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This is a deck I have been successful with in non-tournament play against some well-constructed decks, including mana-ramp G stompies and BW cleric decks. Anything that needs more than 4 mana doesn't stand a chance. Could be better, but I don't care to spend money on it and I haven't needed to tweak it much.
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Not sure what kind of comments/criticism you want considering you don't care to spend money on it, but, of course, duals or pain lands would make this deck much faster. In a cheaper mindset, Misguided Rage has been a fun little kernel in B/R LD decks for me, personally, as it forces your opponent to make the decision on what he feels is least valuable, only to double up on him the turn later. Desperate Ritual (while not nearly as good as Dark Ritual) will give you the opportunity to drop a 3 CC LD spell turn 2. That's huge consider you aren't running any Sinkholes (which of course would make this deck much better). I welcome any comments and criticism that you can offer to any of the decks I have posted here (just click on my name to see the deck list). Thanks in advance!
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I like Misguided Rage. I have toyed with the idea of replacing the Lightning Bolts with something more worthwhile, and that might be it. Thanks for the thought! Also, I'm always hesitant to go full-bore LD only because if an opponent gets away from me on creatures, I need to have a way to respond. Having discard- and sacrifice-worthy 2/2 creatures (with graveyard play, especially with Gravedigger and Haunting Misery) isn't a terrible thing. Moving further into LD seems to displace the ability to change tactics, something I find useful in casual play. For instance, I have been in spots where my opponent is getting away from me in the early game, and I pull up a Mind Maggots. With the distribution of other creatures, I've usually got a couple others in my hand. So, I'll discard an Anarchist to beef the Maggots to 4/4, then drop a Gravedigger to bring the Anarchist back. With the exception of flying decks, that's usually enough to stall them while I pick at the lands using Stone Rain or Rain of Tears, whichever I come up with. Then, when I start running low on sorceries, I bring one back with an Anarchist. In keeping to 60 cards, I suppose the only other balanced change IS Sinkholes, which make their own case. Thanks for the feedback!
If you're concerned with creature control, I'd look towards more Edicts, or even Innocent Blood. The thought process behind this is that ideally you want to be popping lands on turn 2 (turn 1 with ritual, of course). As long as you are able to pop a land turn 2, you should be able to run control on creatures with Diabolic Edict, Chainer's Edict, and/or Innocent Blood. Lightning Bolt and even Flame Slash are great ways to deal with early creatures (I'd strongly suggest Flame Slash, btw). Innocent Blood, of course, has the unfortunate drawback that requires you to sac a creature as well. However, if you're choosing to run control via LD, all you really need to do is stall them long enough to get a kill condition on the board. I suppose one last suggestion would be to find a way to cycle some of the 4 CC LD cards out in place of either 3 CC LD or, again, Desperate Ritual to get your red LD spells rolling as fast as possible. I hear what you're saying, please don't assume that I'm ignoring it, it's just LD is one of those bears that it's so easy to get behind and so hard to get caught back up once you are. Just trying to lend a hand to try to make it more consistent. I appreciate any comments and criticism you can offer for any of the decks I have posted here (just click on my name to see the deck list). Thanks in advance!
I know you said you didn't want to spend any money, but if you are planning to pick up New Phyrixia the Vault Skirge is a cheap flying crature with lifelink that should fit in nicely. The lifelink will help stall and it's cheap enough that you won't have too many pains when you sacrafice it. Check it out.