Muktol

235 Decks, 1,767 Comments, 724 Reputation

Just be aware that spells copied with Zada's ability won't count for storm-effects like "Empty the Warrens".
Also things like Guttersnipe won't trigger from it.

Greetings
Muktol

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Posted 04 March 2016 at 21:12 as a comment on Zada Storm

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Your mana-curve is pretty low and with to much mana you'll have to rely on "Immerwolf" that your werewolf's don't get flipped back. With "Atarka's Command" you also already have something that could accelerate your play if needed.

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Posted 03 March 2016 at 19:21 in reply to #576824 on Modern Werewolf Stomp

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My bad, completely forgot about the pauper bannlist.

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Posted 03 March 2016 at 19:15 in reply to #576818 on Pauper Infect

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Depends on the legality you want to build your deck for. I'm not good at building vintage/ legacy decks but modern I can help you with. Also the strategy you want to achive with your deck is important as there are new zombies that can convert a deck from beatdown to milling.

Some of the basic cards each deck can use:
"Cemetery Reaper" and "Diregraf Captain" are two more lords you could use. If it wouldn't be for the cc3 of their lords zombies could behave like Merfolk ^^
"Fleshbag Marauder" and "Skinrender" are walking removals that can go hitting your opponent after their work is done. "Tragic Slip" is one of the better new removals while "Bile Blight" can be a real deadly mass-removal
If you need some big creatures take a look at "Quest for the Gravelord".

Greetings
Muktol

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Posted 03 March 2016 at 08:06 in reply to #576740 on Zombienation

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I would trade 2 "Huntmaster of the Fells" for "Instigator Gang" as the Huntmaster has a little anti-synergy with "Immerwolf".
Also some additional protection like "Vines of Vastwood" or "Ranger's Guile" could be worth a look.

Greetings
Muktol

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Posted 03 March 2016 at 07:54 as a comment on Modern Werewolf Stomp

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Any reason why you don't use "Invigorate"? If there is any better buff-spell for infect I don't know it.

Greetings
Muktol

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Posted 03 March 2016 at 07:34 as a comment on Pauper Infect

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Kaijin of the Vanishing Touch, Spectral Rider, Inquisitor's Flail, Apostle's Blessing and Skillful Lunge are some of the lower-cost spells I'm using in my own spirit deck.
(Serious Question, I'm building "normal" modern decks most of the time) Where's the difference between casual and non-casual?

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Posted 02 March 2016 at 18:10 in reply to #576561 on X-47: Spirits Arise

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For this kind of deck I would favour "Honor the Pure". "Intangible Virtue" sure is nice but the question is if the creature tokens are more important than the rest of your creatures. Also "Gideon Jura" (+0 ability) profits from "Honor the Pure" while he is unaffected by the Virtue.

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Posted 01 March 2016 at 18:55 in reply to #576559 on Mono White Tokens

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Skullclamp is banned in modern.

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Posted 01 March 2016 at 13:51 in reply to #576566 on turn 2 infinite mill combo!

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The only problem I see with this deck is that it's mana-curve starts at cc3 and all your lands, save "Moorland Haunt", come into play tapped. So the chance that you can cast your first spell on T4 is pretty high. Until then you might have gotten some serious beatings and you opponent's hand will hold all the removal-spells he has drawn.

Greetings
Muktol

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Posted 01 March 2016 at 08:24 as a comment on X-47: Spirits Arise

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This reminds me a lot on the beginnings of first deck, though it may look different now. *like*(http://www.mtgvault.com/muktol/decks/monow-tribal-human-wheeny/)

"Kazandu Blademaster" instead of "Elite Inquisitor" gives you the chance of getting the Blademaster to 3/3 or even 4/4 and the only thing you would loose is protection from vampires, werewolves and zombies.
"Riders of Gavony" can be put into your sideboard simply because not every deck you will have to battle will have a strong tribal theme.
"Mentor of the Meek" is a carddraw-engine especially when one or two "Thraben Doomsayer" are on the field.
I would perhaps replace "Commander's Authority" with "Goldnight Commander" or do a 2/2 split between them. The problem with the Authority is it's an enchantment (if the creature gets removed you loose both cards), it's expensive to play and it's slow. If you would get 2-4 tokens per turn that would be OK but for only one token this enchantment doesn't do enough.
I would also look for some removals and/ or protection (my own deck uses "Emerge Unscathed" and "Path to Exile") to be able to deal with threads your opponent puts before you.

Greetings
Muktol

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Posted 01 March 2016 at 08:20 as a comment on Mono White Tokens

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I would change the creature base dramatically: "Blight Mamba", "Ichorclaw Myr" and "Signal Pest" are better choices for such decks. You don't need the mana-elves as you simply don't have any 'pay X' spell in your deck or any other spell that would require much mana.
As for "Invigorate" replacements there are some: "Evolution Charm", "Ranger's Guile", "Vines of Vastwood", "Rancor". If you are willing to play cc3 enchantments take a look at "Wild Defiance"

25 land will definitely be on the high side for such decks 20 should be enough.

Greetings
Muktol

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Posted 24 February 2016 at 08:32 in reply to #575911 on 2-3 Turn Win Infect

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Some deck-description would be nice. Color combination, budget, strategy, legality, and so on.
Like many tribals zombies can be played in various ways: Aggro, control, mill are 3 that came to my mind in an instant.

Greetings
Muktol

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Posted 23 February 2016 at 15:52 as a comment on Zumbeta (help with ideas,plz)

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I mean no offense but you might want to read http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/
Short version: There are way to many different cards in here to make this an effective deck.
Also a short deck description (strategy, budget, why did you built it, and so on) and a how to play (for all of the decks you have and you will built here) would be nice.

Greetings
Muktol

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Posted 22 February 2016 at 07:36 as a comment on Vampire' s Victory

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*like*
"Precursor Golem" is a good card, the only problem with him is that you have no way to protect him without loosing each golem on the field (save the two you get back when you blink him).
My own version (http://www.mtgvault.com/muktol/decks/gwu-golem-tokens/) plays some green hexproof spell's like "Ranger's Guile" or "Vines of Vastwood".
Also if you're playing "Cloudshift" and "Momentary Blink" you might want to take a look at "Ghostly Flicker". Great card that blinks you two creatures/ artifacts or lands in one spell.
you might also want to give "Tempered Steel" a second thought. The weak point on this deck are the splicer's itself, not the golems. So "Adaptive Automaton" or something similar (+1/+1 for humans) might be a better idea.

Greetings
Muktol

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Posted 18 February 2016 at 08:43 as a comment on Splicer - Golem U/W/G

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Some suggestions based on my own monoR Krenko commander deck (http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/)
Bloodmark Mentor, Furystoke Giant, Goblin Assassin, Goblin Bushwhacker, Goblin Wardriver, Battle Squadron
Ruination, Mob Justice, Chaos Warp, Dangerous Wager
Champion's Helm, Konda's Banner, Magewright's Stone, Thornbite Staff, Thousand-Year Elixir
Quest for the Goblin Lord, Shared Animosity

Greetings
Muktol

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Posted 17 February 2016 at 10:31 as a comment on Krenko Red

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I had "Olivia Voldaren" in this deck at the beginning but removed her in favour of "Vampire Nocturnus". "Falkenrath Aristocrat" would also fit more to my plan than Olivia.

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Posted 13 February 2016 at 21:57 in reply to #575146 on B/R: Vampire

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*like*
I have built many pauper decks (http://www.mtgvault.com/muktol/pauper/) and I care about that format. It's real funny to play, no real overpowered cards, and you can start to build a deck on a rather low budget, see if the idea works, and then start to improve it with more expensive and potent cards.

I would add at last a second creature. Either "Satyr Hoplite" if you want to stay mono red, "Akroan Skyguard", "Setessan Battle Priest" or "Lagonna-Band Trailblazer" if you would be willing to splash a second color. If you do so I would recommend white as second color, green has some nice, but expensive, creatures, but white gives you access to some very good protection spells.

"The greatest scenario would be having a Mountain, an Akroan Crusader and 4 Crowd's favor in hand making you able to swing with 5~7 guys on turn two"...I think there might be some problem with that game plan. Without any further cards on your hand, but with only one creature you'll have to consider taking some mulligans, you will end up like this:
T1: Mountain + Akroan Crusader
T2: 1st Crowd's favor on Akroan Crusader, tap token for 2nd Crowd's favor on Akroan Crusader, tap token for 3rd Crowd's favor on Akroan Crusader, tap token for 4th Crowd's favor on Akroan Crusader.
So you end up with one untapped 1/1 Akroan Crusader, one untapped 1/1 token and 3 tapped 1/1 tokens

Greetings
Muktol

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Posted 12 February 2016 at 09:01 as a comment on Pauper? :1

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I hope I don't destroy your deck idea but copying a spell doesn't count for the storm counter.

From the magic core rulebook:
706.10. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated.

Greetings
Muktol

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Posted 09 February 2016 at 08:35 as a comment on Over and Over Again

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I mean no offense but you might want to read http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/
Short version is that you have way to many different cards in your deck. This might be a fun to play but a continuous play is almost impossible.
Commander/ EDH rules might be of interest for you. There you must not use any card (save standard lands) more than once.

Greetings
Muktol

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Posted 08 February 2016 at 18:02 as a comment on Zompire Vambie

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