Playing a shock land on turn two and paying the life cost, then passing the turn, is a great way to make your opponent think you are holding counter spells, removal, or a card with the flash ability
This also serves to win the mirrors in Game 1
Once your shambling horde reaches critical mass, boost their attack and send everyone else to the graveyard
You could attempt to respond to a draw spell before it resolves, and you can use graveyard hate in anticipation of dredging, but there's little you could do about an opponent dredging during their draw step when they draw their card for turn
Its stronger, however, because of two things: The infamous combination of Strip Mine and Crucible of Worlds to get rid of all of your opponents lands and powerful synergy with cards like Oracle of Mul Daya to play tons of lands