I would remove 1 "Siege-Gang Commander" to raise the number of "Krenko, Mob Boss" to 3. Personally I dislike "Goblin Guide" because in the worst case you give your enemy just THAT one a land that he needs to kill you. Some suggestions from my own goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/) Bloodmark Mentor (First Strike for your red creatures), Legion Loyalist (Battailiion -> First strike and Trample for your creatures), Mogg War Marshal (Cheap goblin that replaces himself after one turn), Spikeshot Elder (Converts mana -> damage), Furystoke Giant (Finisher), Quest for the Goblin Lord (cheap buff for all goblins) Greetings Muktol
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Some ideas/ suggestions from my own (modern-legal) goblin deck (http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/) I would remove the following cards: Foundry Street Denizen (There are better cc1 goblins), Goblin Shortcutter (You normally attack with mass, a single creature that can block shoudn't cause great problems) I would also raise the number of "Goblin Chieftain" to 4, "Krenko, Mob Boss" to 3 and "Mogg War Marshal" to 4 Further suggestions: Bloodmark Mentor (First strike for your red creatures), Legion Loyalist (Battailion -> First Strike+ Trample), Goblin Wardriver (Battlecry), Spikeshot Elder (Converts mana -> damage), Warren Instigator (Play goblins for free), Goblin Lackey (Play Goblins for Free), Furystoke Giant (Finisher), Quest for the Goblin Lord (Enchantment, buffs all your goblins), Infiltration Lens (Equipment, carddraw), Goblin War Strike (Sorcery, damage target player) Greetings Muktol
Some ideas and suggestions from my own kor-equipment deck (http://www.mtgvault.com/muktol/decks/w-kor-equipment/) You'll need more creatures and some less artifacts. I would put "Spidersilk Net" into your sideboard if you're not playing in a enviroment with many flying creatures Suggestions Armament Master (Stengthens your creatures the more equip he has), Kitesail Apprentice (Equiped -> +1/+1 and flying), Kor Duelist (Equiped -> Doublestrike), Ornithopter (Cheap artifact, evasion, great for carrying e.g. "Cranial Plating" Darksteel Citadel (Artifact land) Basilisk Collar (Deathtouch, Lifelink), Bonesplitter (+2/+0), Cranial Plating (+X/+0, X=number of artifacts), Swiftfoot Boots (Hexproof, haste) Greetings Muktol
Thank you for the idea, due to this I changed some numbers and creatures: -4 Mogg Sentry +4 Legion loyalist (Knew of him, but though that he was a cc3 ;) ) -1 Bloodmark Mentor (I don't want to relly only on the Loyalist to give my creatures first strike) +1 Spikeshot Elder "Goblin War Strike" won't fit into this deck, because I want to stay modern-legal.
Looks more then an EDH deck to me.Less cardchoices but those more often. Otherwise it's very difficult to see the purpose of a deck.
http://www.mtgvault.com/muktol/decks/rb-tribal-vampire-2/Worked well for me, if you need some ideas :)
I would lower the number, but increase the quantity of your spells
I would lower the number of different cards but up the quantity of rest to 3 or 4. Read the description: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/
I would remove "Falkenrath Exterminator" and "Markov Blademaster". Both are to expensive and do too little without propper support (e.g. "Blade of the Bloodchief" for the "Falkenrath Exterminator"). Furthermore I would take "Quag Vampires" out because you normally don't have the mana to kick him. Decide if you want to use either "Rakish Heir" or "Curse of stalked Prey". The curse is harde to get rid of, the creature can serve as additional blocker. I would use some more point removals like "Go for the Throat, "Lightning Bolt", "Terminate", "Dreadbore" or "Doom Blade", so you make sure your vampires can drink your opponents blood ;) My own R/B vampire deck http://www.mtgvault.com/muktol/decks/rb-tribal-vampire-2/ Greetings Muktol
Some suggestions (although some pythos said something different, I'll try to tell you why I would do the changes): Remove "Dragon's Claw" (You want to have an agressive deck, and you normally shoudn't need the life. Also life-generation is somewhat slow here), "Kitesail" and "Strata Scythe" (You normally win by mass with such a goblin deck, and not with a single creature. There are other ways to buff your creatures). With all those artifacts removed from the deck I would also take "Kuldotha Rebirth" out, because the chance is very high that you don't have any expendable artifacts out. Up the number of "Krenko, Mob Boss" to 3. With just 2 of him you have a high chance of not drawing when you need him. I also wood remove "Teetering Peaks". Its a great buff but it costs you speed as it only comes in tapped Suggestions for replacement: You need more mana. 15 Lands seems insufficient. 20 would be good, if you feel thats to much try it with 18. But I would play with no less that 18. Quest for the Goblin Lord (Buffs all your creatures, enchantment and though hard to get rid of), Infiltration Lens (Carddraw), Aether Vial (Playing creatures without mana-costs) Bloodmark Mentor (First strike for all your red creatures), Goblin Chieftain (+1/+1 and haste for all your goblins), Mogg War Marshal (Replaces himself with a token, very good in combination with "Quest for the goblin Lord", Spikeshot Elder (Converts extra mana into damage, good when buffed), Warren Instigator (playing goblins without mana-costs) Greetings Muktol
I would remove "Lone Missionary" and "White Knight" (Perhaps sideboard against black). I also would change from Ajani& Gideon to "Elspeth Tirel". You seem to use "Armored Ascension" as finisher, hence I would lower its number to 3 Some creature suggestions: Soul Warden (Lifegain/ creature), Suture Priest (Lifegain/ creature), Martyr of Sands (Lifegain/ card), Ranger of Eos (Tutor for 3 cc1), Felidar Sovereign (Alternative winoption). Perimeter Captain (Lifegain/ block), Rhox Faithmender (Double lifegain), Serra Avatar (Finisher) Greetings Muktol
Read the description: http://www.mtgvault.com/muktol/decks/how-to-build-a-deck/ Short Version: Remove some cards but use the rest more often. Greetings Muktol
Why do you use "Elixir of Immortality"?Some changes I would do (To get a pure burndeck)Remove the following: Pyromancer's Gauntlet (If you can cast it, you want to have finished your opponent allready), Leyline of Punishment (Sideboard, a spell that you don't need against every normal deck), Incinerate (Sideboard, when you have a regeneration creature you have to remove), Skullcrack (Sideboard, same as with "Leyline of Punishment"), Shock (Bad damage/ mana ratio), Searing Spear (bad damage/ mana ratio)Questionable spells: Reverberate (Only good if you have spells that cost more than cc3, otherwise it's lost mana), Chandra, the Firebrand (Comes to late, and the only good ability is her '-2'. And you get that one cheaper with "Reverberate"), Valakut, the Molten Pinnacle (Only good in longer games. Otherwise its a Mountain that comes in tapped and prohibits you from playing a spell with it's mana this turn)Some suggestions:Creatures: Vexing Devil, Ball Lightning Hellspark Elemental, Spark ElementalOther Spells: Seal of Fire, Magma Jet, Searing Blaze, Shard Volley, Lava Spike, Rift Bolt, Wheel of FateGreetingsMuktol
I would remove "Knight of Meadowgrain" and thus "Rustic Clachan". If you want to push your creatures use "Honor of the Pure " or "Mikaeus, the Lunarch". I would also remove "Windbrisk Heights" because you simply don't have any expensive cards you want to play with it. If you want some special lands think of e.g "Emeria, the Sky Ruin" (For longer games) Up the number of "Tectonic Edge" to 3 or 4, most decks those days are at least two-colored and use many non-standard lands. Some suggestions (from my own Kor-Equipment Deck): Accorder's Shield (Keeps your creatures alive), Basilisk Collar (Deathtouch and lifelink), Cranial Plating (Equipment= Artifacts= more dmg), Darksteel Citadel (Artifact-counter for "Cranial Plating"), Armament Master Greetings Muktol
If you want to go against enemy creatures I would prefer "Forked Bolt" or "Searing Blaze"
Is there a plan? Why don't you play some less cardchoices but those more often? Oh and by the way: There are 5 "Siege-Gang Commander" in your deck :)
I would try tu up the number of Krenkos to 2 or 3, because without tutors it will be hard to get him on your hand. Furthermore I would remove "Mogg Alarm" an replace it either with some creatures or a cc2 goblin summoning from the last editions (e.g. "Krenko's Command") On the other hand, as you allready are within teh vintage legality, you could use some more of those goblins, like "Goblin Matron" or "Goblin Lackey", to gain speed. But on vintage cards I can't help you ;) My own Goblin Deck: http://www.mtgvault.com/muktol/decks/monor-tribal-goblins/ Greetings Muktol
I would remove "Shock" (Bad dmg/mana ratio), "Elemental Appeal" (To expensive, winmore) and "Flame Slash" (Creature only) Some suggestions Magma Jet (Scry2, cc2, 2dmg), Searing Blaze (cc2, 2dmg, Landfall 6 dmg), Shard Volley (cc1, 3dmg), Rift Bolt (cc1 Suspend 1, 3dmg) Vexing ShusherSorcery (Sideboard, against control), Wheel of Fate (Sideboard, long matches) Greetings Muktol
Some suggestions: "Mentor of the Meek" down to 3, you normaly don't want two of them in your hand or on the battlefield, same thing with "Riders of Gavony", down to 3 (I removed them completly in my human deck because in modern I don't get so see that many tribal decks) I would try to remove "Nearheath Pilgrim" and "Syndic of Tithes" and to replace them with some more aggro based creatures. Some more cardchoices: Creatures: Hero of Bladehold (Battlecry and 2 tokens/attack), Silverblade Paladin (Soulbound -> Doublestrike), Student of Warfare (Great for using spare mana), Sublime Archangel (Finisher in my deck), Thalia, Guardian of Thraben (First strike and slows your enemy)Enchantments: Bonds of Faith (Control OR buff), Call to Serve (Flying, in combination with "Silverblade Paladin" often a matchwiner) Instants: Brave the Elements (Protection or buff), Path to Exile (Fast creature removal) Greetings Muktol
I would remove "Sorin, Lord of Innistrad" and "Markov Blademaster". The removal of the B/W Sorin will give you a much more stable and easier manabase. Though he is a great card, the Blademaster is to expensive and comes to late. Also I would fill up my spellist with some removals, e.g. "Go for the Throat", "Lightning Bolt", "Terminate", "Dreadbore", Doom Blade". Vampires are really good if they can drink blood from your enemy, but to achive this, you must remove his defenders. Further suggestions: Bloodghast (Comes back with every landdrop of yours), Bloodline Keeper (Lord and token-producer), Falkenrath Aristocrat (Flying finisher), Vampire Lacerator (Cheap vampire, the drawback in life is normaly not that big problem) My own R/B Vampire Deck: http://www.mtgvault.com/muktol/decks/rb-tribal-vampire-2/ Greetings Muktol
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