Muktol

235 Decks, 1,772 Comments, 721 Reputation

"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

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Posted 15 November 2013 at 10:24 in reply to #411723 on W/B: Vampire Sacrifice

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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. ;)

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Posted 14 November 2013 at 11:40 in reply to #411866 on The Moon Shall Rise

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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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Posted 14 November 2013 at 09:13 as a comment on The Moon Shall Rise

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Looking good. *like*
I would try to switch from "Child of Night" to e.g. "Bloodghast" as it is rather weak.
Furthermore I would try to raise the number of "Doom Blade" and "Go for the Throat" to 3 but lower "Murder" to 2. Both cc2 spells combined hit everything you need, and cc3 is often more than what you want to keep unused in mana.
Also I would try to lower the number of "Bloodline Keeper" by 1 or 2 and raise "Captivating Vampire" or even "Vampire Nocturnus" instead, as he has the same costs as Nocturnus but is not so good. So if you have both on your hand, you will play Nocturnus in 99% of the time.
Maybe remove some removal-spells (18 cards) for some carddraw, e.g. "Read the Bones" or "Sign in Blood"

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

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Posted 14 November 2013 at 08:58 as a comment on Noble Monsters

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I would cut the black part and do G/R instead. Especially in fast decks you will get problems with mana when playing 3 colors.

Some suggestions, based on my monoG infect deck (http://www.mtgvault.com/muktol/decks/monog-infect/)
Bonesplitter ({1}; {1} to equip, creature gets +2/+0)
Blight Mamba ({1}{G}; 1/1; Infect; {1}{G} to regenerate it), Corpse Cur ({4}; 2/2; infect; when he enters the battlefield, return a creature with infect from your graveyard to play), Glistener Elf ({G}; 1/1; infect), Ichorclaw Myr ({2}; 1/1; infect; if he blocks or becomes blocket, it gets +2/+2), Signal Pest ({1}, 0/1; battlecry; can only be blocked by flying or reach)
Rancor ({G}; creature gets +2/+0, when rancor gets into your graveyard, return it to your hand), Wild Defiance ({2}{G}; Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn), Evolution Charm ({1}{G}; Choose one — Search your library for a basic land card, reveal it, put it into your hand; or return target creature card from your graveyard to your hand; or target creature gains flying until end of turn), Groundswell ({G}; Target creature gets +2/+2 until end of turn. Landfall - If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead), Mutagenic Growth ({G} or 2 lifes; creature gets +2/+2 until end of turn), 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)

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

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Posted 14 November 2013 at 08:48 as a comment on Turn 2-3 Infect Win?

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Looks more like a commander deck ;)
I mean no offense, but tae a look at http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ . There are some basic deckbuilding strategys described.

Greetings
Muktol

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Posted 14 November 2013 at 08:36 as a comment on Enchantment counter

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I also startet with B/R in my discard-control deck (http://www.mtgvault.com/muktol/decks/bu-control-discard/) but moved from R to U, as this features some very good draw/ discard spells.
Perhaps you can take some ideas from there.

Greetings
Muktol

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Posted 14 November 2013 at 08:32 as a comment on BR Discard

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Blood Artist would be a good idea, but wat to take out for him? Bloodline Keeper?

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Posted 14 November 2013 at 08:29 in reply to #411723 on W/B: Vampire Sacrifice

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Added some lines to "2) Play efficient cards" paragraph and added "midgame" to the "1) Strategy"

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Posted 13 November 2013 at 16:04 in reply to #410817 on How to build a deck

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I would remove "Duty-Bound Dead" and "Knight of Infamy" for "Bloodghast"
Furthermore I would change from 4 "Guul Draz Vampire" or "Vampire Lacerator" to 3 "Guul Draz Assasine" and an additional "Feast of Blood"

Greetings
Muktol

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Posted 13 November 2013 at 11:07 as a comment on Vampire's Speed

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http://www.mtgvault.com/muktol/decks/monow-tribal-human-wheeny/
One of my first decks, and a deck that I steered through some local tournaments. Perhaps you can take some ideas from there ;)

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Posted 13 November 2013 at 11:03 as a comment on Snowball Soldiers

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Some suggesgtions, based on my monoR goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)
Infiltration Lens (Carddraw)
Bloodmark Mentor (First strike for your red creatures), Goblin Chieftain (+1/+1 and haste for all other goblins), Goblin King (+1/+1 and mountainwalk for all other goblins), Goblin Wardriver (Battlecry), Krenko, Mob Boss, Legion Loyalist (Battailion: trample and first strike for all attacking creatures), Mogg War Marshal (when he comes and leaves, put a 1/1 token into play), Siege-Gang Commander, Spikeshot Elder,
Quest for the Goblin Lord (Buff), Aether Vial (faster and cheaper play), Simian Spirit Guide (Red ramp), Blood Moon (All nonbasic lands are mountains)

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

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Posted 13 November 2013 at 11:01 as a comment on Ehmygerd! Gerblins!

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That could solve the problem, enought assumed you have mana ;)
Try "Grimclaw Bats" instead of/ additional to "Wall of Blood"

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Posted 12 November 2013 at 18:00 in reply to #411350 on Death and Taxes

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Your opponent doesn't even have to destroy the wall, a cc1 "Shock" on the stack will do the trick, to kill you, also.
Stack: Wall of Blood -> pay 19 life -> Essence Harvest -> Shock, you get 2 damage, have allready paied 19 life to activate Wall of Blood and thus get to -1 life bevor Essence Harvest resolves.
Furthermode Wall of Blood is no ideal creature, as it is a defender and thus cannot attack. Search for a 2/2 creature with the same effect, preferably with some sort of evasion, and you could take out a second opponent.

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Posted 12 November 2013 at 16:35 as a comment on Death and Taxes

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For a beatdown-deck I would remove the extort part, and lower your mana-curve.

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Posted 11 November 2013 at 08:56 as a comment on Vampires

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If you want to stay within Vintage/ Legacy legality I would reccomend on using more cards from this legality.
If you want to stay modern legality, you will have to remove "Gempalm Incinerator" and "Skirk Fire Marshal"

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Posted 11 November 2013 at 08:48 as a comment on Mono Red Goblins

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I would do some changes here:
Change from "Boldwyr Intimidator" to "Furystoke Giant" as it costs less and is more efficient the more creatures you have.
Change from "Artillerize" to "Goblin Grenade". Does the same, but costs {2} less to play.
An alternative to "Dynacharge" could be "Quest for the Goblin Lord" (see suggestions)
Remove "Shock" and increase the Number of "Goblin Grenade" / ("Artillerize"), "Quest for the Goblin Lord" / ("Dynacharge" and Lightning Bolt.
Remove "Assault Strobe" as you mostly have 1/1 creatures and double strike on a single, small, creature istn't that good.
23 Lands seem awfully much, so I would try to reduce it to 20.

What I am missing in your deck are some 'work'-goblins, those who do de dirty job. Many 1/1 without anything are not bad, but you will need support for them.
When using black creatures I strongly recommend to use some duallands. You can play the mainboard and thus have more free space in your sideboard, and they leave you the option to play a red or black spell.

Some suggestions, based on my monoR Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/) and my (untested) B/R pauper goblin deck (http://www.mtgvault.com/muktol/decks/br-pauper-goblins-2/)
Infiltration Lens ({1}; {1} to equip; draw to cards when equipped creature gets blocked)
Bloodmark Mentor ({1}{R}; 1/1; your red creatures have first strike), Furystoke Giant ({3}{R}{R}; 3/3; persists; when he enters the game, alls your creatures get: tap: this creature deasl 2 damage to target opponent (or creature), Goblin Chieftain ({1}{R}{R}; 2/2; all your goblins get +1/+1 and haste), Goblin Wardriver ({1}{R}; 1/1; battlecry), Legion Loyalist ({R}; 1/1; battailion: attack with him and 3 creatures: creatures you control get trample and first strike), Mogg War Marshal ({1}{R}; 1/1; when he enters or leaves the battlefield, you get an 1/1 goblin token), Goblin Bushwhacker ({R}; kicker {R}; 1/1; when it enters the battlefield and was kicked, creatures you control get +1/+0)
Quest for the Goblin Lord ({R}; 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), Goblin Grenade ({R}, sacrifice a goblin; goblin Grenade deals 5 damage to target creature or player)

I hope I was able to help and to give you some ideas
Greetings
Muktol
(Sorry for my bad english as I am no native speaker)

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Posted 11 November 2013 at 08:46 as a comment on Always blame the goblins!

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Most decks utilize "Lightning Bolt" as removal.
Here "Spikeshot Elder" or "Goblin Grenade" do the job, and I wouldn't know what to take out for 3-4 Bolts.

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Posted 08 November 2013 at 09:43 in reply to #410251 on MonoR: Goblins

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I would sideboard "Grand Abolisher", "Icatian Javelineers" and perhaps "Soldier of the Pantheon"
Grand Abolisher is usefull against control, but without that, he's a 2/2 without anything.
The same is true for "Icatian Javelineers" after he has shot taht 1 point of damage. Nice to remove a creature, but I would use a Pazifism or Oblivion Ring instead.
"Soldier of the Pantheon" can be usefull (forget about the lifegain) against multocolored, but not erevy deck you encounter will have many multocolor spells in it.

Some suggestions, based on my monoW human wheeny 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), Kazandu Blademaster ({W}{W}; 1/1; First strike; vigilance; whenever Kazandu Blademaster or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Kazandu Blademaster), 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 ("Honor of the Pure" has a little anti-synergy with this card)), Silverblade Paladin ({1}{W}{W}; 2/2; as long as Silverblade Paladin is soulbound with another creature, both creatures have double strike), Sublime Archangel ({2}{W}{W}; 4/3; flying, exalted, other creatures you control have exalted), Thraben Doomsayer ({1}{W}{W}; 2/2; Tap: Put a 1/1 white Human creature token onto the battlefield. Fateful hour -- As long as you have 5 or less life, other creatures you control get +2/+2)
Bonds of Faith ({1}{W}; Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block), Call to Serve ({1}{W}; Enchanted creature gets +1/+2, has flying), Battlewise Valor ({1}{W}; target creature gets +2/+2 until end of turn. Scry 1)
Emeria, the Sky Ruin (Land against removal)

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

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Posted 07 November 2013 at 08:37 as a comment on Weenie White Human

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Pulse Tracker is a good start, but you have (?had?) Vampire Lacerator in, and he is more potent, tough he has the drawback of loosing 1 life per turn.
Guul Draz Vampire is a 1/1 for {B} with nothing on the start, so just bad. And if you have your opponent down to 10 life, you normally have a bunch of creatures out on the battlefield that got him there, and is willing to finish the job. So the card is just overkill and blocks slots for other, more usefull creatures.

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Posted 07 November 2013 at 08:10 in reply to #409579 on vampire deck aggro

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