Yeesh, definitely not going to work.
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You need to take out the fogs, replace the duress with Mind Rot, the naturalize go to sideboard and replaced with Bituminous Blast, The Dragon's Heralds and Hellkite should be replaced with 3 Broodmate Dragons, and those lands need some adjusting. First you should run 24 lands in jund because it's a 3 color deck, so you need to free up 4 spots to put in Rootbound Crag, and those terramorphics should be 2 more verdant cats.
Dumb.
Don't ask me why, but I love this deck. Looks like with the Garrison you can have a 3 drop on T2, not bad. I don't know, seems like a fun, smooth deck.
You can really put a hurt on a control deck without splashing red like that. First, mainboard 4 Bloodghasts, not 1. They're a removal nightmare, and if it gets countered, who cares, you'll be putting him right back into play the next turn for free 60% of the time anyway. Bloodghast either hits the board or eats a counterspell for you, then comes in a turn or two later. Big winner. I would definitely lose the 2 Nightmares. They're a nice 6/6 flyer by the time you can play him, but he's very easy to remove, and no haste means he is not a surprise attack of any kind. You can defnitely afford to reduce the land in the deck as well. You're running mono-black, so ditch 2 piranha marshes and 1 swamp for a better ratio. Overall, the deck looks like a weak version of MB Vamps. Lose the tutors, replace with 2 more sign in bloods, lose 2 hideous ends in the mainboard, replace with 1 feast of blood and 1 more vampire nighthawk. And no Nocturnus is probably not good, either.
That deck-list is about as stock as it gets for Valakut Ramp. A better list includes 3 Banefires, 3 Garruks, no Bloodbraids, and only 3 exped maps. Don't put too much stock in this archetype, though, as I've been using it for about 6 weeks at FNM and my best finish is 14th of 25.
Ditch the War Elemental in favor of Hellspark Elemental. By turn 4 a single Hellspark can really be a mess for an opponent, War Elemental is RRR for a 1/1, too easy to remove and if you sacc it to the Nova chaser you lose your counters if it had any.
Sorry, can't read. Misread the Blightning in the list as burst lightning. Nevermind what I said...all around great list. Maybe think of adding a couple Akoum Refuge and Dragonskull Summit to get to the 1RRR faster w/o hurting black pool.
I think I might ditch one of the tutor cards, you already have a fair shot of drawing into the combo by turn 4, and if you +4 blightning to replace it, you actually have a secondary win condition. Blightning plus any one of those cards hurts a lot, plus 2 is essentially a win, and using blightning to trigger the full combo is hilarious.
You can't have a red landfall deck without Zektar Shrine Expedition. Probably -1 Adventure gear, -1Skyfisher, -1 Burst Lightning, +3 Zektar Shrine, -4 Journey, + 4 Path to Exile. And obviously if you have them, Arid Mesa's over Terramorphics, but otherwise, the deck looks fun.
That's...interesting. I don't see this being able to beat anything but the absolute worst jank decks though. Way way too slow, would be ripped to shreds by a burn deck, a permission/control deck...just about everything.
I don't see this one working too well. Crabs are easy enough to remove, and no archive traps in a mill deck is insanity. Ditch the 2 Vines, the Ob Nix, and the heart expedition for four archive traps and you've got a serious mill build,
I'm thinkin Noble Heirarch over the Llan elves. Obviously more cash, but they accelerate your blue if they don't get removed immediately.
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