actually the Utopia Sprawl should handle the problem since red/black decks don't have much that can deal with enchantments. and since their are 4 of them, you could say I already have 6 plains.
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ty, but I'm still not really happy with it tbh. it just doesn't feel reliable. and until it does I won't buy the cards I'm missing and can't really test it properly.
Hedron Crab, 0/2 for 1 blue, whenever you play a land you also mill for 3. not sure what you'd take out for it though. also, if you play against a lot of people that like to search their decks then Archive Trap is another really good card.
1) I've only got 1 artifact so Tolarian Academy is a total waste of $30, and Library of Alexandria is about $200, not exactly budget friendly. I put the Apprentice Wizard and the 8 multilands to try to deal with mana problems. with luck I should be able to cast a creature on the second turn. 2) I'll try something else, let me know if you have a better suggestion. 3) I already own Tormod's Crypt, I'd have to buy Relic of Progenitus, honestly I don't think its enough better to bother.
have you considered reducing all your big hitters to 1 of's, switching all your mana to swamps and putting in 2 Absorb Vis and 4 Korlash, Heir to Blackblade? the idea being to pull all of your lands out faster while reducing your deck size to 60.
should do really well as long as all your rats don't get removed from the game.
seems a bit mana heavy, if you replace 8 of the forests with 4 Elvish Guidance you'll have a lot more mana and a 60 card deck. also you might consider replacing Voice of the Woods with Timberwatch Elf, its much cheaper and usually winds up giving a better bonus. also, you might consider replacing Krosan Cloudscraper with Sylvan Messanger, its got Trample too, but it also happens to be an elf and can pull other elves out with it, combine it with the Timberwatch Elf and its easy for it to be stronger than the Krosan Cloudscraper without the pesky upkeep and at a much lower cost.
you might consider replacing the Khalni Heart Expeditions with Rampant Growths, should be much faster. also you should replace Akoum Refuge with Savage Lands, you won't gain life off it and it costs a bit more money, but it'll help you a lot more. also if you can work in some Harrows, they're great for mana acceleration too.
it seems like an extremely expensive deck centered around Galepowder Mage. the only impressive thing about it though is the amount of money it would take to build it.
I'd probably remove the Fireballs and replace them with 3 Feast of Bloods and 1 Blood Tribute. the blood tribute will usually do more than the 5 damage that the Fireball would do for the same cost, and the Feasts will be cheaper, more effective creature removal with life gain tacked on. also, I'd toss the Spire Barrages, its unlikely that they'll never do 5 damage, which is the least they'd have to do to be worthwhile. with 8 red cards gone, I'd also suggest replacing the Pyromancer Ascension with another Bloodchief Ascension, chances are good that it'll help you more. and since you're now missing 9 red spells, you can toss the Dragon's Claw, bringing you down to 61. and you might consider leaving Chandra out at this point too, since you don't really have enough red cards to make her worthwhile either at this point.
I'd give up on theme decks, they're a waste of money.
you seem to have a lot of life gain, so you might consider replacing Chandra Nalaar with Felidar Sovereign. I'd also probably replace the Leaf Glider with another Llanowar Elves, Elvish Pioneer or Tinder Wall for speed reasons or with Sakura-Tribe Elder. unless you have the money to replace Elvish Pioneer, Llanowar Elves and Leaf Glider with 3 copies of Birds of Paradise ofc. looks like a fun deck though :) PS: I officially hate you for having two Banslayer Angels :P
are you trying to stick to the current set or something? if not, then this is a bit slow
I'm not sure how Pithing Needle would help, its not an activated ability why the coat of arms? the rats have it built in and it can help your opponents too btw, Counterbore, Cranial Extraction, Extirpate, Haunting Ecchoes (as already mentioned), Lobotomy, Shimian Specter and Thought Hemorrhage could all destroy this deck, most before you got the second rat into play.
actually 20 cents, but an excellent suggestion, ty :)
might consider Goblin Grenade instead of Tarfire. you have to sac a goblin, but you'll get 3 more damage out of it, and it doesn't look like you'll be lacking for goblins to sac.
you should cut it down to 1 or 2 colors, pick a theme and stick to it. if your deck doesn't do at least one thing consistently, quickly and well, it'll never survive a tournament environment. 1 of's are alright if its a utility deck, but its easier (and often cheaper) to build something a bit more straightforward. questions you should ask yourself when building the deck: 1) whats the most common mana cost of my cards? (if its more than 3 its a problem, and honestly 2 is better) 2) when is my first card likely to be played? (if its not rounds 1 or 2, there's something wrong) 3) how hard will it be to cast each card in a timely manner (any card that's going to be hard or very hard to cast in most games should be eliminated, or the deck should be adjusted to make them easier to cast, depending on the importance of the card) 4) how am I going to accelerate my mana? (its not an absolute must, but good mana acceleration can really make the difference in a lot of matches) 5)what is my win condition? (if you don't know the answer, then you need to rework the deck. generally speaking you should concentrate on one or possibly two win conditions. anything else should be side boarded for special situations) 6) how much is it going to cost me to build this deck? (assuming that your building it with cards you don't already own and that money is an issue. if you look at the tournement decks here you'll notice that the cards in some them total up to $100 or more, which I doubt most people can afford) 7) whats my mana ratio? (should be about 2 lands per 3 of anything else, unless you have really good mana acceleration. Elf decks are a good example of this) 8) how many cards are in my deck? (if its less than 60 then its not legal. if its more than 60 then its probably not reliable, though it'll be up to you to decide that for yourself). 9) how many copies of each card do I want? ( 1 if you'd like to run into them every now and again (or can search for them), 2 if you want to find them mid game but don't need/want them earlier. 3 if you want enough that you can lose one early game and still have a decent chance of finding another, 4 if they provide a vital function to the deck at a relatively low cost and aren't legendary. but these are just general guild lines and can/should be ignored depending on your deck's theme/resources.) you might also check the official website, there should be a lot of articles on good deck building practices that explain which cards to choose and why.
I'm not sure why Eternal Dominion is in this deck, it seems unnecessary, and possibly counterproductive.
I tried a similar deck back when Enduring Ideal came out, though I had to use very different cards for budget reasons. have you considered tossing in the blue honden and Words of Worship? there's nothing quite like gaining 40 life a round (30 from the WoW and 10 from the hondens) and its not like your using your mana for anything anyway after the Ideal is out. I also found Collapsing Borders, Spirit of Resistance, Faith Healer, and Worship to be very useful, though I wasn't running Night of Soul's Betrayal obviously ;)