Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Bobmans
Ugin solves the weakspot thus deck has, namely getting back into the game when your losing ground on the boardstate. Ugin resets that. It often locks out your opponent no matter what his boardstate is. That said, Ugin limits the options on what variant to run. You'd really want the Cloudpost manabase for the card to consistantly resolve. Red MUD increases explosiveness, but is far more instable and cant rely on getting an Ugin out midgame.
Also Ugin is hard to remove as it will clear the board (most of the time with -3, keeping it out of bolt range) on entering and keep bolting. The cards that remove it are basically maelstrom pulse, council's judgment and cataclysm. It is a 1 card combo, as it locks the table and mostly wins by itself. Fun thing to do is on the play go T1 sol-> monolith-> metalworker, T2 Ugin. Specially against elves.
Compared to Karn, he have the disadvantage of not hitting artifacts and manlands, but he can kill multiple permanents, what is better against most decks.
I use 2 on the cloudpost manabase, maaaybe 3 would be good, but since it's 8 mana and there are stuff like meddling mage being played, I believe 2 is the magic number.
Re: [Deck] MUD (Metalworker)
So I've been testing the MUD Aggro deck a bit recently, and it makes me kind of sad, because the deck has been doing so well for me and has been so explosive and powerful that I feel like I am going to have to drop $200+ on a playset of Wastelands, and $150+ on a playset of Arcbound Ravagers, because I don't own any of those cards but this particular build feels like the most powerful way to build MUD to me.
Hangarback Walker + Arcbound Ravager interaction is just sick. Actually, Arcbound Ravager is just all kinds of sickness in general, and might even be better in MUD than he is in Affinity. Being able to sac your own Trinispheres and Tangle Wires to combo-kill your opponent on your turn after they've already affected the opponent is all kinds of goodness. And Arcbound Ravager in play basically means your opponent's spot removal is completely invalidated. There are just so many benefits to playing Ravager in an artifact deck, even if it's not Affinity...
Re: [Deck] MUD (Metalworker)
I play 2 Ugin main and I love it. Ugin can swing games alone, usually resulting in a one sided board wipe. I used to have Karn and he's still good but Ugin can help you claw your way back in the game much much quicker.
Also with the banning of Dig Through Time, there should be less Omnitell going around. A matchup where Ugin doesn't actually do that much. Of course, if you think a lot of those players will revert to Sneak/show, Ugin doesn't do a whole lot there either IMO. But in a meta where I expect a lot of Miracles, Delver, Elves, Stoneblade etc. Ugin is a beating.
Yeah Hangarback + Ravager looks pretty sick. Thought about giving that a go but that would change the deck a lot. MUD is a bit clunky but I love the Forgemaster tutor package, Blightsteel + Greaves gives the deck wins out of nowhere. Also very hard to deviate from the Cloudpost manabase. I like the fact that sometimes you don't rely on Metalworker for mana.
Re: [Deck] MUD (Metalworker)
Stuart, you are more than welcome to post reports. More the merrier.
MGB, you can barrow my play set of Wastelands and Arcbound Ravagers for EE3 if you need them.
Re: [Deck] MUD (Metalworker)
Reports are always great.
I played today at an 8-man tourney. Meta was BUG, RUG, Storm, Reanimator, Sneak and Show, MUD(me), Imperial Painter, RG Lands.
Basically half of us were playing Wastelands and meta was more diverse even if there was only 8 of us.
Went 1-2, all losses were due to being Wasted that critical land and not drawing into more lands. I'd really hate to say it that Cloudposts have become a liability, but I just can't find anything that produces as much mana to replace it. Oh, and Null Rod showed up too.
I'm thinking that curving lower would help and that it may be time to pull out (nameless one)'s stax list again.
EDIT: or maybe go up to 4 Pithing Needles in the SB...
Re: [Deck] MUD (Metalworker)
I never leave home without a copy Crucible of Worlds in my 75. I think Darksteel Citadel's application in MUD is severely undervalued. Not only is it Wasteland proof, it helps Metalworker to ramp and Forgemaster to Tinker. These are all applications which are relevant in our deck. In my deck, I also play two copies of Thran Dynamo and two copies of Voltaic Key. Mana in general has not been an issue. Stony Silence and Null Rod are the two cards I am hoping to dodge.
Re: [Deck] MUD (Metalworker)
Hello again everyone.
Just wanted to let you guys know MUD is still awesome after the dig through time ban. I went to a 46 player event and went undefeated coasting into top8. Top8 split the prize. I was playing my usual list which has been posted previously in this thread, and is/was in the page 1 primer post. If anyone wants a little bit more detail on how I sideboarded or how the matchup went, I can provide a little bit more as I did take a few notes.
Matchups were as follows:
Round 1 - Enchantress (2-1)
Round 2 - Reanimator (2-0)
Round 3 - Storm (2-0)
Round 4 - D&T (2-0)
Round 5 - Burn (2-0)
Round 6 - Intentional draw with Shardless BUG player
I ended up with a 90% game win percentage going into round 6, which is pretty sweet.
In case anyone is unaware, mulligans are an important aspect of playing MUD. I just wanted to provide some stats on game wins at mulligans to x cards:
Mull to 4: Won 1 game, lost 1 game
Mull to 5: Won 3 games, lost zero games
Mull to 6: Won 3 games, lost zero games
Kept 7 : Won 4 games, lost zero games
Don't be afraid to mulligan aggressively. I generally don't mulligan down to 4 at this frequency, but the rest is very typical of a 5 round event with MUD (last round doesn't count because of the intentional draw).
Other interesting stats:
Games won via staff + metalworker: 2
Games won via Platinum angel + lightning greaves: 2
Games won via Ugin: 2
Games won via forgemaster -> blightsteel: 1
From what I can remember, the metagame breakdown was something like this (not all decks represented, just what I remembered seeing):
5-8 Death and Taxes; 4-6 Shardless BUG; 4 Burn; 3 Elves; 3 Enchantress; 2 Storm; 2 MUD; 2 Reanimator; 2 Jund; 1 Junk aggro loam; 1 RG lands; 1 Dredge; 1 Sneak & Show; 1 American control; 1 RUG delver; 1 Deadguy Ale; 1 Imperial Painter
Re: [Deck] MUD (Metalworker)
Great work! I would like to hear your SB strategy against Reanimator since no one in my meta plays it. Well, one did, but he moved away for a PhD program in Physics. Do you also have notes on which turn you get to combo off with SoD?
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
L10
Great work! I would like to hear your SB strategy against Reanimator since no one in my meta plays it. Well, one did, but he moved away for a PhD program in Physics. Do you also have notes on which turn you get to combo off with SoD?
Honestly our game 1 is very good vs reanimator, so the sideboard strategy isn't much.
I did -1 ugin, -1 sundering titan, -1 lightning greaves
+2 tormod's crypt, +1 emrakul, the aeons torn (since reanimator can sideboard into show and tell safely now)
I run 2 staff of domination in the mainboard of my list which is pretty good vs reanimator (just tap down their dude they reanimate.)
I think my staff + metalworker wins were actually fairly late (turn 4ish) because I always want trinisphere or chalice down before casting metalworker for protection. One was vs burn so I want to say it was turn 4, the other was vs D&T so it was very late game, after a cataclysm had happened.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Silverflame
Please feel free to keep posting, reports are useful to gauge the meta and learn new techs, also your opinion is always welcome.
Cheers Silverflame (and everyone else).
Quote:
Originally Posted by
Bobmans
Ugin solves the weakspot thus deck has, namely getting back into the game when your losing ground on the boardstate. Ugin resets that. It often locks out your opponent no matter what his boardstate is.
This pretty much sums up my feelings on Ugin. Resolving Ugin and then -Xing him can totally flip the board state, and I've often found that just one subsequent turn of +2ing him makes people scoop. In terms of raw power, Ugin just might be the best card in our deck.
Quote:
Originally Posted by
Wilkin
Yeah Hangarback + Ravager looks pretty sick. Thought about giving that a go but that would change the deck a lot. MUD is a bit clunky but I love the Forgemaster tutor package, Blightsteel + Greaves gives the deck wins out of nowhere. Also very hard to deviate from the Cloudpost manabase. I like the fact that sometimes you don't rely on Metalworker for mana.
Same thought here. Hangarback/Ravager could be awesome, but it seems like a different deck. I'll try it eventually, but probably not until 12-post MUD stops working.
Quote:
Originally Posted by
L10
I never leave home without a copy Crucible of Worlds in my 75. I think Darksteel Citadel's application in MUD is severely undervalued. Not only is it Wasteland proof, it helps Metalworker to ramp and Forgemaster to Tinker. These are all applications which are relevant in our deck.
Yep, Crucible has been an all-star for me. Obviously it's good Waste protection, but getting a Crucible-lock on most Delver variants, 12-Post, and lots of other decks is devastating. It also makes City of Traitors better, and in really grindy games, you could pull some stunts around Wasting your Glimmerposts and flashing them back (not recommended :laugh: ).
Haven't played Darksteel Citadel yet, but if opposing Wastes get too strong I'll give it a try.
Quote:
Originally Posted by
Jakobian
I went to a 46 player event and went undefeated coasting into top8.
Congrats on the win, and appreciate the detailed analysis on mulligans, etc!
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Jakobian
Hello again everyone.
Just wanted to let you guys know MUD is still awesome after the dig through time ban. I went to a 46 player event and went undefeated coasting into top8. Top8 split the prize. I was playing my usual list which has been posted previously in this thread, and is/was in the page 1 primer post. If anyone wants a little bit more detail on how I sideboarded or how the matchup went, I can provide a little bit more as I did take a few notes.
*snip*
Nice work! Just dug up your list here. Any recent changes?
Have you tried cutting the second Staff of Domination and going up to two Ugin in the maindeck? Staff is so clunky and I never want to see more than one per game. The singleton is fine to tutor up with Forgemaster when needed. With Ugin there's no way to tutor him, and he's just better in more situations (despite costing more).
Is there a reason you play Angel instead of Emperion? I think the latter is better when you don't have Greaves to protect it since you don't just die immediately if your opponent finds removal.
My maindeck is the same as yours, except for the Angel/Emperion swap, -1 Staff +1 Ugin, and I sometimes play Caverns or Factories instead of the Wastelands depending on the meta. Your sideboard is similar but I play more Ratchet Bombs and Revokers (they're just so damn useful). I'm currently using this 15:
3 Phyrexian Revoker
3 Tormod’s Crypt
3 Ratchet Bomb
1 Ensnaring Bridge
1 Witchbane Orb
1 Batterskull
1 Steel Hellkite
1 Sundering Titan
1 Karn Liberated
Staff of Nin and Contagion Engine sometimes make the cut but I think they're a bit slow compared to other options.
Re: [Deck] MUD (Metalworker)
I wanted more card advantage in this deck besides Goblin Welder (no go with Chalice) and Daretti (need to sacrifice an artifact, dies to creature attacks)
I came up with.. Goblin Lore … Sorcery for 1R to Draw 4 cards then discard three cards at random. And, Triassic Egg. It's slower than Daretti but has two advantages .. it doesn't make me sacrifice permanents and it allows me to put Sundering Titan or Blightsteel Colossus, or other artifact creatures I have in my hand directly into play, as well as from my graveyard. It's a bit expensive to put two charge counters on it.. not really.. the creature enters the battlefield from your hand uncounterable as well.
Artifact, 4
{3}, {T}: Put a hatchling counter on Triassic Egg.
Sacrifice Triassic Egg: Choose one —
• You may put a creature card from your hand onto the battlefield. Activate this ability only if two or more hatchling counters are on Triassic Egg.
• Return target creature card from your graveyard to the battlefield. Activate this ability only if two or more hatchling counters are on Triassic Egg.
….
I want to play the most inevitable card possible . Triassic Egg offers a lot of inevitability considering its cost is very low. Even if I am top decking into emptiness, I am still able to bring back anything from my graveyard. If I can't get to enough mana from being Wasted, I can afford to spend the 3 mana to put something into play at the end of my opponent's turn, or whenever I want.. since it is instant speed.
Re: [Deck] MUD (Metalworker)
You realize Egg costs 10 mana and (at least) two turns to activate? I think Thran Dynamo and Voltaic Key are just better if you want to go that route...
If you want card advantage use Scroll Rack, Coercive Portal, or Staff of Nin. Goblin Lore is awful.
Re: [Deck] MUD (Metalworker)
Quicksilver Amulet >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Triassic Egg
Re: [Deck] MUD (Metalworker)
If we're already talking red here, just play sneak attack. So what, the creature dies at end of turn, weld it back in when you need to.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
keys
If you want card advantage use Scroll Rack, Coercive Portal, or Staff of Nin.
This. Topdecking a Triassic Egg would be horrible. Any of the above cards would get you card advantage, and wouldn't feel bad when you draw them. Other things to try (though you might need to adjust your curve or play around Chalice): Buried Ruin, Sensei's Divining Top, Aether Vial, Bottled Cloister.
Re: [Deck] MUD (Metalworker)
I have decided to put down MUD for a while. Possibly for good. This thread has been full of hairbrain ideas for the past few months and i'm ready for a deck that doesn't die to itself so often. Need a change of pace. May all of your ugins hit the board on turn 2.
p.s. Serrated arrows is a shit card and you're retarded for suggesting it.
Re: [Deck] MUD (Metalworker)
Yeah. I don't like playing MUD full time for the same reason, even though it is my favorite archetype. If you want to play a deck that is powerful, engaging, consistent, and a change in pace, I recommend ANT. It is also one of the hardest decks to master if you want to navigate wins in a 10 round tournament, because going off too soon or too late is lethal, and sometimes spotting outs is not obvious. Now that Chalice is restricted in Vintage, I may be picking TPS up again, even with the omnipresence of Mental Misstep.
Anyways, good luck!
Re: [Deck] MUD (Metalworker)
I FINALLY got the deck!
The sideboard is kinda thrown together but this is the list atm!
Im feeling like Witchbane Orb is taking up a spot but i don't think i have anything else to put there.
I was thinking of getting some Pithing Needles or something.
Artifact (16)
4x Chalice of the Void
1x Coercive Portal
4x Grim Monolith
1x Lightning Greaves
1x Spine of Ish Sah
1x Staff of Domination
1x Staff of Nin
3x Trinisphere
Land (23)
4x Ancient Tomb
4x Cavern of Souls
4x City of Traitors
4x Cloudpost
4x Glimmerpost
3x Vesuva
Creature (18)
1x Blightsteel Colossus
3x Kuldotha Forgemaster
4x Lodestone Golem
4x Metalworker
1x Platinum Emperion
1x Steel Hellkite
1x Sundering Titan
3x Wurmcoil Engine
Planeswalker (3)
3x Ugin, the Spirit Dragon
Sideboard (15)
1x Crucible of Worlds
1x Duplicant
1x Ensnaring Bridge
1x Phyrexian Revoker
1x Platinum Angel
2x Ratchet Bomb
1x Spine of Ish Sah
2x Thorn of Amethyst
2x Tormod's Crypt
1x Trading Post
1x Trinisphere
1x Witchbane Orb
What do you guys think? :)
EDIT: Maybe i should put 1 Ugin in the sideboard and put another Sundering Titan since im playing 4 Cavern of Souls.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
potatodavid
I have decided to put down MUD for a while. Possibly for good. This thread has been full of hairbrain ideas for the past few months and i'm ready for a deck that doesn't die to itself so often. Need a change of pace. May all of your ugins hit the board on turn 2.
While I haven't found MUD to lose to itself too badly, you gotta play the deck that works for you. What does your list look like - standard 12-post MUD? And what's your meta like?
Quote:
Originally Posted by
Runninonwater
What do you guys think? :)
Looks awesome! Maindeck is more or less perfect (though I'm a Wasteland fan). The sideboard depends on your meta, obviously, but some quick thoughts:
- I'd recommend +1 Crucible of Worlds, although without Wasteland I guess it's not as important. However, bear in mind that with Dig Through Time banned, more people will be playing Wasteland, which kills us.
- I'm not sold on Trading Post. I've been liking Contagion Engine; maybe give that a try instead?
Let us know how it works out for you :smile: