Upgrade the manabase. The biggest step for new players is the ability to manage his or her mana appropriately. Non-basic lands allow them to learn that lesson, while basic lands do not.
The random land destruction cards seem out of place. Maybe replace with some cascade cards such as Shardless Agent, Bloodbraid Elf, and Maelstrom Wanderer. These cards are great for generating card advantage in a creature-based deck.
@voracious: Those cards are REALLY expensive. i don't see how this deck wouldnt be "competitive" if i ran all those expensive board wipes, but not oblit/jokul.
i know self destruct doesn't trigger Karmic Justice, but my permanents in a given game are likely going to be destroyed by other players.
In EDH, most players despise having their lands destroyed. Cards like Obliterate, Jokulhaups, Armageddon, and Ravages of War are generally not received well and are especially frowned upon in "casual" formats, whereas wrath-effects are almost expected.
As for the expensive cards, switch Life's Finale for Damnation, and the wrath's total up to $15.67 (based on MOTL average prices).
Day of Judgment $1.24
Wrath of God $2.59
Rout $3.10
Austere Command $1.48
Barter in Blood $0.37 Damnation Life's Finale $0.60
Oblivion Stone $1.88
Akroma's Vengeance $1.14
Planar Cleansing $0.46
Nevinyrral's Disk $2.81
It isn't budget by any stretch, but your best bet would be to drop the early plays and put in a bunch of wrath effects. Ideally, you'd want to be able to wrath twice, simultaneously stopping their offense while stocking up graveyards for Tariel's ability. A friend had a Tariel deck like that and it was very effective.
Also, Bringer of the White Dawn is an illegal card in your deck.
Cards like Obliterate and Jokulhaups can land you on the s***list pretty fast. I'd cut them or put this deck in the Competitive forum.
Destroying your own permanents doesn't trigger Karmic Justice. Butcher of Malakir might be a suitable replacement.
Wit's End -> Myojin of Night's Reach
Quag Sickness -> Mutilate
Barren Moor -> Cabal Coffers
Lethal Vapors -> Nevinyrral's Disk (to give yourself some out to enchantment or artifacts)
1 Thopter Asembly -> Not a fan of this card in this deck. If is just for the tokens, try Decree of Justice or Mobilization. If it is supposed to be a big flier, try Sigarda or Treva.
1 Blight Mamba -> This is the only infect card in your deck. If you need another cheap defensive creature, try Mire Boa, Wall of Blossoms/Omens, or Beloved Chaplain.
1 Guardian of Guildpact -> Voice of All seems much better.
1 Argentum Armor -> Batterskull seems better.
You have a lot of one for one removal. Many of these could/should be wrath effects. Oblivion Stone, Final Judgment, Akroma's Wrath, Hallowed Burial, Terminus, and Austere Command all deserve some consideration over some of your spot removal cards (Afterlife, Banishing Stroke, Desert Twister, Beast Within, Exclusion Ritual).
The Refuge cycle of lands from ZEN is strictly better than the INV cycle.
Flooded Grove(?), Wooded Bastion, and Mystic Gate are great fixing in a deck such as this.
If you have to go budget, try going monocolored. You will save a lot by not having to get any non-basic lands.
You could try Nefarox, Overlord of Grixis. Play him and a bunch of cards that get better for having more swamps in play (Mutilate, Corrupt, Nightmare, Korlash, Tendrils of Corruption, Cabal Coffers, etc.) All of those things are cheap and easy to find.
Putrefy and Indrik Stomphowler are strong utility cards in your colors.
Attrition and Stronghold Assassin turn all of your guys into Terror and trigger Kresh.
Mikaeus the Unhallowed gives most of your team undying, which would give you some defence against removal.
Bloodbraid Elf is quality card advantage.
The random land destruction cards seem out of place. Maybe replace with some cascade cards such as Shardless Agent, Bloodbraid Elf, and Maelstrom Wanderer. These cards are great for generating card advantage in a creature-based deck.
Viridan Shaman upgrades to Acidic Slime
Baloth Woodcrasher upgrades to Rampaging Baloths
Debtors' Knell seems right up your alley.
Angel of Despair has to fit in here somewhere.
Karn Liberated doesn't fit the tribal them, but it does give you a way to handle artifacts and enchantments.
Phyrexian Arena is outstanding card advantage.
Profane Command is removal and recursion.
Sol Ring is a must. If Drana is good on turn five, she must be insane on turn three.
Lightning Greaves would help protect Nefarox as well as get him swinging a turn earlier.
Chainer's Edict and Consuming Vapors are both pretty good edict cards. Either seems better than Devour in Shadow.
Karn Liberated is another really good solution for artifacts and enchantments.
In EDH, most players despise having their lands destroyed. Cards like Obliterate, Jokulhaups, Armageddon, and Ravages of War are generally not received well and are especially frowned upon in "casual" formats, whereas wrath-effects are almost expected.
As for the expensive cards, switch Life's Finale for Damnation, and the wrath's total up to $15.67 (based on MOTL average prices).
Day of Judgment $1.24
Wrath of God $2.59
Rout $3.10
Austere Command $1.48
Barter in Blood $0.37
DamnationLife's Finale $0.60Oblivion Stone $1.88
Akroma's Vengeance $1.14
Planar Cleansing $0.46
Nevinyrral's Disk $2.81
Spine of Ish Sah and All Is Dust are necessary evils in mono-black. You have to run any card that can handle artifacts and enchantments.
Massacre Wurm is another great card. Wipes out token decks completely. Wurm plus board wipe can give you another win con in the event of stalemate.
Batterskull is pretty good in decks that can generate the mana to use it properly. Also acts as an (expensive) token generator.
He ran
Also, Bringer of the White Dawn is an illegal card in your deck.
Cards like Obliterate and Jokulhaups can land you on the s***list pretty fast. I'd cut them or put this deck in the Competitive forum.
Destroying your own permanents doesn't trigger Karmic Justice. Butcher of Malakir might be a suitable replacement.
Don't forget to blink Flametongue Kavu, Aether Adept, and Mist Raven.
I cannot find any artifact or enchantment removal. This will come back to bite you.
Try running playing cards that give all of your guys +1/+1. They are cheap, easy to find, and can turn even the smallest kithkin into a threat.
Wizened Cenn may be the best kithkin tribal card, but it isn't in your list.
Mana Ramp Creatures
Big Beaters
Utility Lands
Don't forget Desertion.
Wit's End -> Myojin of Night's Reach
Quag Sickness -> Mutilate
Barren Moor -> Cabal Coffers
Lethal Vapors -> Nevinyrral's Disk (to give yourself some out to enchantment or artifacts)
1 Blight Mamba -> This is the only infect card in your deck. If you need another cheap defensive creature, try Mire Boa, Wall of Blossoms/Omens, or Beloved Chaplain.
1 Guardian of Guildpact -> Voice of All seems much better.
1 Argentum Armor -> Batterskull seems better.
You have a lot of one for one removal. Many of these could/should be wrath effects. Oblivion Stone, Final Judgment, Akroma's Wrath, Hallowed Burial, Terminus, and Austere Command all deserve some consideration over some of your spot removal cards (Afterlife, Banishing Stroke, Desert Twister, Beast Within, Exclusion Ritual).
The Refuge cycle of lands from ZEN is strictly better than the INV cycle.
Flooded Grove(?), Wooded Bastion, and Mystic Gate are great fixing in a deck such as this.
You could try Nefarox, Overlord of Grixis. Play him and a bunch of cards that get better for having more swamps in play (Mutilate, Corrupt, Nightmare, Korlash, Tendrils of Corruption, Cabal Coffers, etc.) All of those things are cheap and easy to find.