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.
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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
I would rather use green instead of red to speed things up. Either some ramp spells or defender-ramp ("Axebane Guardian" or "Overgrown Battlement")This is my version of an angel deck: http://www.mtgvault.com/muktol/decks/gw-tribal-angel/GreetingsMutkol
I mean no offense, but you might want to take a look at http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/Short version: There are way to many cards (88 instead of 60), and way to many different cards in here. If you want to built decks with many different cards try commander/ EDH decks (http://archive.wizards.com/Magic/tcg/resources.aspx?x=magic/rules/100cardsingleton-commander for some of the basic rules)GreetingsMuktol
My mistake, thought throu "Beckon Apparition" that you already hat black in this deck. Should have given a closer look ;)
The reason why I didn't add "Bloodline Keeper" is that he has the same costs as "Vampire Nocturnus". Keeper gives you an additional vampire (token) in the next round, and does very little if you can't transform him ASAP. Nocturnus on the other hand comes into play and affects all your creatures. Not only will he (most likely) strengthen your creatures but also give them evasion, which most likely will be a matchwinner.
*like*I would change from "Spectral Procession" to "Lingering Souls".Also, if you don't need the instant speed, "Doomed Traveler" might be an interesting option as replacement for "Spiritual Visit"."Inquisitor's Flail" works like a charm in my own spirit deck, as it doubles the combat-damage a creature does (and get's)GreetingsMuktol
Some suggestions, based on my monoR Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)Warren Instigator ({R}{R}; 1/1; Double strike; Whenever Warren Instigator deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield), Legion Loyalist ({R}; 1/1; Haste; Battalion: Whenever Legion Loyalist and at least two other creatures attack, creatures you control gain first strike and trample until end of turn and can't be blocked by creature tokens this turn), Mogg War Marshal ({1}{R}; 1/1; Echo {1}{R}; When Mogg War Marshal comes into play or is put into a graveyard from play, put a 1/1 red Goblin creature token into play), Goblin Chieftain ({1}{R}{R}; 2/2; Haste; Other Goblin creatures you control get +1/+1 and have haste)Quest for the Goblin Lord ({R}; Enchantment; Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord. As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0), Shared Animosity ({2}{R}; Enchantment; Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it)GreetingsMuktol
I would add some more creature-enchants instead of the land-enchants as you don't have anything (save Ethereal Armor which profits from the number of enchantments) that uses a large amount of mana. Adding something like "Kessig Wolf Run" might be interesting if you want to stick with the land-enchantments.GreetingsMuktol
I would sideboard "Daybreak Ranger" and add 1"Immerwolf", 1"Kruin Outlaw" and an additional cc1 drop.Personally I prefer "Young Wolf" over "Wolfbitten Captive" as he has undying an you don't need to spare the mana. Also 26 lands seems to be on the high-side, but that should best be determined through some testgames.GreetingsMuktol
I would remove the 2 "Markov Blademaster" and add 1-2 "Stromkirk Captain" and 0-1 "Gatekeeper of Malakir" or "Vampire Nighthawk" instead. GreetingsMuktol
You could print them as proxys to give it a test.Under "Deck Options" -> "Proxy this deck"
25 Lands seem to be a little bit on the high side. Do some testgames, if you feel that you're drawing way to many lands, try to reduce it to e.g. 22If you feel that you draw the wrong lands, you could add some searchlands like "Evolving Wilds" or "Terramorphic Expanse"Otherwise, looking good now :)
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