Muktol

235 Decks, 1,764 Comments, 728 Reputation

My guess is that the basic lands you used, from Rivals of Ixalan, are not yet "legalized" in the database. I've allready had this some times.

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Posted 15 January 2018 at 07:22 in reply to #610560 on Assemble the Legion (60 cards)

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Barrage of Expendables/ Blasting Station and Massive Raid. Kiki-Jiki, Mirror Breakear and Lightning Crafter can combo also very effective.
Any particular reason why you're using the same card (with the same artwork) from different editions?

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Posted 09 January 2018 at 14:49 in reply to #610237 on Goblin Siege

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There are some interesting card-choices I can recommend you (My own Krenko deck can be found under http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/)
Goblin Assassin is one of the most underrated cards I've seen for a Krenko commander-deck. The only thing you can loose are some tokens, while your opponent will hardly recover from the blows you deal to them. And when you don't need him anymore you can sacrifice him into his own ability.
Moggcatcher can help you to search for key-creatures, or things like Boggart Shenanigans, you want on the battlefield.
I can describe Shared Animosity only with a single word: Ouch. 20 attacking 1/1 goblin tokens will become massive 19/1 tokens due to it's ability. Coat of Arms could also be an option but this one is dangerous when fighting against other tribal-decks.
Throne of the God-Pharao deals damage for every tapped creature you control. Skirk Fire Marshal or Furystoke Giant anyone?
Caterwauling Boggart provides Menace for each of your goblins.
Bloodmark Mentor provides first-strike to all your creatures.
Ruination often really ruins your opponents day as all nonbasic lands are destroyed.
Champion's Helm/ Mask of Avacyn/ Swiftfoot Boots offer some more protection for Krenko
Illusionist's Bracers doubles Krenkos token-output
Homeward Path allows you to get mind-controlled creatures back.
Valakut, the Molten Pinnacle seems to be pretty useless with only doing 3 damage but it's often enough to remove some annoying creatures. He also prevents later drawn mountains from being totally useless.

Greetings
Muktol

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Posted 08 January 2018 at 21:54 as a comment on Krenko

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+1
First things first: I don't know anything about legacy cards or legacy matchups, all I can offer you here are some modern-legal cardchoices. In my (modern legal) opinion artefact removal is a far more common choice for the sideboard, sometimes even for the mainboard, than enchantment removal.
Why do you use 4 Swiftfoot Boots, to protect Stoneforge Mystic? Because that's the only creature in here that doesn't have hexproof. The only equipment worth bringing into play with the Mystic would be Behemoth Sledge all other have cc2 or less. If you're looking for specific equipment then Steelshaper's Gift would be a cheaper (cmc and $) option. When using such search-spells then I would make sure you have something in your deck that it's either worth searching for or something that helps you in a certain situation (For example you don't draw Silhana Ledgewalker and your opponents defence is to strong on the ground. A single Neurok Hoversail might solve that situation). If you want to have some additional carddraw then Puresteel Paladin could be an option.
If you need some more fast-playing equipment then Bone Saw and Shuko could be of interest for you.
Another interesting option would be Dispatch as it gives you a strong removal. Also Etched Champion could be worth a look as he is another unblockable, untargetable creature.

Greetings
Muktol

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Posted 14 December 2017 at 08:59 as a comment on Bant Bogle Artifacts

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You could use Inaction Injunction instead of Pressure Point. It basically does the same tough it doesn't prevent your opponent from using the creature for things like Springleaf Drum.
Slip Through Space could be an interesting option for the sideboard. Another option would be Echoing Truth wich work like a charm against swarming decks and everything that utilizes tokens.

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Posted 13 December 2017 at 09:05 in reply to #609687 on Izzet Ensoul

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+1 for the deck now.
Well Kira wouldn't work in an illusion deck because there it's enough that they get targeted...the spell doesn't even need to be cast successful from what I remember tough you could use it to give Lord of the Unreal some protection (Even if there are better cards for this like Lighning Boots.)
Once should be enough, if you feel that he is superior to Geist-Honored Monk then you could remove the monk and add another Reaver instead.

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Posted 13 December 2017 at 08:59 in reply to #609685 on Modern Esper Spirits

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Copy Enchantment could be an option, costs one mana more to play than Ensoul Artifact but allows you to use it as Ensoul Artifact 5-8.
The "problem" I see here is that you rely 100% on Ornithopter to attack, the only other backup plan would be drawing 3-4 Shrapnel Blast. I would remove the defenders to add something like Signal Pest, Hope of Ghirapur or even something like Glaze Fiend (which would need at least some black mana-sources)

Greetings
Muktol

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Posted 12 December 2017 at 10:27 as a comment on Izzet Ensoul

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Aggressive to me doesn't mean that you have the time to wait for those big hitters to be played but put pressure on your opponent on every turn. Don't give him time to get his own plan working. Thus I would remove some of the more expensive (cmc) creatures in this deck and focus on cheap, fast, and hard-hitting creatures. Also your ramp-spells basically draw lands from your deck into your hand, but they don't accelerate your mana-production. Cards like Harrow, Khalni Heart Expedition, Search for Tomorrow or even a basic Rampant Growth would work better here. Also searchlands like Terramorphic Expance or Wooded Foothills will work great in such decks.
I would also include an option to give your attacking creature(s) some sort of evasion (trample, protection from colour, flying, and so on) to make sure you can damage you opponent even when he has something to block your attack. Rancor, Crash Through, Rush of Adrenaline, Unnatural Predation and so on.
Last Adventuring Gear is a good card that fits into nearly every landfall deck.

Greetings
Muktol

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Posted 12 December 2017 at 10:03 as a comment on Aggressive Landfall

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As you don't play any spells that need to target one of your creatures you could use Kira, Great Glass-Spinner to protect Drogskol Captain. At least you opponent needs two spells to successfully remove him. Another option could be Mausoleum Wanderer, which is also a great offensive card and is played in nearly every spirit deck I've seen so far, or spells like Dispel (or Mana Leak) to counter those spells.
Another great, tough expensive (cmc) card would be Drogskol Reaver, which I would use instead of Gallows Warden.
I also would definitely add black as third colour. Add some searchlands and 1-2 swamps and/or some duallands. Lingering Souls is too got not to be used here. Spectral Procession could also be an option tough it's triple white mana-costs are something to worry about. If you're looking for a slower but more steady token generation option then you could also take a look at Twilight Drover.

Greetings
Muktol

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Posted 12 December 2017 at 09:44 as a comment on Modern Esper Spirits

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+1
If you want to add a second colour I would recommend black and Chainer, Dementia Master. Would also fit the theme as there is a novel in which Chainer has to fight the Balthor/ Jeska team and later on teams up with Kamahl to one of the most successful pit-fight teams.
You could swap Lava Spike for Rift Bolt, would give you some more board-control and flexibility. Magma Jet could also be an option as it's scry-effect gives you a little more control of hat you will draw.

Greetings
Muktol

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Posted 11 December 2017 at 07:32 as a comment on Kamahl

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The question is in which direction you want this deck to evolve to. On the one hand you have a creature that needs to be equipped to increase the efficiency of soldiers and knights, on the other hand you have a high number of creatures that need to be equipped to be efficient at all. So I would either focus on a soldier/ knight deck or an equipment-heavy deck, I'm not sure if throwing both ideas together will work well.

Here are some suggestions for both strategy's:
Puresteel Paladin ...Let's you draw a card for each played equipment. Important when you don't want to run out of cards. Belongs into a equipment heavy deck.
Ardent Recruit; Auriok Sunchaser, Auriok Edgewright ...Creatures that benefits from a high number of artifacts in play but don't have to be equipped. Work very well with Darksteel Citadel as artifact land. Belong into a equipment heavy deck
Bonesplitter; Cranial Plating; Swiftfoot Boots ...Some more fast playing and efficient equipment.
Brimaz, King of Oreskos; Precinct Captain ...Create soldier tokens when attacking/ blocking. Belong into a soldier deck.
Preeminent Captain ...Lets you play expensive soldiers for free when attacking.
Aerial Responder ...Flying vigilance, lifelink, what more to say. Belongs into a soldier/ knight deck.
Elite Vanguard ...Cheap and hard-hitting. Belongs into a soldier/ knight deck.

Greetings
Muktol

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Posted 23 November 2017 at 07:45 as a comment on White peeps

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+1
Great deck, nothing to add here. The only thing I you could change in the description would be the passage about Standard Bearer, Ghostly Possession and burn spells. "...but also a lightning rod for most burn spells sucking them up like it's nothing" sounds too much like Standard Bearer would stay alive if a Bolt, Lava Axe or anything similar would hit him while enchanted.

Greetings
Muktol

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Posted 17 November 2017 at 10:10 as a comment on Can't touch this (pauper)

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I thought the same and looked it up. It works. The vanishing rules includes an 'if' clause" that stops the counter-removing ability from triggering if there are no time counters on the permanent.

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Posted 17 October 2017 at 13:15 in reply to #607596 on Petri Dish

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No, I meant what I wrote but I forgot that you don't need Chronozoa, or one of it's tokens, in the graveyard for the effect to concur. It's enough when one was put there without any time-counters on it. So yes, it will duplicate endlessly but without haste the only thing you will get is a big army that can be used for blocking.

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Posted 17 October 2017 at 10:41 in reply to #607445 on Petri Dish

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I didn't mention Paradox Haze because Chronozoa has a little anti-synergy with it. The problem occurs when you have 2 or more Paradox Haze on the field. Any "original" Chronozoa will loose 3+ time counters at the beginning of the upkeep and thus be sacrificed. Any Chronozoa-token will loose +3 time counters and simply die. So you basically loose any Chronozoa's you have within one turn when you have 2 or more Paradox Haze on the field, without being able to attack with them. An option to remove/ transfer those time counters with instant-speed could be Fate Transfer.

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Posted 16 October 2017 at 05:52 in reply to #607445 on Petri Dish

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Shared Discovery could be replaced with Fathom Seer, gives you another illusion and allows you to draw some cards later on when needed. Phantasmal Image could also be worth considering as it allows you to copy the threats your opponent puts on the table and use it against him. Last Phantom Warrior is a real solid creature that can, more or less, slowly kill your opponent.
I also would use a full set of Lord of the Unreal because they can be removed quite easy as they don't have hexproof themselves.
The big question in this deck for me is if you really want to use eight cards (Clockspinning and Jhoira's Timebug) to make Chronozoa more effective? I would either use more cards with time-counters or concentrate on the illusion part.

Greetings
Muktol

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Posted 13 October 2017 at 08:29 as a comment on Petri Dish

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+1
Tough not really a warrior Viscera Seer could be an option instead of Vampire Lacerator, especially if you fear removals and want to convert your dying creatures into some card-advantage. Skarrgan Pit-Skulk could also be an option tough I wouldn't call it a T1 drop as he really needs that Bloodlust to be effective.
If you have the mana to play her, Lovisa Coldeyes can be a real matchwinner.

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Posted 09 October 2017 at 07:14 as a comment on Jund Warriors

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The problem I had was that Aphetto Alchemist can untap itself as it's text simply says "untap a creature" not "untap a tapped creature". I didn't even consider that thought ;)

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Posted 02 October 2017 at 06:33 in reply to #607037 on Stupid Combo of the Day#1

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I'm sorry if I'm playing Advocatus Diaboli here, and I really hope that I just don't see a part because I like such decks and the work put into them, but at the moment I don't see how the Aphetto Alchemist + Stinging Licid combo should work.
You have 1 Aphetto Alchemist and 1 Stinging Licid on the field and use Licid's ability to tap it and enchant the Alchemist; the Licid looses it's creature-status and becomes an enchantment with "Enchant creature". You now have 1 untapped Aphetto Alchemist and 1 tapped Stinging Licid enchantment on the field. You now tap the Alchemist to untap...what target? Even if you could untap Stinging Licid with it you would have 1 untapped Stinging Licid and 1 tapped Aphetto Alchemist but no way to continue the combo.

Greetings
Muktol

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Posted 01 October 2017 at 20:42 as a comment on Stupid Combo of the Day#1

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A balancing problem I see at the moment is that enough cards that let you sacrifice creatures remain in the deck with enough cards to get something to sacrifice. Vampiric Rites could be a solution to this problem (I would remove Altar's Reap and add 3-4 of it). Basically a weaker version Altar's Reap but it allows you to do this repeatedly and is an enchantment which is a card rather hard to remove.
Cards I don't really like in this deck would be Thrull Parasite and Army of the Damned. The Thrull's Extort works only 1 time per casted spell and the counter-removal might be to slow. The Army is simply to expensive to play, even with Crypt Ghast as you will need the mana to cast Cauldron Haze or use Bontu the Glorified's ability, return Reassembling Skeleton and so on. So I would remove those 4 cards (Thrull and Army) to add 4 Undying Evil and sideboard Tragic Slip.
Another thing that just came to my mind is that Persist/ Undying won't work with the token (or any other token) created by Pawn of Ulamog. The token is sacrificed, dies (thus trigger's Blood Artist/ Zulaport Cutthroat) but it never makes it actually to the graveyard, which is a requirement for those two ability's to trigger. A Death Cultist (or Bile Urchin) can be sacrificed 2 times and dies a third time per turn when used with undying and persist. When you need a small blocker just use undying to give you a 2/2 and sacrifice him after blocking something.

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Posted 19 September 2017 at 10:29 in reply to #606582 on Blood for Blood *Need help!*

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