Muktol

235 Decks, 1,772 Comments, 721 Reputation

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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When using monoG, and especially monoG Devotion there are some nice cards to consider:
Khalni Hydra ...costing massive 8 green mana for a 8/8 with trample. The nice thing about her is that the more green creatures you have on the field the less this giant costs to cast.
Leatherback Baloth or Wilt-Leaf Cavaliers ... 3 green mana for a 4/5 or a 3/4 with vigilance. A good creature that can be used very versatile and brings 3 devotion on the field.
Primalcrux ...6 green mana for a */* (At least a 6/6). Its strength and toughness is defined via devition.
Utopia Sprawl or Overgrowth ... if you're not up for the lifegain then those are better choices than Verdant Haven. Also Arbor Elf might be better than Elvish Mystic when working with land-enchantments.

Greetings
Muktol

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Posted 14 April 2017 at 15:50 as a comment on Mono green devotion

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Basically it seems that you're trying to build an elf-deck with some additional finishers. For this I would put some cards into the sideboard and add some others to make it more efficient. So here are the changes I would do:
Gaea's Herald... sideboard. Not every match you will play will have counterspells involved.
Reclamation Sage ...sideboard. Again, not every match you play will have artifacts or enchantments that need to be removed involved.
Predator's Rapport ...sideboard at least 1-2 of them and use against decks that really put you under pressure.
Drove of Elves ...better choice than Jagged-Scar Archers as it has a built-in hexproof and thus increased chance of survival.
Arbor Elf ... better choice than Elvish Mystic as it allows you to untap forest enchanted with Overgrowth or Utopia Sprawl

Suggestions:
Imperious Perfect ...+1/+1 for all other elves and you can produce a 1/1 elf token every turn
Wren's Run Vanquisher ... cc2 3/3 and deathtouch, an elf nobody wants to fight against.
Dwynen, Gilt-Leaf Daen ......+1/+1 for all other elves and when he attacks you get 1 life for each attacking elf.
Elvish Visionary ... cc2 1/1, thus a cheap blocker but he allows you to draw a card when he enters the battlefield.
Ranger's Guile or Blossoming Defense ...helps you to protect your creatures against point-removal

Greetings
Muktol

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Posted 14 April 2017 at 07:46 as a comment on Modern Green Platinum

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I would nevertheless consider using blue and Paradox Haze here. There are enough interesting cards with ETB-triggers in blue to find a replacement for Primordial Hydra. It would also give you access to Etherwrought Page which is a very versatile card.

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Posted 10 April 2017 at 06:28 in reply to #598721 on The Upkeep Deck

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As you are running mostly elves here Elvish Archdruid would be an option. It would give all your (other) creatures +1/+1 and allow you to produce a huge amount of mana. Personally I would get rid of Boggart Ram-Gang for it.
Joraga Warcaller is also a card to consider (like you mentioned). Depending on how well you feel with your manabase you could try to change Elvish Mystic against the Warcaller.
As you will run out of cards fast you could also consider some carddraw like Lead the Stampede (Or the more expensive ($) but more effective Collected Company). Only question would be what to remove for it.
As for the sideboard...the question is what you feel that you need, what decks you think you will be weak against. This depends a lot on the environment you're playing in and the best way to get a feel for this is simply asking other players for help after a tournament.

Greetings
Muktol

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Posted 07 April 2017 at 05:35 as a comment on Dating Baiting

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Docent of Perfection could be an interesting card here as well as Baral, Chief of Compliance (Battlefield Thaumaturge would be the more budget friendly version).
The main problem with Coat of Arms is that it count for each creature on the field, yours and your opponents. So if you're e.g. fighting an elf/ goblin/ human/ any other tribal deck and can't counter enough creature spells you might easily dig your own grave. A safer approach would be Dragon Throne of Tarkir or Junkyo Bell.

Greetings
Muktol

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Posted 06 April 2017 at 17:28 as a comment on Wizards

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Here's a basic tutorial on deck-building that I did some time ago.
http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/
This might help you with some of the basic decisions that have to be made on how your deck should evolve. When you need help some more informations would also be nice: Are you willing to buy/ trade cards, maximum budget for this, perhaps the desired legality of the deck, and so on. Basically every information you can give us beforehand we don't have to ask afterwards :)

Greetings
Muktol

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Posted 06 April 2017 at 16:55 as a comment on green deck

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It seems that you misunderstood something in the pauper rules (or stumbled upon one of the false tagged/ named decks here on the site) as a pauper deck consists only of common cards. So no Duskwatch Recruiter & co.
If you want to mark this as a cheap deck the word budget would be better.
Also a deck and how-to-play description is missing.

Greetings
Muktol

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Posted 06 April 2017 at 16:44 as a comment on Werewolves of Innistrad Pauper

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Sorry that the answer took so long, I've been on holiday ;)
There are several cards that could be used when using blue, tough the number of cheap and fast ones is limited: Grixis Grimblade, Prized Amalgam (Works like a charm with Geralf's Messenger or Gravecrawler), Skaab Ruinator (May be a little bit hard to cast) or Stitched Drake (Flying). Havengul Runebinder could also be of interest tough you have to exile a creature to pay his effect.
Undead Alchemist would enable you to switch your deck from kill to mill, tough I'm not a real big fan of that card as it basically doubles/ triples the damage you have to deal to your opponent.
On the support side you could use control spells like Rune Snag or evasion effects like Artful Dodge.

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Posted 06 April 2017 at 15:34 in reply to #597890 on Sepulcher

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+1
Undead Warchief and Gray Merchant of Asphodel could be some ideas. The warchief is a very aggressive drop, giving all your zombies, including himself, +2/+1 and lowering their casting-costs by {1}. Gray Merchant of Asphodel can finish of your opponent later on very quickly without having to attack.
Splashing blue would give you access to Havengul Runebinder and Diregraf Captain. The runebinder can convert your dead creatures into 2/2 tokens and +1/+1 counters for everyone while Diregraf Captain is another captain that makes your opponent lose life whenever you lose one of your zombies.

Greetings
Muktol

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Posted 22 March 2017 at 16:04 as a comment on Sepulcher

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The one reason that would come to my mind why to keep it is rather simple. Disturb your opponents game-plan. While not as strong as discard or removal it helps by moving cards your opponent might need somewhere it will be hard for him to get to: The graveyard.

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Posted 20 March 2017 at 17:17 in reply to #597757 on Blue's Clues

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I would try to streamline this deck a little bit. Remove/ sideboard some creatures to make space for other spells needed.
Bloodline Keeper and Vampire Nocturnus might be too much in a deck as both have casting costs of 4. I would up the number of Nocturnus to 4 and lower the number of the Keeper by 1-2.
Remove Falkenrath Exterminator as he is simply to weak without support. Simple removal spells might be better here (See suggestions). Kalitas, Bloodchief of Ghet is too expensive.
I would sideboard 2-3 Vampire Hexmage. It's a good vamp but it's real strength is removing planeswalker and other creatures that use counters, and you simply don't run into those every match.
If you want the effect from Necropolis Regent but cheaper (Thus faster) you can try Curse of Stalked Prey or Rakish Heir. The curse is hasrder to remove but the Heir gives your another body that could attack or defend.
Personally I don't like Falkenrath Marauders. Yes they can become strong but there are better creatures in the cc5 slot and they can be removed by a simple Shock.

Some further suggestions:
Dreadbore, Terminate, Go for the Throat, Doom Blade, Lightning Bolt, Dismember, Tragic Slip ... simple but effective removal that will allow your vampires to get to your opponent. If you want something in creature-form Guul Draz Assassin or Gatekeeper of Malakir might be worth a look.
Blade of the Bloodchief ... whenever a creatures dies the equipped creature gets 2 +1/+1 counters.
Read the Bones, Sign in Blood ... carddraw that provides you with additional ammunition against your opponent.
Blackcleave Cliffs, Dragonskull Summit ... some good, fast and relatively cheap duallands. There are others but those are more expensive or have the disadvantage of entering tapped.
Evil Presence might be an interesting sideboard-option as it can ruin your opponents day when he really needs a special land.

Greetings
Muktol

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Posted 14 March 2017 at 10:41 as a comment on Vampires (+1 +1Counters)

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Well you can (lategame) most of the time bounce a tapped land and thus play this 2/3 fyling for a single {W}, but yeah, you don't have any cards with a special ETB trigger in this deck and providing flying to an additional creature normally will catch your opponent off-balance.

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Posted 03 March 2017 at 20:53 in reply to #596995 on Modern Kor Equipment

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