I would do some changes at numbers and cards:- 1-2 "Instigator Gang"...finisher tough 1-3 ought to be enough. + 1 "Kruin Outlaw"Change from "Brimstone Volley" to "Searing Blaze"...costs less (cmc) and is more effective in damaging your opponent's creatures and him self. Change from "Incinerate" to "Lightning Bolt"...see above. You can always sideboard these spell if you feel that your opponent uses too many regenerating creatures. Sideboard "Daybreak Ranger"Some further suggestions:"Vines of Vastwood", "Ranger's Guile", "Young Wolf"GreetingsMuktol
Permalink
Some suggestions: "Cloudfin Raptor"...Can be a pain in the ass for your opponent. With this deck I will evolve onto a 2/3 flyer most of the time before your finishers hit the deck. "Forced Adaptation"...allows you to place a +1/+1 counter on the enchanted creature at the beginning of every turn. "Bioshift"...If you opponent uses some removal spells this will allow you to shift counters from a doomed creature onto another one. I would lower the number of finishers a little bit, 3 types of hydras and Nylea, all in all 13 creatures only as finisher seems a little bit too much for me. You could add some protection or carddraw spells instead. "Gyre Sage" won't evolve to often (once if you don't manage to play Nylea) before your finishers will hit the deck and thus the ramp you will get from it will be pretty low. If you want to get some ramp would take a look at cards like "Llanowar Elves" or "Rampant Growth".A short deck description (budget, strategy and so on) and some deck-tags would be nice. It helps us to help you. GreetingsMuktol
I would remove "Temple of the False God" because it's the only card that messes up your modern legality. There would be another version of ramp that also can help you to avoid getting damage: Defender ramp. The key cards for this would be "Axebane Guardian" (~0.14$ per card) and/ or "Overgrown Battlement" (~0.20$ per card). I have used this method in a G/W angel deck and a good starting-hand allows me to play nearly any angel (even cmc 8 Avacyn) on T4+Cards like "Utopia Sprawl" can be very effective in combination with some 'untap' creatures. Depending on how many spells you and/ or your opponent can cast per turn "Scorned Villager" could also be worth a look. If you need some protective spells take a look at "Ranger's Guile" (~0.12$ per card), "Vines of Vastwood" (~1.20$ per card) or "Withstand Death" (~0.15$ per card). An alternative win option for you could be "Helix Pinnacle" (~6.50$ per card) (or "Door to Nothingness" (~1.23$ per card) if you manage to get the 5 colours together)GreetingsMuktol
Well depending on how fast you are "Elusive Spellfist" or "Wingcrafter" could be an option. Your creature choices demand rather fast and aggressive artefacts.
A card I almost never get to see in Krenko decks: "Goblin Assassin". He's a walking mass-removal and the only thing you'll possibly have to sacrifice are some goblin tokens. There are some other cards I can suggest. based on my own Krenko EDH deck (http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/)Finishers: Battle Squadron, Furystoke GiantSupport: Chaos Warp, Champion's Helm, Illusionist's Bracers, Magewright's Stone, Thornbite Staff (Has an ugly combo with "Skirk Prospector"), Warren InstigatorMass-Buff: Dragon Throne of Tarkir, Konda's Banner, Shared AnimosityOthers: Blood Moon, RuinationGreetingsMuktol
Some suggestions based on my G/R werewolf deck (http://www.mtgvault.com/muktol/decks/rg-tribal-werewolfs/) and my G/R pauper werewolf deck (http://www.mtgvault.com/muktol/decks/rg-pauper-werewolfs/)Sideboard "Daybreak Ranger"...I'm personally no big fan of this card because removal is good but werewolf all have trample (when "Full Moon's Rise" is on the field") and tend to finish things rather fast and hard-hitting. Until now I didn't stumble upon a creature that needed to be removes when my cards where transformed into werewolf's. Remove "Hanweir Watchkeep"..."Kruin Outlaw" is the better card. - 2-4 "Huntmaster of the Fells"...like iluc051207 already said "Immerwolf" and the Huntsmaster have a little anti-synergy. + 1-2 "Kruin Outlaw"...best finisher you can get. +2 "Reckless Waif"...if there is any better cc1 card for werewolf's I don't know it's name. -2 "Scorned Villager" ...Again a personal thing. The more mana you have the more spells you will want to cast. Normally that's exactly the thing we want to achive with decks but werewolf's tend to run a little different. Some further suggestion:"Dynacharge" ...+2/+0 for one of your creatures or, if you play it for cc3 for ALL your creatures"Rancor" ... +2/+0 and trample for one of your creatures and this enchantment is really hard to get rid of. "Ghor-Clan Rampager" ... +4/+4 and trample for a single creature. Activating this ability (!) doesn't count for the 2 spell limit"Searing Blaze" ... 1 damage to a player and 1 damage to a creature. 3 damage instead if something died this turn. So you can do damage to your opponent and also remove one of his creatures. "Vines of Vastwood" ... Hexproof for one creature (You can also target one of your opponent's creatures to e.g. 'counter' an enchantment he want's to play on that creature), when kicked the creature also get's +4/+4"Ranger's Guile" ... Hexproof and +1/+1 for a single creatureGreetingsMuktol
Only 8 creatures seems a little bit few, I would add at last 4 additional creatures. Also "Blighted Agent" will attract EVERY single removal your opponent has on his hand, so some additional control/ protection spells would be fine."Sharpened Pitchfork" can be removed, it's only good for defence as your creatures are unblockable. Cards like "Bonesplitter", "Bone Saw", "Shuko" or "Cranial Plating" will work better here. A good colour to splash would be white, or red. White will give you access to some good creatures like "Auriok Sunchaser" and cards like "Quest for the Holy Relic" or "Steelshaper's Gift". Red gives access to "Goblin Gaveleer" (no human) and cards like "Galvanic Blast" or "Assault Strobe"GreetingsMuktol
Well the answer to this would be pretty simple: Remove the two cards and stay within modern limitation. From what I've heard legacy is quite a hard (and expensive) road to walk on and decks that are nearly modern legal have a hard stand there. That's why I'm no big fan of adding e.g. "Dark Ritual" as single non-modern card to a deck, even if it will only be played on the kitchen table. If you don't want to do this, you could take a look at cards like "Rancor" or "Groundswell". I would also remove the search-lands. With this type of deck you want to be as fast as possible and having a land entering the battlefield tapped can be your death. GreetingsMuktol
I would take a look at "Order of the Stars" (0,27$) and "Perimeter Captain" (~0,25$), two very good cc1 creatures. "Stalwart Shield-Bearers" (~0,15$) could also be of interest, a global +0/+2 buff for all your defenders. If you need more carddraw "Carven Caryatid" (~0,29$) could be an option.GreetingsMuktol
Even if this would change the direction of your deck: I built a G/W deck for a friend that utilized many angels as finishers. The deck tries to ramp using defenders like "Axbane Guardian" and "Overgrown Battlement" to get mana as fast as possible. With a good hand you can play Avacyn within turn 4. Deck Link: http://www.mtgvault.com/muktol/decks/gw-tribal-angel/If you want to stick with the plan you're running at the moment I would look for some white ramp spells like "Gift of Estates" or "Knight of the White Orchid".The only card worth equipping "Deathrender" to at the moment would be the 1/1 tokens from "Raise the alarm". Using cheap creatures like "Doomed Traveler" and something to sacrifice them could be an interesting option if you want to cheat your angels on the battlefield this way. "Anafenza, Kin-Tree Spirit" can be removed. She has a toughness of 2 and there is only a single creature that has a lower toughness...the 1/1 tokens from "Raise the alarm". Thus she will be the target for her own ability way to often. Oh and please remove the double and triple tags. One time is enough ;)GreetingsMuktol
*like*I would remove "Avacyn's Pilgrim" and add something else instead. The chances of needing this creature as manafixer are rather low with this manabase.Some suggestions based on my G/W Aggro Enchantment deck (http://www.mtgvault.com/muktol/decks/gw-aggro-enchantment/) and my G/W Pauper Enchantment deck (http://www.mtgvault.com/muktol/decks/gw-pauper-enchantment/)Helm of the Gods, Eidolon of Countless Battles, Keen Sense, Spirit Mantle, Snake Umbra, Rancor (!!!)Aura Gnarlid (Doesn't need to get enchanted to get stronger, but also lacks hexproof)GreetingsMuktol
OK, so I understood it right and didn't play my own Riku deck wrong the whole time. Thanks :)
I'm a little confused at the moment, I found this Information under Riku in the knowledgebase (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=236469):"Each time the first ability triggers, you can pay {U}{R} only one time to get one copy of the spell. Each time the second ability triggers, you can pay {G}{U} only one time to get one token. "So from my understanding it wouldn't be possible to copy one spell or creature more than one time. GreetingsMuktol
I hate to say it but "Cranial Plating" is one of 7 banned cards in pauper.(http://archive.wizards.com/Magic/tcg/resources.aspx?x=magic/rules/pauper)GreetingsMuktol
No pauper version of this card is available.
I would change from "Beastbreaker of Bala Ged" to "Bramblewood Paragon" and then perhaps from "Predator's Strike" to "Ranger's Guile". GreetingsMuktol
I'm no specialist on legacy decks but here are my thoughts:When using white and control/ delay mechanics cards like "Ghostly Prison"/ "Sphere of Safety"/ "Windborn Muse" do a good job protecting you from attacking creatures. Personally I would cut the lifegain part (or at last move it into your sideboard) and try to make the deck faster. "Knight of the White Orchid", "Gift of Estates", "Weathered Wayfarer" can ramp a little bit, a rare gift among white. Especially "Knight of the White Orchid" with his 2/2 first strike body can be a nice card. Commander recently re-introduced the medallions like "Pearl Medallion". Another point is carddraw/ tutors. Your "How to play" features the combination of "Splinter Twin" and "Wake the Reflections" but you only got 2 "Heliod's Pilgrim" here to search for an aura card. White features some really good enchantment searchers. Adding some of those would also allow you to reduce the numbers of enchantments because you can search for them.Last point is protection and landbase. Your 21/14 can easily be removed with a "Doom Blade", "Journey into Nowhere" and so on. So a little protection would be interesting. That could be 'protection from XYZ' or indestructibility, bot cards available to white. I would look for some duallands as many of your spells feature double {W} or {R}{W}. "Boros Garrison" and "Battlefield Forge" are to cheap ($) lands that might be of interest. "Slayers' Stronghold" and "Sunhome, Fortress of the Legion" are two support lands that could fit into this deck. The stronghold gives a creature +2/+0 and hast for {R}{W} while Sunhome provides a creature with double strike for {2}{R}{W}. All in all the deck looks a little bit unstable in relation to modern or standard decks where you try to get 4 copies of your important cards into your deck. But this could also com form the legacy legality as many of the few legacy decks I have looked into looked like this. One of the reasons I nearly never give advice on such decks, modern with it's nearly 10000 cards is enough. I don't need to double that in legacy ;)If you need help/suggestions on another deck, just leave a comment. GreetingsMuktol
I did a quick revision of the deck and did some changes. The thing I'm concerned about when looking at this deck is it's mana curve. Ramp via "Trading Post" and "Mycosynth Wellspring" sounds fine, but you need 4 mana to activate this. The only low cmc ramp spell I have in here would be "Sakura-Tribe Elder" and I'm not sure if that is enough.
Some suggestions, based on my own G/R werewolf deck (http://www.mtgvault.com/muktol/decks/rg-tribal-werewolfs/)Remove "Gatstaf Shepherd" and "Hanweir Watchkeep" and try to get 2 additional "Reckless Waif" and maybe some "Young Wolf"You could take a look at creatures with the 'Bloodlust' ability like "Ghor-Clan Rampager". Those don't count as spell if used (it's an ability after all) and thus don't force to transform your werewolf's if no "Immerwolf" is present. Sideboard "Ancient Grudge" as not every match need artifact removal. I would add either some protective spells like "Ranger's Guile" or "Vines of Vastwood" or some removal like "Lightning Bolt" or "Searing Blaze"Personally I'm no big fan of "Daybreak Ranger". Un-transformed it can only remove flying creatures with toughness 2 or lower, transformed it can remove pretty anything. My experience from playing with and against werewolf decks is that, if they are transformed, and perhaps have a "Full Moon's Rise" on the field, they don't need any removal because the damage they do is enough to kill your opponent and everything he can throw against you. GreetingsMuktol
"Undead Alchemist" and "Grimoire of the Dead" have an anti-synergy. The Alchemist says that whenever a creature your opponent controls is put into his graveyard from his library it is exiled, though making the second ability from the Grimoire useless. Personally I'm not quite happy with "Undead Alchemist" as card as it's much easier to deal 20 damage than to remove 60 cards from the library. GreetingsMuktol
1,101-1,120 of 1,765 items