*like*After looking at your Miri on weapons deck and seeing that you where building a Krenko deck, I had to give it a look. My own Krenko built (http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/) uses more untap artifacts and relies more on the cc1-cc3 creatures which you wanted to avoid. Again, there are not very many suggestions I can come up with, but here is what came into my mind: Konda's Banner, Thornbite StaffBattle Squadron, Goblin Assassin, Furystoke GiantGreetingsMuktol
Permalink
I would combine "Soulfire Grand Master"'s ability with either an agro deck, goblins should work fine, or something like G/W defender ramp. The problem I see with his ability is that it costs to much to be of great use with cheap spells, cc5 for a reusable "Lightning Bolt" or cc6 for a reusable "Lightning Helix" (I'm not sure if lifelink will work with this spell, would be a question for a judge) without ramp is just horrible. Yeah, you get the chance of using the spell a second time, but I would rather add some carddraw spells to a R/W burn deck than using this guy. GreetingsMuktol
*like* I had a pretty good laugh reading the how to play :)Some (few) budget- suggestions that came into my mind when looking through the decklist:"Mask of Avacyn"...hexproof equipment will always be important in commander damage decks. "Fireshrieker"...to boost her damage with double strike. "Read the Bones"...similar to "Sign in Blood" but has the advantage of scry 2, although it can't be used deal damage to your opponent . GreetingsMuktol
Some things just don't seem to be right in this deck. You combine creatures that are used in agro builts most of the time with some lifegain and effects that increase their toughness rather than power. The main question is: should this be an aggressive (human) deck or something else?GreetingsMuktol
*like*Recently saw an elf deck that (ab)used "Aluren" in combination with ETB effects like "Glimpse of Nature". Basically after playing he searched, and played, half his library at once. GreetingsMuktol
MonoW human wheenies was one of my first decks, so here are some suggestions, based on my own built:Swap "Elite Inquisitor" for "Kazandu Blademaster"...costs the same, does the same (Unless you play against vampires/ werewolfs/ zombies ALL the time), but the Blademaster can only get stronger with time. Swap "Cathedral Sanctifier" for "Student of Warfare" or "Doomed Traveler" or "Elite Vanguard"...lifegain is pretty irrelevant in such deck from what I have experienced. Swap "Defang" against "Pazifism" or "Bonds of Faith" or "Path to Exile" ...Pazifism also prevents the creature from using any abilitys, Bonds can be used to buff your own creatures, Path works instant but is rather expensive ($)Sideboard "Riders of Gavony"...not every deck you will be going after will be a tribal deck, and against other decks it's not quite as usefull. Add "Brave the Elements" to your sideboard. Personally I use a draw engine with "Mentor of the Meek" and "Thraben Doomsayer" to get me some additional cards, but my deck is rather build for mid-/ lategame. GreetingsMuktol
*like* and thanks for bringing "Glaze Fiend" to my attention. That's the point why we have pauper and peasant decks...to show that those cards are all, but unnecessary. And those decks can beat the crap out of other decks, especially if they are built like "one of this, one of that, maybe two from this" and so on. Oh and by the way, I'm missing "Memnite", "Tragic Slip" and maybe 1-2 "Cranial Plating" here ;)GreetingsMuktol
Well the second winoption for such decks would normally be "Felidar Sovereign" but with 17$ per cards, I guess that will be out of your budget range. Though there are some other cards are/ can be played by soul sisters decks that you could use or replace some cards of yours: Martyr of SandsSoul's AttendantSquadron HawkPerimeter Captain / Pride GuardianAngelic Accord (thanks Viagrasaurusrex)If you want to win via "Ajani's Pridemate"'s beatdown I would strongly recommend to use some protection spells/ artifacts, be it protection from color XYZ or hexprof. GreetingsMuktol
The problem I see with this strategy is that there is only 1 card that can convert your opponents draw into damage: "Fate Unraveler". With costs of cc4 it comes rather late (if you draw it) and being a creature (tough a black one with toughness >3) will attract almost every removal your opponent has on it. I would use some additional discard spells (e.g. "Mind Rot") as main control option in combination with "Waste Not" and use the synergy between "Fate Unraveler" and "Dark Deal" only as finisher. Question is, if that works: "Fate Unraveler" comes T4, "Dark Deal" T5, your opponent will have played some spells and lands until that time, so the he will have...0-4 cards left in his hand. "Dark Deal" gives you the chance (via "Waste Not") to get some zombies, man or carddraw and will do 0-4 damage to him. Don't know if this will be enough to finish your opponent, I don't know standard meta that well.
*like*Is this deck supposed to win via commander damage or rather beatdown?Some (neutral, see above) suggestions based on my own Grimmgrin EDH deck (http://www.mtgvault.com/muktol/decks/edh-grimgrin-corpseborn/): Arena of the Ancients, Cauldron of Souls, Mimic Vat, Undead Warchief, Lord of the Undead, Cemetery Reaper, Grave Pact, Dictate of Erebos, Tragic SlipGreetingsMuktol
If you want to get help from others, please give us a description on the problems you have with your current built, the idea behind it, the legality you want to built it for and so on. Working on just a "Need Help" is often rather difficult ;)GreetingsMuktol
*like*I would rather work with enchantments like "Phyresis" or "Glistening Oil" if you want to win by using Varolz strength as commander. I would also add something to give him evasion of one sort or another, because at the moment a simple 1/1 token could block him as a e.g. 100/100 and nothing real would happen. My own Tiny Leaders deck with Varolz: http://www.mtgvault.com/muktol/decks/tiny-leaders-varolz-the-scar/GreetingsMuktol
Some things that came into my mind looking at this deck:Try to get it working with modern legality. Hard to do (Serenity has to be replaced...) but from what I know vintage/ legacy has far more fast decks than modern. "Austere Command", "Magus of the Disk" or "Creeping Corrosion" (green) could do the trick. Get some more tutors for artifacts. The best cards are useless if you don't draw them in the needed combination, which would be pure luck with only 1 of the card in your deck. If you want to stick with "Kuldotha Forgemaster" add 3 more of him, otherwise you can take a look at "Arcum Dagsson", "Fabricate" or "Treasure Mage". The last of the 2 have the disadvantage of not bringing the artifacts directly on the battlefield but in your hand. Get a second card of each key-card for your plan. A simple cc2 "Mana Leak" could otherwise ruin your plan if you have to hardcast one of your artifacts. If you want to use the Forgemaster I would add some more cc0 artifact spells, preferable creatures like "Memnite", but equipment or other artifacts will do the trick to. As for the finishers I would rely on some cheap creatures ("Ornithopter", "Signal Pest" and so on) and equipment like "Trepanation Blade" or "Cranial Plating". Your opponent should have nothing left to defend himself, so you don't need string finishers. If you can think of adding a second color to this deck, I would either choose green for ramp or blue for control. As for the fail horribly: Print the cards as proxis and give them some testgames with friends. There is no better way (at last for mee) to determine whether a deck works or notGreetingsMuktol
When using Krenko as commander I would use some artifacts that allow you to untap creatures, or to copy abilitys. I'm also missing some 'classic' (to me that is) cards for a goblin deck like "Battle Squadron", "Bloodmark Mentor", "Caterwauling Boggart", "Furystoke Giant", "Goblin Assassin", "Goblin Lackey", "Legion Loyalist", "Mogg Catcher", "Siege-Gang Commander", "Warren Instigator"GreetingsMuktol
To get this working you will need some basic things:Protection for your commander: Hexproof, shroud or protection from XYZ are the keywords you should look for. I normally tend let artifacts like "Champion's Helm", "Lightning Greaves", "Mask of Avacyn", "Swiftfoot Boots" or "Whispersilk Cloak"do this job. Shroud has the disadvantage that even you can't target this creature. Evasion: Your 100/100 commander will get blocked by a simple 1/1 token if you can't give him evasion of some sort. Again, I normally let some artifacts do this job, but you could also look for enchantments or sorcerys/ instants. Keywords to look for would be flying, unblockable, trample and landwalk. Artifacts like "Trailblazer's Boots", "Horned Helm", "Chariot of Victory" or (again) "Whispersilk Cloak"Targets to devour: In this case I would tend to take a look at spells like "Krenko's Command" and the keyword Populate. There are also some nice spells that produce a number of tokens equal to the number of creatures already on the battlefield, though those are often limited to some tribes (e.g. elves) or some spells that use "X" Mana and produce x tokens. A simple search should reveal those rather fast. One or two things that also came into my mind: Building a deck for multiplayer games and for 1vs1 makes a big difference, so think about what you want to play with it (commander decks are normally built for multiplayer). E.G. if you go for a multiplayerdeck you should consider taking some (more) massremovals with you. If you devour your whole army, it will leave you wide open to a counter attack. I would try to not have more creatures with devour or some sacrifice abilitys on the battlefield as you want to 'eat' them all with your commander. Take some spells with you that allow you to bring creatures (or even spells, best example would be "Eternal Witness") back from the graveyard. Spells with 'Flashback' or 'Retrace' are very valuable in commander, cards with 'Delve' can convert your graveyard into a manapool and thus speed your play. Just a hint: "Fling"ing your commander won't work (at last for a win by commander damage) because this has to be combat damage. GreetingsMuktol
*like*1 or 2 suggestions from my own Krenko commander deck (http://www.mtgvault.com/muktol/decks/edh-krenko-mob-boss/)"Thornbite Staff"...in combination with something that let's you sacrifice tokens (e.g. "Skirk Prospector") this leads to an 'endless'-combo. "Fervor"...An additional haste source for your goblins, as enchantment it's not as easy to remove as a creature. "Battle Squadron"...strength and power equal to the number of creatures you control AND flying"Goblin Assassin"...Mass removal on 2 legs. Yeah, you can looses some tokens, but your opponents normally will loose way more valuable creatures than you. "Moggcatcher"...Lets you search for goblin cards in your deckI would also think about changing some of the equipment to protection gear (shroud/ hexproof) as Krenko tends to get shot away as fast as possible. Well, who can blame your opponents for that...GreetingsMuktol
Thanks for the clarification, I didn't even know that format. Well you never stop learning ;)
I would change from "Reprisal" to "Tragic Slip...lets you remove indestructible creatures (such as gods), also prevents regeneration, and is a black card, which increases the chance of "Vampire Nocturnus" activating.GreetingsMuktol
I hate to say it but Griselbrand is a banned card in EDH. http://magic.wizards.com/en/gameinfo/gameplay/formats/commanderhttp://www.mtgcommander.net/rules.php (See under "Deck construction")GreetingsMuktol
Just thought of the stromcounter and didn't see the combo. As excuse: I'm absolute no combo player, because I don't like winning with combos. To me (and only to me, every bode else might think what he wants ;) ) combos are no fun way of winning.
1,201-1,220 of 1,765 items