Samuel here has done pretty much everything right. 
									Not only is his decklist fairly solid, but 
									he's gone above and beyond the call of duty 
									to explain to me exactly what his goals for 
									his deck are and what he's done so far to 
									try and make it work. He's even referred to 
									previous fixes I've done, proving that he's 
									done his homework.
									
													
									
									
									
									Hello again, BMoor. I sent you an email a 
									little while back asking about getting my 
									deck of unblockable creatures fixed, but I 
									later on showed it to my friends who 
									proceeded to point out a pretty significant 
									flaw which I had failed to notice: my deck 
									was rather split between control and aggro 
									elements and so probably wouldn't do either 
									one very well. They suggested I change it 
									again and make it either more aggro or more 
									control. I couldn't figure out how to make a 
									good control deck out of it, and I also 
									already have a controllish Simic deck, so I 
									decided to go aggro with it. I'd like it if 
									you could fix this version instead of the 
									previous one I sent you. Here's the deck 
									list:
									
									
									
									Creatures:
									Zephyr 
					
									
									 Sprite 
									x4
Sprite 
									x4
									Cloud Sprite x4
									Nightshade Stinger x4
									Inkfathom Infiltrator x4
									Dauthi Horror x4
									Dauthi Warlord x4
									Inkfathom Witch x4
									Dauthi Marauder x2
									
									Non-Creatures:
									Scare Tactics x2
									Chorus of Woe x4
									Syphon Life x4
									
									Land :
									Ancient Ziggurat x4
									Secluded Glen x4
									Darkslick Shores x4
									City of Brass x4
									Thran Quarry x4
									
									I think this deck will probably be fairly 
									effective, but I do have a few concerns. The 
									most prominent of those concerns is that it 
									won't measure up to another fast deck. There 
									aren't a whole lot of efficiently-costed 
									unblockable creatures out there, so I think 
									if I was up against another aggro deck with 
									more efficient creatures I'd probably die 
									faster than the other player. The problem is 
									that the deck is themed around unblockable 
									creatures, so it's not like I can just scrap 
									these ones out and go for more efficient but 
									bloackable options. The second thing I'm 
									wondering about is if this deck will be too 
									predictable. In case you forgot from my last 
									email, I only play casual with my friends, 
									so it won't take my opponents long to 
									realize how the deck works. It's very 
									simple: draw, land drop, summon, swing out, 
									end turn. I guess aggro decks are suppose to 
									be like that, but I've never made an aggro 
									deck before and honestly, I don't know if 
									this is how it's suppose to be done.
									
									I attempted to address my first issue with 
									the Scare Tactics and Chorus of Woe, since 
									they essentially mean "Deal X damage to 
									target player, where X is the number of 
									creatures you have." seeing as the opponent 
									can't block any of them and I'll be swinging 
									every turn with everything I can. Though 
									really, there aren't any true aggro decks in 
									my groups' metagame right now (it has a 
									variety of combo and control, but no aggro). 
									But if this one works well, they might start 
									popping up and I don't want the deck to just 
									be good for a while until someone whips up a 
									Goblin deck and beats me over the head with 
									it. As for the second issue, I have no idea 
									how to address it, or if I even need to. 
									Good aggro decks are suppose to consistently 
									do the same thing, aren't they?
									
									Syphon Life is there in case the game starts 
									to draw on a bit longer than I'd like, but 
									I'm not sure if I really need it. It's just 
									that I wouldn't know what to replace it 
									with. I think I'm good on my number of 
									creatures, and since my play group 
									mana-shuffles their decks, I've got the 
									perfect number of lands to make sure I hit 
									my fourth land-drop on turn four. And I 
									can't think of any other good non-creature 
									spells to add. Maybe some cheap draw power, 
									like Ponder?
									
									The only stipulation I have for this deck is 
									that I probably can't afford cards like 
									Watery Grave (not that my mana base isn't 
									already tricked out enough- getting mana 
									screwed sucks and I can't afford to waste 
									even a single turn to it because I need one 
									color of mana and not the other), the theme 
									needs to remain on unblockable creatures, 
									and I don't want to add or remove any 
									colors. If I did, it wouldn't really be the 
									same deck as before. I want to make the 
									current deck I have respectable and this is 
									the deck list I came up with to do so. And 
									on the note of colors, the deck is a lot 
									heavier on black mana than blue mana. I'd 
									kind of like to even that out a bit because 
									I'm a little OCD about that sort of thing, 
									but that's really not too important.
									
									Also, since you say you like it when your 
									readers suggest ideas for future articles, I 
									was thinking that maybe you could do 
									articles that give in-depth overviews on 
									different deck types. Sort of like a how-to 
									guide for certain decks, perhaps where you 
									make your own deck for that type as an 
									example. I mean, people like me who have 
									never made an aggro deck before would 
									benefit if they had someone who knows just 
									what an aggro deck should look like showing 
									them how they work and such. And with so 
									many different deck types in existence, 
									there are a lot of potential articles you 
									could do like that.
									
									PS: I'd also like to apologize for something 
									in my first email. I mentioned that you've 
									probably never seen a deck like this before, 
									and later on I noticed you had already done 
									a fix of an unblockable deck. You've said 
									before that you appreciate it when people 
									actually read your articles and not just get 
									a fix and then leave the garage. I'm working 
									on reading the rest of your articles still 
									and I don't want to give you the idea that I 
									had ignored all the previous lessons you've 
									given (I actually think I've learned a lot 
									of things from you). So, yeah. That's all 
									there is for me to say. Thanks a lot BMoor; 
									I hope you can see what you can do with this 
									deck.
									
									~Samuel
									
									
									
									~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
									
									Thanks for the E-mail, Samuel. I've pondered
									
									
									your deck for quite a while now, as well as 
									your comments. How-to guides on various play 
									styles would be fairly useful, wouldn't they? They'd take 
									a fair bit of research, of course, but I 
									would like to explore that idea. Thank you!
 
									be fairly useful, wouldn't they? They'd take 
									a fair bit of research, of course, but I 
									would like to explore that idea. Thank you!
									
									But for today, it's U/B unblockable aggro. 
									Let's see what we can do. The biggest thing 
									that stands out to me is that you're using 
									no basic lands whatsoever. Is that really 
									necessary? Maybe it is, but with so many 
									hybrid cards in your deck, I think you could 
									get away with a few ordinary Swamps and 
									Islands.
									
									But then again, you did mention not being 
									comfortable with your black-to-blue ratio 
									and wanted it to be more even, so let's see 
									if we can't add a few blue cards.
									
									The first such blue cards that come to mind 
									are some of the il- creatures from 
									Time Spiral block. They came in blue and 
									black, and also white if you're interested 
									in a three-color deck, but the two that best 
									serve you would be Drifter il-Dal and 
									Infiltrator il-Kor. One is a 2/1 
									shadow for a measley one blue mana... every 
									turn. The other is a 3/1 with shadow that be 
									on the board and swinging as early as turn 
									four... if you suspended it on turn two. 
									Aggro decks aren't known for wanting to 
									invest in the future, or on letting the game 
									run until turn six, which is the earliest 
									that this il-Kor will be able to 
									attack if you hardcast it. That's probably 
									why the Infiltrator hasn't seen much play. 
									Drifter, on the other hand, is very popular 
									and would suit you quite well in place of 
									one of your 1/1 fliers for 1. The 
									Infiltrator? I'll let you be the judge.
									
									Adding in both of those creatures would make 
									your Dauthi 
									
									Warlord more impressive, but I'm skeptical 
									as to whether you really want the Warlord at 
									all. Sure, he hints at being a 4/1 or 5/1 
									for 1B, but will that make up for all those 
									times he's a 1/1 for 1B? How many shadow 
									creatures do you need on the boar d 
									do you need for the Warlord to be effective? 
									Two? Three? And remember, your opponent 
									probably has kill spells.
d 
									do you need for the Warlord to be effective? 
									Two? Three? And remember, your opponent 
									probably has kill spells.
									
									Speaking of, let's talk about your 
									noncreature spells. First of all, Syphon 
									Life was a wise choice. Not only is it an 
									extra 2 points of unblockable damage, but 
									the life gain is helpful against other aggro 
									decks. Remember, most of your creatures 
									can't block! And with a single Syphon Life 
									in the graveyard, you never have to worry 
									about mana flood, because every land you 
									draw is a potential 2 damage more.
									
									Chorus of Woe and Scare Tactics I have less 
									confidence in. Sure, it's extra damage 
									because all your creatures are unblockable, 
									but maybe you can do better. My first 
									suggestion was Hideous End. It allows you an 
									answer to opposing creatures, in case you 
									get a creature-light draw or your opponent's 
									aggro swarm is faster than yours. It also 
									allows you to push in an extra 2 points of 
									life loss, like Syphon Life does, while 
									killing one of their creatures.  
									Boomerang would also be a good choice, 
									giving you a temporary solution to just 
									about anything. And since you intend to end 
									the game quickly, temporary solutions are 
									all you really need. Boomerang can also 
									bounce a land, setting your opponent back a 
									turn and thus allowing you to capitalize on 
									your speed.
									
									Another good spell would be Scarscale 
									Ritual. Aggressive decks tend to play out 
									their hand quickly, and if your opponent 
									manages to survive the first wave, or play 
									Pyroclasm and cut off your initial surge, it 
									can be very useful to be able to restock 
									your hand. Granted, Scarscale Ritual will 
									likely mean sacrificing one of your 
									creatures, since so many of yours have one 
									toughness. Maybe Consult the Necrosages or 
									Preordain would be better for your needs?
									
									But if you really want to spend a black mana 
									to pump your creatures' power, Why not try 
									Virulent Swipe? In order for Chorus of Woe 
									or Scare Tactics to deal as much extra 
									damage as Virulent Swipe, you need four 
									attacking creatures that turn. Virulent 
									Swipe only asks for one, and for one again 
									next turn.
									
									That's just about all I can come up with for 
									you, Samuel. Your deck was pretty solid to 
									begin with. Now I just need to get thinking 
									about those in-depth overview articles!
									
									Good luck!
									
									~BMoor