If your main strategy is to win with tinker for a huge monster and not arcbound stuff you could probably find more efficient creatures
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This is two different decks put together, a tinker//darksteal colossus deck and a glimpse the unthinkable deck. If you want it to be better you have to make it a more specific win condition not a bunch of little combos all in the same deck.
I have my own faerie deck and I took out 2 of the faerie trickery (too slow imo) for 2 more nameless inversion. My friends also play tribal and nameless inversion can kill any lord (lord of atlantis is especially potent, island walking all over my face) I also use some Oona's prowlers, sower of temptation (it has won me so many games), and unstable mutations, possibly instead of ego erasure. A very solid deck and it probably works fine, I just like my faeries more aggro-oriented
I have many of the rares, and all the commons and uncommons, and if its a competitive deck I would be willing to drop 50 dollars to get the rest, because our local friday night magic scene easily pays you back with prize money if you can win a tournament. Any suggestions on how to improve this deck anyone, feel free to comment and tell me :) Like I said its a rough draft
A very solid deck, evasion and unstable mutation is beast. A card I would suggest is deep-sea kraken, it is a 6/6 ublockable and will slow your opponents from playing so many spells, and if your bouncing their creatures they will have to play double the amount of spells for them to stay as they would for a regular deck with the kraken, a nice little combo. This is just a suggestion for a possible late game that has a little bit of synergy and is on color, and its also one of my favorite blues
Overrall is a good deck idea, and I've been wanting to try one similar to it. If you wanted to keep blue Lore Broker is an awesome card. 2 mana for a 1/1 and both players draw a card and discard a card when it taps. So you can always make use of megrim, and also lets you sift through your deck to get a finisher, and one use of him lets both players dicard a card giving the zombie +2//+2 for free, and they take 2 damage from megrim. Lore broker is almost always in a deck that uses megrim 4 me
so you can play your finishers. The vulturous zombie will be bad if their hand is completely empty and wont get counters, because 5 for a 3/3 isnt very effective.
Hoarders Greed is all black, and has potential to draw many cards, and at minimum 2 cards drawing. It only cost 1 black mana and 3 colorless, and could further help the manabase. You could to almost mono-block with a splash for blue and a splash for green for your finisher creatures. Guilt Leaf's Secluded Glens 9 Swamps 2 forest 1 island maybe, if you want to keep your 20 lands, but in my decks I usually run 22 land but this curve is pretty cheap, but youll want to get to 5 mana right away
The downside of this is you gain no card advantage. Thought-seize is a great turn-1 move and gets rid of any threats before they hit play since you get to pick them. I would take out the blue piracy charm for the black funeral charm just for mana reasons, but preferably take out a few on the one mana 1 for 1 cards for a card that gives you greater advantage, like persecute, mind rot, or something more than one. Using all cards that cost one, you will use them before megrim even hits the board.
Also, cards like the black augur 2 mana for a 1/1 regenerator, an excellent chump blocker to anything without trample or evasion, and you can also sacrifice him to make the opponent discard 2 cards during your upkeep. Replace the shimians with this guy, it will speed the deck up and with only one swamp symbol instead of 2 it will help your triple color mana-base. Also, you have a lot of 1 for 1 card trades like how thought seize only gets rid of one card, so you and your opponent both lose one
Shimian specter is really too slow of a card in a just discard deck and needs to be in more of a controlling deck, but I dont think discard, especially since he doesn't make them discard, just the other copies inside their deck are removed. If your other cards work, and he has no hand, this makes him a 4 mana 2/2 flier, so it could be a much better thing. Megrim is only good for a little while, once they are in top-deck mode it worthless, I would go down to 2 or 0 megrim and bump up to 4 Racks
This is a pretty sweet deck, I would take out the cenn's heir for goldmeadow harrier to get rid of blockers and as a turn 1 move, and i would exchange the cloudgoat ranger (never tested them) for the changeling hero, which can champion the kithikin harbinger(which you should also have) and when it dies you get the harbingers effect twice. The balloonist I dont think is very useful, and I would exchange those for a brigid or 2 This is all my opinion, but i like the weenie aggro :)
I would take out cards like door to nothingness and the legacy weapons and focus more on the dragon theme with mana fixing and card drawing, like a way to get scion of the ur dragon without going all 5 colors, like green to search for all the colors you need, or cards like joiner adept to filter your mana, then black to reanimate the dragons he puts i nthe graveyard, 2 mana to turn scion on the urdragon into a dragon with haste, then 4 mana to zombify//mannequin the haste dragon and attack