Thank you for those suggestions.I added 3 "Nykthos, Shrine to Nyx" instead of 3 Forests, that was a pretty easy change. 4 "Wilt-Leaf Cavaliers" as replacement for "Dungroove Elder" and 2 "Strangleroot Geist" instead of 2 "Skinshifter" (The shifter is to flexible to remove him completely in my oppinion) made the rest of the changes
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I can only subscribe to DedWards view (+1): Too many one and two-offs and try to find an appropriate strategy for you and stick with it. An alternative plan is never a bad idea but having a deck that consists only of alternatives lacks consistency. I have built and played two different green decks on some occasions and some local tournaments. One focuses on green devotion and "Primalcrux" as finisher. Cards like "Khalni Hydra", "Elderscale Wurm" or a simple "Leatherback Baloth" in combination with "Aspect of Hydra" will do a great work there (http://www.mtgvault.com/muktol/decks/monog-ramp-primalcrux/).On the other hand I have a deck that is built around "Primeval Titan". "Mwonvuli Beast Tracker" helps to him into my hands while "Dungrove Elder" profits from a great number of forests on the battlefield. The deck either finishes via Titan's or Elder's Damage or uses "Kessig Wolf Run" and "Inkmoth Nexus" (which can be searched with "Primeval Titan"'s ability) and infect damage. (http://www.mtgvault.com/muktol/decks/monog-wolf-ramp-2/)As for sideboarding: A card I really learned to love with monoG is "Acidic Slime". if you don't need artifact/ enchantment removal in an instant this creature can really be a pain in the ass for your opponent. GreetingsMuktol
"A deck all about getting quick creatures with infect onto the battlefield and hopefully make them bigger."...some things aren't right here. Your only chance of increasing strength of your creatures is "Hand of the Praetors", so your pump is pretty limited. Spells like "Vampire's Bite", "Boon of Erebos", "Unnatural Endurance " or "Virulent Swipe" give a one-time quick boost to your damage, and often that's all what is needed for an infect deck. If you want a more permanent pump try equipment's like "Bone Saw", "Bonesplitter" or "Leonin Scimitar". Also if you want to play quick creatures why use such expensive spells like "Corrupted Conscience", "Inexorable Tide" and "Volition Reins"? It would be better to have some good (cheap) removal spells here an perhaps be able to cast something else rather than play a single spell that can easily get countered or removed. Like Hetzer27 already pointed out, the normal way is to have unblockable creatures and give them infect ("Phyresis", "Tainted Strike") or to have infect creatures and make them unblockable ("Artful Dodge"). I would concentrate on one of this two methods but don't mix them up. GreetingsMuktol
The number of your spells (quantity) seem to be a little odd, can't decide which creature/ spell you want to play 4 times and which one less?"Thatcher Revolt" is a great card to buff up the champion. "Mentor of the Meek" does a great job drawing some cards if the match takes longer. Oath of the gatekeeper provided "Make a Stand", a good buff/ protection card. Some further suggestions based on my R/W pauper human deck (http://www.mtgvault.com/muktol/decks/rw-pauper-humans/):Kruin Striker, Riot Ringleader, Wojek Halberdiers, Cavalry Pegasus, Gather the Townsfolk.GreetingsMuktol
*like*"Hyena Umbra" could be an replacement for "Ethereal Armor" as it offers some protection against removal. For mass-attacks, if your budget allows it "Hero of Bladehold", would be an interesting option. A knight itself but it has Battlecry and brings two 1/1 soldiers on the field when attacking. Also "Elspeth, Sun's Champion" might be worth a look. I would reduce "Phalanx Leader" by 1-2 because the number of spells you can play on him is pretty limited and thus you don't want to draw him early on. For single-attacker you can take a look at "Call to Serve" as it gives your finisher evasion. If used 4 times "Kazandu Blademaster" is a better choice than "Elite Inquisitor" as he can only get stronger with time. I would sideboard "Elixir of Immortality", it's a good card against mill but nothing more. GreetingsMuktol
I would try to lower the number of creatures to get some support spells into this deck. Here is my own monoR goblin deck, maybe you can take some ideas from there: http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/GreetingsMuktol
I would reduce "Instigator Gang" by one and take out all "Scorned Villager". With the free slots I would add some removal and/ or some additional protection like "Lightning Bolt", "Searing Blaze", "Vines of Vastwood" or "Ranger's Guile".When you want to use +1/+1 counters you could take a look at "Blessings of Nature". Personally I like "Young Wolf" better than "Wolfbitten Captive" because you don't have to pay each turn to buff him, he has undying and benefits from the flipped Mayor and Immerwolf. Your landbase could need some duallands because it can be a real pain in the ass when you need the right colored mana and can't get it. "Rootbound Crag" and "Copperline Gorge" are some of the more budget friendly R/G duals that don't enter flippedGreetingsMuktol
There are some very good, freeware, programs to be found to manage your cards. Personally I'm using "Magic Workstation" to build and test decks as you can use it to play with friends via internet or LAN. To manage my collection I'm relying on "Magic Assistant"GreetingsMuktol
The only problem I see is that you will never win via mill. Your opponent(s) loose 1 life per extort AND you mill them 1 card. They will be out of life before they will be out of library-cards. The only thing, beside a combo-kill with "Duskmantle Guildmage", would be using creatures that define power and toughness via the graveyard such as "Consuming Aberration". GreetingsMuktol
I would use "Kalastria Highborn" instead of "Crypt Ghast" as you don't have any spell that profits from having more mana (pay "X"). I would also take a look at "Dismember" and "Tragic Slip" as both are two very good removals that even can get rid of regenerating and indestructible creatures. "Vampire Hexmage" can be a sideboard option as he is able to quickly remove planeswalkers and has first strike, a rare gift among mono black creatures. "Shadow Alley Denizen" is also an interesting sideboard option if your opponent's defense prooves to be to strong. Greetings Muktol
I haven't been able to test this deck. I would be very happy if you could give me a short summary on how it played, where it's weaknesses are and so on.
..."Privileged Position"
If budget is no problem I would add "Polluted Delta" and "Misty Rainforest" into the deck.
"Ghitu Firebreathing" would be the only card I found that would enable you to take back the enchantment on your hand like "Mark of Fury". It's more expensive to play ({1}{R} to play; {R} to return) but can also boost your creature with +1/+0 for {R}
*like*Problem with enchantments is that you trade 2(+):1 when your opponent manages to remove a creature. Normally enchantment decks use hexproof creatures that are very hard to remove. Color protection will be the wrong answer here so the only possibility's are hexproof and indestructible spells or enchantments. "Alpha Authority" is a good start but I would take a look at things "Vines of Vastwood", "Ranger's Guile", "Ephemeral Shields" or "Withstand Death". Another interesting card would be "Boros Charm" as it is very flexible. A mechanic that could also solve this problem would be 'totem armor'. Cards like "Hyena Umbra" or "Spider Umbra" prevent your creature from dying to fast. An alternative to "Spirit Link" might be "Spirit Loop" as it behaves the same way as "Rancor"...creature dies, return enchantment to your hand. "Helm of the Gods" might also be interesting as it behaves like "Ethereal Armor" but is an equipment that can be re-equipped if the wearer gets destroyed. I would try to find replacement for "Mark of Fury" as it's the only card that messes up your modern legality. Someday you might want to play this deck on a local tournament and can't because of this one card. GreetingsMuktol
Some suggestions, the quantity I would try to put into this deck and their (mid value, rounded up) prices per card:2-4 "Quest for the Goblin Lord" (~0,5$), 1-2 "Goblin Bushwhacker" (~0,6$), 1-3 "Goblin Wardriver" (0,4$), 3-4 "Mogg War Marshal" (0,5$), 1-2 "Massive Raid" (0,2$)If possible try to get another Kranko and another Chieftain as these are most important cards. Another very good finisher (especially for swarm decks) is "Furystoke Giant"Here's also the link to my own monoR Krenko goblin deck, maybe you can get some ideas from there: http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/GreetingsMuktol
That's the Problem with "Bloodline Keeper"...he takes too Long to make a real board impact (and is often enough removed before). Therefore I would use 4 Nocturnus and only 1-3 Keeper.Like xreverie8 has already pointed out your deck is a little bit heavy on heavy hitters. I would reduce their number a little bit and add either some carddraw ("Sign in Blood" or "Read the Bones") or some cheap cards ("Vampire Lactator", "Pulse Tracker", "Blade of the Bloodchief"). "Vampire Hexmage" can also be an interesting card as it has first strike, which is a rare gift for monoB vamps, and can remove a planeswalker the moment it hit's the board. I did a revision on the vampire eventdeck "Vampire Onslaugh", perhaps you can take get some ideas from there (http://www.mtgvault.com/muktol/decks/vampire-onslaught-revised/)GreetingsMuktol
After I had the idea lying around for a long time I was able to do some testgames. Doorkeeper mills continuously...but not enough. So removed most of the defenders and added some mill-spells instead. "Runechanter's Pike" was added as backup to "Nighthowler". I'm still looking for a good way to continuously mill some cards. Only thing that comes into my mind would be things like "Millstone".
The first thought was that I would add some defenders as "Quest for Ula's Temple" takes a looong time to activate and even longer if you don't have it on your starting hand or draw it very quickly. You could speed up the generation of quest-counters a little bit by adding some creatures (or artifact's) with proliferate like "Thrummingbird". I would lower the number of finishers a little bit because when you are already searching for "Quest for Ula's Temple" you will get some of them on your hand. This where the first thought's I had when looking at this deck. Now it would be interesting to know what didn't worked for you during playing :)GreetingsMuktol
I finally had the time to do some testgames with this deck. When you are able to get "Ghostly Prison" on the field it can be pretty devastating for your opponent, at last if he relies on creatures to finish the game. Creatureles or extreme fast deck such as burn, mill or agro, won't be really impressed. I changed some numbers (some fewer Myr's now but additional sac-lands) and also added "Sphere of Safety", "Fireball" and "Archangel of Tithes". "Sphere of Safety" is more expensive to play than "Ghostly Prison" but it can only get better with time. "Fireball" was added to get a non-creature finisher and to have an option for the excess of mana created with the myr's. At last "Archangel of Tithes" is a weaker "Ghostly Prison" but can also attack your opponent.
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