Rate my MTG deck?
Tri Color - 63 Cards (Red/White/Blue)
CREATURES - 20
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Requiem Angel
Seraph of Dawn
Serra Angel
Nibilis of the Mist
Nibilis of the Urn x2
Gallows Warden
Aven Squire
Elitie Vanguard x2
Knight of Glory
Thraben Doomsayer
Crusader of Odric
Drogskol Captain
Nibilis of the Breath
Battleground Geist
Shriekgeist
Invisible Stalker
Stromkirk Noble
Falkenrath Exterminator
What I did with creatures was I went for flying types, and worked them out the best I could.
Then added cards in with beneficial effects knowing I have cards that could also turn them into flying.
Planeswalkers - 1
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Chandra, the Firebrand
Chandra is a really great card, knowing I was going to have other reds in, I figured she was a must.
Artifacts - 5
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Traveler's Amulet x2
Ring of Xathrid
Ring of Thune
Angelic Armaments
With multiple colors, the Traveler's amulets help me locate a land I may need to summon a certain color
card, and a bonus land for one mana always helps. The Angelic Armaments grants a human or vampire
with an effect I liked become more powerful AND flying, to boost my flying corps. The rings are both
just terrific cards.
Enchantment - 1
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Oblivion Ring
I tried to avoid enchantments, but Oblivion Ring is a relatively low mana cost and a helpful card nontheless.
Instant - 8
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Rally the Peasents x2
Burning Oil x2
Smelt
Geist Snatch
Midnight Haunting
Safe Passage
Instants and sorcery are a great add to this deck, especially because they both, with flying creatures annoy people
and add a mental advantage for me. The instants are all a mix of good cards, that can aid at different times.
Sorcery - 5
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Talrands Invocation x2
Turn to Slag
Demolish
Flames of the Firebrand
Talrand's adds valuable tokens for defense, demolish gets rid of a pesky artifact, or gets rid of a land, perfect.
Flames of the Firebrand adds some bonus damage for a relatively low cost which will help me in a spot where I need to reduce my opponants life.
And finally turn to slag can come up BIG against a troublesome card my opponant has.
Land - 23
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Evolving Wilds x2
Island x4
Mountain x7
Plains x10
I sorted the standard land cards to comply with the number of instant, sorcery and creature cards of the color I have, so it's smooth.
The evolving wilds add a boost to my mana pool while allowing me a better chance of obtaining a color I may need,
because I am using three colors. Also, the reason for 23. 60 cards = 20 land. Since I had an odd number of other cards I added three more
lands to balance it out.
Thats it. All feed back appreciated!