Muktol

235 Decks, 1,764 Comments, 724 Reputation

First I would Change from "Kazandu Blademaster" to "Elite Inquisitor". You don't have enough Allys to make him really work well.
Think of decreasing the numbers of "Mentor of the Meek" and "Thalia, Guardian of Thraben" from 4 to 3. You really don't want two of them in your Hand and also not on the board.
With the places won from this, you could increase the number of "Aether Vial" to 3, so you have a Chance of really drawing it, when you need it.
Interesting for all white decks who can't get some trample enchantments or equipment is "Brave the Elements". Your enemy won't be able to block your creatures this turn, you can avoid point removal spells and some mass removal like "Deals X damage to all creatures"

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Posted 30 May 2013 at 15:06 as a comment on Soldier's Weenie

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Pherhaps this can help you a little bit
http://www.mtgvault.com/muktol/decks/ug-aggro-simic/

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Posted 27 May 2013 at 15:51 as a comment on Simic Aggro (HELP)

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I used "Tormented Soul" earlier, and removed it here for a test with "Nightshade Stinger" and "Spellstutter Sprite". I moved the blue faery allready in the sideboard, and most certain the stinger will also be put there.
The only thing I want to try now is play the first game with flying enablers and switch to unblockable creatures for the second game. So that the boarding my enemy does could/should be useless. Just still loocking for a good, cheap (cc1-cc2) blue unblockable creature ;)

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Posted 27 May 2013 at 11:29 in reply to #357013 on U/B Tribal: Ninjas

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I don't meant to question his deck building capabilitys or his ideas, I hope nobody thought that. The deck will work, no question. :)
The only thing i wantet to say is, that in a normal burn deck you look more to diminish your enemy's life rather than kill his creatures, or guard your own life.

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Posted 27 May 2013 at 11:23 in reply to #356899 on Burn

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Yeah, but you normally don't want to risk a lord in an offensive action. Also it will take a while to built up your zombie lord army and in the meantime you are pretty helpless.

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Posted 27 May 2013 at 11:19 in reply to #356936 on Zombie Black

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The both "Mentor of the Meek" and "Thalia, Guardian of Thraben" can be used in standard decks.
"Mentor of the Meek" would give you carddraw in games that take a little bit longer. I use it my white wheeny deck it in combination with "Thraben Doomsayer" (also standard legal). But don't use more than 3 in a deck, because you don't want to have 2 of them in your hand.
You only use 11 non-creature spells and none of them with to hight mana costs, so Thalia would be an excellent choice. Normally it will hinder your enemys play more than it will will yours.

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Posted 26 May 2013 at 22:12 in reply to #356900 on clawz's prototype human deck.

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Thanks for the idea. It looks nice, but i think this belongs more in a U/R deck :)
The problem is, that you would need good tutors, to get the parts of the combo into your hand. And to rely to have the 3 cards on your hand in a 60 card deck is no really good choice in my opinion.

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Posted 26 May 2013 at 21:01 in reply to #356960 on MonoR: Burn

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My personal version of burn would be http://www.mtgvault.com/muktol/decks/r-burn/

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Posted 26 May 2013 at 19:50 in reply to #356935 on Mono Red Burn

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The question is, if you want to get your 160 decks working or just posted ;)
I personally see a 3/1 with trample, which has to be sacrificed on end of turn not so much as creature but more as a sorcery which removes (potentially) 3 more valuable health points from my enemy.

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Posted 26 May 2013 at 19:45 in reply to #356899 on Burn

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I would cut some of the lords for some more attacking zombies.

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Posted 26 May 2013 at 19:35 as a comment on Zombie Black

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Remove "Guttersnipe" and perhaps "Mudbutton Torchrunner". Guttersnipe comes to late and is to costly to play and in a burn deck you don't want to play utility creatures. If you want to play creatures think of "Spark Elemental", "Hellspark Elemental" and "Vexing Devil".
I also would change "Incinerate" for "Magma Jet", which enables you to see the next 2 cards you would draw. Useful if these would be 2 mountains when you don't need it anymore.
If you want more cheap burn spells, take a look at: "Forked Bolt", "Shard Volley" "Seal of Fire", and "Lava Spike"

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Posted 26 May 2013 at 19:33 as a comment on Mono Red Burn

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I would raise the number of "Dread Slaver" to 3 and remove "Gilded Lotus" and "Grimoire of the Dead" instead. The free places could be filled up with "Diabolic Tutor" to get your key cards when you need it.
I hope you have seen the anti-synergy between "Mikaeus, the Unhallowed" and "Grave Betrayal". Creatures brought back with the Betrayal won't be able to use the Undying the get from Mikaeus

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Posted 26 May 2013 at 19:24 as a comment on Black Zombie

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Your mana curve is not so good. I would try to think about 1 or 2 finishing creatures you like and you know that work and remove the rest for something that helps you stay alive. If you don't want to do that, you could take a look at the 'Urza' Lands ("Urza's Power Plant", "Urza's Tower" and "Urza's Mine") and on "Etherium Sculptor"

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Posted 26 May 2013 at 18:58 as a comment on Artifacts Monoblue

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Do you really need "Extraplanar Lens"? Your mana curve is pretty low.
You should cut "Guttersnipe", at the moment you only have 5 Instants/Sorcerys in your deck.
Also you could take a look at "Goblin Wardriver", "Spikeshot Elder" (comes earlier than "Lightning Crafter", and can be equally deadly. The Elder can also aim directly at your enemy) and "Quest for the Goblin Lord". If you want some more spells think about adding "Goblin Grenade"
I don't know if you are having trouble with carddraw, but I fixed this with "Infiltration Lens" in my deck. Nothing is more funny than watching your enemy thinking about "blocking or not blocking" your Warren Instigator equipped with the lens ;)

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Posted 26 May 2013 at 18:46 as a comment on Gobs of Goblins

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I tried such a deck myself, but only managed to get it running in slow fun duels.
You could cut back to 2-3/Splicer, e.g. I wouldn't play more than 2 or maybe 3 "Maul Splicer". Sure thing they are nice, they are heavy, and without ramp they won't see the battle before turn 7+, that's if would draw and play a land each turn. Try to see the splicers as utility creatures here.
Try "Adaptive Automaton" instead of "Master Splicer", it gives you a little bit more flexibility (e.g. your Splicers with 2/2 instead of 1/1 won't die on every 1 mana "Tragic Slip")
Make use of "Cloudshift", it enables you to save your creature and, if a splicer was targeted, will additionally bring in some more golems.
You could also use "Razor Golem" or "Tangle Golem"
I also experimented with the "Precursor Golem" but this guy is really dangerous...for your enemy and you.

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Posted 26 May 2013 at 18:28 as a comment on Splicer Master

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Is the deck supposed to stay standard-legal?
If not, you could try "Mentor of the Meek" instead of "Flinthoof Boar" and remove "Avacyn's Pilgrim", because your mana curve is pretty low. As replacement you could try "Student of Warfare" or "Thalia, Guardian of Thraben" in white, "Hamlet Captain" in green.

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Posted 26 May 2013 at 18:11 as a comment on clawz's prototype human deck.

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If you really want to play some creatures I would use "Spark Elemental", Vexing Devil" or "Hellspark Elemental".
Furthermore you want to get down your enemy as fast as possible, and not waste spells on his creatures. Thus, I would change "Fiery Conclusion" for "Magma Jet" (Which also allows you to see and select the next 2 cards you draw, or you don't want draw) and pherhaps "Shrapnel Blast" for something like "Shard Volley" or "Rift Bolt".
If you really need to remove an enemy (utility) creature, try "Forked Bolt"

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Posted 26 May 2013 at 17:59 as a comment on Burn

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The Coils would be an alternative to the "Ion Storm", at least if you have enough "Power Conduit" out and working. Apart from that I have no idea which permanent I could remove for the Coils.

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Posted 20 May 2013 at 16:43 in reply to #354480 on R/G: Undying Storm

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The artifact I disliked most during my test-games was "Mycosynth Wellspring". I will give the "Power Conduit" a try and remove the Wellspring for it.
The plan to charge up the Cores won't work, because they are no artifacts. But any other artifact on the field can carry them, so they wont be lost.

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Posted 20 May 2013 at 15:45 in reply to #354480 on R/G: Undying Storm

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That sounds like a nice idea.
First thought was to remove the "Sakura-Tribe Elder" and replace it with "Gyre Sage". I will try a 2-2 split for testing. Without the ramp, I could also change to some of the duallands to stabilize the manabase. The advantage of the ramp plan however is, that you draw less lands in later rounds.
Second thought was to switch to "Experiment One" but at the moment I am unsure which creature I should take out for this.
Only thing that concerns me is that most of the evolve creatures won't go for more than 3/3 in most games. "Flayer of the Hatebound" is the only creature that would be able to push them further.

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Posted 20 May 2013 at 15:35 in reply to #354480 on R/G: Undying Storm

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