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
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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
No Cranial Plating? If you want to add some Darksteel Citadel is a great support for this card. Dispatch might be an idea, at least for the sideboard.Just keep in mind that when you equip Lightning Greaves to something you can't equip anything else until you move the Greaves onto another creature and then back. During this time your opponent can react with instants as equipping is only done with sorcery speed. GreetingsMuktol
Personally I'm no big fan of Traumatize for one reason: It's very slow. It needs 5 mana and will mill around 20 cards the first time it's played. This sounds good but this calculation is done only with 'natural' draw at the beginning of the upkeep and no other mill-spells played. With each mill-spell you play before your first Traumatize it's mana/mill relation only becomes worse. Hedron Crab could be beefed up with some searchlands like Terramorphic Expanse or Evolving Wilds, which will help to activate it's landfall ability more often. If you want a faster but more expensive ($) variant you could use painlands like Misty Rainforest for this. Unsummon could be partially replaced with Echoing Truth. Costs 1 more mana but is especially good against token decks and anything that wants to overrun you with mass. If this would be my deck I would further do the following changes:-1 Jace's Mindseeker ...to expensive for a mill spell and for a creature that's only supposed to defend you. -2 Merfolk Mesmerist ...to slow. Also you have to pay mana each turn you want to use her, which can't be used for counterspells and other instants, and tap her so that she even can't help you against an attack. -2 Monastery Flock ...to slow and to expensive. There are better defenders. -1 Phantasmal Abomination ...there are better defenders. -1 Sage Owl ...see suggestions. -1 Shoal Serpent ...there are better defenders. -4 Traumatize-3 Cancel ...Replaced by Rune Snag -3 Curse of the Bloody Tome ...to slow. -2 Quest for Ancient Secrets ...see suggestions. + 2 Jace's PhantasmThis leaves us with 18 free cards +4 Fog Bank ...solid defender. It can't be destroyed in combat, only by other spells. Weak against trampling creatures. +4 Sphinx's Tutelage ...relies a little bit on luck but this can be a very efficient mill-card. +3 Startled Awake ...cc4 mill 13. +4 Sage of Epityr or Augur of Bolas ...Sage of Epityr is simply a cheaper, but non-flying, variant of Sage Owl. Augur of Bolas costs the same, lets you look at the top 3 cards but enables you to draw an instant or sorcery among these. +4 Rune SnagDepending on your mana-curve you could also lower the number of basic lands by 1-2Further suggestions:Mind Sculpt ...cc2 mill 7. Thought Scour ...cc1 mill 2 and you can draw a card. Chronic Flooding ...depends a little bit against which deck you're playing. Ramp-decks will generally laugh and simply don't use (and need) the enchanted deck, other decks that rely on certain lands might not be that lucky. Ior Ruin Expedition ...cheap but slow carddraw. Shriekhorn ...cc1 and slowly mill 6. Sanity Grinding ...this card needs an extra build but when the deck is good for it can be very effective. GreetingsMuktol
Remove Lightning Bolt for Goblin Arsonist? That would be the only part that wouldn't really contribute to the combo. On the other side this would take the only removal the deck has.
Yeah, that's exactly what I wanted to achieve here: Deck(s) for people that get to play magic for the first time ever. After some games, when the basics like mana. tap/ untap, drawing, stack, and so on, are a little fortified you can swap the deck for a more complex one but the first steps should be as easy as possible. If you're interested my other izzet decks can be found under http://www.mtgvault.com/muktol/izzet/Mostly pauper of standard decks tough.
I simply went to your site and looked through the decks. That is something I do if someone gives me valuable tip's and suggestions...if there aren't 50000 decks to look through. Simply my way of saying 'thank you' :)Read the Bones might also be an idea. My own vampire deck runs 2 Read the Bones and 2 Sign in Blood. Advantage of Read the bones is that it let's you look at the top 2 cards and decide if you want to draw them or not.
No Vampire Nocturnus and Blade of the Bloodchief?
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