Techpriest? For the glory of our Imperator? ;)Some suggestions, based on my own monoR goblin Commander deck (http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/)45 lands seams to be on the high side, I would reduce it to 40-38. I also would add some cards that help to pump your goblin tokens. "Goblin Shrine", "Quest for the Goblin Lord", "Shared Animosity", "Coat of Arms" or "Konda's Banner" are cards that I use in my deck"Blood Moon" can be pretty bad news for your opponents, especially if the play a multicolour deckAs for the creatures, "Goblin Assassin", "Moggcatcher" and "Skirk Prospector" are cards that I really love. GreetingsMuktol
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If it would be my deck, I would reduce the number of mana acceleration/ ramp artifacts and add some more creatures instead. Some suggestions, based on my own monoR Krenko commander deck (http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/)Artifacts: Illusionist's Bracers (Copy activated ability), Infiltration Lens (carddraw or damage), Konda's Banner (Mass pump), Magewright's Stone (Untap a creature with {T} in it's cost)Creatures: Bloodmark Mentor (First strike for your creatures), Caterwauling Boggart (Goblins can only be blocked by two or more creatures), Furystoke Giant (Finisher), Goblin Assassin (Mass removal, tough I wouldn't use him before you have Krenko and some tokens on the field), Goblin Bushwhacker (Mass pump for one turn), Goblin Lookout (Mass pump via sacrificing mountains), Goblin Piledriver (Get's +2/+0 for each other attacking goblin), Goblin Wardriver (Battle Cry)Enchantment: Quest for the Goblin Lord (Mass pump)Instant/ Sorcery: Massive Raid (Deals damage equal to the number of creatures you control), Goblin War Strike (Deals damage equal to the number of goblins you control), Mob Justice (Deals damage equal to the number of creatures you control)Land: Nykthos, Shrine to NyxGreetingsMuktol
First: It's rather difficult to search through collections as there is no way to sort them here on mtgvault by means of color and so on. It's hard enough to look over a commander deck, and that are only 70-80 different cards that should fit together. I can give it a try, but I will promise nothing. Second: Do you want to play this deck only with friends, and do your friends also use a limited pool of cards? If not, you could take a look at some cheap cards your local trader/ gamestore might have, or you could also print them as proxy's.
To be honest, I would remove the black part from this deck. If you want to stick with the current color-combination then I would add some more dual-/ or searchlands to stable your manabase and/ or some carddraw.You are also mixing strategy's and cards that normally belong more into a sideboard here, e.g. what use does "Elixir of Immortality" have in your mainboard?As for your current cardchoices: I would replace "Door of Destinies" with "Coat of Arms" or "Shared Animosity" as both cards do something immediately after they hit the board (when you attack, that is) and don't need further spells to activate them. If you want to finish with "Crusader of Odric" then I would play him 3-4 times and make sure that he get's to your opponent. Equipment with trample, flying or unblockable would be my choice in this case as you can use it again and don't loose it completely, like enchantments. "Whispersilk Cloak" would be a good example as it provides the equipped creature with protection (nor only from your opponents spells and abilities but also from yours, that's the drawback on this card) and 'unblockable'.Basically after you already did some games, see which cards you didn't like or couldn't in your games, and try to find something better/ different for them.GreetingsMuktol
What about Jeska, Warrior Adept ?GreetingsMuktol
Here are some suggestions, based on my own monoR goblin commander deck (http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/)Arms Dealer ...point removal against mobs, loves to eat one of your tokens for it. Bloodmark Mentor ...first strike for all your red creatures, does the same job as Legion Loyalist but without battailion..but also without the trampleCaterwauling Boggart ...your attackers can only be blocked by two or more creatures Furystoke Giant ...tap your token army to finish an opponent without attacking. Thanks to persist he can be used twiceGoblin AssassinGoblin Sharpshooter ...your opponent only controls weak 1/1's but many of them? Well not for long with this guyGoblin Warchief ...lowers the costs of all your goblin spells by {1} and provides hasteGoblin Wardriver ...battlecrySkirk Prospector ...if you feel that you have to many tokens and to few manaBlood Moon ...if you go after decks with many non-basic landsQuest for the Goblin Lord ...bring 5 goblins (e.g. tokens) in the game: All your gobos get +2/+0Shared AnimosityCoat of ArmsDangerous Wager ...carddrawMassive Raid ...shoot damage equal to the number of creatures you controlGoblin War Strike ...see aboveMob Justice ...see above above ;)GreetingsMuktol
What about "Pariah"?GreetingsMuktol
"Griselbrand" is banned for commanderhttp://archive.wizards.com/Magic/tcg/resources.aspx?x=magic/rules/100cardsingleton-commander
The problem I see with "Precursor Golem" on the field is that your opponent only needs a single removal spell, and all your golems are gone. And you have only 3 spells which help to protect your creatures (2x "Refresh" and 1x "Shelter")The cantrip "Bandage" or counterspell "Hindering Light" might increase the chances for your golems, otherwise I would increase the number of "Shelter" to 3 or 4 GreetingsMuktol
Mill zombies where added in the Innistrad block (like "Geralf's Mindcrusher") and some of them where used in standard builts, simply because there where no better cards available at that time (e.g. "Wight of Precinct Six")If you want to use zombie sin a mill deck, built an extra deck that focuses on them, but don't mix them. Standard used them (nearly) only because they didn't have access to the top mill spells and needed themselfs to buy some time, in other words, add some defenders. The advantage of having a creatureless deck is, that your opponent removalspells are dead hand cards, so adding creatures to a creatureless deck...not so good in my opinion.
"Glimpse the Unthinkable" costs arround 20-25, the key-cards to such...specialised...decks are often rather expensive. And "Snapcaster Mage" is good enough that he is used in legacy decks, witch explains his price. You could also take a look athttp://www.mtgvault.com/muktol/decks/ub-standard-mill/ , a standard legal (M13, Innistrad, M14 and Return to Ravnica) U/B milldeck wich features rather many creatures and uses some removals instead of hardcore-mill. Orhttp://www.mtgvault.com/muktol/decks/monou-mill/ which is a monoU milldeck built around "Sanity Grinding". Of course monoU will never be as strong as U/B...
I mean no offence, but you might want to read http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/Short version is that you have to many cards and way to many different cards to make a deck that allows you to play continuous and stable.
I would take a look at some of wickeddarkman decks, as he really knows how to built mill decks. He also has writen a little primer for milldecks recently: http://www.mtgvault.com/wickeddarkman/decks/wdms-modern-mill-primer/Mill focuses on spells to remove your opponents library, so I would remove nearly all the creatures and use some strong mill-cards instead.The only creatures mill runs normally are things like "Augur of Bolas", "Hedron Crab" and "Snapcaster Mage".
First question would be the legality the deck should be built for, and then the budget.And, like gmitrowd pointed already out, the question if you want to use mill as winoption or as mere buff/ control and beat your opponent by e.g. beatdownGreetingsMuktol
I would remove "Blightwidow" and/ or "Elvish Mystic" (I don't see why you would need mana acceleration here)
Some suggestions, based on my monoG Infect deck (non pauper): http://www.mtgvault.com/muktol/decks/monog-infect/Ichorclaw Myr ({2}; 1/1; Infect; Whenever Ichorclaw Myr becomes blocked, it gets +2/+2 until end of turn), Bonesplitter ({1}; {1} to equip; Equipped creature gets +2/+0), Rancor ({G}; Enchant creature; Enchanted creature gets +2/+0 and gains trample. When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand), Evolution Charm ({1}{G}; Choose one: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return target creature card from your graveyard to your hand; or target creature gains flying until end of turn)GreetingsMuktol
If you want something for protective reasons try "Swiftfoot Boots". The drawback I see with "Whispersilk Cloak" is that it gives shroud, which prevents not only your opponent from targeting the equipped creature but also you.
I would remove "Darksteel Ingot", as you don't need the manafixing (with only 4 red spells I would consider either removing the red part or strenghten it)As you are using rather many legendarys, "Champion's Helm" would be an interesting option instead of "Whispersilk Cloak". If you want to focus on the unblockable part instead of protection, try "Nim Deathmantle""Midnight Recovery" could be an option as it allows you to use it more oftenAs for the rest of the cards I would look if there are other cards that are more variable in it's use, cheaper, can be used again, and so on
*like*Personally I love "Quest for the Goblin Lord" or (if you don't want to rely on the counters) "Shared Animosity" to push all those little goblins a bit. "Mogg War Marshal" works very good with the Quest, and if you don't want enchantments, give "Goblin Wardriver" a try.GreetingsMuktol
Some suggestions, based on my R/G werewolf deck (http://www.mtgvault.com/muktol/decks/rg-tribal-werewolfs/)Instigator Gang ({3}{R}; 2/3; Attacking creatures you control get +1/+0; Transformed: 5/5; Trample; Attacking creatures you control get +3/+0), Kruin Outlaw ({1}{R}{R}; 2/2; First strike; Transformed: 3/3; Double strike; Each Werewolf you control can't be blocked except by two or more creatures), Mayor of Avabruck ({1}{G}; 1/1; Other Human creatures you control get +1/+1. Transformed: 3/3; Other Werewolf and Wolf creatures you control get +1/+1. At the beginning of your end step, put a 2/2 green Wolf creature token onto the battlefield)I would remove all which is not human and/ or werewolf to increase the number of wolfes you can put into this deck. The next question is, how you want to play this deck? If you want to play aggressive (which werewolf normally do) remove the lifegain, to add some removal/ more creatures. Depending on your mana-curve, you could also remove the ramp spells/ creatures.GreetingsMuktol
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