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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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.)
"gravecrawler is a one swamp creature for a 2/1 that can't block"...."awesome early blocker " something just isn't right here ;)
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.
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
I would add some enablers like "Ornithopter" or "Tormented Soul" to give be able to cast the ninjas for theyr ninjutsu-costs Greetings Muktol
*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
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".
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)
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.
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. ;)
I mean no offense, but you might want to take a look at http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ Especially point 1 and 7. I see many strong cards...cards that are strong with the right support, or in the right, deck, but just thrown together they aren't that strong any more. What you need is a plan how you want to win games (See the deck building 'guide') @Greenee: "You want your deck to be as strict and fine tuned as possible so that you get the best playset of cards every turn"...not every player wants to have competitive decks, some whant fundecks, others just a deck which is able to beat a single special deck from a friend. I try to built my decks competitive too, but others don't want to and I had to learn to respect that too ;) Greetings Muktol
*like* With a mana-curve that low, I would reduce the number of lands by 2-6. Do some testgames to get the right ammount. Some suggestions: Millstone ({2}, artifact; pay {2} and tap: Target player puts the top two cards of his or her library into his or her graveyard.), Nephalia Drownyard (land; tap: Add {1} to your mana pool; {1}{U}{B} and tap: Target player puts the top three cards of his or her library into his or her graveyard), Visions of Beyond ({U}; instant; Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.) Greetings Muktol
I mean no offense, but you might want to take a look at http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ Especially point 1 and 7. Greetings Muktol
*like* Looking good so far! Some things that came into my mind: Sideboard "Raking Canopy" and "Krosan Grip". You don't encounter flying creatures or annoying artifacts every game. An alternative to the Canopy could be "Daybreak Ranger". The free slots could be filled with some removal like "Lightning Bolt" ({R}, 3 damage to target creature or player), "Searing Blaze" ({R}{R}; 1 damage to target creature and 1 damage to his controler; Landfall: 3 damage instead) or some protection like "Vines of Vastwood ({G}, kicker {G}; creature gets hexproof; if kicked, creature gets +4/+4 until EOT) or "Ranger's Guile" ({G}; creature gets hexproof and +1/+1 until EOT) Personally I use "Young Wolf ({G}; 1/1; undying) over "Wolfbitten Captive". Oh, and you could add some decktags, so that other players might find this deck more easy ;) Greetings Muktol
The Problem I see with "Guul Draz Vampire" is that they are a 1/1 for 1...and nothing more, untill you allready are on the way of winning the game. Personally I use "Guul Draz Assassin", but only as "Lighning Bolt" No3 and 4. As for removing "Curse of stalked Prey", I would decide either to use the curse or "Rakish Heir", each has it advantages. The curse is harder to remove, the Heir gives you an additional blocker. But 4 cards with this effect should be enough. If you want to try one of the 2 cards, I would give "Viscera Seer" a try. When your opponent wants to destroy one of your creatures, you can always sacrfice it and scry 1...better than loose a creature and do nothing. I would do some testgames to see what works for you, and what doesn't. Always the easiest (and most of the time the funniest) way to get a deck right :) Oh, and you could add some deck tags to your deck, so that others might find this one more easy.
Generally "Two Steps from Hell" and especially "Strength of a thousand men" Or the Skyrim Fight theme ;)
Some changes I would do, if it was my deck: - 1-2 Bloodline Keeper I often found it hard to flip him, and he has the same manacosts as Nocturnus, which should always be favoured) -3 Pawn of Ulamog (Rather weak for cc3) -3 Bloodthrone Vampire (You don't have enough creatures to sacrifice, and without evasion he can be easilly blocked by a simple 1/1, without doing anything) -4 Swamp (Add some searchlands to thin out your manabase and give "Bloodghast" a higher chance of coming again) +2 Bloodghast + 1-2 Kalastria Highborn +1-2 Vampire Hexmage +1-2 Vampire Nocturnus +4 Evolving Wilds (e.g.) (See Swamp) +1-2 Go for the Throat Greetings Muktol
1 Nocturnus combined with some Scry effects can be rather deadly, even in a B/R deck. If you want to play with many counters you could take a look at "Bloodlord of Vaasgoth" ({3}{B}{B}; 3/3; flying; Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.); Whenever you cast a Vampire creature spell, it gains bloodthirst 3.)
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