Muktol

235 Decks, 1,772 Comments, 721 Reputation

*like* for the great description
You could add some searchlands (e.g. Evolving Wilds) to reduce the number of lands you will draw later on, and to activate the landfall ability from bloodghast more often.
I would try ro play "Kalastria Highborn" mainboard, as most decks today use 1/3 of their deck for spells and most of those will be removalspells. But that depends also a little bit on your game-surrounding. Try a 2/2 split between the Hexmage and Kalastria for some tests.

"Tragic Slip" could be an interessting card, as there are always creatures dying in games, and this lets you remove a X/13 and even indestructible will be no problem.
"Shadow Alley Denizen" can give one (or more, depends on how many black creature spells you play in a turn) of your strong creatures unblockable, which can be interesting in some games.

Greetings
Muktol

0
Posted 27 March 2014 at 08:38 as a comment on Mono-Black Vampires Part 2

Permalink

As hard as it may sound but, if you want to link this to new players I would clean up the comments and only let those remain, which help to improve or clarify your text. Otherwise they may just be overwhelmed by the sheer number of comments.

0
Posted 27 March 2014 at 08:18 in reply to #450467 on How to: Build MtG deck

Permalink

Looks like a revision from the "Vampire Onslaught" event deck.
Here is mine, perhaps you can take some ideas from there: http://www.mtgvault.com/muktol/decks/vampire-onslaught-revised/

I would lower the number of finishers a little bit, to get some more creatures to do the wetwork and to lower your manacurve a little bit.

Greetings
Muktol

1
Posted 26 March 2014 at 10:08 as a comment on Mono-Black Vampires

Permalink

*like*
A more general approach I did once: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/
Never was as popular as this one but maybe you can take some ideas from there ;)

Greetings
Muktol

0
Posted 26 March 2014 at 09:50 as a comment on How to: Build MtG deck

Permalink

What about "Lightning Greave" or "Swiftfoot Boots" as protection? The advantage is that they stay on the field, and can protect key creatures like "Mirror Entity" for a long time.
Garruk as carddraw, depends on how many non creature cards you will have in the final version of the deck. If you have enough creatures it will be OK, but it will hurt if you have to shuffle a e.g. "Doubling Chant" on the bottom of your library. "Hunter's Insight" or "Infiltration Lens" could be interesting options. Insight for is very good for aggressive decks, the Lens can make a blocking a really difficult decision (e.g. Infiltrations Lens + Warren Instigator on Goblin Decks)
No lord but "Champion of Lambholt" could also be an alternative to "Adaptive Automaton" as he profits from all creature drops (even those 2/2 wolfs from (the already removed) "Turntimber Ranger" would activate it's ability) and makes all your creatures rather hard to block.

0
Posted 25 March 2014 at 17:02 in reply to #450107 on Human Alliance

Permalink

*like*
For protective reasons I would change from "Cloudshift" to "Ranger's Guile" as Cloudshift will remove all +1/+1 counters that are on the creature. If you want to make use of the EtB effects of your ally's I would suggest using some carddraw, e.g. Harmonize, so that you can always play some spells. This will also put an enormous amount of pressure on your opponent.
Maybe change from "Adaptive Automaton" to "Mayor of Avabruck".

Greetings
Muktol

1
Posted 25 March 2014 at 00:13 as a comment on Human Alliance

Permalink

Your manabase looks a little bit weird. I would correct the numbers of "Mistveil Plains", remove "Gods' Eye, Gate to the Reikai" and add some Mountans, Plains and R/W duallands instead.

Some suggestions, based on my R/W pauper human deck (http://www.mtgvault.com/muktol/decks/rw-pauper-humans/)
Change from "Griffin Rider" to "Cavalry Pegasus" ({1}{W}; 1/1; Flying; Whenever Cavalry Pegasus attacks, each attacking Human gains flying until end of turn). You don't have any other griffins in this deck so the +3/+3 and flying bonus will never trigger. The pegasus gives all your attacking humans flying.
Kruin Striker ({1}{R}; 2/1; Whenever another creature enters the battlefield under your control, Kruin Striker gets +1/+0 and gains trample until end of turn) works very good with "Thatcher Revolt" and "Gather the Townsfolk"
Wojek Halberdiers ({R}{W}; 3/2; Battalion — Whenever Wojek Halberdiers and at least two other creatures attack, Wojek Halberdiers gains first strike until end of turn)

Greetings
Muktol

1
Posted 24 March 2014 at 17:44 as a comment on Human red white

Permalink

Depends if you increase the number of equipments with high equip-costs like "Ogre's Cleaver". If you add 2-4 (or more) of this kind then it could be good to keep them. If you only have equipments with cc1-2 equip-costs then I would take them out.

0
Posted 24 March 2014 at 08:16 in reply to #448160 on Equipment Beat Down

Permalink

I would reduce the number of defenders a little bit, say 2x4 mana-defenders (e.g. Overgrown Battlement) and 2-3 x4 cheap defenders to ramp. Then 2-6 slots for finishers and some spells to protect your creatures (e.g. Ranger's Guile)
This halfdeck (http://www.mtgvault.com/muktol/decks/gw-halfdeck-infinite-mana/) uses G and W to do the job, but I'm sure there are enough good and cheap green defenders.

Greetings
Muktol

0
Posted 20 March 2014 at 19:28 as a comment on Mono G defenders??? Idea...

Permalink

Some equipments I first wanted to suggest (and then looked at the price) and "Stoneforge Mystic" are way beond the targeted budget ;)

I would remove "Kor Outfitter" as most of your equipment (save the new "Ogre's Cleave") has equip-costs that are lower or cost the same as the play-costs from the Outfiter. And with a single "Puresteel Paladin" on the field they will be gone completely.
If you want to go for "Cranial Plating" the I would furthermore change from "Kitesail Apprentice" to "Ornithopter"

0
Posted 19 March 2014 at 09:51 in reply to #448160 on Equipment Beat Down

Permalink

"Scorned Villager" even works against the werewolfs, at last as long as you don't control an "Immerwolf"
In the matches I play against another werewolf deck "Kruin Outlaw" combined with "Full Moon's Rise" (and buffed up) applied more than enough pressure...say 30+ damage with a single attack ;)

0
Posted 18 March 2014 at 17:42 in reply to #447630 on Who's a good dog? You are!

Permalink

As hard as it may sound, forgett vampires for bigger tournaments. For games on tournaments your local card-dealer does, their OK, but everything else, they are just not good enough. So don't put all your budget into this deck :)

0
Posted 18 March 2014 at 15:05 in reply to #448164 on Vampires

Permalink

I would remove "Scorned Villager" and/ or sideboard "Daybreak Ranger" for "Mayor of Avabruck" and sideboard 1-2 "Mondronen Shaman" for "Instigator Gang". Don't remove the rest but put "Instigator Gang" and "Mondronen Shaman" into your sideboard.

0
Posted 18 March 2014 at 14:59 in reply to #447630 on Who's a good dog? You are!

Permalink

First, two links wich might be interessting:
My revised version of the "Vampire Onslaught" Eventdeck: http://www.mtgvault.com/muktol/decks/vampire-onslaught-revised/
My B/R vampire deck which was piloted through some local tournaments: http://www.mtgvault.com/muktol/decks/br-tribal-vampire/

Second:
Do you want to get a competitive deck, which might be able to win some games at local tournaments, or do you want to have a fundeck, to play with against friends?

Greetings
Muktol

0
Posted 18 March 2014 at 11:02 as a comment on Vampires

Permalink

I would remove 1-2 "Captivating Vampire" to add 1 more "Vampire Nocturnus" and both "Stromkirk Noble" to add 1 more "Vampire Nighthawk" and 1 "Lightning Bolt". Perhaps switch from "Olivia Voldaren" to "Falkenrath Aristocrat"

If the deck is supposed to be modern legal try to change from "Tainted Peak" to any other B/R dualland (e.g. "Blackcleave Cliffs", "Graven Cairns"). Maybe some searchlands (e.g. "Evolving Wilds") to thin our the number of lands in your deck and to activate Landfall for "Bloodghast" more often.

Greetings
Muktol

0
Posted 18 March 2014 at 10:49 as a comment on Immortal vampires

Permalink

Some changes I would do, if it would be my deck
-3 "Bloodcrazed Neonate"
+2 "Blade of the Bloodchief"
+1 "Vampire Nighthawk"

-2 "Bloodline Keeper" and -2 "Child of Night"
+4 "Bloodghast"

-4 "Heirs of Stromkirk"
+4 "Rakish Heir" or "Curse of Stalked Prey"

-4 "Falkenrath Exterminator"
+2 "Terminate"
+2 "Lightning Bolt"

-2 "Havengul Vampire"
-2 "Vampiric Fury"
+4 "Read the Bones" or "Sign in Blood"

-1 "Guul Draz Assassin"
+1 "Vampire Nocturnus"

Perhaps add some searchlands (e.g. "Evolving Wilds") and some more duallands

Greetings
Muktol

0
Posted 18 March 2014 at 10:40 as a comment on Vampire Aggro

Permalink

*like*
I would sideboard "Journey to Nowhere" and remove "Oblivion Ring" to get 4 more equipments into the deck. Equipment decks normally try to be rather fast, and adding control.cards only slows them down. Furthermore there is a high chance of having to many creatures, who wants to get equipped, on your hand, but not enough equipment.
Stock up and sideboard "Journey to Nowhere" and take a look at "Dispatch" wich might be a good replacement for it.

Some suggestions, based on my monoW Kor equipment deck (http://www.mtgvault.com/muktol/decks/monow-kor-equipment/) and my monoW pauper equipment deck (http://www.mtgvault.com/muktol/decks/monow-pauper-equipment-2/)
Cranial Plating ({2}; {1} to equip; Equipped creature gets +1/+0 for each artifact you control), Swiftfoot Boots ({2}; {1} to equip; Equipped creature has hexproof and haste), Infiltration Lens ({1}; {1} to equip; Whenever equipped creature becomes blocked by a creature, you may draw two cards), Vorrac Battlehorns ({2}; {1} to equip; Equipped creature has trample and can't be blocked by more than one creature), Sylvok Lifestaff ({1}; {1} to equip; Equipped creature gets +1/+0. Whenever equipped creature is put into a graveyard, you gain 3 life), Leonin Scimitar ({1}; {1} to equip; Equipped creature gets +1/+1)
Ornithopter ({0}; Artifact Creature; 0/2; flying)

Greetings
Muktol

0
Posted 18 March 2014 at 10:25 as a comment on Equipment Beat Down

Permalink

The idea to place +1/+1 counters on your vampires and then proliferate is basically a good one, but don't forgett your opponent. Most modern decks today consist of ~1/3rd spells, from which many are removal (point/ mass) spells. Your opponent will try to remove as many of your creatures a he can, thus proliferate will often be played for only 1-2 creatures. If you have 5+ creatures out, then you should be able to win, even without proliferate.
An alternative to "Rakish Heir" could be "Curse of Stalked Prey". You loose a blocker, but the curse comes earlier and is harder to remove.

I would change from "Child of the Night" to "Bloodghast" ({B}{B}; 2/1; Bloodghast can't block; Bloodghast has haste as long as an opponent has 10 or less life; Landfall: Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield) and maybe add some searchlands (e.g. "Evolving Wilds)

Furthermore I would remove "Blood Tribute" for the following reason: Without acceleration it can't be played earlier than turn 6, thats if you start with 3 lands in your hand and draw 3 additional lands until turn 6. Until that you will allready have attacked your opponent and removed a great deal of his lifepoints, especialy if e.g. "Vampire Nocturnus" comes on turn 4 and activates his ability, or you have a flipped "Bloodline Keeper". Let's say you have your opponent down to 12-14 lifepoints and you play "Blood Tribute": You spent cc6 on a spell that removes 6-7 lifepoints and are not able to play anything else this turn. Even a "Shock" has a better mana/damage ratio. If you want to keep it, sideboard it, and use it against e.g. lifegain decks, or decks which hide behind some defenders you have trouble getting through.

As for the sideboard, I can only tell you what I'm using in my B/R vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/)
Your sideboard will depend on the decks you play against and have troubles.
"Glaring Spotlight" against hexproof
"Leyline of the Void" to shut down graveyard based decks
"Dual Casting" to copy some spells
"Evil Presence" to disturb my opponents (multicolor)manabase
"Electrickery" massremoval
"Bonfire of the Damned" massremoval
"Shattering Spree" artifact removal
"Vampire Hexmage" e.g. Planeswalker removal

Greetings
Muktol

0
Posted 17 March 2014 at 08:37 as a comment on B/R Bloodsukers

Permalink

Some suggestions, based on my G/R werewolf deck (http://www.mtgvault.com/muktol/decks/gr-tribal-werewolfs-2/)
Mayor of Avabruck ({1}{G}; 1/1; 3/3 when flipped; human/ werewolf lord)
Instigator Gang ({3}{R}; 2/3; 5/5 when flipped; Attacking creatures you control get +1/+0; +3/+0 when flipped)
Young Wolf ({G}; 1/1; undying)
"Brimstone Volley" could be replaced with "Searing Blaze"

Greetings
Muktol

0
Posted 16 March 2014 at 11:58 as a comment on Who's a good dog? You are!

Permalink

You asked for my opinion, and here it is: The mana-curve is not real good and goes just the wrong way. I would assume that most (fast) decks will overwhelm you before you get into play.

The changes I would do:
- 2-3 Lashwrithe ...4 times seems a little bit too much as finisher. This deck also looks like it wants to win by overrun, and not with a single, strong, finisher.
- 2 Bloodline Keeper ...4 times is a little bit too much, also he has the same cc as Vampire Nocturnus, which should always be favoured
-4 Child of Night ...there are better vampires. See suggestions
-1 Vampire Nocturnus ...also a finisher, so 1 on the battlefield should be enough.
-2 Feast of Blood ...good spell, but in the matched I played with my vampires, i often enough couldn't cast it because my opponent shot my vamps away. For alternatives see under suggestions.
-2 Read the Bones ...I would use Sign in Blood over Read the Bones, because it's cheaper to cast, and can be used as finisher. I doesn't dig that deep, the Scry effect is missing, but in a monoB deck it shouldn't be a problem to get Nocturnus to activate.
-5 Swamp ... -1 swamps (22 mana should be enough for aggro) and change 4 swamps to a searchland e.g. Evolving Wilds (Verdant Catacombs if you want to invest ~200 bucks)
- 14-15 cards

+1 Sign in Blood
+2 Tragic Slip ...one of the best removalsspells there is. Most decks consist of ~1/3 instants/sorcerys and most of those are removal spells. So there's always something dying, which you can only profit from with this spell.
+ 2-3 Shadow Alley Denizen ...good onedrop, that allows your vampires to slip through your opponents defences (If you don't play against another black or artifact deck)
+ 5-6 cards

Suggestions:
Blade of the Bloodchief ({1}; {1} to equip; Whenever a creature is put into a graveyard from the battlefield, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead), Æther Vial ({1}; At the beginning of your upkeep, you may put a charge counter on Æther Vial; {T}: You may put a creature card with converted mana cost equal to the number of charge counters on Æther Vial from your hand onto the battlefield), Mimic Vat ({2}; Imprint -- Whenever a nontoken creature is put into a graveyard from the battlefield, you may exile that card. If you do, return each other card exiled with Mimic Vat to its owner's graveyard. {3}, {T}: Put a token onto the battlefield that's a copy of the exiled card. It gains haste. Exile it at the beginning of the next end step.), Bloodghast ({B}{B}; 2/1; Bloodghast can't block; Bloodghast has haste as long as an opponent has 10 or less life; Landfall — Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield), Vampire Hexmage ({B}{B}; 2/1; First strike; Sacrifice Vampire Hexmage: Remove all counters from target permanent)

Greetings
Muktol

1
Posted 13 March 2014 at 21:07 as a comment on This Deck Sucks! 2.0

Permalink

1,341-1,360 of 1,769 items