Muktol

235 Decks, 1,767 Comments, 724 Reputation

*like*
Just 3 suggestions: Ornithopter, Darksteel Citadel and Etched Champion (you don't need a playset of the champion 1-3 are enough)
If you want to splash another color I would suggest white (metalcraft) or black (Nim Shrieker & Co)

A short deck description and how to play would be fine tough.

Greetings
Muktol

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Posted 27 April 2016 at 07:37 as a comment on Blue artifacts

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"Scepter of Fugue" and "Megrim" might be of interest to you.

Personally I splashed blue (normal would be red or monoB) into my The Rack deck to get access to spells like "Wistful Thinking" and "Careful Consideration"

Greetings
Muktol

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Posted 19 April 2016 at 07:45 as a comment on modern-hyper budget :C

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At last a solid sideboard choice, especially after loosing Collateral Damage.

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Posted 19 April 2016 at 07:32 in reply to #580278 on B/R: Standard Control 04-2016

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I did an update and removed all of the Khans cards.
It can be found under http://www.mtgvault.com/muktol/decks/rb-standard-control-2/

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Posted 18 April 2016 at 06:55 in reply to #578135 on B/R: Standard Control 01-2016

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If you want to make the most out of the Steelshaper then "Leonin Scimitar" or "Golem-Skin Gauntlets" might be interesting. "Inquisitor's Flail" would be a real damage boost though it's dangerous to use without first-/ doublestrike.
"Sylvok Lifestaff" if you're up against a removal heavy deck.

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Posted 07 April 2016 at 18:19 in reply to #579287 on equipment deck thing

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*like*
I would replace/ sideboard "Spidersilk Net" because you don't need reach on every match and there are better equipments to be used for your creatures. "Cranial Plating", "Shuko" or "Swiftfoot Boots" are some good options, if you need some additional carddraw take a look at "Infiltration Lens"
Also "Ornithopter" might be worth a look if you need to bypass your opponents defenses.

Greetings
Muktol

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Posted 07 April 2016 at 06:29 as a comment on equipment deck thing

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*like*
If your budget allows try to add 4 "Bloodghast" and maybe some fetchlands ("Terramorphic Expanse" or something similar).
I would also use "Kalastria Highborn" or "Viscera Seer", at last in the sideboard if you run into a removal-heavy deck. "Vampire Hexmage" is also a great card as it can remove planeswalkers and is a vampire with first strike, a rare gift among monoB.
"Read the Bones" is an alternative to "Sign in Blood" as it allows you to scy 2 and then draw two cards for only {1} more .
You could also use "Blade of the Bloodchief" as you are running enough removals to make it an effective tool.
"Dismember" and "Tragic Slip" are two removals I really like to run in such decks.

Greetings
Muktol

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Posted 24 March 2016 at 08:57 as a comment on Amped Vamps

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I haven't seen a complete list of the new block (Shadows over Innistrad) until now, so it's hard to say what can be replaced with what. A general approach:
Bloodfell Caves ...Replace with any R/B mana source. If there aren't any use something like "Evolving Wilds"
Temur Battle Rage ...Can be replaced with any +X/+Y buff spell.
Collateral Damage ...Loosing a sacrifice outlet and a removal spell will hurt. Will have to see what's more important, the sacrifice option or the removal.
Lose Calm ...The 2 copies could be replaced with "Press into Service" if no other control spells are released.
Hordeling Outburst ...Either add 1 more "Dragon Fodder" or any good new token producing spell.

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Posted 21 March 2016 at 08:22 in reply to #578135 on B/R: Standard Control 01-2016

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Like a mid or lategame control deck with added sacrifice effects. If your opponent manages to bring out too many creatures to fast you're in trouble. Otherwise it's fun (for you, your opponent will curse a lot) to play.

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Posted 21 March 2016 at 08:09 in reply to #578013 on B/R: Standard Control 01-2016

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If she want's to start playing magic first explain the strengths and weaknesses of the 5 colors to her and let her choose one that fits her the most. Then start building a deck with that color but keep it simple. Not more than 3-5 different ability's, some easy to understand creatures, sorcerys and instants. Also build a similar deck for yourself, if she can't decide between two colors build a deck for both of them and play the one that she isn't using yourself.
After she has understood the basics (mana, turn structure, when can I do what, and so on) you can slowly start to make the decks more interesting (and thus (often) more difficult): Adding artifacts or enchantments, adding a second color, and so on.

Greetings
Muktol

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Posted 21 March 2016 at 08:04 as a comment on Prison

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Thank you for the roses :)
Sadly I don't have the time to test all those decks I design here and if I get the time to play (and test) with friends decks like discard, mill, infect or burn are not really every one's favourite opponents.

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Posted 20 March 2016 at 11:52 in reply to #565336 on U/R Standard: Mill

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I have added it to the sideboard. Ghostly Flicker would also be an option as it allows to use creatures with ETB Effects (Archaeomancer and Augur of Bolas) again.

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Posted 20 March 2016 at 11:48 in reply to #556407 on U/B Pauper: Mill

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Sadly that friend of mine didn't ever play this deck until now so I never saw it in action and thus also can't tell what it plays of behaves.

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Posted 20 March 2016 at 11:45 as a comment on B/R Standard: Eldrazi Assault

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Vines are one of the basic cards I'm trying to add to every green deck that needs protection and pump. Why use Giant Growth when you can get the same effect AND hexproof for the same mana-costs. The advantage of being able to disturb your opponent's plans is another bonus (tough most people won't think about this when playing it)

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Posted 20 March 2016 at 11:43 in reply to #569280 on U/G: Landfall

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I haven't had time to look at the leaked cards from Shadows over Innistrad. But this is a deck I did built for a friend to animate him to go to the FNM and Gateway tournaments and play a little more, so I will try to keep this up to date.

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Posted 20 March 2016 at 08:57 in reply to #578013 on B/R: Standard Control 01-2016

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Did add 4 copies of him in the sideboard. After I had the time to do some test games (spare time...where can I buy it) I will give a report if he was needed or not.

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Posted 20 March 2016 at 08:55 in reply to #572504 on B/R: Standard Control 01-2016

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I don't think that I will be needing Gyre Sage's ramp due to my rather low mana-curve. 2-3 Vorel of the Hull Clade would be an interesting option in a slower deck, but this deck tries to be rather fast (at last I hope so) and thus he might not be that strong.

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Posted 20 March 2016 at 08:51 in reply to #573051 on U/G: Evolve 1

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The problem I see with normal fetchlands (Terramorphic Expanse, Evolving Wilds, and so on) is that the slow you down. The only way around that would be using the expensive ones (like Polluted Delta) but those are simply to expansive ($) to play in a deck built just for fun. Competitive tournament play is another thing.

Ghostly Flicker can even blink Shriekhorn to refresh it's counters and allow you to mill on, if nothing else is possible. So it's a very versatile card.

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Posted 20 March 2016 at 08:40 in reply to #569282 on MonoU: Mill 2

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You may give your opponent another land. And this is not worth the 2 damage in my opinion. You thus also help him thin out his lands and draw key cards he might need.

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Posted 18 March 2016 at 19:45 in reply to #577982 on T4) Win When First Built It

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So basically you want to 'convert' this into a modern burn/ Red Deck Win (RDW) deck.
I can't help you much on the creature side but on the spell side here are some suggestions:
Lightning Bolt ...cc1 for 3 damage to player or creature. There is no burn spell with a better damage/cost ratio.
Rift Bolt ...cc3; suspend with cc1. Takes a turn to make it's damage but else it's a 1:1 copy of Lightning Bolt.
Fiery Impulse ...cc1 for 2 damage. When you have 2 or more sorcery's/ instants in your graveyard it's 3 damage instead.
Searing Blaze ...cc2 for 1 damage to player and 1 damage to creature. When you had a land enter this turn it's 3 damage instead. Could replace Searing Blood
Dangerous Wager ...cc2, discard your hand and draw 2 cards. For this deck I would use it as sideboard option when you realize on game 1 that the following games might take longer.
Skullcrack ...cc2 for 3 damage and the player can't gain life this turn. A good sideboard option in my opinion but a waste against decks that don't use life-gaining spells or ability's.
Lava Spike ...cc1 for 3 damage to player. A spell also often played in burn/ RDW but the 'drawback' (in your case, you want to be able to target both creature and player to get rid of any blockers) is that it can only target the player.
Inferno Fist ...cc2; enchant creature. The enchanted creature gets +2/+0 and you can pay {R} and sacrifice the enchantment to shoot 2 damage to target player or creature
Assault Strobe ...cc1, target creature gains Double Strike.

Goblin Guide ...one of the 'standard' creatures in nearly each RDW. Cheap (cc1), powerful and fast but personally I dislike the drawback it has.

Greetings
Muktol

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Posted 18 March 2016 at 08:19 as a comment on T4) Win When First Built It

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