*like*I would take a look at "Magma Jet" and "Searing Blaze". "Dangerous Wager" might also be of interest for this deck because burn normally is in topdeck modus rather fast and some carddraw is never wrong. GreetingsMuktol
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Totally forgot about the manabase. That's the problem when you built a deck and don't finish it immediately ;)Thank you for the suggestions, I will take a look at those and also look for some other proliferate spells.
I would use a little less finishers. Wizards released a tournament ready vampire deck called "Vampire Onslaught" during M12 (https://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/arcana/766). I did a revision of the deck above to make it more competitive. (http://www.mtgvault.com/muktol/decks/vampire-onslaught-revised/) Most of the cards used there would be from the first Zendikar block.Question is what you want to achive with the deck: Aggressive play, more control-ish play or finish with some big creatures, games at your friends kitchentable, competitive play, and so on.GreetingsMuktol
*like*Tough the deck looks like it was built using only cards from the new Mirrodin cycle (I would add that to the description if so) I would take a look at "Cloudshift". This spells allows you to protect your splicers (tough not your golem tokens) and use their enter the battlefield effects again. Another card you could take a look at would be "Vines of Vastwood". Using "Precursor Golem" without any cards to protect your creatures can be pretty dangerous. Splashing blue would give you access to "Wing Splicer" (and "Ghostly Flicker")GreetingsMuktol
Leonin Scimitar, Copper Carapace, Vulshok Morningstar, (Warmonger's Chariot) if you want to attack with your defenders, Vulshok Battlegear, (Blade of the Bloodchief) if you run against removal-heavy decks, Empyrial Plate, Ring of Evos Isle, Strata Scythe
A short deck description would be fine as not every one will know what you had in mind when building this deck :)Why are you using defenders in an rather offensive deck? I would look for cards that boost the strength (and toughness if possible) of your attacking creature(s), equipment would be perfect for that. Also your choice of spells and their quantity seems to be a little...random. I would try to use less different spells and increase the number you use them as this increases the chance of drawing them when you need them. 24 Lands seem to be on the high-side when your highest cmc-spell is at 3 mana. 20-22 should be enough.GreetingsMuktol
*gmlr* I took the time to look the banlist up (don't know why the last bannings wheren't added) and did what`Right! Add it....
Advantage of Gatekeeper is that you can 'remove' hexproof, shroud or indestructible protected creatures, but ones likings are ones likings, I know that very good. I myself have my spleens ;)The problem of not having some removals is that you often need them. Against simple decks its often enough to play creatures and attack but more competitive builds will play removals on their own and that can ruin your day when you can't handle their threads. I will take a look at it if i find the time to. This can take some time as Christmas-time is a rather stressful time.
I have put together my own version (http://www.mtgvault.com/muktol/decks/wub-control/) of an esper control deck and tried to keep it budgetish. I tried to choose dual/multi purpose cards and tough I don't have any idea if it will work (no games played with it until now), here are some suggestions from this deck:"Consult the Necrosages"... cc3 for draw 2 or discard 2"Treasure Cruise"... since I'm not using many flashback spells ("Think Twice" being the only one) and no Snapcaster Mage (due to budget built) delve serves to convert used cards from my graveyard into mana. Ideal would be to exile 7 cards to play a cc1 for draw 3 ;)"Crib Swap" or "Unmake" costs less (cmc) than "Utter End""Esper Charm"... cmc3 multi purpose card"Forbidding Watchtower"... manland that helps to survive"Shambling Vent"... manland with lifelinkGreetingsMuktol
A short deck description and how to play would be fine. Not every one can guess what you had in mind when designing this deck :)I would change some numbers here and add some instant/ sorcerys to make this deck a little bit more effective:- 2-3 "Bloodline Keeper"... he has the same converted manacosts as "Vampire Nocturnus" but Nocturnus gives +2/+1 and flying compared to a mere +2/+2. When you have both on your hand you always want to cast Nocturnus, his ability is often enough to end a game with 1-2 attacks. - 2-4 "Guul Draz Vampire"... he's a finisher that I'm personally not really feel confident with. A 1/1 without any abilitys for cc1 is just bad and when your opponent has 10 or less life you're already on the way of winning the game so he's just an overkill there. - 1-2 "Nirkana Revenant"... very expensive to play, when you normally can cast her you already want to have finished the game.- 1-2 "Consume Spirit"... you don't want to draw this card at the beginning as you simply don't have the mana to make efficient use of it. + 2-4 "Gatekeeper of Malakir"... you will need some removal and the Gatekeeper allows you to get rid of an opponents creature (which he can choose) and is a 2/2 vampire that can attack or block afterwards. + 2-3 "Viscera Seer"... he allows you to turn creatures that woud otherwise be killed into Scry 1, always usefull if you have enough lands on the battlefield and don't want to draw any more. Some further suggestions:Vampire Hexmage, Vampire Lacerator, Vampire Nighthawk, Guul Draz AssassinDismember, Go for the Throat, Tragic Slip, Doom Blade, Read the Bones, Sign in Blood, Altar's ReapEvil PresenceVerdant Catacombs, Bloodstained Mire, Marsh Flats, Polluted DeltaGreetingsMuktol
*like*A short deck description and how to play would be fine as not every one who looks at this deck will know what you had in mind when designing it. An interesting card I stumbled upon while building my own simic evolve deck was "Imaginary Pet". A simple "Garruk's Companion" would also be an option and give this deck a little more speed, I would trade "Elusive Krasis" for one of the two. "Mana Leak" and "Remand" could be traded for a full playset of "Rune Snag" if you don't need "Remand"'s cantrip. GreetingsMuktol
*like*A short deck description and how to play would be fine. A card I really learned to like when using discard is "Scepter of Fugue" as it allows you to discard your opponent even if you don't have any handcards left. When searching for answers/ new ammunition "Dream Salvage" can draw you a card for every card your opponent discarded this turn. I would at least sideboard some targeted discard like "Duress" or "Distress". At the moment your opponent has the choice of what card he wants to discard and thus can keep some threads back on his hand. If the budget allows it I would really try to get 2-3 "Waste Not" into this deck. GreetingsMuktol
A short deck description and how to play would be nice. "Lumberknot" will need some support to get your (or your opponents) creatures into the graveyard. Black features some good sacrifice outlets like "Undercity Informer" (can convert your deck to a mill deck), "Bone Splinters" (removal), "Altar's Reap" (carddraw). If you want to built this as an undying/ sacrifice deck I would recommend you to take a look at "Cauldron Haze". If you play this spell, targeting an undying creature (toughness must be greater than 1) it will come back with no counter on it as +1/+1 and a -1/-1 counters negate themselves. "Blade of the Bloodchief" also works great with sacrificing decks. I would remove "Mikaeus, the Unhallowed" as nearly all your creatures have undying and this effect isn't cumulative (If a permanent has multiple instances of undying or persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, any others will do nothing since the card is no longer in a graveyard )Also undying won't work on tokens if that's what you had in mind with the artifacts. GreetingsMuktol
A short deck description and how to play would be fine as not everybody might see at once what you had in mind with this deck. 25 lands are definitely on the high side for this deck, I would try to lower the number to 20-22 as you don't have any effects that need to sacrifice or discard lands and the mana-curve is pretty solid and low. I also would remove "Krenko, Mob Boss" and replace him with "Guttersnipe", "Young Pyromancer" or something like "Kiln Fiend", "Mage-Ring Bully" or "Monastery Swiftspear" if you want something a little bit more aggressive. GreetingsMuktol
I often get so see vampire decks that use "Dark Ritual" and my personal opinion is that it's not real good to throw away a legality because of a single card. Some day you might want to take this deck to a local modern tournament and can't because of this one card. Personally I would try to lower the mana-curve a little bit and remove "Black Market". I'm really missing "Death Baron" in here, tough not a skeleton himself but he gives all skeletons +1/+1 and deathtouch!I'm assuming that you know the following but I'm writing it up anyway: Regeneration does not work with sacrifice effects as regeneration only 'negates' lethal damage. So if your 3/3 creature will get 3 combat damage or is targeted by a "Lightning Bolt" (3 damage) you can activate the regeneration effect (which has to be done before the damage is actually done, afterward it's to late). If your creature gets targeted by a "Dismember" (-3/-3) or you target it with a "Bone Splinters" you can forget about the regeneration as it won't work. Some further suggestions:Augur of Skulls, Marang River Skeleton, Rimebound DeadTragic SlipGreetingsMuktol
A deck description and some tags would be fine. I would sideboard "Hurricane", "Tower Defense" and "Worship". Not every deck uses flying creatures and not every deck will bringt you to zero life by bypassing your defenders. Some suggestions:Perimeter Captain, Order of the Stars, Platinum AngelEntreat the Angels, Helix Pinnacle, Cloudshift, Ranger's Guile, Apostle's Blessing, Center SoulGavony TownshipGreetingsMuktol
If you want to use a cmc2 spell to give double strike to a creature I would recommend "Temur Battle Rage", otherwise I would use "Assault Strobe". It's a sorcery instead of an instant but costs one mana less to play."Dragon Mantle" might be traded for "Madcap Skills". You loose the ability to buff your enchanted creature with spare mana (spare mana really doesn't happen all too often in my opinion) but the enchanted creature will be much harder to block for your opponent. "Skullcrack" can be put into the sideboard for use against lifegain decks. Use a simple "Lightning Bolt" or, if you want a cmc2 spell that can damage both player and creature, "Searing Blaze".GreetingsMuktol
2 ways to make this deck more effective. Either you add some more aggressive cards and try to lower the mana-curve or you add more control/ removal spells. Personally I'm building more aggressive decks at the moment, a R/G prowess/ heroic built can be seen here: http://www.mtgvault.com/muktol/decks/rg-heroic-prowess/GreetingsMuktol
I can only give you some suggestions based on my own Krenko commander deck (http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/). Creatures: Battle Squadron; Goblin Piledriver; Moggcatcher; Purphoros, God of the Forge; Warren InstigatorInstant/ Sorcerys: Ruination, Vandalblast, Chaos Warp, Dangerous Wager, Massive RaidArtifacts: Konda's Banner, Magewright's Stone, Thornbite Staff, Thousand-Year ElixirEnchantments: Blood Moon, Boggart Shenanigans, Shared AnimosityGreetingsMuktol
Taking out "Pyreheart Wolf" will costs your opponent at last 2 spells (or one exile spell but most of those are expensive to play) as he has undying. I would use some removal spells instead of "Fog". Fog buys you one turn but that normally doesn't solve a problem. A removal can take it out or, like "Lightning Bolt" deal the last damage to ensure your victory.
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