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Thread: [Deck] MUD (Metalworker)

  1. #4761
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by malfie13 View Post
    SCG CON 2019 Roanoke, VA. Side Events KARNPOST Report, also Gaming for Gains 8 Event Report. The following is only general observations.
    I do agree with what you are saying. I've cut down 2 Karn Scion for 2 TKS MB. Also no karakas or Urborg, and running 3 blast zone/ 1 buried ruins, what may be incorrect as my only losses were to 2 Reanimator, 2 BG Depths, 1 Eldrazi Cloudpost, 1 elves and 1 to UR dreadhorde in 25 tournament matches.
    I'm finding it hard to cut Newlamog as it is great versus permission decks. Also winter orb is nice in the SB. they untap one land, we untap a cloudpost.
    On GY hate I'm running 2 tormod's and 1 fairy, which is not enough. I'll probably switch to leylines and try to find a slot for Helm of Obedience.

    I'm looking forward to read your report.

  2. #4762
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    Re: [Deck] MUD (Metalworker)

    For the sake. Confirmed. Mythic forge is bonkers. Also funny with key. Damn is that a combo. Got a miracles opponent to literally scoop in disgust.
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  3. #4763
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    Re: [Deck] MUD (Metalworker)

    Could potentially go into the Paradox Engine+ Mystic Forge build. Maybe with Dramatic Reversal/Paradoxical Outcome.


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    Re: [Deck] MUD (Metalworker)

    Nice deck you got here !
    But yeah, I'm not sure our deck is currently OP with W6 meta :/

  6. #4766
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Jorruk View Post
    Nice deck you got here !
    But yeah, I'm not sure our deck is currently OP with W6 meta :/
    I agree, I tried tuning it later to be more W6 friendly. The list is slightly different, now, less focused on big ballistas since W6 pushed the x/1 creatures out, but I'm still trying to find balance, any inputs would be welcome.
    I really like this archetype as its one of the only ones that you actually see the opponent's hands shaking while you play. They know every card we draw may be a bomb.

  7. #4767
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Silverflame View Post
    I agree, I tried tuning it later to be more W6 friendly. The list is slightly different, now, less focused on big ballistas since W6 pushed the x/1 creatures out, but I'm still trying to find balance, any inputs would be welcome.
    I really like this archetype as its one of the only ones that you actually see the opponent's hands shaking while you play. They know every card we draw may be a bomb.
    I'm myself still on the "classic" plan with lots of PW and TKS.


    Maindeck (61)
    3 Walking Ballista
    2 Thought-Knot Seer
    3 Karn, Scion of Urza
    4 Karn, the Great Creator
    3 Ugin, the Ineffable
    2 Ugin, the Spirit Dragon
    4 Chalice of the Void
    2 Manifold Key
    4 Grim Monolith
    2 Sorcerous Spyglass
    2 Trinisphere
    1 Mystic Forge
    4 Thran Dynamo
    4 Ancient Tomb
    3 Blast Zone
    2 City of Traitors
    4 Cloudpost
    4 Glimmerpost
    1 Karakas
    2 Thespian's Stage
    3 Vesuva
    2 Wasteland

    Sideboard (15)
    1 Walking Ballista
    2 Thought-Knot Seer
    1 Wurmcoil Engine
    1 Tormod's Crypt
    1 Ratchet Bomb
    1 Sorcerous Spyglass
    1 Ensnaring Bridge
    1 Trinisphere
    1 Helm of Obedience
    1 Orbs of Warding
    1 Mycosynth Lattice
    3 Leyline of the Void

    I have also tried the deck with paradox engine and mystic forge, it felt great but needed maybe just some small adjustments.
    Paradox MUD:

    Maindeck (60)
    2 Walking Ballista
    1 Karn, Scion of Urza
    4 Karn, the Great Creator
    4 Ugin, the Ineffable
    1 Ugin, the Spirit Dragon
    4 Chalice of the Void
    4 Manifold Key
    4 Grim Monolith
    1 Aetherflux Reservoir
    4 Mystic Forge
    4 Thran Dynamo
    2 Paradox Engine
    4 Ancient Tomb
    4 Blast Zone
    2 City of Traitors
    4 Cloudpost
    4 Glimmerpost
    4 Thespian's Stage
    3 Vesuva

    Sideboard (15)
    1 Tormod's Crypt
    1 Amulet of Safekeeping
    2 Sorcerous Spyglass
    1 Torpor Orb
    2 Ensnaring Bridge
    1 Trinisphere
    1 Aetherflux Reservoir
    1 Paradox Engine
    1 Mycosynth Lattice
    4 Leyline of the Void


    Edit: added the decklists

  8. #4768
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    Re: [Deck] MUD (Metalworker)

    We're in the pipe to ew. I'll be posting more often on here and on the facebook machine. I want to confer about deck choices. How is everyone currently dealing with unfair decks with colorless walkers? I feel like our match is better with karn but overall worse without lodestone. Is anyone running spheres sb? It feels like it hurts our plan now that we're not on a creature heavy deck and dont get to play thorn. On the other hand, sphere is solid vs elves and other creature heavy decks. Thoughts?
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  9. #4769
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    Re: [Deck] MUD (Metalworker)

    Current thought process is as follows (although I am likely to cut to 60):
    Deck: Legacy Colorless Superfriends 9-8-19.dec

    Counts : 61 main / 15 sideboard

    Creatures:4
    2 Walking Ballista
    2 Thought-Knot Seer

    Artifacts:20
    4 Chalice of the Void
    2 Manifold Key
    3 Grim Monolith
    2 Sorcerous Spyglass
    2 Sphere of Resistance
    2 Ensnaring Bridge
    2 Mystic Forge
    3 Thran Dynamo

    Others:11
    2 Karn, Scion of Urza
    4 Karn, the Great Creator
    3 Ugin, the Ineffable
    2 Ugin, the Spirit Dragon

    Lands:26
    4 Ancient Tomb
    4 Blast Zone
    1 Buried Ruin
    2 City of Traitors
    4 Cloudpost
    1 Crystal Vein
    4 Glimmerpost
    3 Thespian's Stage
    1 Throne of the High City
    2 Vesuva

    Sideboard:15
    1 Walking Ballista
    2 Faerie Macabre
    1 Thought-Knot Seer
    1 Razormane Masticore
    1 Tormod's Crypt
    1 Defense Grid
    1 Sphere of Resistance
    1 Crucible of Worlds
    1 Ensnaring Bridge
    1 Orbs of Warding
    1 Mycosynth Lattice
    1 Spine of Ish Sah
    1 Karn Liberated
    1 Karakas
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  10. #4770
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    Re: [Deck] MUD (Metalworker)

    Think I may try a 1x throne of the high city. Unless someone is a really big idiot, they side out narset vs us in control and unless we are idiots we wouldnt pop it vs aggro. Everything in between, being the monarch seems great.
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  11. #4771
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    Re: [Deck] MUD (Metalworker)

    Considering taking the crew outta carbon freeze for a trip to scg Pennsylvania. Thoughts on the list?

    Counts : 61 main / 15 sideboard

    Creatures:4
    1 Walking Ballista
    3 Thought-Knot Seer

    Artifacts:20
    4 Chalice of the Void
    2 Manifold Key
    3 Grim Monolith
    2 Sorcerous Spyglass
    2 Sphere of Resistance
    2 Ensnaring Bridge
    2 Mystic Forge
    3 Thran Dynamo

    Others:11
    2 Karn, Scion of Urza
    4 Karn, the Great Creator
    3 Ugin, the Ineffable
    2 Ugin, the Spirit Dragon

    Lands:26
    4 Ancient Tomb
    4 Blast Zone
    1 Buried Ruin
    2 City of Traitors
    4 Cloudpost
    1 Crystal Vein
    4 Glimmerpost
    3 Thespian's Stage
    1 Throne of the High City
    2 Vesuva

    Sideboard:15
    1 Walking Ballista
    1 Phyrexian Revoker
    2 Faerie Macabre
    1 Razormane Masticore
    1 Tormod's Crypt
    1 Sorcerous Spyglass
    1 Sphere of Resistance
    1 Crucible of Worlds
    1 Ensnaring Bridge
    1 Orbs of Warding
    1 Mycosynth Lattice
    1 Spine of Ish Sah
    2 Warping Wail
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  12. #4772

    Re: [Deck] MUD (Metalworker)

    Serious question: Anybody still trying to rock the Metalworker and dudes build?

  13. #4773
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Grizzlenasty View Post
    Serious question: Anybody still trying to rock the Metalworker and dudes build?
    Not recently. I'm sh** scared of just getting stuck with a karn opposing me and it has more issues making 4 mana on t1 to 2 than the colorless walker build. That said I miss my metal babies.... I'm ready for a mirror, but it is definitely still an annoying match. Big red is playing karn too, and it seems to be gaining steam even where we've lost some players.

    I've given some thought to it. If karn ever get banned which wont be happening I'd be back on it in a second. Metalworker proper needs a bunch of activated mana abilities to go off, not only in early game but in mid game. On the other hand, the same manifold key is great for making a blightsteel unblockable....

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  14. #4774
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Malfeischylde View Post
    I'm sh** scared of just getting stuck with a karn opposing me

    Metalworker proper needs a bunch of activated mana abilities to go off, not only in early game but in mid game.
    If Karn + Metalworker is the issue, you can still run the Post manabase to cast robots instead of walkers, no?

  15. #4775
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Grizzlenasty View Post
    Serious question: Anybody still trying to rock the Metalworker and dudes build?
    No, not at the moment. I think Wrenn & Six is the big problem here, with all the Wastelands recurrence.

    I'm still trying with a Blood Sun-MUD build at the moment, but not a real contender at the moment I think.

    Hopefully we'll get a nice and juicy artifact one of these days that brings us back to life

  16. #4776
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Airwave View Post
    No, not at the moment. I think Wrenn & Six is the big problem here, with all the Wastelands recurrence.
    Can you explain, please? Wrenn & Six cannot kill Metalworker alone (2 toughness) and recurring Wasteland is even more harmful to a Locus manabase.

  17. #4777
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by sco0ter View Post
    Can you explain, please? Wrenn & Six cannot kill Metalworker alone (2 toughness) and recurring Wasteland is even more harmful to a Locus manabase.
    MUD always was weak against Wasteland strategies and there are a lot of them these days.

    I don't understand about Cloudpost? What do you mean? Wasteland is a problem both for Cloudpost and non-cloudpost MUD I guess?

    Maybe playing more main Spyglass could be the out here?

    Btw: If we see a full uprising of Storm-decks that would be beneficial for MUD

  18. #4778
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Airwave View Post
    I don't understand about Cloudpost? What do you mean? Wasteland is a problem both for Cloudpost and non-cloudpost MUD I guess?
    The question was, if anybody is playing Metalworker + Robots (over Locus + Walkers, I guess?)

    You answered no because of Wrenn and Wasteland, but these two cards cannot be the reason for not playing Metalworker, because they don't affect him at all.

    I am not deep into this archetype, nor the metagame, but it seems Metalworker is losing popularity in MUD builds and the question was why. Maybe the answer is rather opposing Karn?

  19. #4779

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by sco0ter View Post
    The question was, if anybody is playing Metalworker + Robots (over Locus + Walkers, I guess?)

    You answered no because of Wrenn and Wasteland, but these two cards cannot be the reason for not playing Metalworker, because they don't affect him at all.

    I am not deep into this archetype, nor the metagame, but it seems Metalworker is losing popularity in MUD builds and the question was why. Maybe the answer is rather opposing Karn?
    I'd say it's the opposing Karns and also the fact that metalworker is fragile and needs to dodge removal for a turn to do work, compared to Rock+Key into walker/mystic forge which produces value right away.

  20. #4780
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    Re: [Deck] MUD (Metalworker)

    Just to add to this, I'm on 3 spyglass in the 75 currently, and I've not been totally blown out by wasteland decks lately. That said, I'm just not super high on worker right now. It's a very fragile 1x2. I have a serious issue chalicing 2 as often as I used to when I was on a different build, and with the density of walkers it dilutes the number of artifacts I'm physically running

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