Actually...check that. You have really low lands right now as it is. I might even take out 1 Emerge Unscathed for a another Swamp.
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Well, you could probably cut Death's Shadow. I mean, it's a cool card and all and fits the mold of your deck, but I just think that a black deck without disruption is a crime. Death's Shadow is kind of overkill here.
Ghostway is a great sideboard choice for sure. Not really sure if Emerge Unscathed is worth it maindeck. Yeah, it might keep your dudes on the board a bit longer...but maybe something like Duress or Inquisition of Kozilek may help you more? Cards like that are one of black's benefits, after all. Seems like you're not taking full advantage of playing black.
I really like decks like this. Creatures come out so fast, and you usually end up killing the opponent before the life loss cripples you. Diregraf Ghoul is such a beast, and especially in a deck like this, it works so well. I like the budget, too!
This deck deserves a bump. I think that it needs to be a tad bit faster, but I'm not really sure what to suggest.
Scute Mob is cool, but not as "OMG INCREDIBLE" as most people seem to think that it is. You have to remember that you'll have to wait until at least turn 5 to drop it, and even then it will have to survive 1 opponent's turn before it starts getting buffed. Pretty cool combo with Fate Transfer, though...
I really like the inclusion of Fate Transfer in this deck. It's an underused card, and I think it works really well in this deck. Once you proliferate everyone, move all of one's counters to your beater (most likely Chimeric Mass).
Oh, and Sculpting Steel'ing a Jace the Mind Sculptor is pure, unadaultered win. I can't even imagine what the expression his his face was, lol! That's right, I just played a $100 card by use of a $3 card. Whatcha gonna do about it? Then Oxidize his Jace the next turn. I love it!
I agree. I wouldn't think that any sane player would sacrifice a land when they've already had 1 or 2 lands destroyed by turn 4. If you're on turn 4 and you're down to 1 land, you'd never sacrifice your last land to TEMPORARILY block a creature from coming into play. The fact that the creature doesn't go to the graveyard, but to the top of your library only to be drawn next turn is what makes those cards very powerful.
My concern is: What do you remove from the deck in order to sideboard-in Pyroclasm and Lightning Bolt? I'm not sure you can switch in all 8 cards without compromising the integrity o the deck's primary focus. Maybe the Sculpting Steels and the 6/6 creatures? Everything else pretty much has to stay in in order to keep the land destruction rolling.
I remember the original deck - this version of the deck is MUCH stronger than I remember the original being. I did a few Draw Hands, and this is much more consistent. I did 10 draw hands, and the latest I could see land desturction was turn 3. In your description you say that you do get a bad draw for a turn 4 land destroy, but from what I saw Turn 3 was latest. If you're destroying lands by turn 3, I think you're in pretty good shape except for maybe a very fast vampire or white weenie deck.
I really like the direction of this deck. Sorry I don't have any suggestions on how to make it better, but just wanted to say that I like the direction an wanted to give you a like.
I can surely understand trying to build on a pocket. Not everyone can afford 4 copies of a $20 card, especially just for casual play/light tournament FNM play. As long as you're having fun. After all, it IS a game, haha. I think this is a killer budget deck, man. Very clever and viable. I like the addition of the Sculpting Steels. If anything, they act as two more Liquimetals. And I agree with your inclusion of Smash to Smithereens over Shattering Spree. If you think about it, you already have a Shattering Spree in your Gorilla Shamans, except you can keep using them turn after turn. This deck deserve more comment/likes.
I like this deck, dude. My only concern would be speed. I know this is supposed to be a budget deck, but since the rest of the deck is so cheap ($$$) you might consider spending some cash on some fetchlands to speed things up and start destroying lands as early as turn 2. In any competitive play, you'll need to start destroying your opponents lands no later than turn 2 or 3 in order to seriously slow them down. If you wait any longer than that, the opponent will already be set up enough to take you down.