John Cox
11-11-2011, 12:33 AM
I've had the concept for this deck in the back of my mind for over a year now, ever since lodestone golem came out (so a while). The idea is based MUD's dominance in vintage.
Since in legacy I can play 4 trinispheres and the fundamental turn is about two turns slower, you would think that Legacy MUD would be stronger, and mean a pure artifact beatdown strategy should be the best in the format. In any case life happens and the deck got put on the back burner for a while, until a few days ago when a friend of mine asked me to try slash panthers in it. They're crazy good in vintage MUD. Formerly that slot had master of etherium in it.
The list I came up with was,
//spells
4 sphere of resistance
4 chalice of the void
4 thorn of amethyst
4 trinisphere
4 mox diamond
4 serum powder
4 city of traitors
4 ancient tomb
4 wasteland
4 crucible of worlds
6 mountain
2 scalding tarn
2 arid mesa
2 bloodstained mire
//creatures
4 slash panther
4 lodestone golem
This list works very well. The idea is to play a lock piece on turn one and then either two more lock pieces on turn two or a creature. -You will always be able to play two lock pieces by the end of turn two. And if your hand isn't capable of this I would suggest you mulligan, because of the high amount of mulligans you will encounter serum powder is in the deck.
Because most people can't deal with all their cards costing at least 3 in the early turns, by the time they can you should have won. A good example of this is combo (one of your best matches) your entire deck interacts with them (most people have relatively very little in their main deck and sideboard that interacts). If you can resolve two lock pieces against combo you'll win game one, they also have very little they can use to interact with you for game two.
One of the interesting points is that your entire deck (save 12 land) functions as disruption against the entire format, as any deck that wants to cast spells has a hard time (manaless ichorid has a hard time too because they need to cast dread return). Even Slash Panther reduces the amount of time you opponent has to find a solution or create mana, It's a temporal lock piece if you will, it also kills planeswalkers.
Card breakdown,
Sphere effects
Sphere of resistance
spells cost more, you lands make more mana than your opponents, this is good.
Thorn of amethyst
Same as above but creatures dodge the increased cost, you play creatures and given the amount of disruption in the deck, this is a good thing.
trinisphere
this flat out wins games if you cast it first turn.
Lodestone Golem
Their spells cost one more, your spells stay the same, this is good.
Creatures.
Lodestone Golem
This guy is great.
Slash panther,
Your opponent only way of beating you is to get enough lands to play around your lock pieces. The faster you kill them the less likely that is.
Other lock pieces.
Crucible of worlds
recurs wasteland, city of traitors, and the land you discard to mox diamond, and fetchlands.
Chalice of the void,
you have zero cards that cost :1:. You can cast chalice of the void for :1: on turn 1 and shut off half your opponents deck.
Wasteland
destroys land, can be brought back with crucible
Acceleration
Serum powder
this given you faster hands
Mox diamond
This lets you cast things that cost :2: and :3: on turn 1
If you have ideas or questions let me know.
Since in legacy I can play 4 trinispheres and the fundamental turn is about two turns slower, you would think that Legacy MUD would be stronger, and mean a pure artifact beatdown strategy should be the best in the format. In any case life happens and the deck got put on the back burner for a while, until a few days ago when a friend of mine asked me to try slash panthers in it. They're crazy good in vintage MUD. Formerly that slot had master of etherium in it.
The list I came up with was,
//spells
4 sphere of resistance
4 chalice of the void
4 thorn of amethyst
4 trinisphere
4 mox diamond
4 serum powder
4 city of traitors
4 ancient tomb
4 wasteland
4 crucible of worlds
6 mountain
2 scalding tarn
2 arid mesa
2 bloodstained mire
//creatures
4 slash panther
4 lodestone golem
This list works very well. The idea is to play a lock piece on turn one and then either two more lock pieces on turn two or a creature. -You will always be able to play two lock pieces by the end of turn two. And if your hand isn't capable of this I would suggest you mulligan, because of the high amount of mulligans you will encounter serum powder is in the deck.
Because most people can't deal with all their cards costing at least 3 in the early turns, by the time they can you should have won. A good example of this is combo (one of your best matches) your entire deck interacts with them (most people have relatively very little in their main deck and sideboard that interacts). If you can resolve two lock pieces against combo you'll win game one, they also have very little they can use to interact with you for game two.
One of the interesting points is that your entire deck (save 12 land) functions as disruption against the entire format, as any deck that wants to cast spells has a hard time (manaless ichorid has a hard time too because they need to cast dread return). Even Slash Panther reduces the amount of time you opponent has to find a solution or create mana, It's a temporal lock piece if you will, it also kills planeswalkers.
Card breakdown,
Sphere effects
Sphere of resistance
spells cost more, you lands make more mana than your opponents, this is good.
Thorn of amethyst
Same as above but creatures dodge the increased cost, you play creatures and given the amount of disruption in the deck, this is a good thing.
trinisphere
this flat out wins games if you cast it first turn.
Lodestone Golem
Their spells cost one more, your spells stay the same, this is good.
Creatures.
Lodestone Golem
This guy is great.
Slash panther,
Your opponent only way of beating you is to get enough lands to play around your lock pieces. The faster you kill them the less likely that is.
Other lock pieces.
Crucible of worlds
recurs wasteland, city of traitors, and the land you discard to mox diamond, and fetchlands.
Chalice of the void,
you have zero cards that cost :1:. You can cast chalice of the void for :1: on turn 1 and shut off half your opponents deck.
Wasteland
destroys land, can be brought back with crucible
Acceleration
Serum powder
this given you faster hands
Mox diamond
This lets you cast things that cost :2: and :3: on turn 1
If you have ideas or questions let me know.