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I would consider cheaper removal maybe, since you run no creatures you could put in 4 Innocent Blood , unless you're really concerned about instants. IMHO, Innocent Blood is an almost auto-include in a deck that is mono-black and low on creatures, since it is very cheap and often one sided.
If you wish to raise your budget a bit, Sinkhole is a nasty land destruction in black.
IMHO, with as many high many cost cards as you have, I'd consider 4 Dark Ritual for the speed boost. Getting out a 3 mana card on turn 1 can be nice, or a 4 mana card on turn 2.
Looks fun, like how it can work vs a bit of a range of decks, but I foresee great difficulties vs agro decks, which will overwhelm your removal options I fear. If you are more worried about control though, you are much better set up to take on that I think.
November 5, 2019 7:38 p.m.
Yes, that can certainly help, mana fixers are amazing cards, and the hugely expensive ones are not really necessary in most situations. I do know though that in some situations, I've added 2 or 3 mana to a deck and it's win rate was much more solid, because these decks were probably a bit too short of mana.
Congratulations on your success!
November 3, 2019 9:16 p.m.
Well, a big secret I found out about from more serious players online was the use of hypergeometrics... it sounds hard, but you can use a calculator to get you the info you need instead of doing the math yourself. I find https://www.mtgnexus.com/tools/drawodds/ works fine for me. What you want to figure out is how many many producing lands of a given color you need to draw the amount of mana you can expect to need by a give turn, so if you want to have 2 black and 1 red by turn three, you can figure that out pretty quickly from the expected value. Note, you should also consider the probabilities a bit, you want things weighted a bit in your favor, but not so heavily that you are likely to draw too much mana. I aim to get about 70-80% of the time what I want, with the acceptance that going above that will likely mean too much mana flooding, and going below will get me shorted too often. Aggro often needs to hit its first 3 drops reliably, so that should be your bench mark, getting at least 3 lands on turn 3, most of the time.
I have only 18 swamps in my black aggro budget deck, but the average cost is low, and the highest cost cards are only 4 mana, so I can usually get by on the 2 mana I'm stuck with for an extra turn or 2. It helps that it can't get color screwed, and that it has a huge number of 1 and 2 drops, as well as 4 Dark Ritual to power out 3 and 4 drops.
November 2, 2019 11:36 a.m.
Haha, I'm a bit jealous, I only play vs myself actually, since I'm trying to relearn the game after one of a long series of breaks. I'm going to have to do some arena or something at some point, since I live in a pretty isolated area, and don't know anyone in the area that plays atm, though I'm sure some do, or did and could be coaxed into getting interested again, since the game really has improved over the years.
The biggest thing I noticed with your deck was you were a tiny bit short of land, but that could be bad luck. Assuming nobody plays pox, you don't have too much to worry about, since land destruction is otherwise a bit rare. Pox is considered one of the least friendly styles though, so I'd be shocked if someone brought it to a friendly family tournament, so it probably won't be a problem, but you do have a high top end to your curve. TBH, even running some Phyrexian Totem might work, offering a ramp card that does double duty as a hard hitter if they have a clear field. I run it in a pox deck, and it is very, very nasty, though vs burn it's just a mana rock, but you do have a fair number of 4 and up drops, so this or the keyrune would be a good call if you really don't want to add any lands. Another option to consider would be a Dark Ritual or two, but I think with so many higher cost cards, you'd probably like the ramp to be permanent.
November 2, 2019 10:43 a.m.
Definitely, a side board is a big help at dealing with weakness inherent to the design of a deck, which in part depends on what kind of decks you run into regularly. You don't really need anti-graveyard cards if nobody exploits the graveyard, for example, they'd just be dead cards 99% of the time, but people going to tournaments had better be prepared for those things on turn 1 or 2 even in legacy. I think legacy is a great casual format, but it has some very fast win cons if you get too competitive.
1 very affordable and pretty nasty card for black is Duress ... this card can't deal with creatures, but most other stuff is a valid target, and nabbing their best card can be win you the game sometimes. It might be a bit mean for your environment though, so use caution.
Red and black can both do land destruction, and red can do artifact destruction, but if you never face any problematic artifacts or lands, then these cards might not be worth bothering with. Black has the best creature destruction generally, maybe something like Feast of Blood , or Urge to Feed to deal with indestructible weenies and pump your team.
If you give me an idea of what you think you are missing in the deck, I can make more suggestions.
November 2, 2019 9:58 a.m.
Bah, I'm a moron. Figured out how to adjust the sorting! haha
November 1, 2019 11:09 a.m.
I don't know how much of a hassle it would be, but it would help a ton for reviewers if you formatted this better. The program will auto-sort things if you input them in the correct fashion, separating things. This makes it very easy to figure out how your decks works at a glance, even if you don't have very much explanation.
Another thing that helps is if you offer a few tips on how the deck works, any key combos, that sort of thing.
Anyways, now to your deck itself. From my brief testing, it seems a very solid 'fair' deck, as in, one that isn't too big on dirty tricks, and isn't crazy fast. A very good choice for playing with friends or people you like.
Areas for improvement are increasing your land count a bit, probably by using basics or more Dragonskull Summit if you can afford them. Simple Evolving Wilds can be useful in a deck like this, but it has a delay and you don't have too much devotion cards in either color, so probably just use a few more basic swamps.
Rakdos Keyrune is a good card I think for a deck like this too, and helps get out some of the bigger cards. Lightning Bolt or Seal of Fire are very handy, with Seal being better vs control usually, and it's cheaper. I would consider a Browbeat or 2 might help draw spells, since you have lots of pressure on their life total if they aren't gaining life. Dash Hopes might be fun, but it usually benefits from being a 4 of, since each is better over all if you've already played one or more. Both choice cards are fairly casual cards IMHO, and might add some fun factor.
November 1, 2019 11:08 a.m.
SCORE: 1 | 32 VIEWS
SCORE: 3 | 166 VIEWS | IN 1 FOLDER
SCORE: 1 | 222 VIEWS
SCORE: 4 | 7 COMMENTS | 484 VIEWS
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|Avg. deck rating||3.00|
|Suppressed formats||Standard, Pre-release, MTGO, Unformat, Heirloom, Vintage, Commander / EDH, Archenemy, Planechase, Vanguard, Modern, Pauper, Noble, Casual, Hero, Block Constructed, Limited, Duel Commander, Tiny Leaders, Highlander, Magic Duels, Penny Dreadful, Frontier, Leviathan, 1v1 Commander, Pauper EDH, Canadian Highlander, Brawl, Arena, Oathbreaker, Oldschool 93/94, Pioneer|
|Good Card Suggestions||13|
|Last activity||2 weeks|