If you want to get a second mana when using Arbor Elf with some enchanted wood then you would have to take something like Utopia Sprawl/ Fertile Ground/ Overgrowth. When you enchant a Forest with Abundant Growth the you get a Forest that would look like this:{T}: Add {G} To your mana pool. {T}: Add one mana of any color to your mana pool.You can't activate both abilitys so you either get 1 {G} mana OR one mana of any colour you wish. I also would put Gravity Well into the sideboard because you simply don't encounter dangerous creatures with flying each and every game. GreetingsMuktol
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+1I would sideboard Children of Korlis and add another Gatherer of Graces and Rancor for it. Next sideboard Return to the Ranks to add one more Rancor and Spirit Loop. Conviction could be an alternative to Aspect of Mongoose. I also would remove Sram, Senior Edificer for another Kor Spiritdancer. GreetingsMuktol
+1Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagnA short deck- and how-to play description would be nice.Depending on the budget I would add some search-lands to activate Bloodghast more often. I would also remove 2 Butcher Ghoul to get another Bloodghast and Isochron Scepter. Just as information: Multiple instances of undying trigger separately, but are effectively redundant as only the first instance to resolve will have any effect. GreetingsMuktol
A way of preventing your creatures to get shot away to easy would be the usage of enchantments with the totem armour ability. The most popular would be Hyena Umbra or Eland Umbra. Umbra Mystic will give all your auras totem armour but itself can be removed quite easily. Also it means that you have to sacrifice one of your auras, perhaps one of your bestow-creatures to protect the carrier. I would also replace Underworld Connections with something more aggressive like Daybreak Coronet or Helm of the Gods as you have pretty high mana-costs with the bestow creatures and don't need to find a specific card to make your deck work. Personally I'm no big fan of decks that destroy a "higher" legality by adding one card, in this case it's Serra's Sanctum. Yes, removing this card will slow you down but you might want to take this deck to a local tournament one day and can't because of one card. GreetingsMuktol
When you want to mill with Hedron Crab I would recommend using not only 3 in the deck but 4. Also Oboro, Palace in the Clouds, or some more affordable searchlands (Terramorphic Expanse, Evolving Wilds) ,could be an idea to activate it more often. Jace's Erasure could be replaced with Sphinx's Tutelage. Costs {1} more mana to play but has the chance of milling much more per turn. If you're going for the draw/ mill variant you should splash black or red to get access to things like Magmatic Insight or Dark Deal. Ponder could be replaced with Serum Visions as this would make the deck modern legal. Even if you're playing it at the kitchen table you might want to use it on a local tournament later and can't...because of 1 card. Elixir of Immortality could be sideboarded and replaced with either some control-spells like Rune-Snag, Mana Leak, Unsummon or some more creatures that help you to survive. The only thing that really doesn't fit in here for me is Invisible Stalker. You don't benefit from attacking and it's just a bad blocker. GreetingsMuktol
I have also posted this in your forum thread but at the moment the notification for the forum doesn't work. The most important thing to do is to ad a good description of what and especially how you want to achive it. The more information's you can give the community the better the help will be. This can include basic things like legality, budget, and so on. If you want further info's on that I can recommend you this article deck:http://www.mtgvault.com/muktol/decks/why-you-should-add-description/Also if you need general help with deckbuilding you could take a look at :http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/This is an article deck I have translated/ enchanced that features the most basic rules of deckbuilding.
A more detailed deck and how-to-play description would be helpful if you want to get help. If you need further informations or ideas I can recommend reading through this article deck:http://www.mtgvault.com/muktol/decks/why-you-should-add-description/After this is done we can start working on the deck. GreetingsMuktol
Thank you for the suggestion. I replaced 4 Expedition Envoy with the Elite. Tough I wouldn't use more battalion (or similar effects) creatures to keep the deck simple.
Well the more ore less standard approach for enchantments would be the use of green as second colour and use hexproof creatures like Silhana Ledgewalker or Gladecover Scout, which also renders most of your opponents removal useless. Another way of preventing your creatures to get shot away to easy would be the usage of enchantments with the totem armour ability. The most popular would be Hyena Umbra and Eland Umbra in white, Snake Umbra and Spider Umbra in green, or Umbra Mystic which gives all your auras totem armour but itself can be removed quite easily. If you want to stay monoW then I would replace Ordeal of Heliod with something more aggressive like Daybreak Coronet or Helm of the Gods. I also would try to fit in 3 Umbra Mystic, possibly drop some Angelic Destiny and/ or Armored Ascension for it. GreetingsMuktol
Thank you for the suggestion. I'm doing this as I hope to get new players in the future. Then I can simply put the desired colour combination in their hand and get them to play and don't have to think first what I want to built for them ;)
What you could do, even if that would mean to rename the deck, is replace some of the kobolds with Ornithopter and Phyrexian Walker, which would also help you with the Electrickery problem. If you still want some additional fixes against removal take a simple Mana Leak, Dispel, Envelop or Spell Pierce.
Well there are some ways to ramp in a white deck, though non is really efficient as it normally depends on what your opponent has on the field: Gift of Estates, Knight of the White Orchid (Also a solid RoR target) or Weathered Wayfarer. Another version would be to splash green and go for something I call defender-ramp: Axebane Guardian and/ or Overgrown Battlement and any number of good defenders. As for the stall this is something Azorius is perfect at: Archangel of Tithes (Also a good RoR target), Cowed by Wisdom, or Ghostly Prison will stop him from attacking you with creatures while Grand Arbiter Augustin IV, Thalia, Guardian of Thraben or Vryn Wingmare will be a pain in the ass when he tries to cast something else.
+1Ornithopter was printed as a common in M15. Phyrexian Walker would also work for this. Just one other thing that came to my mind , and that only concerns the sideboard: Mizzium Skin won't help you against an overloaded Electrickery. The Skin prevents only spells with "target" in it's text from working but when you overload +1 Electrickery the "target" is replaced with "each" and thus it won't help. Only thing that could work here, because it prevents the damage, would be protection from coulour.
Echoing Truth or Ghostly Flicker could be worth considering even if they normally don't mill directly. But they allow you to re-use the ETB effects of Hedron Crab and Minister of Inquiries as well as re-use Shriekhorn.
+1I would use +1 Dragon Tempest here as you always want at least one of this on the battlefield, if not more. Another option would be the usage of Warstorm Surge instead of the Tempest. Advantage is that it can deal massive damage even with a low number of dragons, disadvantage is that your dragon's don't get haste and it's more expensive to play. If you stick to the Tempest then I would also replace 1-2 of the 4 Archwing Dragon with Thunderbreak Regent. The Regent get's haste from Dragon Tempest and has a better mana/ strength ratio. Muktol
Depending in the deck the Crucible can be a win more card but when you lower the number of big dragons you have and instead add some more small but fast ones then it card can be of value. Everyone laughs about a single goblin token, but no one laughs when you manage to attack with a high number of those strengthened by e.g. Quest for the Goblin lord (+2/+0 for all Goblins you control). A Dragon Hatchling without it is just a 0/1 with flying. With the enchantment it becomes a 3/4 with flying for 2 mana. Even the tokens you get from Dragon Egg will be 5/5's and that's one thing really nobody will laugh about ;)The slumbering dragon will be slow in most of the matches, depending a little bit upon your opponent's deck. But it offers you a dragon for 1 mana to increase your dragon-count, compared to Dragonmaster Outcast which gives you a dragon (powerfull) each turn after turn...6-8. As far as I understand this is what you want the deck to be about. The deck you linked is exactly the direction I would have "pushed" it to. Lot's of small, fast, creatures with Scourge of Valkas as finisher (Tough I would prefer 4 Dragon Tempest and 2-3 Scourge of Valkas). If you want to replace Wild Guess with carddraw without discard then you could take a look at Rogue's Gloves. Infiltration Lens can do the same but requires your creature to get blocked. Another option would be Browbeat. Personally I wouldn't add cards to a deck just because I need fodder to discard it, when it's not designed as a discard deck ;)As for the change, you can do both. Make a deck with small and fast dragons and another one where you have your fatties in it with 4 Dragonlord's Servant, 4 Cloud Key, 4 Nykthos, Shrine to Nyx, and so on (Personally (again) I wouldn't add non-modern legal cards to a deck that is 99% modern legal. Someday you might want to play it on a local tournament and can't because of one card). The one thing you have to think about with the slower decks is how do you stay alive until your fatties come into play? Small creatures? removal? Mana-acceleration?
Well you didn't add real restrictions on how to improve this deck so Dragonstorm was the first thing that came into my mind. If you want to keep the deck more ore less the same and just make small changes I would recommend to use less different finishers, 2-3 and those 2-3 times should be enough, as this will ensure some continuity for the deck, which is always an improvement. If you want to finish by quantity and not quality I would do the following changes:-2 Ancient Hellkite-1 Balefire Dragon-1 Dragonmaster Outcast-2 Spawn of Thraxes-1 Skyship Stalker-2 Geistflame-2 Lightning Strike+4 Dragon Hatchling or +3 Slumbering Dragon+1 Thunderbreak Regent, +2 additional into the sideboard+1 Dragon Tempest+1 Crucible of Fire+4 Magma JetMost of the expensive dragons will only slow you down. Archwing Dragon and Scourge of Valkas being the only important expensive dragons here, tough the last one only serves as backup for Dragon Tempest. Crucible of Fire can become crucial if you have to finish without these so having at least one of it on the battlefield is desirable. I would also use Magma Jet over other burn-spells here, even if it does less damage, as it gives you crucial card-advantage and let's you see and decide what you draw the next 2 turns. The other way would be to finish by quality, not quantity. But let's focus on the quantity not quality way until you decide different. Last some further suggestions: Nykthos, Shrine to Nyx ...gives you mana equal to the number of red mana-symbol of permanents you control, which can really speed up your play. Fling ...Flinging a dragon may seem unnecessary but dealing 4-6 damage for just 2 mana after you already have attacked with that creature can be a real shock for your opponent.
There are some way's to (ab-)use dragons in a deck. One would be the card Dragonstorm, the other would be a graveyard based deck. The big question for Dragonstorm decks is how to get the mana fast enough and how to increase the storm counter. Cards like Pyretic Ritual or Desperate Ritual can increase both your mana and you spell counter, Dragonrage would be another way to get enough mana. Cards with zero costs alternative way's to play can quickly increase your storm counter, e.g. Rift Bolt played one turn before will provide you with another spell played and you will have all your mana available.The big question is how you want your deck to behave. Get dragons out as quickly as possible, control your opponent for as long as you get your first dragon out, focus on small and cheap dragons, and so on. GreetingsMuktol
Well, the whole deck is designed for metalwork to be active so that should...has to...work ;)Even with 3 artifacts tha Plating it's better than Flayer Husk (tough that gives you another creature, tough no artefact) Bonesplitter or any other fast equipment I know of. And it can only become better with time. If your opponent won't have many artefact removal in the deck (which he will board sure as hell after game 1) then there isn't much he can do about. As for the creature to equip it to: Signal Pest basically has flying, Auriok Edgewright is a real strong brat with Plating and double strike and Etched Champion normally just means GG from your opponent.
+1Darksteel Citadel could be an option even if it only produces colourless mana. Cranial Plating could be an option, I would use it instead of Flayer Husk. Etched Champion is a very strong finisher that easily can overwhelm your opponents alone. GreetingsMuktol
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