Muktol

235 Decks, 1,772 Comments, 721 Reputation

Depends on how stable your mana base is. If you can play with standard lands it's OK, otherwise you will need duallands.
The searchlands are good for searching standards and thinning out the lands. Also they help to activate the landdrop ability of your Hedron Crab.

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Posted 07 June 2013 at 20:41 in reply to #362605 on Mill!

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-3 Nemesis of Reason
-4 Archive Trap (-> Sideboard)
-4 Twincast
-3 Terramorphic Expanse

+4 Jaces Phantasm (or Wight of Precinct Six, which looks better to you)
+3 Jace, Memory Adept
+4 Dream Twist
+3 Nephalia Drownyard

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Posted 06 June 2013 at 16:44 in reply to #362605 on Mill!

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I didn't see a "Standard" Tag, and thus went for modern.

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Posted 06 June 2013 at 11:32 in reply to #362618 on Standard Humans

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"Purely a mill deck" "Defensive" ?!? Something isn't right here...
If you realy want to mill your enemy to 'death' you need more possibilities to do so:

Instead "Wall of Frost" you could use "Hedron Crab". Put the Frostwall into your sideboard but I would look for a flying defender that I could use instead.
I would change "Nemesis of Reason" for "Consuming Aberration" and decrease it's number to 3. If you want to stay offensive think about 1 or 2 "Mirko Vosk, Mind Drinker"
Also I would put "Suffer the Past" into the sideboard. Its to specific to be usefull in every match. (OK, I don't know your game partners, but in our local modern tournaments I haven't had use for much GY hate)
"Jace Beleren" is a good choice for a cc3 slot, I would nevertheless change to "Jace, Memory Adept"

"Mind Grind" -> "Glimpse the Unthinkable". Its more efficient, and in combination with "Jace's Phantasm" you could have 5/5 with flying in Turn 2
"Traumatize" comes to late without ramp to be of much use. As cc5 spell it comes in turn 5 (if you manage to play a land every turn), at that point there should be allready be a great mass of cards in your opponents graveyard.
"Sleep" -> Sideboard. It helps you to buy time, but when you really mill your enemy to death he normaly shouldn't have that many creatures out.

With some space in your deck take a look at these mill-spells:
Duskmantle Guildmage
Breaking // Entering
Dream Twist
Thought Scour
Mind Funeral
Nephalia Drownyard
Millstone

Greetings
Muktol

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Posted 06 June 2013 at 11:30 as a comment on Defensive Mill

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Reduce the number of "Mentor of the Meek" to 3 or maybe even 2, you'll have to experiment with the number. You don't want to have him twice in your hand, because he is strong in mid and lategames.
I would remove also "Doomed Traveler" and "Fiend Hunter" for "Student of Warfare". Furthermore change from "Pazifism" to "Call to Serve"
If you want a powerfull removal, take a look at "Path to Exile"

A good Idea to get your creatures on the field could be the "Aether Vial"

As Sideboard choices in my Human Deck I use:
Lightning Greaves (Against point removal)
Ghostly Prison (Againat everything that hast more mass than my deck, e.g. Tokens)
Leyline of Sanctity (Against burn, mill, discard decks)
Proclamation of Rebirth (Against point and mass removal)

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Posted 06 June 2013 at 10:04 as a comment on Standard Humans

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I would remove "Nemesis of Reason" for "Jace, Memory Adept". Jace has the advantage of not having to attack your enemy to mill. Furthermore I would put "Archive Trap" into the sideboard. You don't have anything that will force your enemy to search his library. If you're up against e.g. a green ramp deck deck, it's OK, but if your enemy won't have to search his library, it's a dead card.
Take a look at "Jace's Phantasm", "Wight of Precinct Six" or "Dimir Guildmage" for example. There is a nice (but late) combo you can make with Jace and the Guildmage.
"Millstone" and "Nephalia Drownyard" could bring more constant but mana intensive mill, "Dream Twist" would be another cheap millspell.

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Posted 06 June 2013 at 09:10 as a comment on Mill!

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It looks a little bit chaotic.
Some unblockable creatures, some with undying, some without anything, combined with control-elements and buffs. You should first decide for one tactic, and then try to stay with it.
If you want to say with the unblockable's change the control for some more and efficient buffs like "Rancor" or "Vines of Vastwood". You want to be faster than your enemy, because if he sees that most of your creatures are simply bypassing his defenses he will bring out spot removal or try to be faster than you are.
If you want to stay with the control elements, its vice versa...remove the creatures that don't support your plan for something that helps you to keep your enemy where you want him.

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Posted 05 June 2013 at 22:59 as a comment on Need Help

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I can only speak of my enemy's at the local game store. There I would encounter one or two vampire decks every time I played in a modern tournament.
A card you can also look at would be "Captain of the Watch". He doesn't exactly fit into your wheenie deck, but will push all your soldiers and come with three little friends

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Posted 30 May 2013 at 15:28 in reply to #358985 on Soldier's Weenie

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First I would Change from "Kazandu Blademaster" to "Elite Inquisitor". You don't have enough Allys to make him really work well.
Think of decreasing the numbers of "Mentor of the Meek" and "Thalia, Guardian of Thraben" from 4 to 3. You really don't want two of them in your Hand and also not on the board.
With the places won from this, you could increase the number of "Aether Vial" to 3, so you have a Chance of really drawing it, when you need it.
Interesting for all white decks who can't get some trample enchantments or equipment is "Brave the Elements". Your enemy won't be able to block your creatures this turn, you can avoid point removal spells and some mass removal like "Deals X damage to all creatures"

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Posted 30 May 2013 at 15:06 as a comment on Soldier's Weenie

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Pherhaps this can help you a little bit
http://www.mtgvault.com/muktol/decks/ug-aggro-simic/

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Posted 27 May 2013 at 15:51 as a comment on Simic Aggro (HELP)

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I used "Tormented Soul" earlier, and removed it here for a test with "Nightshade Stinger" and "Spellstutter Sprite". I moved the blue faery allready in the sideboard, and most certain the stinger will also be put there.
The only thing I want to try now is play the first game with flying enablers and switch to unblockable creatures for the second game. So that the boarding my enemy does could/should be useless. Just still loocking for a good, cheap (cc1-cc2) blue unblockable creature ;)

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Posted 27 May 2013 at 11:29 in reply to #357013 on U/B Tribal: Ninjas

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I don't meant to question his deck building capabilitys or his ideas, I hope nobody thought that. The deck will work, no question. :)
The only thing i wantet to say is, that in a normal burn deck you look more to diminish your enemy's life rather than kill his creatures, or guard your own life.

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Posted 27 May 2013 at 11:23 in reply to #356899 on Burn

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Yeah, but you normally don't want to risk a lord in an offensive action. Also it will take a while to built up your zombie lord army and in the meantime you are pretty helpless.

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Posted 27 May 2013 at 11:19 in reply to #356936 on Zombie Black

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The both "Mentor of the Meek" and "Thalia, Guardian of Thraben" can be used in standard decks.
"Mentor of the Meek" would give you carddraw in games that take a little bit longer. I use it my white wheeny deck it in combination with "Thraben Doomsayer" (also standard legal). But don't use more than 3 in a deck, because you don't want to have 2 of them in your hand.
You only use 11 non-creature spells and none of them with to hight mana costs, so Thalia would be an excellent choice. Normally it will hinder your enemys play more than it will will yours.

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Posted 26 May 2013 at 22:12 in reply to #356900 on clawz's prototype human deck.

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Thanks for the idea. It looks nice, but i think this belongs more in a U/R deck :)
The problem is, that you would need good tutors, to get the parts of the combo into your hand. And to rely to have the 3 cards on your hand in a 60 card deck is no really good choice in my opinion.

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Posted 26 May 2013 at 21:01 in reply to #356960 on MonoR: Burn

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My personal version of burn would be http://www.mtgvault.com/muktol/decks/r-burn/

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Posted 26 May 2013 at 19:50 in reply to #356935 on Mono Red Burn

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The question is, if you want to get your 160 decks working or just posted ;)
I personally see a 3/1 with trample, which has to be sacrificed on end of turn not so much as creature but more as a sorcery which removes (potentially) 3 more valuable health points from my enemy.

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Posted 26 May 2013 at 19:45 in reply to #356899 on Burn

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I would cut some of the lords for some more attacking zombies.

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Posted 26 May 2013 at 19:35 as a comment on Zombie Black

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Remove "Guttersnipe" and perhaps "Mudbutton Torchrunner". Guttersnipe comes to late and is to costly to play and in a burn deck you don't want to play utility creatures. If you want to play creatures think of "Spark Elemental", "Hellspark Elemental" and "Vexing Devil".
I also would change "Incinerate" for "Magma Jet", which enables you to see the next 2 cards you would draw. Useful if these would be 2 mountains when you don't need it anymore.
If you want more cheap burn spells, take a look at: "Forked Bolt", "Shard Volley" "Seal of Fire", and "Lava Spike"

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Posted 26 May 2013 at 19:33 as a comment on Mono Red Burn

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I would raise the number of "Dread Slaver" to 3 and remove "Gilded Lotus" and "Grimoire of the Dead" instead. The free places could be filled up with "Diabolic Tutor" to get your key cards when you need it.
I hope you have seen the anti-synergy between "Mikaeus, the Unhallowed" and "Grave Betrayal". Creatures brought back with the Betrayal won't be able to use the Undying the get from Mikaeus

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Posted 26 May 2013 at 19:24 as a comment on Black Zombie

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