Muktol

235 Decks, 1,764 Comments, 728 Reputation

-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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If he won't it's like a "Wasteland". And most people would search their library to compensate the lost land.
Furthermore most of the modern decks (even mono-colored, to reduce the possibility of drawing a land on later turns) play search-lands anyway, so "Ghost Quarter" is 'just' an emergency plan.

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Posted 28 November 2013 at 22:56 in reply to #416075 on B/U/G: Controled Lobotomy

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I've had "Sadistic Sacrament" on my radar, bu the the BBB costs scared me a little ;)

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Posted 28 November 2013 at 19:09 in reply to #416075 on B/U/G: Controled Lobotomy

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Some ideas and suggestions, based on 2 of my decks (http://www.mtgvault.com/muktol/decks/bw-paupervampire-sacrificing/ and http://www.mtgvault.com/muktol/decks/monob-sacrifice-2/)

I would concentrate on 2, maybe 3, sac-engines. If you use to many, you don't have enough creatures you can let them eat.
Furthermore I would change from "Altar's Reap" to "Read the Bones" or "Sign in Blood". The lifeloss is almost irrelevant if you use "Blood Artist" and you will have more creatures to sacrifice.
If you want to stop your opponents creatures from attacking you, I would remove "Blind Obedience" and add e.g. "Ghostly Prison"
"Immortal Servitude" can help to bring your dead creatures back...and sacrifice them again. "Driver of the Dead" does the same job, but only brings one cc2 creature back, though he can be sacrificed himself afterwards.

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

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Posted 28 November 2013 at 11:10 as a comment on B/W Modern Sac 'n stuff Help

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That was a rethorical question ;)
I know why many people play it. As for legacy (From what I have very little knowledge, most of it is "a friend of my friend said" and some rather sick cards) from what I have heard is that the games there can be incredible fast (T1 or T2 kill possible) and seeing a modern deck, even if it may be a rather fast (T3+ kills) one, beeing pushed into this legality by one cardchoice, hurts.

Greetings
Muktol

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Posted 27 November 2013 at 10:21 in reply to #415526 on TheCreepyHoleWarden

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Why do all people use "Dark Ritual" as single legacy/ vintage card? When using legacy/ vintage legality I would take a look at some other cards from there too.

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Posted 26 November 2013 at 20:22 in reply to #415526 on TheCreepyHoleWarden

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I would cut "Fog" and add some protection for your creatures, e.g. "Vines of Vastwood"
Furthermore I would add 2 more turors but reduce the number of finishers you use. At the moment you have 18 defenders against 12 finishers, which seems a little bit to much und the finisher side to me

Some suggestions, based on a quick card- search:
Carven Caryatid ({1}{G}{G}; 2/5; defender; when Carven Caryatid comes into play, draw a card), Thallid Shell-Dwelle ({1}{G}; 0/5; defender, At the beginning of your upkeep, put a spore counter on Thallid Shell-Dweller. Remove three spore counters from Thallid Shell-Dweller: Put a 1/1 green Saproling creature token into play), Wall of Vines ({G}; 0/3; defender, reach)
Sideboard:
Tree of Redemption ({3}{G}; 0/13; Defender {tap}: exchange your life total with Tree of Redemption's toughness.)

An alternative to "Green Sun's Zenith" (banned in modern) could be "Primal Command", "Time of Need" (when you work with legendarys) or "Tooth and Nail"

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

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Posted 26 November 2013 at 11:56 as a comment on Green Walls

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Some tipps and suggestions, based on my monoR Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)
I would do a 4/2 split between "Goblin Chieftain" and "Goblin King". If you use "Blood Moon" you can do a 3/3 split, as "Goblin King" works very good with "Blood Moon"
I would remove "Bloodshot Trainee", "Ember Hauler" and "Goblin Balloon Brigade". The Trainee is rather unsure to activate (yes you have lords and "Quest for the Goblin Lord" but those will be the first target for your opponents), the hauler is a more expensive version of "Goblin Arsonist" (and cc2+cc1 for 2 damage is not a really good dmg/ mana ratio) and the Balloon Brigade is too expensive (you always have to keep one mana open to activate its ability)

Some suggestions to replace the removed:
Mogg War Marshal ({1}{R}; 1/1; 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), 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), Goblin Wardriver ({R}{R}; 2/2; battle cry), Spikeshot Elder ({R}; 1/1; {1}{R}{R}: (No tap!) Spikeshot Elder deals damage equal to its power to target creature or player), Lightning Crafter ({3}{R}; 3/3, champion a goblin; {Tap}: Lightning Crafter deals 3 damage to target creature or player)

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

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Posted 26 November 2013 at 11:37 as a comment on Goblin War

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"Cranial Plating" is banned in pauper, i stumbled over this too ;)
I would cut some creatures to add additional equipment, especialy when you use "Sunbeam Spellbomb" (4 'lost' slots for equipment)
Furthermore I would change from "Court Homunculus" to "Kitesail Apprentice" as it does basicaly the same (arifact on the table vs. equiped) but has evasion.

Greetings
Muktol

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Posted 26 November 2013 at 11:09 as a comment on Very well armed

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Not pauper legal

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Posted 26 November 2013 at 10:59 in reply to #415454 on Very well armed

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