Stuff like Aura Shards and Grave Pact are good if you can reliably make tokens, but you will also want instant speed cheap answers. Your opponent won't drop a Paradox Engine when you have Aura Shards in play and a way to make tokens instantly. They'll just remove your enchantment then go about their business.
I'm not really much of a competitive player (in the truest sense of the term), but I can make some general recommendations and leave the nitty-gritty card cuts to the pros.
- Your mana base is whack. Every deck will improve by doing a full suite of shocks/fetches at the bare minimum, and there are other dual lands you'll want as well. Your land count is also low, and isn't being supplemented by ramp. Speaking of...
- Where is all your ramp? Sol Ring, Chromatic Lantern, Cultivate, and....? You should be running all the 2cmc ramp before Cultivate. Rampant Growth, Farseek, Nature's Lore, etc.
- Look at strict upgrades. Diabolic Tutor is garbage. Demonic Tutor[ is strictly better. If that's outside your budget (which make room in your budget for one if you're going to be a competitive player), start with the flavorful Diabolic Intent. It's not as strong, but it will work in your deck.
- Big mana cards need to win you the game. Sandwurm Convergence is 8 mana, but by the time you hit 8 mana people are trying to win the game, and you get a token. Planar Bridge is the same way. 14 mana to tutor a single card, when you could run Demonic Tutor and cast the spell you get for much cheaper. Helm of the Host is nine mana that eats a removal spell. If you run cards like this you risk having an entire turn wasted because of a 1cmc removal spell...
- Which I barely see. Where is your removal? Nature's Claim is a staple. I won't list all the good removal, but if you aren't interacting with your opponents you're losing.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
I'm not really much of a competitive player (in the truest sense of the term), but I can make some general recommendations and leave the nitty-gritty card cuts to the pros.
- Your mana base is whack. Every deck will improve by doing a full suite of shocks/fetches at the bare minimum, and there are other dual lands you'll want as well. Your land count is also low, and isn't being supplemented by ramp. Speaking of...
- Where is all your ramp? Sol Ring, Chromatic Lantern, Cultivate, and....? You should be running all the 2cmc ramp before Cultivate. Rampant Growth, Farseek, Nature's Lore, etc.
- Look at strict upgrades. Diabolic Tutor is garbage. Demonic Tutor[ is strictly better. If that's outside your budget (which make room in your budget for one if you're going to be a competitive player), start with the flavorful Diabolic Intent. It's not as strong, but it will work in your deck.
- Big mana cards need to win you the game. Sandwurm Convergence is 8 mana, but by the time you hit 8 mana people are trying to win the game, and you get a token. Planar Bridge is the same way. 14 mana to tutor a single card, when you could run Demonic Tutor and cast the spell you get for much cheaper. Helm of the Host is nine mana that eats a removal spell. If you run cards like this you risk having an entire turn wasted because of a 1cmc removal spell...
- Which I barely see. Where is your removal? Nature's Claim is a staple. I won't list all the good removal, but if you aren't interacting with your opponents you're losing.
You get the idea.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg