Muktol

235 Decks, 1,767 Comments, 724 Reputation

I would have placed this question in the "MTG General Discussion" forum.
Pretty normal for modern legal decks, which use 2 or more, colours that the mana base makes up 50% and more of the decks value, if you use competitive lands.
The problem is that everybody needs lands.
When you look at the metagame (e.g. https://mtgdecks.net/Modern) and analyse the decks, you will quickly find that mono-coloured decks are a minority. 3 out of 26 decks (I only counted for a meta of 1% or higher, below it might be a little different but not much) and 14 out of 26 decks are 3-coloured of higher. Why is that so? Mono coloured decks play very fluid, but have the problem that they are limited to one colour. You can't play every strategy you like or be prepared for everything with one colour, and if you could, the spells would be incredible expensive to cast or have other major drawbacks. 3 colours allows for even a wider approach in strategy, but in my opinion, here it starts to get tricky with the mana base, tough it's doable.
A mono coloured deck uses basic lands, no problem. A 2 coloured decks normally doesn't use more than 2-4 basic lands, the rest is dual-, fetch-, or support-lands. 3 coloured decks often use both sets of dual-lands to get a stable mana-base, because there are no competitive 3-coloured lands!, so the demand for those lands is even higher. If you look at (https://www.mtgtop8.com/format?f=MO&meta=220&a=) 8 out of 10 of the most played cards are lands.
Last problem is the rarity and availability. Nearly all of the competitive lands used for mana fixing are of rare or mythic rarity. So you have 1 chance per booster to get this card, not including alternative arts or foils. I would have to look at the data of my collection at home, but I'm pretty sure that you don't get much more than 5 of those lands out of a 36 booster brick.
So we have a huge demand, and a low availability.

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Posted 12 October 2021 at 10:58 as a comment on mana bases question.

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Forgot about [[Thermo-Alchemist]] (and attacking), so it's 0-2 mana to activate Spectacle and 1-4 mana to play both cards.

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Posted 08 October 2021 at 07:23 in reply to #644519 on monoR Beginner: Burn

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Thank you for the suggestion. I added 1 copy of [[Light Up the Stage]], but I'm not sure how it will prove.
The problem I'm seeing is that the deck's mana-curve peaks at 2. So you need 1-2 mana to activate the spectacle option for the card, and another 1-4 mana to play the cards you've drawn.

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Posted 08 October 2021 at 06:24 in reply to #644519 on monoR Beginner: Burn

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I'm sorry to say that I often have a hard time reading and understanding your comments because your word order and grammar is confusing for me. So I'm often forced to guess what you would mean.
Guessing you meant I should use 4 [[Confiscate]] and drop 2 lands for it. I don't know if 4 copies of [[Confiscate]] would be a good idea, because it's rather expensive to play, so you don't want to have it in your starting hand. [[Frantic Inventory]], [[Opt]] and [[Tidings]] give the deck some card draw and thus using 2, or 3 shouldn't be a problem.

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Posted 08 October 2021 at 06:18 in reply to #644563 on monoU Beginner: Control

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Thank you for the suggestion. It would be interesting, giving a card, that lets you do multiple things is not a bad idea. If everything goes wrong you have at least a "O I shouldn't have don this" learning effect The problem is, that I limited the deck on 1 rare (max 4 copies of it) and I used [[Aetherling]] allready.

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Posted 08 October 2021 at 06:11 in reply to #644520 on monoU Beginner: Control

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It's definitely not a like, but how else can I say "thank you"... Good luck out there.
Maybe you can come back occasionally and give us a short report on what you might have found as alternative?

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Posted 05 October 2021 at 07:43 as a comment on Farewell

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You will have to explain the madness keyword thoroughly for beginning players... not only how it's rule works exactly, but also how it is best used. But beside from that, as the deck features very few other complex cards/ mechanics, it should work fine.
[[Cabal Initiate]] could be worth a look in normal decks, but since you suggested this for beginners, I wouldn't add another mechanic. [[Hell Mongrel]] would be a creature that let's you discard, without this mechanic.
I also would add some non-basic lands, for mana-fixing and to show new players that there are other lands, beside basics (and yes, I've seen [[Immersturm Skullcairn]] in the deck ;) )

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Posted 01 October 2021 at 06:20 as a comment on Rotting Pyre

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+1
What about 1-2 [[Karn's Bastion]], to crank up your planeswalkers a little faster? When you have some PW's on the board, you can sink your mana into [[Chandra's Regulator]], but if you have any to spare, you could use it to proliferate.

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Posted 29 September 2021 at 06:52 as a comment on Chandra Tribal

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Finally was able to run some more test against my benchmark decks (MBC, stompy, mill and life gain/ drain), where the deck simply behaved to slow. It lacks power, and the only good thing is that you keep some of this power when [[Spiteful Squad]] or [[Star Pupil]] get killed...but not if they are the last of your creatures.

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Posted 28 September 2021 at 11:04 in reply to #642112 on W/B Pauper: Spiteful Squad

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Testing is done. Sadly, the combination of [[Eager First-Year]] and [[Ground Rift]] is good...but happens way to few times. The deck wins either in one big rush, or goes down trying to. I did some changes, like removing [[Akroan Crusader]] (maybe a 2/2 split with [[Lagonna-Band Trailblazer]]) and adding [[Homestead Courage]] instead.
All in all it's not that powerful, sure it sometimes can surprise opponents, but there are many decks able of doing so.

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Posted 28 September 2021 at 10:54 in reply to #642859 on W/R Pauper: Spellslinger Storm

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+1
24 Mountains seem to bee too much for a RDW, 20 should be enough.
Some suggestions, for when you want to update/ upgrade your deck
What about things like [[Guttersnipe]] and [[Firebrand Archer]]?
[[Blisterspit Gremlin]] could replace [[Prodigal Pyromancer]] or [[Nettle Drone]].
[[Skewer the Critics]] would be another [[Lightning Bolt]]-like spell. [[Searing Blaze]] or [[Searing Blood]] would be able to get rid of a creature and deal some damage to your opponent.
[[Magma Jet]] to add a little draw-control and [[Risk Factor]] or [[Tormenting Voice]] to add some draw, so you don't run out of gas?
[[Stoke the Flames]] as you can tap your creatures and most of the will untap due to playing a red spell (at least that what you aim for]]
[[Seismic Strike99 as finisher.

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Posted 18 September 2021 at 07:29 as a comment on Red Fury

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OK, the comment on [[Rhox Faithmender]] was more meant as a joke, and not to remove him.
[[Boon Reflection]] would at least look like a cleric-card, even if it's an enchantment.

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Posted 09 September 2021 at 16:36 in reply to #643674 on cleric burn

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Then you would have to get rid of [[Rhox Faithmender]] too, because he's a monk ;)
[[Doubtless One]], [[Vile Deacon]], [[Profane Prayers]] and just came to my mind (for no other reason than being clerics or cleric-related spells)

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Posted 09 September 2021 at 07:40 in reply to #643674 on cleric burn

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110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.

Don't worry, I would have confused it also.

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Posted 07 September 2021 at 08:49 in reply to #641876 on Crabby Mill Deck

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As for the green cards, you have [[Acidic Slime]], which is interesting sideboard material, because you can remove lands with it. [[Chevill, Bane of Monsters]] can even remove planeswalkers and has a carddraw ability. [[Deadly Recluse]] against flying. [[Narnam Renegade]] and [[Wasteland Viper]] are a solid cmc1 creatures.

The advantage when strapping a [[Heart-Piercer Bow]] onto [[Typhoid Rats]] and attacking with it is that you might take out 2 creatures or take out 1 creature and deal 1 damage. The 10 damage by turn 4 or 5 do have to be dealt by something ;)

Depending on the information I get out of [[Thoughtseize]] or [[Duress]] I would not use [[Dash Hopes]] on creatures, because you have removal that can act each turn (even more often than once, if you have the mana to equip [[Viridian Longbow]] to another creature). At least not at the first creature, you opponent plays on his turn, because that will be a distraction.

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Posted 06 September 2021 at 12:49 in reply to #643732 on Poison/Creatures?

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Time has changed, rarely do people take the time to do such things any more (or even bother to follow the link and read the darn thing). I also get rather frustrated when writing a text as comment and never get any reply or reaction onto it. So basically I'm happy if the person reacts and add a descriptions, that's more than "Ramp and kill your opponent" for green, "Remove and kill" for black, and so on.

But you asked for it, and so here it is:
https://www.mtgvault.com/muktol/decks/why-you-should-add-description/

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Posted 06 September 2021 at 11:29 in reply to #643734 on GW Slivers

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A deck- and how-to-play description would be a nice addition.

Suggestions:
[[Hive Stirrings]], [[Ram Through]], [[Horned Sliver]]

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Posted 06 September 2021 at 07:26 as a comment on GW Slivers

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And then [[Arena of the Ancients]] hits the battlefield ;)

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Posted 06 September 2021 at 07:22 as a comment on How Did I Not Know About This

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Personally I would reduce the variety of your creatures a little bit and streamline the deck. I know that these changes are drasctical, but I would do the following:
-1 [[Blood Artist]] ... your main strategy is to ping your opponents creatures to death, either use him 4-8 times, or not at all.
-1 [[Grave Titan]] ... big creature that gives you 2 zombie token...which you don't profit at all in this deck.
-2 [[Leaden Myr]] ... doesn't ramp, doesn't have deathtouch, so I don't see the reason for these in the deck.
+ 2-3 [[Graveblade Marauder]] ... getting creatures in your own graveyard shouldn't be too hard with a high number of 1/1's. You could even use sacrifice cards: [[Lampad of Death's Vigil]] (Needs mana), [[Altar of Dementia]], [[Spawning Pit]], [[Feaster of Fools]] or [[Tar Fiend]]
+ 0-1 [[Snow-Covered Swamp]]
-1 [[Paragon of Open Graves]] ... most of your creatures allready have deathtouch, and you can get the +1/+1 effect cheaper.
+1 [[Bad Moon]] ... just be ready to switch this for something else, when you fight another black deck.

[[Wrench Mind]] is OK, but I would rather use a discard-card that let's you decide what gets discarded as this also gives you informations on your opponents hand. [[Thoughtseize]] or [[Duress]] would be worth looking at.

What are you afraid of to use [[Dash Hopes]]?

There are some alternatives (or expansions) to [[Pathway Arrows]], which you don't have to pay for, to deal damage: [[Heart-Piercer Bow]], [[Sorcerer's Wand]] and [[Viridian Longbow]], the all-time favourite for such ping decks.

Another option would be the addition of green, to add things like [[Fynn, the Fangbearer]]

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Posted 06 September 2021 at 07:19 as a comment on Poison/Creatures?

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+1
Personally I would use [[Soul Warden]] over [[Cathedral Sanctifier]] and 4 [[Ancestor's Prophet]] seem to be too much, 3 would be enough for me.
[[Cleric of Life's Bond]] or [[Bloodthirsty Aerialist]] could also be worth a look. [[Resplendent Angel]] could be used instead of [[Archfiend's Vessel]]+[[Acrobatic Maneuver]]

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Posted 01 September 2021 at 10:34 as a comment on cleric burn

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