Muktol

235 Decks, 1,772 Comments, 721 Reputation

I don't know much about pauper, especially if there is a bannlist, or if it keeps with the modern bannlists (Ponder & Preordain)
I would add "Dimir Aqueduct" as second dualland to get your manabase more stable.

Here are some cards that I found with a quick search and I would use myself in a milldeck
Balustrade Spy ({3}{B}, enters the battlefield (ETB) opponen reveals cards from library until reveals a land, puts those into his graveyard), Merfolk Mesmerist ({1}{U}, 1/2, {U} tap, mill 2), Shriekgeist ({1}{U}, 1/1 flying, Whenever Shriekgeist deals combat damage to a player, mill 2),
Curse of the Bloody Tome (Alternative to "Jace's Erasure", faster, if you don't manage to regulary draw additional cards), Dampen Thought ({1}{U}, mill 4), Dream Twist ({U}, mill 3, flashback {1}{U}), Grisly Spectacle (alternative to "Devour Flesh", costs more but mills some cards), Horrifying Revelation ({B}, Discard 1 and mill 1, gives yo a little more control over your opponent)
Induce Paranoia (Alternative to Psychic Strike), Memory Sluice ({U/B}, mill 4), Pilfered Plans (draw 2, mill 2)

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

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Posted 08 October 2013 at 13:37 as a comment on Pauper Mill

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I would change some things here:
Remove "Barony Vampire". Simply because there are better vampires.
Remove "Blood Bairn" and "Bloodthrone Vampire". You don't have anything that produces enought dispensable creatures.
Remove "Chancellor of the Dross". In a multiplayer-game it could be usefull, but the lifegain is irrelevant in 1 on 1 and by the time you could cast him, you allready should have won the match.
"Falkenrath Exterminator" and "Markov Blademaster". With intimitade they could be usefull, but I would concentrate on the Blademaster.
Remove "Screeching Bat". 7 mana for a 5/5 flying without further abilitys is too much.
Remove "Mark of the Vampire", see suggestions under "Madcap Skills".
Change from "Doom Blade" and "Victim of Night" to something that hits more, see suggestions under "Termnate" and "Dreadbore".
Try to raise the number of "Stromkirk Captain" to 4

Some sugestions based on my own B/R vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/)
Bloodghast ({b}{b}, 2/1, can't block, comes again from graveyard with landfall, haste when an opponent hast 10 or less life), Bloodline Keeper ({2}{b}{b}, tap produces a 2/2 flying vampire token, if you control 5+ vampires pay {b}, flip him and all your vampires get +2/+2), Stromkirk Noble ({r}, 1/1, can't be blocked by humans), Vampire Nighthawk ({1}{b}{b},2/3 flying, lifelink, deathouch), Bloodlord of Vaasgoth ({3}{b}{b}, bloodlust 3, vampirespells you play have bloodlust 3)
Go for the Throat (Spotremoval), Lightning Bolt (Spotremoval), Terminate (Spotremoval), Dreadbore (Spotremoval), Sign in Blood (Carddraw), Read the Bones (Carddraw), Gruesome Deformity (Enchant, Intimidate), Madcap Skills (Enchant, +3/+0, creature can't be blocked by 2 or more creatures)
Blackcleave Cliffs (Dualland), Dragonskull Summit (Dualland), Graven Cairns (Dualland)

I hope this wasn't to much and I was able to help you a little bit
Greetings
Muktol

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Posted 08 October 2013 at 12:39 as a comment on Heirs of Stromkirk

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Some suggestions based on my monoW human deck (http://www.mtgvault.com/muktol/decks/monow-tribal-human-wheeny/)

Thalia, Guardian of Thraben ({1}{w}, 2/1, first strike, all costs of non-creature spells are increased by {1})
Bonds of Faith ({1}{w}, +2/+2 if human, if non human creature can't attack or block), Call to Serve ({1}{w}, +1/+2 and flying), Battlewise Valor ({1}{w}, +2/+2, scry 1), Spirit Flare (Flashback-spell)

Greetings
Muktol

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Posted 08 October 2013 at 12:10 as a comment on Enchanted Soldier

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I would slightly change the equipment you use, to some cheaper, but more effective, one. See under 'suggestions'

Move "Kor Sanctifiers" into your sideboard, as you don't have matches where you need to destroy artifacts/enchantments all the time.
Lower the number of "Conqueror's Pledge" to 2 (or even 1). This is a finisher, and you don't need to draw it early.
Lower the number of "Emeria, the Sky Ruin" to 3 as this land comes into play tapped (which can ruin your day with a fast deck) and you only need it late on (As you need 7 plains in play to activate its effect which will happen rather late)

Suggestions, based on my own mono-W kor equipment deck (http://www.mtgvault.com/muktol/decks/monow-kor-equipment/)
Bone Saw ({0}, {1} to equip, creature gets +1/+0), Bonesplitter ({1}, {1} to equip, creature gets +2/+0), Cranial Plating ({2}, {1} to equip, creature gets +X/+0, where X is the number of artifacts you control)
Kor Skyfisher ({1}{w}, 2/3 flying, with the drawback that you have to take a card back to your hand), Ornithopter ({0}, 0/2 flying, increases your artifact-count and serves as flying carrier for e.g. "Cranial Plating"), Puresteel Paladin ({w}{w}, 2/2, with metalcraft equip costs are reduced to 0), Darksteel Citadel (Artifact land, increases the artifact counter)

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

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Posted 08 October 2013 at 11:58 as a comment on Kor Equipment Extended

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I would remove "Inexorable Tide" as you want to be fast with an infect deck, and this costs to much to play. Alternative could be "Thrummingbird"
Change from "Distortion Strike" to "Artful Dodge". Costs the same mana but you have the chance to cast it again if needed.

Some suggestions based on my own mono-G infect deck (http://www.mtgvault.com/muktol/decks/monog-infect/)
Bonesplitter ({1} to play, {1} to equip, creature gets +2/+0)
Corpse Cur (If the match takes longer and you need a creature from your graveyard), Ichorclaw Myr (+2/+2 if blocked), Rot Wolf (Carddraw), Spinebiter (Finisher)
Evolution Charm (Very flexible card), Groundswell ({g}, +2/+2, with landfall +4/+4), Mutagenic Growth (2 life or {g}, creature gets +2/+2), Vines of Vastwood ({g}, creature gets hexproof, kicker {g} creature gets +4/+4)

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

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Posted 08 October 2013 at 11:43 as a comment on Rapid Infect (Budget)

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If you want to stay within the modern-legality, you will have to remove "Seat of the Synod"

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Posted 08 October 2013 at 11:25 as a comment on Lame Artifact Deck

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I would remove some of the 1-offs and try to raise the number of the rest of your cards, so that your chance to draw them is increased.

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Posted 08 October 2013 at 11:21 as a comment on Vampires Reckoning

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"Summer Bloom", "Explore" or "Oracle of Mul Daya" (With the 'drawback' of having to play with your library revealed)
"Vines of Vastwood" as protection, if you get the mana fast enough maybe "Akroma's Memorial"
"Joraga Warcaller" can eat LOTS of mana, but both the Hydra and Omnath are good 1-offs. "Helix Pinnacle" *g*, "Polukranos, World Eater"
I would cut 1-2 of the 3 mana-elves, and use some more carddraw, e.g. "Elvish Mystic" as you will be in topdeck modus very fast.

Greetings
Muktol

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Posted 08 October 2013 at 10:05 in reply to #402099 on Modern elves v2

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You will have to remove "Gaea's Touch" to stay within the modern legality.
Also I think that you're playing to many ramp-elves where you could use some damage or protection.

Greetings
Muktol

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Posted 07 October 2013 at 08:15 as a comment on Modern elves v2

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One of the first decks I built here (for a friend) was a counter-transfer deck (http://www.mtgvault.com/muktol/decks/counter-transfer/)

Some suggestions from there:
"Power Conduit"...helps you to transfer counters from A to B
"Chalice of the Void"...as I am able to easily transfer counters, I can play around the effect of this artifact, but for my opponent its a pain in the ass
"Surge Node" and "Chronozoa"...Surge Node is a counter-safe from where you can move counters onto another object. Chronozoa needs a little help, like "Power Conduit" but is has unlimited counters and also helps you to stay alive. But it has a antisynergy with more than one "Paradox haze" as you will never be able to attack with them.
Titan Forge...combined with "Wing Splicer" it could solve as a second win option
Etherium Sculptor...lowers the cost of all artifact spells and can serve as defender in early games
Thoughtcast...cheap carddraw if you have enough artifacts out.

Greetings
Muktol

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Posted 04 October 2013 at 10:16 as a comment on But i'd have to charge,counter

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Just for Info, the whole Innistrad block and M13 got rotated out of standard with the apperance of Theros. If you want to play it in modern there are a few things i would change.

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Posted 04 October 2013 at 09:59 as a comment on Flying Blood Suckers!

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I know, I made a standard discard deck some days ago (I knew that Innistrad and M13 was rotated out) and nevertheless got 2 illegal cards in. Posted the deck on another site and this was the first thing the guys pointed out: ILLEGAL CARDS *g*

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Posted 04 October 2013 at 09:40 in reply to #401262 on Zombies, Zombies Zombies...

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Demons Horn -> M12
Endless Ranks of the Dead -> Innistrad
Mikaeus, the Unhallowed -> Dark Ascension
All of your sorcerys

http://www.wizards.com/magic/magazine/article.aspx?x=judge/resources/sfrstandard
MTGVault is a little slow rotating the complete Innistrad cycle and M13 out of the standard block

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Posted 03 October 2013 at 22:22 in reply to #401262 on Zombies, Zombies Zombies...

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Ups, didn't see the Loyalist, sorry.
I normally suggest using (2-)3 Krenko's (as with all legendarys) as he gets shot away faster than you can say Bolt.
The idea behind the second "Siege-Gang Commander" is to have a good target for "Warren Instigator". You can always cast a cc1 creature, but to bring a cc3+ into play for zero is a different thing ;)
Greetings
Muktol

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Posted 30 September 2013 at 15:17 in reply to #400230 on Modern Mono Red Goblin

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Some suggestions based on my own Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)

I would remove both "Shock" for 1 or 2 more "Krenko, Mob Boss" and/ or 1 more "Siege-Gang Commander"
Furthermore I would change from "Goblin Arsonist" to "Legion Loyalist"
You could also think of removing 1-2 mountains as your mana-curve is very low.

Greetings
Muktol

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Posted 30 September 2013 at 07:39 as a comment on Modern Mono Red Goblin

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The next question is, do you want to create a EDH deck that is good in 1vs1 or multi-player?
From what I know Commander Decks are full of board sweepers (aka mass descruction) so you may need something to counter this or to get your creatures back from your graveyard.
Also spells that can be used again, with keywords like 'unearth' or 'flashback', are better here than normal spells. And I would also use some turors, to get key-creatures that you need....Diabolic Tutor or creatures with 'transmute'
...just some things that got into my mind till yesterday

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Posted 26 September 2013 at 18:28 in reply to #399063 on Black Vampire EDH

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I'm no expert on EDH but with just 3 red cards I would either change to MonoB or add some more red or red/black cards to benefit from the red-splash.

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Posted 25 September 2013 at 19:57 as a comment on Black Vampire EDH

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Dimir Infiltrator...I would try to do a 3/3 split between "Dimir Infiltrator" and "Invisible Stalker". The Infiltrator has the advantage of being able to tutor you a cc3 creature that you need, if you don't need a enabler for your ninjutsu at the moment
Higure, the Still Wind...Raise up to 3 as this is one of your best ninjas. No more since he is legendary and is out of bolt range.
Ink-Eyes, Servant of Oni...Reduce to to 1. You can tutor him with Higure and since you will play him with ninjutsu he will at last attacke once, which can be enough to win the game.
Minamo Sightbender...I would remove him since I am a fan of "Artful Dodge" (See suggestions)
Mistblade Shinobi...Raise up to 4, as they are cheap and keep your opponent with a hand full of creatures but none on the table.
Silent-Blade Oni...If you want to stay modern legal you have to remove him.
"Dimir Charm" and "Mana Leak"...I would rather play some point removals and pherhaps some counters in my sideboard. If you want some counters take a look at "Essence Scatter", "Negate" and "Familliar's Ruse" (See suggestions)

Some suggestions from my own U/B Ninja deck (http://www.mtgvault.com/muktol/decks/ub-tribal-ninjas/)
Ronin Warclub (cc3, +2/+1, attaches automaticly to any of your creatures entering the board e.g. ninjutsu ninjas)
Ornithopter (cc0, 0/2 fyling, I play him as second enabler and sideboard to "Dimir Infiltrator" if my opponent hast some flyers)
Doom Blade (cc2, point removal, alternative would be "Go for the Throat"), Familiar's Ruse (return a creature you control to your hand hand, Counter target spell), Far // Away (Return target creature to its owner's hand. // Target player sacrifices a creature), Artful Dodge (cc1 target creature is unblockable this turn, flahsback cc1)
Dimir Aqueduct (Dualland), Jwar Isle Refuge (Dualland)

i hope I was able to help you a little bit
Greetings
Muktol

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Posted 25 September 2013 at 09:50 as a comment on Ninja Deck

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I would change some numbers and remove some creatures here
"Falkenrath Exterminator"...Remove. Without propper support, e.g. "Blade of the Bloodchief" or a huge amount of removal, he won't be able to get those counters you need for him.
"Guul Draz Assassin"...Remove. It sounds great, but in the end you have to pay 5 mana and 1 mana every turn to remove a 2/2 creature from your opponent, thus costs to much in my oppinion.
"Guul Draz Vampire"...I would decide either to take "Guul Draz Vampire" or "Stromkirk Noble" and remove the other one. The Noble has the advantage of being able to collect counters all allone, the Guul Draz becomes stronger when you have damaged your opponent allready.
"Dash Hopes"...I don't know how useful a counter can be here especially if you have only 2 of those.
"Murder"...Remove. There are better point removals
"Urge to Feed"...I'm no fan of this card. You can remove a 3/3 for 2 mana and tap many of your vampires, but this will leave you wide open for a counterattack.
"Feast of Blood"...often enough it was hard for me to meet the requirements to cast this spell.

Try to raise the numbers of most of your cards to 4, as you wan't to draw them and if one gets removed, you still have 3 other of it in your deck. It also raises the chance of drawing it.
You could also try to reduce the number of lands to 22 or 20 as you don't have many high-cost spell.

Some suggestions from my own B/R Vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/)
Blade of the Bloodchief (cc1, equip 1, whenever a creature dies, equiped vampire gets 2 +1/+1 counters)
Bloodghast (cc2, 2/1, cant block, comes again from the graveyard if you play a land), Bloodline Keeper (cc4, 3/3 flying, if you control 5 or more vampires flip huim -> vampires get +2/+2), Vampire Nocturnus (Top card of your library is open. As long as it is black, Vampires you control get +2/+1 and have flying), Bloodlord of Vaasgoth (cc5, 3/3 flying, all your vampire spells get Bloodlust 3)
Curse of Stalked Prey (Alternative to Rakish Heir. Harder to remove but you loose a possible blocker), Go for the Throat (Pointremoval, hits anything but artifactcreatures), Lightning Bolt (cc1, 3 damage), Terminate (Pointremoval, hits anything and target can't regenerate), Dreadbore (Pointremoval, hits anything and planeswalkers)
Blackcleave Cliffs (Dualland), Graven Cairns (Dualland)

I hope I was able to help you a little bit
Greetings
Muktol

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Posted 25 September 2013 at 09:28 as a comment on Aggro Vampires

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"Howl of the Nightpackt" proofed to be to expensive. When I had the mana, I played "Primeval Titan" and searched for "Inkmoth Nexus" and "Kessig Wolf Run" and pumped the flying Nexus.

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Posted 21 September 2013 at 16:27 in reply to #397751 on MonoG: Wolf Ramp

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