I just started playing kitchen table with my brother again after a 14 year hiatus. Got a deckbuilder's toolkit (got fairly lucky with a Liliana in my only pack of Origins ) and bought a small batch of random stuff from a friend who co-manages the local hobby shop .
I'm fully aware that a mostly singleton like this is the opposite of ideal, but that's what I have for now. I tried to have this make at least some sense with a manageable mana curve. I want to make this Red/Black thing work but... there are so many directions in which to go from here I feel, I'm a bit lost. I'd like to get some pointers on how to optimize this thing for a not-insane amount of money. Any input would be much appreciated, thanks!
I've taken the liberty of formatting your deck with deck tags. The site is working on a solution to store decks here as on these third party sites.
As for pointers. I'ld suggest to define a strategy for the deck, and build accordingly.
Most common approaches are a fast red deck that does a lot of damage initially and can then finish with direct damage, or a black control deck that grinds out a victory through discard, creature removal and card draw.
You can also work towards specific interactions, such as having a lot of instants/sorceries, or with graveyard recursion. Now there are a lot of good cards in the deck, but they don't always work that well together.
What strategy do you prefer?
Biggest weakness is the complete lack of enchantment and artifact removal. Also not a lot of direct damage... It really depends on creatures, creatures, creatures...
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These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
I see what you mean, what I've put together tries to go too many places and ends up going nowhere. I thought about your question and I thought I'd keep the number of creatures similar of slightly higher, many of the 3 and 4 drops going away to be faster and more Goblin-heavy. See I was brewing with just the stuff I have and had done *some* research but I had no idea about R/B Goblins for instance. As for the big guns Sengir is likely gone but with so much stuff likely to end up in my graveyard Tombstalker is relevant I think? As for the other two well... dragons are fun.
For sorceries and instants maybe it would be relevant to focus on removal and low-cost direct damage? I'd keep Sign in Blood, and am on the fence about the two control spells which don't have much to do with the rest of the deck but saved my butt a few times in the past.
Well. You probably have enough much land. 25 is a lot. But it depends on the direction your deck takes. Aggressive decks have less land, as they have spells with lower mana cost.
I tend to build according to the 'mana curve'.
This gets guidelines like "9 at one, 8 at two, 8 at three (One added here to make 60 cards), 11 at four, 24 Land."
I just started playing kitchen table with my brother again after a 14 year hiatus. Got a deckbuilder's toolkit (got fairly lucky with a Liliana in my only pack of Origins ) and bought a small batch of random stuff from a friend who co-manages the local hobby shop .
I'm fully aware that a mostly singleton like this is the opposite of ideal, but that's what I have for now. I tried to have this make at least some sense with a manageable mana curve. I want to make this Red/Black thing work but... there are so many directions in which to go from here I feel, I'm a bit lost. I'd like to get some pointers on how to optimize this thing for a not-insane amount of money. Any input would be much appreciated, thanks!
http://deckstats.net/deck-9855466-e2ec0081f6752cca12b0f60af24403c2.html]
2 Goblin Arsonist
1 Hand of Silumgar
1 Black Knight
1 Mardu Scout
1 Returned Reveler
1 Fiery Hellhound
1 Deadbridge Shaman
1 Ghirapur Gearcrafter
1 Howling Banshee
1 Liliana, Heretical Healer
1 Tombstalker
1 Sengir Vampire
1 Shivan Dragon
1 Boltwing Marauder
1 Mind Rot
2 Sign in Blood
1 Arc Lightning
1 Fireball
2 Doom Blade
2 Dragon Fodder
1 Twin Bolt
1 Lose Calm
1 Spite of Mogis
1 Act of Treason
1 Fiery Impulse
1 Ravaging Blaze
1 Collateral Damage
1 Ultimate Price
1 Fearsome Awakening
1 Evolving Wilds
3 Bloodfell Caves
10 Swamp
10 Mountain
I've taken the liberty of formatting your deck with deck tags. The site is working on a solution to store decks here as on these third party sites.
As for pointers. I'ld suggest to define a strategy for the deck, and build accordingly.
Most common approaches are a fast red deck that does a lot of damage initially and can then finish with direct damage, or a black control deck that grinds out a victory through discard, creature removal and card draw.
You can also work towards specific interactions, such as having a lot of instants/sorceries, or with graveyard recursion. Now there are a lot of good cards in the deck, but they don't always work that well together.
What strategy do you prefer?
Here's an example of a fast black and red deck:
4 Rakdos Cackler
4 Grixis Grimblade
3 Goblin Deathraiders
3 Spike Jester
4 Shambling Remains
// Pump
4 Fists of the Demigod
3 O-Naginata
// Control
4 Terminate
4 Blightning
9 Mountain
7 Swamp
2 Leechridden Swamp
2 Bloodstained Mire
2 Dragonskull Summit
Biggest weakness is the complete lack of enchantment and artifact removal. Also not a lot of direct damage... It really depends on creatures, creatures, creatures...
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
I see what you mean, what I've put together tries to go too many places and ends up going nowhere. I thought about your question and I thought I'd keep the number of creatures similar of slightly higher, many of the 3 and 4 drops going away to be faster and more Goblin-heavy. See I was brewing with just the stuff I have and had done *some* research but I had no idea about R/B Goblins for instance. As for the big guns Sengir is likely gone but with so much stuff likely to end up in my graveyard Tombstalker is relevant I think? As for the other two well... dragons are fun.
For sorceries and instants maybe it would be relevant to focus on removal and low-cost direct damage? I'd keep Sign in Blood, and am on the fence about the two control spells which don't have much to do with the rest of the deck but saved my butt a few times in the past.
Also, what do you think of my mana base?
I tend to build according to the 'mana curve'.
This gets guidelines like "9 at one, 8 at two, 8 at three (One added here to make 60 cards), 11 at four, 24 Land."
Goblins are a strong tribe. Plenty of options.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.