I would rather use green instead of red to speed things up. Either some ramp spells or defender-ramp ("Axebane Guardian" or "Overgrown Battlement")This is my version of an angel deck: http://www.mtgvault.com/muktol/decks/gw-tribal-angel/GreetingsMutkol
Permalink
I mean no offense, but you might want to take a look at http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/Short version: There are way to many cards (88 instead of 60), and way to many different cards in here. If you want to built decks with many different cards try commander/ EDH decks (http://archive.wizards.com/Magic/tcg/resources.aspx?x=magic/rules/100cardsingleton-commander for some of the basic rules)GreetingsMuktol
My mistake, thought throu "Beckon Apparition" that you already hat black in this deck. Should have given a closer look ;)
The reason why I didn't add "Bloodline Keeper" is that he has the same costs as "Vampire Nocturnus". Keeper gives you an additional vampire (token) in the next round, and does very little if you can't transform him ASAP. Nocturnus on the other hand comes into play and affects all your creatures. Not only will he (most likely) strengthen your creatures but also give them evasion, which most likely will be a matchwinner.
*like*I would change from "Spectral Procession" to "Lingering Souls".Also, if you don't need the instant speed, "Doomed Traveler" might be an interesting option as replacement for "Spiritual Visit"."Inquisitor's Flail" works like a charm in my own spirit deck, as it doubles the combat-damage a creature does (and get's)GreetingsMuktol
Some suggestions, based on my monoR Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)Warren Instigator ({R}{R}; 1/1; Double strike; Whenever Warren Instigator deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield), Legion Loyalist ({R}; 1/1; Haste; Battalion: Whenever Legion Loyalist and at least two other creatures attack, creatures you control gain first strike and trample until end of turn and can't be blocked by creature tokens this turn), Mogg War Marshal ({1}{R}; 1/1; Echo {1}{R}; When Mogg War Marshal comes into play or is put into a graveyard from play, put a 1/1 red Goblin creature token into play), Goblin Chieftain ({1}{R}{R}; 2/2; Haste; Other Goblin creatures you control get +1/+1 and have haste)Quest for the Goblin Lord ({R}; Enchantment; Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord. As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0), Shared Animosity ({2}{R}; Enchantment; Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it)GreetingsMuktol
I would add some more creature-enchants instead of the land-enchants as you don't have anything (save Ethereal Armor which profits from the number of enchantments) that uses a large amount of mana. Adding something like "Kessig Wolf Run" might be interesting if you want to stick with the land-enchantments.GreetingsMuktol
I would sideboard "Daybreak Ranger" and add 1"Immerwolf", 1"Kruin Outlaw" and an additional cc1 drop.Personally I prefer "Young Wolf" over "Wolfbitten Captive" as he has undying an you don't need to spare the mana. Also 26 lands seems to be on the high-side, but that should best be determined through some testgames.GreetingsMuktol
I would remove the 2 "Markov Blademaster" and add 1-2 "Stromkirk Captain" and 0-1 "Gatekeeper of Malakir" or "Vampire Nighthawk" instead. GreetingsMuktol
You could print them as proxys to give it a test.Under "Deck Options" -> "Proxy this deck"
25 Lands seem to be a little bit on the high side. Do some testgames, if you feel that you're drawing way to many lands, try to reduce it to e.g. 22If you feel that you draw the wrong lands, you could add some searchlands like "Evolving Wilds" or "Terramorphic Expanse"Otherwise, looking good now :)
*like*I have built a commander deck using "Vorel of the Hull Clade" as commander, which also focuses on counters.Maybe you can take some cards from there (would be a long list if I link and describe all those cards here ;) )http://www.mtgvault.com/muktol/decks/edh-vorel-of-the-hull-clade/GreetingsMuktol
A possibility would be to change your commander, and swap from green to white. This would allow you to use "Kaalia of the Vast" as commander. You need something to stay alive until your dragons come online. Search for creatures with a good power/ toughness ratio, and look for those that can be used again or give you some sort of bonus (carddraw, remove other creature, and so on). The key to built a good commander deck is that no of your cards is unusable in late game, e.g. a 2/1 for 1 mana may be good in other formats, in commander it's just a waste of a cardslot. GreetingsMuktol
As for the pauper format: Pauper decks contain only commons. There is a subformat called peasant which may add up to 4 uncommon cards to a pauper deck, but from what I remember this is no official formatFirst here are some more common creatures with 'unblockable'Blighted Agent ({1}{U}; 1/1; Infect; Unblockable), Keymaster Rogue ({3}{U}; 3/2; Unblockable; When Keymaster Rogue enters the battlefield, return a creature you control to its owner's hand), Neurok Invisimancer ({1}{U}{U}; 2/1; Unblockable; When Neurok Invisimancer enters the battlefield, target creature is unblockable this turn)I would at last take a look at "Blighted Agent" and "Keymaster Rogue". The Rogue can be pretty useful as he is a strong creature (for a blue unblockable) and allows you to use cards with 'enter the battlefield' effects again. Now for some buffs/ combat tricksSteel of the Godhead ({2}{U/W}; Enchant creature; As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.) As long as enchanted creature is blue, it gets +1/+1 and is unblockable), Mizzium Skin ({U}; Target creature you control gets +0/+1 and gains hexproof until end of turn; Overload {1}{U}: You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each."), Hands of Binding ({1}{U}; Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.))Again, I would at last take a look at "Mizzium Skin" as it allows you to protect one of your creatures against removal, which may be crucial. Personally I like the 'Cipher' cards, because they allow you to cast a spell every turn without paying its mana-costs.At last I would add "Azorius Guildgate" to stable your manabase a little bit.
Question is, do you want to get some tips on your deck (the chances are high that it will be cards that weren't in this box)?GreetingsMuktol
Since "Rhox Faithmender" doesn't put a effect on the stack that doubles the amount of life gained, but creates a replacement effect, I would tend to remove him and "Baneslayer Angel", like ImFromNASA already suggested. As for the protection I would choose either "Brave the Elements" or "Emerge Unscathed" over "Restoration Angel" as the angel exiles the creature, which will remove all your counters on "Ajani's Pridemate"
*like*I'm missing "Felidar Sovereign" ({4}{W}{W}; 4/6; Vigilance; Lifelink; At the beginning of your upkeep, if you have 40 or more life, you win the game) a little bit. Also I would use some protection like "Brave the Elements", "Emerge Unscathed" (Good to make a creature unblockable next turn) or "Gods Willing"GreetingsMuktol
I would try to reduce the number of cards used in this deck down to 60. I mean no offense, here is a link to a deck-building tutorial that I did on this site, where it's described why you shouldn't play more than 60 cards (and some other deck-building rules): "http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/"Personally I really don't like "Dark Ritual" in decks that would be modern legal, safe for this card. Legacy decks are a lot faster and deadlier than (most) modern ever can be. I you play only on the kitchen table, or with house rules, it might be OK, but sooner or later most people want to play against someone other than their friends, and this could give problems. GreetingsMuktol
"Profane Memento" could do the trick
Save some special cases, I would never give the advice to built a deck from the beginning based on fewer than 20 lands and the reason is simple. It is always possible to reduce the number of lands you use, and fill in some other stuff when the strategy of the deck is set, but it can be pretty hard to remove some of your key-elements to add some more lands.
1,261-1,280 of 1,760 items