Muktol

235 Decks, 1,772 Comments, 721 Reputation

Some suggestions from my own (modern) kor-equipment deck (http://www.mtgvault.com/muktol/decks/monow-kor-equipment/)

Equipment: Bone Saw, Bonesplitter, Swiftfoot Boots
Creatures: Armament Master, Kitesail Apprentice, Puresteel Paladin
Lands: Darksteel Citadel

Greetings
Muktol

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Posted 26 August 2013 at 14:45 as a comment on Double Strike R/W Equip

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You should try to use some less creatures but those who stay, more often.
Seems like you are not sure which strategy your deck should stick to at the moment :)

Greetings
Muktol

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Posted 26 August 2013 at 14:05 as a comment on Pain Factory

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I would reduce "Sensei Golden-Tail" down to 3, simply because it's legendary.
In my own human deck I use "Bonds of Faith" as buff/ control and "Call to Serve" as buff. The last is especially nice with a double striker.

If you encounter many creatures you can switch from "Oblivion Ring" to "Path to Exile" or do a 2/2 split.

23 plains do seem a little to much when most of you spells won't cost more than cc3. An alternative to a simple plain would be "Emeria, the Sky Ruin" or "Windbrisk Heights" which could allow you (with some luck) to play "Konda, Lord of Eiganjo" early.

Greetings
Muktol

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Posted 26 August 2013 at 13:56 as a comment on Bushido Sensei

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Im not that fit with standard but here are some suggestions from my own (modern) milldeck (http://www.mtgvault.com/muktol/decks/monou-mill/) and my UB-standard milldeck which I don't have in the database yet

If you want to mill with "Doorkeeper" (and that looks to me like you want to do it that way, and counter the rest of your opponents spells)you will need some more defenders. "Doorkeeper", "Wall of Frost" and "Murmuring Phantasm" up to 4 and change from "Seacoast Drake" to "Fog Bank". I would furthermore change from "Phantom Warrior" to "Jace's Phantasm" (No defender but good and cheap blocker)

If you want to control your opponent with counterspells I would try to raise the number of "Essence Scatter" and "Negate" to 3 or 4 and reduce or remove "Cancel"

"Dream Twist" instead of "Tome Scour". It's more expensive to play. but you can cast it again later, when you're out of handcards.
I would try a 1/1 split between "Increasing Confusion" and "Traumatize" to see whats more effective for you.
"Chronic Flooding" is a good spell. It either slows your enemy down because he doesn't want to use those lands (best targets are duallands) or mills him.

Why "Haunted Plate Mail"? I would remove it and use a second "Millstone" instead.

Greetings
Muktol

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Posted 26 August 2013 at 13:46 as a comment on Don't Have A Millin' Bucks $17

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I would remove 1 "Siege-Gang Commander" to raise the number of "Krenko, Mob Boss" to 3.
Personally I dislike "Goblin Guide" because in the worst case you give your enemy just THAT one a land that he needs to kill you.

Some suggestions from my own goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)
Bloodmark Mentor (First Strike for your red creatures), Legion Loyalist (Battailiion -> First strike and Trample for your creatures), Mogg War Marshal (Cheap goblin that replaces himself after one turn), Spikeshot Elder (Converts mana -> damage), Furystoke Giant (Finisher), Quest for the Goblin Lord (cheap buff for all goblins)

Greetings
Muktol

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Posted 22 August 2013 at 07:45 as a comment on The RED Witches Goblin Horde!

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Some ideas/ suggestions from my own (modern-legal) goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/)
I would remove the following cards: Foundry Street Denizen (There are better cc1 goblins), Goblin Shortcutter (You normally attack with mass, a single creature that can block shoudn't cause great problems)
I would also raise the number of "Goblin Chieftain" to 4, "Krenko, Mob Boss" to 3 and "Mogg War Marshal" to 4

Further suggestions:
Bloodmark Mentor (First strike for your red creatures), Legion Loyalist (Battailion -> First Strike+ Trample), Goblin Wardriver (Battlecry), Spikeshot Elder (Converts mana -> damage), Warren Instigator (Play goblins for free), Goblin Lackey (Play Goblins for Free), Furystoke Giant (Finisher), Quest for the Goblin Lord (Enchantment, buffs all your goblins), Infiltration Lens (Equipment, carddraw), Goblin War Strike (Sorcery, damage target player)

Greetings
Muktol

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Posted 22 August 2013 at 07:35 as a comment on The Mountainfolk

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Some ideas and suggestions from my own kor-equipment deck (http://www.mtgvault.com/muktol/decks/w-kor-equipment/)
You'll need more creatures and some less artifacts.
I would put "Spidersilk Net" into your sideboard if you're not playing in a enviroment with many flying creatures

Suggestions
Armament Master (Stengthens your creatures the more equip he has), Kitesail Apprentice (Equiped -> +1/+1 and flying), Kor Duelist (Equiped -> Doublestrike), Ornithopter (Cheap artifact, evasion, great for carrying e.g. "Cranial Plating"
Darksteel Citadel (Artifact land)
Basilisk Collar (Deathtouch, Lifelink), Bonesplitter (+2/+0), Cranial Plating (+X/+0, X=number of artifacts), Swiftfoot Boots (Hexproof, haste)

Greetings
Muktol

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Posted 21 August 2013 at 15:27 as a comment on Equip me pleaseeee

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Thank you for the idea, due to this I changed some numbers and creatures:
-4 Mogg Sentry
+4 Legion loyalist (Knew of him, but though that he was a cc3 ;) )
-1 Bloodmark Mentor (I don't want to relly only on the Loyalist to give my creatures first strike)
+1 Spikeshot Elder

"Goblin War Strike" won't fit into this deck, because I want to stay modern-legal.

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Posted 21 August 2013 at 10:35 in reply to #390599 on MonoR: Goblins

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Looks more then an EDH deck to me.
Less cardchoices but those more often. Otherwise it's very difficult to see the purpose of a deck.

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Posted 17 August 2013 at 17:45 as a comment on Vampires And Humans

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http://www.mtgvault.com/muktol/decks/rb-tribal-vampire-2/
Worked well for me, if you need some ideas :)

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Posted 14 August 2013 at 21:03 in reply to #389005 on B/R Vampires

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I would lower the number, but increase the quantity of your spells

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Posted 14 August 2013 at 18:49 as a comment on B/R Vampires

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I would lower the number of different cards but up the quantity of rest to 3 or 4.
Read the description: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/

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Posted 14 August 2013 at 18:46 as a comment on Everchanging Goblins!

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I would remove "Falkenrath Exterminator" and "Markov Blademaster". Both are to expensive and do too little without propper support (e.g. "Blade of the Bloodchief" for the "Falkenrath Exterminator"). Furthermore I would take "Quag Vampires" out because you normally don't have the mana to kick him.
Decide if you want to use either "Rakish Heir" or "Curse of stalked Prey". The curse is harde to get rid of, the creature can serve as additional blocker.
I would use some more point removals like "Go for the Throat, "Lightning Bolt", "Terminate", "Dreadbore" or "Doom Blade", so you make sure your vampires can drink your opponents blood ;)

My own R/B vampire deck
http://www.mtgvault.com/muktol/decks/rb-tribal-vampire-2/

Greetings
Muktol

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Posted 13 August 2013 at 17:17 as a comment on Vamp 2

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Some suggestions (although some pythos said something different, I'll try to tell you why I would do the changes):
Remove "Dragon's Claw" (You want to have an agressive deck, and you normally shoudn't need the life. Also life-generation is somewhat slow here), "Kitesail" and "Strata Scythe" (You normally win by mass with such a goblin deck, and not with a single creature. There are other ways to buff your creatures). With all those artifacts removed from the deck I would also take "Kuldotha Rebirth" out, because the chance is very high that you don't have any expendable artifacts out.
Up the number of "Krenko, Mob Boss" to 3. With just 2 of him you have a high chance of not drawing when you need him.
I also wood remove "Teetering Peaks". Its a great buff but it costs you speed as it only comes in tapped

Suggestions for replacement:
You need more mana. 15 Lands seems insufficient. 20 would be good, if you feel thats to much try it with 18. But I would play with no less that 18.
Quest for the Goblin Lord (Buffs all your creatures, enchantment and though hard to get rid of), Infiltration Lens (Carddraw), Aether Vial (Playing creatures without mana-costs)
Bloodmark Mentor (First strike for all your red creatures), Goblin Chieftain (+1/+1 and haste for all your goblins), Mogg War Marshal (Replaces himself with a token, very good in combination with "Quest for the goblin Lord", Spikeshot Elder (Converts extra mana into damage, good when buffed), Warren Instigator (playing goblins without mana-costs)

Greetings
Muktol

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Posted 13 August 2013 at 17:10 as a comment on Mono-Red Goblin "Star" deck

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I would remove "Lone Missionary" and "White Knight" (Perhaps sideboard against black). I also would change from Ajani& Gideon to "Elspeth Tirel".
You seem to use "Armored Ascension" as finisher, hence I would lower its number to 3

Some creature suggestions:
Soul Warden (Lifegain/ creature), Suture Priest (Lifegain/ creature), Martyr of Sands (Lifegain/ card), Ranger of Eos (Tutor for 3 cc1), Felidar Sovereign (Alternative winoption). Perimeter Captain (Lifegain/ block), Rhox Faithmender (Double lifegain), Serra Avatar (Finisher)

Greetings
Muktol

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Posted 09 August 2013 at 08:35 as a comment on mono white life gain

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Read the description: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/
Short Version: Remove some cards but use the rest more often.

Greetings
Muktol

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Posted 09 August 2013 at 08:23 as a comment on Goblin Mania

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Why do you use "Elixir of Immortality"?

Some changes I would do (To get a pure burndeck)
Remove the following: Pyromancer's Gauntlet (If you can cast it, you want to have finished your opponent allready), Leyline of Punishment (Sideboard, a spell that you don't need against every normal deck), Incinerate (Sideboard, when you have a regeneration creature you have to remove), Skullcrack (Sideboard, same as with "Leyline of Punishment"), Shock (Bad damage/ mana ratio), Searing Spear (bad damage/ mana ratio)

Questionable spells: Reverberate (Only good if you have spells that cost more than cc3, otherwise it's lost mana), Chandra, the Firebrand (Comes to late, and the only good ability is her '-2'. And you get that one cheaper with "Reverberate"), Valakut, the Molten Pinnacle (Only good in longer games. Otherwise its a Mountain that comes in tapped and prohibits you from playing a spell with it's mana this turn)

Some suggestions:
Creatures: Vexing Devil, Ball Lightning Hellspark Elemental, Spark Elemental
Other Spells: Seal of Fire, Magma Jet, Searing Blaze, Shard Volley, Lava Spike, Rift Bolt, Wheel of Fate

Greetings
Muktol

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Posted 08 August 2013 at 17:55 as a comment on Grunnax's Burn Deck

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I would remove "Knight of Meadowgrain" and thus "Rustic Clachan". If you want to push your creatures use "Honor of the Pure
" or "Mikaeus, the Lunarch". I would also remove "Windbrisk Heights" because you simply don't have any expensive cards you want to play with it. If you want some special lands think of e.g "Emeria, the Sky Ruin" (For longer games)
Up the number of "Tectonic Edge" to 3 or 4, most decks those days are at least two-colored and use many non-standard lands.

Some suggestions (from my own Kor-Equipment Deck):
Accorder's Shield (Keeps your creatures alive), Basilisk Collar (Deathtouch and lifelink), Cranial Plating (Equipment= Artifacts= more dmg), Darksteel Citadel (Artifact-counter for "Cranial Plating"), Armament Master

Greetings
Muktol

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Posted 08 August 2013 at 08:50 as a comment on Modern Equipment Aggro

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If you want to go against enemy creatures I would prefer "Forked Bolt" or "Searing Blaze"

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Posted 07 August 2013 at 12:21 in reply to #386952 on FAST FAST Buuuurn!

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Is there a plan? Why don't you play some less cardchoices but those more often?
Oh and by the way: There are 5 "Siege-Gang Commander" in your deck :)

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Posted 07 August 2013 at 10:08 as a comment on Goblin Tokens

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