Muktol

235 Decks, 1,764 Comments, 728 Reputation

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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*like*
If you are playing paper-pauper (which is basicaly every common card can be used) you could add "Ancient Den" (Banned in Modern) and "Darksteel Citadel" to increase the number of artifacs you play.
With 4 copies of "Glint Hawk" in the deck I would raise the number of "Ichor Wellspring" as it enables you to cast it again, and draw another card.

"Bonesplitter" and "Leonin Scimitar" could be interesting artifacts for this deck, maybe "Horned Helm" as provides trample to the equipped creature.

Greetings
Muktol

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Posted 10 December 2013 at 16:57 as a comment on White Pauper Metalcraft

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With acces to black I would change from "Shrine of Loyal Legions" to "Blood Artist". It's no artifact, though it can help you to defeat your opponent and 'doubles' the lifegain/sac.
I would perhaps splash green, remove the Keyrunes and add some defender-ramp (Axebane Guardian, Overgrown Battlement, Wall of Vines/ Carven Caryatid) to get the 5 mana you need to go infinite rather fast.
Otherwise I would at last remove the white-splash (1 card which has to be removed) to make your manabase more stable; maybe add some search lands.

Greetings
Muktol

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Posted 10 December 2013 at 14:33 as a comment on Alot of extra turns (idea)

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Single or multiplayer-deck/ games?

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Posted 10 December 2013 at 14:13 as a comment on Vampire, nicol bolas deck

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Some changes I would do:
Concentrate on 1-2 finishers. 4 big one-offs seem a little bit to much for me.
Remove "Demon's Horn", this belongs more into a midgame-deck, the lifegain is rather low (and irrelevant) on aggro decks.
Remove "Basilica Screecher", there are better vampires.
Reduce the number of "Bloodline Keeper" by 1-2, and add "Vampire Nocturnus" instead. Gives your vampires a nice boost and, what is more important, evasion.
Add 1-2 "Gatekeeper of Malakir", removal on 2 legs and chumpblocker
Sideboard "Vampire Hexmage", 2/1 first strike is not bad, but I would use this one mainly to go after your opponents planeswalkers.

If you want to use the combo "Exquisite Blood" and "Sanguine Bond", I would reccomend using both 1-2 times, but using some tutors, to get the cards in your hands.
Sideboard "Crypt Incursion", normaly you don't need to empty your opponents gravexard every game.
Replace "Sorin's Thirst" by any other point removal spell.
Change from "Exsanguinate" to "Consume Spirit", this spell can also aim at creatures and thus gives you another removal.
"Feast of Blood", if you feel that you're having troubles plaing this spell because your opponent tends to remove yor creatures, change to any other good point removal spell (e.g. "Doom Blade", "Go for the Throat")
Remove "Sorin's Vengeance", comes far too late and is rather a overkill then.

Greetings
Muktol

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Posted 10 December 2013 at 11:57 as a comment on MonoBlack Vampire

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I would remove/ replace some creatures here to add some removal and draw-spells
"Bloodcrazed Neonate" could be replaced with "Bloodghast"
"Erdwal Ripper" cc3 for a 2/1, even with haste, is too weak. You could try "Markov Blademaster" though I would also remove this one, as he is also too slow, and needs to much support
"Typhoid Rats" a 1/1 dteahtouch is nice, but won't benefit from vampire buffs. If you want a black cc1 drop, try "Vampire Lacerator" or "Pulse Tracker"

Greetings
Muktol

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Posted 09 December 2013 at 17:11 as a comment on Red - Black Vampires

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I would take a look at "Carven Caryatid" ({1}{G}{G}; 2/5; defender, When Carven Caryatid comes into play, draw a card) instead of "Sylvan Caryatid". It costs one more mana to play, but enables you to kill X/2 creatures from your opponent and, what is more important to me, lets you draw a card.
You could also think about sideboarding "Fog" to add some additional defenders or spells. Furthermore 4 "Jace, Memory Adept" seem a little too much to me, normaly you play permanents which count as legendery only 2-3 times.

Greetings
Muktol

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Posted 09 December 2013 at 11:35 as a comment on Defender Mill

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You have to decide if you want to play mill, or U/B control, or something else. But mixing those strategys won't do you good.

If you want to continue with mill, I'm missing some of the best millspells there are in U/B:
Dream Twist, Breaking // Entering, Glimpse the Unthinkable, Mind Funeral, Mind Sculpt
Noxious Revival/ Snapcaster Mage
Surgical Extraction

Sample mill-deck from wickeddarkman: http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/

Greetings
Muktol

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Posted 09 December 2013 at 09:06 as a comment on All your deck belong to me

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The I would see that my deck has enough removal/ control spells, some carddraw, some creatures which help to protect you, and 1-2 finishers which will then defeat your opponent.

Either use "Argentum Armor" or "Grappling Hook" as equipment for your finisher
Sideboard "Elixir of Immortality" against mill/ discard
"Feast of Blood", if you feel that it's hard to activate this as you opponent removes many of your creatures, change to another point-removal spell.

-1 "Ring of Valkas", you will have more black creatures in here than red, and this one is only useful if used early
-1 "Staff of the Death Magus", to expensive with too little effect
-1 "Veinfire Borderpost", mana-fixers won't be needed
-1 "Anowon, the Ruin Sage", to expensive with too little effect
-1 "Butcher of Malakir", to expensive with too little effect
-3 "Rakish Heir", you will stay more defensive at the beginning, and your finishers should be able to do the job without support. If you want a alternative to this, try "Curse of Stalked Prey"
-1 "Unhallowed Pact", though good and cheaper than "Painful Quandary" I wouldn't use it because it can't finish the game itself.
-2 "Auger Spree", there are better point removals
-1 "Grim Return", you will remove the big threads in your opponents hand by discard, and only the small creatures by removal, so this will be too expensive to play.
-2 "Diabolic Tutor", you will get 8-10 finisher cards, so you shoudn't need a tutor
-1 "Disturbed Burial", not modern legal

+ 1-2 "Blade of the Bloodchief", good to strengthen your early defenders and utility creatures.
+2-3 "Ring of Xathrid", good to strengthen your early defenders and utility creatures.
+ 2-3 "Gatekeeper of Malakir", 'point removal' (your opponent can decide what he sacs) and blocker.
+ 1-2 "Guul Draz Assassin", good, but a little expensive (cc1+ cc4 for the first effect), removal on 2 legs.
+1-2 "Stromkirk Captain", buffs all your vampires and gives them first strike.
+2-3 "Painful Quandary", expensive but good finisher. Either your opponent cripples his hand further or looses life.

Some suggestions I would think about adding to this deck:
Duress/ Thoughtseize/ Inquisition of Kozilek, Extirpate/ Surgical Extraction
Dismember/ Go for the Throat/ Lightning Bolt/ Terminate/ Dreadbore
Sign in Blood/ Read the Bones
Ghost Quarter
Vampire Nocturnus (Depends on how many non-black cards you will have), Bloodlord of Vaasgoth, Bloodline Keeper

Decide for yourself which creature(s) you want to use as finisher: "Drana, Kalastria Bloodchief", "Falkenrath Marauders", Necropolis Regent"

I would increase the number of lands to 22 or even 24, and add some searchlands. Depends on how the colors are distributed.

Links to two of my own vampire decks (B/R aggro and B/W pauper sacrifice)
http://www.mtgvault.com/muktol/decks/br-tribal-vampire/
http://www.mtgvault.com/muktol/decks/bw-paupervampire-sacrificing/

Greetings
Muktol

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Posted 07 December 2013 at 11:22 in reply to #418157 on Vampire

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That would be standard , and there are not many (good) vampires in this legality. The next one would be extended or modern.
So, do you want to play this deck fast (aggro) or slow and more controlish (midgam)?

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Posted 06 December 2013 at 22:03 in reply to #418157 on Vampire

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