I would cut 1-2 "Captivating Vampire" to add a "Vampire Nighthawk" and/ or a "Bloodghast". Normaly you will rarel be able to use the second abbility from the "Captivating Vampire" and even if, you won't have enough vampires on the field to activate it twice. I would also cut 1 "Bloodline Keeper" as he has the same converted manacosts as "Vampire Nocturnus" and if you have both on the hand, wou always want to play Nocturnus. "Guul Draz Vampire" is a onedrop that you should replace. People always ask me why: He is a 1/1 for cc1 and does nothing more. When your opponent is a 10 life, you should be able to win without him anyway, as you allready have dealt massive (at least 50%) damage to your opponent. Perhaps change from "Guul Draz Vampire" to "Vampire Lacerator" as this is a rather aggresive card that yould fit into this deck "Sorin's Vengeance" as one-off is rathe runnecessary. cc7 to deal 10 damage is no good ratio, and you should have defeated your opponent earlier and faster with your creatures. I would add a second "Bloodlord of Vaasgoth" or some removal spells instead of it. What I'm missing here is some more removal to enable your creatures to deal damage to your opponent. I hope I was able to help you a little bit. Greetings Muktol
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I use defenders-ramp in my http://www.mtgvault.com/muktol/decks/wg-tribal-angel/ deck and with some luck I'm able to play any angel I want to within turn 4. Maybe you can take some ideas from there :) Greetings Muktol
<- German and English, and since English is the main language here, i do most of my writing in English ;)All of the cards. You want to get some continuity in your deck, so you want to have your key-cards as often as you can get them (which is 4x) to draw the as often and as regular as possible. Many cards are hinder you from getting what you want.This are two of my goblin decks, which might also help you:http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/http://www.mtgvault.com/muktol/decks/br-pauper-goblins-2/GreetingsMuktol
"Auriok Sunchaser" benefits from metallcraft and thus some (free to play) additional artifacts are a must have.
*like* I would perhaps remove "Kor Outfitter" ({W}{W}) as "Accorder's Shield" ({3} to equip) would be the only equipment to benefit from the 'free' equip. All other equipment you have costs equal or less to equip. And with the low costs you could try to reduce the number of lands to 20 and add some more equipment to your deck. Greetings Muktol
continuity when playing it. Greetings Muktol
I would try to lower the number of different cards but increase the quantity of the rest. I mean no offense, but read the description of http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ Greetings Muktol
I would add something that allows you to tap ratifacts (and maybe even benefit from this) so that your opponent can't draw any advantage from "Genesis Chamber" and "Howling Mine". Furthermore I would lower the number of "Cho-Manno, Revolutionary" to 3 as he is legendary and nearly indestructible and move "Riders of Gavony" into the sideboard, as you don't encounter a tribal deck every match. The same will be true for "Devout Chaplain" and artifacts. Why not use "Journey to Nowhere" instead of "Banisher Priest", as it is harder to remove? Yes, you use a human, but the priest has a big 'hit me' sign over his head. I also would add some duallands to make shure you get red mana when you need it. Some suggestions, based on my monoW human deck (http://www.mtgvault.com/muktol/decks/monow-tribal-human-wheeny/) Hero of Bladehold ({2}{W}{W}; 3/4; Battle cry; whenever he attacks, put two 1/1 white Soldier creature tokens onto the battlefield tapped and attacking), Student of Warfare ({W}; 1/1; level up to 3/3 first strike and 4/4 double strike), Sublime Archangel ({2}{W}{W; 4/3; flying; exalted; other creatures you control have exalted), Thalia, Guardian of Thraben ({1}{W; 2/1, first strike; non-creature spells cost {1} more to cast), Thraben Doomsayer ({1}{W}{W; 2/2; tap to get a 1/1 human token), Mentor of the Meek ({2}{W}; 2/2; whenever another creature with power 2 or less enters the battlefield under your control, you may pay {1}. If you do, draw a card), Call to Serve ({1}{W}; enchanted creature has flying an gets +1/+2), Path to Exile ({W}; Remove target creature from the game. Its controller may search his or her library for a basic land card, put that card into play tapped, then shuffle his or her library), Brave the Elements ({W}; white creatures you control gain protection from the color of your choice until EOT), Emeria, the Sky Ruin (At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield) I hope I was ablte to help and to give you some ideas Greetings Muktol
I would use some less different cards but increase the quantity of the rest. I mean no offense, but take a look at: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ Greetings Muktol
"Staff of Domination" would be the more expensive (€ / $) variant, but would allow you to go infinite with 5 defenders on the field. "Freed from the Real" would give you the same in blue (there are some really good defenders in blue), and with "Axebane Guardian" the mana shouldnt be a problem. Greetings Muktol
Maybe this link can help you a little bit with some questions about deckbuilding: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ I tried to help starters with this description, to give them ideas, and to avoid some typical problems. Greetings Muktol
Perhaps add "Magewright's Stone" or "Staff of Domination", or splash blue, to increase the mana-production by your 'tap for mana' defeneders. Greetings Muktol
This looks almost like a commander deck. If you want to play this as normal magic deck, you should lower the number of different cards but increase the quantity of the rest. I mean no offense, but maybe this can help you: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ Greetings Muktol
For pauper (and even peasant) you must only use common card-quality, peasant allows you the usage of 4 uncommon cards ;)
Looking good *like* 24 lands seem a little bit much, try to reduce it to 22 or even 20. Also 4 "Captivating Vampire" are a little bit much, I would try to reduce it by 1 or 2 (you will never have that many vampires out to use it's second effect, and if, it's a 'win more') Some suggestions for the free slots, based on my B/R vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/) Blade of the Bloodchief Stromkirk Noble, Vampire Nocturnus Curse of Stalked Prey, Terminate, Dreadbore, Sign in Blood, Read the Bones, Madcap Skills Greetings Muktol
I would remove some white and add some red here, as red features some of the best (and aggressive) werewolf's and humans.
Thanks. Either insert it into "2) Effective cards" or use a own section.
"Bloodflow Connoisseur" and "Falkenrath Torturer" are the main sac outlets, so taking one out would reduce the number of cards I can use to sacrifice something to 4, and thats very few, considering that I need one of those to win the match
I have often enought seen 2 werewolfs deal 30+ damage (with trample) to an opponent, and flyers are rather slow, so I would nevertheless sideboard this card for something stronger. ;)
I would do some changes here: Sideboard "Daybreak Ranger" Remove "Gatstaf Shepherd" and "Scorned Villager". For both, there are better werewolf's Increase "Immerwolf", "Kruin Outlaw", "Mayor of Avabruck", "Reckless Waif" to 4 Sideboard "Ancient Grudge" as you shoudn't need it every match. Remove "Overrun" for to add an additional "Full Moon's Rise" and "Moonmist" I would also add some more duallands to give your manabase more stability (see suggestions). Some suggestions. based on my B/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), Young Wolf ({G}; 1/1; undying) Lightning Bolt ({R}; deals 3 damage to target creature or player), Searing Blaze ({R}{R}; deals 1 damage to target creature and 1 to his controler, with landfall it deals 3 damage instead of 1), Vines of Vastwood ({G; kicker {G}; target creature gets hexproofe, if kicked, it gets +4/+4) Copperline Gorge (dualland), Fire-Lit Thicket (dualland), Rootbound Crag (dualland), Stomping Ground(dualland), Mutavault (manland) I hope I was able to help and give you some ideas Greetings Muktol
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