I wouldn't neither, but it could be a sideboard option if all things turn against you. Switching a deck to a complete different win-strategy should normally throw your opponent off balance. The advantage of those one-time effects is that they are cheap and can provide you with further removal and carddraw (Bone Splinters and Altar's Reap). While further removal-spells may not be to important for this deck carddraw, and thus gaining card advantage, is always an important thing. If two decks are equal in battle and it comes to a standstill it will normally always be card advantage that wins the game, especially if you play a lot of cheap spells that let you run out of handcards rather fast. At the moment the 2 Cryptbreaker are your only option for carddraw. The question is what do you do when your Blood Artist and/or Zulaport Cutthroat get shot away? Your oppoennts will quickly identify the strengths of this deck and try to deal with them, and that would be those 2 cards. The rest is pretty unexciting, the best would be Geralf's Messenger with a +1/+1 counter ion it as a 4/3.I would be happy to test the deck but my local playgroup doesn't assemble often enough so that I get the time to do that, I don't even get to test most of my own decks I would like to.
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+1, better a long and detailed description as something that just says "Think it out on yourself".I would probably try to reduce the number of lands to 20 and add some additional spells that profit from sacrificing creatures: "Bone Splinters" as removal or "Altar's Reap" for carddraw. "Blasting Station" can also do a very good job as removal or as burn-engine. For the sideboard I can recommend "Sylvok Lifestaff" and "Undercity Informer". the first one lets you gain life whenever the equipped creature dies, the last one turns your deck into a mill-deck. Another, non-budget, enhancement would be "Grave Pact" as it will clear the way for anything that you want to attack with. GreetingsMuktol
A deck- and how to play description as well as some deck-tags would be fine, after that we can start working on this deck. GreetingsMuktol
Each decks should include a deck- and how to play description. The deck description should involve things as the basic idea why you did build this deck, if there's any story behind it, budget, certain cardchoices, especially if they deviate from common lists, legality, or any other information you can give others that will look at your deck. Best do this while you are building the deck because after some days important information's simply may not be remembered. The how to play description is crucial for beginners. An experienced or expert builder can normally take a look at your deck and see how it should work, but there also are a lot of beginners out there that maybe want to take a look at this and compare it with their own ideas/ decks. Even for more or less standard-decks there should be a description just because of this. A card that fits very good into this deck would be "Stone Haven Outfitter". He boosts the power of equipped creatures but doesn't need to be equipped himself. Also he allows to draw cards whenever a equipped creature dies. As for the equipment I can recommend "Shuko" as another fast equipment and "Cranial Plating" as very potent one. The plating also perfectly works together with "Darksteel Citadel"."Dispatch" might also be a card to consider as It provides you with a very potent but cheap removal.GreetingsMuktol
Yesterday I had the possibility to test this deck a little bit. Though 3 games are no successful test I could learn some things about this deck. Sprout Swarm really was a great card, especially with one or more Stonybrook Schoolmaster on the field to tap for. On the one hand I'm not that convinced about Selesnya Evangel any more but I also don't want to add Midnight Guard because those decks are only played among friends and (endless) combos seem a lame way to win. I also removed the 2 Veteran Armorer I had mainboard and put one into the sideboard as I simply had no need for them. This may change if I get the possibility to test those decks a little more intensely.
A deck- and how to play description as well as some deck-tags would be fine. Each decks should include a deck- and how to play description. The deck description should involve things as the basic idea why you did build this deck, if there's any story behind it, budget, certain cardchoices, especially if they deviate from common lists, legality, or any other information you can give others that will look at your deck. Best do this while you are building the deck because after some days important information's simply may not be remembered. The how to play description is crucial for beginners. An experienced or expert builder can normally take a look at your deck and see how it should work, but there also are a lot of beginners out there that maybe want to take a look at this and compare it with their own ideas/ decks. Even for more or less standard-decks there should be a description just because of this. By using deck-tags you can avoid to put unnecessary information into the deck name and thus making it too long. The tags also allows you to filter the decks you have made for a certain type, very useful if the number of decks you've build here steadily grows and grows. After that we can start working on this deck. GreetingsMuktol
A deck- and how to play description as well as some deck-tags would be fine. I would add some dual/ triple/search lands to stabilize the mana-base of this deck. With just basic lands you will get stuck way to often as many of your spells have rather difficult mana-costs. For example playing "Drogskol Captain" in a 2-coloured version with some duallands is normally not a big deal, doing it without those can become pretty hard. Throwing in a third colour makes things even more complicated especially when you want to play spells like "Bolt of Keranos" where you want need 2 mana of the same colour to play it. GreetingsMuktol
A landfall and ramp deck with fewer than 24 lands...I'm not really convinced. Landfall decks want to put a land into play every turn ("Explore" anybody?). I would add some more ramp and some more lands which will lead to problems with "Gift of Estates" as it then will be a one-time use, if at all. "Ranger's Path" could be an alternative as it also is able of searching for "Temple Garden" but without the limitations of "Gift of Estates"Also your other ramp spells so far all search for basic lands...which you have only 4 in your deck so after playing one or two of them you won't have any more targets for those spells. "Harrow" would be an option as it also gives you another possible target for "Pulse of Murasa".I would also look at some protective spells to make sure your creatures, and especially "Felidar Sovereign" stays in play. "Ranger's Guile", Vines of Vastwood" or some colour-protection spells come into my mind for this.GreetingsMuktol
+1"Etherium Sculptor" would be a faster version of "Foundry Inspector"."Chalice of the Void" can be a pain in the ass for your opponent. My own deck uses "Power Conduit" to move counters around so that it doesn't hinder my play. "Master of Etherium" would be another strong creature that could serve as finisher. GreetingsMuktol
The point why I wasn't listing "Path to Exile" is basically the same as for not listing "Swords to Plowshares": It may make the game for you harder than for your opponent. Path removes one creature your opponent controls, if it's the right, or his only one, it's OK, but if he has something else on his hand the land you support him with just might be the card he needed to cast something bigger. Swords has the drawback of giving him life and, as you wrote in your description, it's about big creatures, so this can be a lot of life. An the problem again is, if it's his only one, OK, if not you're in for trouble. Shuffling back the fog effects might be an idea but without additional carddraw it will be hard to get them onto your hand fast enough to survive. If it's for the lifegain you might look at "Authority of the Consuls", "Rest for the Weary"/ "Sunspring Expedition" or "Heroes Remembered".You could also look at some cantrips to give you at least some carddraw: "Festival of the Guildpact" (works also against burn), "Bandage"/ "Carom"/ "Swift Maneuver"/ "Withstand" or "Survival Cache"
I would try to up the number of "Ballyrush Banneret". On the one hand you won't draw "Preeminent Captain" every game, on the other hand there might be some soldiers tha you want to hardcast, simply because it's not very healoty to attack with them, e.g. "Intrepid Hero". If you draw both it also enables you to play creatures using the Captain and still cast one or more cheap(er). "Fabled Hero" could be replaced with "Skyspear Cavalry" or "Fencing Ace" as you simply have no spell that will activate it's heroic ability. I would replace "Gideon's Avenger" with some other cards like "Honor of the Pure" or other key-cards in this deck. The Avenger is best used against swarming decks or if you have some control that forces your opponent to tap his creatures. An option for "Field Marshal" could be "Captain of the Watch". Way more expensive to hardcast but also very potent. GreetingsMuktol
Seeing this I just can think of Turbo-Fog decks, but without the carddraw. My own (pauper) deck (not released until now, just didn't have the ease to do a proper deck-description and so on) uses blue as second color to get some additional control-elements and the draw required. I would sideboard 3 "Elixir of Immortality". If you want some lifegain you can use "Riot Control" or simple, but more effective, life-gaining spells. "Reciprocate" is a card that I can't get warm with. It removes a creature...but only after already it has done it's job. "Declaration in Stone" or "Suspension Field" might be an option instead. An option would be to splash another color. Green would give additional Fog effects and some big finishers while blue would offer some additional control and carddraw. Splashing another color would also help you to get this deck to modern-legality (if this is intended). GreetingsMuktol
A deck- and how to play description, as well as some deck-tags, would be fine. After that is done we can start working on this deck. GreetingsMuktol
First I would remove the following cards: 4 Bloodcrazed Neonate ...I can get stronger but chances are high that it will be killed on your first attack. You can't decide when you want to attack with this creature you always have to attack. Child of Night could be a replacement for this card as it's lifelink ability allows you to stay in play a little bit longer. Vampire Hexmage could also be an option (but it's more sideboard material)1 Stromkirk Noble ...If you're not up against a human tribal deck this guy will die rather fast. Nearly useless when drawn later on, even with the help of Stromkirk Captain & co.4 Bold Impaler ...Later on you might have enough mana to activate it's ability but you probably rather want to spent it on your finishers or other important spells. 1 Dark Impostor ...The same is true for this card. Sounds great but when can you activate it's ability without worrying on not being able to cast any other spells this turn?1 Markov Dreadknight ...Without any support the chances are high that you will have not enough cards in your hand to activate his ability. Falkenrath Marauders are the better choice in my opinion as they also have hast, thus come into play and do something right on. 2 Rakish Heir ... I would replace those with 2 additional Curse of Stalked Prey. On the one hand you're loosing a creature you might want to attack with when it's save, on the other hand the Curse is cheaper to play and much harder to remove. Basically I would try to fill up the free slots with removal and draw-spells to increase the chance of getting your finishers into your hand and removing anything that might prove dangerous and your creatures can't handle so far. Here are some suggestionCreatures: Vampire Nighthawk, Viscera Seer, Guul Draz Assassin, Child of Night, Vampire HexmageRemoval: Dismember, Go for the Throat, Doom Blade, Tragic Slip, Lightning BoltCarddraw: Read the Bones, Sign in BloodSupport: Mimic Vat, Blade of the Bloodchief
That depends a lot on how you want your deck to behave. For vampire (and most other tribal decks) decks there are basically 2 approaches: Fast and aggressive or slow and controlish, for budget decks I would suggest the slower and controlish variant, simply because the cards normally aren't that expensive like their aggressive pendants. Question is would you be willing to spent some money on this, and, if yes, how much overall/ or per card? This sets the frame we can work with.
The question is if you want to improve this deck and make it more streamline (/competitive) or just keep it like it is?GreetingsMuktol
It's active enough but you'll have to get lucky that someone has you on the friend-list or your deck is seen by someone who cares about/ is willing to write something/ can help you with problems.
I would do some testgames and see how the deck behaves. If you feel that you need the mana you can replace Millstone with Shriekhorn. If you feel that you need the (/more) consistent mill/turn keep the Stone.
There are few budget friendly cards: "Lost Auramancers" (Slow and frail), "Plea for Guidance" (Powerful but expensive to play). "Idyllic Tutor" and "Enlightened Tutor" would be the non-budget versions. Why not use "Silhana Ledgewalker" or "Gladecover Scout"?"Blessed Spirits" could be a (slower) alternative to "Akroan Skyguard". It's advantage is that you can enchant other creatures and it will become stronger too. "Oath of the Ancient Wood" is an enchantment that does basically the same but you could choose which creature to put it on.
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