Muktol

235 Decks, 1,772 Comments, 721 Reputation

Some tipps and suggestions, based on my B/R vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/)
I would remove "Falkenrath Marauders" and maybe "Gatekeeper of Malakir". The Marauders are a little bit expensive to play without ramp, the Gatekeeper could be a problem to play kicked with his tripple {B}
An alternative to "Rakish Heir" could be "Curse of Stalked Prey", depends if you want to have another blocker, or a harder to remove version of the 'gets a +1/+1 counter' effect.
Furthermore I would increase the number of "Crypt Incursion" but sideboard it. You don't encounter a deck which utilizes the graveyard every day, and the lifegain is useless, as this looks like a aggro deck to me.

Some suggestions:
Blade of the Bloodchief ({1}; {1} to equip; whenever a creature is put into a graveyard from the battlefield, put two +1/+1 counter on equipped vampire)
Bloodghast ({B}{B}; 2/1; can't block; landfall: return from graveyard to play), Bloodline Keeper ({2}{B}{B}; 3/3; flying; further effects see card), Guul Draz Assassin ({1}; 1/1; level up, further effects see card)
Sign in Blood ({B}{B}, pay 2 life; draw two cards), Read the Bones ({2}{B}, pay 2 life; scry 2, then draw 2 cards)
Blackcleave Cliffs (dualland), Graven Cairns (dualland)

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

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Posted 04 December 2013 at 11:38 as a comment on B/R Vampire (Work in Progress)

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I mean no offense, but please read http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/
The short version is, you have far to many different cards in here to give the deck continuity.

Greetings
Muktol

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Posted 04 December 2013 at 11:27 as a comment on Vampires

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I would remove "Izzet Guildmage", as he is an expensive "Reverberate", and even this spell is heavily discussed in the burn comunity.
Also if you're going for a legacy burn deck there are some other very good burn and ramp spells. I don't know if the storm combo with "Grapeshot" works there, but that could be worth taking a look at.

Greetings
Muktol

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Posted 04 December 2013 at 11:19 as a comment on A Burning Sensation

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I would remove "Battle Hymn" as you don't have any spell which could benefit from a huge amount of mana, and you neither have carddraw to give you enough handcards you could play.
You could either increase the number of "Goblin Chieftain" and "Goblin Wardriver" or change to another card.

Some suggestions, based on my monoR Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)
Quest for the Goblin Lord ({R}; enchantment; whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord. As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0)
Spikeshot Elder ({R}; 1/1; {1}{R}{R} (no tap!): Spikeshot Elder deals damage equal to its power to target creature or player), 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), 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); Furystroke Giant ({3}{R}{R}; 3/3; persist; 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)
Infiltration Lens ({1};{1} to equip; Whenever equipped creature becomes blocked by a creature, you may draw two cards)

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

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Posted 04 December 2013 at 11:11 as a comment on GOBLIN SWARMS!!!!!!!!!!

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I would reduce the number of different cards a little bit and increase the quantity of the rest. So that you continuous draw the creatures you want to play.

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Posted 03 December 2013 at 16:24 as a comment on Goblin Squad

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I would add a third "Krenko, Mob Boss" so that you have one on your hand if you need him.
"Skullcrack" belongs into the sideboard, as you don't encounter a lifegain deck every match.

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Posted 02 December 2013 at 14:54 as a comment on Goblins

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Against the discard of artefact hate you could pack some duallands (3-4) into your sideboard, or some 'pay 1 mana, add 1 mana of any color' lands into your mainboard to use "Ancient Grudge"
No, because the spells converted mana-costs are what counts, and those stay the same, even if you have an effect that says "XYZ spells cost ZYX less to cast"

Goblin Recruiter
Goblin Ringleader
Goblin Wizard
Those would be my choice to remove, but normaly I don't play legacy, and thus don't know much about those cards ;)
My Goblin deck utilizes carddrwa and no tutors to play.

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Posted 02 December 2013 at 11:34 in reply to #417079 on Goblin Death, 2

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Chalice of the Void: {X}{X} and 1 counter = cc2
Enchantment removal is nearly only white or green. If you manage to stay alive long enough, you don't have to attack: "Goblin War Strike" or "Furystroke Giant" can do the trick without attaking

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Posted 02 December 2013 at 10:47 in reply to #417079 on Goblin Death, 2

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-1 "Teetering Peaks"
+1 "Mountain"
-2 "Bloodmark Mentor"
+2 "Goblin Bushwhacker"

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Posted 02 December 2013 at 10:22 in reply to #369817 on MonoR: Goblins

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-2 "Bloodmark Mentor"
+2 "Goblin Bushwhacker"

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Posted 02 December 2013 at 10:20 in reply to #369817 on MonoR: Goblins

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This is my monoR goblin deck: http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/
The only chance to survive this would be to pack enough threads so that one is removed the rest still stays dangerous.
Do you want to play only against this discard deck, or against something other too?
I think you will have to add some carddraw like "Infiltration Lens" (Wardriver/ Lackey equiped with lens can be a tough problem)
Another version you could try could be "Æther Vial" (if a creature is targeted with discard -> activate as response and play the card in his turn) and "Chalice of the Void", which could REALLY ruin his day, if he uses too many spells with the same converted manacosts.

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Posted 02 December 2013 at 10:15 in reply to #417079 on Goblin Death, 2

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So you want to be rather fast. Some changes I would do then:
+1 Goblin Bushwhacker
-1 Goblin Warchief
+2 Goblin Chieftain
+1 Krenko, Mob Boss
+2 Legion Loyalist
- 1-4 Siege-Gang Commander
- 0-4 Simian Spirit Guide
+ 1-3 Goblin Lackey
-4 Banefire
+4 Goblin War Strike
-1 Bonfire of the Damned

And see if you really need those ramp-spells to speed your game.
Suggestions:
Boggart Shenanigans, Stingscourger, Infiltration Lens

Furthermoore you need to pack some heat against artifacts (Ensnaring Bridge) and creatures with toughnes >4 (Guiltfeeder) into your sideboard.
The first is easy enough, use "Ancient Grudge" (splash some R/G duallands to make shure you can use flachback ability), "Echoing Ruin", "Goblin Tinkerer", "Shattering Spree" or "Smelt"
To remove some stronger creatures you could use "Goblin Grenade", or spash black (some good goblins there too) and use removals spells like "Go for the Throat", "Terminate" and "Dreadbore" or use red spells like "Char", "Guerrilla Tactics" or "Flame Javelin"

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Posted 02 December 2013 at 09:58 in reply to #417079 on Goblin Death, 2

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Some suggestions, based on two of my decks:
G/R undying storm http://www.mtgvault.com/muktol/decks/gr-undying-storm/
monoU counter transfer http://www.mtgvault.com/muktol/decks/monou-counter-transfer/

I use Ion Storm with G and R undying creatures, which helps to protect me and do some damage to my opponent. You could take a look at some 'modular' creatures (e.g. Arcbound Worker) which would help you to store and move counters from creature to creature if it dies.
"Sylvok Lifestaff" ({1}; {1} to equip, creature gets +1/+0, when the creature dies, you get +3 life) works like a charm here and the combination from "Trading Post" ({4}; {1} {Tap}, Sacrifice a creature: Return target artifact card from your graveyard to your hand. {1} {Tap}, Sacrifice an artifact: Draw a card) and "Mycosynth Wellspring" ({2}; When Mycosynth Wellspring enters the battlefield or is put into a graveyard from the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library)/ "Ichor Wellspring" ({2}; When Ichor Wellspring enters the battlefield or is put into a graveyard from the battlefield, draw a card.) gives me some carddraw and ramp.
In my counter transfer deck I use "Chronozoa" ({3}{U}; 3/3; flying; vanishing 3; when Chronozoa is put into a graveyard from play, if it had no time counters on it, put two tokens into play that are copies of it) as 'storage' and "Power Conduit" ({2}; {Tap}, remove a counter from a permanent you control: Choose one — Put a charge counter on target artifact; or put a +1/+1 counter on target creature) to transfer counters onto other artifacts. Here "Thoughtcast" ({4}{U}; affinity for artifacts; Draw two cards.) gives me the carddraw I need

I would remove "Chimeric Mass" as this comes rather late with cc5, and you will get +2 life/ turn maximum, if you don't transfer counters from elswhere onto this artifact. If you want to have another counter-'safe' or something to generate you life, you could use "Golden Urn" ({1}; at the beginning of your upkeep, you may put a charge counter on Golden Urn. {Tap}, Sacrifice Golden Urn: You gain life equal to the number of charge counters on Golden Urn)
Sideboard "Ratchet Bomb" as you normaly won't need it every match.

I hope I was able to give you some ideas and help you a little bit
Greetings
Muktol

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Posted 02 December 2013 at 09:36 as a comment on Ion Storm in the Paradox Haze

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I would rather tell against which deck you have played, and how the deck did. Counting damage is cute, but not really the point. You could do 100 damage against a lifegain deck and nevertheless loose.

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Posted 02 December 2013 at 09:06 in reply to #417079 on Goblin Death, 2

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I mean no offense, but please read http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ , this are some tipps for deckbuilding beginners.
To get the cards you want to draw, you will need to reduce the number of different cards, and increase the quantity of the rest.
Also cards like "Fog" or "Bountiful Harvest" wich 'help' to delay a problem, but don't solve it' are not really good.
You also play some cards that rather belong into a sideboard (e.g. "Windstorm").

Greetings
Muktol

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Posted 02 December 2013 at 09:01 as a comment on The Howling

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If you have done the changes we can look further :)

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Posted 29 November 2013 at 23:07 in reply to #416256 on B/R/W Vamps (please help!)

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OK, so we will have to add some additional control spells which help you to protect yourself and remove some of your creatures to get the free slots we need. The strategy is to control your opponents first turns as good as possible, either with creature removal, discard or counterspells, and then give him something to bite on.

Remove (or sideboard) "Blood Baron of Vizkopa" as he is just overkill if his ability triggers, and to expensive to play if it doesn't.
Remove "Havengul Vampire" when playing midrange you will allready have removed a great deal of your opponents creatures until he comes out and thus he won't be so strong
Remove "Heirs of Stromkirk" as he is to expensive with too little impact
Remove "Markov Blademaster", he is just too slow.
Remove "Rakish Heir", I would concentrate on "Necropolis Regent"
Remove "Tithe Drinker" as he is a little bit too weak
+1 Bloodline Keeper
+1 Falkenrath Marauders
+2-3 Necropolis Regent
Questionable: "Shadow Alley Denizen" depends on how many black creatures are left in this deck or if you need this sort of evasion, e.g. "Falkenrath Marauders" have a built in evasion
Questionable: "Vein Drinker" either "Falkenrath Marauders" or "Vein Drinker" will be your finisher, which one, will have to show through test-games.
A very good creature you could also add would be "Bloodlord of Vaasgoth" as your finishers will be boosted strongly by this one.
On the spell side, I would pack some Removal (Lightning Bolt, Terminate, Dreadbore, Go for teh Throat), some discard (Thoughtseize, Duress (Budget)), some white control spells (Oblivion Ring, Pacifism, Silence) and last, but deffinitly not least some carddraw (Read the Bones, Sign in Blood)

Greetings
Muktol

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Posted 29 November 2013 at 12:43 in reply to #416256 on B/R/W Vamps (please help!)

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The changes I would do:
Remove "Briarpack Alpha"...to expensive, can be relaced with better werewolf's
Sideboard "Daybreak Ranger"...he can work as an additional removal, but most of the times, he will just be against flyers
Remove "Gatstaf Shepherd"...to expensive for a 2/2 or 3/3 without any further abbility.
Remove "Grizzled Outcasts"...to expensive for a 4/4 or 7/7 without any further abbility.
Remove "Hanweir Watchkeep"...defender in an aggro deck? Personally I don't like the 'has to attack every turn' rule from the flipped creature
Remove "Scorned Villager"...the more mana you have, the more spells you can cast, the more spells you cast, the more often your werewolf's will transform back
Questionable "Village Ironsmith"...there are better werewolf's out there

And add some other cards instead. which, is your decision, as you will have to play this deck ;)

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Posted 29 November 2013 at 12:20 in reply to #416255 on Werewolves

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The first question is, do you want to knock your opponent out of his socks fast (aggro) or do you want to hinder his game and start late but with 'stronger' creatures (midgame)

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Posted 29 November 2013 at 10:24 as a comment on B/R/W Vamps (please help!)

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Are these the cards you have available?
If you want this to be competitive, you will have to change quit a bit ;) .

Some suggestions, based on my G/R werewolf deck (http://www.mtgvault.com/muktol/decks/gr-tribal-werewolfs-2/)
In case of werewolf's the values listed behind the creatures refer to the human form
Huntmaster of the Fells ({2}{R}{G}; 2/2), Immerwolf ({1}{R}{G}; 2/2; Intimidate ;other Wolf and Werewolf creatures you control get +1/+1; Non-Human Werewolves you control can't transform), Instigator Gang ({3}{R}; 2/3; Attacking creatures you control get +1/+0), Reckless Waif ({R}; 1/1), Young Wolf ({G}; 1/1; undying)
Lightning Bolt ({R}; deals 3 damage to player or creature), Searing Blaze ({R}{R}, deals 1 damage to creature and 1 damage to it's controler; landfall: it deals 3 damage instead of 1), Vines of Vastwood ({G}; kicker {G}; creature gets hexproof, if the spell was kicked, it gets additional +4/+4)

I hope I was able to help and give you some
Greetings
Muktol

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Posted 29 November 2013 at 10:12 as a comment on Werewolves

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