I mean no offense, but please, take a look at http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ At the moment it looks more like a commander deck than a regular deck. Greetings Muktol
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Thank you for all your suggestions. Those are all very plausible, but most of them are not modern legal, and I want to stay within this legality (I hope I did the right deck-tag). Boom // Bust (and I normally don't want to play the bust part, you're right) enables me to remove a land in turn 2, a option that no other (modern) spell has. I think it is very important to disrupt my opponents play as early as possible and still have the option to play or wait wait until next turn (e.g. not enough mana next turn when played, "Darksteel Citadell" just drawn) . I will reduce "Detrivore" to a 1-drop and increase the number of "Magnivore" instead. cc1, 3 damage, suspend vs cc1, 2 damage, playable when you need it...will depend on my opponent's deck but I will give it a try.
I would remove "Adaptive Automaton" as you allready have a huge ammount of lords in this deck. "Æther Vial" could be a good replacement for this. Also you should maybe add some lands ;) Some (few) suggestions from my own monoU merfolk deck (http://www.mtgvault.com/muktol/decks/monou-tribal-merfolk/) Silvergill Adept (2/1, carddraw) Savor the Moment (extra turn, skip untap), Merrow Commerce (Untap your merefolk at each end of turn), Aquitect's Will (Target land becoms an island, draw a card if you control a merfolk) Greetings Muktol
Some suggestions, based on my monoR burn deck (http://www.mtgvault.com/muktol/decks/monor-burn/) Magma Jet ({1}{R}; scry 2; 2 damage on player (or creature), library manipulation), Needle Drop ({R}; 1 damage to a player that was dealt damage this turn; draw a card), Shard Volley ({R}, sacrifice a land; 3 damage to player (or creature)), Rift Bolt ({R}, suspend 1, 3 damage to player (or creature), Vexing Devil ({R}, 4/4, if opponen wishes you sacrifice him as he enters the battlefield and opponent gets 4 damage) Greetings Muktol
I mean no offense, and I read that this deck was built out of cards you have at home, but read http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ Basicaly use some fewer cards but those more often, think of a strategy and stick with it (e.g. "Balustrade Spy" belongs more into a milldeck as you have nothing that helps you take advantage of some cards in your opponents graveyard) You also should take a look at the decks legality, if you want to play it in modern or vintage/legacy. This choice has a huge influence on the available cards. After you have decided this, we can start working on the deck :) Again, I menat no offense. Greetings Muktol (Sorry for my bad english, I am no native speaker)
I would reduce the number of lands to 20, and use more standard lands, as they don't enter the battlefield tapped. Some suggestions, based on my own monoG infect deck (http://www.mtgvault.com/muktol/decks/monog-infect/) Signal Pest ({1}; 0/1; battlecry; can only be blocked by flying or reach) Bonesplitter ({1}; {1} to equip; equiped creature gets +2/+0) Evolution Charm ({1}{G}; very flexible, search a land, return a creature from grave, give a creature flying), Groundswell ({G}; +2/+2; with landfall +4/+4), Mutagenic Growth ({G} or 2 life; +2/+2), Vines of Vastwood ({G}, Kicker {G}; Hexproof, if kicked +4/+4) I hope I was able to give you some ideas Greetings Muktol
Looking good You could try to reduce the number of lands to 20 or even 18 as you play many low-cost spells. I would try to raise the number of "Mogg War Marshal" and "Quest for the Goblin Lord" to 4, as these are very good spells. A 3rd Krenko could be an idea, as he normaly gets shot away faster than you can say 'Bolt' Some suggestions, based on my own goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/) Furystoke Giant (Another finisher, advantage is, that your creatures don't have to attack to give your opponent the rest), Goblin Wardriver (Battlecry), Spikeshot Elder (If you're having to much mana and don't know how to use. Very good when buffed), Warren Instigator (Doublestrike, fastens your play and people fear him) Teetering Peaks (Land, when it enters the battlefield (tapped), creatures you control get +2/+0) Infiltration Lens (carddraw), Æther Vial (Speeds your play) Greetings (and *like*) Muktol
I'm really missing "Ethereal Armor" and "Hyena Umbra" here. I would take at last "Pazifism" out, perhaps "Lifelinkt" too. Greetings Muktol
True enough, I forgot that you can play up to 4 "Bushi Tenderfoot", the don't count as legendary. Many Kamigawa flip-cards are both sides legendary, so perhaps the mistake came from there. ;)
I really miss "Rancor", "Ethereal Armor" and "Daybreak Coronet" here. I would also add some more duallands to stable your manabase. "Bushi Tenderfoot" could be reduced to 3, as he will become legendary when flipped. Greetings Muktol
"Guul Draz Assassin" could be an alternative to "Falkenrath Exterminator" I play rather aggresive decks, and even ramp decks should utilize something that protects them in earlygames. If you want you can take a look a my own B/R vampire list, I normaly only link those if I am able to make some suggestions, based on one of my decks (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/) Greetings Muktol
I would sideboard "Viridian Corrupter" as you want to be fast and aggresive and thus don't need a artifact removal all the time. Use the free slots to fill up "Ichorclaw Myr" as nobody normaly wants to block a 1/1 that gets a 3/3. Another option could be "Signal Pest", see suggestions. Also I would think of removing "Primal Bellow" as, in the starting phase, it is weaker than most similar spells. Suggestions, based on my own infect deck (http://www.mtgvault.com/muktol/decks/monog-infect/) Signal Pest ({1}; 0/1; battlecry; can only be blocked by flying or reach) Rancor ({G}; +2/+1, trample, if it would go into your graveyard, take it onto your hand instead), Wild Defiance Evolution Charm ({1}{G}, very flexible. search a land or return a creature from graveyard or creature gains flying), Vines of Vastwood ({G}; target creature gains hexproof; {G} Kicker, if kicked, target creature gets +4/+4), Might of Old Krosa ({G}, +2/+2 if not played in your mainphase, +4/+4 if played in your mainphase) I hope I was able to give you some ideas Greetings Muktol
I would change some things here: Raise "Elvish Archdruid" to 4 and decrease Elvish Champion to 3. You will need the mana and as you don't have anything that can turn an opponent's land into a forest, so forstwalk will be very situative. Decrease "Timberwatch Elf" to 3 or even 2. With trample it should be enough to buff a single infect creature and let it attack. Remove "Joraga Treespeaker", you should have enough mana from "Elvish Archdruid" Change from "Elvish Herder" to "Rancor". Rancor is harder to remove and even buffs your creature with +2/+1 for only {G} Add 2 "Bramblewood Paragon". This card buffs all your elf-warriors, gives them trample and, with only cc2, comes rather early. "Viridian Corrupter" could be put into your sideboard. Yes, you loose a infect creature, but you have enough elves to compensate this. Some suggestions: Wirewood Herald (Tutor for elfes), Sylvan Messenger (Carddaw), Elvish Visionary (Carddaw), Ezuri, Renegade Leader (Built in overrun and regenerate for any other elf) Greetings Muktol
Some suggestions Nephalia Drownyard (Land, allows you to mill, even if you don't have any handcards), Jace's Phantasm (At last a sideboardoption against decks that manage to get some creatures out), Pilfered Plans (I think that "Visions of Beyond" won't be enough as carddaw) Greetings Muktol
I would rather use "Koth of the Hammer" than "Chandra Nalaar" Furthermore some things I would change: Remove "Akki Rockspeaker"...you have better creatures in your deck to fill the free slots. Remove "Flamekin Harbinger"...I would rather use some draw-spells Remove "Legion Loyalist"...Most of your burn-elementals allready have trample, and as they nevertheless die EOT, they don't need first strike. Perhaps a sideboard option if you have to play against first strike decks rather often. Remove "Ogre Sentry"...You want to stay aggresive and thus don't need defenders Remove "Memnite"...I don't see how it should fit into your plan. Sideboard "Stigma Lasher"...I hope you don't encounter a lifegain-deck every match ;) Sideboard "Smelt"...Use when going after artifacts, but again. not every deck utilizes them. Raise the number of "Ball Lightning" to 4 Raise the number of "Goblin Wardriver" to 3 Raise the number of "Signal Pest" to 4 Raise the number of "Spark Elemental" to 4 Suggestions, based on two of my decks (http://www.mtgvault.com/muktol/decks/monor-tribal-elemental/); (http://www.mtgvault.com/muktol/decks/monor-burn/) Hellspark Elemental (Elemental with unearth), Nova Chaser (strong element, can be used to re-use your burn-elements like "Spark Elemental"), War Elemental (Strong element), Needle Drop (Carddraw), Searing Blaze (Creature removal), Magma Jet (Card manipulation) I hope I was able to give you some ideas Greetings Muktol
I would remove 1 "Instigator Gang" as it is expensive to play, totaly remove "Lambholt Elder" as it is also expensive and there are easier ways of achiving carddraw and also totaly remove "Pyreheart Wolf" as there is a better card to do this job, see under suggestions. Furthermore think of removing "Mondronen Shaman" or putting it into my sideboard, as a deck willingly will take 4 damage to transform your wolfes back (And 4 damage are nothing compared to what the wolfes themselfs can do) "Scorned Villager" is a tricky one, as you get mana you need, but the danger is that you get too much mana and will cast more than 2 spells yourself. I Would remove her and try to lower my mana-curve. Suggestions, based on my R/G werewolf deck (http://www.mtgvault.com/muktol/decks/gr-tribal-werewolfs-2/) Kruin Outlaw ({1}{R}{R}; 2/2; first strike; transformed 3/3 doublestrike, werewolfs can only be blocked by 2 or more creatures), Young Wolf ({G}; 1/1; undying) Ghor-Clan Rampager (Pumpcard that don't counts as a spell), Full Moon's Rise ({1}{G}; +1/+0 and trample for all werewolfs; sacrifice to regenerate all werewolfs), Searing Blaze ({R}{R}; 1 damage to player and 1 to a creature of him; landfall, 3 damage o player and 3 to creature), Vines of Vastwood ({G}; creatures gets hexproof; {G} Kicker, if kicked, creature gets +4/+4) Copperline Gorge, Fire-Lit Thicket, Rootbound Crag, Stomping Ground (Duallands), Mutavault (Manland) I hope I was able to give you some ideas Greetings Muktol
Without "Blade of the Bloodchief" or massive support I found "Falkenrath Exterminator" pretty useless in my deck. Also you could think of removing the 'Exalted' creatures, but that depends on your playstile (Do you attack with one or with many creatures). The last option is that you move cards, where you think that you don't need them every match, e.g. Blood Seeker (Only good against mass-decks, like tokens), into your sideboard. After that you can start looking what you want to replace with better/cheaper/faster/and so on cards, that fit into your plan for this deck. Greetings Muktol
You should try to reduce the total number of cards in this deck to 60-64. Every card more than 60 lowers the chance to draw a card you want to have. Greetings Muktol
Take a look at http://www.mtgvault.com/muktol/decks/monog-infect/ and take what you like. It's an infect deck with possible turn 2 kills.
Don't know if you understand German (perhaps there is a good automatic translator), but take a look athttp://www.mtg-forum.de/wiki/primer:casual:millIt's a good description of nearly every card in detail (They don't update that often, I think they gut stuck with M12) and on the bottom are some sample milldecks.
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