I would remove "Inexorable Tide" as you want to be fast with an infect deck, and this costs to much to play. Alternative could be "Thrummingbird" Change from "Distortion Strike" to "Artful Dodge". Costs the same mana but you have the chance to cast it again if needed. Some suggestions based on my own mono-G infect deck (http://www.mtgvault.com/muktol/decks/monog-infect/) Bonesplitter ({1} to play, {1} to equip, creature gets +2/+0) Corpse Cur (If the match takes longer and you need a creature from your graveyard), Ichorclaw Myr (+2/+2 if blocked), Rot Wolf (Carddraw), Spinebiter (Finisher) Evolution Charm (Very flexible card), Groundswell ({g}, +2/+2, with landfall +4/+4), Mutagenic Growth (2 life or {g}, creature gets +2/+2), Vines of Vastwood ({g}, creature gets hexproof, kicker {g} creature gets +4/+4) I hope I was able to give you some ideas Greetings Muktol
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If you want to stay within the modern-legality, you will have to remove "Seat of the Synod"
I would remove some of the 1-offs and try to raise the number of the rest of your cards, so that your chance to draw them is increased.
"Summer Bloom", "Explore" or "Oracle of Mul Daya" (With the 'drawback' of having to play with your library revealed) "Vines of Vastwood" as protection, if you get the mana fast enough maybe "Akroma's Memorial" "Joraga Warcaller" can eat LOTS of mana, but both the Hydra and Omnath are good 1-offs. "Helix Pinnacle" *g*, "Polukranos, World Eater" I would cut 1-2 of the 3 mana-elves, and use some more carddraw, e.g. "Elvish Mystic" as you will be in topdeck modus very fast. Greetings Muktol
You will have to remove "Gaea's Touch" to stay within the modern legality. Also I think that you're playing to many ramp-elves where you could use some damage or protection. Greetings Muktol
One of the first decks I built here (for a friend) was a counter-transfer deck (http://www.mtgvault.com/muktol/decks/counter-transfer/) Some suggestions from there: "Power Conduit"...helps you to transfer counters from A to B "Chalice of the Void"...as I am able to easily transfer counters, I can play around the effect of this artifact, but for my opponent its a pain in the ass "Surge Node" and "Chronozoa"...Surge Node is a counter-safe from where you can move counters onto another object. Chronozoa needs a little help, like "Power Conduit" but is has unlimited counters and also helps you to stay alive. But it has a antisynergy with more than one "Paradox haze" as you will never be able to attack with them. Titan Forge...combined with "Wing Splicer" it could solve as a second win option Etherium Sculptor...lowers the cost of all artifact spells and can serve as defender in early games Thoughtcast...cheap carddraw if you have enough artifacts out. Greetings Muktol
Just for Info, the whole Innistrad block and M13 got rotated out of standard with the apperance of Theros. If you want to play it in modern there are a few things i would change.
I know, I made a standard discard deck some days ago (I knew that Innistrad and M13 was rotated out) and nevertheless got 2 illegal cards in. Posted the deck on another site and this was the first thing the guys pointed out: ILLEGAL CARDS *g*
Demons Horn -> M12Endless Ranks of the Dead -> InnistradMikaeus, the Unhallowed -> Dark AscensionAll of your sorcerys http://www.wizards.com/magic/magazine/article.aspx?x=judge/resources/sfrstandardMTGVault is a little slow rotating the complete Innistrad cycle and M13 out of the standard block
Ups, didn't see the Loyalist, sorry. I normally suggest using (2-)3 Krenko's (as with all legendarys) as he gets shot away faster than you can say Bolt. The idea behind the second "Siege-Gang Commander" is to have a good target for "Warren Instigator". You can always cast a cc1 creature, but to bring a cc3+ into play for zero is a different thing ;) Greetings Muktol
Some suggestions based on my own Goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/) I would remove both "Shock" for 1 or 2 more "Krenko, Mob Boss" and/ or 1 more "Siege-Gang Commander" Furthermore I would change from "Goblin Arsonist" to "Legion Loyalist" You could also think of removing 1-2 mountains as your mana-curve is very low. Greetings Muktol
The next question is, do you want to create a EDH deck that is good in 1vs1 or multi-player? From what I know Commander Decks are full of board sweepers (aka mass descruction) so you may need something to counter this or to get your creatures back from your graveyard. Also spells that can be used again, with keywords like 'unearth' or 'flashback', are better here than normal spells. And I would also use some turors, to get key-creatures that you need....Diabolic Tutor or creatures with 'transmute'...just some things that got into my mind till yesterday
I'm no expert on EDH but with just 3 red cards I would either change to MonoB or add some more red or red/black cards to benefit from the red-splash.
Dimir Infiltrator...I would try to do a 3/3 split between "Dimir Infiltrator" and "Invisible Stalker". The Infiltrator has the advantage of being able to tutor you a cc3 creature that you need, if you don't need a enabler for your ninjutsu at the moment Higure, the Still Wind...Raise up to 3 as this is one of your best ninjas. No more since he is legendary and is out of bolt range. Ink-Eyes, Servant of Oni...Reduce to to 1. You can tutor him with Higure and since you will play him with ninjutsu he will at last attacke once, which can be enough to win the game. Minamo Sightbender...I would remove him since I am a fan of "Artful Dodge" (See suggestions) Mistblade Shinobi...Raise up to 4, as they are cheap and keep your opponent with a hand full of creatures but none on the table. Silent-Blade Oni...If you want to stay modern legal you have to remove him. "Dimir Charm" and "Mana Leak"...I would rather play some point removals and pherhaps some counters in my sideboard. If you want some counters take a look at "Essence Scatter", "Negate" and "Familliar's Ruse" (See suggestions) Some suggestions from my own U/B Ninja deck (http://www.mtgvault.com/muktol/decks/ub-tribal-ninjas/) Ronin Warclub (cc3, +2/+1, attaches automaticly to any of your creatures entering the board e.g. ninjutsu ninjas) Ornithopter (cc0, 0/2 fyling, I play him as second enabler and sideboard to "Dimir Infiltrator" if my opponent hast some flyers) Doom Blade (cc2, point removal, alternative would be "Go for the Throat"), Familiar's Ruse (return a creature you control to your hand hand, Counter target spell), Far // Away (Return target creature to its owner's hand. // Target player sacrifices a creature), Artful Dodge (cc1 target creature is unblockable this turn, flahsback cc1) Dimir Aqueduct (Dualland), Jwar Isle Refuge (Dualland) i hope I was able to help you a little bit Greetings Muktol
I would change some numbers and remove some creatures here "Falkenrath Exterminator"...Remove. Without propper support, e.g. "Blade of the Bloodchief" or a huge amount of removal, he won't be able to get those counters you need for him. "Guul Draz Assassin"...Remove. It sounds great, but in the end you have to pay 5 mana and 1 mana every turn to remove a 2/2 creature from your opponent, thus costs to much in my oppinion. "Guul Draz Vampire"...I would decide either to take "Guul Draz Vampire" or "Stromkirk Noble" and remove the other one. The Noble has the advantage of being able to collect counters all allone, the Guul Draz becomes stronger when you have damaged your opponent allready. "Dash Hopes"...I don't know how useful a counter can be here especially if you have only 2 of those. "Murder"...Remove. There are better point removals "Urge to Feed"...I'm no fan of this card. You can remove a 3/3 for 2 mana and tap many of your vampires, but this will leave you wide open for a counterattack. "Feast of Blood"...often enough it was hard for me to meet the requirements to cast this spell. Try to raise the numbers of most of your cards to 4, as you wan't to draw them and if one gets removed, you still have 3 other of it in your deck. It also raises the chance of drawing it. You could also try to reduce the number of lands to 22 or 20 as you don't have many high-cost spell. Some suggestions from my own B/R Vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/) Blade of the Bloodchief (cc1, equip 1, whenever a creature dies, equiped vampire gets 2 +1/+1 counters) Bloodghast (cc2, 2/1, cant block, comes again from the graveyard if you play a land), Bloodline Keeper (cc4, 3/3 flying, if you control 5 or more vampires flip huim -> vampires get +2/+2), Vampire Nocturnus (Top card of your library is open. As long as it is black, Vampires you control get +2/+1 and have flying), Bloodlord of Vaasgoth (cc5, 3/3 flying, all your vampire spells get Bloodlust 3) Curse of Stalked Prey (Alternative to Rakish Heir. Harder to remove but you loose a possible blocker), Go for the Throat (Pointremoval, hits anything but artifactcreatures), Lightning Bolt (cc1, 3 damage), Terminate (Pointremoval, hits anything and target can't regenerate), Dreadbore (Pointremoval, hits anything and planeswalkers) Blackcleave Cliffs (Dualland), Graven Cairns (Dualland) I hope I was able to help you a little bit Greetings Muktol
"Howl of the Nightpackt" proofed to be to expensive. When I had the mana, I played "Primeval Titan" and searched for "Inkmoth Nexus" and "Kessig Wolf Run" and pumped the flying Nexus.
I also had him in the first version of this deck. But back then I used less creatures that I could sac and thus often had to exile him, as he was the only creature on the field when he came back with 'Undying'.
Thank you for your suggestionsI Used "Gravecrawler" earlier, but as I removed most of my other zombies from the deck I wasn't sure that I could cast him from the graveyard. I also had "Barther in Blood" in the deck earlier, but it proofed to be to expensive to play here. I will give "Gravepackt", "Mutilate" and "Altar's Reap" a try, I was thinking about "Sign in Blood" as carddraw, but this fits better to the sacrifice theme.
Thanks for the suggestion. I will give "Howl of the Night Pack" and "Primal Bellow" a try.
I would try "Pulse Tracker" instead. Does the same damage but without the drawback in lifeOh and I would cut the "Markov Blademaster". Its a great card but too slow. It needs massive support to get through. Also you could lower the number of "Dark Impostor" to 2 or 3, his ability is rather expensive to use and thus you don't want him more than once or twice on the field.
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