Muktol

235 Decks, 1,764 Comments, 728 Reputation

I would sideboard "Daybreak Ranger" because the normal removal against fliers is to situated and when he get's transformed you normally don't need him any more. A buffed "Kruin Outlaw" will normally swing for more then enough damage so that you won't have to remove a single creature. Also remove "Gatstaf Shepherd" and "Lambholt Elder".

Replacement for the free slots could be:
Ghor-Clan Rampager ... Not as creature but as buff. It's no spell but an activated ability.
Young Wolf ...personally I like Young Wolf more than Wolfbitten Captive. You don't have to pay to make him big, he has undying and benefits from transformed Mayor of Avabruck and Immerwolf, though not of the untransformed Mayor
Lightning Bolt/ Searing Blaze ... some removal that can also do damage to a player is always a good idea
Vines of Vastwood/ Ranger's Guile ... protection against your opponents removal spells.

If you need some cheap ($) duallands that don't enter tapped "Rootbound Crag" or "Gruul Turf" (if you play it after you have already tapped a land for mana and and take back the tapped land) might be interesting for you.

Greetings
Muktol

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Posted 23 October 2015 at 12:58 as a comment on Team Jacob

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Just for information (I'm pretty sure you know this but not everybody else that might look at this deck):
The copies of created with "Grapeshot" won't activate "Monastery Mentor" or "Young Pyromancer" ability's, because those 2 require spells to be cast, and copies are just played, not cast.

Also your 'deck description' is slightly outdated as you list "Desperate Ritual" as a spell but don't have it in your deck.

Greetings
Muktol

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Posted 23 October 2015 at 12:24 as a comment on Token Storm

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When using Krenko there are some cards you could take a look at. I will try to keep it budget-friendly as this seems to be the goal of this deck. Also a short deck description and how to play would be nice.

Goblin Bushwhacker (~0,6$/card), Goblin Wardriver (~0,4$/card), Mogg War Marshal (0,5$/card), Goblin Grenade (~1$/card), Quest for the Goblin Lord (~0,5$/card), Magewright's Stone (~0,7$/card)

Greetings
Muktol

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Posted 22 October 2015 at 06:30 as a comment on Goblin Horde

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Another option would be to built a B/W standard legal lifeleech/ lfegain deck. I've been working on one (http://www.mtgvault.com/muktol/decks/standard-life-gain/) but it's still under construction so the help it might provide is limited.

Some further suggestions I found after a quick search:
Brutal Hordechief, Foul-Tongue Shriek, Kalastria Healer, Retreat to Hagra, Suffer the Past, Syphon Life

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Posted 21 October 2015 at 09:25 in reply to #565654 on Sorin's Vampire Horde

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http://www.mtgcommander.net/rules.php Still no "Conspiracy" on it ;)
There also might be a misunderstanding. The card "Conspiracy" has nothing to do with the conspiracy set released by WotC (http://www.mtgvault.com/cards/search/?q=&searchtype=name&ps=20&s=CNS)

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Posted 20 October 2015 at 22:36 in reply to #565187 on kaalia of the vast

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Then welcome to the world of magic! Experience will come as you see other decks, play against unfamiliar decks, talk with people about your decks and so on. The most important thing is having fun, the second one is playing enough. (Sadly I built more decks than I could test at the moment but perhaps better times will come ;) )

You might be interested in http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/. This is a basic description on how to built a deck, do's and dont's and so on.

Basically there are many ways of building a vampire deck: Combo (mostly liegain/ lifeleech), aggro with a big part of control, mid-/ lategame different colors and so on. The basic idea about building a deck is having a strategy and stick with it (As you might allready have read in the 'how to' link I provided above). Mixing strategies is a not so good decision most of the times. Remember that your deck can't be good against every deck and that you have a sideboard where cards taht you feel that you could use against decks you are weak against should go.

'Lifelink-based aggression'...with the new zendikar expansion came some cards that benefit from lifegain: Bloodbond Vampire, Defiant Bloodlord but most of those benefit from quantity in lifegain rather than quality (1+1+1>3). The basic question at the moment: Is "Vampire Nighthawk" enough lifegain? Because that's your only creature with lifelink. "Blood Artist" can produce some life but for that something must die, "Sorin Markov" can to but he's in the deck only once, so the chances of drawing him are rather low without tutors or carddraw.
If you want to built this as a vampire lifegain deck I would re-think the card choices. What I would do at the moment is clone this deck, so that I have one to play around with and one that resembles the status quo. If you finish one of the decks you can either leave the other as it is or start rebuilding it.

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Posted 20 October 2015 at 18:21 in reply to #565654 on Sorin's Vampire Horde

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Conspiracy isn't on the official banlist (http://magic.wizards.com/en/gameinfo/gameplay/formats/commander) so it's legal to use in commander.

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Posted 20 October 2015 at 15:25 in reply to #565187 on kaalia of the vast

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*like*
When using Krenko in a U/R deck I would take a look at "Intruder Alarm". I would remove "Chromatic Lantern" and add some duallands instead. This will raise the costs of the deck a little bit but in the end you will get a faster and more stable deck.
"Mogg War Marshal" or "Goblin Chieftain" might be an option instead of "Krenko's Enforcer". The Marshal gives you an additional token while the Chieftain provides +1/+1 and haste for all other goblins.

Greetins
Muktol

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Posted 20 October 2015 at 08:33 as a comment on Goblin Mob

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I would try to lower the mana-curve of this deck a little bit. Basically (without acceleration) you will be able to play a land every turn for the first 3 turns. After that you will be able to play an addition land ever 2-3 turns. So putting so many expensive spells into a deck will slow your play down.
When using mid to lategame creatures and spells you will need a lot of control over your opponent: Discard, destroy creatures and so on. So try to focus on 1-2 finishers, fill the rest with good creatures and control cards. You might also want to put some tutors or carddraw in to make sure you get the finishers when you need them.

Some suggestions based on my own monoB vampire deck (http://www.mtgvault.com/muktol/decks/vampire-onslaught-revised/)
Gatekeeper of Malakir, Viscera Seer, Vampire Lacerator (more for aggressive decks), Pulse Tracker
Go for the Throat, Tragic Slip, Doom Blade, Duress, Distress, Evil Presence
Blade of the Bloodchief

Greetings
Muktol

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Posted 20 October 2015 at 08:26 as a comment on Sorin's Vampire Horde

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Thank you for your suggestion.
The warrior-'tribe' was more an accident than real purpose. Nevertheless I added "Rubblebelt Raiders" to my sideboard and will give them a try if I get to make some testgames.

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Posted 19 October 2015 at 14:35 in reply to #565335 on R/G: Nacatl War Pride

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No, I meant: http://www.mtgvault.com/card/ghostly-prison/CHK/
"Prison Term" can be pretty good, but if you want more control (at higher costs tough) try "Cage of Hands" or "Forced Worship"

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Posted 16 October 2015 at 20:18 in reply to #564803 on kaalia of the vast

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Brain must have been away somewhere else while I was looking at "Foundry Street Denizen"

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Posted 16 October 2015 at 15:35 in reply to #565260 on R/G: Nacatl War Pride

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I will keep "Manamorphose" at the moment until I have done some testgames (which will take some time, at the moment I'm more like building decks than playing them :( ) but having a good cantrip is always a nice thing.
"Foundry Street Denizen" as well as "Kruin Striker" could be an option instead of "Essence Warden" if something more aggressive is needed. At last options to think about, ergo sideboard it at the moment.

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Posted 16 October 2015 at 12:44 in reply to #565260 on R/G: Nacatl War Pride

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Oh, completely forgot to built the right landbase. The defenders where removed and some proper lands where added ^^
"Brighthearth Banneret" was a real good tip as it not only lowers the costs of "Brighthearth Banneret" but also "Bramblewood Paragon", "Champion of Lambholt", "Ogre Battledriver" (now sideboarded, against decks I feel I would need haste) and also "Hunted Troll" (sideboarded against decks that don't feature enough creatures on their own)
I'm not so sure now that "Manamorphose" will do a proper job here, I'm thinking of exchanging it against "Rampant Growth" 4 to8 (e.g. Harrow) or "Mercy Killing" to get some removal.

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Posted 16 October 2015 at 11:49 in reply to #565260 on R/G: Nacatl War Pride

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Looking good now.
"Elvish Archdruid" might be an option instead of "Vine Trellis" if you need some more mana.
"Tribal Unity" or "Untamed Might" might be interesting to put this mana to use and introduce the "pay x" spells (Though "Stonewood Invoker" can also use the masses of mana)
If you want to I also can give your white deck a look, perhaps I have some budget friendly ideas ;)

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Posted 13 October 2015 at 14:43 in reply to #564801 on Intro Deck: Green

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There are some ways to play elf-decks, agro, combo, swarm, there are even some sub-tribals like elf-warrior decks.
Question is, how do you want your deck to win, which legality do you prefer your deck to have, budget and color (important for combo-decks as most of them add some blue cards)
Personally I'm no big fan of deck that feature an enormous amount of different cards (Save highlander/ EDH but that's a different story ;) ) because you loose continuity through that. If you need and want to draw e.g. "Elvish Archdruid" then use him 4 times. The more different cards you use, the lower is the chance that you draw the spell you need in a certain situation.

Basically there are some cards that many elf-deck feature:
"Glimpse of Nature" ...elves are cheap, you have enough mana and this spell helps you not to run into card-problems.
"Elvish Visionary" ...carddraw
"Llanowar Elves"/ "Fyndhorn Elves" ...simple mana creature
"Priest of Titania" / "Elvish Archdruid" ...if you need some more mana
"Joraga Warcaller" ...pumps swarm decks
"Imperious Perfect"

The rest depends on how your deck should win.

Greetings
Muktol

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Posted 12 October 2015 at 07:51 as a comment on Help me - Elf deck

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When using decks with ability's like Kaalia of the Vast (I wouldn't call it an built in "I win" button, but it's not far from that) I would use spells and equipment that protect this card. "Champion's Helm", "Lightning Greaves", "Swiftfoot Boots" and "Mask of Avacyn" are good examples for cards, that protect your commander and they are available to all colors.
Your deck features a very high number of creature enchantments, something I would recommend against. Commander decks use a lot of removal, exile or mass removal. Enchanting a creature might seem like a good idea but a single removal spell from your opponent will cost you the creature and the enchantment. If you want to pump your creatures use effects that stay on the board after a board swipe like artifacts or 'normal' enchantments, if you want to pump a single creature use equipment (artifacts).Global enchantments are OK, but don't forget that you're not playing a normal deck here. "Ghostly Prison" might look good but if you're not up against a mass-token deck your opponent will either have enough mana to attack you anyway or have a way to play around this. "Mana Leak", a cheap and very good counterspell in modern losses it's effectiveness in commander due to that fact that paying {3} normally only makes you laugh.
You should also look for some more removal spells. Black has some very good point-removals while white gives you access to some very potent exile spells.
Last, carddraw. The best color for carddraw is blue, but black also has some very good spells here, if you're not too picky even red can provide you with some good stuff.

I hope I was able to help you a little bit in general, if you have any specific questions, feel free to ask.

Greetings
Muktol

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Posted 12 October 2015 at 07:22 as a comment on kaalia of the vast

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*like*
Try to keep the number of different effects like trample, draw cards, 'whenever enters the battlefield' effects low and focus on cards that are rather easy to understand. Beginners don't want to learn a ton of cards and effects after they already have their head smoking from learning the basic rules. Try to use cards 4 times and don't throw in to many 1-offs.

'Search your library for XYZ' effects, like "Elvish Harbinger", are pure horror for a beginner. Put cards that will make the deck stronger into the sideboard. Sideboarding will be an advanced rule I wouldn't explain to a player before he really knows the basic rules. I would nevertheless built a sideboard and add cards that have advanced rules/ effects. This helps you to keep the deck together and add some more fun to it when it's user has already played some games.

Greetings
Muktol

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Posted 12 October 2015 at 06:54 as a comment on Intro Deck: Green

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A short deck description would be fine.
I would remove "Skithiryx, the Blight Dragon". If your opponent manages to stall your plan until T5+ then something has gone extremely wrong and even Skithiryx won't be able to help you. "Wild Defiance" could be an interesting option instead, also a 3rd "Vines of Vastwood" or "Ranger's Guile"
And playing "Blighted Agent" with only "Breeding Pool" to cast it seems a little bit risky. I would reduce the number of "Verdant Catacombs" and add some "Misty Rainforest" or "Polluted Delta" and 1-2 islands.

greetings
Muktol

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Posted 09 October 2015 at 10:35 as a comment on Black green blue budget infect

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Pretty uncommon cardchoices for a G/W enchantment deck.
A little deck-description would be fine :)

Some suggestions that came into my mind:
Remove "Scute Mob". It's ability will almost never trigger as want to be as fast as possible and don't use any ramp. Normal calculations say that you can put a land into play every turn for the first 3 turns, and then an additional land every 2-3 turns.
A card play by almost every enchantment deck that features white would be "Ethereal Armor". It's cheap, it's good and it can only get stronger.
"Rancor" can be a real bitchy card for your opponent. +2/+0 and trample for your creature and a really tough one to get rid of.
"Helm of the Gods" was added recently but it's as good as "Ethereal Armor", maybe even a little bit better, because you don't loose it like the enchantment when the creature it's attached to dies.
Last, "Spirit Mantle" can be a real finisher as it allows your creature to bypass your opponents defenses.

Some additional suggestions:
"Spider Umbra", "Abundant Growth", "Keen Sense"

Edit:
Forgot about "Gladecover Scout". With only ~0.2$ per card it's pretty budget friendly and one of the best basic cards for each 'normal' enchantment deck.
"Aura Gnarlid" could also be an option but it features no hexproof.

Greetings
Muktol

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Posted 09 October 2015 at 08:29 as a comment on Ajani's Enchantment Deck

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