Muktol

235 Decks, 1,772 Comments, 721 Reputation

Thank you for the suggestion. I added 1 copy of [[Light Up the Stage]], but I'm not sure how it will prove.
The problem I'm seeing is that the deck's mana-curve peaks at 2. So you need 1-2 mana to activate the spectacle option for the card, and another 1-4 mana to play the cards you've drawn.

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Posted 08 October 2021 at 06:24 in reply to #644519 on monoR Beginner: Burn

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I'm sorry to say that I often have a hard time reading and understanding your comments because your word order and grammar is confusing for me. So I'm often forced to guess what you would mean.
Guessing you meant I should use 4 [[Confiscate]] and drop 2 lands for it. I don't know if 4 copies of [[Confiscate]] would be a good idea, because it's rather expensive to play, so you don't want to have it in your starting hand. [[Frantic Inventory]], [[Opt]] and [[Tidings]] give the deck some card draw and thus using 2, or 3 shouldn't be a problem.

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Posted 08 October 2021 at 06:18 in reply to #644563 on monoU Beginner: Control

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Thank you for the suggestion. It would be interesting, giving a card, that lets you do multiple things is not a bad idea. If everything goes wrong you have at least a "O I shouldn't have don this" learning effect The problem is, that I limited the deck on 1 rare (max 4 copies of it) and I used [[Aetherling]] allready.

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Posted 08 October 2021 at 06:11 in reply to #644520 on monoU Beginner: Control

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It's definitely not a like, but how else can I say "thank you"... Good luck out there.
Maybe you can come back occasionally and give us a short report on what you might have found as alternative?

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Posted 05 October 2021 at 07:43 as a comment on Farewell

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You will have to explain the madness keyword thoroughly for beginning players... not only how it's rule works exactly, but also how it is best used. But beside from that, as the deck features very few other complex cards/ mechanics, it should work fine.
[[Cabal Initiate]] could be worth a look in normal decks, but since you suggested this for beginners, I wouldn't add another mechanic. [[Hell Mongrel]] would be a creature that let's you discard, without this mechanic.
I also would add some non-basic lands, for mana-fixing and to show new players that there are other lands, beside basics (and yes, I've seen [[Immersturm Skullcairn]] in the deck ;) )

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Posted 01 October 2021 at 06:20 as a comment on Rotting Pyre

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+1
What about 1-2 [[Karn's Bastion]], to crank up your planeswalkers a little faster? When you have some PW's on the board, you can sink your mana into [[Chandra's Regulator]], but if you have any to spare, you could use it to proliferate.

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Posted 29 September 2021 at 06:52 as a comment on Chandra Tribal

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Finally was able to run some more test against my benchmark decks (MBC, stompy, mill and life gain/ drain), where the deck simply behaved to slow. It lacks power, and the only good thing is that you keep some of this power when [[Spiteful Squad]] or [[Star Pupil]] get killed...but not if they are the last of your creatures.

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Posted 28 September 2021 at 11:04 in reply to #642112 on W/B Pauper: Spiteful Squad

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Testing is done. Sadly, the combination of [[Eager First-Year]] and [[Ground Rift]] is good...but happens way to few times. The deck wins either in one big rush, or goes down trying to. I did some changes, like removing [[Akroan Crusader]] (maybe a 2/2 split with [[Lagonna-Band Trailblazer]]) and adding [[Homestead Courage]] instead.
All in all it's not that powerful, sure it sometimes can surprise opponents, but there are many decks able of doing so.

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Posted 28 September 2021 at 10:54 in reply to #642859 on W/R Pauper: Spellslinger Storm

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+1
24 Mountains seem to bee too much for a RDW, 20 should be enough.
Some suggestions, for when you want to update/ upgrade your deck
What about things like [[Guttersnipe]] and [[Firebrand Archer]]?
[[Blisterspit Gremlin]] could replace [[Prodigal Pyromancer]] or [[Nettle Drone]].
[[Skewer the Critics]] would be another [[Lightning Bolt]]-like spell. [[Searing Blaze]] or [[Searing Blood]] would be able to get rid of a creature and deal some damage to your opponent.
[[Magma Jet]] to add a little draw-control and [[Risk Factor]] or [[Tormenting Voice]] to add some draw, so you don't run out of gas?
[[Stoke the Flames]] as you can tap your creatures and most of the will untap due to playing a red spell (at least that what you aim for]]
[[Seismic Strike99 as finisher.

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Posted 18 September 2021 at 07:29 as a comment on Red Fury

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OK, the comment on [[Rhox Faithmender]] was more meant as a joke, and not to remove him.
[[Boon Reflection]] would at least look like a cleric-card, even if it's an enchantment.

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Posted 09 September 2021 at 16:36 in reply to #643674 on cleric burn

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Then you would have to get rid of [[Rhox Faithmender]] too, because he's a monk ;)
[[Doubtless One]], [[Vile Deacon]], [[Profane Prayers]] and just came to my mind (for no other reason than being clerics or cleric-related spells)

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Posted 09 September 2021 at 07:40 in reply to #643674 on cleric burn

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110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.

Don't worry, I would have confused it also.

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Posted 07 September 2021 at 08:49 in reply to #641876 on Crabby Mill Deck

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As for the green cards, you have [[Acidic Slime]], which is interesting sideboard material, because you can remove lands with it. [[Chevill, Bane of Monsters]] can even remove planeswalkers and has a carddraw ability. [[Deadly Recluse]] against flying. [[Narnam Renegade]] and [[Wasteland Viper]] are a solid cmc1 creatures.

The advantage when strapping a [[Heart-Piercer Bow]] onto [[Typhoid Rats]] and attacking with it is that you might take out 2 creatures or take out 1 creature and deal 1 damage. The 10 damage by turn 4 or 5 do have to be dealt by something ;)

Depending on the information I get out of [[Thoughtseize]] or [[Duress]] I would not use [[Dash Hopes]] on creatures, because you have removal that can act each turn (even more often than once, if you have the mana to equip [[Viridian Longbow]] to another creature). At least not at the first creature, you opponent plays on his turn, because that will be a distraction.

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Posted 06 September 2021 at 12:49 in reply to #643732 on Poison/Creatures?

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Time has changed, rarely do people take the time to do such things any more (or even bother to follow the link and read the darn thing). I also get rather frustrated when writing a text as comment and never get any reply or reaction onto it. So basically I'm happy if the person reacts and add a descriptions, that's more than "Ramp and kill your opponent" for green, "Remove and kill" for black, and so on.

But you asked for it, and so here it is:
https://www.mtgvault.com/muktol/decks/why-you-should-add-description/

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Posted 06 September 2021 at 11:29 in reply to #643734 on GW Slivers

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A deck- and how-to-play description would be a nice addition.

Suggestions:
[[Hive Stirrings]], [[Ram Through]], [[Horned Sliver]]

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Posted 06 September 2021 at 07:26 as a comment on GW Slivers

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And then [[Arena of the Ancients]] hits the battlefield ;)

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Posted 06 September 2021 at 07:22 as a comment on How Did I Not Know About This

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Personally I would reduce the variety of your creatures a little bit and streamline the deck. I know that these changes are drasctical, but I would do the following:
-1 [[Blood Artist]] ... your main strategy is to ping your opponents creatures to death, either use him 4-8 times, or not at all.
-1 [[Grave Titan]] ... big creature that gives you 2 zombie token...which you don't profit at all in this deck.
-2 [[Leaden Myr]] ... doesn't ramp, doesn't have deathtouch, so I don't see the reason for these in the deck.
+ 2-3 [[Graveblade Marauder]] ... getting creatures in your own graveyard shouldn't be too hard with a high number of 1/1's. You could even use sacrifice cards: [[Lampad of Death's Vigil]] (Needs mana), [[Altar of Dementia]], [[Spawning Pit]], [[Feaster of Fools]] or [[Tar Fiend]]
+ 0-1 [[Snow-Covered Swamp]]
-1 [[Paragon of Open Graves]] ... most of your creatures allready have deathtouch, and you can get the +1/+1 effect cheaper.
+1 [[Bad Moon]] ... just be ready to switch this for something else, when you fight another black deck.

[[Wrench Mind]] is OK, but I would rather use a discard-card that let's you decide what gets discarded as this also gives you informations on your opponents hand. [[Thoughtseize]] or [[Duress]] would be worth looking at.

What are you afraid of to use [[Dash Hopes]]?

There are some alternatives (or expansions) to [[Pathway Arrows]], which you don't have to pay for, to deal damage: [[Heart-Piercer Bow]], [[Sorcerer's Wand]] and [[Viridian Longbow]], the all-time favourite for such ping decks.

Another option would be the addition of green, to add things like [[Fynn, the Fangbearer]]

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Posted 06 September 2021 at 07:19 as a comment on Poison/Creatures?

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+1
Personally I would use [[Soul Warden]] over [[Cathedral Sanctifier]] and 4 [[Ancestor's Prophet]] seem to be too much, 3 would be enough for me.
[[Cleric of Life's Bond]] or [[Bloodthirsty Aerialist]] could also be worth a look. [[Resplendent Angel]] could be used instead of [[Archfiend's Vessel]]+[[Acrobatic Maneuver]]

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Posted 01 September 2021 at 10:34 as a comment on cleric burn

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+1
On Arena and later with pauper I've learned to love life drain/ aristocrat decks.
[[Trespasser's Curse]]... This depends a little bit on the deck you're playing against. But if this deck gets to be archenemy, you could choose from multiple opponents.
[[Bloodthirsty Aerialist]] ... Ajani's Pridemate with flying anyone? ;)

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Posted 31 August 2021 at 08:14 as a comment on BD: Tyrant (Archenemy)

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+1
Werewolves, my old nemesis... I used t play vampires, and a good friend built a werewolf deck. Funny thing is that we where unable to draw both good hands when we played against each other, one always had to take some muligans to get at least some good cards. ^^

I'm making some suggestions, tough I don't know if you want to improve this deck.
[[Breakneck Rider]]... A faster, but less powerful, version of [[Instigator Gang]], but in adition to giving +1/+0 when transformed, he also provides trample for all your werewolves. Very useful, if your opponent managed to remove [[Full Moon's Rise]] (Or you had to sacrifice it before)
[[Geier Reach Bandit]]... one of the best new werewolves. I'm simply copying the rule-text of the transformed werewolf: Whenever a Werewolf enters the battlefield under your control, you may transform it.
[[Lambholt Pacifist]]... 2 mana 3/3, if transformed it turns into a 4/4. Simple but effective.
[[Collected Company]]... Now this card costs you an arm and a leg (MTGVault states 17$ at the moment) but it's worth it if most of your creatures are 3 mana or below. CoCo allows you to reveal the top 6 cards of your library and put 2 creatures, with cmc 3 or lower) into play.
[[Rhythm of the Wild]]... my friend asked me, if I could come up with a card, that would fill the last slots of his deck. We looked at [[Arlinn Kord]] but both of us found that she was missing something. I thought about it for a while and the came up with [[Rhythm of the Wild]]. This card allows you to either place an +1/+1 counter on an creature entering the battlefield, or give it haste. [[Geier Reach Bandit]] (Instant transform on entering) + haste + [[Kruin Outlaw]] anyone? ;)

If you want a history of how his deck has developed, you can find it under this link:
https://www.mtgvault.com/muktol/werewolf/
Number 1 never saw any action, because it was my version of his deck, testing bloodrush-creatures in combination with werewolves.

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Posted 30 August 2021 at 08:10 as a comment on Werewolf Tribal V1

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