07/05/2012 Sealed Deck Builder

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This thread is for discussion of this week's Sealed Deck Builder, which goes live Thursday morning on magicthegathering.com.
I found it difficult to pass up the silverheart / avenger / familiar in green, despite the color not being that deep. In the end I went with a Jund-ish build.


This Deck was built in 0:13:40


Total Deck Size: 40
18 Lands
---------------
7 Forest
9 Mountain
2 Swamp



14 Creatures
---------------
1 Druid's Familiar
1 Falkenrath Exterminator
1 Geist Trappers
1 Hanweir Lancer
2 Heirs of Stromkirk
1 Hound of Griselbrand
1 Mad Prophet
1 Malignus
1 Raging Poltergeist
1 Wandering Wolf
1 Wildwood Geist
1 Wolfir Avenger
1 Wolfir Silverheart



8 Other Spells
---------------
1 Bladed Bracers
1 Death Wind
2 Guise of Fire
1 Human Frailty
1 Joint Assault
1 Thunderbolt
1 Thunderous Wrath

My second choice is UW control. I hestitated on this because I thought the removal was quite weak, but written out it looks a lot better than I thought:


This Deck was built in 0:06:07


Total Deck Size: 40
17 Lands
---------------
7 Island
9 Plains
1 Seraph Sanctuary



15 Creatures
---------------
1 Alchemist's Apprentice
1 Archangel
1 Devout Chaplain
1 Farbog Explorer
1 Fettergeist
1 Midvast Protector
1 Mist Raven
1 Moonlight Geist
1 Moorland Inquisitor
1 Nearheath Pilgrim
1 Riders of Gavony
2 Tandem Lookout
2 Voice of the Provinces



8 Other Spells
---------------
1 Amass the Components
1 Angel's Tomb
1 Bladed Bracers
1 Crippling Chill
1 Fleeting Distraction
1 Gallows at Willow Hill
1 Righteous Blow
1 Zealous Strike

Wow this is tough this week.  I thought I'd  explain how I make my choice while I am doing it (i.e. I have no idea yet what my final build will be).

After excluding the unplayables, blue looks the weakest colour to me.  With only 8 playables and no bomb (although Mist Raven is very, very good) I dropped blue first.

Green has a super bomb in Silverheart and a bomb in Druid's familiar.  However, it still only has 7 playables and with no fixing I can't run 3 colours so green is the next to go.

I then look at the rest of the cards and note the following:

White has 10 playable creatures, a removal spell and 2 pump spells (13 playables)
Black has 8 creatures and 3 removal spells (11 playables)
Red has 9 creatures and 3 removal spells (12 playables).
I also still have Angel's Tomb in the mix

So I can play any two colour combination but am not going to be able to drop much from each colour.  I want to run white has it has big finishers and a good curve.  It also has the super powerful Riders of Gavony (with 5 other humans).  Between red and black as supporting colour is very difficult but I end up going for black as I feel the cards are slightly better than reds.

So my deck was


This Deck was built in 0:15:13


Total Deck Size: 40
17 Lands
---------------
8 Plains
9 Swamp



17 Creatures
---------------
1 Archangel
1 Butcher Ghoul
1 Crypt Creeper
1 Demonlord of Ashmouth
1 Devout Chaplain
1 Driver of the Dead
2 Evernight Shade
1 Farbog Explorer
1 Marrow Bats
1 Midvast Protector
1 Moonlight Geist
1 Moorland Inquisitor
1 Nearheath Pilgrim
1 Riders of Gavony
2 Voice of the Provinces



6 Other Spells
---------------
1 Barter in Blood
1 Death Wind
1 Human Frailty
1 Righteous Blow
2 Zealous Strike

I was really wanting to splash green in for the silverheart for my essence could combo off it. I do like the synergy between essence drain and malignus.

This Deck was built in 0:08:21


Total Deck Size: 40 18 Lands
---------------
10 Mountain
8 Swamp


10 Creatures
---------------
1 Butcher Ghoul
1 Demonlord of Ashmouth
1 Evernight Shade
1 Falkenrath Exterminator
1 Hanweir Lancer
1 Heirs of Stromkirk
1 Hound of Griselbrand
1 Malignus
1 Marrow Bats
1 Somberwald Vigilante


12 Other Spells
---------------
1 Angel's Tomb
1 Barter in Blood
1 Bladed Bracers
1 Death Wind
2 Essence Harvest
1 Guise of Fire
1 Predator's Gambit
1 Thunderbolt
1 Thunderous Wrath
1 Unhallowed Pact
1 Vanguard's Shield

Felt like I probably need some lower casting cards in it. 
 

This Deck was built in 0:10:27


Total Deck Size: 40
16 Lands
---------------
6 Forest
4 Mountain
6 Plains



17 Creatures
---------------
1 Devout Chaplain Human based deck, its a human and can exile artifacts and enchantments
1 Diregraf Escort Human given me some soulbound for Joint Assault
1 Druid's Familiar All around good card, soulbound, and two big creatures with the +2/+2
1 Farbog Explorer Another Human with the advantage of swampwalk if someone would have swamps
1 Geist Trappers Great Human card with soulbound for Joint Assault making a big card bigger
1 Hanweir Lancer Another great human with soulbound, and the advantage of first strike
1 Heirs of Stromkirk Not a Human, but too good of a card to pass up
1 Hound of Griselbrand This creature is just awesome, couldn't pass up
1 Malignus The Kill card in the deck
1 Midvast Protector Another Human, basically just that
1 Moorland Inquisitor 2/2 with possible first strike and Human, goes good with the theme
1 Nearheath Pilgrim Another soulbounder, human, and lifelink when your getting low in life
1 Riders of Gavony Another good Human card, setting up the kill with these Humans
1 Somberwald Vigilante One dropper Human, fits nicely
1 Voice of the Provinces Flyer that drops a Human, can't pass that up
1 Wolfir Avenger Creature that doesn't go away, helping you stall in order to win if your down
1 Wolfir Silverheart Another great soulbound too hard to give up



7 Other Spells
---------------
1 Angel's Mercy I like to incorporate life gain in case in down
1 Bladed Bracers +1/+1 and vigilance, about it
1 Gallows at Willow Hill If there's something I can't destroy, use this and then kill the spirit with Voice of the Provinces
1 Joint Assault The basic kill spell that ive used so much soulbound for
1 Righteous Blow Weakens opponent's creatures, helps when in need
1 Thunderbolt can destroy flyers or other creatures that are 3/3s good card to destroy something you don't like
1 Zealous Strike gives you the ability to destroy something you don't like

Hope you guys like the deck! 

This was a little bit of a challenge as there wasn't a strong color for creatures.  Green has Wolfir Silverheart, Druid's Familiar and Wandering Wolf but not much depth in creatures beyond that.  Black has Demonlord of Ashmouth and Marrow Bats along with some very solid other guys.  White has some good meat, but no real marquee guys except Riders of Gavony.  Red seems the strongest with Malignus, Hound of Griselbrand, Falkenrath Exterminator and Hanweir Lancer as well as some other decent untility creatures.  Blue is just very thin overall.

So it seems Red was the best option for creature base, but pairing it with Green or Black seemed lacking in the ideal total number of creatures and White provided enough creatures but nothing real exciting.  So I looked then at the support spells, and Black I felt offered more to balance the lack of creatures given it's high amount of kill.  Also the concept of dropping an early Malignus and then using Essence Harvest next turn (should it live) just seemed too nasty not to try to play.

This Deck was built in 0:13:52

Total Deck Size: 40
18 Lands
---------------
8 Mountain
10 Swamp


13 Creatures
---------------
1 Bloodflow Connoisseur
1 Butcher Ghoul
1 Crypt Creeper
1 Demonlord of Ashmouth
1 Driver of the Dead
1 Evernight Shade
1 Falkenrath Exterminator
1 Hanweir Lancer
1 Hound of Griselbrand
1 Mad Prophet
1 Malignus
1 Marrow Bats
1 Somberwald Vigilante


9 Other Spells
---------------
1 Barter in Blood
1 Death Wind
2 Essence Harvest
1 Human Frailty
1 Thunderbolt
1 Thunderous Wrath
2 Uncanny Speed

Current Decks Standard: Red Deck Wins Old Decks Standard: Get Er' Dungrove Top 8's: http://magic.tcgplayer.com/db/deck.asp?deck_id=1062537 http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=47431 IMAGE(http://www.wizards.com/magic/images/whatcolor_isred.jpg)

Still very new to sealed, would love feedback on my choices. Chose white first because of the big fliers and the 2/3 drops to balance them out. Green and blue didn't seem to have enough creatures and there wasn't enough mana fixing to splash for Wolfir Silverheart. The black set was a lot heavier and I wanted something to pad out my mid-game so I went with red. Other than that I included a few red kill spells, a few pumps, and an Angel's Tomb.

This Deck was built in 5:30:29


Total Deck Size: 40
17 Lands
---------------
8 Mountain
9 Plains



16 Creatures
---------------
1 Archangel
1 Devout Chaplain
1 Falkenrath Exterminator
1 Hanweir Lancer
1 Heirs of Stromkirk
1 Hound of Griselbrand
1 Mad Prophet
1 Midvast Protector
1 Moonlight Geist
1 Moorland Inquisitor
1 Nearheath Pilgrim
1 Riders of Gavony
1 Scalding Devil
1 Somberwald Vigilante
2 Voice of the Provinces



7 Other Spells
---------------
1 Angel's Tomb
1 Bladed Bracers
1 Guise of Fire
1 Righteous Blow
1 Thunderbolt
1 Thunderous Wrath
1 Zealous Strike

Those who fear the darkness have never seen what the light can do.

I've seen angels fall from blinding heights. But you yourself are nothing so divine. Just next in line.

191752181 wrote:
All I'm saying is, I don't really see how she goes around petrifying swords and boots and especially mirrors. How the heck does she beat a Panoptic Mirror? It makes no sense for artifacts either. Or enchantments, for that matter. "Well, you see, Jimmy cast this spell to flood the mountain, but then the gorgon just looked at the water really hard and it went away."
It seems like a lot of people went for black-red.  Here's my take:


This Deck was built in 0:16:22


Total Deck Size: 40
17 Lands
---------------
8 Mountain
9 Swamp



11 Creatures
---------------
1 Bloodflow Connoisseur
1 Butcher Ghoul
1 Demonlord of Ashmouth
2 Evernight Shade
1 Falkenrath Exterminator
2 Heirs of Stromkirk
1 Hound of Griselbrand
1 Malignus
1 Somberwald Vigilante



12 Other Spells
---------------
1 Barter in Blood
1 Death Wind
2 Essence Harvest
1 Human Frailty
2 Mental Agony
1 Predator's Gambit
1 Thunderbolt
1 Thunderous Wrath
2 Unhallowed Pact


 

Black Red, plenty of depth in both colors, a good suite of removal and some bombs at the top of the curve.  I did not include essence harvest, too situational and it doesn't effect the board, even though malignus+essence is cute.  Lots of undying enables barter in blood and bloodflow connoisseur to do profitable things.  I would have liked more two-drops for Driver to pull out of the bin (blood artist, y u no in here), and the deck is heavy at four, but overall i think this is a consistent list.

This Deck was built in 0:02:43


Total Deck Size: 40
17 Lands
---------------
10 Mountain
7 Swamp



16 Creatures
---------------
1 Bloodflow Connoisseur
1 Butcher Ghoul
1 Crypt Creeper
1 Demonlord of Ashmouth
1 Driver of the Dead
2 Evernight Shade
1 Falkenrath Exterminator
1 Hanweir Lancer
2 Heirs of Stromkirk
1 Hound of Griselbrand
1 Mad Prophet
1 Malignus
1 Marrow Bats
1 Scalding Devil



7 Other Spells
---------------
1 Barter in Blood
1 Death Wind
2 Guise of Fire
1 Human Frailty
1 Thunderbolt
1 Thunderous Wrath

Total Deck Size: 40 16 Lands --------------- 
5 Forest
4 Island
7 Plains


18 Creatures ---------------
1 Archangel
1 Devout Chaplain
1 Druid's Familiar
1 Fettergeist
1 Geist Trappers
1 Mist Raven
1 Moonlight Geist
1 Moorland Inquisitor
1 Nearheath Pilgrim
1 Riders of Gavony
2 Tandem Lookout
2 Voice of the Provinces
1 Wandering Wolf
1 Wildwood Geist
1 Wolfir Avenger
1 Wolfir Silverheart


6 Other Spells ---------------
1 Amass the Components
1 Crippling Chill
1 Joint Assault
1 Righteous Blow
2 Zealous Strike




This was the most interesting build in a while and quite difficult.

None of the rares said 'Must build around me'   Silverheart is incredibly powerful so you want to try and get him, and also the red Rares are also quite decent.

My method when nothing stands out is to take all of the playables and put them together based on casting cost.  I can see what sets of colors will curve better.  Sealed is usually more about maintaining a pace instead of 'red with green' or whatever (unless the set is a color-based set, which this one is not). 

Red:  The lack of early creatures or removal with red made it difficult to consider it.  

Blue: Quality card draw with the Tandem Lookout and Amass the components, the always amazing Mist Raven, and a great flier in Fettergeist.

White: A few quality two drops, a couple of removal(ish) spells, and high end fliers.  Archangel isn't that amazing, but it should end the game once it gets into play.


Black: Several removal spells, but mostly terrible creatures besides the Demonlord.

Green: Some fantastic creatures in Wandering Wolf, Wolfir Avenger, Wolfir Silverheart, and Druid's Familiar.   No tricks or land grab besides Joint Assault, but with the Tandems and the pump guys, you should be consistently being able to get it pumping two instead of just 1 (great for saving Tandem)


I set aside Red quickly and then worked on which other color to set aside.  

White has the most playables so it will be the main.  White and Blue seemed very strong together (white for 2 drops, blue for 3 drops), so what color to hit the 5 drop mark.  Green has the five drop at Wolfir and he can end the game in short order.

Black is alright, most of the creatures are subpar, but it does have the most removal.  I'd play this after sideboard if my opponent had a creature that had to be removed because it was a game changer if it stays in play and doesn't have to block (the mythic angels for example).


Total Deck Size: 40
17 Lands ---------------
6 Forest
6 Plains
5 Swamp


16 Creatures ---------------
1 Butcher Ghoul
1 Demonlord of Ashmouth
1 Devout Chaplain
1 Driver of the Dead
1 Druid's Familiar
1 Farbog Explorer
1 Geist Trappers
1 Moonlight Geist
1 Moorland Inquisitor
1 Nearheath Pilgrim
1 Riders of Gavony
2 Voice of the Provinces
1 Wandering Wolf
1 Wolfir Avenger
1 Wolfir Silverheart


7 Other Spells ---------------
1 Barter in Blood
1 Death Wind
1 Human Frailty
1 Joint Assault
1 Righteous Blow
2 Zealous Strike






   

  
         

Blue was first to go, followed shortly by white.  I knew I wanted red (sooooo much good stuff in there this time around), so the question was do I go for black or green as the secondary.  I looked at the green and tried a quick draft of it, but there just weren't enough green playables so I had to cut it.  Even black is pushing it, but I really didn't want to go 3 colors since I had no color fixing and the cards I really wanted to splash were double color-weight. *Cough*Silverheart*cough*

This Deck was built in 0:14:42

Total Deck Size: 40
17 Lands
---------------
9 Mountain
8 Swamp


16 Creatures
---------------
1 Bloodflow Connoisseur scales nicely
1 Butcher Ghoul hard to kill
1 Demonlord of Ashmouth flying hard to kill bomb
1 Driver of the Dead filler (I don't have much to get back outside of the exterminator)
2 Evernight Shade hard to kill bomb
1 Falkenrath Exterminator kill card
1 Hanweir Lancer first strike is awesome
2 Heirs of Stromkirk bomb *rreeeeaaaalllly wanted to pair this with silverheart XD*
1 Hound of Griselbrand hard to kill bomb *this one too*
1 Mad Prophet card filtering
1 Malignus bomb
1 Marrow Bats flying regenerating bomb (can't wait to pair this with the lancer)
1 Scalding Devil reach
1 Somberwald Vigilante solid 1-drop


7 Other Spells
---------------
1 Barter in Blood kill
1 Death Wind kill
1 Essence Harvest reach
1 Thunderbolt kill/reach
1 Thunderous Wrath kill/reach
2 Unhallowed Pact creature recursion

Creatures 16
1-1
2-3
3-2
4-8
5-2
6-0

Non-Creatures 7
1-0
2-2 (deathwind here, I'm never casting it for 0 and I have been known to cast it for 1 before)
3-3
4-1
5-0
6-1

Total 23
1-1
2-5
3-5
4-9
5-2
6-1

My curve is a little high, but with as much kill and and as many bombs as I have I should be able to pull it out.  This deck is also very resilient.  There are 5 undying creatures, 2 cards that bring things back from the dead another time (can even be my opponent's stuff), and a regenerator.

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From Mark Rosewater's Tumblr: the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play? I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature.

***************************************************************************************

Post #777

***************************************************************************************

MaRo: One of the classic R&D stories happened during a Scars of Mirrodin draft. Erik Lauer was sitting to my right (meaning that he passed to me in the first and third packs). At the end of the draft, Erik was upset because I was in his colors (black-green). He said, "Didn't you see the signals? I went into black-green in pack one." I replied, "Didn't you see my signals? I started drafting infect six drafts ago."

***************************************************************************************

MaRo: I redesigned him while the effect was on the stack.

So this is my first attempt. Please criticize.

This Deck was built in 0:20:45


Total Deck Size: 40
20 Lands
---------------
10 Forest
10 Plains



12 Creatures
---------------
1 Devout Chaplain
1 Diregraf Escort
1 Druid's Familiar
1 Farbog Explorer
1 Geist Trappers
1 Midvast Protector
1 Moonlight Geist
1 Moorland Inquisitor
1 Nearheath Pilgrim
1 Wandering Wolf
1 Wildwood Geist
1 Wolfir Avenger



8 Other Spells
---------------
1 Angel's Tomb
1 Bladed Bracers
1 Joint Assault
1 Righteous Blow
1 Snare the Skies
1 Vanguard's Shield
2 Zealous Strike

I guess I'm much lower on Demonlord than most.  Blue has a LOT of good bounce (Raven, Peel, Into the Void) in this format, while white has Defang, and Red can Bolt it to where you need to lose two creature to it, which might not be a good cause since Black, in general seems to really want to be playing less creatures on the board, while Black has several good removal options, including Death Wind which can kill the creature you want to sac in response so you either lose the Lord or have to sac a more important creature.

Those who fear the darkness have never seen what the light can do.

I've seen angels fall from blinding heights. But you yourself are nothing so divine. Just next in line.

191752181 wrote:
All I'm saying is, I don't really see how she goes around petrifying swords and boots and especially mirrors. How the heck does she beat a Panoptic Mirror? It makes no sense for artifacts either. Or enchantments, for that matter. "Well, you see, Jimmy cast this spell to flood the mountain, but then the gorgon just looked at the water really hard and it went away."
Is anyone else having no card pictures show up?
Is anyone else having no card pictures show up?


I presume you're talking about having the pictures show up when you mouse over an autocarded name?  This happens to me sometimes when Wizards takes down Gatherer for maintenance.  Personally I'm not having any trouble at the moment with autocarding (although Gatherer is down).

***************************************************************************************

From Mark Rosewater's Tumblr: the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play? I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature.

***************************************************************************************

Post #777

***************************************************************************************

MaRo: One of the classic R&D stories happened during a Scars of Mirrodin draft. Erik Lauer was sitting to my right (meaning that he passed to me in the first and third packs). At the end of the draft, Erik was upset because I was in his colors (black-green). He said, "Didn't you see the signals? I went into black-green in pack one." I replied, "Didn't you see my signals? I started drafting infect six drafts ago."

***************************************************************************************

MaRo: I redesigned him while the effect was on the stack.

This pool was pretty strong, every color has a few strong cards.  White was the strongest since it had the most fliers.  I decided to go WG with dudes and tricks.  Here is the list.

This Deck was built in 0:01:24

Total Deck Size: 40
17 Lands
---------------
7 Forest
10 Plains


16 Creatures
---------------
1 Archangel
1 Devout Chaplain
1 Druid's Familiar
1 Farbog Explorer
1 Geist Trappers
1 Midvast Protector
1 Moonlight Geist
1 Moorland Inquisitor
1 Nearheath Pilgrim
1 Riders of Gavony
2 Voice of the Provinces
1 Wandering Wolf
1 Wildwood Geist
1 Wolfir Avenger
1 Wolfir Silverheart


7 Other Spells
---------------
1 Angel's Tomb
1 Bladed Bracers
1 Eaten by Spiders
1 Joint Assault
1 Righteous Blow
2 Zealous Strike

I am really happy with the curve. This deck should be able to put pressure on early and keep it on until you get the win.

So this is my first attempt. Please criticize.

This Deck was built in 0:20:45


Total Deck Size: 40
20 Lands
---------------
10 Forest
10 Plains




Half your deck is lands.  You should keep it 17-18 lands because in every game you want to see more spells than lands.  The lands only allow you to cast spells, but if there are no spells in your hand to cast lands are worthless.
On the topic of Treasure Mage: Hello planeswalkers. Look at your hand, now back to me, now back to your hand, now back to me. Sadly, your hand doesn't have a big game-winning bomb in it, but if you searched through your library for an artifact with converted mana cost of 6 or greater, you could get one. Look down, now back up, shuffle your library. Where are you? You're in a Magic game, and you're losing. What's that in your hand? It's a Wurmcoil Engine. Look again, the Wurmcoil Engine is now a ticket to Nagoya. Anything is possible when you cast Treasure Mage. I'm on a dragon. Currently Playing: U/R Burning Vengeance Control 10-2 http://tappedout.net/mtg-decks/ur-burning-vengeance-2/
I went with R/B at first:

This Deck was built in 0:18:00


Total Deck Size: 40
19 Lands
---------------
11 Mountain
8 Swamp



11 Creatures
---------------
1 Bloodflow Connoisseur
1 Butcher Ghoul
1 Demonlord of Ashmouth
1 Falkenrath Exterminator
1 Hanweir Lancer
2 Heirs of Stromkirk
1 Hound of Griselbrand
1 Mad Prophet
1 Malignus
1 Scalding Devil



10 Other Spells
---------------
1 Bladed Bracers
1 Death Wind
2 Essence Harvest
1 Guise of Fire
1 Human Frailty
1 Predator's Gambit
1 Thunderbolt
1 Thunderous Wrath
1 Uncanny Speed


Then also built a sideboard deck (Bant Soulbond/Human):

This Deck was built in 0:01:50


Total Deck Size: 41
18 Lands
---------------
5 Forest
6 Island
7 Plains



15 Creatures
---------------
1 Alchemist's Apprentice
1 Devout Chaplain
1 Druid's Familiar
1 Farbog Explorer
1 Midvast Protector
1 Mist Raven
1 Moonlight Geist
1 Moorland Inquisitor
1 Nearheath Pilgrim
1 Riders of Gavony
2 Tandem Lookout
1 Wandering Wolf
1 Wolfir Avenger
1 Wolfir Silverheart



8 Other Spells
---------------
1 Amass the Components
1 Crippling Chill
1 Fleeting Distraction
1 Ghostform
1 Joint Assault
1 Righteous Blow
2 Zealous Strike

I think red green is the best way to go. Wolfir silverheart is such a bomb, and then with red you have access to malignus. My build looked like this:

Lands 18:
10 Mountains
8 Forests

Creatures 14:
1 Somberwald vigilante-a good one-drop
1 Falkenrath exterminator-if it ever hits, it becomes a very good source of removal and can push himself through
1 Hanweir lancer-never say no to first strike
2 Heirs of stromkirk-the ability of these guys to grind out the game is great
1 Hound of griselbrand-very nice, a good one to soulbond to silverheart
1 Malignus-It could be up to ten points of power for five
1 Diregraf escort-can provide more turn 1 plays and some evasion
1 Wandering wolf-him soulbonded with silverheart or even "just" the familiar is bad news
1 Wolfir Avenger-a good trick in many cases and a body in others
1 Druids familiar-a bomb in his own small way, he is insane if paired with silverheart
1 Geist Trappers-I don't want to be weak to flyers
1 Wolfir Silverheart-5 mana for 12 power is absolutely unbeatable

Other 8:
2 Guise of fire-serviceable removal spell
1 Banners raised-helps me with that last push to deal enough damage
2 Uncanny speed-can provide haste to late drops, or boost up the wandering wolfs power
1 Joint assault-one of the best pump spells available
1 snare the skies-a good combat trick

The deck also has sideboard options, like natural end and eaten by spiders. I think this would be insane.

Really looked for a way to include green for Silverheart, but black/red seemed like the strongest color combo to me.  The deck's a bit low on creatures, but with all that removal and the fact that black likes less creatures in general I think I will be okay.  Basically it's a deck of finishers with a bunch of removal to get rid of any threats or things in the way

This Deck was built in 0:14:56


Total Deck Size: 23



12 Creatures
---------------
1 Bloodflow Connoisseur
1 Butcher Ghoul
1 Demonlord of Ashmouth
1 Evernight Shade
1 Falkenrath Exterminator
1 Hanweir Lancer
2 Heirs of Stromkirk
1 Hound of Griselbrand
1 Malignus
1 Marrow Bats
1 Scalding Devil



11 Other Spells
---------------
1 Barter in Blood
1 Death Wind
2 Essence Harvest
2 Guise of Fire
2 Mental Agony
1 Predator's Gambit
1 Thunderbolt
1 Thunderous Wrath