Gyrus, Waker of Corpses
Legendary Creature — Hydra {M}
Gyrus, Waker of Corpses enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Whenever FGyrus attacks, you may exile target creature card with lesser power from your graveyard. If you do, create a token that's a copy of that card and that's tapped and attacking. Exile the token at end of combat.
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Legendary Creature — Hydra {M}
Gyrus, Waker of Corpses enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Whenever FGyrus attacks, you may exile target creature card with lesser power from your graveyard. If you do, create a token that's a copy of that card and that's tapped and attacking. Exile the token at end of combat.
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I've talked about this subject with my friends a lot in the past. Going first is such a huge advantage that no player will ever choose to go second in this game outside of rare corner cases like Dredge. I think the solution is to increase the advantage given for going second. In Go they have something called Komi. Komi are free points awarded to the player going second to offset the disadvantage. Komi did not always exist, it was added into the game and since it was added it has been increased several times. Right now in Magic the player going second gets to draw first giving them the advantage of an extra card however when they mulligan their extra card advantage has been taken away, the same is not true for the player going first. When you are on the play, even if you mulligan, you still have the advantage of being on the play. To remedy this my suggestion is that the player on the draw receives a free mulligan. I think the advantage of a free mulligan in addition to the extra card might not only be enough to offset the advantage of going first but it may actually incentivize players to go second.
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4 Exquisite archangel
4 Academy Rector
2 Ghost Council of Orzhova (1 @ -1)
4 Dimir House Guard (1 @ -1)
3 Children of Korlis
Artifact 5
2 Phyrexian Processor
3 Lightning Greaves (1 @ -1)
Enchantments 8
1 Yawgmoth's Bargain
1 Necropotence
3 Ghostly Prison (2 @ -1)
2 Defense of the Heart
1 Cadaverous Bloom
4 Dark Ritual
Sorcery 12
1 Channel
1 Balance
1 Demonic Tutor
2 Cabal Therapy (2 @ -2)
4 Night's Whisper (1 @ -4)
2 Death Grasp
1 Yawgmoth's Will
Lands 24
4 Reliquary Tower
4 Scrubland
2 Urborg, Tomb of Yawgmoth
3 Ancient Tomb
3 Savannah
3 Bayou
2 Phyrexian Tower
1 Grim Backwoods
2 High Market
2
Boseiju, who shelters all here we come baby.
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-3 Vile Aggregate, this is really for decks that are trying to go wide and play lots of dudes.
-2 Witness the End, this just isn't good.
+1 Forerunner of Slaughter. This guy is your best 2 drop, you should run the full 4
+X Flayer Drone. Just a good 3 drop IMO.
+X Smuggler's Copter. It just got banned from standard and everything so it should drop in price.
+X Scrapheap Scrounger. A self recurring threat is always good. You're not using your graveyard anyways.
+X Bomat Courier. This gives you a way to refill your hand on the cheap.
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3 Tuktuk the Explorer
3 Shivan Wumpus
2 Wurmcoil Engine (1 @ -2)
4 Burning-Eye Zubera
Sorceries (6)
4 Wildfire
2 Burning of Xinye
2 Repercussion
Artifacts (21)
4 Pyrite Spellbomb (2 @ -4)
3 Cultivator's Caravan (1 @ -1)
4 Guardian Idol (1 @ -2)
4 Voltaic Key
4 Grim Monolith
1 Sword of Fire and Ice
1 Sword of War and Peace (1 @ - 1)
4 Daretti, Scrap Savant (1 @-1, 1 @ -2)
Lands (24)
4 Sandstone Needle
3 Drownyard Temple
2 Ghost Town
4 Great Furnace
11 Mountain
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Sacred Ground doesn't protect your manlands from dying in combat or dying to burn spells though. I think disallowing colorless lands was a fine choice it was just the constant voting out of nongreen spells that bugged me. The lands lined up for Sultai very early on but blue and black cards just kept getting voted out immediately.
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The green black graveyard deck could probably use something like Grisly Salvage and/or Drown in Filth as well as some unearth creatures like Dregscape Zombie or Viscera Dragger.
I'd try to get a few Wall of Omens for the defender deck. It's a little pricey of an uncommon but that deck needs strong card to compete. Sweet idea though.
I'd try to get some Merciless Executioners for the blue black sacrifice deck. The interaction with deathfang is just too sweet to pass up but I don't think it's too complicated.
The blue red prowess burn could use a few pump cards like Titan's Strength or Brute Force. Also Kiln Fiend and Nivix Cyclops .
I think you should scrap the land destruction deck. Mana denial is largely consider unfun. No kid is going to like being part of game that they can't do anything in. For the same reason you should avoid decks that are very heavy on counter spells, discard, and kill spells. No one wants to be controlled out of a game when they are just starting.
You should consider some sort of green white auras deck. A few small hexproof creatures like Gladecover Scout, a few heroic dudes like Akroan Skyguard, and some cool auras like Unflinching Courage and Ethereal Armor. You can use cards like Pacifism and Chocking Restraints for removal and you can use Heliod's Pilgrim and Ironclad Slayer as pseudo card draw.
I'd also suggest some sort of black white life drain deck. The sets Eventide and Gatecrash have a bunch of cool cards you can use for this one. It's a pretty pushed theme by wizards so cards show up for this deck in almost every set.
I hope all this helps.