Muktol

235 Decks, 1,772 Comments, 721 Reputation

*like*
I have built a commander deck using "Vorel of the Hull Clade" as commander, which also focuses on counters.
Maybe you can take some cards from there (would be a long list if I link and describe all those cards here ;) )
http://www.mtgvault.com/muktol/decks/edh-vorel-of-the-hull-clade/

Greetings
Muktol

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Posted 06 August 2014 at 09:27 as a comment on Jenara +1/+1 Counters EDH

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A possibility would be to change your commander, and swap from green to white. This would allow you to use "Kaalia of the Vast" as commander.
You need something to stay alive until your dragons come online. Search for creatures with a good power/ toughness ratio, and look for those that can be used again or give you some sort of bonus (carddraw, remove other creature, and so on). The key to built a good commander deck is that no of your cards is unusable in late game, e.g. a 2/1 for 1 mana may be good in other formats, in commander it's just a waste of a cardslot.

Greetings
Muktol

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Posted 06 August 2014 at 09:23 as a comment on Jund Dragons EDH

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As for the pauper format: Pauper decks contain only commons. There is a subformat called peasant which may add up to 4 uncommon cards to a pauper deck, but from what I remember this is no official format

First here are some more common creatures with 'unblockable'
Blighted Agent ({1}{U}; 1/1; Infect; Unblockable), Keymaster Rogue ({3}{U}; 3/2; Unblockable; When Keymaster Rogue enters the battlefield, return a creature you control to its owner's hand), Neurok Invisimancer ({1}{U}{U}; 2/1; Unblockable; When Neurok Invisimancer enters the battlefield, target creature is unblockable this turn)
I would at last take a look at "Blighted Agent" and "Keymaster Rogue". The Rogue can be pretty useful as he is a strong creature (for a blue unblockable) and allows you to use cards with 'enter the battlefield' effects again.

Now for some buffs/ combat tricks
Steel of the Godhead ({2}{U/W}; Enchant creature; As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.) As long as enchanted creature is blue, it gets +1/+1 and is unblockable), Mizzium Skin ({U}; Target creature you control gets +0/+1 and gains hexproof until end of turn; Overload {1}{U}: You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each."), Hands of Binding ({1}{U}; Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.))
Again, I would at last take a look at "Mizzium Skin" as it allows you to protect one of your creatures against removal, which may be crucial. Personally I like the 'Cipher' cards, because they allow you to cast a spell every turn without paying its mana-costs.

At last I would add "Azorius Guildgate" to stable your manabase a little bit.

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Posted 06 August 2014 at 09:10 in reply to #491103 on Unblockable Pauper

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Question is, do you want to get some tips on your deck (the chances are high that it will be cards that weren't in this box)?

Greetings
Muktol

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Posted 05 August 2014 at 09:34 as a comment on Unblockable Pauper

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Since "Rhox Faithmender" doesn't put a effect on the stack that doubles the amount of life gained, but creates a replacement effect, I would tend to remove him and "Baneslayer Angel", like ImFromNASA already suggested.
As for the protection I would choose either "Brave the Elements" or "Emerge Unscathed" over "Restoration Angel" as the angel exiles the creature, which will remove all your counters on "Ajani's Pridemate"

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Posted 01 August 2014 at 20:18 in reply to #489836 on Modern Soul Sisters

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*like*
I'm missing "Felidar Sovereign" ({4}{W}{W}; 4/6; Vigilance; Lifelink; At the beginning of your upkeep, if you have 40 or more life, you win the game) a little bit.
Also I would use some protection like "Brave the Elements", "Emerge Unscathed" (Good to make a creature unblockable next turn) or "Gods Willing"

Greetings
Muktol

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Posted 01 August 2014 at 08:56 as a comment on Modern Soul Sisters

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I would try to reduce the number of cards used in this deck down to 60. I mean no offense, here is a link to a deck-building tutorial that I did on this site, where it's described why you shouldn't play more than 60 cards (and some other deck-building rules): "http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/"
Personally I really don't like "Dark Ritual" in decks that would be modern legal, safe for this card. Legacy decks are a lot faster and deadlier than (most) modern ever can be. I you play only on the kitchen table, or with house rules, it might be OK, but sooner or later most people want to play against someone other than their friends, and this could give problems.

Greetings
Muktol

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Posted 31 July 2014 at 07:44 as a comment on Vampiric Thirst

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"Profane Memento" could do the trick

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Posted 31 July 2014 at 07:32 in reply to #483081 on Mill Deck

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Save some special cases, I would never give the advice to built a deck from the beginning based on fewer than 20 lands and the reason is simple. It is always possible to reduce the number of lands you use, and fill in some other stuff when the strategy of the deck is set, but it can be pretty hard to remove some of your key-elements to add some more lands.

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Posted 31 July 2014 at 07:26 in reply to #392946 on How to build a deck

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I mean no offense, but you might want to read http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/
Short version: 90 cards is way to much for a deck to run smooth and stable

Greetings
Muktol

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Posted 25 July 2014 at 10:03 as a comment on the night of blood

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*like*
I would use "Rune Snag" instead of "Mana Leak" as it will prove more useful if the game takes longer.
You also could add some searchlands to activate "Hedron Crab"'s ability more often, depending on your budget take a look at "Evolving Wilds" or "Scalding Tarn"/ "Misty Rainforest"/ etc. ("Scalding Tarn" could also enable you to play the 'Entering' side of "Breaking/ Entering" if you add a single mountain)

Greetings
Muktol

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Posted 22 July 2014 at 09:48 as a comment on Modern Mill

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Your "How to play" description seems to be slightly outdated as you mention "Bonesplitter" which neither is in your deck nor in your sideboard. As for the damage you calculate, you need 8 cards until turn 4 without playing any lands, so that might just be some miscalculation.

I would use "Etched Champion" as finisher, "Bonesplitter" instead of "Isochron Scepter" and "Dispatch" instead of "Path to Exile".
"Darksteel Citadel" might also be interesting for this deck

Greetings
Muktol

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Posted 21 July 2014 at 13:40 as a comment on Modern Kor Equipment

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*like*
24 lands seem a little bit on the high-side, maybe try to reduce to 22 or 20. I would use the free slots for 2 additional "Vampire Nocturnus" and maybe some more removal or carddraw.
You could also add some searchlands (e.g. "Evolving Wilds" for budget or "Marsh Flats" for non-budget) to increase the chance that "Bloodghast" will come back, and to thin out the lands you will draw later on.

Greetings
Muktol

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Posted 18 July 2014 at 09:07 as a comment on Modern vamps

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Some suggestions, based on my monoR burn deck (http://www.mtgvault.com/muktol/decks/monor-burn/)
I would change from "Hell's Thunder" to "Vexing Devil" ({R}; 4/4; When Vexing Devil enters the battlefield, any opponent may have it deal 4 damage to him or her. If a player does, sacrifice Vexing Devil) and give "Keldon Marauders" ({1}{R}; 2/2; Vanishing 2; When Keldon Marauders comes into play or leaves play, it deals 1 damage to target player) a try (maybe instead of "Spark Elemental") or sideboard it and use against fast, creature heavy, decks (e.g. Infect, Tokens or Enchantment)
Also "Shock" could be replaced with "Lava Spike" ({R}; Lava Spike deals 3 damage to target player)

Some further suggestions:
Browbeat ({2}{R}; Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards), Searing Blaze ({R}{R}; Searing Blaze deals 1 damage to target creature and 1 damage to it's controller. Morbid - If a creature died this turn, it deals 3 damage instead), Skullcrack ({1}{R}; Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player), Smash to Smithereens (Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller)
Vexing Shusher ({R/G}{R/G}; 2/2; Vexing Shusher can't be countered; {R/G}: Target spell can't be countered by spells or abilities)

Greetings
Muktol

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Posted 17 July 2014 at 10:12 as a comment on Suicide Burn

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Well some points before we can start working on this one:
Here is a text I wrote concerning general deckbuilding, maybe this may help you a little bit: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/

How do you want to beat your opponent, which cardpool can be used, and what budget do you have in mind?
(Modern would be back to the 8th edition, standard only back to Return to Ravnica)

Greetings
Muktol

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Posted 17 July 2014 at 09:42 as a comment on Blue/White Beginner (help me!)

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*like*
I think here are a lot more people willing to help others than it may look like. The Problem is, there is no real platform on which you can ask for help on a specific deck, you rely on pure luck, "decks" like this, or someone taking a look and deciding to give advice. It would be a lot easier if the people would tag their decks properly, so that the willing helpers can find them more easy.
This deck will someday vanish, if it's not supported by enough likes and comments, and then everything starts from the beginning.

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Posted 11 July 2014 at 08:28 as a comment on Puschkin, please help me!

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I dislike "Foundry Street Denizen" because he has no evasion of any sort (Flying, Trample, and so on). So a simple 1/1 token can block your X/1 Goblin, prevent all damage and kill him.

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Posted 10 July 2014 at 07:12 in reply to #480955 on Goblin Animosity

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*like*
Personally I would change from "Foundry Street Denizen" to "Goblin Wardriver" or "Warren Instigator".
If you want another removal try "Searing Blaze" instead of "Burst Lightning".
Greetings
Muktol

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Posted 09 July 2014 at 09:03 as a comment on Goblin Animosity

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I would remove "Adaptive Automaton" to add a 4th "Blade of the Bloodchief" and a 4th "Curse of Stalked Prey".
"Rakish Heir" then can be changed to some more effective beater like "Bloodghast"
As for your other spells, I would cut 2-4 removals to add some carddraw like "Sign in Blood" or "Read the Bones"
Last, I would add some standard-lands to this deck. If someone pulls out a "Blood Moon" (All non-Basic Lands become Mountains) you will have problems.

Greetings
Muktol

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Posted 09 July 2014 at 09:00 as a comment on Vampire's Damnation

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Less creatures mean more pump for the remaining ones. Bloodrush is a nice thing but far from being a real effective pump. Also it can only be applied to attacking creatures, so if your opponent removes one before you attack you can do nothing against it.
I also would try to add some protection for your key creature.

Some suggestions, based on my own monoG Infect deck (http://www.mtgvault.com/muktol/decks/monog-infect/)
Bonesplitter ({1}; {1} to equip; Equipped creature gets +2/+0)
Ichorclaw Myr ({2}; 1/1; Infect; Whenever Ichorclaw Myr becomes blocked, it gets +2/+2 until end of turn), Signal Pest ({1}; 0/1; Battle cry, Signal Pest can't be blocked except by creatures with flying or reach), Blight Mamba ({1}{G}; 1/1; Infect; {1}{G}: Regenerate Blight Mamba)
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), Wild Defiance ({2}{G}; Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn)
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), Mutagenic Growth ({PG} ({PG} can be paid with either {G} or 2 life.); Target creature gets +2/+2 until end of turn), Ranger's Guile ({G}; Target creature you control gets +1/+1 and gains hexproof until end of turn), Vines of Vastwood ({G}; Kicker {G}; Target creature gets hexproof until end of turn, if the kicker costs where paid it also gets +4/+4)

Greetings
Muktol

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Posted 09 July 2014 at 08:54 in reply to #480684 on block this shit

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