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    [Deck] MUD (Metalworker)

    I. Theory
    MUD is a deck archetype that utilizes mana acceleration (through Sol-lands and artifact sources) and artifact based utility/synergies to play other artifact pieces that either lock your opponent out of the game or artifact creatures that outclass most of your opponent’s creatures. The strength of the archetype lies in its ability to have explosive opening turns to establish board position in which your opponent cannot recover or simply lose. Though as powerful as the strategy sounds, like everything else in life, it always comes with a cost (to keep it balanced); you have to have the right pieces at hand to pull off such powerful openings, hence making it inconsistent at times.


    II. History
    MUD derived from Workshop decks from Type 1 and Type 1.5 right before the split. When the Vintage-Legacy split happened, one of the cards banned in Legacy was its namesake card – Mishra’s Workshop. Though Workshop was banned, many attempted to port the archetype from Type 1 onto Legacy. This eventually led to the Stompy archetypes (Dragon/Sea Stompy) and colored Stax variants (Armageddon Stax). Though they follow some principles of a Workshop-based archetype, they are not quite the same in terms of functionality.

    III. Development

    1. 5/3
    The first iterations of Legacy MUD archetype showed up on the Source under the moniker 5/3 (an ode to Juggernaut). It was the closest thing to what its Vintage counterpart had to offer: an artifact-based lockdown deck in tandem with artifact threats. Unfortunately it took quite a while for the archetype to take off. Stompy archetypes were more popular due to the fact that they simply had better tools at the time. Even colored Stax variants (mainly Armageddon Stax) had more tools compared to the conventional MUD list at the time.

    2. 2009
    When the format split happened in 2004, most of MUD’s important tools were simply banned from the format. This was the main reason why the archetype was inferior in the new format. Without the acceleration it needed, its lock pieces and threats simply cannot keep up with the speed of the format. While substitutes were made (Power Moxen to Mox Diamonds and Lotus Petals/Mishra’s Workshop to Sol-lands), they simply were not enough.

    However in 2009, the DCI finally decided to allow one of MUD’s key acceleration component in the format in the form of Metalworker. This was then followed by Grim Monolith shortly. Also at around the same time, with the release of Worldwake, Lodestone Golem was introduced to the format. Traditionally, Juggernaut would have been the choice beater for MUD. Lodestone Golem eventually took that title because not only it was a threat but also lockpiece without having a drawback attached to it. In that year, MUD gained key acceleration and a lockdown piece that can actually attack. The development of the archetype then followed through.

    3. Mirrodin 2.0
    The modernized Legacy MUD took form during the advent of Scars of Mirrodin Block. It gained a multitude of tools from acceleration (Mox Opal), to a solid beater (Wurmcoil Engine), to a board control piece (Steel Hellkite). It even gained utility (Kuldotha Forgemaster) and a means to instantly win out of nowhere (Blighsteel Colossus + Lightning Greaves). Later through the introduction of the Mirrodin Block, Michael Bomholt (creator of Iggy Pop – the predecessor to the modern Ritual-Based combo archetype) came second at a StarCityGames Legacy Open in Indianapolis with a modernized MUD list. The list featured tools from Urza block and both Mirrodin blocks.

    IV. Structure
    There are actually different variations to the MUD archetype but within the archetype, most MUD lists follow a certain structure. The structure usually goes as:

    1. Sol-lands – These refer to Ancient Tombs, City of Traitors and to some degree Crystal Vein. In a format that lacks Mishra’s Workshop, they are the next best substitute. They provide acceleration that helps in casting mana-hungry artifacts. They are named after Sol Ring.

    2. Utility Lands – In a deck that runs minimal colors, the colorless drawback of most utility lands almost does not exist. Here are the top Utility Lands that are used within the archetype:

    -Buried Ruin: in the variations that do not use Goblin Welder, Buried Ruin is a good way to recur destroyed/countered artifacts.

    -Cavern of Souls: in a format where blue is played everywhere, permission is very common. Cavern of Souls help resolve threats (especially if you heavily invest on them). While the deck is not tribal, there are a lot of shared creature types within lists (Construct and Golem). It is also a good way to sneak in a Goblin Welder under an active Chalice at one.

    -Mishra's Factory: during the early game, it can act as a land and once you get enough lands, Factories can act as a beater. They really shine in more board controlling/Stax builds.

    -Wasteland: acts as a means to get rid of your opponent's utility lands or mana denial once you've resolved a board presence.

    -Rishadan Port: they act as mana denial once you've resolve board presence (along with Wasteland)

    -Ghost Quarter: helps get rid of your opponent utility lands (along with Wasteland). It can also act as a pseudo-fetchland for lists that run color splashes (as it can grab your own basic land if you choose to run them)

    -Cloudpost/Glimmerpost/Vesuva: also known as the 12-post package. They are use to produce a lot of mana outside of mana artifacts and as a backup to Sol lands.

    3. Artifact Mana Sources – Not only they provide acceleration, they also enable different tools just for being artifacts. They enable Metalworkers, Kuldotha Forgemasters and Goblin Welders to name a few. Here are some common artifact mana sources the archetype utilizes:

    -Metalworker: the premier artifact acceleration of the archetype. There was a reason why this card was banned. Though fragile, an unmolested Metalworker could and will win you games.

    -Grim Monolith: this is second to Metalworker when it comes to acceleration. When paired with Voltaic Key, it can provide a lot of mana with little invesment.

    -Darksteel Citadel: an uncounterable artifact mana source and a non-basic Wasteland-proof land.

    -Great Furnace/Seat of the Synod and the rest: another uncounterable artifact mana source that provides the color of your choice, at the cost of a land drop and being a Wasteland target. They're usually used in splashed versions.

    -Mox Opal/Mox Diamond/Lotus Petal: artifact mana sources that provide any color. They also provide as acceleration in the early game as they cost as long as certain conditions are met.

    -Thran Dynamo: provides not only acceleration but mana stability for mid-late game.
    4. Lock Pieces/Protection – They either pave the way for your threats to be established or help prevent the opponent from answering an established threat:

    -Lodestone Golem: not a lot of decks in Legacy run artifacts and these Golems can often slow decks as you accelerate into board presence/threats. They can also act as a threat if not answered.

    -Chalice of the Void: a Chalice at one is just devastating to a lot of decks as most of their key spells costs one. They also stop the most common creature removal out there: Swords to Plowshares

    -Trinisphere: a lot of Legacy decks run on a low mana curve and a lot of spells have alternative costs that do not require mana. Trinisphere exploits this trend while leaving the deck virtually unaffected.

    -Tangle Wire: they are usually used as a means to control an established board by forcing the opponent to tap their lands or creatures.

    -Goblin Welder: while they don't slow the opponent down, they do recur destroyed/countered key artifacts. It can also act as a pseudo-protection by 'hiding' artifacts onto the graveyard if they were to be exiled/returned back to your hand or library.

    -Spellskite: like Welders, they don't slow the opponent down but can provide a nice wall (0/4 body) but their primary job is to protect other artifacts on the field.

    -Lightning Greaves: they don't slow the opponent down or help accelerate into your threats but not only they can help protect your robots/utility creatures, the haste it provides can sometime swing the game into your favor if the opponent is unprepared.

    -Blood Moon/Magus of the Moon: in a format with greedy land bases, Moon effects are usually devastating while they help negate the drawbacks of the Sol lands. This is a tech learned from Dragon Stompy.

    -Smokestack: if used properly (in junction with Tangle Wire) it could lock the opponent's board with ease. They are more geared to full lockdown (Stax) versions and are rarely utilized in this kind of deck.
    5. Threats – Any deck needs its threats to win the game, whether it be a horde of creatures, a game winning Planeswalker, combo pieces or a chain of spells. MUD wins by resolving artifact creatures that outclass other conventional creatures (Robots) to plow through the opponent's life points. Here are some of the threats used in MUD:

    -Wurmcoil Engine: the premier threat of this deck. Achieving six mana isn't is hard task to achieve in this deck. The 6/6 body is no laughing matter and it's attributes make it hard to kill. But once killed, it replaces itself, making it hard to deal with. The lifelink negates the life loss from Ancient Tomb and from early damage from the opponent and the deathtouch means that it can be on the defensive end even against bigger threats.

    -Steel Hellkite: a backup threat behind Wurmcoil. Though not as efficient as Wurmcoil pound per pound, it does come with evasion and once it connects, it can clear the opponent's board.

    -Sundering Titan: while harder to cast than Wurmcoil, once it resolves it can set the opponent far behind by destroying the opponent's lands. Removing it is also a dilemma for the opponent as they could be set back even more. It is usually a Forgemaster target.

    -Kuldotha Forgemaster: while itself is not threatening; once it becomes active it's ability can be devastating. It's "tinker" ability can get you silver bullet robots that could turn the tides of the game.

    -Myr Battlesphere: a great all-around robot in certain lists. It can provide offense as it can deal up to 12 damage if not blocked (or can get through up to 4 damage if it attacks) . It can provide defense if multiple blockers are needed. It can provide Forgemaster fuel if there is an active one that needs to be activated.

    -Blightsteel Colossus: this is usually a Forgemaster target as it is next to impossible to hardcast or to reanimate via Welder but if you've managed to catch your opponent's pant's down, it will win you games out of nowhere.

    -Platinum Emperion/Platinum Angel: another typical Forgemaster target. If properly protected, these pieces can win games even Blightsteel can't, especially from a losing position.

    -Batterskull: while not as great as the threats above, it's very efficient against aggro. Also with the rise of U/W based control, it can be a great answer against Humility. It is also good against Swords to Plowshares.

    -Soul of New Phyrexian: it's as big as a Wurmcoil Engine that has the ability to protect itself and the rest of your permanents from destroy effects. It can also do this even if it was in the graveyard. The problem with this card is it still can't dodge Swords to Plowshares and Terminus. With all that said, the card still lacks testing to be proven on whether or not it's playable in MUD.

    -Scuttling Doom Engine: this card has less utility than the other threats above but it does deal damage when it gets destroyed. This can create a synergy with Goblin Welder or even Daretti when it needs to be (possibly under Ensnaring Bridge)
    V. Add Ons
    With the main structure above, it is still helpful to add a couple tools within the deck to help it against a certain meta. Here are some common add ons the deck usually have (on top of having Forgemaster targets):

    -Voltaic Key: when paired with artifact mana accelerants, it can help provide a lot of mana. It can also provide utility by having multiple draws (with Sensei’s Divining Top) or have multiple Forgemaster activations.

    -Sensei's Divining Top/Scroll Rack: these can provide card filters and help the deck's topdeck inconsistency. It can also help enable Miracle cards that could help this deck such as Reforge the Soul

    -Thousand-Year Elixir: provides haste to your utility creatures and also untaps them for a second use at the same turn.

    -Staff of Domination: it combos with Metalworker (and 3+ artifacts in your hand). It works by tapping Metalworker for 6 mana (revealing 3 artifacts from your hand), using 3 mana to untap Metalworker (tapping Staff of Domination) and another mana to untap the Staff, netting you two mana in the process. You can generate tons of mana when put on a loop and once you have an ample amount of mana, you can then use Staff of Domination to tap/untap every other creature on the field, gain a lot of life and draw as many cards as you want from your library and try to win from there.

    -Crucible of Worlds : can recur your lands that either been destroyed or sacrificed to a trigger. When paired with Wasteland, it can lock certain decks.

    -All is Dust: board sweeper that clears any colored problem permanents.

    -Duplicant/Spine of Ish Sah: they're usually Forgemaster targets but can still be run in multiples. They act as the deck's spot removal of choice.

    -Phyrexian Metamorph: while not helpful if seen in multiples, they can be helpful at certain times as they can act as protection (having mulitples of utility artifact/creatures on the field), 'snapcast' enters-the-battlefield creatures or simply a Legendary creature/artifact creature.

    -Thirst for Knowledge/Thoughtcast: additional draw effects that has a minor synergy with the archetype.

    -Faithless Looting/Dangerous Wager/Tormenting Voice: like the mentioned cards above but in red splash. While sometimes they're not card advantage (like the cards above), they can provide a discard outlet for Welder (and being in the same color means its less harsh on the mana-base).

    -Gamble: additional tutor effect for red splashes. It can essentially tutor everything and it's drawback can be negated via recursion pieces such as Goblin Welder and Crucible of Worlds.
    VI. Co-Pilots (aka Planeswalkers)
    These cards are simulated players within the game. They could provide utility and sheer power that mono and poly artifacts can't usually provide.

    -Karn Liberated: Karn can provide an answer (built in "vindicate", disruption (discard) and win condition (restart the game with a robot with "haste" on the field).

    -Daretti, Scrap Savant: Daretti can provide much card selection that the MUD archetype typically lacks. It can also weld back destroyed/discarded artifacts. It's ultimate can also create a lock or combo with pieces such as Contagion Engine. The main issue with Daretti is it requires red to cast and tends to be a build around card like Welder.

    -Ugin, the Spirit Dragon: Ugin can provide something the other two above can't: catch up on a losing board. While Karn can get rid of a problematic permanent, it will have a hard time dealing with multiple threats and pieces all at once. While it's ultimate will not win you the game right away, it's first two abilities is relevant enough to help this archetype.
    VII. Proven Variations
    Since the inception of the modernized Legacy MUD, there has been multiple proven variations that have been placing well in tournaments. These variations are:

    1. MUD Stompy - This variation usually relies on Sphere/Chalice effects to slow or completely stop the opponent from establishing a board presence. The Sphere/Chalice effects also acts as a means of protection to whatever threat it could establish on the board. This variation is usually colorless and rarely relies on cheating its threats onto the field. While it can be explosive, it usually follows a midrange gameplan. Here is a sample list of the MUD Stompy variation:

    Deck list by Achim London (Fropper) that came 5th at a 145-man Dutch Legacy tournament:
    These versions are typically better against Combo meta, whether the combo are ritual/storm based, Show and Tell based or graveyard based. It also does a fine job against B/G/x midrange and blue-based tempo decks.

    2. Welder Build – This variation does not rely as much to Sphere/Chalice effects to slow the opponent and to protect its threats. Instead, Welder versions tries to lay its threats down on the field in multiple and fast ways. It splashes red to gain utility from Goblin Welder as not only it can pseudo-protect artifacts, it can also cheat robots onto the field by recursion. Unlike its Stompy counterpart, Welder versions go on a comboesque gameplan; relying on the early turns to quick steal a win from the opponent. Here is a sample list of a Welder Version:

    Deck list by Zac Hicks that came first at a StarCityGames Legacy Open in Memphis:
    These versions are typically better against an Aggro meta, where it can race your opponent. It also fairs well against control decks because of the utility Goblin Welder provides.

    3. 12-Post MUD – This variation takes advantage of the Locus lands to produce a lot of mana to power out heavy hitting robots. It has a similar gameplan as MUD Stompy but doesn't heavy rely on artifact based mana. Unlike the Stompy lists, this variation utilizes card combinations to quickly end games such as Metalworker + Staff of Domination and Kuldotha Forgemaster + Lightning Greaves + Blightsteel Colossus. Here's a sample of 12-Post MUD:

    Deck list by Greg Price that top 4 at the first WotC's Eternal Weekend:
    These variations are great in a midrange metagame and decks that prey on the midrange. However, its mana base is the least stable as it is the easiest to disrupt.

    As of Dragons of Tarkir, this variation seems to be the most popular out of the three and has put better results than the others. This seems to be the agreed standard shell for it at the moment:

    VIII. To Be Discussed Cards and Proposed Strategies
    Throughout the development of the MUD archetype, there has been cards that have been discussed to improve the archetype under certain metagames.


    1. To Be Discussed Cards/Needs More Testing – Here are some cards that either needs to be testing or only belong as niche to certain lists:

    -Copper Gnome: this used to be discussed in order get around permission which is ubiquitous in the format. Although with the printing of Cavern of Souls, Copper Gnome isn't seem to be needed anymore. However, it can still be used to cheat higher casting cost robots and artifacts onto the field (like an artifact, one sided Show and Tell)

    -Karn, Silver Golem: on certain lists that run lower threat count and has a high concentration of lock pieces (Stax-like builds), this iteration of Karn can be used to turn those lock pieces into threats.

    -Masticore/Razormane Masticore: such Masticores can be used to both control the field and as a discard outlet to further abuse Goblin Welder. However the downside is that the discard is not optional and can be detrimental in certain situations.

    -Painter's Servant+Grindstone combo: a two card combo that can be run to quickly win games out of nowhere. However, with Emrakul in a lot of lists, its hard to win with this combo. It also needs to be built around to be fully effective.

    -Scarecrone: another means of recursion for destroyed/countered artifact creatures. It can also be used as a card draw when in multiples.

    -Solemn Simulacrum: great means of card advantage in certain lists. Unfortunately, not a lot of lists run basic lands so its 'enter-the-battlefield' trigger cannot be abused in this archetype.

    -Su-Chi: this used to be a great beater during the development of the archetype's predecessor 5/3.dec. The 'when-it-dies' trigger is somehow useful in providing mana if needed (especially with Goblin Welder or simply untapping Grim Monoliths)

    -Meteorite: it deals 2 damage when it enters the field and can provide colored mana when its needed but it's effect might seem too little for 5 mana.

    -Memory Jar: it's a draw seven that also enables Welder. Not to mention it can be brought back by Welder all over again to have you keep drawing seven cards. The issue with the card is its banned in Legacy.

    -Staff of Nin: in the right circumstances, this can be the Dark Confidant of the deck. It draws you extra cards (which is great in supporting Metalworkers) and can get rid of X/1 creatures, or just deal damage to players/planeswalkers.
    2. Other Proposed Forgemaster Targets

    -Contagion Engine: a great means to deal with weenie-based decks, although it deemed to be not needed as MUD can have better options.

    -Mindslaver: essentially a Time Walk that can also devastate the opponent depending on what he/she is piloting.

    -Naked Singularity: a great means to completely lock certain mono/two-color decks that rely on land with basic land types (A reverse Blood Moon/Sundering Titan effect)

    -Nevinyrral's Disk/Scourglass: a tutorable means to clear the board. While Scourglass's aftermath is less devastating to the deck, it is also next to impossible to hardcast.
    3. Proposed Strategies

    -Stoneforge 8-Ball: 8-Ball strategy is essentially a white (and blue) splash MUD that uses Sphere of Resistance/Trinisphere along with weenie-like artifact creatures (Porcelain Legionnaire/Steel Overseer or utilizing Stoneforge Mystic to cheat equipments onto the field to create an advantageous board position while the opponent is slowed or locked out of the game. Unlike a typical MUD build, it rarely uses the big robots that are typically in the archetype's creature base.

    -Deep Blue: Deep Blue strategy relies on the color blue to gain more card advantage. It is somehow similar to the already established Faerie Stompy decks. The strategy usually runs Esperzoa to 'rebuy' cards such as Grim Monolith and Ichor Wellspring. It also sometimes uses Master Transmuter to cheat artifacts onto the field, as well as to create tricks with certain artifacts such as 'untapping' them or protecting them. Some versions also use Master of Etherium as threats. With the higher concentration of blue cards in certain lists, they can afford to run Force of Will for protection.

    -Void Stacks: Void Stacks is a proposed strategy that utilizes Nether Void in junction to Chalice of the Void to lock the opponent out of the game. It also uses Cavern of Souls to get creatures through Nether Void. It also uses targeted discard to preemptively deal with problematic cards.

    -Godo Stompy: Godo Stompy is a red-splashed MUD stompy deck that utilizes Godo, Bandit Warlord to abuse Batterskull and other utility equipments. Unlike the other “proven “ red splash version, a lot of these lists do not run Goblin Welder.

    -Daretti Stax: Daretti Stax is a proposed strategy that revolves around Daretti's and Welder's artifact recursion to abuse antiquated lock pieces such as Tangle Wires and Smokestacks in junction with the current Chalice/Trinisphere lock pieces. The idea is to make the deck more control oriented. It would even run Punishing Fire+Grove of the Burnwillows to deal with threats that has got through the lock (it also has synergy with Daretti's discard) and also a win condition under an active Ensnaring Bridge.

    -Green-MUD: Green-MUD is a green splash MUD Stompy variation that uses Sylvan Library to help the consistency of the deck. It also uses Gaea's Cradle and higher creature count to produce a lot of mana on top of artifact mana sources. Some versions also use Summoning Trap as another means to cheat robots onto the field and as means to battle permission.
    IX. Sideboard
    In a format as diverse as Legacy, it is impossible to gear your maindeck against every deck in the format. Sideboards are needed to help against bad matchups. Here is a list of typical cards used in MUD sideboards:

    -Tormod’s Crypt/Relic of Progenitus: general graveyard hate against graveyard-based strategies. Tormod’s Crypt is generally more utilized because it does not get hindered by a Chalice at one (a typical play for Stompy builds) and it does not exile your own graveyard (for Welder builds).

    -Grafdigger’s Cage: not only it is a great graveyard hate, it also stops a lot of cheat into play effects. Unfortunately it does not play well with Stompy (Chalice at one) and Welder builds (it disables both Welders and Forgemasters).

    -Ratchet Bomb/Powder Keg: these are generally used against decks that utilize token strategies or permanents that have a low mana curve.

    -Defense Grid: usually used against permission-based control decks by Stompy builds. Although with the printing of Cavern of Souls, having these on the sideboard isn't much needed.

    -Cursed Totem: usually used against utility creature-based decks by Stompy builds.

    -Phyrexian Revoker: they are great against decks that use anything from permanent-based utility to combo pieces. Although a lot of Stompy variants actually run them on their maindeck.

    -Thorn of Amethyst: another Sphere effect against non-creature based combo and control decks.

    -Witchbane Orb: it helps against spells that can/requires to target you.

    -Silent Arbiter: creature that can hold back swarm aggro.
    X. Additional Information

    1. Basic Piloting Skill - In order to correctly pilot the deck, you need to know/master the following:

    -Mulligan: Depending on the list, MUD decks usually run little to no hand manipulation. As such, knowing on when to mulligan your hand is key in beating your opponent. Knowing the value of your cards based in certain situation will help you beat your opponent.

    -Sequence: A lot of MUD lists can actually be punishing if you sequenced your spells wrong. Like combo decks, you have to learn which pieces to play first and which ones to bait to permission or removal. Knowing on whether a threat or a lock piece should be played first depending on the what you and your opponent has on the board will help you create advantageous board position.
    2. Tournament Reports and Articles:

    1st at Mythic Games by Zirath

    16th at SCG Nashville by Andrew Wright

    Metalworker by Drew Levin


    SPECIAL THANKS TO ZIRATH, BRUIZAR AND BOBSMAN FOR CONTRIBUTING
    Last edited by (nameless one); 06-08-2015 at 10:14 AM.
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

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