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[u]Basic Idea[/u]This deck is intended for first-time players. To make a beginner friendly deck I decide to keep the deck extra simple, so that the new player can focus on getting to know the rules, tactics and understanding what's going on.Rakdos Wants to hastily play out it hand, and is willing to sacrifice creatures for beneficial effects for itself and detrimental ones for opponents. [u]Cardpool and Budget[/u]Mass-strengthening-effects (+x/+x to all creatures) and cards with multiple effects are not allowed. Lands are limited to Common's and Uncommon's, no Rare's or Mythic's. Other cards are limited to Common's, Uncommon's and 1 Rare (max. 4 copies) per deck, no Mythic's.The overall budget should be between 15 to 20$. (Estimated mid value).[u]Upgradeability/ Room for improvements[/u]This deck is bound to a special keyword, named "Bloodthirst", where you benefit from dealing damage to your opponent before playing a creature. A deck that is constructed around a certain keyword is very hard to keep up to date and to improve on. New editions will only rarely contain cards with the keyword, but you can try to look for cards that improve the general strategy of the deck. [u]Tests[/u]I have tested this deck against other beginner decks. The decks I tested against are a mixture of Control and Aggro and the result are recorded in a spreadsheet. If you're interested in details from the spreadsheet, feel free to ask. I'm open to all suggestions and ideas that may help to improve this deck.
[[[Cryptborn Horror]] is the powerhouse of the deck, tough he can be a little bit tricky and expensive to cast. That's because you need something to activate hispseudo bloodthirst ability, either attacking creatures or burn spells. [[Goblin Fireslinger]] helps you to activate bloodthirst, while [[Firebrand Archer]] increase the efficiency of direct damage spells. [[Fling]] can be used to toss a [[[Cryptborn Horror]] after attacking onto your opponent thus doubling the damage.
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NOTE: Set by owner when deck was made.
Honestly, I would drop the Akoum Refuge, Bloodfell Caves, and Evolving Wilds. Your wincondition is to outpace the other deck, so a land that effectively slows you down by a turn isn't worth it. The extra life from refuge and caves won't do anything. If you don't win fast, a couple extra life isn't wort it. You're better off threatening for extra damage. As for consistency, you should be fine. It's only two colored, I wouldn't worry about it. If you want to loose a little bit of budget, I like Dragonskull Summit. It's 2.50, but would greatly improve the deck. If you're not up for raising the cost, I'd still cut the alt lands. Other than that small problem, I like the idea.
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My bad, I didn't see that you didn't want rare land. I'd just stick basic, or try to find some cheese that enters untapped, is c/uc, and is for Rakdos.
Basically I added the duallands simply because I added them to each other of the beginners decks until now, but, as you pointed out, Rakdos might not be real winner with those. The only other ones that I could find where Rakdos Carnarium (which would need an explanation that you can take back tapped lands) or Lantern-Lit Graveyard. Personally I would favour Rakdos Carnarium of those. Would you also remove Evolving Wilds?I simply limited the rarity because the rare lands all cost an arm and a leg and push the price of the decks way above any limit I would expect a beginner to pay. It's also the reason why I didn't use Lightning Bolt. You simply can show that a change of cards can make a deck more efficient while keeping it#s strategy the same, but it's cost will rise.
I'm not a Rakdos Carnarium fan, because it's a little confusing for a new player, as well as entering tapped. Lantern-lit Graveyard is an interesting one, although I'm not a fan either. Almost every card in the deck requires a red or black mana, so the colorless won't be much use. So, it's basically an every other turn land, the worst thing possible in a fast deck. I would also drop the evolving wilds, they add an extra layer of complexity. In my opinion, evolving wilds is slightly worse than Refuge (in a bi-colored deck). It won't happen often, but a madness deck, mill deck, or land hate deck likes playing against evo wilds. I know it won't happen much, but better in a niche situation is better than in none (basically, if it helps you once it's done its job). I might run a playset of one Refuge, just because you don't want to end up color screwed. I would cut a playset of of evo wilds, and a playset of the other Refuge.