The same I said about http://www.mtgvault.com/xavbob1/decks/hastaculur-burns/ can be applied here. If you really want to use "Isochron Scepter" raise the number to 4 and use something like "Magma Jet"."Shock" also shoud be replaced by something with a better mana/damage ratioGreetingsMuktol
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Some suggestions from my own burn deck (http://www.mtgvault.com/muktol/decks/monor-burn/)I would remove "Viashino Sandstalker" because he is to expensive to cast every turn and can be blocked by every 0/1 without doing damage to your opponent and "Pillar of Flame" because it hast a not-so-good mana/dmg ratio. You could also remove 1 "Reforge the Soul" because you don't want to have it in your hand from the beginning Furthermore I would move "Leyline of Punishmen" into the sideboard, you simply wont encounter a lifelink deck every game. Some further suggestionsVexing Devil (4/4 for 1 mana or 4 damage for 1 mana), Magma Jet (2mana, 2 dmg, scry2), Searing Blaze (If you have to remove a creature and still want to do some damage to the player), Shard Volley (Finisher for the last 3 damage)GreetingsMuktol
Try to reduce the number of different creatures and spells, but use those more often. Also without duallands your manabase will be very unstable. Some basic ideas of deckbuilding: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ My own B/R Vampire deck: http://www.mtgvault.com/muktol/decks/br-tribal-vampire/ Greetings Muktol
Some suggestions from my own modern goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/) I would change from "Thousand-Year Elixir" and "Voltaic Key" to "Goblin Chieftain" and 2 other cards. The Chieftain gives your creatures haste, like "Goblin Warchief", and also buffs them, although he is easier to remove. But most decks have something against artifacts, if not preboard, than at least postboard. You could also do a 3/3 split with Chieftain and Warchief, if you feel that you're having to many lords. You could also remove 1 "Krenko, Mob Boss", because he is legendary, and you don't want to have him more than once on the board and in your hand. Some further suggestions (I'm not that fit with vintage and legacy-cards so i'm gonna focus on modern here): Goblin Sharpshooter (elf and token-removal on 2 feet), Goblin Wardriver (Battlecry), Mogg War Marshal (Comes with a little friend), Spikeshot Elder (Converts mana into damage, really good when buffed), Warren Instigator (Modern counterpart to "Goblin Lackey") Krenko's Command, Dragon Fodder(Cheap goblin summoning), Goblin War Strike (Deals damage equal to the number of goblins you control to creature or player), Quest for the Goblin Lord (Buff for your goblins), Kuldotha Rebirth (If you want to stay with that many artifacts) Greetings Muktol
I'm happy that I was able to help :)GreetingsSebastian
Some suggestions from my monoG infect deck (http://www.mtgvault.com/muktol/decks/monog-infect/)Bonesplitter (buff)Corpse Cur (returns infect creatures from graveyard to play), Ichorclaw Myr (cc2, that no one normally wants to block), Rot Wolf (creature, carddraw), Spinebiter (finisher)Evolution Charm (ramp or resurrect creature or creature gains flying), Groundswell (cc1 +2/+2; landfall +4/+4), Mutagenic Growth (cc1 or 2 life: +2/+2), Vines of Vastwood (cc1, kicker cc1; hexproof, if kicked, +4/+4)GreetingsMuktol
I would say 4 "Doorkeepers" as this raises your defender count, and is your primal mill card. And cc2 for a 0/4 are not that bad anyway. Say you have 3 of them on the field, so you can tap 1 or 2 to mill and still have 1 defender if something goes wrong. It is a good card, but you need the defenders for "Doorkeeper".I would use no more the 3 "Jace, Memory Adepts". With the new legendary rules you could try to run 4 (activate ability of Jace A, cast Jace B, destroy Jace A and activate ability of Jace B) but this is cost intensive (mana AND money ;) ). I normally play only the planeswalkers I have in my collection, thus there is often no more than 1 of them in a deck. GreetingsSebastian
"Undead Alchemist" has an anti-synergy with "Consuming Aberration" and especially with "Wight of Precinct Six"I would only use "Jace's Phantasm" and "Shriekgeist" (See suggestions below) to attack, and "Wight of Precinct Six" as defender. You thus could remove "Artful Dodge" (Most decks only have something against flyer's after boarding)Some suggestions from my own UB- mill ()Shriekgeist (1/1 flying, mills 2 when damaging opponent), Thought Scour (cc1, mill2, draw1), Ultimate Price (point removal), Victim of Night (point removal), Breaking // Entering (cc2, mill8), Paranoid Delusions (cc2, mill3, cypher on creature to cast again without costs when damaging opponent), Pilfered Plans (cc3, mill2, draw2), Nephalia Drownyard (land, cc3, mill3), Watery Grave (dualland)GreetingsMuktol
i would remove 1 "Mentor of the Meek" (You don't want to have more than 1 in your hand and on the table) and perhaps put "Imposing Sovereign" into your sideboard. Some suggestions from my own human deck (http://www.mtgvault.com/muktol/decks/monow-tribal-human-wheeny/) Hero of Bladehold (Battlecry, comes with 2 soldier tokens), Silverblade Paladin (Souldbound -> Doublestrike), Student of Warfare (1w -> Level up -> First strike/ Double Strike), Thalia, Guardian of Thraben (Slows your opponent if he uses many non creature spells), Thraben Doomsayer (Tap -> 1 human token), Bonds of Faith (Controll or buff for one creature), Call to Serve (Flying and buff for one creature) Greetings Muktol
Last thought works well if you have some creatures that have any sort of avoidance (flying, unblockable, and so on), but in a deck with so many defenders its not that good. Try to raise the number of "Divination" to see if more carddraw really is useful here (Which I think it would be)I would remove "Phantom Warrior" and "Seacoast Drake" for 4 "Hover Barrier" and 2 "Doorkeeper". Try to print proxy's of "Elite Arcanist" and "Archeomancer", In the end, I would only use one of them. Which one, you need to see and test for yourself. Change from 1 "Claustrophobia" (You have many defenders that can manage enemy creatures) and 1 "Elite Arcanist" to either 2 "Elite Arcanist" or 2 "Archeomancer"You could also try to change from "Traumatize" to "Psychic Spiral" and see which one fits better to your play style. Put the other one into the sideboard and change if you feel that it won't work. GreetingsMuktol
I normally try to use 20-22 lands myself, but I build wheeny decks most of the time, or decks that utilyze many cheap spells. But 24 lands are the high side today, so I will correct this in the text. Thank you for the info :)
In my own vampire deck I work with many point removal (and some mass removal in the sideboard) to get my vampires through my opponens defences. Most of the times one or two vampires finish the match, because I don't want tghe rest of them to attack (e.g. "Rakish Heir") or they simply got shot away, exiled, ... I would remove "Captivating Vampire" (Lords are nice, but you need beaters) and "Guul Draz Assassin" (To expensive to level up), Also "Vampiric Fury" (Buffs multiple creatures, where pherhaps one would be better) and "Feast of Blood" (Especially in earlygame the condition can sometimes be hard tu fulfill) coud be removed. Some suggestions from my own vampire deck (http://www.mtgvault.com/muktol/decks/br-tribal-vampire/) Bloodghast (Landfall->comes again), Falkenrath Aristocrat (Good beater), Vampire Lacerator (Cheap aggro vampire, the drawback in life should be irrelevant) Curse of Stalked Prey (Harder to get rid of than Rakish Heir) Lightning Bolt (Removal), Terminate (Removal), Dreadbore (Removal), Sign in Blood (Carddraw) Blackcleave Cliffs (Dualland), Graven Cairns (Dualland), Cavern of Souls (Uncounterable, 'dualland') Greetings Muktol
I would remove most of the "does XYZ, one creature cant block". You normally use massive goblin hordes to attack your opponent, so 1 or 2 blocking creatures shouldn't hurt you much. Furtermore i would remove goblins without any ability or effect, e.g. "Goblin Roughrider" or "Goblin Piker" You should also try to use key-cards 4 times (except legendary's like Krenko, there 3 is enough). Don't use to many 1-offs, those should be reserved for finishers like "Furystoke Giant". Suggestions from my own goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/) and from a goblin primer I know: Infiltration Lens (Carddraw), Quest for the Goblin Lord (Pumps all your goblins), Goblin Grenade (Creature -> Damage), Blood Moon (Against multi-colored decks that use many non-standard lands), Aether Vial (Brings your goblins into play for free) Bloodmark Mentor (First strike for your red creatures), Legion Loyalist (Battailion -> First strike and trample for your creatures), Goblin Chieftain (+1/+1 and haste for your goblins), Goblin King (+1/+1 and mountainwalk for your goblins), Goblin Wardriver (Battlecry), Mogg War Marshal (Replaces himself with a token), Spikeshot Elder (Mana-> damage), Warren Instigator (Doublestrike, lets you play goblins for free), Siege-Gang Commander, Furystoke Giant (Finisher), Goblin Bushwhacker (Pumps your goblins once and gives them haste), Goblin Guide (cheap and strong, lets you see what your opponent will draw) Greetings Muktol
Yes, exact: "Fog Bank" cannot receive lethtal damage through combat, only through spells and abilitys e.g. "Tragic Slip" or "Lightning Bolt" Most standard mill decks use U/B as manabase because they give them e.g. "Breaking/Entering", "Mirko Vosk, Mind Drinker", "Paranoid Delusions" and so on. I finally prompted my U/B Mill (http://www.mtgvault.com/muktol/decks/ub-mill/), but as I learned it also needs some help ;) Possible cards from could be: "Archaeomancer" Seems to expensive to me, but gives you the chance to use a spell a second time "Elite Arcanist" Expensive to play. Question is, can you afford not using 1-3 mana for a instant spell (e.g. a counter) nearly every turn. On the other hand it can give you a good mill spell every turn. "Uncovered Clues", "Last Thoughts" Carddraw "Crosstown Courier" attacking creature, can either mill 2+ cards or remove a creature (hopefully) ;) "Hover Barrier" Defender, to raise the defender-count for "Doorkeeper" "Psychic Spiral" Expensive mill, 1-2 of the for midgame pherhaps "Elixir of Immortality" Sideboard, against burn and extort. It also shuffles your allready used spells back into your library "Ratchet Bomb" Sideboard, most extort-creatures are cc1-cc3 if I remember it right, sou you could get rid of them with the bomb very easy. Against burn or creatureles decks not that good (though it can also remove permanents) "Pithing Needle" sideboard, artefact-hate "Clone", "Stolen Identity" Sideboard, if you're having trouble with a single, strong, creature or artifact Greetings Muktol P.S. Sorry for my bad english, I am no native speaker
Thanks for the advice. I'll work on the deck.
I wanted to test "Balustrade Spy", "Undercity Informer", "Mirko Vosk, Mind Drinker" and "Consuming Aberration" but I'm a little bit unsteady about the mana-costs. And I don't know which card I should remove for one of those at the Moment ;) At the moment im trying to add "Pilfered Plans" to this deck, but the only card I could change would be "Dimir Charm" and I think this deck needs at last one counter.
Some suggestions from my own (modern) kor-equipment deck (http://www.mtgvault.com/muktol/decks/monow-kor-equipment/) Equipment: Bone Saw, Bonesplitter, Swiftfoot Boots Creatures: Armament Master, Kitesail Apprentice, Puresteel Paladin Lands: Darksteel Citadel Greetings Muktol
You should try to use some less creatures but those who stay, more often. Seems like you are not sure which strategy your deck should stick to at the moment :) Greetings Muktol
I would reduce "Sensei Golden-Tail" down to 3, simply because it's legendary. In my own human deck I use "Bonds of Faith" as buff/ control and "Call to Serve" as buff. The last is especially nice with a double striker. If you encounter many creatures you can switch from "Oblivion Ring" to "Path to Exile" or do a 2/2 split. 23 plains do seem a little to much when most of you spells won't cost more than cc3. An alternative to a simple plain would be "Emeria, the Sky Ruin" or "Windbrisk Heights" which could allow you (with some luck) to play "Konda, Lord of Eiganjo" early. Greetings Muktol
Im not that fit with standard but here are some suggestions from my own (modern) milldeck (http://www.mtgvault.com/muktol/decks/monou-mill/) and my UB-standard milldeck which I don't have in the database yet If you want to mill with "Doorkeeper" (and that looks to me like you want to do it that way, and counter the rest of your opponents spells)you will need some more defenders. "Doorkeeper", "Wall of Frost" and "Murmuring Phantasm" up to 4 and change from "Seacoast Drake" to "Fog Bank". I would furthermore change from "Phantom Warrior" to "Jace's Phantasm" (No defender but good and cheap blocker) If you want to control your opponent with counterspells I would try to raise the number of "Essence Scatter" and "Negate" to 3 or 4 and reduce or remove "Cancel" "Dream Twist" instead of "Tome Scour". It's more expensive to play. but you can cast it again later, when you're out of handcards. I would try a 1/1 split between "Increasing Confusion" and "Traumatize" to see whats more effective for you. "Chronic Flooding" is a good spell. It either slows your enemy down because he doesn't want to use those lands (best targets are duallands) or mills him. Why "Haunted Plate Mail"? I would remove it and use a second "Millstone" instead. Greetings Muktol
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