Muktol

235 Decks, 1,772 Comments, 721 Reputation

Enchantment decks normally try to be a little faster than this deck. They use hexproof creatures and cheap enchantments.
Starting with cc2 in your mana-curve, and having no ramp, is seldom a good idea.

Some suggestions, based on my G/W pauper enchantment deck (http://www.mtgvault.com/muktol/decks/gw-pauper-enchantment/)
Gladecover Scout ({G}; 1/1; hexproof); Silhana Ledgewalker ({1}{G}; 1/1; hexproof; can only be blocked by creatures with flying or reach), Slippery Bogle ({G/U}; 1/1; hexproof)
Ethereal Armor ({W}; Enchant creature; Enchanted creature gets +1/+1 for each enchantment you control and has first strike), Forced Adaptation ({G}; Enchant creature; At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.), Hyena Umbra ({W}; Enchant creature; Totem armor; Enchanted creature gets +1/+1 and has first strike), 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), Spider Umbra ({G}; Enchant creature; Totem armor; Enchanted creature gets +1/+1 and has reach.)

Greetings
Muktol

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Posted 12 March 2014 at 09:58 as a comment on Modern Encahntments

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*like*
I would use 2-3 "Read the Bones" instead of 4 "Drown in Sorrow". You should have enough discard so that your opponents creatures will be no problem. But without carddraw, you will land pretty fast in topdeck-modus. Carddraw works a little against "Ensnaring Bridge" (which I would play only 3 times, as one should be enough on the battlefield) but if you don't have answers to threads your opponent might draw, then it will be a loss. A card you could take a look at would be "Extirpate" / "Surgical Extraction", if not maindeck then at least sideboard.
With that low mana-costs you could also try to lower the number of lands by 1-2 (Works against "Raven's Crime", I know)
"Pithing Needle", "Persecute", "Dark Withering" (Should work like a charm with Liliana), "Scepter of Fugue" and "Bitter Ordeal" could be sideboardoptions. Maybe "Evil Presence", if you're up against multi-colored decks which relly heavy on duallands.

Greetings
Muktol

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Posted 11 March 2014 at 20:00 as a comment on 8 Rack Proactive Build

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Forget resurrection-spells in aggro, you need the slot for...aggro ;). An option could be hexproof equipment, if you're up against decks with many removals.
Personally i don't like "Dark Ritual", but thats because I built an play my decks under modern restrictions, and don't like to see that a deck, which would be modern legal, messes this up with a single (though good) card.
If you want mass removal, take a look at "Electrickery".

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Posted 11 March 2014 at 18:37 in reply to #445116 on Modern Vampire Aggro

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Try a 2/2 spit between "Pulse Tracker" and "Guul Draz Vampire", should give you some options to attack and some very cheap finishers.
I think it will depend on how good the carddraw will work, if you stay with "Kalastria Highborn". If you get enough cards in your hand, you have many options to play, but will need the mana for those.
"Devour Flesh" (and also "Gatekeeper of Malakir") depends on the deck you're plaing against. Goblins? Humans? Tokens? Creatureless? What does 1 creature more ore less mean. Green? Angels? That will hurt. Personally I would try a split between point-removal and sacrificing effects and maybe sideboard the other card.
I made the experience that either you get a bunch of vampires out and win the game regardless of your big finishers, or your opponent removes to many of your vamps, or just hinders your play (Counterspells, "Propaganda" or "Ensnaring Bridge" (That was one horrible game...))

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Posted 11 March 2014 at 16:14 in reply to #445116 on Modern Vampire Aggro

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Some suggestions, based on my G/W pauper enchantment deck (http://www.mtgvault.com/muktol/decks/gw-pauper-enchantment/)
I would change from "Akroan Skyguard" to "Silhana Ledgewalker". She won't get +1/+1 counters for every new aura attacked to her, but has hexproof and is thus harder to remove. Furthermore "Avacyn's Pilgrim" to either "Gladecover Scout" or "Aura Gnarlid"

If you want to work with aura-ramp I would suggest using "Utopia Sprawl" or the cc2 variant "Fertile Ground" instead of "Abundant Growth", which does generate any type of mana you want, but no additional mana. Perhaps add either some duallands or some searchlands.

On the Aura side I would change from "Holy Strength" and "Wreath of Geists" to "Forced Adaptation" and "Hyena Umbra"

Greetings
Muktol

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Posted 11 March 2014 at 09:50 as a comment on The Hidden Village

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Some suggestions, based on my G/R land destruction deck (http://www.mtgvault.com/muktol/decks/rg-control-land-destruction/)
Trinisphere ({3}; As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play)
Magnivore ({2}{R}{R}; */*; Haste; Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards)
Utopia Sprawl ({G}; Enchant Forest; As Utopia Sprawl comes into play, choose a color. Whenever enchanted Forest is tapped for mana, its controller adds one mana of the chosen color to his or her mana pool.)
Darksteel Citadel (Land; Indestructible)

LD spells:
Boom // Bust, Creeping Mold, Roiling Terrain, Stone Rain

Greetings
Muktol

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Posted 07 March 2014 at 10:17 as a comment on Mono Green Land Destuction

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Some changes I would do:
Reduce "Kalastria Highborn" by 2-4 and add either "Blade of the Bloodchief" or "Blood Artist". The drawback on Kalastria is, that you always have to keep one ore more {B} free to be able to pay for the effect, which might slow your play.
Reduce "Pulse Tracker" by 2-4 and add "Guul Draz Vampire". Normaly a card that I woudn't play in a vampire deck, but if you manage to play fast enough, they can be a real pain in the ass.
Change from "Ultimate Price" to "Terminate". You don't have target restrictions, and the target can't be regenerated.
Change from "Magma Jet" to "Read the Bones" or "Sign in Blood". I think that this deck will need some carddraw as your hand will be empty pretty fast. Advantage of "Sign in Blood" is that it can be used as finisher (2 damage), "Read the bones" digs deeper.
Maybe add 4 more duallands, to make shure you are able to cast 1-X red spells when you want to.

Some further suggestions
Madcap Skills ({1}{R}; enchantment; Enchanted creature gets +3/+0 and can't be blocked except by two or more creatures)
Tragic Slip ({B}; target creature gets -1/-1, Morbid: Target creature gets -13/-13)
Bump in the Night ({B}; Flashback {5}{R}; Target opponent loses 3 life.)...black alternative to "Lightning Bolt", but player only
Vampire Nighthawk ({1}{B}{B}; 2/3; Flying; Deathtouch; Lifelink)...maybe an alternative for
Evil Presence ({B}; target land becomes a swamp)...sideboard-material, can really mess up your opponents mana-base

My own B/R vampire deck: http://www.mtgvault.com/muktol/decks/br-tribal-vampire/

Greetings
Muktol

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Posted 07 March 2014 at 10:05 as a comment on Modern Vampire Aggro

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No, no tournament expirience with this one, sadly I don't have the time to test all those decks I built on tournaments. They are played on Magic Workstation in mirror mode (against the same deck) and against some other decks, if I get the time. They all should work, but the fine tuning might be missing :)

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Posted 07 March 2014 at 09:36 in reply to #444778 on W/B: Vampire Sacrifice

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I tried to keep it cheap, the only expensive cards I suggested where "Warren Instigator" (~$7) and Legion loyalist ($3.5 , I think it will dropp when out of standard) ;)
The cards that make 60% of the price of my deck are "Purphoros, God of the Forge", "Nykthos, Shrine to Nyx", "Legion Loyalist" and "Warren Instigator". Add Krenko, and you come up arround 70% of the vallue

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Posted 06 March 2014 at 14:10 in reply to #444689 on Goblin

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Here are some suggestions, based on my monoR Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/) and my B/R pauper goblin deck (http://www.mtgvault.com/muktol/decks/br-pauper-goblins-2/)

Infiltration Lens gives you some carddraw and equipped on e.g. Warren Instigator it getsa reall tough choice to decide if to block or not to block.
Legion Loyalist works better than Bloodmark Mentor for me, because the trample makes it really tough to block all those tokens. The Mentor is better in defensive play, because the first strike is always active, but goblins shoudn't need to defend ;)
Mogg War Marshal works like a charm with Quest for the Goblin Lord, 3 counters for cc2 just isn't bad.
Warren Instigator can extremely speed up your game, and a T3 Siege-Gang Commander can really hurt your opponent.
Spikeshot Elder buffed up by Quest for the Goblin Lord can really hurt. Nykthos, Shrine to Nyx can give you the mana you need to activate it a few times, but beware that tokens don't count for devotion.
Furystoke Giant is a nice finisher when you have some creatures out on the field.

Infiltration Lens ({1}; {1} to equip; when equipped creature gets blocked draw 2 cards)
Goblin Bushwhacker ({R}; 1/1; Kicker {R}; When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn), 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), Siege-Gang Commander ({3}{R}{R}; 2/2; When Siege-Gang Commander enters the battlefield, put three 1/1 red Goblin creature tokens onto the battlefield. {1}{R}, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player.), Spikeshot Elder ({R}; 1/1; {1}{R}{R}: Spikeshot Elder deals damage equal to its power to target creature or player), Furystroke Giant ({3}{R}{R}; Persists; When Furystoke Giant comes into play, other creatures you control gain "{T}: This creature deals 2 damage to target creature or player" until end of turn.), 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)

Greetings
Muktol

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Posted 06 March 2014 at 08:53 as a comment on Goblin

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I would remove 1 "Call to the Grave" and 1 "Endless Ranks of the Dead". 1 on the battlefield should be enough, and these are no creatures so it's not that easy to remove them.

Change from "Disentomb" to "Ghoulcaller's Chant"

2 suggestions:
Festering Goblin ({B}; 1/1; When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn.)
Skinrender ({2}{B}{B}; 3/3; When Skinrender enters the battlefield, put three -1/-1 counters on target creature.)

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Posted 05 March 2014 at 09:47 in reply to #442091 on From the Grave

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"gravecrawler is a one swamp creature for a 2/1 that can't block"...."awesome early blocker "
something just isn't right here ;)

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Posted 05 March 2014 at 09:40 in reply to #444183 on From the Grave

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The big advantage "Dimir Infiltrator" has is his transmute effect. If you don't need him pay, discard and search for a card that suits the situation better. Drawback is that you can only search for cc2 cards.
The thing I don't like on Promise is that the tokens don't have evasion. I wasn't that happy with the card, but I found no equal spell I could change it for.

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Posted 05 March 2014 at 09:36 in reply to #444010 on Spirited Assemby

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I would change from "Keening Apparition" to "Bloodghast", and add some searchlands (e.g. "Evolving Wilds")

Some suggestions, based on my onw U/B/W spirit deck (http://www.mtgvault.com/muktol/decks/buw-tribal-spirits/)
Inquisitor's Flail ({2}; {2} to equip; If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead)
Dimir Infiltrator ({U}{B}; 1/3; Dimir Infiltrator is unblockable. Transmute {1}{U}{B}), Infernal Kirin ({2}{B}{B}; 3/3; Flying;Whenever you play a Spirit or Arcane spell, target player reveals his or her hand and discards all cards with that spell's converted mana cost), Kaijin of the Vanishing Touch ({1}{U}; 0/3; defender; Whenever Kaijin of the Vanishing Touch blocks a creature, return that creature to its owner's hand at end of combat. (Return it only if it's in play.)), Nether Traitor ({B}{B}; 1/1; haste; shadow; Whenever another creature is put into your graveyard from play, you may pay {B}. If you do, return Nether Traitor from your graveyard to play)
Promise of Bunrei ({2}{W}; enchantment; Whenever a creature you control is put into a graveyard from play, sacrifice Promise of Bunrei. If you do, put four 1/1 colorless Spirit creature tokens into play.)

Greetings
Muktol

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Posted 04 March 2014 at 12:46 as a comment on Spirited Assemby

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I would add some enablers like "Ornithopter" or "Tormented Soul" to give be able to cast the ninjas for theyr ninjutsu-costs

Greetings
Muktol

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Posted 04 March 2014 at 12:35 as a comment on Ninja of Awesome

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*like*
Some changes I would do, if it would be my deck:
-2 Ring of Kalonia
-2 Ring of Valkas
- 1-2 Pyreheart Wolf (Only needed once on the battlefield, and with undying it's rather hard to remove him, thus I would treat him like a legendary)

+4 "Kruin Outlaw"
+ 1-2 "Rangers Guile" or "Vines of Vastwood" to give you some protection against removal spells
"Infiltration Lens" could also be interesting to give you some carddraw

I would also change from some basic lands to some duallands/ manlands like "Copperline Gorge", "Fire-Lit Thicket", "Mutavault", "Rootbound Crag", "Stomping Ground"

Greetings
Muktol

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Posted 04 March 2014 at 12:30 as a comment on Werewolves

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I would remove (I already tried) the vampire part and concentrate on Humans (Cats may also be an option) and Zombies (Dark & Light) with lifegain and cards that profit from lifegain. Cut the red part, to get an easier manabase.

If you want to keep the curent deck-structure I would recomment to remove some of the big oneoffs and add some cardson the lower manabase like "Festering Goblin" or "Blade of the Bloodchief".

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Posted 27 February 2014 at 08:47 in reply to #442091 on From the Grave

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If you don't want to encounter anti-decks then you must not play tribal decks.
If you want matches that are unique from game to game, try to built commander-decks. Theyre great fun to play and built, as the evaluation of the cards differs complettly from 'standard'

For this deck, I would at least try to get a good mana-curve. Having that many cc3 creatures in here will slow you down. I would use some more cc1 and cc2 cards andsome of them at least twice (wont make the deck too susceptible). If you want I could make you a list how I would built this deck (under the rule of not being too much susceptible)

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Posted 26 February 2014 at 10:34 in reply to #442089 on Vampire Ascention

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The advantage I see in either Millstone or Drownyard is that it gives you continuous mill on your opponent. You don't have any handcards...Tap and mill.
Otherwhise its rather expensive to mill 1 card for 1 mana I totally agree with that.

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Posted 26 February 2014 at 10:24 in reply to #442090 on 2 mana mill

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More cc1 spells enable you to make sure you can play something in T1, and/ or T2. From that point of view its quite important to have a good mana-curve, otherwise your opponent could overrun you, while you still wait for your mana. But the cards shoudln't be total useless if you draw one of them later on. So the two primal question you should ask yourself if you have a cc1 card infront of you are: "Does it fit and support my strategy" and "Does it have any use if I draw it e.g. T5" if you can answer both questions with yes, its worth taking a look at that card.
Hope I got the right answer to your question. ;)

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Posted 26 February 2014 at 10:22 in reply to #440940 on VAMP.a

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