Muktol

235 Decks, 1,764 Comments, 728 Reputation

Infernal Kirin can be a pain in the ass for your opponent. Playing a spell with cc2 will rip nearly every removal out of his hand, cc1 destroys many cheap support spells, and so on. Even if you don't manage to let him discard a spell on the first try you get to view his hand and know what he has left.

Greetings
Muktol

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Posted 11 May 2017 at 20:01 as a comment on BG Spirit (modern) cheaper V.

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Thank you for the suggestions.
I couldn't find a real good and yet easy to understand rare card so I opted to Enigma Drake as DedWards suggested.
The main Problem is that I want to keep this deck simple...stupid simple. So no cards with 2 effects or things like "as long as you control a XYZ unit".

No its not. Sage Owl got changed to Sage of Epityr. Didn't even know that card ^^

I hope (tough I can't say it until this deck has been played, which seems to be a while in the future) that with 4 Goblin Electromancer in the deck at least 1-2 will be an the field and the mana-costs for the Axe would be a little bit lower. Without them I wouldn't even have considered for this deck.

The problem I'm having with Kiln Fiend, Nixiy Cyclops or Wee Dragonauts is that they might be too powerful in comparison to the other 'simple' starter decks I did. I know how &/)/&$((?/% powerful Izzet can be with this cards ;)

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Posted 11 May 2017 at 19:52 in reply to #600230 on U/R Beginner: Spellslinger

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Jori En, Ruin Diver is out and Enigma Drake is in, thanks for the suggestions. I thought that Jori En's ability might be to weak anyway so I would have looked for a replacement anyway.

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Posted 11 May 2017 at 14:43 in reply to #600201 on U/R Beginner: Spellslinger

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There where some possibility's to format a text with HTML-tags, like underline, links, bold text, and so on, a while ago. But they where disabled due to some problems with hyperlinks made by another user, if I remember things right.

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Posted 10 May 2017 at 08:26 in reply to #600091 on Descriptions? Descriptions!

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That's the problem I'm having with many decks here. Open a deck, take a look at it, think 'this looks interesting, I would have one or two ideas to....' no description. It's just frustrating.

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Posted 10 May 2017 at 06:38 in reply to #600089 on Descriptions? Descriptions!

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I would remove Laboratory Maniac to get a more streamlined deck. Hedron Alignment could be removed to if you want to concentrate on 3 alternative wincons instead of 4
Azor's Elocutors and Darksteel Reactor work with counters so proliferate will work well here. As both work with 'at the beginning of your upkeep' Paradox Haze might be worth a look, as Steady Progress could be.
Howling mine could be replaced with Ichor Wellspring and/ or Mycosynth Wellspring. Personally I'm no big fan of giving my opponent card advantage and you have no means of tapping the mine and keeping it tapped in your opponents turn. Another way would be to use something from the Darksteel artifacts: Darksteel Citadel, Darksteel Ingot, Darksteel Myr or Darksteel Brute. This could also help you to speed up the game a little bit or to get a little bit more defence against creature based decks.

Greetings
Muktol

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Posted 09 May 2017 at 09:33 as a comment on Which WinCon Will Win?

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I did a standard mill deck some time ago that revolved around Sphinx's Tutelage, the deck was U/R but that only as information.
Monastery Siege is an enchantment that allows you to choose between Khans and Dragons. Choosing Khans makes you draw an Additional card at your upkeep, choosing Dragons makes it more expensive for your opponent to cast spells at you or your creatures. Whelming Wave is Echoing Truth's big brother. Drawback is that it also brings your own creatures back to your hand.
Something that also came to my mind would be Ghostly Flicker. This allows you to either protect your creatures or blink two lands that, when re-entering, activate Hedron Crab.
I would also up the number of lands to 20+, even if you go a little bit over 60 cards with this.

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Posted 09 May 2017 at 08:41 in reply to #599992 on Looks Weird, I Know

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Thank you for the suggestions.
The problem I see with Grim Flayer and his delirium ability is that I only have 5 card types in my deck, so it might be hard to activate it. Of course without having played the deck I cant say this for sure. Scavenging Ooze might also work against this as you want to activate it's ability every turn if possible. And if your opponents graveyard is empty you'll have to take something from your own.
Restoration Angel is a card I simply forgot, question is what to remove for it? Nissa, Vital Force?
How would you change the sideboard to add Prowling Serpopard?

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Posted 09 May 2017 at 07:25 in reply to #600009 on Modern Abzan: Midrange

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+1
Use Wilt-Leaf Cavaliers instead of Leatherback Baloth. Costs are the same, effect with Nykthos, Shrine to Nyx also but the Cavaliers bring Vigilance with them.
Primalcrux and Khalni Hydra can be two good creatures that can really put some pressure on your opponent as well as Aspect of Hydra.

Greetings
Muktol

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Posted 08 May 2017 at 20:12 as a comment on Stampede for 50+ turn 4-5

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Palace Familiar and Surveilling Sprite could be replaced with Jace's Archivist. On the one hand you provide your opponent with additional carddraw but you also mill him really hard. With 5 cards on your hand and 1 Sphinx's Tutelage on the field you will mill at least 10 cards for 1 mana.
I would also concentrate more on the Sphinx's Tutelage strategy. I would remove Startled Awake and Hedron Crab as those are cards special to mill decks. You on the other hand want to execute a draw-mill technique. Staying alive will be hard enough as mill is one of the slowest win-options I now. Adding some ,ore carddraw or search-cards might also be an aproch.

Aside from the Archivist mentioned above Jace's Erasure might help you. It's a weaker version of Sphinx's Tutelage but it helps you to draw at least 1-2 cards that provide you with the desired effect. Jace's Phantasm is a good and cheap creature that can be used as defender or to beat your opponent when is miraculous at low life. I would only use 2-3 as this creature only becomes good after some turns so you don't want it in your starting hand.
Splashing black would give you access to some interesting draw/ discard and control spells.

Greetings
Muktol

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Posted 08 May 2017 at 19:42 as a comment on Looks Weird, I Know

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+1
A card that I can strongly reccomend for budget decks as removal: Tragic Slip.
Viscera Seer is a good thing when playing against removal heavy decks as he allows to make use of your dying creatures to manipulate your library. He can also help to activate Morbid for Tragic Slip. You could also use something like Bloodflow Connoisseur, Blood Bairn or Indulgent Aristocrat.
Vampire Hexmage is at least a solid sideboard choice. cc2 for a 2/1 first strike ( a rare good among black) is not bad but he shines when your opponent dares to put something with counters on the battlefield.
I'm no big fan of Guul Draz Vampire at last not in a full playset. He only becomes strong when your opponent is low on health, as you already mentioned, and are on the way to win the game.
Personally I'm also unsure if Ring of Xathrid is worth the mana. Using a simple Bonesplitter or something similar costs less and has an instant bonus while you have to wait for the Ring to take effect.

Greetings
Muktol

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Posted 08 May 2017 at 18:36 as a comment on Cheap Vampires

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I would use some creatures and enchantments more common to enchantment decks. Herald of the Pantheon and Hero of Iroas enable you to cast your enchantments cheap(er) but they also have a big "kill me" sign above their head (The Herald less than the Hero). So some creatures with hexproof, where Gladecover Scout is the only one fitting into a enchantment deck.
Helm of the Gods is an artifact that works like Ethereal Armor but without the first strike. If you want it as another enchantment take a look at Eidolon of Countless Battles.
Like FlashSamurai34 already mentioned Rancor is a real good card for such decks as it's not lost if the enchanted creature is killed and it provides you with trample which helps to get all your damage through your opponents defence. Question is what is your budget?

Greetings
Muktol

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Posted 04 May 2017 at 22:14 as a comment on Enchanting Budget Deck

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With that many elves Elvish Archdruid would be an option as would Lead the Stampede. Question is what to remove for it. Personally I would switch Twinblade Slasher for the Archdruid. You get +1/+1 for all you elves and a massive push in mana which can be used to activate Ezuri, Renegade Leader's ability or play Joraga Warcaller. Question is if both those cards aren't too slow.

Greetings
Muktol

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Posted 29 April 2017 at 16:38 as a comment on Aggressive Elf Warriors

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There are two ways to counter the problem you have with draw: First is your way with more carddraw. The second way is less diversity. The less different cards you have the higher the chances are that you draw one of the cards you need.
Basically you use a card 4 times when you want to draw and play it as often as possible. When you have a card in your deck that you want to draw and play once a game you use 3 of it. All less is pure luck, extreme carddraw or some tutoring.

OK, so lets go for the quality way then. There are some good cards to be found that can be swapped in without loosing some momentum.
Basically I would remove the following cards:
4 Soul Warden
2 Soul's Attendant
3 Ajani's Pridemate
2 Filigree Familiar
1 Nyx-Fleece Ram
1 Ranger of Eos
1 Renegade Rallier
1 Fumigate
1 Return to the Ranks
2 Aetherflux Reservoir
1 Secure the Wastes

Sideboard:
1 Kami of False Hope
1 Dusk // Dawn
2 Elixir of Immortality
1 Leyline of Sanctity
1 Riot Control

That would be a minus of 25 cards

So what to add for this? I'm not considering any budget for this nor looking at the overall number. That's a choice you will have to make for yourself.
1-2 Brave the Elements ...as long as you opponent plays a mono-coloured deck you can play Brave the Elements and attack him without him being able to block. It also can help you against your opponents removal spells. When you need a single-target cariant of this I would recommend Center Soul as this can be used to protect a creature and next turn make another creature unblockable against his defence.
2-3 Authority of the Consuls ...slows your opponent while gaining you some life. Good against creature-heavy decks, less effective against creature-less decks. I would use a total of 3-4.
1-2 Archangel of Thune ...strong creature that makes your creatures stronger over time. As it's a rather expensive card to play I would use 2-3 in the deck.
1-3 Felidar Sovereign ... you main win condition. As you want to draw him each game if possible I would use 2-4 in the deck.
1(-2) Serra Ascendant ...good creature, so why only 3 and not 4 cards? When you have this one on your starting hand you basically have a dead handcard. A 1/1 (OK, with lifelink) for 1 mana. he needs a little time to get started but after that he rocks.
1-2 Wall of Reverence ...depending on the rest of your creatures this can gain you a lot of life while it's also a solid defender.
4 Angelic Accord ...tough the tokens you will get have no lifelink they can end a game rather quick. Luminarch Ascension would be a slower approach to this but it's ability can be activated more often per turn.
3-4 Rhox Faithmender ...doubles your lifegain and is a solid defender.
1-2 Celestial Mantle ...tough you will need some protection for the attacking creature this, in combination with Felidar Sovereign can win you a game rather quick.
2-3 Well of Lost Dreams ...you need carddraw? This is your weapon of choice.
2-3 Chalice of Life ...the chalice gives you lifegain per turn and enables you to finish your opponent without having to attack.
4 Lone Rider ...tough he is a 1/1 for 2 mana you get a creature with first strike and lifelink. And after you gained 3 life he will transform into a whooping 4/4 with trample, lifelink and first strike.

Further suggestions:
Cradle of Vitality ...strengthens your creatures later on. Problem is that you have to pay 2 mana each time and tough the effect is strong, the card is rather slow and does nothing on it's own.
Noble Purpose ... This one basically doubles the life you gain from lifelink creatures.
Chaplain's Blessing ...cheap spell that let's you gain 5 life

If you're not too hot about that green splash you could think about removing green and adding black instead. It would give you access to some leech spells (Opponent looses life, you gain that much life). It also would give you access to some of the best removal-spells magic has to offer.

AS for the control-deck problem, it depends a little bit what kind of control your opponent is playing. Many counterspells? Black with a huge load of removals? Red Burn that simply ignores you and go's for your lifepoints?
There are ways to encounter all of those but this has to be done with the sideboard. When you built a deck specifically to beat one other deck then it will be great against it...but have no stand against other's. If your deck works good against most other decks and not against this one altering/ using your sideboard is the right choice.

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Posted 27 April 2017 at 06:59 in reply to #599483 on Soul Sisters

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The problem is that there are 2 approaches for a lifegain deck: Quantity or quality. Quality decks can win via Felidar Sovereign while quantity decks rely more on a swarm tactic. Both strategy's will use different cards to stay alive and reach it's goal.
The quality approach, with Felidar Sovereign, uses effects that gain a lot of life at once and strong creatures with lifelink to help him stay alive until the win-condition is met. Cards like Ajani's Pridemate and Soul Warden loose some efficiency here as those fit better into a deck that play spells that generate many small creatures and thus gains lots and lots of life in small steps.
The quantity approach, with Soul Warden and Soul's Attendant, uses effects that produce a lot of small creatures, mostly tokens, and pump up those to finish it's opponent. Cards like Riot Control loose some efficiency here as it's not necessary to reach a certain life-limit to win the game, while things like Ajani's Pridemate benefit from a lot of small lifegain.
So the first step for you will be to determine which strategy you want to use. After that you can start to think about setting some cards aside and getting some other's for it or increase the number of cards already in the deck.
After that we can start optimising your deck for the chosen strategy.
As for the carddraw, there are some ways to achieve this but some (others would say many) decks simply don't have any carddraw because they don't have access to it or need it. Carddraw is important when want to play more than one spell per turn or decks that need specific cards in a specific time. Decks that work slower because they play bigger spells simply often don't need carddraw (or have the space for it). So don't worry if you can't squeeze some draw-spells into each and every deck you will be building in your future.

Greetings
Muktol

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Posted 26 April 2017 at 08:57 as a comment on Soul Sisters

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Having access to black and using a lot of creatures with "whenever XYZ dies" I would recommend taking a look at Undying Evil. For just 1 black mana you get a creature back that is just dying and add a +1/+1 counter to it.
Searing Blaze is an excellent spell that allows you to damage a creature your opponent controls and burn him directly.
Personally I'm no big fan of Guul Draz Vampire because the become only effective when you're already winning.
When using Plated Geopede you could add some searchlands to activate landfall more often.

Some other suggestions:
Mortis Dogs ...whenever it attacks it gets +2/+0 until end of turn. Whenever it dies your opponent looses life equal to it's current power.
Perilous Myr ... cheaper but less powerful version of Blistergrub.
Keldon Marauders ...can only attack once but deals 2 damage and is a 3/3 for 2 mana.
Vexing Devil ...cc1 4/3. What to say more.

Greetings
Muktol

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Posted 22 April 2017 at 18:17 as a comment on B/R Aggressive

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This is actual help. Throwing a deck into the community and asking for help, without making the least efforts to make helping you easier is simply unfriendly in my opinion. Why should someone take the time to figure out what you had in mind if you're not even willing to invest the time to write some basic information's down?
A how to play description should feature the information's on how you want the deck to behave, what combo's the deck has, and so on. The deck description is supposed to list such things as general strategy, budget, legality limitations, special deck/ play-type, and every bit of information you can give others that are willing to help.
Basically I would put much more protection for your commander into your deck. On the mtg gatherer the following is listed for him: If Gwafa Hazid leaves the battlefield, any bribery counters will remain where they are. However, without a Gwafa Hazid on the battlefield, creatures with bribery counters on them can attack and block as normal. If another Gwafa Hazid enters the battlefield, its ability will affect all creatures with bribery counters on them, including the ones that received counters from a different Gwafa Hazid. So if you loose him you opponents will have all options they had before you started controlling them. And a 2/2 is removed faster than you can say 'Bolt', especially if you let them draw cards with your commanders ability...
Also some possibilities to untap your commander would be an idea as commander is a multiplayer game and there will come more than one threat per turn on the field.

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Posted 20 April 2017 at 11:25 in reply to #599101 on COMMUNITY HELP COMMANDER DECK

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A proper Deck- and How-To-Play description...

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Posted 19 April 2017 at 20:32 as a comment on COMMUNITY HELP COMMANDER DECK

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Its versatile but also expensive to play, question is what two effects do you want to use from it's list?. If it's for the 'search creature' ability I would recommend rather some additional carddraw. You're having enough different ramp-options and enough different finishers that work alone so it shouldn't be necessary that you get one specific card into your hand.

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Posted 15 April 2017 at 19:41 in reply to #598853 on Modern Green Platinum

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First question is how often you need the ability to destroy flying creatures, second is DO you really need it or does your deck put enough pressure on your opponent so that those flyers don't matter. You can always put cards in to your sideboard (up to a maximum of 15 cards) and switch some of your cards for those in your sideboard. No deck can work against EVERY other deck there is, that's what the sideboard is for.

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Posted 15 April 2017 at 19:36 in reply to #598868 on Mono green devotion

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