For multiplayer games, if you've got the budget, I would recommend "Ghostly Prison". If you feel the need to protect a creature (or any other permanent) "Indestructibility" could also be worth a look. "Shielded by Faith" costs one mana less to play but is only printed for the commander series and thus not modern legal. Don't know if this might be a point. Last "Helm of the Gods" might be an option to give this deck "Ethereal Armor" number 5-8 and a little more power. As for any late-game opponents with a strong (creature) defense: "Spirit Mantle" allows you to simply bypass defending creatures so I don't see a too big problem there.
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I see some dangerous parts in this deck:First you might have to mulligan some time to get a creature on your hand. I wouldn't bet my money on getting a creature when you have 8 cards out of 64 (60 would be better but that's another thing) . A 'normal' enchantment deck uses fast, hexproof, green creatures ("Gladecover Scout", "Silhana Ledgewalker", "Slippery Bogle") to overwhelm it's opponent very fast. Turn 6-7 is anything but fast to me, that would be Turn 3-5. You can stall him with your control enchantments but if he manages to play one good creature you can't enchant in time then you're in trouble. Which brings me to the second Problem. The only 'protection' your creature gets against your opponents removal is "Hyena Umbra"...if you draw it. From my experience, if you loose your main attacking creature in such a deck it will be rather hard to come back into play. The question is what do you want this deck to be? Fast or slow control and finish with angels? If you want it to be fast(er) remove (or sideboard) 4 "Sigil of the Empty Throne", 4 "Seraph Sanctuary", 1 "Emeria, the Sky Ruin", 2 "Archangel's Light" (total of 11). Those are all rather lategame or sideboard cards. If you need more creatures take a look at "Eidolon of Countless Battles" (potentially lethal but expensive) or "Elite Vanguard" (fast, simple, but effective)Some suggestions for enchantments:"Call to Serve", "Cowed by Wisdom", "Murder Investigation", "Prison Term", "Nimbus Wings" GreetingsMuktol
I used this deck's idea and built my own version of it. Im using 3 "Fists of Ironwood" to get some tokens and trample for "Akroan Crusader" and 2 "Dragon Fodder".I'm also using "Commune with the Gods" instead of "Vessel of Nascency" as it does nearly the same (search for key elements of your plan: creatures an enchantments) but diggs one card deeper and sosts 1 mana less to play. I haven't tested my deck so far so this is theoretical stuff.
*like*I would perhaps cut "Caravan Vigil" / "Explore" if you don't need the ramp/ manafix/ cantripOn the creature side you might take a look at "Mogg War Marshal"What about "Fists of Ironwood" ?GreetingsMuktol
According to the English wiki (https://en.wikipedia.org/wiki/Magic:_The_Gathering_Online#Card_sets_available) Conspiracy was never released on MTGO and thus cards from this set are not pauper legal. So you will need a replacement for "Grenzo's Cutthroat".Some suggestions;Caterwauling Boggart, Goblin Lookout, Mogg War MarshalDragon Fodder, Krenko's Command, Banners Raised, Trumpet Blast, Dangerous WagerRaid BombardmentGreetingsMuktol
Just remember that copy-effects, like "Izzet Guildmage", won't count for effects like "Guttersnipe" as those spells aren't cast but simply put on the stack.GreetingsMuktol
+1Just remember that using "Pyromancer's Goggles" to copy a spell won't trigger "Stormchaser Mage" prowess nor "Young Pyromancer" ability as copy's aren't cast. GreetingsMuktol
From the cards you're using here I'm guessing that you want to keep it budget. There is a simple answer on how to further discard your opponent when you have run out of fuel: "Scepter of Fugue" (or adding some carddraw)You could also consider using "Wistful Thinking" for lategame discard. GreetingsMuktol
I have to admit that I don't know the standard meta to well but these are the changes I would do:Remove Convicted Killer, Quilled Wolf and Gatstaf Arsonists to get 3 "Arlinn Kord" and 4 "Village Messenger" into the deck. Until end of 2016 Dragons of Tarkir is standard legal which would give you access to e.g. Collected Company and Atarka's Command. Hermit of the Natterknolls is at least sideboard material. GreetingsMuktol
Some changes I would do, if it would be my deck:-2 Gatstaf Shepherd ... when Full Moon's Rise hits the board or Breakneck Rider (see below) hits the board all your creatures have trample, so a single creature with intimidate won't make the big difference. -1 Geier Reach Bandit ...you don't need him more than once on the battlefield and you don't need him on your starting hand so 3 would be the perfect number. -2 Huntmaster of the Fells ...he has an anti-synergy with Immerwolf. Huntsmaster is best used in decks where he can transform back and forth all the time which is exactly what we don't want in a werewolf deck. -2 Wolfbitten Captive ...Reckless Waif and Village Messenger are strong cc1 spells and you generally don't want to pay (and often enough won't have enough) mana to activate his ability continuously. - 1-2 Moonmist ...1-3 Moonmist should be enough. It can be a nice bonus prevent combat damage from non-werewolf creatures but to get your humans transformed it's often simpler to keep your feet still an don't play a spell on your turn. +1 Kruin Outlaw ...if there is a more aggressive werewolf I don't know it. Especially with the pump from Mayor of Avabruck, Immerwolf and Full Moon's Rise+2 Mayor of Avabruck ...you always want at least one of those on the battlefield and your opponent will almost always target it with is removal. So 4 copies are set to get some more on your hand. Some further suggestions:"Breakneck Rider" is a cc3 creature that, when transformed, provides your attacking creatures with +1/+0 and trample. 3-4 can be played. If you want to add some cc4 spells try "Instigator Gang" (budget) or "Collected Company". The Gang gives a +1/+0 (+3/+0 when transformed) bonus to all your attacking creatures. Collected Company allows you to look at the top 6 cards any put 2 cc3 creatures on the battlefield!Another interesting card would be "Vines of Vast" or "Ranger's Guile" to get some protection from your opponents removal spells. GreetingsMuktol
@ mtgblackman: If you now, or think how to know, how to make a deck better then say it, otherwise such comment's won't help anyone. As for the deck: I would remove "Shriekgeist" to get some evasive spells, like "Artful Dodge", into this deck. "Dimir Cutpurse" or "Wight of Precinct Six" won't have much effect if they are stopped by a simple 1/1. When working with discard "Dream Salvage" could be worth a look, though it might need some explanation on the difference between mill and discard, for a new player. Some further suggestions:Augur of Bolas, Memory Sluice, Far // AwayGreetingsMuktol
I would use some other high mana-cost cards to get the maximum effect out of Gray Merchant of Asphodel:Dark Prophecy, Geralf's Messenger, Phyrexian Obliterator, Umbra Stalker, Sorin MarkovAlso think to get some low-cost cards (especially creatures) that can protect you against aggressive decks or put early pressure on your opponent. Something like Black Knight, Gatekeeper of Malakir (kicked he can also remove an opponents creature), Vampire Hexmage (very good against your opponents planeswalkers) or Mogis's Marauder (for the aggressive play)Just for Info: The tokens generated with Empty the Pits don't count for the devotion. A short deck description, how to play and some deck-tags would also be fine and help others to find decks they are searching for. GreetingsMuktol
I would sideboard Daybreak Ranger because when your werewolf's are transformed they normally don't need the removal and when not he can only remove flyers...rather situational. Furthermore I would change some numbers here (If it where my deck):-1 Instigator Gang and +1 Kruin Outlaw ...you don't want to draw the Gang from the beginning because of it's cc4 while the Outlaw is one of your best beaters in this deck-1 Full Moon's Rise and - 1-2 Howlpack Resurgence ...those enchantments are mainly to give your werewolfe's trample (and emergency regeneration) so not to many of them are needed. + 2-3 Reckless Waif ...some low cc werewolf to put some early pressure on your opponent. A short deck description, how to play and some tags would be fine. GreetingsMuktol
I would sideboard Hermit of the Natterknolls (and/ or Silverfur Partisan). The Hermit can be used against e.g. blue control decks. Other decks will simply play their removal (and that's what normally counts) on their own turn. The free slots could be filled up with Immerwolf or any other fitting card.The problem with Immerwolf is that he has an anti-synergy with Huntmaster of the Fells. The Huntmaster needs to flip as often as possible which is prevented by the Wolf. Also the Huntsmaster with it's cc4 cant be played using Collected Company.A short deck description and how to play would be fine. GreetingsMuktol
Normally each card in your deck should be important for your strategy. Variation and spread vs. continuity and stable play. Also you're using some cards that are situational and should be put into the sideboard rather than mainboardI would sideboard/ remove:Afflicted Deserter ...against decks that use ArtifactsDaybreak Ranger ... use against decks with flying creatures. If you get your werewolf's transformed then the game should be over rather quickly and one removal more ore less won't make the differenceHermit of the Natterknolls ...use against control, each other deck will simply play it's removal on it's own turn. Sage of Ancient Lore ...needs some support via carddraw. Ulvenwald Mystics ...there are better werewolf's out there. If you want to have some even variation try to build a commander deck with werewolves.
*like*I would change from Gatstaf Shepherd to Kruin Outlaw. Will slightly change your mana-curve but if there is any better/ aggressive werewolf I don't know it. Another sideboard option could be Atarka's Command as it's very flexible. GreetingsMuktol
I guess that these are the cards available to you, or is there any other reason that you're using most of the werewolf's only as 1-offs?GreetingsMuktol
Personally I would remove Death Ward (at the Moment you don't have any means of casting it) and Gurmag Angler. Archaeomancer and/ or Augur of Bolas could replace the Angler. Chronic Flooding could be an alternative to Curse of the Bloody Tome. Lower mana-costs and higher mill vs. the chance of your opponent playing around it by simply not using the enchanted land. Some further suggestions, based on my own (modern) pauper mill deck (http://www.mtgvault.com/muktol/decks/ub-pauper-mill/)Horrifying Revel, Memory Sluice, Pilfered Plans, Thought ScourGreetingsMuktol
Mentor of the Meek has a triggered ability while Honor of the Pure has a static ability that applies from the moment a white creature is on the battlefield. So e.g. with 2 Honor the Pure your 1/1s will enter as 3/3s thus not triggering Mentor. I know that the layer system describes this very accurate (that's what it was made for at last) but I'm not really an expert on the different layers and it's interactions.
Just be aware that Honor of the Pure will render Mentor of the Meek nearly useless. If you want to boost your creatures P/T one-time effects like Marshaling Cry, Break of Day, Selfless Cathar, Goldnight Commander or Inspiring Captain might be suited better for you. Some further suggestions:Kazandu Blademaster instead of Elite Inquisitor...same P/T and ability's but the Blademaster can only get stronger the longer the game goes while the Inquisitor will stay always the same. Brave the Elements, Emerge Unscathed...my own human deck relies on single, buffed up, creatures to finish the opponent so Emerge Unscathed is the better choice for me mainboard. If you're using swarm-techniques Brave the Elements will be the better one for you. A short deck description and how to play would be fine. GreetingsMuktol
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