Muktol

235 Decks, 1,770 Comments, 732 Reputation

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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+1
A great keyword to use with persist would be undying. When a creature with both undying and persist dies both abilities will trigger. Since you control both triggers you choose what order they resolve it. Whichever one resolves first will return the creature to the battlefield with the appropriate counter. The other trigger won't do anything when it resolves. So you're able to sacrifice a singe creature 3 times per turn! Good creatures with this keyword would be Butcher Ghoul, Geralf's Messenger, Demonlord of Ashmouth or Undying Evil if you prefer an instant spell.
Mortician Beetle is a faster version of Bloodflow Connoisseur.
Viscera Seer could be an option to get in your hand what you need in this deck. Altar's Reap would provide some additional carddraw.
Tragic Slip is one of my favourite removals when you play sacrifice decks as there are not many creatures that can withstand a -13/-13 spell.
Depending on your budget Grave Pact could be a real matchwinner.

Greetings
Muktol

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Posted 18 September 2017 at 21:20 as a comment on Blood for Blood *Need help!*

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What about Skyknight Legionnaire or Viashino Firstblade? Both are cmc3 cards but the Firstblade comes as a 4/4 for one turn and the Skynight is a 2/2 flying (tough that doesn't entirely fit the theme ;) )
And wouldn't be Emerge Unscathed (or Center Soul) the better choice instead of Artful Maneuver to keep creatures alive? Temur Battle Rage could also be an option.

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Posted 16 September 2017 at 07:12 as a comment on LEEEERRRRROYYYY JEEEENNKINS!!!

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Basically I would look for some more spells with flashback and creatures that either have some effect while in the graveyard or have the ability to return/ return other cards to the battlefield. The colour of choice would be black as it has many effects that allow you to get cards into the graveyard and also re-use them from there.
Evolution Charm is a very versatile card: It can ramp, it can give your finisher evasion and it can bring back a creature from your graveyard in case you've milled the wrong cards. Another very good card for selfmill/ graveyard decks is Spider Spawning. It helps you to get some creatures on the board and doesn't mind if it gets milled due to flashback... which requires at least one black mana.

Greetings
Muktol

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Posted 07 September 2017 at 10:23 as a comment on All Hail the Ghoultree

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+1
I would trade Aetherflux Reservoir and 2-3 of the Divine Favor for some Angelic Accord. Especially strong as it also triggers in your opponents endstep, making Soul Warden and Soul's Attendant even better.
Ordeal of Heliod could also be an option instead of Divine Favor, especially when used with Ajani's Pridemat.

Greetings
Muktol

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Posted 05 September 2017 at 19:12 as a comment on Very Basic Lifegain

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The description could be a little more detailed ;)
A very versatile spell here would be Muddle the Mixture as it enables you to tutor Doorkeeper or any other cmc2 spell. I would also recommend Echoing Truth as this card can help you against token-heavy decks or put any other nonland card onto it's owners hand.
If you want to add another color then green would be an option for mana-acceleration or black for removal. Both have some good defenders and some interesting support spells.

Greetings
Muktol

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Posted 30 August 2017 at 07:46 as a comment on Pauper Mill Defender

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Normally I don't comment on legacy decks because of my limited card-knowledge in this area, so correct me if I'm wrong.
Legacy tends to be awfully fast and Sword of Body and Mind/ Sword of War and Peace seem to be a little bit slow, even with Puresteel Paladin, and you would also need something to get them into your hand when you need them like Steelshaper's Gift or Stoneforge Mystic.
When using Captain's Claws I would definitely use Stoneforge Masterwork over other equipments as it's nearly as good as Cranial Plating.
Swiftfoot Boots, though slower than Lightning Greaves, have one big advantage: When you have nothing else on the battlefield than one creature you still can equip things to it unlike the greaves.
Etched Champion could be a superb finisher with it's protection from all colours.

Greetings
Muktol

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Posted 28 August 2017 at 19:16 as a comment on Kor Hatred

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So basically the strategy you want to execute sounds like "Mass Overrun" to me.
Based on this here is what I would do: Remove most of the creatures because they work more for a single-beater approach. The number of Goblin Chieftain should be upped to 4, Goblin Arsonist can stay and the rest would have to go.
Use 3-4 Act of Treason, and no Mark of Mutiny, but be prepared to replace those with some other removal from the sideboard. Goblin Rally is a good card but Hordeling Outburst would be superior to it as it costs less, thus is faster, and brings a better mana/token ratio with it. Artillerize can be replaced with Goblin Grenade, costs less to play but is only a sorcery. Lightning Strike could be replaced with Lightning Bolt. Remove Goblin War Paint for something more mass-strengthening spells. As for the lands I would use 20 simple Mountains and nothing else at the moment.

What I can recommend as replacement for those cards:
Goblin Bushwhacker, Goblin Wardriver, Legion Loyalist, Mogg War Marshal, Purphoros, God of the Forge, Shared Animosity

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Posted 23 August 2017 at 12:00 in reply to #604599 on monored goblins

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If you want to test Dark Favor I would remove Infernal Scarring for it as it gives you a more aggressive play but you will lack that draw.

Hyena Umbra has the advantage of giving additional first strike, but it protects only one time (And also doesn't work against -X/-X spells like Tragic Slip) while Skeletal Grimace can be used repeatedly to protect your creature. It's a question of what you're up against. With a deck that will play a removal every in between 10 other spells you will be better of with Hyena Umbra while against e.g. a red/ black deck with many destroy or direct damage spells that desperate tries to get rid of your creatures so that his can attack Skeletal Grimace can be a real matchwinner.

Ornithopter is free but the problem I see here is that he does little on his own. It can buy you some time but that's normally not what you want for an aggressive deck.

Guul Draz Vampire is a simple 1/1 creature without any abilitys at the beginning, which you normally wouldn't even consider adding to your deck. I have never seen people using Walking Corpse because a simple Prickly Boggart or Tormented Soul can be better than that. When your opponent is now at or below 10 life you get a respectable 3/1 with evasion, but in my eyes this is overkill as you're already on your way to win this game. If you want to use him I wouldn't use a full playset but rather 3.

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Posted 23 August 2017 at 08:03 in reply to #604596 on W/B aggro pauper

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Some more information's would be nice: Whet strategy do you want to execute with this deck (basically it looks like a goblin burn deck), are you willing to buy/ trade new cards, what's the overall/ per card budget, possible legality limitations, and so on.
http://www.mtgvault.com/muktol/decks/why-you-should-add-description/

Greetings
Muktol

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Posted 22 August 2017 at 09:37 as a comment on monored goblins

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Galvanic Blast could be an option instead of Fall of the Hammer or Fiery Fall as you should have enough artifacts to activate metalcraft. When you want some more aggressive equipment that I would take a look at Bonesplitter and Leonin Scimitar. Assault Strobe could also be an option as a double striking Goblin Gaveleer can be the nightmare of any opponent, especially when combined with some evasion or trample equipment like Horned Helm.
Personally I'm no big can of Accorder's Shield as the zero mana-costs is opposed by a {3} mana to equip it.
My own Goblin Gaveleer deck has a strong white splash to get access to some further Metalcraft creatures as well as some support spells. (e.g. Auriok Sunchaser, Ardent Recruit, Strength of Arms)

Greetings
Muktol

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Posted 22 August 2017 at 09:20 as a comment on pauper goblins

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+1
When working with white and black enchantments I would take a slightly different way on the creature side because of one card: Edge of the Divinity. This gives you a whooping +3/+3 for a single black or white mana as long as the creature is black and white. A mono black creature still gets +2/+1 for a single mana. And there are some good alternatives for creatures you where using: Mourning Thrull can replace Vault Skirge as they do exactly the same. Nip Gwyllion can replace Guul Draz Vampire (which I'm no big fan of) or Ornithopter. My own enchantment deck uses Kingpin's Pet and Nightsky Mimic as further creatures.
Necromancer's Magemark is a strong card that further enhances ALL your enchanted creatures while protecting them, tough not the enchantments attached to it, from going to the graveyard. Skeletal Grimace is a strong card when you go against a removal heavy deck while Dark Favor gives +3/+1 for 2 mana and 1 HP.

Greetings
Muktol

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Posted 22 August 2017 at 09:07 as a comment on W/B aggro pauper

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The basic question is if you want to play a more burn-based deck with some creatures as support or a more creature-based approach? Mixing both strategy's isn't the best idea because spells like Assault Strobe or Artful Dodge simply don't have much effect in a burn-based deck while e.g. Pyromancer Ascension is best used in. So a little more detailed deck- an dhow to play description would be a idea perhaps ;)

Greetings
Muktol

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Posted 04 August 2017 at 15:52 as a comment on R/U Izzet Burn

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I will interpret "pretty recent" and the card-choices you already made as "modern legal". SO here are some suggestions, based on my own goblin deck:
Goblin Bushwhacker ...provides your goblin army with a +1/+0 and haste boost if he is played kicked, all in all not bad for just 2 mana
Goblin Piledriver ...strong attacker that gets +2/+0 for each other attacking goblin
Purphoros, God of the Forge ...tough he does little on his own he deals 2 damage to each opponent whenever a creature enters the field. Basically he is an indestructible Boggart Shenanigans that can also get a creature
Shared Animosity ...an alternative to Coat of Arms with the advantage that it only triggers for your creatures, not for every one's
Furystoke Giant ...an alternative to Voracious Dragon. The advantage is that you don't need to sacrifice your goblins and he can be used again, thanks to persist.
Massive Raid ...a (cheaper) alternative to Roar of the Crowd, the only thing it doesn't count would be Boggart Shenanigans.

Greetings
Muktol

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Posted 01 August 2017 at 08:08 as a comment on Goobies Tribal (Need Advice)

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The drawback on the greaves is that they give shroud, not hexproof and thus prevent the equipped creature from getting more equipment attached to it. Perfect to protect Auriok Steelshaper tough.

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Posted 27 July 2017 at 08:39 in reply to #603552 on (Modern) Budget Equipment

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