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Thread: [Deck] MUD (Metalworker)

  1. #3541

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by darkgh0st View Post
    For thoughts:
    - Sphinx doesn't ride well with the deck's current creature types if you are dependent on Cavern.
    - Currently used card drawing engines come in at least a turn earlier in forms of Staff of Nin and Coercive Portal, which just gets better on the long run. One time use Oracle, which nets an unpredictable amount of cards is what you are trading those for. If you run Oracle with Staff or Portal, chances are you don't need Oracle.
    - Looks really good the sooner you can empty your hand, while having your opponent at lots still, probably on a Welder and/or Daretti shell. Then again you'd probably want to drop threats instead of drawing cards.
    I ran 3-4 games with the sphinx and found that more than often it would net me one to three cards, feeling each time like I'd rather be dropping a power creature. I don't think I'll revisit it.

  2. #3542

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by sun tzu View Post
    is there a link to a decklist you could give? :D
    http://tcdecks.net/deck.php?id=18619&iddeck=141089

    Creatures [5]
    2 Ulamog, the Ceaseless Hunger
    3 Wurmcoil Engine

    Planeswalkers [6]
    3 Karn Liberated
    3 Ugin, the Spirit Dragon

    Artifacts [27]
    1 Staff of Nin
    2 Hedron Archive
    2 Voltaic Key
    3 Thran Dynamo
    3 Trinisphere
    4 Basalt Monolith
    4 Chalice of the Void
    4 Coercive Portal
    4 Grim Monolith

    Lands [22]
    3 Karakas
    3 Vesuva
    4 Ancient Tomb
    4 City of Traitors
    4 Cloudpost
    4 Glimmerpost

    Sideboard [15]
    3 Ratchet Bomb
    2 All Is Dust
    4 Lodestone Golem
    2 Spine of Ish Sah
    1 Trinisphere
    1 Wurmcoil Engine
    1 Trading Post
    1 Ulamog, the Ceaseless Hunger
    The idea behind this list is essentially: blank opponents' creature removal MD, and instead of using Forgemaster, Lodestone, and Metalworker to use creature-based methods of powering your end-game, use more redundant artifact mana acceleration in the form of Thran Dynamo, Basalt Monolith, and Hedron Archive to ramp into Ulamog, Wurmcoil, Ugin, and Karn. It also uses the 4 Portals to act as a draw engine for a more controllish game-plan.

    Essentially it trades a little bit of explosiveness for a more resilient game against all the fair decks. Very few decks have good ways to interact with Basalt Monolith and Thran Dynamo MD. And against unfair decks such as Storm and Elves, you lean heavily on Chalice and Trinisphere and then board into the full anti-combo plan for G2 and G3.

  3. #3543

    Re: [Deck] MUD (Metalworker)

    Ulamog is such a beast in Legends MUD. Even he is countered, he takes threats you can target, which nets you around 4-for-1. Even when Forced and Stifled, he's still a 3-for-1. And when he does resolve, non-white decks struggle to remove him.

  4. #3544
    Site Contributor
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    Re: [Deck] MUD (Metalworker)

    So as of last night I'm on a losing streak. Since 11/19 I've gone 2-2, 2-2, 1-2, and 1-2. I think part of it is mental, and part of it is people adjusting to having MUD regularly in their meta.

    However, I'm wondering if I just need to play through it, or if there's some adjustments I should make. This is a big request, but can anyone offer insight into changes I should be making to my list or behavior? Below is my list, and linked is a breakdown of my meta and record since picking up MUD.

    https://docs.google.com/spreadsheets...#gid=0&vpid=A1

    Creatures
    4 Metalworker
    4 Lodestone
    4 Forgemaster
    2 Wurmcoil
    1 Emperion
    1 Sundering Titan
    1 Blightsteel
    2 Ugin

    Artifacts
    4 Monolith
    4 Chalice
    3 Trinisphere
    2 Greaves
    1 Staff of Domination
    1 Coercive Portal
    1 Staff of Nin
    1 Spine

    Land
    4 Wasteland
    4 Tomb
    2 City of Traitors
    4 Cloudpost
    4 Glimmerpost
    3 Vesuva
    2 Cavern
    1 Urborg

    Sideboard
    1 Platinum Angel
    1 Spine of Ish Sah
    1 Contagion Engine
    1 Coercive Portal
    1 Trinisphere
    2 Crucible
    2 Ratchet Bomb
    2 Thorn of Amethyst
    2 Pithing Needle
    2 Tormod's Crypt

    My ideas so far:
    - I've considered -1 Forgemaster, +1 Wurmcoil.
    - I've thought about going to 2 or 3 maindeck Coercive Portal. As seems to be happening everywhere, my meta feels like it's losing combo and getting grindier.
    - Ancient Tomb has been shocking the shit out of me lately. I generally don't love the idea of dropping any, but would a 3/3 split of Tomb and City make sense?
    - I feel like I've been drawing a lot of bad openers, and that generally prison hands have been playing best for me. Is there anything I can do to improve my openers or promote prison hands?
    - Austin is a good MtG scene, but still, at this point everyone knows what everyone else is on. We have a 1K coming up in 2 weeks that I'm hoping attracts some out-of-towners, so I can regain some element of surprise. Unfortunately, there don't seem to be any other big TX Legacy events in the near future . . .

  5. #3545
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Stuart View Post
    So as of last night I'm on a losing streak. Since 11/19 I've gone 2-2, 2-2, 1-2, and 1-2. I think part of it is mental, and part of it is people adjusting to having MUD regularly in their meta.

    However, I'm wondering if I just need to play through it, or if there's some adjustments I should make. This is a big request, but can anyone offer insight into changes I should be making to my list or behavior?
    MUD can have times it feels like you roll your dice but never roll that 6. From personal experience i have my best MUD performances right after i pick it up after a break of playing other decks. It might force me to think at momens and als just yolo at other moment. Somehow, i have always have that same drop of performance your experiencing now. Either play trough it or (as me) play something else for a while. There is also a danger in trying to continuesly adjust and tweak you deck. At some point you might realise your stuck and cant really backtrack the changes that affected this. The best thing to do is to swap back to the list when you hadost succes and continue again from there.


    Edit: i do not really believe that choosing to play coercive or not or 1 wurmcoil for 1 forgemaster affects the performance of the deck. Those are just nuances and "feel-of-play" rather then making the deck actually better. It can cloud you.
    Kagu-Tsuchi カグツチ (Jund NicFit)
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    Quote Originally Posted by Chatto View Post
    How about: ramp into Deed, clear the board, and bash your opponent's head in.

  6. #3546

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Stuart View Post
    So as of last night I'm on a losing streak. Since 11/19 I've gone 2-2, 2-2, 1-2, and 1-2. I think part of it is mental, and part of it is people adjusting to having MUD regularly in their meta.

    However, I'm wondering if I just need to play through it, or if there's some adjustments I should make. This is a big request, but can anyone offer insight into changes I should be making to my list or behavior? Below is my list, and linked is a breakdown of my meta and record since picking up MUD.

    https://docs.google.com/spreadsheets...#gid=0&vpid=A1

    Creatures
    4 Metalworker
    4 Lodestone
    4 Forgemaster
    2 Wurmcoil
    1 Emperion
    1 Sundering Titan
    1 Blightsteel
    2 Ugin

    Artifacts
    4 Monolith
    4 Chalice
    3 Trinisphere
    2 Greaves
    1 Staff of Domination
    1 Coercive Portal
    1 Staff of Nin
    1 Spine

    Land
    4 Wasteland
    4 Tomb
    2 City of Traitors
    4 Cloudpost
    4 Glimmerpost
    3 Vesuva
    2 Cavern
    1 Urborg

    Sideboard
    1 Platinum Angel
    1 Spine of Ish Sah
    1 Contagion Engine
    1 Coercive Portal
    1 Trinisphere
    2 Crucible
    2 Ratchet Bomb
    2 Thorn of Amethyst
    2 Pithing Needle
    2 Tormod's Crypt

    My ideas so far:
    - I've considered -1 Forgemaster, +1 Wurmcoil.
    - I've thought about going to 2 or 3 maindeck Coercive Portal. As seems to be happening everywhere, my meta feels like it's losing combo and getting grindier.
    - Ancient Tomb has been shocking the shit out of me lately. I generally don't love the idea of dropping any, but would a 3/3 split of Tomb and City make sense?
    - I feel like I've been drawing a lot of bad openers, and that generally prison hands have been playing best for me. Is there anything I can do to improve my openers or promote prison hands?
    - Austin is a good MtG scene, but still, at this point everyone knows what everyone else is on. We have a 1K coming up in 2 weeks that I'm hoping attracts some out-of-towners, so I can regain some element of surprise. Unfortunately, there don't seem to be any other big TX Legacy events in the near future . . .

    I am back on MUD for the time being, but I am off Forgemaster and Chalice. Forgemaster just seems terrible in an environment where 4x stifle is increasingly common, and big mana MUD is also not fantastic when the popular delver lists are on 4x Wasteland. Even chalice I have basically just moved on from in the main.

    The other deciding factor to move on from big targets is the fact that a 6 mana wurmcoil engine does just as good a job as an 8 mana beater, so why bother overkilling? And the 6 mana wurmcoil is much easier to cast. I have dramatically altered my deck, hopefully I have some results with it and I will post everything, but basically I have brought my curve down significantly.

    Ultimately, Forgemaster MUD was a great deck when RB Cruise delver was on the scene and you could reliably build up your mana base. Those days are gone, and people have adapted. I wouldn't even say that they have adapted to our deck, as MUD is such a small percentage of the field that I would never in a million years advise anyone to waste time or SB slots on it, but as long as miracles is a thing people will have splash hate that applies to us.

  7. #3547
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    Re: [Deck] MUD (Metalworker)

    Stuart, I really like having a 2-1 Greaves and Thousand-Year Elixir split because it allows you to immediately use the Metalworker or Forgemaster abilities without waiting for an equip resolution, and it untaps to reuse Metalworkers, I love the card and have since I took the 3rd Greaves out for it. Also I really like the idea of having at least 3 Cavern of Souls to help resolve the Metalworkers/Forgemasters with Construct, and Emperion/Titan/Blightsteel on Golem. I also play a quite different list than you do that I played in the Jelly Jam
    Quote Originally Posted by Fry View Post
    4x Daretti, Scrap Savant
    4x Chalice of the Void
    4x Grim Monolith
    4x Kuldotha Forgemaster
    2x Lightning Greaves
    4x Metalworker
    1x Mindslaver
    1x Myr Battlesphere
    1x Platinum Emperion
    1x Solemn Simulacrum
    1x Spine of Ish Sah
    1x Staff of Domination
    1x Sundering Titan
    1x Thousand-Year Elixir
    4x Trinisphere
    2x Ugin, the Spirit Dragon
    1x Wurmcoil Engine
    4x Ancient Tomb
    4x Cavern of Souls
    4x City of Traitors
    4x Darksteel Citadel
    4x Great Furnace
    3x Mountain
    Side: 15
    3x Whipflare
    1x Blightsteel Colossus
    2x Defense Grid
    1x Ensnaring Bridge
    1x Spine of Ish Sah
    1x Platinum Angel
    2x Spellskite
    1x Steel Hellkite
    2x Sundering Titan
    1x Wurmcoil Engine
    just switched the 3rd Whipflare in the board for a 2nd Bridge

    But even with the different lists I still would love to see you put in an Elixir and a 3rd Cavern. I love Staff of Nin, but it can be a little slow to come out, so I've actually cut it from my list quite some time ago, but do think of adding it or Portal to my list somewhere.
    Quote Originally Posted by nedleeds View Post
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  8. #3548

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Rikter View Post
    I am back on MUD for the time being, but I am off Forgemaster and Chalice. Forgemaster just seems terrible in an environment where 4x stifle is increasingly common, and big mana MUD is also not fantastic when the popular delver lists are on 4x Wasteland. Even chalice I have basically just moved on from in the main.

    The other deciding factor to move on from big targets is the fact that a 6 mana wurmcoil engine does just as good a job as an 8 mana beater, so why bother overkilling? And the 6 mana wurmcoil is much easier to cast. I have dramatically altered my deck, hopefully I have some results with it and I will post everything, but basically I have brought my curve down significantly.

    Ultimately, Forgemaster MUD was a great deck when RB Cruise delver was on the scene and you could reliably build up your mana base. Those days are gone, and people have adapted. I wouldn't even say that they have adapted to our deck, as MUD is such a small percentage of the field that I would never in a million years advise anyone to waste time or SB slots on it, but as long as miracles is a thing people will have splash hate that applies to us.
    That is absolutely insane. Forgemaster and Chalice are probably the two best cards in the deck!

    How many decks actually run stifle MD? RUG Delver and some Grixis Delver decks. That's basically it, and you still have the potential to Chalice @ 1 them out. I think you're overreacting to a few bad beats when you may have gotten Stifled and it felt so bad. Just because maybe 5-10% of the time Forgemaster is bad in that way, it shouldn't discount the roughly 90-95% of times it is amazing in finding you the exact silver bullet or back-breaking finisher that you needed to win that game.

    And cutting Chalice is crazy. Chalice of the Void almost single-handedly won SCG NJ and is the basically the one of the few reasons you would want to play a non-blue deck in Legacy to begin with.

  9. #3549

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Stuart View Post
    So as of last night I'm on a losing streak. Since 11/19 I've gone 2-2, 2-2, 1-2, and 1-2. I think part of it is mental, and part of it is people adjusting to having MUD regularly in their meta.

    However, I'm wondering if I just need to play through it, or if there's some adjustments I should make. This is a big request, but can anyone offer insight into changes I should be making to my list or behavior? Below is my list, and linked is a breakdown of my meta and record since picking up MUD.

    https://docs.google.com/spreadsheets...#gid=0&vpid=A1

    Creatures
    4 Metalworker
    4 Lodestone
    4 Forgemaster
    2 Wurmcoil
    1 Emperion
    1 Sundering Titan
    1 Blightsteel
    2 Ugin

    Artifacts
    4 Monolith
    4 Chalice
    3 Trinisphere
    2 Greaves
    1 Staff of Domination
    1 Coercive Portal
    1 Staff of Nin
    1 Spine

    Land
    4 Wasteland
    4 Tomb
    2 City of Traitors
    4 Cloudpost
    4 Glimmerpost
    3 Vesuva
    2 Cavern
    1 Urborg

    Sideboard
    1 Platinum Angel
    1 Spine of Ish Sah
    1 Contagion Engine
    1 Coercive Portal
    1 Trinisphere
    2 Crucible
    2 Ratchet Bomb
    2 Thorn of Amethyst
    2 Pithing Needle
    2 Tormod's Crypt

    My ideas so far:
    - I've considered -1 Forgemaster, +1 Wurmcoil.
    - I've thought about going to 2 or 3 maindeck Coercive Portal. As seems to be happening everywhere, my meta feels like it's losing combo and getting grindier.
    - Ancient Tomb has been shocking the shit out of me lately. I generally don't love the idea of dropping any, but would a 3/3 split of Tomb and City make sense?
    - I feel like I've been drawing a lot of bad openers, and that generally prison hands have been playing best for me. Is there anything I can do to improve my openers or promote prison hands?
    - Austin is a good MtG scene, but still, at this point everyone knows what everyone else is on. We have a 1K coming up in 2 weeks that I'm hoping attracts some out-of-towners, so I can regain some element of surprise. Unfortunately, there don't seem to be any other big TX Legacy events in the near future . . .
    One of the big problems in your decklist is your manabase.

    Always play 4 Tomb and 4 City. Yes, having multiple City sucks sometimes but it's the price you need to pay for explosive mana. You absolutely *must* be able to power out Chalice @ 1 as early as possible, and stuff like Monolith as early as possible as well. You simply have to have 4 of each in every successful MUD deck.

    I don't like Urborg at all. I understand you're trying to mitigate lifeloss, but the number of times it saves you because it stops you from shocking yourself with Tomb is outweighed by the number of times it's worse than a Darksteel Citadel.

    I don't like Wasteland in MUD. Some people want to play Wasteland to further the Trinisphere / Lodestone mana denial plan, but in my experience, this deck just wants to generate as much mana as possible and saccing your lands to kill opponent's lands interferes with that end goal. Wasteland is a little bit counter-productive to this deck's strategy.

    I would play 4 City / 4 Tomb / 4 Cloudpost / 4 Glimmerpost / 4 Vesuva and then some combination of Mishra's Factory and/or Cavern of Souls to round out the 24.

  10. #3550

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by MGB View Post
    That is absolutely insane. Forgemaster and Chalice are probably the two best cards in the deck!

    How many decks actually run stifle MD? RUG Delver and some Grixis Delver decks. That's basically it, and you still have the potential to Chalice @ 1 them out. I think you're overreacting to a few bad beats when you may have gotten Stifled and it felt so bad. Just because maybe 5-10% of the time Forgemaster is bad in that way, it shouldn't discount the roughly 90-95% of times it is amazing in finding you the exact silver bullet or back-breaking finisher that you needed to win that game.

    And cutting Chalice is crazy. Chalice of the Void almost single-handedly won SCG NJ and is the basically the one of the few reasons you would want to play a non-blue deck in Legacy to begin with.
    Per mtgtop8, wasteland is currently present in half the field. Thats the real backbreaker, more so than stifle. Playing a big mana deck in a wasteland heavy meta is asking for trouble, because a massive share of big mana MUD's value came from being able to reliably hard cast the threats should it be an issue.

    Stifle is less of an issue (12% of decks run it), it's easier to play around, but the last 20k had half the final 24 or so on miracles. Stifle is a card I see more and more of when I go to these events, and it only has more value as miracles posts such strong results.

    Im just off chalice, it isn't that big a deal to me. Against the non-combo decks I really don't care how much they ponder and brainstorm, because as long as I can resolve wurmcoil engine I am fine. That card is better than just about every single card in their deck, and is also a big part of the reason to get rid of forgemaster: the silver bullet cards are such overkill. I have chalice in the 75, for combo matchups where it matters more, but for the fair decks I see no need to bother with it. If the best you can do is drop a Gurmag angler, I don't really care about locking you out, I just want to focus on resolving my superior cards, and chalice does not help with that. Why spend time locking out a bunch of crap that isn't really a problem anyways, right?

    Time will tell, but I think it is a mistake to look at chalice and forgemaster as these un-cuttable cards.

  11. #3551
    Site Contributor
    Stuart's Avatar
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    Re: [Deck] MUD (Metalworker)

    Thanks guys - appreciate your support in these dark times

    Quote Originally Posted by Bobmans View Post
    MUD can have times it feels like you roll your dice but never roll that 6. From personal experience i have my best MUD performances right after i pick it up after a break of playing other decks. It might force me to think at momens and als just yolo at other moment. Somehow, i have always have that same drop of performance your experiencing now. Either play trough it or (as me) play something else for a while. There is also a danger in trying to continuesly adjust and tweak you deck. At some point you might realise your stuck and cant really backtrack the changes that affected this. The best thing to do is to swap back to the list when you hadost succes and continue again from there.
    Ultimately I have a feeling this is the most important piece of advice. I need to just give MUD (and myself) some breathing room for a little while.

    My list hasn't really changed much since I started; I think I dropped a Hellkite for Emperion, a 3rd Cavern for a 2nd City, and a Vesuva for an Urborg. Still, I was doing better then, so maybe I should go back . . .

    Quote Originally Posted by Rikter View Post
    I am back on MUD for the time being, but I am off Forgemaster and Chalice. Forgemaster just seems terrible in an environment where 4x stifle is increasingly common, and big mana MUD is also not fantastic when the popular delver lists are on 4x Wasteland. Even chalice I have basically just moved on from in the main.

    The other deciding factor to move on from big targets is the fact that a 6 mana wurmcoil engine does just as good a job as an 8 mana beater, so why bother overkilling? And the 6 mana wurmcoil is much easier to cast. I have dramatically altered my deck, hopefully I have some results with it and I will post everything, but basically I have brought my curve down significantly.

    Ultimately, Forgemaster MUD was a great deck when RB Cruise delver was on the scene and you could reliably build up your mana base. Those days are gone, and people have adapted. I wouldn't even say that they have adapted to our deck, as MUD is such a small percentage of the field that I would never in a million years advise anyone to waste time or SB slots on it, but as long as miracles is a thing people will have splash hate that applies to us.
    As MBD suggested, dropping Forgemaster and Chalice is just too tough for me to swallow. That said, I have been running into more instances of people dropping threats (Vial, Delver, etc) turn 1 before I get in a Chalice, so maybe I need more of a gameplan for reacting to those plays.

    And yeah, I might add another Wurmcoil. 6 mana is pretty easy, and Wurmcoil is soooo good in so many situations. I've been approaching my fatties from the toolbox/swiss army knife perspective, and maybe I should instead streamline them.

    Quote Originally Posted by Fry View Post
    But even with the different lists I still would love to see you put in an Elixir and a 3rd Cavern. I love Staff of Nin, but it can be a little slow to come out, so I've actually cut it from my list quite some time ago, but do think of adding it or Portal to my list somewhere.
    Cheers Fry! I'm hesitant to add a 3rd Cavern; I was running 3 when I started MUD, but just had too many games of getting flooded with Caverns. However, I do really like the look of Thousand-Year Elixir. I love Staff of Nin, but you're right that it's slow. If I cut 1 Staff of Nin and 1 Spine for 1 Coercive Portal and 1 Elixir, that could go some ways in speeding everything up.

    Quote Originally Posted by MGB View Post
    One of the big problems in your decklist is your manabase.

    Always play 4 Tomb and 4 City. Yes, having multiple City sucks sometimes but it's the price you need to pay for explosive mana. You absolutely *must* be able to power out Chalice @ 1 as early as possible, and stuff like Monolith as early as possible as well. You simply have to have 4 of each in every successful MUD deck.

    I don't like Urborg at all. I understand you're trying to mitigate lifeloss, but the number of times it saves you because it stops you from shocking yourself with Tomb is outweighed by the number of times it's worse than a Darksteel Citadel.

    I don't like Wasteland in MUD. Some people want to play Wasteland to further the Trinisphere / Lodestone mana denial plan, but in my experience, this deck just wants to generate as much mana as possible and saccing your lands to kill opponent's lands interferes with that end goal. Wasteland is a little bit counter-productive to this deck's strategy.

    I would play 4 City / 4 Tomb / 4 Cloudpost / 4 Glimmerpost / 4 Vesuva and then some combination of Mishra's Factory and/or Cavern of Souls to round out the 24.
    Our manabase is interesting. I'm pretty firmly in the "I Love Wasteland" camp, but I haven't tried playing without it, either.

    When I started on MUD I was running 4 Vesuva and have since cut to 3 after getting flooded with Vesuvas one too many times. Given that, I don't think I want to go back up to 4. However, you might be right about City (especially since I've been getting Tombed so hard lately; increasing my sol land options seems smart).

  12. #3552

    Re: [Deck] MUD (Metalworker)

    It really helps when you take time away from the deck you always play. I have started Modern recently, with the aim not to play anything close to MUD in the format (Tron). I've had one too many times where I over-react and change my deck completely only to get smacked around by another deck then. Though I have to say, from all the MUD variants I tried, the generic MUD look right now is the most consistent.

  13. #3553
    Site Contributor
    Stuart's Avatar
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by darkgh0st View Post
    It really helps when you take time away from the deck you always play. I have started Modern recently, with the aim not to play anything close to MUD in the format (Tron). I've had one too many times where I over-react and change my deck completely only to get smacked around by another deck then. Though I have to say, from all the MUD variants I tried, the generic MUD look right now is the most consistent.
    I agree. My in-laws are in town for the next week, so I'm kinda on a forced break from MtG anyway. I'm thinking I'll just goldfish solid opening hands for the next 2 weeks so I go into the 1K with a clear head. I'm also building Enchantress, so I'll start off 2016 with a break from MUD. We'll see.

    Thanks again for the tips, everyone!

  14. #3554
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by darkgh0st View Post
    It really helps when you take time away from the deck you always play. I have started Modern recently, with the aim not to play anything close to MUD in the format (Tron). I've had one too many times where I over-react and change my deck completely only to get smacked around by another deck then. Though I have to say, from all the MUD variants I tried, the generic MUD look right now is the most consistent.
    I have the same experience and also started to play Tron recently. Next to that, it broke out a White Stax list for a change. It's always nice to try something else for a change. Also to keep "unpredictable" in the meta

    Nevertheless, MUD is my number 1 deck. Period. I'm for sure starting 2016 with it again.

    I'm thinking about retrying my "old" list since it worked pretty well before all this delve shit happened


    3x Goblin Welder
    4x Metalworker
    4x Kuldotha Forgemaster
    4x Stoneforge Mystic

    1x Blightsteel Colossus
    1x Platinum Angel
    3x Wurmcoil Engine

    1x Daretti, Scrap Savant

    1x Staff of Domination
    1x Thousand-year Elixir
    1x Spine of Ish Sah

    1x Umbral Mantle
    1x Umezawa's Jitte
    1x Batterskull
    1x Lightning Greaves

    4x Chalice of the Void

    4x Grim Monolith
    1x Mox Diamond
    2x Mox Opal


    4x Ancient Tomb
    4x City of Traitors
    4x Great Furnace
    1x Plateau
    4x Ancient Den
    4x Cavern of Souls

    Sideboard

    1x Tormod's Crypt
    2x Rest in Peace
    4x Phyrexian Revoker
    2x Ratchet Bomb
    1x Ethersworn Canonist
    1x Trading Post
    1x Platinum Emperion
    1x Sundering Titan
    1x Crucible of Worlds
    1x Thorn of Amethyst

  15. #3555
    Pancake
    Bobmans's Avatar
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    Location

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    Posts

    845

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Airwave View Post
    I have the same experience and also started to play Tron recently. Next to that, it broke out a White Stax list for a change. It's always nice to try something else for a change. Also to keep "unpredictable" in the meta

    Nevertheless, MUD is my number 1 deck. Period. I'm for sure starting 2016 with it again.

    I'm thinking about retrying my "old" list since it worked pretty well before all this delve shit happened


    3xGoblin Welder
    4xMetalworker
    4xKuldotha Forgemaster
    4xStoneforge Mystic

    1xBlightsteel Colossus
    1xPlatinum Angel
    3xWurmcoil Engine

    1xDaretti, Scrap Savant

    1xStaff of Domination
    1xThousand-year Elixir
    1xSpine of Ish Sah

    1xUmbral Mantle
    1xUmezawa's Jitte
    1xBatterskull
    1xLightning Greaves

    4xChalice of the Void

    4xGrim Monolith
    1xMox Diamond
    2xMox Opal


    4xAncient Tomb
    4xCity of Traitors
    4xGreat Furnace
    1xPlateau
    4xAncient Den
    4xCavern of Souls

    Sideboard

    1xTormod's Crypt
    2xRest in Peace
    4xPhyrexian Revoker
    2xRatchet Bomb
    1xEthersworn Canonist
    1xTrading Post
    1xPlatinum Emperion
    1xSundering Titan
    1xCrucible of Worlds
    1xThorn of Amethyst
    Wow, 2 colours in a mudlist. How was that working out?
    Wouldnt you achieve something similar with running Godo and stick to 1 color?
    Kagu-Tsuchi カグツチ (Jund NicFit)
    Rhino's Abbondanza (Junk NicFit)
    4c Aggro Loam

    Quote Originally Posted by Chatto View Post
    How about: ramp into Deed, clear the board, and bash your opponent's head in.

  16. #3556
    Member
    Airwave's Avatar
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    Oct 2013
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    Netherlands
    Posts

    214

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Bobmans View Post
    Wow, 2 colours in a mudlist. How was that working out?
    Wouldnt you achieve something similar with running Godo and stick to 1 color?
    It's not that hard actually. You just have to make sure to call "Artificer" on your Cavern of Souls. That way you play 5 Plateaus and next to that 3 moxen... so I'm actually hardly ever color-screwed.

  17. #3557

    Re: [Deck] MUD (Metalworker)

    The newly spoiled Mystic Gate Expedition gives us more of what the new Kozilek mana cost actually means.

  18. #3558
    Member

    Join Date

    Feb 2015
    Location

    Brazil
    Posts

    187

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Airwave View Post
    I'm thinking about retrying my "old" list since it worked pretty well before all this delve shit happened

    [/cards]
    That list sounds like loads of fun, pulling a kill with a goblin, 2 monoliths and an umbral mantle might be the most unexpected mud play so far.

  19. #3559
    Member
    Airwave's Avatar
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    Oct 2013
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    Netherlands
    Posts

    214

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Silverflame View Post
    That list sounds like loads of fun, pulling a kill with a goblin, 2 monoliths and an umbral mantle might be the most unexpected mud play so far.
    I never managed to pull that off unfortunately... sounds like a lot of fun.

    What happened a lot though: Turn 1 Grim Monolith, Metalworker, Turn 2 Stoneforge, search Umbral, equip, hit for 1.000.000.000 damage.... the look on their face is priceless

  20. #3560

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Airwave View Post
    I never managed to pull that off unfortunately... sounds like a lot of fun.

    What happened a lot though: Turn 1 Grim Monolith, Metalworker, Turn 2 Stoneforge, search Umbral, equip, hit for 1.000.000.000 damage.... the look on their face is priceless
    I like this combo better.

    EDIT: How about Thopter Engineer instead of Elixir?
    Last edited by darkgh0st; 12-09-2015 at 10:15 AM.

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