Muktol

235 Decks, 1,772 Comments, 721 Reputation

@ TheBear: Burn spells deal no combat damage, and most fog effects (~90%) just prevent those.

I use creatures like "Stromkirk Noble" and "Mogg Fanatic" to built up some pressure on my opponent.
The creatures that leave the game EOT are more like burnspells for me.
Personally I woudn't add a second color to a deck for just 1 card (I searched the database if teher are other good black "burn" spells but found none), but this is just what I think ;)
Some time ago I saw a RDW with a black spash that utilized "Undying Evil", but it used more creatures from what I remember.

Greetings
Muktol

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Posted 11 September 2013 at 10:07 in reply to #396045 on Red (-Black) Deck Wins

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Some suggestions from my own burn deck (http://www.mtgvault.com/muktol/decks/monor-burn/)
(And this deck is burn and not RDW in my opinion)

Put "Flames of the Blood Hand" and "Skullcrack" into your sideboard. You don't encounter lifegain decks every game.

I would remove "Searing Spear" and "Shock", because they don't have a good mana/damage ratio.

Further suggestions
Ball Lightning (cc3, 6/1 trample for 1 turn)
Hellspark Elemental (cc2 3/1 trample for one turn, with unearth ability)
Magma Jet (cc2, 2 dmg, scry2)
Searing Blaze (If you have to remove a creature and still want to do some damage)
Shard Volley (cc1, 3dmg, finisher)
Sign in Blood (cc2, carddraw)
Stromkirk Noble (cc1 1/1 that becomes stronger when attacking)

Greetings
Muktol

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Posted 10 September 2013 at 19:44 as a comment on Red (-Black) Deck Wins

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Try to reduce the numbers of different cards, and raise the count of the rest to 3 or 4
If you need help with deckbuilding, here is a little guide: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/

Greeting
Muktol

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Posted 10 September 2013 at 19:31 as a comment on Mono Black

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Some suggestions from my own (modern) B/R vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/)

This deck seems to have evolved from a standard-vampire deck. To get a good modern deck I do some changes
Remove "Blood Bairn" (You normally don't have any useful creature to sacrifice), "Vampire Warlord" (You normally don't have any useful creature to sacrifice), "Child of Night" (There are better vampires), "Liturgy of Blood" (There are other, cheaper, removals)
I would also lower the number of "Corrupt" to 3 because you only need it late in the game. You could up the number of "Diabolic Tutor" to 4 if you want to use it to get your key-cards. Or try to raise the number of "Vampire Nocturnus" to 3 or even 4 (he isn't legendary)

Some further suggestions:
Bloodghast (cc2, 2/1, comes again from the graveyard with landfall), Vampire Nighthawk (cc3 2/3 Flying, lifelink), Gatekeeper of Malakir (cc3 removal on two legs), Vampire Lacerator (cc1 2/2 with a drawback), Kalastria Highborn (converts dead vampires into damage), Go for the Throat (cc2 removal), Tragic Slip (potent cc1 removal if something died this turn), Sign in Blood (Carddraw)


Greetings
Muktol

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Posted 10 September 2013 at 19:24 as a comment on Mono Black Vampire

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The same I said about http://www.mtgvault.com/xavbob1/decks/hastaculur-burns/ can be applied here.

If you really want to use "Isochron Scepter" raise the number to 4 and use something like "Magma Jet".
"Shock" also shoud be replaced by something with a better mana/damage ratio

Greetings
Muktol

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Posted 10 September 2013 at 18:57 as a comment on Apply Cold Water

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Some suggestions from my own burn deck (http://www.mtgvault.com/muktol/decks/monor-burn/)

I would remove "Viashino Sandstalker" because he is to expensive to cast every turn and can be blocked by every 0/1 without doing damage to your opponent and "Pillar of Flame" because it hast a not-so-good mana/dmg ratio. You could also remove 1 "Reforge the Soul" because you don't want to have it in your hand from the beginning
Furthermore I would move "Leyline of Punishmen" into the sideboard, you simply wont encounter a lifelink deck every game.

Some further suggestions
Vexing Devil (4/4 for 1 mana or 4 damage for 1 mana), Magma Jet (2mana, 2 dmg, scry2), Searing Blaze (If you have to remove a creature and still want to do some damage to the player), Shard Volley (Finisher for the last 3 damage)

Greetings
Muktol

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Posted 10 September 2013 at 18:53 as a comment on Hastaculur Burns

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Try to reduce the number of different creatures and spells, but use those more often. Also without duallands your manabase will be very unstable.
Some basic ideas of deckbuilding: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/
My own B/R Vampire deck: http://www.mtgvault.com/muktol/decks/br-tribal-vampire/

Greetings
Muktol

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Posted 10 September 2013 at 09:42 as a comment on Vampire deck

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Some suggestions from my own modern goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)

I would change from "Thousand-Year Elixir" and "Voltaic Key" to "Goblin Chieftain" and 2 other cards. The Chieftain gives your creatures haste, like "Goblin Warchief", and also buffs them, although he is easier to remove. But most decks have something against artifacts, if not preboard, than at least postboard. You could also do a 3/3 split with Chieftain and Warchief, if you feel that you're having to many lords.
You could also remove 1 "Krenko, Mob Boss", because he is legendary, and you don't want to have him more than once on the board and in your hand.

Some further suggestions (I'm not that fit with vintage and legacy-cards so i'm gonna focus on modern here):
Goblin Sharpshooter (elf and token-removal on 2 feet), Goblin Wardriver (Battlecry), Mogg War Marshal (Comes with a little friend), Spikeshot Elder (Converts mana into damage, really good when buffed), Warren Instigator (Modern counterpart to "Goblin Lackey")
Krenko's Command, Dragon Fodder(Cheap goblin summoning), Goblin War Strike (Deals damage equal to the number of goblins you control to creature or player), Quest for the Goblin Lord (Buff for your goblins), Kuldotha Rebirth (If you want to stay with that many artifacts)

Greetings
Muktol

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Posted 09 September 2013 at 08:25 as a comment on krenko

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I'm happy that I was able to help :)

Greetings
Sebastian

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Posted 06 September 2013 at 18:37 in reply to #391886 on Don't Have A Millin' Bucks $17

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Some suggestions from my monoG infect deck (http://www.mtgvault.com/muktol/decks/monog-infect/)
Bonesplitter (buff)
Corpse Cur (returns infect creatures from graveyard to play), Ichorclaw Myr (cc2, that no one normally wants to block), Rot Wolf (creature, carddraw), Spinebiter (finisher)
Evolution Charm (ramp or resurrect creature or creature gains flying), Groundswell (cc1 +2/+2; landfall +4/+4), Mutagenic Growth (cc1 or 2 life: +2/+2), Vines of Vastwood (cc1, kicker cc1; hexproof, if kicked, +4/+4)

Greetings
Muktol

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Posted 04 September 2013 at 11:10 as a comment on No one expects an infect deck!

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I would say 4 "Doorkeepers" as this raises your defender count, and is your primal mill card. And cc2 for a 0/4 are not that bad anyway. Say you have 3 of them on the field, so you can tap 1 or 2 to mill and still have 1 defender if something goes wrong.
It is a good card, but you need the defenders for "Doorkeeper".
I would use no more the 3 "Jace, Memory Adepts". With the new legendary rules you could try to run 4 (activate ability of Jace A, cast Jace B, destroy Jace A and activate ability of Jace B) but this is cost intensive (mana AND money ;) ).
I normally play only the planeswalkers I have in my collection, thus there is often no more than 1 of them in a deck.

Greetings
Sebastian

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Posted 04 September 2013 at 10:50 in reply to #391886 on Don't Have A Millin' Bucks $17

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"Undead Alchemist" has an anti-synergy with "Consuming Aberration" and especially with "Wight of Precinct Six"
I would only use "Jace's Phantasm" and "Shriekgeist" (See suggestions below) to attack, and "Wight of Precinct Six" as defender. You thus could remove "Artful Dodge" (Most decks only have something against flyer's after boarding)

Some suggestions from my own UB- mill ()
Shriekgeist (1/1 flying, mills 2 when damaging opponent), Thought Scour (cc1, mill2, draw1), Ultimate Price (point removal), Victim of Night (point removal), Breaking // Entering (cc2, mill8), Paranoid Delusions (cc2, mill3, cypher on creature to cast again without costs when damaging opponent), Pilfered Plans (cc3, mill2, draw2), Nephalia Drownyard (land, cc3, mill3), Watery Grave (dualland)

Greetings
Muktol

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Posted 03 September 2013 at 09:14 as a comment on B/U Std. Mill

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i would remove 1 "Mentor of the Meek" (You don't want to have more than 1 in your hand and on the table) and perhaps put "Imposing Sovereign" into your sideboard.

Some suggestions from my own human deck (http://www.mtgvault.com/muktol/decks/monow-tribal-human-wheeny/)
Hero of Bladehold (Battlecry, comes with 2 soldier tokens), Silverblade Paladin (Souldbound -> Doublestrike), Student of Warfare (1w -> Level up -> First strike/ Double Strike), Thalia, Guardian of Thraben (Slows your opponent if he uses many non creature spells), Thraben Doomsayer (Tap -> 1 human token), Bonds of Faith (Controll or buff for one creature), Call to Serve (Flying and buff for one creature)

Greetings
Muktol

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Posted 02 September 2013 at 07:38 as a comment on Modern White Human Weenie

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Last thought works well if you have some creatures that have any sort of avoidance (flying, unblockable, and so on), but in a deck with so many defenders its not that good. Try to raise the number of "Divination" to see if more carddraw really is useful here (Which I think it would be)

I would remove "Phantom Warrior" and "Seacoast Drake" for 4 "Hover Barrier" and 2 "Doorkeeper". Try to print proxy's of "Elite Arcanist" and "Archeomancer", In the end, I would only use one of them. Which one, you need to see and test for yourself. Change from 1 "Claustrophobia" (You have many defenders that can manage enemy creatures) and 1 "Elite Arcanist" to either 2 "Elite Arcanist" or 2 "Archeomancer"
You could also try to change from "Traumatize" to "Psychic Spiral" and see which one fits better to your play style. Put the other one into the sideboard and change if you feel that it won't work.

Greetings
Muktol

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Posted 01 September 2013 at 20:55 in reply to #391886 on Don't Have A Millin' Bucks $17

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I normally try to use 20-22 lands myself, but I build wheeny decks most of the time, or decks that utilyze many cheap spells. But 24 lands are the high side today, so I will correct this in the text. Thank you for the info :)

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Posted 30 August 2013 at 09:50 in reply to #392946 on How to build a deck

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In my own vampire deck I work with many point removal (and some mass removal in the sideboard) to get my vampires through my opponens defences. Most of the times one or two vampires finish the match, because I don't want tghe rest of them to attack (e.g. "Rakish Heir") or they simply got shot away, exiled, ...

I would remove "Captivating Vampire" (Lords are nice, but you need beaters) and "Guul Draz Assassin" (To expensive to level up), Also "Vampiric Fury" (Buffs multiple creatures, where pherhaps one would be better) and "Feast of Blood" (Especially in earlygame the condition can sometimes be hard tu fulfill) coud be removed.

Some suggestions from my own vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/)
Bloodghast (Landfall->comes again), Falkenrath Aristocrat (Good beater), Vampire Lacerator (Cheap aggro vampire, the drawback in life should be irrelevant)
Curse of Stalked Prey (Harder to get rid of than Rakish Heir)
Lightning Bolt (Removal), Terminate (Removal), Dreadbore (Removal), Sign in Blood (Carddraw)
Blackcleave Cliffs (Dualland), Graven Cairns (Dualland), Cavern of Souls (Uncounterable, 'dualland')

Greetings
Muktol

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Posted 29 August 2013 at 13:28 as a comment on Blood Frenzy

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I would remove most of the "does XYZ, one creature cant block". You normally use massive goblin hordes to attack your opponent, so 1 or 2 blocking creatures shouldn't hurt you much. Furtermore i would remove goblins without any ability or effect, e.g. "Goblin Roughrider" or "Goblin Piker"
You should also try to use key-cards 4 times (except legendary's like Krenko, there 3 is enough). Don't use to many 1-offs, those should be reserved for finishers like "Furystoke Giant".

Suggestions from my own goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/) and from a goblin primer I know:

Infiltration Lens (Carddraw), Quest for the Goblin Lord (Pumps all your goblins), Goblin Grenade (Creature -> Damage), Blood Moon (Against multi-colored decks that use many non-standard lands), Aether Vial (Brings your goblins into play for free)

Bloodmark Mentor (First strike for your red creatures), Legion Loyalist (Battailion -> First strike and trample for your creatures), Goblin Chieftain (+1/+1 and haste for your goblins), Goblin King (+1/+1 and mountainwalk for your goblins), Goblin Wardriver (Battlecry), Mogg War Marshal (Replaces himself with a token), Spikeshot Elder (Mana-> damage), Warren Instigator (Doublestrike, lets you play goblins for free), Siege-Gang Commander, Furystoke Giant (Finisher), Goblin Bushwhacker (Pumps your goblins once and gives them haste), Goblin Guide (cheap and strong, lets you see what your opponent will draw)

Greetings
Muktol

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Posted 29 August 2013 at 09:09 as a comment on The Goblin's Cowardice

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Yes, exact: "Fog Bank" cannot receive lethtal damage through combat, only through spells and abilitys e.g. "Tragic Slip" or "Lightning Bolt"

Most standard mill decks use U/B as manabase because they give them e.g. "Breaking/Entering", "Mirko Vosk, Mind Drinker", "Paranoid Delusions" and so on. I finally prompted my U/B Mill (http://www.mtgvault.com/muktol/decks/ub-mill/), but as I learned it also needs some help ;)

Possible cards from could be:
"Archaeomancer" Seems to expensive to me, but gives you the chance to use a spell a second time
"Elite Arcanist" Expensive to play. Question is, can you afford not using 1-3 mana for a instant spell (e.g. a counter) nearly every turn. On the other hand it can give you a good mill spell every turn.
"Uncovered Clues", "Last Thoughts" Carddraw
"Crosstown Courier" attacking creature, can either mill 2+ cards or remove a creature (hopefully) ;)
"Hover Barrier" Defender, to raise the defender-count for "Doorkeeper"
"Psychic Spiral" Expensive mill, 1-2 of the for midgame pherhaps

"Elixir of Immortality" Sideboard, against burn and extort. It also shuffles your allready used spells back into your library
"Ratchet Bomb" Sideboard, most extort-creatures are cc1-cc3 if I remember it right, sou you could get rid of them with the bomb very easy. Against burn or creatureles decks not that good (though it can also remove permanents)
"Pithing Needle" sideboard, artefact-hate
"Clone", "Stolen Identity" Sideboard, if you're having trouble with a single, strong, creature or artifact

Greetings
Muktol
P.S. Sorry for my bad english, I am no native speaker

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Posted 29 August 2013 at 08:06 in reply to #391886 on Don't Have A Millin' Bucks $17

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Thanks for the advice.
I'll work on the deck.

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Posted 28 August 2013 at 08:31 in reply to #391955 on U/B Standard: Mill

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I wanted to test "Balustrade Spy", "Undercity Informer", "Mirko Vosk, Mind Drinker" and "Consuming Aberration" but I'm a little bit unsteady about the mana-costs. And I don't know which card I should remove for one of those at the Moment ;)

At the moment im trying to add "Pilfered Plans" to this deck, but the only card I could change would be "Dimir Charm" and I think this deck needs at last one counter.

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Posted 27 August 2013 at 10:02 in reply to #391955 on U/B Standard: Mill

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