I like the concept, but it's too limited in scope. It can't do much against a deck that isn't creature oriented, and a control deck would completely destroy it. I would suggest putting some Dash Hopes in, and perhaps a few cards that can deal with artifacts and enchantments. Other than that I think it's pretty solid, and would be excellent against tribal decks.
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Agreed, that occurred to me as well, but since I'm a bit OCD about only posting decks that I own, and since I don't have any swamps with me (I pool cards, and we don't keep them where I live) it will be a couple of day's before I am able to change it. However, what would you suggest I remove, the festering goblins, the dash hopes, or the endless ranks of dead? I'm personally leaning towards endless ranks, as it seems a bit of overkill with the call to the grave x4, but I would like to hear your thoughts.
Much better, but now that I think about it, I would also suggest taking out at least eight of the non-basic non duel lands and replacing them with basic lands 2 of each color used in the deck. The reason being that they only give you colorless manna. They are all great cards, but the odds of you drawing the correct lands to play even some of your lower costing cards is very slim. You also should be running with 22 lands, not 20, because you have allot of cards that cost over 5 manna. This would bring your odds of drawing land to 1/3 and would in all probability give you 5 manna by turn 5 ensuring that you could play those cards in a timely manner.
Take the Grimoire's out (or at least move them to your sideboard). They are only good against creature decks, and they take too long too play, unless you have cards that use proliferate. Other than that I think the deck is sound.
I like the deck, it seems kind of slow though... I've found (at least in my deck) that the fastest (though, with much more risk) way to win with laboratory maniac is mono blue. http://www.mtgvault.com/red%20monster/decks/third-turn-win/ I like this decks versatility though.
Also if you put a Sanguine Blood in your deck and had it out at the same time as your exquisite blood you would only have to do 1 damage to have an infinite loop and auto win.
I really like this, my lab maniac decks very different, still works though... http://www.mtgvault.com/red%20monster/decks/third-turn-win/
This deck lacks consistency. 4 Blood Artists would be a good place to start, as they are one of the best cards early play cards at indirectly doing damage. I would also suggest that you put 2 more Pulse Trackers as your deck is lacking in creatures to play on the first turn. The Mill cards (Sands of Delirium and Grind Clock) in the deck are almost useless, as you only have one Sewer Nemesis, and that is the only card that combos off of them. The consume spirit and exsaguinate don't become useful until around turn 8 which is too late for them to be actually considered useful. I would swap out the cabal ritual for another dark ritual, as dark ritual can give you two extra manna on turn one, whereas cabal ritual can only give you one extra manna on turn two (and it's threshold ability is only decent [not awesome] late game). I can keep going if you want, but I would rather gauge your response first.
Thank you, that's what I was going for.
It's possible to win on the draw phase of turn three, it usually takes five turns, and has almost never failed to get the combo out after six.
I like the concept, but I would put 4 guttersnipes in as they do 2 damage every time you play an instant or sorcery. I would also suggest getting rid of the fire wing phoenix as they will only serve to slow your deck down, too much manna to play, and way too much manna to play again. Some shocks would also be good. I would swap out all the volcanic geysers (they are not useful until really late game) for reverberate's as they would allow you to pay two mana to copy a lightning bolt. If you add one guttersnipe into the equation that's 10 damage that can be pulled off on turn 4, and leaves you with another manna for another lightning bolt/shock making the total 14/15 damage for 4 mana on the 4th turn.
There is a very low cost mana card called Festering Goblin that is a 1/1 Zombie/Goblin that when placed in the graveyard gives one creature -1/-1 I think it would go very well in this deck. I also agree that goblin grenades would be much better than reckless abandon. I like the concept and the title.
If you're ever not playing standard, I would highly suggest goblin grenades, but I like the deck, it seems very sound.
I like this deck, mostly because I love all burn decks, but I would suggest swapping out some of the creatures for Guttersnipe's, and putting in some reverberate's. On turn 4 you could lightningbolt for 5 damage reverberate it for another 5, and do 10 damage for three mana. I would also use the 13th addition Chandra instead of Koth as she allows you to copy spells.
If you wanted to run more red, I would suggest Dreadbore http://store.tcgplayer.com/magic/return-to-ravnica/dreadbore, but I think your reasoning is sound, especially if you know that you won't be playing zombies/vamps/ werewolves.
I enjoy the concept behind this deck, but I don't understand the purpose of the Mountain, or the Blood Crypt. Perhaps I missed something? I love the card Victim of the Night, but I have personally been screwed over too many times recently, I think that Bone Splinters may be more appropriate with this decks theme, but that of course is up to you.