I would nevertheless add some cheaper (cc) equipment to speed things up a little bit. "Bone Saw", "Bonesplitter" or "Infiltration Lens" might be a good idea. "Darksteel Cit" is modern legal and helps you to activate metalcraft a little quicker. I would also sideboard "Gallows at Willow Hill" as you want to be as quick as possible so you won't need this artifact every game. Some <a href="http://www.mtgvault.com/cards/search/?q=protection+from&searchtype=text&c=w&mco=%26lt%3d&mc=2&t=Instant&l=Modern&ps=20">protection cards</a> and/ or "Swiftfoot Boots" could also be a good idea, at last in the sideboard, if you're up against a removal heavy deck.GreetingsMuktol
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Some deck-tags would be a good idea. Also a deck description on what you help with. GreetingsMuktol
I would add some <a href="http://www.mtgvault.com/cards/search/?q=protection+from&searchtype=text&c=w&mco=%26lt%3d&mc=2&t=Instant&l=Modern&ps=20">protection cards</a>. This serves two purposes: One the one hand protection against removal, on the other hand it can make your finisher unblockable by all your opponents creatures with that color. You could also remove "Martyr of Sands" as you don't need the quality of lifegain but the quantity.GreetingsMuktol
OK, I had a good laugh reading your story. I met my own girlfriend playing magic so that shouldn't happen to me ;)I didn't list Distortion Strike on purpose as it is 'expensive' for a common card (thou very powerful). It's a real good card but often enough I hadn't had a creature worth casting it on, I simply prefer "Artful Dodge" with it's flashback ability. There are two ways of making ninjas effective and the question is which one suits you better: Making your creatures unblockable or using unblockable creatures to ninjutsu your ninjas on the field. It's always a good idea to have 1-2 cards of the other stragety as backup plan but I wouldn't mix them any further. My own <a href="http://www.mtgvault.com/muktol/decks/ub-tribal-ninjas/">ninja deck</a> uses more enablers and cards like "Familiar's Ruse" or "Far // Away" to bounce them back. This enables me to attach "Ronin Warclub" automatically every time a ninja enters the battlefield which gives me a nice damage boost. A word on "Blighted Agent" in this deck (I don't know which rules you use, this was changes with 10th edition I think (damage and Stack)): The infect ability won't work if you use him to ninjutsu your creatures onto the battlefield. "Marang River Prowler" is rather expensive to play (cc) but has the advantage of being able to come back from the graveyard. If you're looking for cheap (<= 2 mana) enablers a quick <a href="http://www.mtgvault.com/cards/search/?q=unblockable&searchtype=text&c=u,b&cexclude=true&mco=%26lt%3d&mc=2&t=Creature&l=Modern&ps=20">card search</a> gives you some interesting choices: "Tormented Soul", "Invisible Stalker" (Hexproof!) or "Cloud Sprite", "Gudul Lurker", "Triton Shorestalker" from another card search (same parameters as before but "can't be blocked" as text)"Inkfathom Witch" may also be an interesting choice as it allows you to modify your unblocked creatures P/T to 4/1 until end of turn.
"Door of Destinies" won't work here, at last not if you cast your ninjas for it's ninjutsu costs. I would add some more, and cheaper, enablers, that are creatures that 'enable' you to cast your ninjas for it's ninjutsu costs...unblockable, flying and so on. "Ornithopter", "Tormented Soul" or "Dimir Infiltrator""Aqueous Form" won't be of great use here as the creature you enchant with it will bounce back to your hand (if you want to play a ninja with it's attack), spells like "Artful Dodge" would do a better job here. "Cancel" could be changed to "Familiar's Ruse" which lets you bounce back a creature and thus use it's ninjutsu ability again. GreetingsMuktol
Raus:Thunder Brute, Goblin HeelcutterSideboard:Reckless RevelerVersuch im 1 Mana Slot etwas zu finden das dir gefällt und das zum Deck past.
Raus:Mardu Warshrieker, Crippling Blight, Mardu Runemark, Foundry Street Denizen25 Länder sieht mir auch relative viel aus, aber das muss man austesten. Ich würde vom Gefühl her wahrscheinlich auf 22 runtergehen. Dazu (wenn Möglich)2 War-Name Aspirant, 3 Chief of the Edge, 1 Timely Hordemate, 2 Mardu HatebladeAnsonsten muss ich sagen das ich das Deck zu wenig kenne. Müsste man mal probespielen udn sehen was funktioniert und was nicht.
OK, mit dem Deck werd ich nicht warm. Da must du mir einmal sagen wie sich das spielt, also vom Gefühl her, die Taktik ist mir halbwegs klar, welche Karten dir gutgefallen und welche nicht, welche spielbar sind von den Manakosten her und welche nicht, usw. Müsste 1:1 die Deckliste eines der Into Pack Decks aus Schmiede des Schicksals sein.
Also gut, fangen wir mal an:Raus:Staff of the Wild Magus, Satyr Grovedancer, Snake of the Golden Grove, Swordwise Centaur, Voyaging Satyr, Market Festival, Nylea's Presence, Fog Patch, Symbiosis, Darksteel CitadelSideboard:Nessian Demolok, Deadly RecluseWenn du Fragen wegen der Entscheidungen hast, immer raus damit. Dazu (Wenn möglich oder Ähnliche Karten vorhanden)4 Wälder...Ich würde solche Decks nie unter 20, eher 22, Ländern spielen. Elvish Mystic (/Llanowar Elves/Arbor Elf) ...Manabeschleunigung in Kreaturenformat. Lässt sich zwar wegräumen mit Zaubersprüchen, ist aber dafür billig und der Gegner hat einen Spruch verschossen den er später nicht mehr benutzen kann. Ordeal of Nylea (<a href="http://www.mtgvault.com/cards/search/?q=search+basic+land&searchtype=text&c=g&cexclude=true&mco=%26lt%3d&mc=3&t=Sorcery&l=Modern&ps=20">Landsucher</a>)...Manabeschleunigung mit Zaubersprüchen. Je mehr Mana das Deck hat desto besser wird es sich (meistens) spielenRanger's Guile (<a href="http://www.mtgvault.com/cards/search/?q=hexproof&searchtype=text&c=g&cexclude=true&mco=%26lt%3d&mc=2&t=Instant&l=Modern&ps=20&s=ALLSETS">Hexproof</a>, <a href="http://www.mtgvault.com/cards/search/?q=indestructible&searchtype=text&c=g&cexclude=true&mco=%26lt%3d&mc=2&t=Instant&l=Modern&ps=20&s=ALLSETS">Indestructible</a>)...Damit du deine dicken Treter (Finisher) schützen kannstAls Finisher machen sich Karten mit {X} in ihren Kosten, wie "Hydra Broodmaster" oder "Primordial Hydra" sehr gut. Wenn du das Gefühl hast zu viel Mana zu haben dann versuch ein paar Manabeschleuniger gegen andere Zauber/ Kreaturen einzutauschen. Einer meiner allzeit Favoriten für solche Tauschereien in Gründecks wäre <a href="http://www.mtgvault.com/card/rancor/M13/">Rancor</a>
At the moment you have 5 Cards in here that produce Tokens, not really much. Also the deck almost looks like a singleton built (only 1 of every card) so the first question is: How should your finished deck look like? Do you want it to be competitive or keep this structure?Second question will be the budget: What is affordable and what not?Some basic ideas for the start: I would remove all cards that don't produce tokens or strengthen them. All cards that have effects like 'destroy enchantment or artifact' or 'prevent damage' can go into your sideboard. Then do a quick search <a href="http://www.mtgvault.com/cards/search/?q=tokens&searchtype=text&c=w,g&cexclude=true&r=c,u,r&l=Modern&ps=20"> like this one</a>Last: I mean no offense, but you also might want to read <a href="http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/"> How to built a deck</a> which might help you to get some ideas on your own. GreetingsMuktol
From <a href="http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/lo/304"> External Link: Synergy</a>"In Magic, synergy is simply the realization and concept that certain cards are more effective when played with certain other cards. The cards, generally speaking, can function all right in and of themselves, but because of this synergy, produce more together than what they could when taken in isolation."So synergy (also from this site: "We started this article on synergy with an Aristotle quote. Synergy, the word, comes from a Greek root meaning "working together."") is an interaction between two cards. So every combo is also a synergy but it has to be something more or else we wouldn't need a distinction between the two. The thing I mentioned above (infinite combo, lock, or recursive loop) is only my opinion because there is no magic rule when a synergy stops and a combo starts. *Finish for me* because more would fall under the purview of philosophy ;)
Generally, a combo is a combination of cards that creates a loop, like Exquisite Blood + Sanguine Bond, or otherwise creates a game winning advantage, like Channel + Fireball. Combos include any sort of infinite combo, lock, or recursive loop. Synergy is where two (or more) cards combine to get more than just the sum of their parts. For example, Pawn of Ulamog + Bloodthrone Vampire. Whenever you sac something to Bloodthrone Vampire you get an extra creature to sac from Pawn of Ulamog essentially doubling the vamp's ability.
*like*A description and some decktags would be nice because not every body will figure out how your deck should work and decktags make it easier to find. With access to white I would do some changes: From "Gatecreeper Vine" to "Order of the Stars" and from "Wall of Hope" to "Perimeter Captain". When you want to keep this deck modern legal you'd have to remove only "Counterspell" and "Preordain" for something other. "Mana Leak" or "Rune Snag" for the counterspell and "Serum Visions" or something similar for Preordain could do the trick.GreetingsMuktol
When using "Primalcrux" "Khalni Hydra" and "Leatherback Baloth" are two very good cards to pump him up. GreetingsMuktol
now *like* on the deck*like* on dorito1080 comment ;) Most people don't know the difference. Here's a little description (I shamelessly copied it from a site because the description is very good and easy to understand)Generally, a combo is a combination of cards that creates a loop, like Exquisite Blood + Sanguine Bond, or otherwise creates a game winning advantage, like Channel + Fireball. For the combos we agreed that it should include any sort of infinite combo, lock, or recursive loop. Synergy is where two (or more) cards combine to get more than just the sum of their parts. For example, Pawn of Ulamog + Bloodthrone Vampire. Whenever you sac something to Bloodthrone Vampire you get an extra sac from Pawn of Ulamog essentially doubling the vamp's ability.As for the deck: I would try to lower the number of lands to 18 (should be enough but give it some tries before you go to a tournament with it) and add 4 Assault Strobe. You could also try to replace Legion Loyalist with something more aggressive like Firedrinker Satyr (or Hellspark Elemental which has the advantage of it's unearth ability).
This deck is less burn than more RDW (Red Deck Wins). Burn focuses nearly only on spells that deal direct damage on your opponent. The classical cards for a burn deck would be: Shard Volley, Browbeat, Rift Bolt, Keldon Marauders, Vexing Devil, Spark Elemental, Hellspark Elemental, Skullcrack (Sideboard) ...and so on. Basically any spell that costs {R} and deals 3 damage to a player, or, if it costs more, brings you another advantage like carddraw, library manipulation or such things. GreetingsMuktol
Some ideas and suggestions based on my own <a href="http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/"> monoR Krenko commander deck </a> (and I'm trying to keep them budget friendly)I would try to reduce the number of creatures a little bit, 44 seems rather many to me even for commander. Furthermore I also think that you might need some additional lands, say 4-6, to get this deck run smoothly. Artefacts:Magewright's Stone (Untap), Mask of Avacyn (Protection), Swiftfoot Boots (Protection), Thornbite Staff (Untap, comb opart)Creatures:Battle Squadron (Flying finisher), Bloodmark Mentor (First strike for all red creatures), Caterwauling Boggart (Nearly unblockable goblins), Furystoke Giant (Finisher), Goblin Assassin (Mass removal), Legion Loyalist (Battalion: first strike and trample), Skirk Prospector (Sacrifice goblins for mana, combo part)Enchantments/ Sorcerys/ Instants:Fervor (Global haste), Boggart Shenanigans (dying goblins deal 1 damage to a player), Ruination (destroy all nonbasic lands)If your budget allows you to get some more expensive cards I would take a look at the following:Purphoros, God of the Forge, Shared Animosity, Konda's Banner, Nykthos, Shrine to NyxGreetingsMuktol
I would change from "Traumatize" to "Tome Scour". Traumatize is far to expensive to be of great use here. A card you could also consider would be "Dream Twist" or "Shriekhorn" and, if budget doesn't matter that much, "Jace, Memory Adept".GreetingsMuktol
If you want to focus on Kor's, especially "Kor Duelist", I would add some more and faster artifacts. Key to (nearly) any artifact beatdown deck is "Cranial Plating" and thus adding additional artifacts like Ornithopther, or artifact lands is always a good idea. Some suggestions, based on my <a href="http://www.mtgvault.com/muktol/decks/monow-equipment-2/"> monoW Kor equipment deck</a>:Bonesplitter, Cranial Plating, (Horned Helm), Swiftfoot Boots, Sylvok Lifestaff, Trusty MacheteEtched Champion, OrnithopterDispatchDarksteel CitadelIf you want to add a little bit more Kor flavor "Conqueror's Pledge" could also be an idea. GreetingsMuktol
No sorcery/ instant has lifelink, they only give lifelink to creatures until now. I'm pointing this out because older cards got their text changed in newer editions to match keywords, e.g. shroud on "Blastoderm" or "Crystalline Sliver". Though lifelink is a newer keyword (I think it was introduced somewhere in the Shards of Alara block) this could also happen to this mechanic. Back to the deck: The lifegain theme is all nice and so, but the decks strategy doesn't benefit from "Soulfire Grand Master" nor does it benefit from having more than 30 life. When you effectively could use the Gandmasters ability the game can already be over. The goblins I mentioned above have the ability to create enough mana via "Skirk Prospector" or "Battle Hymn", so does a defender ramp deck using "Axebane Guardian"
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