Muktol

235 Decks, 1,772 Comments, 721 Reputation

Looking good for me now :)

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Posted 18 September 2015 at 07:41 in reply to #562331 on Werewolf

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Well with the mana-costs that low you can drop to 20-22 lands. If you need more cc1 spells you could also take a look at "Wolfbitten Captive" or "Young Wolf" (which I prefer over the Captive due to it's undying)

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Posted 17 September 2015 at 17:55 in reply to #562331 on Werewolf

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I would sideboard it and add either "Ranger's Guile" or "Vines of Vastwood". All other werewolf's are a 100% need as every one is vital and supports your strategy. If you really want to keep it try to reduce the number of lands to 22 and use 2-3, even if that means going above 60 cards
Vines has the advantage that you can target your opponents creatures too and thus 'counter' a spell he wants to cast on it. Also +4/+4 for a second {G} isn't too shabby. Brings your "Kruin Outlaw" on rampaging 14 damage without any further buffs.
Guile costs less ($) and will be easier to obtain.

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Posted 17 September 2015 at 16:36 in reply to #562331 on Werewolf

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From my experience playing (mostly against) werewolf's I can conclude that these decks normally finish their opponent with one hefty attack (30+ trampling damage within one turn is not unusual). Flyers are normally rather slow and weak so from my point of view I would rather take some beating from flyers and protect my creatures from my opponents spells rather than shoot down those creatures and perhaps have nothing on my hand against a Lightning Bolt or Doom Blade.

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Posted 17 September 2015 at 07:18 in reply to #562331 on Werewolf

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I would do some changes at numbers and cards:
- 1-2 "Instigator Gang"...finisher tough 1-3 ought to be enough.
+ 1 "Kruin Outlaw"

Change from "Brimstone Volley" to "Searing Blaze"...costs less (cmc) and is more effective in damaging your opponent's creatures and him self.
Change from "Incinerate" to "Lightning Bolt"...see above. You can always sideboard these spell if you feel that your opponent uses too many regenerating creatures.
Sideboard "Daybreak Ranger"

Some further suggestions:
"Vines of Vastwood", "Ranger's Guile", "Young Wolf"

Greetings
Muktol

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Posted 16 September 2015 at 15:13 as a comment on Werewolf

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Some suggestions:
"Cloudfin Raptor"...Can be a pain in the ass for your opponent. With this deck I will evolve onto a 2/3 flyer most of the time before your finishers hit the deck.
"Forced Adaptation"...allows you to place a +1/+1 counter on the enchanted creature at the beginning of every turn.
"Bioshift"...If you opponent uses some removal spells this will allow you to shift counters from a doomed creature onto another one.

I would lower the number of finishers a little bit, 3 types of hydras and Nylea, all in all 13 creatures only as finisher seems a little bit too much for me. You could add some protection or carddraw spells instead.

"Gyre Sage" won't evolve to often (once if you don't manage to play Nylea) before your finishers will hit the deck and thus the ramp you will get from it will be pretty low. If you want to get some ramp would take a look at cards like "Llanowar Elves" or "Rampant Growth".

A short deck description (budget, strategy and so on) and some deck-tags would be nice. It helps us to help you.

Greetings
Muktol

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Posted 14 September 2015 at 06:50 as a comment on Simic +1+1

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I would remove "Temple of the False God" because it's the only card that messes up your modern legality.

There would be another version of ramp that also can help you to avoid getting damage: Defender ramp. The key cards for this would be "Axebane Guardian" (~0.14$ per card) and/ or "Overgrown Battlement" (~0.20$ per card). I have used this method in a G/W angel deck and a good starting-hand allows me to play nearly any angel (even cmc 8 Avacyn) on T4+

Cards like "Utopia Sprawl" can be very effective in combination with some 'untap' creatures.
Depending on how many spells you and/ or your opponent can cast per turn "Scorned Villager" could also be worth a look.

If you need some protective spells take a look at "Ranger's Guile" (~0.12$ per card), "Vines of Vastwood" (~1.20$ per card) or "Withstand Death" (~0.15$ per card).

An alternative win option for you could be "Helix Pinnacle" (~6.50$ per card) (or "Door to Nothingness" (~1.23$ per card) if you manage to get the 5 colours together)

Greetings
Muktol

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Posted 14 September 2015 at 06:35 as a comment on Mana Acceleration into Hydras

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Well depending on how fast you are "Elusive Spellfist" or "Wingcrafter" could be an option.
Your creature choices demand rather fast and aggressive artefacts.

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Posted 01 September 2015 at 17:59 in reply to #560614 on Human Equipments

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A card I almost never get to see in Krenko decks: "Goblin Assassin". He's a walking mass-removal and the only thing you'll possibly have to sacrifice are some goblin tokens.
There are some other cards I can suggest. based on my own Krenko EDH deck (http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/)
Finishers: Battle Squadron, Furystoke Giant
Support: Chaos Warp, Champion's Helm, Illusionist's Bracers, Magewright's Stone, Thornbite Staff (Has an ugly combo with "Skirk Prospector"), Warren Instigator
Mass-Buff: Dragon Throne of Tarkir, Konda's Banner, Shared Animosity
Others: Blood Moon, Ruination

Greetings
Muktol

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Posted 01 September 2015 at 08:38 as a comment on Fun With Krenko

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Some suggestions based on my G/R werewolf deck (http://www.mtgvault.com/muktol/decks/rg-tribal-werewolfs/) and my G/R pauper werewolf deck (http://www.mtgvault.com/muktol/decks/rg-pauper-werewolfs/)
Sideboard "Daybreak Ranger"...I'm personally no big fan of this card because removal is good but werewolf all have trample (when "Full Moon's Rise" is on the field") and tend to finish things rather fast and hard-hitting. Until now I didn't stumble upon a creature that needed to be removes when my cards where transformed into werewolf's.
Remove "Hanweir Watchkeep"..."Kruin Outlaw" is the better card.
- 2-4 "Huntmaster of the Fells"...like iluc051207 already said "Immerwolf" and the Huntsmaster have a little anti-synergy.
+ 1-2 "Kruin Outlaw"...best finisher you can get.
+2 "Reckless Waif"...if there is any better cc1 card for werewolf's I don't know it's name.
-2 "Scorned Villager" ...Again a personal thing. The more mana you have the more spells you will want to cast. Normally that's exactly the thing we want to achive with decks but werewolf's tend to run a little different.

Some further suggestion:
"Dynacharge" ...+2/+0 for one of your creatures or, if you play it for cc3 for ALL your creatures
"Rancor" ... +2/+0 and trample for one of your creatures and this enchantment is really hard to get rid of.
"Ghor-Clan Rampager" ... +4/+4 and trample for a single creature. Activating this ability (!) doesn't count for the 2 spell limit
"Searing Blaze" ... 1 damage to a player and 1 damage to a creature. 3 damage instead if something died this turn. So you can do damage to your opponent and also remove one of his creatures.
"Vines of Vastwood" ... Hexproof for one creature (You can also target one of your opponent's creatures to e.g. 'counter' an enchantment he want's to play on that creature), when kicked the creature also get's +4/+4
"Ranger's Guile" ... Hexproof and +1/+1 for a single creature

Greetings
Muktol

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Posted 01 September 2015 at 08:18 as a comment on Lycanthropy

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Only 8 creatures seems a little bit few, I would add at last 4 additional creatures. Also "Blighted Agent" will attract EVERY single removal your opponent has on his hand, so some additional control/ protection spells would be fine.
"Sharpened Pitchfork" can be removed, it's only good for defence as your creatures are unblockable. Cards like "Bonesplitter", "Bone Saw", "Shuko" or "Cranial Plating" will work better here.
A good colour to splash would be white, or red. White will give you access to some good creatures like "Auriok Sunchaser" and cards like "Quest for the Holy Relic" or "Steelshaper's Gift". Red gives access to "Goblin Gaveleer" (no human) and cards like "Galvanic Blast" or "Assault Strobe"

Greetings
Muktol

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Posted 01 September 2015 at 07:58 as a comment on Human Equipments

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Well the answer to this would be pretty simple: Remove the two cards and stay within modern limitation. From what I've heard legacy is quite a hard (and expensive) road to walk on and decks that are nearly modern legal have a hard stand there. That's why I'm no big fan of adding e.g. "Dark Ritual" as single non-modern card to a deck, even if it will only be played on the kitchen table.
If you don't want to do this, you could take a look at cards like "Rancor" or "Groundswell".
I would also remove the search-lands. With this type of deck you want to be as fast as possible and having a land entering the battlefield tapped can be your death.

Greetings
Muktol

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Posted 28 August 2015 at 06:30 in reply to #560262 on Fastest Infection

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I would take a look at "Order of the Stars" (0,27$) and "Perimeter Captain" (~0,25$), two very good cc1 creatures.
"Stalwart Shield-Bearers" (~0,15$) could also be of interest, a global +0/+2 buff for all your defenders.
If you need more carddraw "Carven Caryatid" (~0,29$) could be an option.

Greetings
Muktol

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Posted 27 August 2015 at 06:26 as a comment on Budget Decks: Deadly Walls

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Even if this would change the direction of your deck: I built a G/W deck for a friend that utilized many angels as finishers. The deck tries to ramp using defenders like "Axbane Guardian" and "Overgrown Battlement" to get mana as fast as possible. With a good hand you can play Avacyn within turn 4. Deck Link: http://www.mtgvault.com/muktol/decks/gw-tribal-angel/

If you want to stick with the plan you're running at the moment I would look for some white ramp spells like "Gift of Estates" or "Knight of the White Orchid".
The only card worth equipping "Deathrender" to at the moment would be the 1/1 tokens from "Raise the alarm". Using cheap creatures like "Doomed Traveler" and something to sacrifice them could be an interesting option if you want to cheat your angels on the battlefield this way.
"Anafenza, Kin-Tree Spirit" can be removed. She has a toughness of 2 and there is only a single creature that has a lower toughness...the 1/1 tokens from "Raise the alarm". Thus she will be the target for her own ability way to often.

Oh and please remove the double and triple tags. One time is enough ;)

Greetings
Muktol

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Posted 26 August 2015 at 14:17 as a comment on Angel Deck (WORK IN PROGRESS)

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*like*
I would remove "Avacyn's Pilgrim" and add something else instead. The chances of needing this creature as manafixer are rather low with this manabase.
Some suggestions based on my G/W Aggro Enchantment deck (http://www.mtgvault.com/muktol/decks/gw-aggro-enchantment/) and my G/W Pauper Enchantment deck (http://www.mtgvault.com/muktol/decks/gw-pauper-enchantment/)
Helm of the Gods, Eidolon of Countless Battles, Keen Sense, Spirit Mantle, Snake Umbra, Rancor (!!!)
Aura Gnarlid (Doesn't need to get enchanted to get stronger, but also lacks hexproof)

Greetings
Muktol

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Posted 25 August 2015 at 07:21 as a comment on (Budget) Bant Hexproof Auras

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OK, so I understood it right and didn't play my own Riku deck wrong the whole time.
Thanks :)

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Posted 20 August 2015 at 07:10 in reply to #559594 on Riku, the bloody bastard

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I'm a little confused at the moment, I found this Information under Riku in the knowledgebase (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=236469):
"Each time the first ability triggers, you can pay {U}{R} only one time to get one copy of the spell. Each time the second ability triggers, you can pay {G}{U} only one time to get one token. "
So from my understanding it wouldn't be possible to copy one spell or creature more than one time.

Greetings
Muktol

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Posted 19 August 2015 at 12:40 as a comment on Riku, the bloody bastard

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I hate to say it but "Cranial Plating" is one of 7 banned cards in pauper.
(http://archive.wizards.com/Magic/tcg/resources.aspx?x=magic/rules/pauper)

Greetings
Muktol

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Posted 19 August 2015 at 12:08 as a comment on Pauper Mod-Squad

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No pauper version of this card is available.

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Posted 16 August 2015 at 19:47 in reply to #559294 on MonoW Pauper: Kithkins

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I would change from "Beastbreaker of Bala Ged" to "Bramblewood Paragon" and then perhaps from "Predator's Strike" to "Ranger's Guile".

Greetings
Muktol

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Posted 13 August 2015 at 06:10 as a comment on Mono Green Warriors?

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