Muktol

235 Decks, 1,772 Comments, 721 Reputation

Thanks to Neoxtreem:
-2 "Mountain"
+2 "Nykthos, Shrine to Nyx"
-1 "Furystroke Giant"
+2 Purphoros, God of the Forge

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Posted 27 December 2013 at 16:45 in reply to #369817 on MonoR: Goblins

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Playing to many high-mana creatures isn't really good, as you want to have them as finishers. Until that, you need something to protect you, and keep your opponent down and that's done with small and flexible creatures.
I think you have a good ratio between cc2 and cc3 creatures.

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Posted 21 December 2013 at 22:49 in reply to #421319 on Vampire

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Looking good so far *like*
But I would reduce the number of "Captivating Vampire" by 1-2 and also reduce the number of lands by 2-3.
The free slots should be filled with either point removal (Lightning Bolt, Terminate, Dreadbore), carddraw (Sign in Blood, Read the Bones) or some more utility (Guul Draz Assassin, Vampire Nocturnus, Curse of Stalked Prey)

Greetings
Muktol

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Posted 20 December 2013 at 11:52 as a comment on Vampire Assault

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If you have enough removal, the Blade will work very well.
Leaving 2 "Guul Draz Vampire" as finisher is an option you could try
In 90% of the time "Gatekeeper of Malakir" will be played as cc3 rather than as cc2 creature. "Captivating Vampire", but not more than 3 of him.
"Nirkana Cutthroat" is rather expensive to play, cc3 for a 3/2 with nothing and cc6 for a 4/3 with deathtouch

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Posted 20 December 2013 at 11:44 in reply to #421319 on Vampire

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*like*
I would remove "Guul Draz Vampire" for some more "Shadow Alley Denizen" and an additional "Vampire Nocturnus"

Greetings
Muktol

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Posted 19 December 2013 at 22:22 as a comment on Vampire

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Try to reduce the number of different cards and increase the quantity of the remaining ones. This helps to give a deck continuity and execute the strategy it was built for.

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Posted 18 December 2013 at 11:44 as a comment on Vampires!

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If it was my deck, I would do the following changes:
-1 "Captivating Vampire". Having more than one Captivating Vampire on the battlefield is not necesarry. His second ability can be activated as often as you can pay for it (he doesn't have to tap for it) and his first abiliti is nice, but he is not includs and thus can be remo0ved even with a "Shock"
+1 "Bloodghast". One of the best black vampires there is. Maybe add some sac-lands to your manabase to thin out the number of lands you draw and to activate the effect more often.
-2 "Guul Draz Assassin". You have to invest cc1+cc2+cc2 into him to remove x/2 's which is rather expensife. Often you will get threads which are way bigger tnan x/2 and need to answer this in an instant.
+2 "Gatekeeper of Malakir". Can also remove indestructible and hexproof creatures, depends a little on the deck you're up against. Token and other mass-decks will only laught at him and sac a 1/1, other decks probably not.
-4 "Nirkana Cutthroat". cc3+cc3 for a 4/3 deathtouch is very expensive.
+1 "Kalastria Highborn". One of the best vampire utility creatures
-2 "Blood Tribute". See below
+4 "Doom Blade" or "Go for the Throat" or "Murder". Point removal is always a good thing
-4 "Child of Night". There are better vampires and you need to come down to 60 cards.

"Shadow Alley Denizen" ({B}; 1/1; Whenever another black creature enters the battlefield under your control, target creature gains intimidate until end of turn) could be worth taking a look at.

Blood Tribute: {4}{B}{B}; kicker: {tap} an untapped Vampire you control. Target opponent loses half his or her life, rounded up. If Blood Tribute was kicked, you gain life equal to the life lost this way.
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

I hope I was able to help you a little bit
Greetings
Muktol

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Posted 18 December 2013 at 11:18 as a comment on Shadow and Blood

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Forgot about "Glimpse the Unthinkable" ({U}{B}; Target player puts the top ten cards of his or her library into his or her graveyard)

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Posted 17 December 2013 at 12:03 in reply to #420647 on Modern Mill Deck

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I would add 4 more creatures. With just 12 creatures there is a chance of having not a single creature on your starting hand.
Remove "Darksteel Plate". Expensive (cc3+cc2) to play and your creature shouldn't need indestructible. Protection like hexproof or shroud (berawe, shroud prevents you from equipping anything more to this creature!)
"Inquisitor's Flail" is questionable. Great in offense and defense for double strikers, but a simple 1/1 creature still will block all of your damage if your attacker don't has trample.
"Loxodon Warhammer" is questionable. Rather expensive to play (cc3+cc3), if you want to get trample, "Horned Helm" could be better here.

For the sideboard:
Dispatch, Leyline of Sanctity, Immortal Servitude, Proclamation of Rebirth

Some suggestions, based on my monoW equipment (pauper) deck (http://www.mtgvault.com/muktol/decks/monow-pauper-equipment-2/) and my monoW Kor equipment (modern) deck (http://www.mtgvault.com/muktol/decks/monow-kor-equipment/)
Etched Champion ({3}; 2/2; Metalcraft -- Etched Champion has protection from all colors as long as you control three or more artifacts), Ornithopter ({0}; 0/2; flying)
Basilisk Collar ({1};{2} to equip; Equipped creature has deathtouch and lifelink), 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), Horned Helm (72}; {1} to equip; Equipped Creature gets +1/+1 and has Trample), Infiltration Lens ({1};{1} to equip; Whenever equipped creature becomes blocked by a creature, you may draw two cards)
Darksteel Citadel (Artifact Land)

I hope I was able to help
Greetings
Muktol

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Posted 17 December 2013 at 12:02 as a comment on Mono White Double Strike

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I would either concentrate on "Consuming Aberration", "Mirko Vosk, Mind Drinker" or "Nemesis of Reason", but not on all 3 of them as they have rather high mana-costs.
If you're up against many non-standard lands the synergy between "Ghost Quarter" and "Archive Trap" could work quite well.
Personally I like spells with flashback, becaus they often enable you to play something even if you don't have any handcards left.

Some changes I would do:
Remove "Invisible Stalker". You have no spell which needs an attacking creature or damage done to a player. And if you want some defenders, there are creatures suited better for mill like "Jace's Phantasm", "Wight of Precinct Six" or "Hedron Crab" (see suggestions)
Remove "Traumatize". Traumatice comes not earlier than turn 5, thats if you play no ramp, start with 3 lands on your hand and draw 2 additional lands. By this time you will allready have removed a great deal of your opponents library, and Traumatize becomes less cost-efficient with every card you remove from your opponents library before you play it.
Remove "Psychic Drain". 'Pay "X"' spells are always a little tricky as you have to spent a lot of mana to make them work propperly. If you want to use such a spell try "Increasing Confusion" (see suggestions)

Some suggestions, based on my own U/B (standard) mill deck (http://www.mtgvault.com/muktol/decks/ub-standard-mill/) and my monoU mill deck (http://www.mtgvault.com/muktol/decks/monou-mill/)
Jace's Phantasm ({U}; 1/1; flying; Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in his or her graveyard), Wight of Precinct Six ({1}{B}; 1/1; Wight of Precinct Six gets +1/+1 for each creature card in your opponents' graveyards.), Hedron Crab ({U}; 0/2, defender; landfall: whenever a land enters the battlefield under your controll, mill 2)
Visions Beyond ({U}; draw a card; if any graveyard has 10+ cards in it, draw 3 cards), Thought Scour ({U}, Target player puts the top two cards of his or her library into his or her graveyard. Draw a card), Increasing Confusion({X}{U}, flashback {X}{U}; Target player puts the top X cards of his or her library into his or her graveyard. If Increasing Confusion was cast from a graveyard, that player puts twice that many cards into his or her graveyard instead), Dream Twist ({U}; flashback {1}{U}; Target player puts the top three cards of his or her library into his or her graveyard), Extirpate ({B}; Split second, choose target card in a graveyard other than a basic land. Search its owner's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library), Surgical Extraction ({B} or {2 life}; Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name and exile them. Then that player shuffles his or her library)
Drowned Catacomb (dualland), Watery Grave (dualland), Nephalia Drownyard (milland)

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Posted 17 December 2013 at 11:15 as a comment on Modern Mill Deck

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With an "Nykthos, Shrine to Nyx" on the battlefield and enough black permanents it could work quite well. The problem is , that they have no evasion, save against other black decks.
I wouldn't replace "Pulse Tracker" with them, as you want to hav ethem enter the battlefield with some +1/+1 counters -> No onedrop.
Guul Draz Assassin -> cc1+cc4 to remove x/2's
Guul Draz Vampire -> 1/1 with no ability and if your opponent is bellow 10 lifepoint he's just an overkill
Shadow Alley Denizen -> Good vampire if you play enough black spells, but more utility than beater
Vampire Lacerator -> 2/2 for cc1 with the drawback of loosing 2 life per turn

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Posted 16 December 2013 at 08:44 in reply to #419077 on Creatures Of Night: (Modern:)

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Search for something that is able to bring "Laboratory Maniac" back to your hand from the graveyard, as the chance is rather high that you will mill some, or even all, of him into your graveyard.
Also you are missing some good mill-spells: Glimpse the Unthinkable, Breaking // Entering, Mesmeric Orb, Surgical Extraction

Greetings
Muktol

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Posted 13 December 2013 at 10:38 as a comment on Self Mill Win!

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I would sideboard "Daybreak Ranger" and lower the number of "Instigator Gang" by 1 or 2.
You could also try to reduce the number of lands to 22 or even 20 (testgames!) and add some more duallands to ensure you have the right mana when you need it.
The free slots could be filled with either removal or carddraw.

Greetings
Muktol

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Posted 13 December 2013 at 10:30 as a comment on Werewolf budget deck

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I would remove "Birds of Paradise" and "Scorned Villager" and add some duallands instead of the standard-lands to stable your manabase.
Also 4 "Huntmaster of the Fells" are a little bit to much, they have an anty-synergy with "Immerwolf", I would remove 1-3 of them.

Some suggestions to replace the removed cards:
Young Wolf ([G}, 1/1, undying)
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), Lightning Bolt ({R}; deal 3 damage to target creature or player), Moonmist ({1}{G}, Transform all Humans. Prevent all combat damage that would be dealt this turn by creatures other than Werewolves and Wolves), Searing Blaze ({R}{R}; Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls. Landfall - If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead), Vines of Vastwood ({G}; kicker {G}; Target creature can't be the target of spells or abilities your opponents control this turn. If Vines of Vastwood was kicked, that creature gets +4/+4 until end of turn)

Greetings
Muktol

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Posted 12 December 2013 at 08:57 as a comment on Whywolves?

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*like*
I woukld sideboard "Daybreak Ranger" and lower the number of "Instigator Gang" by 1 or 2. The free slots could be used to add some more removal or carddraw.
Personaly I play "Young Wolf" over "Wolfbitten Captive". He also benefits from the wolf-buffs and is rather hard to remove with undying.

Greetings
Muktol

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Posted 11 December 2013 at 17:08 as a comment on Werewolves

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*like*
I would sideboard "Daybreak Ranger" and lower the number of lands by 1 or 2. With the free slots you could either add some more removal spells or carddraw.
Personaly I like "Young Wolf" better than "Wolfbitten Captive". He also benefits from the wolf-buffs and is rather hard to remove with undying.

Greetings
Muktol

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Posted 11 December 2013 at 17:06 as a comment on Werewolf

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This is the werewolf deck I use: http://www.mtgvault.com/muktol/decks/gr-tribal-werewolfs-2/
Personally I love "Young Wolf" ({G}; 1/1; undying), though he is no werewolf he benefits from the wolf-buffs and is hard to get rid of for your opponent.
"Huntmaster of the Fells" could be played in werewolf decks, but he doesn't work that well with "Immerwolf" so I would not take a full playset.
I also use e.g. "Ghor-Clan Rampager", that is creatures with the 'bloodrush' ability, to buff up my werewolf on attacking as they don't count for the 2-spell limit/ round.

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Posted 11 December 2013 at 17:02 in reply to #419097 on Wolves

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71 cards are a little bit too much.
If you want some tips on deck-building take a look at the description of http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/

Otherwhise here are the changes I would to, if it was my deck:
Sideboard "Daybreak Ranger"...good against flying creatures, but is easy to remove.
Remove "Gatstaf Shepherd"...there are better wolves
If able, add one more "Kruin Outlaw"...one of the best and aggresive wolfes

Remove "Rage Reflection"...far to expensive

I'm not quite happy with "Hunger of the Howlpack" and "Increasing Savagery" in this deck. Don't know why, but it doesn't feel good enough.
Sideboard "Naturalize"...not every deck has artifacts you have to remove
Sideboard "Blasphemous Act"...useable against armys of tokens, and even there your opponent will recover faster than you.

I would reduce the number of lands to 22 and try to replace some of the standard-lands with some more duallands

Greetings
Muktol

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Posted 11 December 2013 at 11:25 as a comment on Wolves

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If it was my deck, I would do the following changes
Sideboard "Blood Tyrant"...very expensive and only good when playing against more opponents.
"Gatekeeper of Malakir" depends if you are able to pay the kicker costs. If yes, I would add some more, If not, remove him.
Remove "Nirkana Cutthroat" and add 2 more "Vampire Nighthawk"...cc6 for a 4/3 deathtouch seems rather expensive
If you want an alternative to "Rakish Heir" take a look at "Curse of Stalked Prey". It's an enchantment and thus harder to remove, but you loose a possible blocker.
Remove "Szadek, Lord of Secrets"...It's the only mill card you have
Remove "Wall of Bone"...to expensive to protect you in early stages of the game.
With the free slots I would add another "Garza Zol, Plague Queen", take a look at "Bloodghast" and especialy "Bloodlord of Vaasgoth"

Remove "Vampiric Fury"...you want to win with y big creature, and use the small ones to defend yourself against your opponent. You could take a look at "Blade of the Bloodchief" which might suite better to this strategy.
Remove "Blood Tribute" in favour of 2 more "Blightning"
"Cruel Ultimatum" has hard to pay mana-costs, if you are able to pay them, it's OK, if not, remove
"Feast of Blood"...if you can play it, it's good, but remember that your opponent might have enough removal-spells in his deck. Alternatives could be "Terminate", "Doom Blade", "Go for the Throat", "Murder", "Dreadbore"
"Ghostform"...like Vampiric Fury I would remove it to give you more space for defensive spells
Sideboard "Slave of Bolas"... only good when going after decks with big creatures.

You need to do something about your mana-base as I don't think you will have the right mana-color when you need it with nearly only standard-lands. The number of lands is OK, but I would add some dualllands and some searchlands.
I would also think of something which gives me some carddraw, as cardadvantage is something very important for a controldeck

Suggestions for some control-spells:
Duress, Extirpate, Surgical Extraction, Ghost Quarter, Archive Trap

Greetings
Muktol

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Posted 11 December 2013 at 11:13 in reply to #418885 on Vampire, nicol bolas deck

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Some changes I would do:
-1 "Captivating Vampire"; +1 "Vampire Nocturnus"...The +1/+1 pump is nice, but +2/+1 and evasion from Nocturnus is better. As for the second ability of Captivating Vampire I would treat him more like a legendary: One on the field is enough.
- 1-2 "Guul Draz Assassin"; + 1-2 Point removal spells (e.g. Doom Blade, Murder, Go for the Throat)...You need to invest 5 mana to remove x/2 creatures but often your opponent will lay out some threads that can't be handled with this, so some more removal spells are not bad.
-1 "Sorin's Vengeance"; +1 "Consume Spirit"...Consume Spirit can be used with all the mana you get from Nykthos, Shrine to Nyx

Whats missing for me are some more removal or control spells and something which helps you to get some cardadvantage.

Greetings
Muktol

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Posted 11 December 2013 at 10:50 as a comment on Creatures Of Night: (Modern:)

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