My friends helped me make a red blue spell deck however, it's not the best, I can barely win a game, and if I do it's because my friend got mana screwed. My friend plays a green ramp deck and my other does has a surveil deck. I just end up losing most of my games because of them. I generally can't win with this deck very much when I face any of my friends, it there anything I could do to make it better, or have it focus on one thing?
The first thing, that spring out to me is, that your spell-focused deck has way too many "nonspells". Reduce your noninstants and nonsorceries and get more of those spells instead. Easy cuts are Goblin Heelcutter and Mardu Scout (no spell synergy whatsoever), as well as the Goblin Electromancer (hardly any of your spells benefit from the cost reduction, since he only reduces generic costs, not colored ones). If you want more creatures, generate them with more things like Hordeling Outburst, Dragon Fodder, etc., in other words play instants and sorceries that create creature tokens. This will allow you to transform Delver much more consistantly, trigger prowess more often, etc. You don't need that many creatures anyway and dedicating too many slots to creatures leaves less room for instants and sorceries. 12-15 actual creatures is more than enough, if you have token producers, you don't even need than many.
Next, a spell deck is depleting its resources very fast, since each spell card played is one card spent, unlike creatures, that can attack and deal damage repeatedly. So spells that you can cast repeatedly or that replace themselves (aka cantrips) are needed, eg. Electrolyze. Add actual card draw spells to refill your hand. There are smaller ones like Divination as well as bigger guns like Dragonlord's Prerogative. You can also use spells that return spells from your graveyard (eg. Pull from the Deep.
Flashback spells allow you to increase your spell count without adding more cards, each card essentially being two spells. Retrace spells like Flame Jab and Oona's Grace turn your lands into spells as well. If your opponents are playing big and awesome creatures, Spitting Image is a spell that gives you those, too, and your lands will be even more of them. Or make big flyers out of your lands with Call the Skybreaker. Having a few retrace spells in your deck can vastly incease its potential. 21 lands are probably too few then, though, so add one or two more lands in that case. That's likely a good idea anyway, unless you run a lot more canrips.
I would start by upgrading the lands. ETB Tapped lands set you back a full turn.
I would go down to 10-12 creatures that cost 2 mana or less and move the TITI and Chandras to the sideboard. I'd also round out to a full 4 TITI for a sideboard plan. If you're running creatures that rely on casting spells, you need to have spells to cast.
I would run around 8 0- or 1-mana cantrips, at least 8 1-mana burn spells that can go to the face, probably 6 counterspells (preferably Daze, Remand, Force of Will or Spell Pierce depending on land selection and budget), filling remaining slots with additional cantrips, burn and Vapor Snags.
Prowess wants cards that you can reliably proactively cast on your turn; if you need to wait for the opponent to cast a spell on your turn or play a creature, you're going to have a harder time getting triggers.
7 Island
2 Izzet Guildgate
10 Mountain
2 Swiftwater Cliffs
Creatures (18)
4 Delver of Secrets
2 Ghitu Lavarunner
3 Monastery Swiftspear
1 Goblin Electromancer
1 Mardu Scout
3 Stormchaser Mage
1 Thing in the Ice
1 Wee Dragonauts
2 Goblin Heelcutter
4 Lightning Bolt
3 Shock
2 Counterspell
3 Izzet Charm
2 Run Amok
4 Ponder
1 Hordeling Outburst
2 Chandra, Torch of Defiance
The first thing, that spring out to me is, that your spell-focused deck has way too many "nonspells". Reduce your noninstants and nonsorceries and get more of those spells instead. Easy cuts are Goblin Heelcutter and Mardu Scout (no spell synergy whatsoever), as well as the Goblin Electromancer (hardly any of your spells benefit from the cost reduction, since he only reduces generic costs, not colored ones). If you want more creatures, generate them with more things like Hordeling Outburst, Dragon Fodder, etc., in other words play instants and sorceries that create creature tokens. This will allow you to transform Delver much more consistantly, trigger prowess more often, etc. You don't need that many creatures anyway and dedicating too many slots to creatures leaves less room for instants and sorceries. 12-15 actual creatures is more than enough, if you have token producers, you don't even need than many.
Next, a spell deck is depleting its resources very fast, since each spell card played is one card spent, unlike creatures, that can attack and deal damage repeatedly. So spells that you can cast repeatedly or that replace themselves (aka cantrips) are needed, eg. Electrolyze. Add actual card draw spells to refill your hand. There are smaller ones like Divination as well as bigger guns like Dragonlord's Prerogative. You can also use spells that return spells from your graveyard (eg. Pull from the Deep.
Flashback spells allow you to increase your spell count without adding more cards, each card essentially being two spells. Retrace spells like Flame Jab and Oona's Grace turn your lands into spells as well. If your opponents are playing big and awesome creatures, Spitting Image is a spell that gives you those, too, and your lands will be even more of them. Or make big flyers out of your lands with Call the Skybreaker. Having a few retrace spells in your deck can vastly incease its potential. 21 lands are probably too few then, though, so add one or two more lands in that case. That's likely a good idea anyway, unless you run a lot more canrips.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
I would go down to 10-12 creatures that cost 2 mana or less and move the TITI and Chandras to the sideboard. I'd also round out to a full 4 TITI for a sideboard plan. If you're running creatures that rely on casting spells, you need to have spells to cast.
I would run around 8 0- or 1-mana cantrips, at least 8 1-mana burn spells that can go to the face, probably 6 counterspells (preferably Daze, Remand, Force of Will or Spell Pierce depending on land selection and budget), filling remaining slots with additional cantrips, burn and Vapor Snags.
Prowess wants cards that you can reliably proactively cast on your turn; if you need to wait for the opponent to cast a spell on your turn or play a creature, you're going to have a harder time getting triggers.