I was trying to do better at choosing cards with my first deck but the second one just seeing what I could get away with. I always get close to killing and never could get the killing blow or just get blown away. Would like to know what I could have done different.
From looking over the pool, I'd have disregarded blue and black right away. White offers lots of early game, green has a vast amount of mana accel and bigger creatures, and red has some really good powerhouse cards. I'd definitely want to make red the main color, though I'm torn between using white as early game enabler with its many 2-drops, and green as ramp engine and even more big stuff. On the spot, I'd have chosen red/green, using Scattered Groves in order to splash white for Sandblast and Appeal // Authority if I end up with not enough playables. Let's see ...
I think, 2-drops are very important, and having 4 is about the minimum you can get away with. You don't need as many 3-drop creatures due to the Vitalist and the two noncreature ramp cards at 3 mana. I'm not sold on Thorned Moloch and could see it removed for a Granitic Titan, but having 4 3-mana plays feels right. You may also be able to cut down a land for a Titan due to the ramp present in the deck.
1 Festering Mummy
1 Firebrand Archer
2 Frontline Devastator
1 Granitic Titan
1 Grisly Survivor
1 Hazoret the fervent
1 Khenra Eternal
1 Lurching Rotbeast
1 Thorned Moloch
1 Vile Manifestation
1 Wasteland Scorpion
1 Wretched Camel
1 Cartouche of Zeal
1 Electrify
1 Kindled Fury
1 Open Fire
2 Supreme Will
1 Torment of Scarabs
1 Unburden
1 Without Weakness
1 Dagger of the Worthy
Lands
1 Desert of the Mindful
2 Island
6 Swamp
8 Mountain
1 Adorned Pouncer
1 Dauntless Aven
1 Dune Diviner
1 Exemplar of Strength
1 Gust Walker
1 Harrier Naga
2 Mummy Paramount
1 Naga Vitalist
1 Oketra's Avenger
1 Quarry Hauler
1 Rampaging Hippo
1 Resilient Khenra
1 Sparring Mummy
1 Steadfast Sentinel
1 Those Who Serve
1 Vizier of the True
1 Ambuscade
2 Appeal // Authority
3 Life Goes On
1 Gift of Paradise
1 Sandblast
2 Shed Weakness
Lands
1 Scattered Groves
5 Plains
7 Forest
1 Adorned Pouncer
1 Dauntless Aven
1 Gust Walker
2 Mummy Paramount
1 Oketra's Avenger
1 Sandblast
1 Sparring Mummy
1 Steadfast Sentinel
1 Steward of Solidarity
1 Those Who Serve
1 Vizier of the True
Blue
1 Censor
1 Countervailing Winds
1 Hekma Sentinels
1 Illusory Wrappings
1 Naga Oracle
1 Seer of the Last Tomorrow
1 Slither Blade
1 Strategic Planning
2 Supreme Will
2 Unquenchable Thirst
1 Winds of Rebuke
Black
1 Carrion Screecher
1 Festering Mummy
1 Gravedigger
1 Grisly Survivor
1 Khenra Eternal
1 Lurching Rotbeast
1 Moaning Wall
1 Torment of Scarabs
2 Unburden
1 Vile Manifestation
1 Wasteland Scorpion
1 Without Weakness
1 Wretched Camel
1 Cartouche of Zeal
1 Chaos Maw
1 Electrify
1 Firebrand Archer
2 Frontline Devastator
2 Granitic Titan
1 Hazoret the Fervent
1 Hazoret's Undying Fury
1 Inferno Jet
1 Kindled Fury
1 Manticore of the Gauntlet
1 Open Fire
1 Thorned Moloch
1 Warfire Javelineer
Green
1 Ambuscade
1 Beneath the Sands
1 Dune Diviner
1 Exemplar of Strength
1 Gift of Paradise
1 Harrier Naga
3 Life Goes On
1 Naga Vitalist
1 Oasis Ritualist
1 Quarry Beetle
1 Quarry Hauler
1 Rampaging Hippo
1 Resilient Khenra
2 Shed Weakness
1 Sixth Sense
1 Weaver of Currents
2 Appeal // Authority
Artifacts
1 Dagger of the Worthy
1 Traveler's Amulet
Lands
1 Desert of the Mindful
3 Desert of the True
1 Scattered Groves
1 Scavenger Grounds
9 Forest
7 Mountain
1 Scavenger Grounds
Creatures (15)
1 Resilient Khenra
1 Naga Vitalist
1 Exemplar of Strength
1 Firebrand Archer
1 Harrier Naga
1 Thorned Moloch
1 Oasis Ritualist
1 Quarry Hauler
1 Warfire Javelineer
2 Frontline Devastator
1 Hazoret the Fervent
1 Manticore of the Gauntlet
1 Rampaging Hippo
1 Chaos Maw
2 Shed Weakness
1 Dagger of the Worthy
1 Gift of Paradise
1 Beneath the Sands
1 Ambuscade
1 Open Fire
1 Electrify
I think, 2-drops are very important, and having 4 is about the minimum you can get away with. You don't need as many 3-drop creatures due to the Vitalist and the two noncreature ramp cards at 3 mana. I'm not sold on Thorned Moloch and could see it removed for a Granitic Titan, but having 4 3-mana plays feels right. You may also be able to cut down a land for a Titan due to the ramp present in the deck.
Former Rules Advisor
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