obnysalt wrote:I see now that I am a Johnny among Spikes here.
I don't know that I'd go that far. I actually fall as more of a Johnny/Timmy mix than a Spike. Hell, I tried to run elf-ball into Worldspine Wurm one week... But, that being said, I have played around super competitive players (hardcore Spikes) long enough to recognize what is and isn't viable. It's fun to come up with something different and have fun with it, but it's also no fun to just lose EVERY game.
I don't think you're too far off from a moderately competitive build, but here are some thoughts (on the correct build this time).
1) I think you would be MUCH better served trying to make this a mid-range deck as opposed to going an aggro plan. That being said, Slitherhead really does you no good here. You can afford to drop him.
2) I have to second El Pablo on the Undercity Informers as you aren't really wanting to mill yourself too much. At current you can already dig pretty well with Grisly Salvage and similar spells. So why waste a spot on something that requires you to sack a creature to even take advantage of?
3) Jarad is a REALLY underrated card that can get quite disgusting really quickly. The issue; however, is that he does not possess trample. Before rotation this was easy with Rancor (through which I had many a fun time against Tier 1 decks that didn't know how to deal with a threat that kept growing AND had trample). His sack ability is also quite relevant... more on that in a moment.
4) On the one hand Nemesis of Mortals strikes me as a neat card to work with, but it's rather fragile. Let's be honest, a lot of the time it will still be a 4 or 5 drop and even if you make it monstrous, it has no evasion, nor does it even have trample . A 10/10 is cool, but if it can get chumped all day long, well, that's just no fun.
5) I'm of the belief that Nighthowler might have a build somewhere (he's in my build as a 3x). The real strength to him will be to treat him as an aura and always bestow him before you go trying to cast him as a creature. Keep that in mind when it comes to trying to decide whether or not to mulligan or not.
5) El Pablo is RIGHT ON about the removal. You're sitting at the intersection of black and green, giving you access to perhaps the best suite of removal in the format - Abrupt Decay, Doom Blade, Ultimate Price, Devour Flesh, Putrefy, Hero's Downfall - and that's just to name a few. At least a smattering of this stuff NEEDS to be in here in order for you to be competitive.
6) I'm also not sold that you need three different spells to dig. Grisly Salvage should be sufficient as a 4x. The issue with the other two is that they're actually working counter to one another. Commune with the Gods is essentially mill yourself four and grab a land. But Drown in Filth actually wants you to have lands in your yard. Nevermind that you're still sitting at only 21 lands... so if you're grabbing all your lands with Salvage and Commune, where will the lands in the yard be for Drown to even do anything?
So some suggestions on where to go from here:
1) You have ramp creatures, but nothing to really ramp into. You can either a) drop them for more independently useful creatures that fit your plan, or b) keep them and move to a more mid-range strategy - which means REALLY stocking up on big threat creatures like Reaper, Desecration Demon, Polukranos, etc.
2) Given the way the deck works and you're putting stuff in the yard, Whip of Erebos is pretty much a MUST to some degree. While it removes things from the yard via its reanimation (somewhat counter to your strategy) but it can actually work with Jarad pretty well, pending you get to seven mana. You can easily have Jarad lose one of his pumps to reanimate a sizable creature, swing, and then sack it before it exiles. The lifelink for your entire team is also pretty good I hear.
3) You probably want some means of card draw. The way that mid-range decks really shine is by generating more card advantage than the opponent, allowing them to simply do more and, in turn, winning the game. Look at the mono-black devotion deck, for all the love given to Gray Merchant and whatnot, it is Underworld Connections that really makes that deck go. Without it, well, they end up top-decking all day long and relying on luck that they don't just keep drawing lands like their opponents. So to that end, Read the Bones or, if you have it, Underworld Connections are GREAT options here. Sure, they cost life, but if you have the Whip, then you will easily gain more than you lose in the long run. Garruk, Caller of Beasts could also be an option, although he might whiff a fair amount and might not work as much as you'd like (he's also pricey and costs six to play).
4) I talked about giving stuff trample to really help you get there. The issue is that there isn't Rancor to help us here anymore... however, we do have an alternative - Nylea, God of the Hunt. I'd say to run 2x of her - giving you a decent shot of getting one to give trample but she also doesn't have a bad shot at coming online care of most of the creatures giving at least one devotion to green.
5) This might just be me, but having seen how Pack Rat just takes over a lot of games for mono-black devotion, it might be worth it to put 2-3x of them in the build.
6) I'm not really sure I'm following much of your sideboard. This will depend a lot on how competitive your FNMs are (I hope they're not as hardcore as El Pablo's), but you probably need to have a few cards for specific matchups. How do you battle Mono-black devotion? What about Mono-blue? Mono-green devotion? How about Esper Control? Do you have cards to slide in against aggro matchups? You need to build the sideboard thinking about what you might face from your opponents. As it currently stands, it's essentially just a few cards you were thinking might make it into the MB but that didn't make the cut (which is fine, I used to make that mistake like many others).
Anywhom, it's better than it was and certainly would be more competitive, but I still don't think it's quite there for a competitive matchup. Keep on tweaking, think up some combos, have a good time with it. If you're okay with losing more than winning, go big and pull out some weird combos, but if you'd like to be competitive while also having some fun, you might want to stick a bit more to some of the format staples and such.
As a final note, how competitive is your FNM?
Good luck!