Muktol

235 Decks, 1,764 Comments, 728 Reputation

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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I'm no specialist on legacy decks but here are my thoughts:
When using white and control/ delay mechanics cards like "Ghostly Prison"/ "Sphere of Safety"/ "Windborn Muse" do a good job protecting you from attacking creatures.
Personally I would cut the lifegain part (or at last move it into your sideboard) and try to make the deck faster. "Knight of the White Orchid", "Gift of Estates", "Weathered Wayfarer" can ramp a little bit, a rare gift among white. Especially "Knight of the White Orchid" with his 2/2 first strike body can be a nice card. Commander recently re-introduced the medallions like "Pearl Medallion".
Another point is carddraw/ tutors. Your "How to play" features the combination of "Splinter Twin" and "Wake the Reflections" but you only got 2 "Heliod's Pilgrim" here to search for an aura card. White features some really good enchantment searchers. Adding some of those would also allow you to reduce the numbers of enchantments because you can search for them.
Last point is protection and landbase. Your 21/14 can easily be removed with a "Doom Blade", "Journey into Nowhere" and so on. So a little protection would be interesting. That could be 'protection from XYZ' or indestructibility, bot cards available to white. I would look for some duallands as many of your spells feature double {W} or {R}{W}. "Boros Garrison" and "Battlefield Forge" are to cheap ($) lands that might be of interest. "Slayers' Stronghold" and "Sunhome, Fortress of the Legion" are two support lands that could fit into this deck. The stronghold gives a creature +2/+0 and hast for {R}{W} while Sunhome provides a creature with double strike for {2}{R}{W}.

All in all the deck looks a little bit unstable in relation to modern or standard decks where you try to get 4 copies of your important cards into your deck. But this could also com form the legacy legality as many of the few legacy decks I have looked into looked like this. One of the reasons I nearly never give advice on such decks, modern with it's nearly 10000 cards is enough. I don't need to double that in legacy ;)
If you need help/suggestions on another deck, just leave a comment.

Greetings
Muktol

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Posted 11 August 2015 at 06:50 as a comment on From the Ashes

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I did a quick revision of the deck and did some changes. The thing I'm concerned about when looking at this deck is it's mana curve. Ramp via "Trading Post" and "Mycosynth Wellspring" sounds fine, but you need 4 mana to activate this. The only low cmc ramp spell I have in here would be "Sakura-Tribe Elder" and I'm not sure if that is enough.

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Posted 11 August 2015 at 06:01 in reply to #558692 on R/G: Undying Storm

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Some suggestions, based on my own G/R werewolf deck (http://www.mtgvault.com/muktol/decks/rg-tribal-werewolfs/)
Remove "Gatstaf Shepherd" and "Hanweir Watchkeep" and try to get 2 additional "Reckless Waif" and maybe some "Young Wolf"
You could take a look at creatures with the 'Bloodlust' ability like "Ghor-Clan Rampager". Those don't count as spell if used (it's an ability after all) and thus don't force to transform your werewolf's if no "Immerwolf" is present.
Sideboard "Ancient Grudge" as not every match need artifact removal. I would add either some protective spells like "Ranger's Guile" or "Vines of Vastwood" or some removal like "Lightning Bolt" or "Searing Blaze"
Personally I'm no big fan of "Daybreak Ranger". Un-transformed it can only remove flying creatures with toughness 2 or lower, transformed it can remove pretty anything. My experience from playing with and against werewolf decks is that, if they are transformed, and perhaps have a "Full Moon's Rise" on the field, they don't need any removal because the damage they do is enough to kill your opponent and everything he can throw against you.

Greetings
Muktol

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Posted 11 August 2015 at 05:03 as a comment on Werewolves

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"Undead Alchemist" and "Grimoire of the Dead" have an anti-synergy. The Alchemist says that whenever a creature your opponent controls is put into his graveyard from his library it is exiled, though making the second ability from the Grimoire useless.
Personally I'm not quite happy with "Undead Alchemist" as card as it's much easier to deal 20 damage than to remove 60 cards from the library.

Greetings
Muktol

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Posted 10 August 2015 at 06:20 as a comment on drain library zombie deck

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Personally I would play "Young Wolf" over "Wolfbitten Captive" because you don't have pay mana all the time if you want him big. And undying is a good mechanic that can drive your opponents crazy. I also run "Ghor-Clan Rampager" to buff a creature without having to actually cast a spell (it's an ability).
Sideboard "Naturalize" and run either "Ranger's Guile" or "Vines of Vastwood" as some protection is never wrong.
The mana base might be a problem but there are some (few) good and cheap ($)dual lands: "Rootbound Crag" and "Copperline Gorge"

Greetings
Muktol

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Posted 07 August 2015 at 07:46 as a comment on Werewolves!

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If you want to use blue the obvious choice would be to built this as a control deck, with the combination mentioned by KJSJ3 as finisher.
But don't mix strategy's. Cards like "Military Intelligence" belong into a more aggressive built while "Vampire Nighthawk" or "Mana Leak" are more on the control/ mid-/ lategame side. The decision what and how to built this is up to you, but you'll have to make it and stick with it.

Greetings
Muktol

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Posted 07 August 2015 at 07:36 as a comment on (Modern)Blue is the new Black

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*like*
When using "Krenko, Mob Boss" I can suggest some cards, based on my own monoR Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)
"Furystoke Giant", "Purphoros, God of the Forge"...two good finishers. The has instant board impact and can be used again thanks to persist, Purphoros is a killer in combination with Krenko
"Quest for the Goblin Lord"/ "Shared Animosity"...two buff enchantments. Quest is faster with only cmc1 but the Animosity can get stronger (tough you have to be careful as it counts for your AND your opponent's creatures)
"Mogg War Marshal"...basically a "Krenko's command" with a body
"Massive Raid"
"Legion Loyalist"...trample and first strike for all your attacking goblins. A little bit more unstable than "Bloodmark Mentor" but the trample can make the difference.

Greetings
Muktol

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Posted 06 August 2015 at 17:29 as a comment on Yo Gobby Goblin Redux

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Some suggestions based on my own monoB sacrifice deck (http://www.mtgvault.com/muktol/decks/monob-sacrifice/)
"Sylvok Lifestaff"...can help you against decks that use burn or manage to threaten your lifepoints in any way. At last sideboard material.
"Blood Artist"...let's you convert dead creatures into damage and lifegain
"Undercity Informer"...let's you convert your deck from kill to mill. A card I really like , at last in the sideboard.
"Tragic Slip"...-1/-1 for cmc1. At last until something dies, then its -13/-13 for cmc1. No regeneration or indestructibility will use against this spell.
"Smallpox"...attacks all resources: Life, handcards, creatures and mana base. It's a little tricky to play because it targets all players, so the right moment is important.
"Blade of the Bloodchief"...you are not playing any vampires but a +1/+1 counter for every sacrificed/ dying creature (Yes, also your opponent ones)? Yes please!

Greetings
Muktol

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Posted 04 August 2015 at 11:20 as a comment on Fleshbag Crawler

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