Muktol

235 Decks, 1,772 Comments, 721 Reputation

A defender I really love would be "Kaijin of the Vanishing Touch". Not as tough as others but his ability to force one of your opponents creatures back onto his hand can come handy.
Splashing white would allow for some interesting defenders, though it would also make the mana-base more complicated.
"Steel Wall" and "Wall of Tanglecord" would be two strong, colourless, walls.
I would perhaps add some card-draw or some tutors to ensure that you get "Ludevic's Test Subject" into your hand.

Greetings
Muktol

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Posted 23 August 2016 at 18:09 as a comment on Defenders

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My own spirit deck uses "Inquisitor's Flail" to increase it's damage. Flyers are pretty safe up there so the drawback of this card shouldn't be that much of a problem. "Doomed Traveler" could also be a good, early, option. "Long-Forgotten Gohei" could also be interesting, perhaps there are even some good, equivalent, arcane spells out there.
I would remove "Counterspell" for something like "Mana Leak", "Rune Snag" or "Dissipate" as this is the only spell that prevents this deck from being modern legal. I always think that it would be sad if you wanted to take this deck to one of your local tournaments and can't because of one card.
I ultimately would have (I did build it here on the Vault but never with real cards) splashed black into my deck to get access to things like "Dimir Infiltrator", "Nether Traitor" and "Infernal Kirin".

Greetings
Muktol

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Posted 23 August 2016 at 17:57 as a comment on O Captain! My Captain!

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+1
A deck and how to play description would be fine :)
A great card for monoB midrange decks (depending a little bit on the card choices) is "Gray Merchant of Asphodel".
If you want a cheaper version of "Debilitating Injury" take a look at "Dead Weight" or "Tragic Slip" if you need to get rid of stronger creatures.
"Read the Bones", "Sign in Blood" or "Night's Whisper" could be an option to get some carddraw and thus not run out of answers for your opponent.

Greetings
Muktol

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Posted 23 August 2016 at 17:40 as a comment on mono black midrange

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A deck- and how to play description would be good: How fast fast/ slow do you want this deck to be, budget, strategies, and so on. Most werewolf (modern legal, standard might be a different thing) decks I have seen so far try to finish it's opponent rather fast and thus have some different cardchoices. So your thoughts on this would be interesting.

Greetings
Muktol

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Posted 22 August 2016 at 06:46 as a comment on Where The Woofs?

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"Felidar Sovereign" would be another win-option for a life-gain deck, tough it's harder to protect and costs more to play.

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Posted 22 August 2016 at 06:35 in reply to #588363 on Soul Sister Modern

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As for "Lightning Greaves" those are a double-edged sword here. On the one hand it stops your opponent from casting spells on the equipped creature on the other hand it also stops you from equipping new equipment onto this creature. If you want some protective equipment try "Swiftfoot Boots" or "Mask of Avacyn"

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Posted 18 August 2016 at 17:29 in reply to #587973 on Modern equipment warmachines

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As strange as it may sound I'm not entirely sure if "Auriok Steelshaper" is necessary in this deck. "Puresteel Paladin" does basically the same when metalcraft is active and it allows you to draw a card when you play an equipment thus making each equipment a cantrip. The Steelshaper only lowers the costs by {1} (which should be enough in most cases) but if you wan to use it's ability to strengthen your soldiers this will draw equipment you might need on other places. If you want the +1/+1 bonus try "Stone Haven Outfitter" as he doesn't need to be equipped for that.

Some further suggestions:
Auriok Sunchaser ...becomes a 3/3 flying when you have more than 3 artifacts on the field (metalcraft)
Shuko ...cc0, equip 1, +1/+0 equipment, helps to quickly activate metalcraft or to increase the number of artifacts on the field
Cranial Plating ...cc2, equip 1 (forget about the {B}{B} this would only allow you to equip this with instant speed), the equipped creature gets +X/+0 where X is the number of artifacts you control. This can make even a simple "Ornithopter" into a deadly beater.
Infiltration Lens ...cc1, equip 1, draw 2 cards if the equipped creature gets blocked. Another of those cards I love as it puts a tough choice on your opponent: Block and let you draw cards (which is never good for him) or take the damage?
Dispatch ...cc1, tap target creature, when metalcraft is active exile it instead. A simple and cheap but powerful removal without the drawback of "Path to Exile"
Darksteel Citadel ...indestructible artifact land that produces colourless mana and increases the artefact count

Greetings
Muktol

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Posted 17 August 2016 at 07:58 as a comment on Modern equipment warmachines

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+1 if you add a proper deck- and how to play description.
With the high colour demands I would add a second dual-land to make sure that you have the right mana when needed: "Gruul Turf" enters the battlefield tapped and forces you to take another land back to your hand but produces {R}{G} for a single tap. "Gruul Guildgate" enters the battlefield tapped. Things like "Command Tower" or "Transguild Promenade" could also be an option.

Greetings
Muktol

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Posted 17 August 2016 at 07:38 as a comment on RG Pauper

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A deck and how to play description would be fine.
I would remove "Scorned Villager" and "Wolfbitten Captive" for something faster (see further suggestions). Also "Cultivate" and "Explore" as you don't have any high-cost spells in here (the highest would be cc4, nothing with 'pay {X}') and the only reason in keeping them would be mana (colour) fixing. But if you include 2 "Cavern of Souls" the some dual-lands should also be in the budget.
"Huntmaster of the Fells" could be traded for "Geier Reach Bandit" as 4 "Immerwolf" will hinder the Huntsmaster from flipping, which he needs to be really effective. In opposite when the Bandit is flipped it allows all your wolves to enter the battlefield flipped.
"Full Moon's Rise" and "Howlpack Resurgence" can be 2 very effective enchantments. The Full Moon allows you to regenerate all (most of the time you will sac it for one) of your creatures while the Howlpack can enter the battlefield as surprise or on your opponents turn which allows you to do nothing but maybe attacking on your opponents turn to let your wolves flip.
Personally I'm a big fan of "Vines of Vastwood" (and it's weaker version "Ranger's Guile") as you can do some really neat combat tricks with them AND buff one of your creatures if needed.

Further suggestions:
Reckless Waif, Village Messenger, Hermit of the Natterknolls, Atarka's Command, Breakneck Rider

Greetings
Muktol

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Posted 14 August 2016 at 17:43 as a comment on Werewolf

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Another elf card that really loves to eat the mana you feed into him would be "Joraga Warcaller".
I had a match against an elf-commander deck once and he pulled of a really neat trick. Can't find/ remember the cards at the moment (perhaps the community can help here) but he managed to reduced the mana-costs of green/ elf spells and draw one of two cards for each elf played. He basically was able to play half his library within one turn.

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Posted 08 August 2016 at 18:27 in reply to #587312 on Elf Loop

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There are some ways to put charge-counters on an artefact faster than normal: "Energy Chamber", "Surge Node", "Coretapper" and "Contagion Engine". "Coretapper" can be used in emergency situations to once put 3 counters per turn onto an artefact.
"Power Conduit" can move counters from one artefact to another (and convert it from +1/+1 counters into charge counters and vice versa).
As you are using many cc1/cc2 Fog spells "Isochron Scepter" might be interesting for this deck.
Splashing/ using blue would give you access to artefact tutors like "Fabricate" and "Reshape" and also to some spells like "Mana Leak"/ "Rune Snag", "Fog Bank", "Etherium Sculptor" and "Master of Etherium"

Greetings
Muktol

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Posted 08 August 2016 at 06:39 as a comment on Win by charge counters (modern

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A deck- and how to play description would be fine after that we can start working on this deck.

Here are two general points :
34 creatures is way to much for this type of deck (By the way it's way to high for any normal deck), 16-20 creatures would be the optimum for infect decks, filled up with good enhancement-spells.
The number of lands depends on your mana-curve but I wouldn't go with fewer than 20 lands normally .

Greetings
Muktol

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Posted 08 August 2016 at 06:22 as a comment on the infection!!!

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Some further suggestions and a short explanation why I would add "Vines of Vastwood"
As you want to stay budget all the prices are added (mid value, 2016-08-07), such information also would be great written down in your deck description.
Spirit Mantle ....3$ /card; basically makes your creatures unblockable by your opponents creatures, I wouldn't add more than 3 of it as it serves as finisher
"Helm of the Gods" ...0,31$ /card; basically "Ethereal Armor" No. 5-8. Bonus is that when you loose the equipped creature you can re-equip this to another creature.
"Abundant Growth" ...0,2$ /card; if you need some manafixing (Cant tell if your manabase works without any lands)
"Ancestral Mask" ...0,75$ 7card; stronger version of "Ethereal Armor"
"Spider Umbra" ...1,25$ /card; fast and strong enchantments that protects your creatures.

Now for the reason adding "Vines of Vastwood" would make sense:
First "Aura Gnarlid", one of your creatures, has no hexproof and thus has a big 'hit me' sign over it's head. Every removal spell your opponent can't play on "Gladecover Scout"/ "Silhana Ledgewalker" will hit the Gnarlid.
Second Vines is a very special card as it allows you to not only target your own creatures but also your opponent's ones. This allows you to give your opponents creatures hexproof against their own spells and thus counter a spell your opponent wants to play on his own creature!

Greetings
Muktol

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Posted 07 August 2016 at 20:41 as a comment on Aura GNAR-NOMNOMNOM-lid <10€

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To get it down to 70 cards, well here's what I would do
- 1-2 "Abzan Falconer"...serves as finisher for other creatures with +1/+1 counters in them. Question is how many of them you will have on the battlefield when the Falconer hit's the board.
-1-2 "Angelic Overseer" ...you don't want to draw this card early because it's expensive and can't be played at this time.
2-4 "Windborn Muse" into the sideboard ...good against swarming decks but weak against decks that focus on few, strong, creatures.
1 "Day of Judgment" into the sideboard ......good against swarming decks, the drawback is that you also destroy your own creatures.
You could try to lower the number of lands to 24 but that would require some testing to see if you draw enough lands to play your more expensive spells.
A card which I'm unsure if is "Loyal Sentry". Can be pretty strong, on the other hand it's quite frail to your opponents removal (as are many cards in here) and things as trample, flying and so on will render it's effect nearly useless.

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Posted 05 August 2016 at 08:10 in reply to #586348 on Human White deck

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Well it was played on some starter's torunament our local game store did. I did win enough matches to had a fun time there but when I had to play against more tournament- buit decks I stood little chance. Remembering a match against G/B rock where the Rock player was able to bring a "Tarmogoyf" each turn for 4 turns. The first 3 I was able to handle with "Oblivion Ring" / "Bonds of Faith" / "Pacifism" (which I then had in the deck). So no, I was never able to make it even in the top 8 finals.

"Cavern of Souls" is THE card of choice when going after blue control or you have a tribal deck and need some mana-fixing (e.g. slivers)

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Posted 31 July 2016 at 12:19 in reply to #586348 on Human White deck

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My basic human deck
http://www.mtgvault.com/muktol/decks/monow-tribal-human-wheeny/

A more aggressive R/W variant
http://www.mtgvault.com/muktol/decks/rw-pauper-tribal-humans/

A controlish variant (Tough I wasn't really satisfied by how it behaved)
http://www.mtgvault.com/muktol/decks/wu-tribal-human-control/

If you want power and quickness then you could take a look at some red humans

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Posted 30 July 2016 at 07:08 in reply to #586348 on Human White deck

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Depends on what you mean with 'strong'. "Champion of the Parish" can get really strong with the right support (My own human deck uses "Silver Blade Paladin", "Call to Serve" and "Champion of the Parish"/ "Thalia's Lieutenant"). Things like "Geist-Honored Monk"/ "Crusader of Odric" can do that to but they normally have their price and need the right support.
It all depends in which direction you want to bring this deck. More power then green or red would be an option. More control then use blue or black.

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Posted 29 July 2016 at 08:02 in reply to #586348 on Human White deck

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I would remove the following cards to get the deck-size nearer to 60:
Gideon's Avenger ...Only works against swarm decks or if you force your opponent to tap a creature
Herald of War ...strong creature but expensive. By the time you can play her you will be able to play every spell you have without her help and nearly be out of handcards because of a lack of draw-spells.
Silverblade Paladin ...this deck seems to be more a swarm deck than going for single target damage. If you get an angel out then he can should be able to finish the game, Silverblade Paladin or not.
The number of lands could possibly be lowered to 24 though that would require some testgames.

Greetings
Muktol

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Posted 28 July 2016 at 20:09 as a comment on Human White deck

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Only problem with that idea is what do you do against swarming decks or when your opponent brings creatures that are only strong with his own deck?
So demonking28's idea of having a strong creature of your own is a good point. I first thought of the Devotion or Chroma mechanics but those won't work here because when you copy your opponents creature you copy every aspect of it including the mana-costs.

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Posted 28 July 2016 at 19:54 in reply to #585421 on Copy Cat

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Generally I would try to get rid of some of those expensive spells to add some protection and simple buff spells. "Fury of the Horde" is nice if you're lucky to play it for it's alternative costs. The same counts for "Savage Beating". Such cards are often overkills and it's enough to beat your opponent once you don't have to kill him twice or thrice in a single game. By remove those high-mana spells you could also get rid of "Scorned Villager" and add something more aggressive. It's often enough expedient to sit there and not cast anything in your turn to transform all your werewolf's and then simply overrun your opponent.

Furthermore I would sideboard "Daybreak Ranger" as it's removal against flyers is highly situational and if you manage to transform your werewolf's then a single creature more or less shouldn't make the difference.

Some suggestions based on my own G/R werewolf deck (http://www.mtgvault.com/muktol/decks/rg-tribal-werewolfs-2/)
Immerwolf ...prevents werewolf's from transforming back
Instigator Gang ...strong buff-creature
Mayor of Avabruck ...werewolf lord that produces wolf tokens. A really essential card.
Reckless Waif ...cc1 spell that transforms into a strong creature.
Village Messenger ...cc1 spell with haste
"Full Moon's Rise"/ "Howlpack Resurgence" enchantments that provide +1/+0 and trample. Full Moon's Rise is cheaper to play and can regenerate your creatures when in need while Howlpack Resurgence can be played in your opponents turn thus not increasing the spell-counter.
"Vines of Vastwood" / "Ranger's Guile" ...simple protection spells that prevent your werewolf's from getting shot away.

Greetings
Muktol

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Posted 28 July 2016 at 16:18 as a comment on Werewoofs

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