
Pumbles Mumbles discards Golgari Grave-Troll.
Pumbles Mumbles plays activated ability from Greenseeker.
Pumbles Mumbles reveals: Swamp.
Pumbles Mumbles plays the Dredge ability from Golgari Grave-Troll.
Pumbles Mumbles plays Swamp.

Turn 3: Seigneur rune.
Seigneur rune plays triggered ability from Rift Bolt.
Seigneur rune plays triggered ability from Rift Bolt.
Seigneur rune plays Rift Bolt targeting Pumbles Mumbles.
Seigneur rune plays Horizon Canopy.
Seigneur rune plays activated ability from Horizon Canopy.
Seigneur rune plays Mogg Fanatic.

Turn 4: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Stinkweed Imp.
Pumbles Mumbles plays Llanowar Wastes.
Pumbles Mumbles plays Stinkweed Imp.

Turn 4: Seigneur rune.
Seigneur rune plays Mountain.
Seigneur rune removes Rift Bolt from the game with 1 time counter.
Seigneur rune removes Rift Bolt from the game with 1 time counter.
Pumbles Mumbles discards Golgari Grave-Troll.
Pumbles Mumbles plays activated ability from Greenseeker.
Seigneur rune plays activated ability from Mogg Fanatic targeting Greenseeker.
Pumbles Mumbles reveals: Forest.

Turn 5: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Golgari Grave-Troll.
Pumbles Mumbles plays Horizon Canopy.
Pumbles Mumbles plays activated ability from Horizon Canopy.
Pumbles Mumbles plays the Dredge ability from Stinkweed Imp.
Pumbles Mumbles plays triggered ability from Narcomoeba.
Pumbles Mumbles plays Stinkweed Imp.
Pumbles Mumbles plays Dread Return from the graveyard targeting Ghosts of the Innocent.

Turn 5: Seigneur rune.
Seigneur rune plays triggered ability from Rift Bolt.
Seigneur rune plays triggered ability from Rift Bolt.
Seigneur rune plays triggered ability from Rift Bolt.
Seigneur rune plays Rift Bolt targeting Ghosts of the Innocent.
Seigneur rune plays triggered ability from Rift Bolt.
Seigneur rune plays Rift Bolt targeting Ghosts of the Innocent.
Seigneur rune plays Mountain.
Seigneur rune has conceded from the game.

Pumbles Mumbles joined the game.
Seigneur rune chooses to play first.

Seigneur rune mulligans down to 6 cards.
Seigneur rune keeps this hand.
Pumbles Mumbles keeps this hand.

Seigneur rune skips their draw step.
Seigneur rune plays Treetop Village.

Turn 1: Pumbles Mumbles.
Pumbles Mumbles plays Forest.
Pumbles Mumbles plays Llanowar Mentor.

Turn 2: Seigneur rune.
Seigneur rune plays Mountain.
Seigneur rune plays Mogg Fanatic.
Seigneur rune plays activated ability from Mogg Fanatic targeting Llanowar Mentor.

Turn 2: Pumbles Mumbles.
Pumbles Mumbles plays Overgrown Tomb.
Pumbles Mumbles plays Llanowar Mentor.

Turn 3: Seigneur rune.
Seigneur rune plays Gemstone Mine.
Seigneur rune plays Martyr of Ashes.
Seigneur rune reveals Magus of the Moon.
Seigneur rune plays activated ability from Martyr of Ashes. (X is 1).

Turn 3: Pumbles Mumbles.
Pumbles Mumbles plays Llanowar Wastes.
Pumbles Mumbles plays Stinkweed Imp.

Turn 4: Seigneur rune.
Seigneur rune plays Pendelhaven.
Seigneur rune plays Magus of the Moon.

Turn 4: Pumbles Mumbles.
Pumbles Mumbles plays Llanowar Wastes.

Turn 5: Seigneur rune.
Seigneur rune plays Stomping Ground.
Seigneur rune requests an undo.

Turn 5: Pumbles Mumbles.

Turn 6: Seigneur rune.
Stinkweed Imp blocks Magus of the Moon.
Pumbles Mumbles plays triggered ability from Stinkweed Imp.
Seigneur rune plays Tarmogoyf.
Seigneur rune plays Magus of the Moon.

Turn 6: Pumbles Mumbles.
Pumbles Mumbles plays Horizon Canopy.
Pumbles Mumbles plays Golgari Grave-Troll.

Turn 7: Seigneur rune.
Seigneur rune plays Mountain.

Turn 7: Pumbles Mumbles.
Pumbles Mumbles plays Golgari Grave-Troll.
Pumbles Mumbles plays Llanowar Wastes.

Turn 8: Seigneur rune.
Seigneur rune plays Forest.

Turn 8: Pumbles Mumbles.
Pumbles Mumbles plays Overgrown Tomb.

Turn 9: Seigneur rune.
Seigneur rune plays Treetop Village.

Turn 9: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Stinkweed Imp.

Turn 10: Seigneur rune.

Turn 10: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Life from the Loam.
Pumbles Mumbles plays triggered ability from Narcomoeba.
Pumbles Mumbles plays Life from the Loam targeting Overgrown Tomb, and Svogthos, the Restless Tomb.
Overgrown Tomb is returned to Pumbles Mumbles’s hand from the graveyard.
Svogthos, the Restless Tomb is returned to Pumbles Mumbles’s hand from the graveyard.
Pumbles Mumbles plays Overgrown Tomb.

Turn 11: Seigneur rune.
Golgari Grave-Troll blocks Tarmogoyf.
Narcomoeba blocks Tarmogoyf.
Golgari Grave-Troll blocks Magus of the Moon.
Seigneur rune plays Char targeting Golgari Grave-Troll.

Turn 11: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Golgari Grave-Troll.
Pumbles Mumbles plays Svogthos, the Restless Tomb.
Pumbles Mumbles plays Golgari Grave-Troll.
Pumbles Mumbles plays activated ability from Golgari Grave-Troll.

Turn 12: Seigneur rune.
Seigneur rune plays Mogg Fanatic.
Golgari Grave-Troll blocks Magus of the Moon.
Pumbles Mumbles plays activated ability from Golgari Grave-Troll.
Pumbles Mumbles plays activated ability from Golgari Grave-Troll.
Pumbles Mumbles plays activated ability from Golgari Grave-Troll.

Turn 12: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Life from the Loam.
Pumbles Mumbles plays Life from the Loam targeting Forest, Swamp, and Horizon Canopy.
Forest is returned to Pumbles Mumbles’s hand from the graveyard.
Swamp is returned to Pumbles Mumbles’s hand from the graveyard.
Horizon Canopy is returned to Pumbles Mumbles’s hand from the graveyard.
Pumbles Mumbles plays Swamp.
Pumbles Mumbles plays Stinkweed Imp.

Turn 13: Seigneur rune.
Golgari Grave-Troll blocks Magus of the Moon.
Golgari Grave-Troll blocks Magus of the Moon.
Seigneur rune plays Troll Ascetic.
Seigneur rune plays Karplusan Forest.

Turn 13: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Golgari Grave-Troll.
Pumbles Mumbles plays Forest.
Pumbles Mumbles plays Stinkweed Imp.
Pumbles Mumbles plays Golgari Grave-Troll.

Turn 14: Seigneur rune.
Seigneur rune plays Troll Ascetic.

Turn 14: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Golgari Grave-Troll.
Pumbles Mumbles plays activated ability from Horizon Canopy.
Pumbles Mumbles plays the Dredge ability from Golgari Grave-Troll.
Pumbles Mumbles plays Horizon Canopy.
Pumbles Mumbles plays activated ability from Horizon Canopy.
Pumbles Mumbles plays the Dredge ability from Shambling Shell.
Pumbles Mumbles plays triggered ability from Narcomoeba.
Pumbles Mumbles plays Golgari Grave-Troll.
Pumbles Mumbles plays Shambling Shell.

Turn 15: Seigneur rune.

Turn 15: Pumbles Mumbles.
Pumbles Mumbles plays the Dredge ability from Stinkweed Imp.
Seigneur rune plays activated ability from Mogg Fanatic targeting Narcomoeba.
Pumbles Mumbles plays Stinkweed Imp.
Pumbles Mumbles plays Golgari Grave-Troll.
Pumbles Mumbles plays Dread Return from the graveyard targeting Stalking Vengeance.
Seigneur rune has conceded from the game.