You do have a lot of solid cards, but there is substantial filler mixed in.
The main problem I have is that it doesn't really seem to have a gameplan that I can see. Ask yourself:
How do I want this deck to play out?
What special plans / synergies / interactions do I want to include?
How will this deck win? (a question many beginner deck builders don't ask)
If you can't answer questions like these, you don't have a deck yet.
You do have a Lim-Dul's Vault, which means you're on the right track.
Oh, and you seem quite mana heavy. You could probably safely cut 3-4 lands.
@overmaster - I have some draw tech, but I chiefly avoid wraths wiping me out by not overextending if I don't need to do so. A little restraint can be very helpful.
@arkhaic - None are good enough to warrant breaking theme. Trample in particular is very easy to get going. Thanks, though!
This is the latest iteration of a very angry deck I made for my wife. She likes smashing in with creatures, so I decided to go with it. Let me know if you see any big holes in the plan.
Note: It would take a massive effect for me to consider a non-creature card. Other than that, everything is fair game.
I agree. As a limited-only player, I just don't see much good here. But since we are still waiting for the important part of the set for limited, I will hold off. But so far, I don't see why people think outlast is good. The sorcery speed kills it.
Yea, but really, istant speed should have been totally insane
How about a text-change enchantment?
Something like, "Change the text of non-artifact permanents you control by replacing all instances of 'Sorcery' with 'Instant'".
I think I tend to block out cards that perform poorly.
I almost always cut most Planeswalkers from my decks. They are not usually integrative to whatever theme I'm running, and tend to draw disproportionate hate. I kind of giggle every time (10-15 times at least) I see someone play Jace TMS and then get bitter when it doesn't live to their turn.
Here are the three major considerations I use personally:
1. Does the card fit into the deck plan / theme?
Far too often you see goodstuffery inclusions that are irrelevant (or actively non-bos) to what the deck is trying to do.
2. Is the card impactful and is that impact persistent?
I tend to gravitate toward enchantments over any other card types in my EDH decks because of their persistence and the relatively small amount of removal that is common.
3. Does the card do something that your opponents won't see coming and thus haven't anticipated?
Nothing makes me feel better than when all of my opponents have to pick up a card I played to read it.
As far as the previously raised points:
Wipes vs. Spot Removal - I am in the spot removal camp slightly, but only because I typically won't run any symmetrical board wipes. And for spot removal, I will more often include enchantment/artifact hate as opposed to straight creature killers.
Symmetrical beneficial effects - This really revolves around politicking. Thus the Blue / Green dictates (and similar) can be good, even if they are still giving you more of an advantage. The opposing side are the Red Dictate / Furnace of Rath kind of effects. These are clearly going to be bad for your opponents at some point, so they will impact negatively on you.
'bad' cards - One of the primary things you want to do is make your own decisions about cards. Take all advice with a grain of salt, and remember that as far as EDH is concerned there aren't that many truly 'bad' cards in all of magic. Most unpopular cards can fit into something, and even be stars.
For example, Dismiss Into Dream is as close to a staple for me as I'll ever get. Whenever I have played it against an unfamiliar player, I have gotten some really scornful looks. Until they realize it shuts off a huge percentage of deck mechanics / themes single-handedly.
I got the Slivers precon as a starting point.
I was very excited about Crypt Sliver in the deck I made, because I thought 'Regenerate' meant 'Reanimate'.
The first game I tried to do that was pretty hilarious...
The Guildmages are definitely strong, especially the RTR block ones.
As a change of pace, how about Chandra's Spitfire? With red's ability to do damage, it seems really explosive. I use it to great effect in my Modern deck with Raid Bombardment.
I chose Kumano as my mono-red commander nearly 3 years ago, and he is still a beast.
Deathtouch and mana doubling are definitely your friends. He also helps make Goblin Charbelcher even better.
I remember one fairly epic series of plays where a Fortune Thief surprised my opponent, but left me at one life (and it would surely be killed on his next turn). I had a ton of mana available and haste from Urabrask the Hidden, but his ground defenses were impregnable. I draw for turn, grin a bit, recast Kumano for 9, and cast Chandra's Spitfire with enough mana left to swing for 28 with it.
You do have a lot of solid cards, but there is substantial filler mixed in.
The main problem I have is that it doesn't really seem to have a gameplan that I can see. Ask yourself:
You do have a Lim-Dul's Vault, which means you're on the right track.
Oh, and you seem quite mana heavy. You could probably safely cut 3-4 lands.
@arkhaic - None are good enough to warrant breaking theme. Trample in particular is very easy to get going. Thanks, though!
Cards:
Hull Breach
Druids' Repository
Reconnaissance - amazing with Glare
Psychotrope Thallid
Soul Sculptor - has honestly been one of the best cards in each EDH deck I've used her in
Note: It would take a massive effect for me to consider a non-creature card. Other than that, everything is fair game.
General: Ruric Thar, the Unbowed
Creature (60)
1x Acidic Slime
1x Artisan of Kozilek
1x Bane of Progress
1x Burnished Hart
1x Chameleon Colossus
1x Champion of Lambholt
1x Colossus of Akros
1x Craterhoof Behemoth
1x Drumhunter
1x Elvish Piper
1x Eternal Witness
1x Felhide Spiritbinder
1x Fertilid
1x Flametongue Kavu
1x Garruk's Horde
1x Garruk's Packleader
1x Genesis
1x Glissa Sunseeker
1x Gorilla Shaman
1x Gruul Ragebeast
1x Gyre Sage
1x Hamletback Goliath
1x Hammer Mage
1x Hoard-Smelter Dragon
1x Hydra Omnivore
1x Inferno Titan
1x Kamahl, Fist of Krosa
1x Kazuul, Tyrant of the Cliffs
1x Krosan Tusker
1x Magus of the Library
1x Mwonvuli Beast Tracker
1x Nacatl War-Pride
1x Nullmage Shepherd
1x Nullstone Gargoyle
1x Nylea, God of the Hunt
1x Ogre Battledriver
1x Oracle of Mul Daya
1x Purphoros, God of the Forge
1x Quirion Elves
1x Rampaging Baloths
1x Rubblebelt Raiders
1x Sakura-Tribe Elder
1x Silklash Spider
1x Skarrg Guildmage
1x Skyshroud Ranger
1x Solemn Simulacrum
1x Soul of the Harvest
1x Soul of Zendikar
1x Spearbreaker Behemoth
1x Spellbreaker Behemoth
1x Stonebrow, Krosan Hero
1x Summoner's Egg
1x Taurean Mauler
1x Urabrask the Hidden
1x Valley Rannet
1x Voyaging Satyr
1x Woodfall Primus
1x Xenagos, God of Revels
1x Yavimaya Elder
1x Zhur-Taa Druid
Sorcery (1)
1x Primal Surge
Land (38)
1x Contested Cliffs
1x Copperline Gorge
1x Evolving Wilds
12x Forest
1x Forgotten Cave
1x Gruul Turf
1x Kessig Wolf Run
1x Mosswort Bridge
10x Mountain
1x Oran-Rief, the Vastwood
1x Raging Ravine
1x Rootbound Crag
1x Shimmering Grotto
1x Skarrg, the Rage Pits
1x Terramorphic Expanse
1x Unknown Shores
1x Vivid Crag
1x Vivid Grove
How about a text-change enchantment?
Something like, "Change the text of non-artifact permanents you control by replacing all instances of 'Sorcery' with 'Instant'".
Too weird?
What are the chances...
I almost always cut most Planeswalkers from my decks. They are not usually integrative to whatever theme I'm running, and tend to draw disproportionate hate. I kind of giggle every time (10-15 times at least) I see someone play Jace TMS and then get bitter when it doesn't live to their turn.
1. Does the card fit into the deck plan / theme?
Far too often you see goodstuffery inclusions that are irrelevant (or actively non-bos) to what the deck is trying to do.
2. Is the card impactful and is that impact persistent?
I tend to gravitate toward enchantments over any other card types in my EDH decks because of their persistence and the relatively small amount of removal that is common.
3. Does the card do something that your opponents won't see coming and thus haven't anticipated?
Nothing makes me feel better than when all of my opponents have to pick up a card I played to read it.
As far as the previously raised points:
Wipes vs. Spot Removal - I am in the spot removal camp slightly, but only because I typically won't run any symmetrical board wipes. And for spot removal, I will more often include enchantment/artifact hate as opposed to straight creature killers.
Symmetrical beneficial effects - This really revolves around politicking. Thus the Blue / Green dictates (and similar) can be good, even if they are still giving you more of an advantage. The opposing side are the Red Dictate / Furnace of Rath kind of effects. These are clearly going to be bad for your opponents at some point, so they will impact negatively on you.
'bad' cards - One of the primary things you want to do is make your own decisions about cards. Take all advice with a grain of salt, and remember that as far as EDH is concerned there aren't that many truly 'bad' cards in all of magic. Most unpopular cards can fit into something, and even be stars.
For example, Dismiss Into Dream is as close to a staple for me as I'll ever get. Whenever I have played it against an unfamiliar player, I have gotten some really scornful looks. Until they realize it shuts off a huge percentage of deck mechanics / themes single-handedly.
I was very excited about Crypt Sliver in the deck I made, because I thought 'Regenerate' meant 'Reanimate'.
The first game I tried to do that was pretty hilarious...
Paradox Haze w/Braids, Conjurer Adept
Basilisk Collar w/Kumano, Master Yamabushi
Pyrohemia w/Gisela, Blade of Goldnight
Palisade Giant w/Rune-Tail, Kitsune Ascendant
Suggestions:
Rune-Tail, Kitsune Ascendant - very powerful ability
Angel of Jubilation - if people are doing sac type stuff in your meta
Urabrask the Hidden - least offensive phyrexian, and amazing in a deck like yours
Dictate of the Twin Gods - use it when you want
Gratuitous Violence - one-sided doubling
Reconnaissance - pseudo-vigilance + never lose an attacker in combat
Waves of Aggression - more combats!
Leonin Sun Standard - great mana sink and it buffs all of your creatures
Faith's Reward - Ghostway - more ways to save your stuff
Razia's Purification - this should just be game over if used at the right time
As a change of pace, how about Chandra's Spitfire? With red's ability to do damage, it seems really explosive. I use it to great effect in my Modern deck with Raid Bombardment.
Deathtouch and mana doubling are definitely your friends. He also helps make Goblin Charbelcher even better.
I remember one fairly epic series of plays where a Fortune Thief surprised my opponent, but left me at one life (and it would surely be killed on his next turn). I had a ton of mana available and haste from Urabrask the Hidden, but his ground defenses were impregnable. I draw for turn, grin a bit, recast Kumano for 9, and cast Chandra's Spitfire with enough mana left to swing for 28 with it.
Also, Ertai, the Corrupted in my tribal wizard build.
Xira Arien in my Jund infect. (though not a build around, just for colors and value.)
Umm.. nerd rage much?