776

(6 replies, posted in Decks and Deckbuilding)

To add a few more thoughts...

- Finding a way to let High Priest of Penance survive a little damage could be really useful.  That or having an ability to ping him yourself in response to things.  I saw a build using Staff of Nin for this exact purpose.  Dude was able to block a creature with the priest, then ping it and take out the other attacker.  But I'm thinking things like Divine Favor or Holy Mantle... hell... even Mask of Avacyn.  None are ideal, but if you can turn him into a mini Phyrexian Obliterator you won't be complaining.
- Why not rock the other Exalted knights?  I see some Knight of Glory in the SB.  But why not Knight of Infamy?  Why SB rather than MB?  Who needs a chump blocker if your nighthawk is lifelinking for 5-6 a turn?
-  I would say to run more concrete, hard removal than Tragic Slip.  OR at least add some variety to it.  Ultimate Price in the MB?  Even Murder could be really useful.  Drop Tragic Slip to maybe 2-3x and go from there.
- I might be wrong, but Mutilate strikes me as a terrible option for you here.  If you have even three swamps in play, the only one of your creatures that will survive is Obzedat, Ghost Council.  Funny if you have Blood Artists - not so funny in your case.  Odds are you would end up screwing yourself up more than them in most cases.
- I'd also suggest trying the deck with Blind Obedience in the mainboard.  It can stop blockers, slow down any aggro deck, and all with the added benefit of an extort trigger.  Paired with some Thrull Parasites, even a top-decked one drop can be a big deal.
- Blood Crypts?  You can cast Reckoner with just white mana.  Unless you need the red for something else, you'd be better off drawing a plains than one of these.
- I don't know that I would run Cavern of Souls in this build.  Sure, it can be a mana fixer, but it can also get you stuck if you name the wrong creature type, as then it's just a colorless mana producer.  If you had more synergy with more humans or thrulls or spirits, I could see it working, but I can see where it'll trip you up a fair number of times given your scattered creature types.

Okay, so there's admittedly a LOT for someone to comment on - probably part of why you haven't received any comments (that and the fact that you're not really explaining your local meta, how you expect the decks to play out, the concerns you have, etc).  Remember, if you give us more information, it improves our ability to offer useful feedback.

So, I'll run through each deck pretty quickly and just raise a bunch of questions to think about.  I'll toss in suggestions where I can - but as a bigger over-arching question, simply having a small meta pool doesn't say much about its quality.  Are you looking to try and beat people playing pro-tour net-decks?  home brews?  newer players?  older players?  people with unlimited budgets or just your friendly person who is happy to play what cards he/she has?  To the extent you can define any of this more clearly for us, it will help the feedback.

Jund Control:
- My first inclination is that this is NOT a control deck.  That could just be labeling on my part, but you really aren't going to control the board state that effectively with 10 removal spells (none of them being mass removal).  I have a vampire build with 15 removal spells (and even more in the SB) and I wouldn't call it control.
- I'm guessing the strategy here is just to try and stall until you land a Tusk or Olivia?  A Vampire Nighthawk with Rancor certainly is nothing to snuff your nose at.  Running each of those at 4x would probably help.
- Arbor Elf - I know this is one of the best ramping options available for the time being, but really, it's only going to hit half your lands.  Farseek has been consistently a better option when it comes to mana fixing (and they can't kill it).  If you're set on using a creature, why not give Gyre Sage a go here?  You would trigger its evolve with any of the creatures you have higher up in the curve - and it could become a threat of its own.
- Creature-wise, I get you're going more for board control, but I can see where you could easily be stopped by another control deck.  Someone running counters and/or board wipes is going to give you fits here.  I'd suggest some Ghor-Clan Rampagers as added strength (at least in the SB).  Worst case scenario, you end up bloodrushing with them for added damage.
-  I'm seeing both a second Garruk and Liliana of the Veil in the board.  Why not mainboard?  Both would offer some added power while not really detracting from your plans.
- Havoc Festival?  It's a fun card, don't get me wrong, but not exactly one that you're going to benefit from very much here - and potentially one that could backfire and end up killing you.  Remember that you LIKE gaining life, hence why you have Thragtusk in here.  If you're wanting to use Havoc Festival as an alternate win-con, you should run Rix Maadi Guildmage.  Each turn you can cause them to lose even more life - if you have 3B and 3R, the festival becomes a two turn clock.
- Slaughter Games is a GREAT card, but not really one that makes a lot of sense mainboard to start off with.  Unless you know what the opponent is doing before hand, you can easily whiff on it.  As someone who has done just that, I would sideboard them.  Same can be said for Witchbane Orb.
- Your SB here is all over the map.  Remember that sideboard cards should be added for a specific purpose.  If you cannot imagine exactly what you would pull to then slide those in, you're probably not sitting on the right cards.  For instance, when would you want to side in Madcap Skills?  If you're lighting into them with flyers and keeping the board clear with removal, do you really have a problem with blockers?  Further, doesn't Pyreheart Wolf accomplish the same goal?  So why have both?  I would gut this SB and start from scratch based on what you expect to see in your local meta.


Re-animator:
- This is the one I voted for because it seems to have a bit clearer goals in mind.
- I would note, however, that several pieces here seem out of place.  Centaur Healer is a widely used SB card, but one that seldom sees the mainboard outside of trying to counter aggro matchups.  Why not Loxodon Smiter in this slot?
- Acidic Slime, again, a great card, for the SB.
- THIS is the sort of deck that loves some mana rampers... no Avacyn's Pilgrims or Arbor Elf?  Sure, they're easy targets, but they help you hard cast creatures... which you likely will end up having to do here or there.
- Craterhoof Behemoth is an excellent reanimator target, but one that also illustrates the need for the mana dorks.  If you drop it and only have one other creature in play, well, you're sorta up a creek there, right?  If you don't have the creature numbers, then you won't end up getting the payoff.
- Personally I'm a bigger fan of Abrupt Decay here than Dreadbore but that's entirely situational.  Simple burn like Pillar of Flame or Searing Spear could just as easily work too.
- I would slide Farseek into this build.  It might seem off given that you're already burning through the deck to hit lands, but the key is to hit the RIGHT lands.  Ensuring you have that W or B to be able to cast Unburial Rites easily justifies the cost.  Also, even more ramping is a plus for what you're doing here too.  Caravan Vigil could be a useful alternative if need be as well.
- I would say Deathrite Shaman should be mainboarded - as it helps you access the graveyard you will be filling up.
- I don't know that you need 4x Angel of Serenity.  Remember, they put things back in your hand... which means you would need to hard cast them again.
- I'm actually a fan of Jarad's Orders in reanimator strategies as it can let you tutor up a mana-dork/deathrite while also dropping your favorite reanimator target into the yard.  REALLY want to unburial Griselbrand?  You can run 1x of him and still hit him consistently.
- The SB here has some more guidance, but still could use a little work.
- Akroma's Memorial COULD be useful, but you'd have to draw it AND get two seven to hard cast it.  Odds are you would end up pitching it to Faithless Looting or losing it in Grisly Salvage/Mulch far more often than you'll ever end up seeing it in play.


Favorable Winds:
- As a side note, this is certainly the budget option here.
- I'm not entirely sure I'm following your creature logic here given the number of 1-offs.  Jace's Phantasm?  Do you really expect them to lose that many cards for it to be meaningful?  I'd put another Judge's Familiar into that spot.  Potentially Cloudfin Raptor could work as well.
- Mindshrieker is amusing, but unlikely to really end up doing that much.  Most turns he'll cost your extra mana (that you want to be casting things with) only to end up doing 2-4 damage.  He's also an easy target to pick off, being a 1/1 and all.  If you're looking for the single card mill/removal like that, Nightveil Specter could prove more useful.  He's at the 3 drop and wouldn't help trigger the phantasm; however, he can help you guarantee you hit your land drops (you can play their lands that you exile too) or even let you drop one of their bombs on them. Exile their GoST... then cast it to hit them?  Yes please.  Being a 2/3 flyer also isn't anything to forget about.
- Serra Avenger - good card, but only 1 of them?  Why not more?  A two-cost 3/3 flyer, restrictions aside, is great value, even on the 4th and later turns.
- I like the skyknights and Angel of Jubilation but perhaps it would be worthwhile to increase their numbers.
- I'm not entirely sure Angel of Serenity belongs in here.  With one keyrune being your only ramp, you cannot hope to cast it  before turn 6 and that would require a perfect draw.  Sure, it's a beast, but I'm just not feeling it.  I'd toss in another Angel of Jubilation into this spot.
- I like the spells, but perhaps you'll want 2x Syncopate/Dissipate/Essence Scatter just to cover your arse.  Also, Talrand's Invocation?  Typically it's not bad value, but you toss in the virtues and favorable winds and you're actually dropping some pretty nasty flyers.
- On a side note, I've seen a build of this where the person focused a LOT more heavily on spirits and had 4x Drogskol Captain.  It further pumps the spirits you're getting from Midnight Haunting and Lingering Souls, gives them hexproof, AND makes GoST harder to kill.  To that end, you could rework the deck to be even MORE spirit oriented with Doomed Travelers, Elgaud Inquisitor, Beckon Apparition and a variety of other spells.  Just as a thought.
- Just one keyrune?  You either need it or you don't.  Odds are you won't draw it as a 1x.  If you want the ramp, add more.  If not, no biggie.  Rootborn Defenses covers you against board wipes anyway.
- Speaking of board wipes, no Verdicts or Planar Cleansing?  Your token spells are easy enough to flashback or cast on their turn AFTER a wipe.  This could help significantly against larger creatures (i.e. Thundermaw Hellkite, Resto, etc.)
- I might would slide in one Oblivion Ring, just in case you need to tag the opponent's Detention Sphere.
- The SB here is really just more of what's already in the deck.  The only situational card is Rest in Peace.  Again, this needs reworking with removal, enchantment hate, protection against board wipes, etc.


Anyway, I hope those comments help.  I know there's a LOT to dig through, but those are the initial thoughts I had when looking at each list.  But, as a future suggestion, I'd say three separate threads are appropriate for feedback on three decks.

778

(5 replies, posted in General Discussion)

Almundjoy wrote:

You can distinguish it is foil when you import the card, or by editing the details on the specific in your inventory.  It is the last option after you choose the set, condition, and language, you can show if it is foiled/promo/textless/signed.

This is spot on, but keep in mind that at current Deckbox does NOT have price corrections for foils.  This is likely coming soon as TCG has recently changed to incorporate foil pricings as well (and that's where the API that Deckbox uses comes from), but at least for the time being, if you're looking to get an estimated value for your entire collection, it will under-estimate the foil prices.

So a few questions for you:

1) I'm guessing this is for casual play?  The sorts of suggestions we can provide will be tempered by the level of competition you're running with.  For example, Serra Angel is the sort of card you would want to run casually, but would never see competitive constructed play (at least not past the year 2000).

2) Are you primarily playing 1-on-1 or multiplayer?  Normally you don't have to worry about simultaneously building offense/defense like you're doing here in 1-on-1 play.  You would be inclined then to remove the Kraken Hatchlings and Hover Barriers for some added offensive weapons.

3) To clarify, as long as you have 1x of a card in your inventory, you're in the clear to pick up more?

One you can answer these questions, with any luck we can offer some better input.

780

(4 replies, posted in Reddit MTG Trades)

I can make custom foil tokens... but I typically value them at like $4 per (for production costs and time required to make them)... but if you're interested, here's one I made for grins

http://imgur.com/7qOYSuE

781

(1 replies, posted in Site Discussion)

The key is that they're not using the mean for the average; rather, opting to use the median for price calculations (as it's much less susceptible to skew on either end).

Now what that means for the site, Sebi/Catinca will have to answer that, but I'm personally glad to hear that we don't have to worry about the prices at TCG going crazy because someone sold a basic land for $3,000... Nevermind the fact that the prices didn't account for it being signed by every magic developer ever or whatever other BS.

782

(5 replies, posted in Decks and Deckbuilding)

If you're looking into Sage's Row Denizen, I would suggest looking at running 4x Faerie Impostor.  If you have two (one in play and one in hand) with the Denizen out, they turn into a mill engine of their own "U: cast Impostor, unsummon impostor, opponent mills two."  It's an easy to disrupt circle, but it could be fun if you ever get it off the ground (toss an aberration onto the field and you're milling for a LOT).

From a competitive standpoint, milling is among the hardest things to do - given that you're making your job three times harder than it is originally.  It's a ton of fun if you get it to work, but it's unlikely and is particularly frustrating as you'll end up losing more games than not.

In terms of making a moderately competitive build, depending on the format, costs can range pretty wildly.  I last saw someone rocking a pretty cheap enchantment build using Ethereal Armor and mostly commons/uncommons.  If you were to go G/W you can likely put something together that would put the pressure on (and win matches here and there) for somewhere around $50-100, even cheaper if you're not worried about the dual lands.

Sealed deck is often times the best way to go, but it can be a bummer to never play with the cards you've been collecting.

Good luck whichever way you decide do take things, and remember, we're here to help with any ideas you might have.

Vincentarasin wrote:

Keep in mind, with double strike, counters go on instantly. Thats why theres 4 blademasters.
That means: Say you swing into the opponent with a blademaster. Double strike (which is the same as first strike) damage hits. +1 counter. Normal combat damage, +1 counter *again*. I have so many people ask why volcanic strength for mirror. Unblockable double strike. If they can't figure that out on the blademaster, they are beyond help. That's 7 damage the first time, 11 the second time. If you happen to pull out an heir on the second swing, its 12 damage the second time. Strongkirk captain, by comparison, is 13 damage on the second round.

I had thought the Blademasters would under-perform as a 3-drop 1/1 is easy enough to get rid of (lord knows the Captains get taken out fast enough when you put them down), but I like the power it gives when paired with Rogue's Passage or Volcanic Strength.  I'll pick a few up and toss them into my build to see how they do.

Good ideas!

First, I would go with Searing Spear over Pillar.  The number of times you need to exile the creature vs that added damage isn't that often.

Second, I don't know that I'd put Vampiric Fury as a 4x.  If you draw it when you don't have any vamps on the board, you end up with a totally dead card.  Also, if you hit it too often, people will come to expect it.  I'd say 2x or 3x.

Third, I would say to keep the Blood Artists as they're almost always a good piece to have on the board.

Fourth, I would suggest dropping Havengul Vampire to help make room for the nighthawks.  Crippling Blight could also give way for 2 Dreadbores and the other 2 of the Nighthawks.

The rationale for having more than 10 removal spells is that they'll still be working toward the goal for you because of the Blood Artists.  That and eventually you will end up wearing them down if you have enough removal options.

Lastly, I would suggest keeping different removal options in the sideboard - Rolling Temblor, Devour Flesh, Ultimate Price, Murder, etc.  That way you can still adjust to deal with bigger threats that are outside of burn range.

785

(6 replies, posted in Decks and Deckbuilding)

On average Descendants' Path is going to under perform and will, in most cases, end up putting something you might've needed (land, removal, etc) on the bottom of your library.  From experience trying to use it competitively, it's just not worth it.

Sadly, Descendants' Path will end up shorting you more often than it will pay off.  I tried a humans to angels build that worked with it that you can see here:  http://deckbox.org/sets/215062

You'll likely note that even in that incarnation of the deck, the path was removed because it just didn't cut it.

More generally, the "ideal" version has far too many 1-off cards.  Further, you don't have much of anything at the one or two drop.  Why not toss in Avacyn's Pilgrim?  It would definitely speed things up.  Somberwald Sage and Herald of War can also be useful on that front.

BUT

If you're just into cheating out expensive angels and like the path, a much more effective card is Call to the Kindred, which lets you look through the top 5 cards during your upkeep to find a creature with the same type as the enchanted creature - thus, enchant an angel and BAM, go get an angel if it's in the top 5 cards.

I could offer a lot more suggestions regarding specific cards in the deck, but really, I hate to be the bearer of bad news in saying that the current strategy isn't likely to work outside of kitchen table competition.

I see the combo.  You tap Devoted Druid for a green, then put a -1/-1 counter to untap it and then use that green mana to activate Quillspike to give it +3/+3... setting up an infinite pump combo.

The question is, what good would it do without trample?  Rancor much?

If the druid is easy pickings, you can use a variety of options from the Swiftfoot Boots you have listed to Asceticism or even more spot protection like Ranger's Guile.

First off, Nighthawk isn't in the mainboard?  Captian + Nighthawk = first strike, deathtouch, lifelink 3/4 flyer... not much can really beat that.

Second, if you're going the Markov Blademaster/Rakish Heir, I would suggest Rogue's Passage and potentially even Nightbird's Clutches (the latter would work in place of Markov Warlord).

Third, not sure I'm sold on Falkenrath Marauders as you're paying 5 for a conditional 4/4 flyer.

I'd try to cap the curve at four, as that hits Olivia, Aristocrat, Bloodline Keeper, Nocturnus, or pretty much any other creature I could imagine you wanting/needing.

I'd also toss in some Searing Spears, that little bit of burn goes a long way.  Don't forget Sign in Blood either.

For Sorin, LOI... I mean I guess a few Sacred Foundries and Godless Shrines wouldn't hurt you too much.

Lastly, and this surprised me too, but Vampiric Fury can be an absolute house of a card.  NOBODY sees it coming and it can totally change a game.

I know I've had fun with my build and even managed to place 3rd at an FNM with it.

Good luck!

789

(6 replies, posted in Decks and Deckbuilding)

Okay...

Going standard legal is good.  But that means the only legal Sorin you could use is Sorin, Lord of Innistrad, which would require you to splash white to even play him.  There are numerous options to run with though outside of him.  If you're wanting Planeswalker power, sadly R/B isn't sitting on anything THAT substantial (outside of Liliana of the Veil).

If you're trying to compete in FNMs, you'll definitely need to refine the list to drop a LOT of the 1-offs. 

Ideally your one-drops should include Stromkirk Noble and Pillar of Flame.  If you're wanting to go more aggro, then you can add Vexing Devil or, the more likely to have 4x of would be, Rakdos Cackler or Reckless Waif.  None of the other three options at the one drop help with the flavor or really fit the overall scheme, but if you're trying to aggro it out, they work.  Alternately, Legion Loyalist could prove useful in later game scenarios.

At the two drop, I've found the most useful vampire is Blood Artist.  It makes opponents hesitant to engage in combat or otherwise use removal until it's off the board.  This can be REALLY useful if you focus a lot on removal, as every creature to hit the yard is essentially an extort trigger.  When paired with Stromkirk Captain, the artist can at least be a little blocker and, in some circumstances, can actually be pretty good in combat (typically if you drop Vampiric Fury) - there isn't much out there as satisfying as blocking a Geist of Saint Traft with a Blood Artist and killing the GoST.  Other items at the two drop should be more removal based - Searing Spear, Ultimate Price, Mizzium Mortars, Dreadbore, Devour Flesh, etc.  Vampiric Fury is another trick to have at the two-spot that most people wouldn't expect.

At the three drop, the only two vampires worth anything are Vampire Nighthawk and Stromkirk Captain.  Ideally you can be playing multiples of both as a pumped Nighthawk with first strike will likely win ANY combat (hooray first strike and deathtouch).  Other than that, you could splash the odd removal like Murder, but odds are you have their creatures pretty well covered with your two drop removal spells.  However, I would advise Rolling Temblor in the sideboard to deal with hexproof stuff - that or Glaring Spotlight.

At the four drop is where your wallet is likely to take a hit, as both Olivia Voldaren and Falkenrath Aristocrat are quite expensive to pick up.  You'll see in my build that I use one Olivia and a few Bloodline Keepers.  I can see the inclination toward Vampire Nocturnus, but I would argue he actually ends up telegraphing your plays to the opponent.  They get to see your top card, so in the event you're top-decked, they can play around whatever you end up drawing.

Realistically, I wouldn't aim for anything higher than a four drop.  One of the strengths/weaknesses of vampires is that there really isn't anything at more than the 4-drop that you'll want to be hitting.  It's better to drop a Nighthawk/Captain and a Blood Artist/removal than anything you would for five.

For the sorceries/instants, see the ones I listed above.  You'll want removal and Sign in Blood - as getting those added few cards can be huge.  In the sideboard Act of Treason and Bloodthrone Vampire make a convenient to take the opponent's creature, hit them with it, and then sack it before it returns to their control.  But this is hardly something you want in the mainboard to use every game.

I'd actually suggest dropping almost all the enchantments.  Seldom will you really want to use one as they create easy opportunities for the opponent to hit you 2-for-1 style.  Perhaps some Stab Wounds or Dead Weights to give some removal options, or perhaps an added few damage.

For the lands, you're spot on that Dragonskull Summit and Blood Crypt are pretty much a necessity.  I'd also suggest trying to pick up 2-3x Cavern of Souls.  You can name 'vampire' and it does the mana fixing AND prevents counters against your creatures.  Lastly, I've had some success with Rogue's Passage paired with Stromkirk Noble in late game situations to ensure it can get a few hits in and grow.

Anyway, obviously this isn't the only way to build it, but I've had some pretty good results with my build.  It's not prohibitively expensive and will lose to the upper echelon decks, but I've enjoyed the flavor of it.

Good luck building and playing it.

790

(6 replies, posted in Decks and Deckbuilding)

First a few questions:

1) I'm guessing you're looking to keep this standard legal?  If not, what format(s) are you looking to play?

2) Is this for casual play or are you hoping to take it to FNM to be competitive?

3) Do you have any idea how much you'd be willing to spend to make it more competitive?

The reason for the questions is to get a better sense of what sorts of suggestions would and would not be useful here.

Some more general observations/suggestions:

1) Try to avoid a lot of 1-off cards if at all possible.  I know the challenge of getting multiples of some of the higher value cards can be daunting, especially for a newer player, but the hallmarks of good, competitive decks are versatility and, most importantly, consistency.

2) Regardless of which way you decide to go with this, if you're using vampires as your main creature type, I would suggest focusing in on them more exclusively.  The idea is to either go major synergy (vampires and vampire modifiers) or some power combos. 

To this end, Stromkirk Captain is a relatively cheap, but very useful option - paired with Vampire Nighthawk and you're likely in a very good position.

I have a R/B vampire build at http://deckbox.org/sets/279257.  It's not the best build in the world, but I did manage to finish 3rd at my LGS for a FNM with it... feel free to use it as a starting point if you really want to go all in on the vampires.

Bump.  I'd also be interested in working out something for Garruk Relentless or Angel of Serenity too.

You appear to have most of the requisite pieces to make a solid Boros Aggro build.  To be honest, given that you have all the high-end stuff already, I'd suggest looking at the decklists from the recent SCG event in Edison and trying to pick out the build you can most closely emulate.  I'm normally one who despises the prospect of net-decking, but if you're really just interested in being competitive, everyone else is net-decking, so you might as well go ahead and do it too.

(You can find the decklists here: http://sales.starcitygames.com//deckda … country=US - note that 6th place was a Boros Aggro build)

On a side note, the infinite life combo is cool, but you really shouldn't strive to pull it off unless it just falls into your lap.

793

(9 replies, posted in Reddit MTG Trades)

So that's two Reckoners down... but Domri isn't on the wislist anymore... Thanks people!

So I've apparently become something of a magnet for Prime Speaker Zegana, having pulled more than a playset already.  As such, I have 2x of her up for trade.

My wants, which I'll limit to GTC as all the prices are in flux (on both sides), include:

1-2x Godless Shrine
1-2x Watery Grave
2x High Priest of Penance
1x Deathpact Angel
1x Gideon
1x Obzedat
1x Borborygmos

and

4x Unburial Rites

I also have some other pieces in my tradelist (although the Boros Reckoners are a friend's so they can't be included in these trades).  Otherwise, I'm open to discussion.

Cheers!

795

(9 replies, posted in Reddit MTG Trades)

I've just been informed that he's also interested in picking up 2x Domri Rade... any takers?

796

(9 replies, posted in Reddit MTG Trades)

Swing and a miss... anyone else interested?

797

(9 replies, posted in Reddit MTG Trades)

nsongster:  I was informed he's interested in your swords.  I'll setup a trade.

798

(9 replies, posted in Reddit MTG Trades)

Bump.  Nobody wants the hottest card in Standard?

So I have a friend with 3 extra Boros Reckoners and he is interested in unloading them.  In particular, he's looking for any/some combination of the following:

Highest wants:
Arid Mesa
Scalding Tarn
Any of the other fetches.

Secondary wants:
1x Godless Shrine
2x Overgrown Tomb
3x Watery Grave
4x Breeding Pool

Tertiary wants:
Gyre Sage
Deathrite Shaman

Other proposals will be considered, but those are the highest priority.

Cheers!

800

(1 replies, posted in Decks and Deckbuilding)

So a few thoughts based on how my BUG evolve deck has played (in admittedly casual playtesting):

1) I would suggest throwing a fourth Rancor into the list as you REALLY need one to make Gravecrawler dangerous.  Without one, how do you envision really getting enough through to kill them?

2) I guess you're using Zameck Guildmage for the multifaceted options of pumping Gravecrawlers or drawing cards, but realistically, how often will that be the case?  I can see where it'd help, but I don't know that 3x is necessary.

3) I'm not sold on Duskmantle Seer if for no other reason then him providing them with card draw.  Given that none of your creatures are all that threatening, the idea of helping them draw into something good could be terrible.  I mean you could likely outlast them with the seer, but if you want to play that game, Havoc Festival and Rix Maadi Guildmage are a more consistent, amusing way to get the total jank win.

4) Flying defense?  Vampire Nighthawk and Deadly Recluse are always decent options.

5) I've been really unimpressed with Rapid Hybridization.  Unconditional removal for one is always a plus; BUT, given that you're not exactly sitting on big creatures, giving them a 3/3 doesn't hurt them THAT much.

6) Given the sudden spike in Boros Reckoner I would be inclined to kick Abrupt Decay up to at least 3x. 

7) I would also say to run some other removal options, i.e., Murder and/or Devour Flesh.  I know you have some options, but I find that Murder, despite being one more just beats Ultimate Price.  Similarly, Devour Flesh is a nice early game answer to Geist.

8) Golgari Charm in the mainboard?  You can SB it for people running sweepers, but I don't really know that you'd need it main otherwise.

9) Spell Rupture is not very good, if for no other reason than because it's a conditional Syncopate.  Without anything sizable on the board, you're much better off running Dissipate/Syncopate or any of a variety of other counters.

For the board, there are countless options but my best suggestion is to think about the cards you've run into in the past.  For instance, are the people at your LGS super invested and running net-decks or are they more creative and open to running off-the-beaten-path builds?  Ultimately that should put things into perspective for what you would/wouldn't want in the board.

Presumably you'll want some Naturalizes as any sort of graveyard hate screws you over (no scavenge, no Gravecrawlers, no Deathrite Shaman effects).  Perhaps Devour Flesh belongs in the SB for those hexproof decks.  Same with Golgari Charm - no board wipes, no real need for it.  Simic Charm seems like a good option to keep maindeck.  Perhaps some flying defense in the board?  Desecration Demon, for all its drawbacks, can be an absolute house to deal with.  Obviously these are just ideas, but there are always more options.