Epeirogeny
04-20-2017, 03:38 AM
MUD Post
A Spicy List, more Refined List Below:
Lands
4 Ancient Tomb
1 Cavern of Souls
2 City of Traitors
4 Cloudpost
1 Diamond Valley
1 Eye of Ugin
4 Glimmerpost
1 Karakas
4 Maze of Ith
1 The Tabernacle at Pendrell Vale
2 Urborg, Tomb of Yawgmoth
4 Vesuva
Creatures
1 Emrakul, the Aeons Torn
4 Lodestone Golem
1 Sundering Titan
4 Thought-Knot Seer
1 Ulamog, the Ceaseless Hunger
2 Wurmcoil Engine
Artifact
4 Grim Monolith
2 Candelabra of Tawnos
4 Expedition Map
1 Forcefield
4 Pithing Needle
2 Temporal Aperture
Enchantment
1 The Abyss
Sideboard
2 All is Dust
4 Chalice of the Void
1 Grafdigger's Cage
4 Leyline of the Void
2 Ratchet Bomb
2 Trinisphere
This is a little brew, but not exactly a brew. It is an alternative version to the Green/Blue list. The list combines elements from both MUD and U/G Cloudpost ramp decks. I am not the originator of this list. I simply saw it online and added my own tweaks from the various versions. I do not want to take credit away from the original builder. The deck has many control elements for the early game while it assembles its manabase. Maze of Ith, Tabernacle, The Abyss, and Forcefield are all control elements while the deck gets Expedition Maps, Candelabra of Tawnos, Grim Monoliths, Lodestone Golems, and Thought-Knot Seers out in the early turns. Lodestone Golem and Though-Knot are nice as they have control elements (Taxing and Discard respectively), while also being a threat.
Compared to the U/G Prime Time lists, I am not the biggest fan of getting rid of Crop Rotation and Brainstorm as I must admit the deck is prone to weird hands and a difficult to assemble mana base. However, I do like having the option of bringing in 4 Chalice of the Void from the sideboard, which, especially on the play, can become an automatic win against many decks in the meta. Plus, this deck is already good against the Miracles heavy meta, the green-blue version showed that at Worcester SCG just a few weeks ago. However, this is better against Miracles since most of the cards have mana costs that go above the CounterTop flips, unlike Crop Rotation and Brainstorm. And though Expedition is also one-mana it allows us to find the lands needed at any time. However, it is slower since it does not put the land on to the battle field immediately like Crop Rotation.
Necessary Mana Base and Ramp:
4 Ancient Tomb
4 Cloudpost
4 Glimmerpost
2-3 Vesuva
1-3 Candelabra of Tawnos
4 Grim Monoliths
This is the fast mana required to play almost all of the spells in the deck. Personally, I like to go with 4 Vesuvas and extra City of Traitors because the lack of crop rotation prevents tutoring for the toolbox lands. I'd rather get as much ramp mana as fast as possible, and not rely on top decks. For those who have not seen a Cloudpost deck in action, Cloudposts are the true all-star of the Locus lands as they tap mana for the number of Locus lands (read card), Glimmerposts are nice because it allows for more Locus lands to be drawn and helps the Cloudpost engine. Vesuvas almost always copy Cloudposts and allow the deck to play with pseudo 8 Cloudposts. However, there are corner cases to copy a Glimmerpost, or another land entirely. Candelabras are costly in paper, but necessary for this deck as it allows the deck to go off with tons of mana. For those who do not understand the card due to the old text, the Candle does have to tap, it cannot go infinite. For example, with 2 Cloudposts and 1 Candelabra, one could tap 2 Cloudposts to generate 4 mana, then activate Candelabra for 2 mana to untap both Cloudposts and tap both Cloudposts again to generate a total of 6 mana. Nevertheless, it is necessary for the deck. Grim Monoliths are simply ramp. Just make sure to untap them if you are not doing anything else with the mana, some people forget that they're not only one-time use in the early game
Other Ramp:
Eye of Ugin
City of Traitors
Urborg, Tomb of Yawgmoth
Expedition Map
Eye of Ugin can also be considered another ramp land. It turns on early Thought-Knot Seers. Yet, only 1 is needed since it really only helps with 6 cards total when adding Thought-Knots to the Ulamog and Emrakrul. I have debated taking out Ulamog for another big artifact creature because Ulamog also has bad synergy with The Abyss. Yet, Emrakrul is simply too good. On the other hand, leaving Ulamog in is good since sometimes I have to name Eldrazi with Cavern of Souls blindly because I do not have a creature in hand when I put Cavern of Souls out into play.
City of Traitors can be nice ramp at times, but the fact that it needs to be sacrificed when another land comes into play can feel awful. I feel it is a necessary evil for the deck, since it needs as much ramp as possible. 4 seems like too many, but may be interesting to try out.
Urborg is simply there for the Abyss and allows the other "Spell" lands, Maze of Ith and Tabernacle, to tap for mana when possible.
Expedition Map is not a ramp card, but allows you to find the ramp lands. Necessary in a non-blue deck.
Protection and Stall:
Cavern of Souls
The Tabernacle at Pendrell Vale
Maze of Ith
Karakas
Pithing Needle
Sometimes you can't get very explosive hands, but you get hands that allow you to play a stall game in the beginning. I like Cavern of Souls because the deck is weak to Force of Will. There have been many games where I have dumped Grim Monoliths and tons of mana into a big creature only to have it countered. Cavern of Souls alleviates this issue. The Tabernacle at Pendrell Vale, Maze of Ith, and Karakas are all toolbox lands that can be obtained through Expedition Map. Expedition Map's use is situational, generally you do not want to play the long game with this deck, but the midrange is fine. Though early game Expedition Maps will get ramp lands. Late game Expedition Maps will get the utility lands. Karakas is a utility land for Show and Tell, Reanimate, etc decks. It may or may not be needed to be trimmed or sideboarded depending on both local and larger metas.
Pithing Needle almost always names Wasteland. The card destroys everything our deck wants to do. It is why we must play four. In other matchups it is still a very versatile card that can name planeswalkers like Liliana and Jace which answer our big threats. It can also name Sneak Attack and Aether Vial.
Threats:
Emrakul, the Aeons Torn
Lodestone Golem
Sundering Titan
Thought-Knot Seer
Ulamog, the Ceaseless Hunger
Wurmcoil Engine
This part is pretty straightforward. Make a bunch of mana to cast these big nasty guys. No matter what your spice is for the fatties, I do feel that 4 Lodestone Golems, 1 Emrakrul, and n Wurmcoil Engines are necessary for every MUD Post list.
My Spice:
Forcefield
Diamond Valley
Temporal Aperture
The Abyss
Forcefield acts like a 5th Maze of Ith
Temporal Aperture is a card I saw in a few lists, it allows me to spin the wheel on my deck and see what comes out. Would probably be better if I played a few more big fatty creatures, the odds are generally not in my favor with only 13 creatures in the deck. It is also good sometimes to get a land off the top of my deck. If I have not played a land for turn, it prevents me from drawing an extra land.
Diamond Valley allows me to make the most of my non-synergy with the Abyss which kills Thought-Knot Emrakrul and Ulamog. Though I will try to not cast Eldrazi into an Abyss or vice-versa, it can happen. Though when Ulamog is cast, I could exile the Abyss. Diamon Valley is also useful for making the most of enemy removal spells as I can at least gain life in response, and prevents them from getting exiled by swords to plowshares. I can still gain the life and allow them to go to the graveyard
The Abyss, probably coming out as well. I had one lying around and wanted to throw it in for fun. Its a nice control card, and I saw it played in other lists. However, overall I do not feel like it works well with the deck.
A Spicy List, more Refined List Below:
Lands
4 Ancient Tomb
1 Cavern of Souls
2 City of Traitors
4 Cloudpost
1 Diamond Valley
1 Eye of Ugin
4 Glimmerpost
1 Karakas
4 Maze of Ith
1 The Tabernacle at Pendrell Vale
2 Urborg, Tomb of Yawgmoth
4 Vesuva
Creatures
1 Emrakul, the Aeons Torn
4 Lodestone Golem
1 Sundering Titan
4 Thought-Knot Seer
1 Ulamog, the Ceaseless Hunger
2 Wurmcoil Engine
Artifact
4 Grim Monolith
2 Candelabra of Tawnos
4 Expedition Map
1 Forcefield
4 Pithing Needle
2 Temporal Aperture
Enchantment
1 The Abyss
Sideboard
2 All is Dust
4 Chalice of the Void
1 Grafdigger's Cage
4 Leyline of the Void
2 Ratchet Bomb
2 Trinisphere
This is a little brew, but not exactly a brew. It is an alternative version to the Green/Blue list. The list combines elements from both MUD and U/G Cloudpost ramp decks. I am not the originator of this list. I simply saw it online and added my own tweaks from the various versions. I do not want to take credit away from the original builder. The deck has many control elements for the early game while it assembles its manabase. Maze of Ith, Tabernacle, The Abyss, and Forcefield are all control elements while the deck gets Expedition Maps, Candelabra of Tawnos, Grim Monoliths, Lodestone Golems, and Thought-Knot Seers out in the early turns. Lodestone Golem and Though-Knot are nice as they have control elements (Taxing and Discard respectively), while also being a threat.
Compared to the U/G Prime Time lists, I am not the biggest fan of getting rid of Crop Rotation and Brainstorm as I must admit the deck is prone to weird hands and a difficult to assemble mana base. However, I do like having the option of bringing in 4 Chalice of the Void from the sideboard, which, especially on the play, can become an automatic win against many decks in the meta. Plus, this deck is already good against the Miracles heavy meta, the green-blue version showed that at Worcester SCG just a few weeks ago. However, this is better against Miracles since most of the cards have mana costs that go above the CounterTop flips, unlike Crop Rotation and Brainstorm. And though Expedition is also one-mana it allows us to find the lands needed at any time. However, it is slower since it does not put the land on to the battle field immediately like Crop Rotation.
Necessary Mana Base and Ramp:
4 Ancient Tomb
4 Cloudpost
4 Glimmerpost
2-3 Vesuva
1-3 Candelabra of Tawnos
4 Grim Monoliths
This is the fast mana required to play almost all of the spells in the deck. Personally, I like to go with 4 Vesuvas and extra City of Traitors because the lack of crop rotation prevents tutoring for the toolbox lands. I'd rather get as much ramp mana as fast as possible, and not rely on top decks. For those who have not seen a Cloudpost deck in action, Cloudposts are the true all-star of the Locus lands as they tap mana for the number of Locus lands (read card), Glimmerposts are nice because it allows for more Locus lands to be drawn and helps the Cloudpost engine. Vesuvas almost always copy Cloudposts and allow the deck to play with pseudo 8 Cloudposts. However, there are corner cases to copy a Glimmerpost, or another land entirely. Candelabras are costly in paper, but necessary for this deck as it allows the deck to go off with tons of mana. For those who do not understand the card due to the old text, the Candle does have to tap, it cannot go infinite. For example, with 2 Cloudposts and 1 Candelabra, one could tap 2 Cloudposts to generate 4 mana, then activate Candelabra for 2 mana to untap both Cloudposts and tap both Cloudposts again to generate a total of 6 mana. Nevertheless, it is necessary for the deck. Grim Monoliths are simply ramp. Just make sure to untap them if you are not doing anything else with the mana, some people forget that they're not only one-time use in the early game
Other Ramp:
Eye of Ugin
City of Traitors
Urborg, Tomb of Yawgmoth
Expedition Map
Eye of Ugin can also be considered another ramp land. It turns on early Thought-Knot Seers. Yet, only 1 is needed since it really only helps with 6 cards total when adding Thought-Knots to the Ulamog and Emrakrul. I have debated taking out Ulamog for another big artifact creature because Ulamog also has bad synergy with The Abyss. Yet, Emrakrul is simply too good. On the other hand, leaving Ulamog in is good since sometimes I have to name Eldrazi with Cavern of Souls blindly because I do not have a creature in hand when I put Cavern of Souls out into play.
City of Traitors can be nice ramp at times, but the fact that it needs to be sacrificed when another land comes into play can feel awful. I feel it is a necessary evil for the deck, since it needs as much ramp as possible. 4 seems like too many, but may be interesting to try out.
Urborg is simply there for the Abyss and allows the other "Spell" lands, Maze of Ith and Tabernacle, to tap for mana when possible.
Expedition Map is not a ramp card, but allows you to find the ramp lands. Necessary in a non-blue deck.
Protection and Stall:
Cavern of Souls
The Tabernacle at Pendrell Vale
Maze of Ith
Karakas
Pithing Needle
Sometimes you can't get very explosive hands, but you get hands that allow you to play a stall game in the beginning. I like Cavern of Souls because the deck is weak to Force of Will. There have been many games where I have dumped Grim Monoliths and tons of mana into a big creature only to have it countered. Cavern of Souls alleviates this issue. The Tabernacle at Pendrell Vale, Maze of Ith, and Karakas are all toolbox lands that can be obtained through Expedition Map. Expedition Map's use is situational, generally you do not want to play the long game with this deck, but the midrange is fine. Though early game Expedition Maps will get ramp lands. Late game Expedition Maps will get the utility lands. Karakas is a utility land for Show and Tell, Reanimate, etc decks. It may or may not be needed to be trimmed or sideboarded depending on both local and larger metas.
Pithing Needle almost always names Wasteland. The card destroys everything our deck wants to do. It is why we must play four. In other matchups it is still a very versatile card that can name planeswalkers like Liliana and Jace which answer our big threats. It can also name Sneak Attack and Aether Vial.
Threats:
Emrakul, the Aeons Torn
Lodestone Golem
Sundering Titan
Thought-Knot Seer
Ulamog, the Ceaseless Hunger
Wurmcoil Engine
This part is pretty straightforward. Make a bunch of mana to cast these big nasty guys. No matter what your spice is for the fatties, I do feel that 4 Lodestone Golems, 1 Emrakrul, and n Wurmcoil Engines are necessary for every MUD Post list.
My Spice:
Forcefield
Diamond Valley
Temporal Aperture
The Abyss
Forcefield acts like a 5th Maze of Ith
Temporal Aperture is a card I saw in a few lists, it allows me to spin the wheel on my deck and see what comes out. Would probably be better if I played a few more big fatty creatures, the odds are generally not in my favor with only 13 creatures in the deck. It is also good sometimes to get a land off the top of my deck. If I have not played a land for turn, it prevents me from drawing an extra land.
Diamond Valley allows me to make the most of my non-synergy with the Abyss which kills Thought-Knot Emrakrul and Ulamog. Though I will try to not cast Eldrazi into an Abyss or vice-versa, it can happen. Though when Ulamog is cast, I could exile the Abyss. Diamon Valley is also useful for making the most of enemy removal spells as I can at least gain life in response, and prevents them from getting exiled by swords to plowshares. I can still gain the life and allow them to go to the graveyard
The Abyss, probably coming out as well. I had one lying around and wanted to throw it in for fun. Its a nice control card, and I saw it played in other lists. However, overall I do not feel like it works well with the deck.