Muktol

235 Decks, 1,767 Comments, 724 Reputation

Changed the number of "Mercurial Geists" to 4 and "Curious Homunculus" to 4. The reason I was running only 3 of him was that I first didn't have "Broken Concentration" in the deck. With 'only' 10 spells (now 13) his mana could be used to play I didn't want to have to many of him on my hand or (untransformed) on the battlefield.
No particular reason, I only could stutter something about 'keeping it standard as long as possible', but new editions also bring new cards and options so this should be no reason. What cards where you thinking of?

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Posted 05 September 2016 at 14:49 in reply to #589325 on U/R Standard: Spellslinger 1

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http://www.mtgvault.com/muktol/decks/gw-tribal-angel/
If you're looking for decks from a certain user just click on his name and search in the appropriate deck-tag (if he has used any on his decks), this will filter the list to the according deck-type/ tags.

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Posted 05 September 2016 at 06:45 in reply to #585893 on G/W Angel Ramp

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That's the main problem with combo decks. They're great for tournaments but playing them against friends is on the same level as discard, land descruction or mill. If you're lucky they let you try it out once. But if they see that it's a reliable combo that win's you the game and they can't do anything against it then it won't get a second time.
Personally I play such decks only using proxis as I simply do't want to invest time and money in something I cant play with my friends.
One of the reasons I have dismantled my burn, infect and mill decks.

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Posted 01 September 2016 at 19:46 in reply to #588701 on Vamp Life

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+1
I would trade "Lightning Greaves" for "Swiftfoot Boots". They cost {1} more to equip but don't have the drawback of shroud and also give haste. Another card that really loves a high number of artifacts would be "Cranial Plating", personally I would sideboard/ remove "Mortarpod" for it.

Greetings
Muktol

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Posted 31 August 2016 at 08:23 as a comment on TheWeeklyBrew: Puresteel

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Personally I'm no big fan of decks that miss a legality by 1 or 2 cards. It happens often enough that you want to take your deck to a local tournament and can't because of those 1-2 cards which can be really sad. You have to take another deck, perhaps one that you aren't used to, play with it and don't have fun on a event that's all about fun.

Some suggestions
Viscera Seer ...cc1, 1/1. If you don't have the mana to use "Kalastria Highborn" ability (which can happen rather fast in aggressive decks) this guy allows you to still make use of doomed creatures.
Vampire Hexmage ...cc3, 2/1 first strike. First strike is a rare gift among black cards but his second ability allows you to remove planeswalkers and counter-based creatures in an instant!
Tragic Slip ...cc1, target creature gets -1/-1. If a creature died this turn it gets -13/-13 instead!
Dismember ...cc3, target creature gets -5/-5. Can be casted for {1} and 4 life in an emergency situation.

Greetings
Muktol

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Posted 29 August 2016 at 18:07 as a comment on Vampires

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I would sideboard "Elvish Lyrist" or trade it for something that can preferably hit both artifacts and enchantments and has flashback.
"Gyre Sage" can be removed, you will normally be better off with 2 additional "Elvish Archdruid"
"Thornweald Archer" could be traded for "Talara's Battalion" or "Wren's Run Vanquisher".
If you're up for elvish warriors then I can recommend "Bramblewood Paragon"
"Nissa Revane" would be the planeswalker if you really mean elvish business.

Greetings
Muktol

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Posted 29 August 2016 at 17:55 as a comment on Elf insanity!

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A deck- and how to play description would be fine.

I would trade some of the more expensive cards you have for something that helps to keeps you alive until turn 5+ (that's if you manage to play a land every turn for 5 turns, draw some sample hands and see how often this occurs. ). Cards like "Vampire Nighthawk", other cards with deathtouch, lifelink or aggressive defenders can do a real good job here.

I would trade "Blood Reckoning" for something that helps you early on and is able to deal 1 damage point later on to start your combo. A perfect card here would be "Sign in Blood" as it's able to draw you cards but can also target your opponent to deal damage.

"Dead Weight" could be traded for "Tragic Slip", "Sinister Concoction" for "Doom Blade" or "Go for the Throat"

Greetings
Muktol

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Posted 29 August 2016 at 17:45 as a comment on infinite life gain+life loss

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+1 if you add a proper deck- and how to play description.
I would change from 4 "Goblin Assault" and 2 "Goblin Rabblemaster" to a 2/4 as the Rabblemaster is the more aggressive and dangerous card. He is easier to remove, yes, but every removal that hit's him prevents it from hitting your other key creatures (which I would rank higher than the Rabblemaster)
A card that I advice every goblin token deck is "Mogg War Marshal". 2 mana for 3 counters on "Quest for the Goblin Lord" or 3 damage via "Impact Tremors"/ "Purphoros, God of the Forge" AND 2 tokens is very good.
A sideboard option if you play against removal heavy decks could be "Boggart Shenanigans" which converts dying goblins into damage.

Some further suggestions:
Goblin Bushwhacker (Mass pump), Legion Loyalist (Trample), Foundry Street Denizen, Massive Raid (Finisher)

Greetings
Muktol

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Posted 29 August 2016 at 17:30 as a comment on Goblins

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The suggestions I'm going to make would lead this deck further away from 'nearly' standard legal but you can at last look ;) . The main thought behind those cards was survivability until you get your "Silverfur Partisan"/ "Zada, Hedron Grinder" out. ccX = Converted Manacosts X
Young Wolf ...cc1, 1/1 undying. A creature no opponent want to block or shoot away because it get's only stronger.
Wolfir Avenger ...cc3, 3/3, flash (can be played as instant), regenerate for {1}{G}. The regenerate ability should keep this one alive and it can be used as surprising-blocker due to it's flash ability.
Witchstalker ...cc3, 3/3, hexproof. Has the ability to grow stronger when playing against blue or black decks.
Ulvenwald Captive ...cc2, 1/2, tap to add {G} to your mana-pool. Helps to ramp a little bit
Scorned Villager ...cc2, 1/1, tap to add {G} to your mana-pool. Like Ulvenwald Captive but when transformed you get {G}{G} out of her ability.
Timberpack Wolf ...cc2, 1/1, Gets +1/+1 for each other creature you control named Timberpack Wolf. Can only grow stronger with time.
Scourge Wolf ...cc2, 2/2, first strike. Firs strike is a rare gift among wolfes and shouldn't be underestimated.
Pyreheart Wolf ...cc3, 1/1, Undying, When Pyreheart Wolf attacks, each creature you control can't be blocked this turn except by two or more creatures. A finisher that allows your token army to safely attack.
Kruin Outlaw ...cc3, 2/2, firs strike, 3/3 and double strike when transformed. Simple and brutal.
Collected Company ...cc4, sorcery, Look at the top six cards of your library. Put up to two creature cards with converted mana cost 3 or less from among them onto the battlefield. Can put most of your creatures on the battlefield. The Only one it doesn't hit would be Zada, Hedron Grinder.
Vines of Vastwood ...cc1, target creature gets hexproof, kicker {G}: target creature also gets +4/+4. A good spell to protect not only your creatures but also hinder your opponent from playing spells on his own (You can target any creature with this spell not only your own)
Ranger's Guile ...cc1, target creature you control gets +1/+0 and hexproof. Vines of Vastwood little brother but not less interesting.
Assault Strobe ...cc1, sorcery, target creature gains double strike until end of turn
Temur Battle Rage ...cc2, instant, target creature gains double strike until end of turn. When you control a creature with power 4+ the target also gets trample.

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Posted 26 August 2016 at 08:26 in reply to #588369 on Where The Woofs?

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+1
Just looked at the oracle text of "Beacon of Immortality" and found this under Rulings:
15.07.2007 Beacon of Immortality’s effect counts as life gain (or life loss, if the life total was negative) for effects that trigger on or replace life gain (or life loss).
So Basically yes. It's an auto kill if you have 10-20 life and your opponent has 20 or less.

The 'standard' combo with "Sanguine Bond" would be "Exquisite Blood" as a single life-loss/ damage is enough to end the game.

Leaving the vampire theme behind would open some other possible cards:
Lone Rider, Serra Ascendant, Vampire Cutthroat, Ajani's Pridemate, Suture Priest

Greetings
Muktol

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Posted 26 August 2016 at 08:03 as a comment on Vamp Life

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A deck and how to play description would be fine.
You could use "Mwonvuli Beast Tracker" to search for "Silhana Ledgewalker" or "Talara's Battalion" and "Troll Ascetic" (the last can be searched because the wording was changed to 'Hexproof' in a newer edition)
"Rancor" might also be an option for this deck. A card that I really learned to love is "Vines of Vastwood" as it lets you do some neat combat trickst not only with your but also with your opponents creatures.

Greetings
Muktol

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Posted 25 August 2016 at 06:26 as a comment on Green Pump

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If you mean the tokens you could get with "Devout Invocation" then the question will be which tokens/ creatures you want to tap for it's effect. You play the spell and can tap any number of creatures you control to get some 4/4 flying angel tokens. But without any creatures in your deck this is impossible.

Greetings
Muktol

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Posted 24 August 2016 at 18:37 in reply to #588498 on life gain (no creatures)

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+1
I did a few testgames with "Arlinn Kord" in my own werewolf deck and found that she is to slow. Standard yes, this is a slower format, but modern no. "Kruin Outlaw" could be a good replacement for her.
You could also take a look at "Vines of Vastwood" as it allows some neat combat tricks, not only with your but also with your opponents creatures. Some removal like "Lightning Bolt" or any other card that allows you to get rid of really nasty creatures could also be an option. Bolt hast the advantage that you can shoot it at your opponent when needed, the disadvantage is that it can only remove creatures with toughness 3 or less.

Greetings
Muktol

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Posted 24 August 2016 at 09:23 as a comment on Puppies of the Modern World

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A deck and how to play description would be fine.
After that we can start working on the deck

Greetings
Muktol

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Posted 24 August 2016 at 08:20 as a comment on Vampire!

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On the one hand I would throw in 3-4 searchlands like "Evolving Wilds" (or, if you have the budget the painland variants like "Marsh Flats"/ "Polluted Delta ") and some swamps. Then you would carefully have to reduce the other duallands for some duals that produce {B}, something like "Arcane Sanctum" or "Ancient Ziggurat"/ "Holdout Settlement"/ "Mirrodin's Core"/ "Rupture Spire".
But I would really do this in a new deck (simply clone this one and make your changes) to see if it works for you. Drawing some sample hands and seeing what comes after this can also help to evaluate if you have enough black mana.

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Posted 24 August 2016 at 08:18 in reply to #588501 on O Captain! My Captain!

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Why would you want to add "Fog"? Enchantment decks tend to rush their opponent, the only pauper decks I can think of that are able to produce similar fast, strong and potent creatures would be and Izzet-deck with "Kiln Fiend" and perhaps an equipment deck.
If you want to add a spell I would take a look at "Vines of Castwood" as it allows you to do some neat combat tricks, not only with your own but also with your opponents creatures.

Greetings
Muktol

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Posted 23 August 2016 at 18:28 in reply to #588000 on pauper hexproof

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A defender I really love would be "Kaijin of the Vanishing Touch". Not as tough as others but his ability to force one of your opponents creatures back onto his hand can come handy.
Splashing white would allow for some interesting defenders, though it would also make the mana-base more complicated.
"Steel Wall" and "Wall of Tanglecord" would be two strong, colourless, walls.
I would perhaps add some card-draw or some tutors to ensure that you get "Ludevic's Test Subject" into your hand.

Greetings
Muktol

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Posted 23 August 2016 at 18:09 as a comment on Defenders

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My own spirit deck uses "Inquisitor's Flail" to increase it's damage. Flyers are pretty safe up there so the drawback of this card shouldn't be that much of a problem. "Doomed Traveler" could also be a good, early, option. "Long-Forgotten Gohei" could also be interesting, perhaps there are even some good, equivalent, arcane spells out there.
I would remove "Counterspell" for something like "Mana Leak", "Rune Snag" or "Dissipate" as this is the only spell that prevents this deck from being modern legal. I always think that it would be sad if you wanted to take this deck to one of your local tournaments and can't because of one card.
I ultimately would have (I did build it here on the Vault but never with real cards) splashed black into my deck to get access to things like "Dimir Infiltrator", "Nether Traitor" and "Infernal Kirin".

Greetings
Muktol

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Posted 23 August 2016 at 17:57 as a comment on O Captain! My Captain!

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+1
A deck and how to play description would be fine :)
A great card for monoB midrange decks (depending a little bit on the card choices) is "Gray Merchant of Asphodel".
If you want a cheaper version of "Debilitating Injury" take a look at "Dead Weight" or "Tragic Slip" if you need to get rid of stronger creatures.
"Read the Bones", "Sign in Blood" or "Night's Whisper" could be an option to get some carddraw and thus not run out of answers for your opponent.

Greetings
Muktol

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Posted 23 August 2016 at 17:40 as a comment on mono black midrange

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A deck- and how to play description would be good: How fast fast/ slow do you want this deck to be, budget, strategies, and so on. Most werewolf (modern legal, standard might be a different thing) decks I have seen so far try to finish it's opponent rather fast and thus have some different cardchoices. So your thoughts on this would be interesting.

Greetings
Muktol

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Posted 22 August 2016 at 06:46 as a comment on Where The Woofs?

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