Noted.
Also, I will be adding a section on how to beat popular decks.
I'll do it when I get home. Editing a post that massive is a pain and a half on an iPhone.
Played (and lost) to RUG again in a tournament last night. Game 2, I could have won, but I lost due to my own mistake, so that one's mine.
However, I got to thinking again - while Karn and All Is Dust are powerful, we simply very rarely get the mana to cast them.
I am thinking that even though Revokers are pretty bad against RUG, we may have to keep them in just as low drop blockers we can play to stay alive. Even if they chump block a big Tarmogoyf for a turn, if it buys us time to drop a Batterskull or Wurmcoil, we may need it.
Trying out 2x Ratchet Bombs this weekend in my sideboard in the two flexible slots I have. Still looking for a 2-3 mana artifact that hoses RUG... still haven't found it yet though :(
I was considering Culling Scales, but then I saw the interaction with Nimble Mongoose and went
I agree that karn is too slow when you have double or even triple tax on him.
However I see a problem with the cards you have mentioned because they all are shut down by Gaddock, Wurmcoil apart. Ratchet bomb instead comes down fast even with Thalia on board, dodges Gaddock and it's good versus token decks too.
However I think that Karn liberated is one of the best, if not the best, card to play on an empty board, the problem is find how to wipe.
Yeah, Gaddock Teeg can be a pain if he gets out before you get any of your big stuff online. However, as you mentioned, Wurmcoils still get down through him, as do Lodestone Golems. Steel Hellkites (for the lists that play them) are also very good against those GWx Aggro decks.
I'm thinking about putting this deck together to try it out. Has anyone tried a mostly colorless list with mox opals and seat of the synod for thirst for knowledge?
In my opinion splashing red for faithless looting is better, because of the goblin welder interaction. (helps get things out on turn 2/sets up the wurmcoil loop, etc). Plus, faithless has flashback.
If there were other good blue spells, it might be worth it, but thirst is really the only one.
This is an example of what I'm thinking of (blood moon just wins the game against certain decks, so the extra red splash lets you run that):
Cleveland Rhoades
5th Place at StarCityGames.com Legacy Open on 4/7/2013
Creatures (20)
1 Blightsteel Colossus
3 Kuldotha Forgemaster
4 Lodestone Golem
4 Metalworker
1 Steel Hellkite
3 Wurmcoil Engine
4 Goblin Welder
Planeswalkers (1)
1 Karn Liberated
Lands (20)
4 Darksteel Citadel
4 Great Furnace
2 Mountain
4 Ancient Tomb
2 Cavern of Souls
4 City of Traitors
Spells (19)
4 Grim Monolith
2 Lightning Greaves
1 Sensei's Divining Top
1 Spine of Ish Sah
1 Staff Of Domination
1 Staff of Nin
3 Trinisphere
1 Voltaic Key
2 Mox Opal
3 Faithless Looting
Sideboard
2 Chalice of the Void
3 Tormod's Crypt
2 Witchbane Orb
3 Phyrexian Revoker
1 Platinum Emperion
2 Blood Moon
1 Karn Liberated
1 All Is Dust
I tried Culling Scales too. Terrible card. Kills your own Chalice, Grim Monolith, Voltaic Key, Lightning Greaves... Just awful. I use Ratchet Bomb and it's pretty good. I side in that and Trinisphere and side out expensive things like Karn. Although sometimes you randomly catch them with All is Dust. Resolve Wurmcoil Engine and you win automatically pretty much. Resolve most threats and you win actually. Chalice wrecks them of course. I usually play out all mana stuff like Thran Dynamo, etc to blank their soft counters. Then just drop threats till one sticks.
It's not really a 2-3 CC artifact, but against RUG I found razormane masticore to be quite a beating, and it fits the curve of a stompy build pretty nice ;)
I've been taking a break from MUD recently, but Ratchet Bomb has been the card I'm looking to test in the board next to assist in the RUG matchup as well as help to deal with problematic enchantment/artifacts (I'm looking at you, Ensnaring Bridge!)
I didn't mean razormane to be a house against RUG but it's solid: kill all the delvers, goyf cannot block it due to first strike, same for mongoose.
It's true that wurmcoil and hellkite are better but 1 more mana often is the difference between casting a robot and keep it in hand, especially against a mana denial deck.
I think that ratchet bomb and powder keg (if you need additional effects) are better though, just remember that they can be stiffled.
I don't see it being discussed in the last few pages. Anyone have a recent Godo MUD list to go by? I'm feeling spicy this week and want to fire up Sriracha MUD. #BatterLuckyThanGodo
West side
Find me on MTGO as Koby or rukcus -- @MTGKoby on Twitter
* Maverick is dead. Long live Maverick!
My Legacy stream
My MTG Blog - Work in progress
Here's the last list I played:
4 grim monolith
3 trinisphere
3 thran dynamo
4 chalice of the void
3 phyrexian revoker
3 metalworker
2 phyrexian metamorph
4 lodestone golem
3 wurmcoil engine
2 steel hellkite
3 godo, bandit warlord
1 sword of fire and ice
2 batterskull
4 ancient tomb
4 city of traitors
4 wasteland
4 rishadan port
3 mountain
4 cavern of soul
SIDE
1 phyrexian revoker
2 Karn liberated
3 spine of ish sah
3 dodecapod
3 tormod's crypt
3 ratchet bomb
The side was made to fight show and tell and heavy discard: feel free to cut some dodecapod and spine for something more needed in your meta. I advise the fourth bomb and the fourth trinisphere, and if your meta is full of maverick some cursed totems.
Enjoy!!!
Cool thanks for sharing. Any particular reasons for 3x Metalworker or Revoker?
West side
Find me on MTGO as Koby or rukcus -- @MTGKoby on Twitter
* Maverick is dead. Long live Maverick!
My Legacy stream
My MTG Blog - Work in progress
No prob, I'm happy to know someone else is stomping faces with robots ^_^
Metalworker - it's powerful but my deck is not designed to exploit it completely: first of all there isn't a single artifact land and there are also 3 Godos, so the artifact count is not so high. Also I tried not to play too many CC above 5 because it will leads to situations where you would need metalworker to play your threats; meanwhile, having a lower mana curve, metalworker is not much needed. Moreover it is a creature and a 3 CC so basically anything can kill it. I prefer playing 2 thran dynamo because they are harder to remove and provide sufficient ramp.
Revoker - I play 3 MD and 1 in side because it's strong but not in every matchup (rug, burn...) and I prefer to have 2 metamorph which very often play like golem number 5 and 6.
I'm perfetcly open to criticism though; in fact I change the deck quite often.
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