Muktol

235 Decks, 1,767 Comments, 724 Reputation

The problem with auras and creatures that don't have hexproof from the beginning is that, if it get shot away, your opponent will always gain card advantage as he will loose one card where you will loose more. I would also try to focus on a few less different auras so that you increase the chance of drawing the ones that you need. Another option could be to include some tutors, or more draw, to search for the right cards.

There are also some 'standard' enchantments that many G/W (budget) enchantment deck runs that you should take a look at:
Hyena Umbra, Snake Umbra, Spider Umbra ...these not only buff your creature but also make it harder for your opponent to remove them thanks to the Totem Armor ability. Wont help against -x/-x spells but every 'destroy creature' spell will have e hard(er) time.
Helm of the Gods ...Basically Ethereal Armor number 5-8 with the advantage of not loosing the card when your opponent manages to remove its bearer.

Greetings
Muktol

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Posted 29 September 2016 at 20:39 as a comment on The Enchanted Skyguard

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Some support and mill cards:
Augur of Bolas (0,25$/card); cc2; 1/3; When Augur of Bolas enters the battlefield, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand.
Chronic Flooding (0,25$/card); cc2; enchantment; Whenever enchanted land becomes tapped, its controller puts the top three cards of his or her library into his or her graveyard. A little bit situational, especially when plaing against a ramp deck but can slow your opponents play.
Archaeomancer (0,25$/card); cc4; 1/2; When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand. Great to recycle a card already used.
Dream Twist (0,19$/card); cc1; cc2 flashback; Target player puts the top three cards of his or her library into his or her graveyard. If you run out of handcards this can at least mill something so that you don't have to sit and wait.
Breaking // Entering (0,70$/card); cc2 (forget about the Entering part); Target player puts the top eight cards of his or her library into his or her graveyard.
Pilfered Plans (0,15$/card); cc3; Target player puts the top two cards of his or her library into his or her graveyard. Draw two cards. Mill a little bit and draw new ammunition.
Shriekhorn (0,18$/card); cc1; artifact; Shriekhorn mills 6 cards over 3 turns for 1 mana.
Increasing Confusion (1,49$/card, expensive but worth it) Target player puts the top X cards of his or her library into his or her graveyard. If Increasing Confusion was cast from a graveyard, that player puts twice that many cards into his or her graveyard instead. I would only play 2-3 of these.
Horrifying Revelation (0,15$/card); cc1; Target player discards a card, then puts the top card of his or her library into his or her graveyard. Combines control with a little mill.

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Posted 29 September 2016 at 18:10 in reply to #590567 on Milling Like a Virgin (Budget)

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I would replace with some other mill card as it will be very hard to use that Conspire effect, and without it there are better mill cards.
You should also have something that allows you to mill your opponent when you don't have any handcards left, or only draw lands for some turns. A good option would be "Nephalia Drownyard", "Grindclock " or "Millstone".

Greeting
Muktol

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Posted 29 September 2016 at 06:32 as a comment on Milling Like a Virgin (Budget)

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You could try "Center Soul" instead of "Apostle's Blessing". Costs the same (if you don't pay 2 life instead of {W}) but has the advantage of Rebound, which allows you to protect a creature on one turn and make it unblockable the next one. Though it might be a little dangerous with all those enchantments, depending which colours you play against.
"Adventuring Gear" could also be an option, especially when using "Evolving Wilds"/ "Terramorphic Expanse"

Greetings
Muktol

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Posted 29 September 2016 at 06:19 as a comment on Pauper: Orzhov Infect

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Yeah, that's always the hard part.
You could up the number of the Hydra to 4 and lower Worldspine Wurm by 1 (or 2 if you want to test Primalcrux) as the Hydra should allow you to search half your library for any of those cards.
Another option would be to switch the Hydra for Primalcrux tough the Hydra if you feel that you don't really need the 'tutor' effect from the Hydra.

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Posted 27 September 2016 at 08:32 in reply to #590463 on Devotion to the Forest

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+1
Personally I really love "Primalcrux" for monoG decks, even better Devotion Decks. Tough his ability is named Chroma it's basically the same as Devotion. A card that would work very good with Primalcrux would be "Khalni Hydra".
"Kalonian Tusker" could be replaced with "Leatherback Baloth" if you want some more cards with cc3, or with "Garruk's Companion" when you need some more trample.

Greetings
Muktol

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Posted 27 September 2016 at 08:15 as a comment on Devotion to the Forest

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You could take a look at "Megrim". It's normally "Liliana's Caress" number 5-8, though more expensive to play and the effect makes it slightly weaker than the original. The same is true for "The Rack" but it has a different mechanic and requires your opponent to loose nearly all his handcards, which can be a different thing when playing with "Jace Beleren" or "Master of the Feast"
"Scepter of Fugue" could also be an option as it lets you discard your opponent if you don't have any more handcards.

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Posted 27 September 2016 at 08:08 in reply to #590391 on Discard, Draw, Die (Help!)

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I think what you are looking for would be an U/B or R/B 8-Rack deck. Normally those decks are creatureless and the question is if that's what you want in the end.
Also legality is a big questions. Where do you want to play this deck?

Greetings
Muktol

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Posted 26 September 2016 at 06:45 as a comment on Discard, Draw, Die (Help!)

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A deck- and how to play description would be fine.
I would either remove "Kederekt Parasite" or try to get another (or two) red permanents into this deck. Having only "Spiteful Visions" will require a lot of luck to have both cards out at the same time. And I would guess that you would rather use the carddraw on your opponent than yourself.

Further suggestions:
Collective Defiance, Teferi's Puzzle Box, Molten Psyche

Greetings
Muktol

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Posted 23 September 2016 at 08:18 as a comment on OWN: Burning Cards

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An infect deck that is out of the box. Nevertheless a deck- and how to play decsription would be nice.
The problem I see here is that you only have 2 (more or less expensive) creatures that have infect from the beginning and "Grafted Exoskeleton" to give infect to your other creatures. Through that your creatures will (possibly) deal damage until you can play one of those infect creatures or your equipment. Extreme example: You have your opponent down to 1 HP, one creature with infect and one without on the board. If your opponent now manages to remove the creature without infect wou will have to deal 10 additional damage to defeat your opponent. I thus would at last add "Ichorclaw Myr" as it's fast, can do a some damage early on, and is rather hard to remove with other creatures.
"Flame Slash" would be a cheaper version of "Mizzium Mortars".

Greetings
Muktol

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Posted 19 September 2016 at 20:24 as a comment on Mono-Red Infect

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+1 for this idea. I had a good laught reading the description and then the cards.

Some cards that would fit the theme and idea:
Driver of the Dead, Bloodflow Connoisseur, Child of Night (Tough the 'child' might be innapropriate), Slate Street Ruffian
Sign in Blood, Bump in the Night, Dead Weight, Victim of Night

Greetings
Muktol

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Posted 19 September 2016 at 20:10 as a comment on Pauper Mafia

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Also ich würde dier statt "Myr Moonvessel" zu einem "Etherium Sculptor" raten.
Außerdem "Spire Serpent" nur 2-3x, auf keinen Fall 4x. Du willst diese Karte ja nicht von Beginn an auf der Hand haben, wo du sie noch nicht spielen kannst.
"Irradiate" könnte man durch "Tragic Slip" ersetzen, der wird in den meisten Fallen das gleiche machen nur billiger. Um wirklich große Kreaturen loszuwerden musst Du halt warten bis etwas anderes gestorben ist, z.B. einen "Myr Sire" als Blocker irgendwo dazwischen werfen und danach "Tragic Slip" raushauen.
"Thoughtcast" wäre eine Karte die noch zu überlegen ware, ich würde eventuell die Anzahl an Ländern auf 20 reduzieren um das 3-4 Mal einbauen zu können.
Für das Sideboard waren dann ein paar Counterspells praktisch weil du sicher sein kannst das dein Gegner alles was er an Anti-Artefakt Zaubern hat nach dem ersten Spiel reinnimmt. Da schaue ich dann ncoh was passend wäre. Selbst kann man auf jeden Fall auch etwas Artefakt/ Verzauberungs-Hate im Sideboard haben, das ist nie schlecht. Den rest müssen wir dann nach den ersten Spielen schauen.

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Posted 19 September 2016 at 11:22 as a comment on Pauper Myr

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Personally I wouldn't use mor than 2 (x4) of creatures like "Kor Duelist" that need to be equipped to be effective. In this case I would remove/ sideboard "Sunspear Shikari" to add somethig like "Ardent Recruit" or "Auriok Sunchaser".
"Condemn" could be replaced with "Dispatch" as it can hit every creature, not only attacking ones and exiles them, that's if you have 3+ artifacts on the field which should be an easy task.

Some further suggestions for artifacts and equipments:
Bone Saw ...cc0; equip 1; Equipped creature gets +1/+0
Cranial Plating ...cc2; Equip 1; Equipped creature gets +1/+0 for each artifact you control
Shuko ...cc1; equip 0; equipped creature gets +1/+0
Ornithopter cc0; 0/2; flying; artifact creature that increases your artifact-count and can do some serious damage when equipped with something.

Greetings
Muktol

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Posted 18 September 2016 at 20:32 as a comment on Mono white equipment

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+1
The 'standard' combo-piece with "Dark Depths" would be "Thespian's Stage". I would add it, at least as backup-plan if your Hexmage get's discarded.

Greetings
Muktol

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Posted 14 September 2016 at 11:49 as a comment on Dark Hex Depths

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Lands do count as permanents but their colorless. I think the rule that would have to be applied here would be 202. Mana Cost and Color:
202.1b Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule 117.6). Note that lands are played without paying any costs (see rule 305, “Lands”)
and
202.2b Objects with no colored mana symbols in their mana costs are colorless.

"Shah of Naar Isle" might be an option tough it's rulings says 'may draw a card'. On teh other hand you would get a good defender (or attacker) for a very cheap price. "Fate Unraveler" Could be added as black creature.

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Posted 09 September 2016 at 16:37 in reply to #589545 on Death Artist (get it?)

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Thanks for looking at this. I think I looked at the deck you mentioned while building my own version :)
I knew of "Sprout Swarm" (and it's buyback+ convoke ability) as I had to play against a modern G/W token deck on a local tournament...it was horrible. How many copies would you include, 2 or 3? On the one hand you don't want to have 2 of them in your hand, on the other hand you want to draw this spell (once) on each game you play.
"Midnight Guar" seems to be THE combo-piece in pauper. I made this deck, and the pauper tournament, to help a friend with his deck-building. He prefers slow and complex decks that often enough lack a possibility to win a game. Some of his most-played cards would be "Deadly Allure", "Undying Evil" and, if possible, "Redirect" on the same deck and in the same turn. Thus I tried to 'force' him into pauper as many of those complex cards shouldn't be available there. His deck will stay slow nevertheless and thus I don't want to include an endless combo, which might take the fun out of it.
In the end I did/ will do the following changes:
Add 2 "Presence of Gond" instead of 2 "Captain's Call"
Add 3 "Sigil of the Nayan Gods" to the sideboard.

To add "Sprout Swarm" I will have to see what cards I want to remove, probably 1 "Triplicate Spirits", 1 "Veteran Armorer" and perhaps sideboard 1 "Spare from Evil"...depending on the number I want to add.

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Posted 09 September 2016 at 11:47 in reply to #589577 on W/G Pauper: Life Gain

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You will need some more red permanents to activate Kederekt Parasite's ability, at the moment your only red permanent is Chandra Ablaze.
The self-damage is to be considered but depends on the situation you're in. If you play against an aggressive deck then it can be lethal for you but if you manage to get some of your other 'opponent receives damage when draw' effect cards out then your opponent should die faster than you.
The only danger I see with this method is that you give your opponent a hell of a lot cards to play with, even it is only for one turn. So the chances are high that you will be up against the best parts of his deck, if he has the mana to play them (which is also quite high because he also will draw a lot of cards).

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Posted 09 September 2016 at 08:12 in reply to #589545 on Death Artist (get it?)

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I didn't add Rancor because I'm not entirely sure if it is modern pauper legal. It was originally printed in Urza's Legacy as common and then in 2 editions that where out of the box. Duel Decks: Garruk vs. Liliana, Archenemy and Planechase. After that Rancor was only reprinted as uncommon.
I will have to ask our local judge if he can determine the legality for pauper of those 3 releases.

If it would be legal I would remove 2 "Giant Growth" and perhaps 1 "Phytoburst" to add 3 "Rancor"

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Posted 09 September 2016 at 08:03 in reply to #589570 on monoG Pauper: Stompy

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+1
"Spiteful Visions" is modern legal and would help to activate the ability of "Kederekt Parasite".
I would perhaps trade "Curse of the Pierced " for some removal spell ("Doom Blade", "Go for the Throat", "Lightning Bolt") to have something in your hand when your opponent manages to lay down a (creature) thread. "Collective Defiance" could be a great card as it allows you to damage your opponent or one of his creatures in addition to force him into drawing 3 cards.

Greetings
Muktol

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Posted 08 September 2016 at 19:55 as a comment on Death Artist (get it?)

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"Stormchaser Mage" looking good, though I will try a split first. Don't know if I ever come to test this deck, depends a lot upon a friend (for whom I did built this). If he likes it, it will get tested, if not, it's another deck from my list that vanishes and never saw play.
This is also the reason why I didn't include "Thing in the Ice" as I simply don't know how high his budget would be. At the moment I'll sideboard 2 cards not to forget it.

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Posted 05 September 2016 at 15:35 in reply to #589325 on U/R Standard: Spellslinger 1

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