@thewhitedragon69 I assume you're talking about the blazing infect deck, which is fun.
This card might make an infect deck with similar explosiveness but much higher consistency. Plus I got rid of most of the edh creatures the deck was force to run to support blazing shoal.
@thecravenone This is what I plan to test out next week. (Blatantly stealing your excellent formatting)
An Apathetic Gorilla
Card Selection (9)
A few minor changes from your list;
-1 stp, -1 karn, -1 dack, -1 crop rot / +2 dreadbore, +2 expidition map
I am going to try out dreadbore since you need an answer for an opposing karn/dack as well as creatures.
The singleton dack doesn't seem like the best choice, since if you are tutoring you just go for karn/power. I also don't think the deck has enough draw power/card selection to utilize him as a singleton.
The crop rotation is a leftover from back in 2005, before there were an extra 4 free counters for it. Changing to map just seems like a much better call.
4 karn plus 2 tutors seems like a bit much, plus one less means slightly less stress on the mana base. Plus in this list there is no dack to discard extras.
-1 Jester's Cap, -3 Grafdigger's Cage, -1 Ratchet Bomb, +1 Wurmcoil Engine, +2 Abrade, +1 Ensnaring Bridge, +1 Witchbane Orb
Cap is not the awesome sauce it once was, fight me.
Cages are the most suspect cut, but bridge is an excellent answer to both oath and dredge, especially since it will be followed up with more lock pieces that eventually lead to lattice lock.
Ratchet bomb does little for you as a singleton, it is not something you will karn for as there are just better options. Plus it is stax, let the smokestack and wires do the work. If anything add a blast zone to the main.
Added an extra wurmcoil so you can side one in v shops and still karn for the other.
More abrade means more creature kill and the ability to put more artifacts in the yard to abuse welder.
Not having bridge in a karn deck is strange, it is an overpowered lock piece against everything except the 1/1 army from pyromancer. It buys a huge amount of time to set up smokestack/crucible, which is also a win con with b ring. This should be an auto include, possibly even over lattice.
Witchbane Orb is robbed from the brass city vault decks recently, it is an excellent hedge against hurk, and protects from tendrils, oath of druids, jace activations etc.
I like this. It feels like it would slot into a shell similar to drain tendrils, where you can get incremental advantage as you control the game. Definitely an improvement over aetherflux reservoir, but not a snowbally as sphinx-bone wand (which can't see play because of casting cost).
There seems to a bunch of stuff in this set that at least has potential, but isn't immediately broken.
@aaron-patten Could you be more explicit about what the Muldrotha, the Gravetide combo actually is ? Auriok Salvagers and Sun Titan combos both involve the graveyard, but they use very different sets of support cards, which has a huge impact on the sort of decks they can be used in (there's no Sun Titan-Man deck)
The loop would be; have a muldrotha in play and play a clone effect (dance of many, phantasmal image), the original dies to legend rule and you now have a new one that doesn't remember what has been played this turn. Cast lotus from the yard and then cast either another clone effect or an animate dead style enchantment to get another muldrotha and continue the loop.
At this point you can play all permanents out of your graveyard, notably good with walkers in the instance that you can get multiple of the same kind in graveyard (dack, daretti and both 3 cmc lilliana's come to mind)
I believe the card is worth considering, but I would think it goes more towards a worldgorger dragon/bomberman style deck than something like dredge. How good can a bomberman deck be with animate deads and clones? There is only so much space in a deck, so it definitely won't be easy to make properly.