Muktol

235 Decks, 1,772 Comments, 721 Reputation

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

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Posted 25 February 2014 at 10:47 as a comment on From the Grave

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*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

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Posted 25 February 2014 at 10:40 as a comment on 2 mana mill

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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

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Posted 25 February 2014 at 10:30 as a comment on Vampire Ascention

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*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

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Posted 25 February 2014 at 10:27 as a comment on Werewolves!

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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.

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Posted 25 February 2014 at 10:05 in reply to #440940 on VAMP.a

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Generally "Two Steps from Hell" and especially "Strength of a thousand men"
Or the Skyrim Fight theme ;)

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Posted 24 February 2014 at 18:06 as a comment on The best gaming music

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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

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Posted 24 February 2014 at 09:21 as a comment on Vampire A-Team

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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

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Posted 24 February 2014 at 09:16 as a comment on Mono Black Vampire (Modern)

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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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Posted 24 February 2014 at 09:05 in reply to #440934 on VAMP.a

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The Gatekeeper is amazing, but rather unsoppurtable in a B/R deck with tripple {B} in it's costs.

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Posted 24 February 2014 at 09:03 in reply to #440940 on VAMP.a

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Some suggestions, based on my own B/R vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/)
I would remove "Captivating Vampire", "Falkenrath Marauders" and "Markov Blademaster" and add 2 "Stromkirk Captain", 2 "Vampire Nighthawk" and 1-2 "Olivia Voldaren" or 1-2 "Vampire Nocturnus" instead.
"Akoum Refuge" could be replaced with the new 'Scry'-Land "Temple of Malice"
I would also try to add some carddraw, e.g. "Read the Bones" ({2}{B}, loose 2 life; Scry 2 then draw 2 cards) or "Sign in Blood" ({B}{B}; target player draws two cards and looses 2 life)

Greetings
Muktol

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Posted 21 February 2014 at 10:06 as a comment on VAMP.a

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2x Kiora's Followers, 1(? 2 ?)x Illusionist Bracers, 1x Spring Leaf Drum = 4(?5) ;)
I don't know much about the current standard cards (I play modern 90% of the time) but I would do the following:
Concentrate on the "Kiora's Followers", "Illusionist Bracers", "Spring Leaf Drum" combo. It's rather cheap to play (cc1/cc2) and can give you as much mana as you want to (from what I can remember there's no 'infinite' accoring to the rules). Having 2 combos in the deck can mess up your plan, because you will need to many cards to play successful.
Then I would look for a card which is able to use this ammount of mana and finish the game right now (opponents upkeep can also be OK, but no X/X creatures. Even without haste, your opponent only needs a single point removal, and most decks play rather many of those). Cards with 'pay X' are great for such decks, you can use either direct damage (mostly red or black) or mill (blue)
Then the deck will need some protection: Defenders, fog-effects and counterspells are some ways to protect you and your combo parts. I would add some more control spells in my sideboard. If you win turn 1 your opponent will board every artefact hate he can get.
And last, I would add an emergency plan. A second finisher so that you don't have to say "GG" when one of your combo components gets removed from your hand, or your library.

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Posted 18 February 2014 at 10:28 in reply to #439405 on Infinitly Infinite

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Just one thought: A combo with 4+ cards seems very gracile and frail to me. A single discard or removal can ruin your whole day. This will need some testgames to see if you are able to protect your combo.

Greetings
Muktol

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Posted 17 February 2014 at 08:35 as a comment on Infinitly Infinite

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You could give "Aura Gnarlid" ({2}{G}; 2/2; Creatures with power less than Aura Gnarlid's power can't block it.Aura Gnarlid gets +1/+1 for each Aura on the battlefield.) or "Silhana Ledgewalker" ({1}{G}; 1/1; Hexproof; Silhana Ledgewalker can't be blocked except by creatures with flying.) a try.
Personally I don't like 'Bestow' effects as they are rather expensive to play, and aura decks want to be fast. So even if you got "Nimbus Naiad" on your hand, you often won't be able to cast it for its bestow-costs.

In my own G-W pauper enchantments deck (http://www.mtgvault.com/muktol/decks/gw-pauper-enchantment/) I use rather cheap enchantments, perhaps some of these will suite you:
Ancestral Mask ({2}{G}; enchantment, Enchanted creature gets +2/+2 for each other enchantment in play.), Forced Adaptation ({G}, enchantment, Enchant creature; At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.), Hyena Umbra ({W}, Enchant creature; Enchanted creature gets +1/+1 and has first strike and Totem armor.),
Snake Umbra ({2}{G}, Enchant creature; Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."; Totem armor), Spider Umbra ({G}, Enchant creature; Enchanted creature gets +1/+1 and has reach; Totem armor), Sigil of Sleep ({U}; Enchant creature; Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand.)

I hope I was able to give you some ideas
Greetings
Muktol

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Posted 17 February 2014 at 08:29 as a comment on pauper aura

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If it was my deck I would use some more enchantments to protect my creatures, and usesome spells to get them back from the graveyard when needed. Some changes I would do:
-2 "Clone", +2 "Phantasmal Image"...the image has the drawback of being destroyed when it gets targeted by a spell or abbility, but its cheaper and prfits from "Lord of the Unreal"
-2 "Archon of the Triumvirate", +1 "Lord of the Unreal"ยด, +1 "Chronozoa"...the Archon comes rather late, and if you want control, then think of something like "Ghostly Prison" (or "Windborn Muse")
? Wall of Denial
-2 "Fervor", +1 "Ogre Battledriver", +1 "In the Web of War"
-3 "Martial Law", +?
-1 "Discombobulate", -2 "Dream Fracture", +3 "Summoner's Bane" or something like "Dissipate"
? Chronomantic Escape
-2 "Divination", -1 "Index", +3 "Serum Visions" you could also use some other, simple 'draw cards' spell, and forget about the 'Scry' part.

Some suggestions (Mainly from my U-Illusion Deck (http://www.mtgvault.com/muktol/decks/monou-tribal-illusions/)
"Ordeal of Thassa" ({1}{U}; enchantment, whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Thassa. When you sacrifice Ordeal of Thassa, draw two cards), Ior Ruin Expedition ({1}{U}, enchantment, Landfall: Whenever a land enters the battlefield under your control, you may put a quest counter on Ior Ruin Expedition. Remove three quest counters from Ior Ruin Expedition and sacrifice it: Draw two cards)
Fathom Seer ({1}{U}; 1/3; Morph (Return two Islands you control to their owner's hand. When Fathom Seer is turned face up, draw two cards), Krovikan Mist ({1}{U}; */*; Flying; Krovikan Mist's power and toughness are each equal to the number of Illusions in play), Meloku the Clouded Mirror ({4}{U}; 2/4; Flying, Pay {1}: Return a land you control to its owner's hand: Put a 1/1 blue Illusion creature token with flying into play.)

I used Chronozoa in a Counter Transfer deck (http://www.mtgvault.com/muktol/decks/monou-counter-transfer/) to 'store' counters and move them on something like "Titan Forge"

Greetings
Muktol

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Posted 10 February 2014 at 09:15 as a comment on Chronozoa Haze

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Some suggestions, based on my own G/R Werewolf deck (http://www.mtgvault.com/muktol/decks/gr-tribal-werewolfs-2/)
I would cut the ramp part, as most of your cards have cc of 2-3. and if you play to many spelsl, and don't have "Immerwolf" on the battlefield all your creatures will transform back
-2 Caravan Vigil
-2 Rampant Growth
-3 Scorned Villager
"Daybreak Ranger" and "Gravity Well" are sideboard options to me, the ranger because it gets shot away faster than you can say 'Bolt' and the Well because it is designed against one type of creatures. Also werewolf normally built up an enourmous pressure on theyr opponent, and flyers are rather weak, so if you're fast enough you should be able to do it without the well.
-2 Daybreak Ranger
-2 Gravity Well
With the free slots I would fill up "Kruin Outlaw" and "Young Wolf", and then take a look at some removals (e.g. Lightning Bolt, Searing Blaze), protection spells (Rangers Guile, Vines of Vastwood) or some carddraw. If you want some more cc1 creatures, take a look at "Reckless Waif"

Greetings
Muktol

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Posted 30 January 2014 at 08:58 as a comment on Werewolves

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If it would be my deck, I would make some changes:
Sideboard "Creeping Renaissance", usefull if your opponent uses many removal spells or boardsweepers
Sideboard "Daybreak Ranger", if he flips he can be pretty good, and is one of the first targets to get hit by removal.

Remove "Adaptive Automaton", Mayor of Avabruck" is better (and cheaper to play)
Remove "Scorned Villager", if you're unlucky and don't draw "Immerwolf" and play to many spells your werewolfs will flipp back, so ramp isn't that good here
Remove "Wolfir Avenger", there are some very good werewolfs, see suggestions
Remove "Fog", you have 4 "Moonmist", and that should be enough. Werewolf's try to put some pressure on the opponent rather than stall him for one turn.

+1 "Kruin Outlaw", this one can get a really scarry one.
+1 "Full Moon's Rise"
Change from "Lightning Bolt" to "Searing Blaze", costs {R} more to play, but you don't have to decide if you want to shoot at a player or at a creature, you can do both

I would also take a look at some duallands. They are expensive to get ($), but they ensure that you have the right mana when you need it.

Suggestions, based on my G/R Werewolf deck (http://www.mtgvault.com/muktol/decks/gr-tribal-werewolfs-2/)
Ghor-Clan Rampager ({2}{R}{G}, 4/4, Trample, Bloodrush {R}{G}: Discard Ghor-Clan Rampager, Target attacking creature gets +4/+4 and gains trample until end of turn), Reckless Waif ({R}; 1/1; 3/2 when flipped), Young Wolf ({G}, 1/1; undying), Vines of Vastwood ({G}; kicker {G}; target creature gains hexproof until end of turn, if Vines was kicked it gains additional +4/+4), Ranger's Guile ({G}; target creature gets +1/+1 and hexproof until end of turn)

Greetings
Muktol

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Posted 30 January 2014 at 08:42 as a comment on Red Green Werewolf

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I would either remove or sideboard "Blood Artist". If you want to use some 'if something dies' effects here then I would favour "Kalastria Highborn". Otherwise I would use "Shadow Alley Denizen" or 2-3 "Guul Draz Vampire". "Bloodthrone Vampire" or "Viscera Seer" could be an alternative (sideboard) if you're up against a deck that play some removal spells.

Greetings
Muktol

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Posted 24 January 2014 at 10:19 as a comment on modern vampires

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Some changes I would do, if it was my deck (based on my B/R vampire deck http://www.mtgvault.com/muktol/decks/br-tribal-vampire/)
-3 "Ring of Valkas" and +4 "Blade of the Bloodchief"...the Blade supports vampires much better than the Ring
Sideboard "Blood Seeker"...he is good, yes, but he is only good against decks which use masses of creatures. If you're up against a e.g. green deck it won't be very effective.
Decide either to use "Falkenrath Exterminator" or "Markov Blademaster", I would favour the Exterminator as he can shoot damage without attacking, but the Blademaster can get rather strong later on.
-2 "Havengul Vampire"...too slow, and without evasion he can be easily blocked by a 1/1 and won't do any damage.
+1 "Rakish Heir"...alternative to the creature could be "Curse of Stalked Prey", which is harder to remove, but you would loose a blocker.
-1 "Sengir Vampire"...there are better finishers
+3 "Stromkirk Captain"...you always want 1 or more of him on the battlefield.
+4 "Stromkirk Noble" or a 2/2 split betwenn them and "Guul Draz Assassin"
-4 "Breath of Malfegor"...only good if you play against multiple opponents.
+2 "Feast of Blood" or +4 "Read the Bones" or +4 "Sign in Blood"...either some more removal or some carddawr

Greetings
Muktol

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Posted 24 January 2014 at 09:53 as a comment on I Wanna Suck Your Blood

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Some suggestions, based on the experience I made with my monoR Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)
Change from "Bloodmark Mentor" to "Legion Loyalist"; the Mentor can help you in defensive situation, but playing defensive was never a thing goblins where built for ;)
Reduce the number of "Goblin Razerunners" by 1 and add an additional "Krenko, Mob Boss"
Personally I have long used "Furystroke Giant" as finisher, as it hast the advantage over "Voracious Dragon" that your goblins stay on the field and can be used again (Persist).

If you want to use sacrifice effects then you could take a look at "Goblin Sledder", "Siege-Gang Commander" and maybe "Goblin Assault"

Greetings
Muktol

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Posted 23 January 2014 at 09:23 as a comment on Goblin

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