I made a crazy fun and aggressive Tibalt Deck! It's not meant to be top tier and is mainly using cards that are enjoyable or fit the theme of the planeswalker. Here it is!
I find most Tibalt decks posted are sub par or just dont really work for the planeswalker, so I spent weeks refining this for a fully-functioning and somewhat competitive deck!
Enjoy!
Reasoning for each card:
Non-Lands:
1: Myr Servitor - Serves as a chump blocker to protect Tibalt and is a sac outlet. Can also be tossed into the graveyard with little repercussion as it will likely just come back or used to crew.
(x4 - Full set since it is easy to play and can always come back.)
2: Stormfist Crusader - Provides constant card draw and keeps cards in opponent's hand for Tibalt's -4 ability. Menace also seems to catch opponents off guard late game a lot too, making it easy to finish opponents.
(x3 - Only 3 because there is such a thing as too much of a good thing.)
3: Golgari Thug - Mainly used for dredge and chump blocking. Helps get Demigod of Revenge and other cards into graveyard for resources. Secondary ability also helps return creatures in rough situations.
(x4 - Full set since it is one of the main ways to navigate the deck.)
4: Tymaret, the Murder King - Has several uses. Can use burn ability constantly with servitors and can also sac thug to return a Demigod or other cards to the top of the deck in a pinch.
(x3 - Only 3 since it is a legendary creature. Dont want to pull too many. Its abilities also provide synergy with other cards.)
5: Stinkweed Imp - A lot of this deck is secondary interactions and less so about direct interactions with the opponents board. I have had better luck with this card than Big Game Hunter due to the dredge ability being so large and still having a deathtouch like ability to have a passive creature removal that makes the opponent not want to attack. Big Game Hunter seemed too limited to specific situations and this card had wider applications in my play testing.
(x4 - Full set since it is one of the main ways to navigate the deck. It is also passive removal and the large dredge allows easy access to the deck)
6: Kroxa - Essentially 2 cards and a heavy hitter that's easy to feed into the graveyard. Since the opponent may gain cards from stormfist, thought I should have a way to also get rid of a card here and there while putting on reanimate-able pressure. I was lucky I bought this card before it spiked in price. Deck is no longer a budget-ish build because of this card unfortunately.
(x3 - Only 3 since it is a legendary creature. Don't need too many. Plus once its in the graveyard, it is almost always accessible.)
7: Demigod of Revenge - One of the win condition heavy hitters in the deck. Used mainly for quick hard to stop damage. Meant to be thrown into graveyard for a later return to play effect. Fun to play if the opponent hasn't already been defeated like in my playtesting.
(x4 - Honestly, probably could get away with 3, but I like to dream.)
8: Smuggler's Copter - Used for going through the deck. A lot of creatures able to crew efficiently, especially servitors and hunter. Heavy damage early on as well.
(x4 - Full set since this is another card that helps navigate the deck. I wish it could be played from the graveyard, but it is usually out before this deck starts getting its wheels rolling.)
9: Cut / Ribbons - A card designed to not matter if it ends up in the graveyard. Can remove smaller creatures while also leaving an endgame threat for high damage.
(x4 - Full set, pretty self explanatory)
10: Tibalt, the Fiend-Blooded - I just like this card. You know why it's meh. The manacost is great though and the plus ability does no harm in a deck where graveyard is so accessible. This card creates graveyard fuel and also has a pretty devastating minus ability if left unchecked.
(x4 - Full set because its Tibalt, the life-blood of this concept deck! Can't make a tibalt deck without 4 of these guys! Once the opponent realizes it is actually a threat, they try and kill it and I need back ups!)
Lands:
11: Dragonskull Summit - Well rounded all purpose land that can be played untapped in most scenarios.
(x4 - Full set since it is easy to use.)
12: Canyon Slough - A land that counts as a swamp and a mountain. Useful with Dragon Skull Summit.
(x3 - Helps with Dragonskull Summit and helps navigate the deck with its cycle ability which can also feed Kroxa.)
13: Bloodstained Mire - Fetch lands are broken.
(x2 - Had a couple laying around because of lucky booster pulls. Thought I'd give them a home. Would have more if it was not $30 per card!)
14: Rakdos Carnarium - This deck is low mana curve but likes to play a lot of things fast. This card helps ramp a little while being 1 card under a recommended mana base of 40% (24) lands. It can also bounce Canyon Slough later to use as a cycle option.
(x3 - Seems to work so far)
15: Hagra Mauling/Hagra Broodpit - Land that is also removal? Why not? Can also be bounced with carnarium to return a removal spell to my hand.
(x3 - since it is a tapped land, I dont want to pull it too often but never hurts to have a few since it is also removal)
Possible addition?:
Valki/Tibalt?! - A Tibalt God flip card!? Maybe!