Re: [Deck] MUD (Metalworker)
Powder Keg was ok. I boarded it in vs Infect, Shardless BUG and Landstill (for Manlands). I have 2 of these instead of 3 Ratchet Bomb because it can hit Manlands. However, Ratchet Bomb and Keg are slow to remove creatures with CMC 2 or higher.
I'm going to switch the Batterskull and the Ensnaring Bridge. Bridge is nice but it doesn't put pressure on the opponent. Duplicant is probably going to be another threat, not sure what yet.
I like the Petals, leaving those in for now. I find a lot of my free wins are the result of having Chalice on 1 turn 1. But I can't go with 4 City of Traitors, I already hate having openers where my only lands are Vesuvas and Cities. I see what you are getting at though. A turn 1 Monolith threatens a Wurmcoil Engine or even a Karn the next turn.
Re: [Deck] MUD (Metalworker)
So how did everyone do at Eternal Extravaganza 3?
I didn't do so well as I went 3-4 drop. I felt as if my decklist might not be that optimal and I also made quite a few mistakes.
I know I saw L10 there, but didn't see how he was doing or what he was playing against outside of a match where I saw him lose to Death n Taxes where he was 1 mana short of casting Ugin to wipe the board...
Re: [Deck] MUD (Metalworker)
Hey, MGB, were you playing Arcbound Ravager + Tangle Wire?
I was debating whether or not to play MUD for EE3 because EE1 and EE2 both had an obscure amount of MUD decks, and I think people were prepared for it. This is because a great deal of the people there really came for Vintage, and many of them play Shops, so they have all the cards to play MUD. Going in, I was deciding to play my experimental list, Welder MUD, ANT, TES, Goblins, Death and Taxes, or Maverick. I almost went for ANT but my buddies convinced me to play my experimental list. I didn't do too hot either, going 2-3. Three of my losses came from Null Rod, and me having a set of Darksteel Citadels in my deck. I decided to drop early to play some 9394 with non-Legacy players and practice for Vintage the day after. I went 3-2 in Vintage with this build:
http://i.imgur.com/2IUMQ7fl.jpg
The most broken thing I did that day was Cavern on Humans, Lotus for White, Stony Silence, SSG,
Scab-Clan Berserker.
The most broken thing my opponent did was Synod, Ruby, Sol Ring, Key, Thoughtcast, Sapphire, Time Vault, untap Time Vault.
Welcome to Vintage. I decided to drop early to celebrate my birthday (just turned 27 today) with my family. Afterwards, my buddies from the FGC reminded me to play the Street Fighter V beta. Overall, pretty great weekend. Street Fighter V is awesome. Can't wait for Evo.
This was the experimental list I ended up with:
Creature (19)
1x Blightsteel Colossus
4x Kuldotha Forgemaster
4x Lodestone Golem
4x Metalworker
1x Myr Battlesphere
1x Phyrexian Metamorph
2x Steel Hellkite
2x Wurmcoil Engine
Planeswalker (2)
2x Ugin, the Spirit Dragon
Artifact (17)
4x Chalice of the Void
1x Crucible of Worlds
4x Grim Monolith
3x Lightning Greaves
1x Staff of Nin
2x Thran Dynamo
2x Voltaic Key
Land (22)
4x Ancient Tomb
2x Urborg, Tomb of Yawgmoth
4x City of Traitors
4x Darksteel Citadel
4x Mishra's Factory
4x Wasteland
Sideboard (15)
2x Maze of Ith
2x Phyrexian Revoker
1x Platinum Emperion
2x Ratchet Bomb
1x Spine of Ish Sah
1x Sundering Titan
2x The Tabernacle at Pendrell Vale
4x Trinisphere
Round 1: Grixis Control (lost the die roll)
Game 1 (Mull to 5): Turn 1, Ancient Tomb, Chalice. Turn 2, Grim Monolith, Crucible, Wasteland
Game 2 (Mull to 6): Emperion + Greaves was too strong. Urborg saved me 8 life that round.
1-0
Round 2: Grixis Control (lost the die roll)
Game 1 (Mull to 6): Turn 1 Lightning Greaves, Turn 2 Metalworker -> Wurmcoil
Game 2 (No Mull): Turn 1 Delver, Turn 2 Brainstorm on upkeep + Bolt on Metalworker, Turn 3 Null Rod
Game 3 (Mull to 5): Turn 2 Null Rod, I had two Darksteel Citadels in my hand
1-1
Round 3: Death and Taxes (won the die roll)
Game 1 (No Mull): Long, grindy match-up. Urborg came in handy as it made my Ancient Tomb having two modes. Got there with Steel Hellkite
Game 2 (No Mull): He mulled to 4 and it was bad for him. I kind of felt bad.
2-1
Round 4: Death and Taxes (lost the die roll)
Game 1 (Mull to 5): He locked me out of mana, but I managed to sneak in a Steel Hellkite when he stopped Porting. Didn't matter, since he had the alpha strike next turn.
Game 2 (Mull to 6): Turn 1 Ancient Tomb, Lightning Greaves. He Wastes it. Turn 2 City of Traitors, Grim Monolith, Metalworker, Lodestone Golem. His buddy started laughing his ass off.
Game 3 (Mull to 5): I think MGB watched this game. He swords 3 of my Metalworkers. I had a Voltaic Key out. All I needed was Grim Monolith or Thran Dynamo to slam down an Ugin. I also had two Steel Hellkites stuck in my hand.
2-2
Round 5: RUG Delver (lost the die roll)
Game 1 (Mull to 6): Got wrecked by turn 2 Stifle on Forgemaster
Game 2 (No Mull): Two 3/5 and a 5/3 is apparently enough. Urborg saved me 4 life.
Game 3 (Mull to 6): Turn 3 Null Rod and I drew some Citadels.
2-3
If I were to do this tournament again, I'd probably have played ANT. But assuming I were to play this deck again, I'd drop all the Citadels for Cavern of Souls. Urborg was great to me. I may even go 1/1 split between Urborg and Darsteel Citadel if I play the full set of Caverns. Tabernacle and Maze of Ith were okay. They never felt needed, and I think they may be too slow, as it stops me from playing a mana land that turn. It never hurt me either.
Also, out of habit, I wore my work badge. So people would stop me sometimes thinking I am employee until the read "Honeywell", "Software Engineer". lol
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
MGB
So how did everyone do at Eternal Extravaganza 3?
This looked awesome - wish I coulda been there.
Quote:
Originally Posted by
L10
If I were to do this tournament again, I'd probably have played ANT. But assuming I were to play this deck again, I'd drop all the Citadels for Cavern of Souls. Urborg was great to me. I may even go 1/1 split between Urborg and Darsteel Citadel if I play the full set of Caverns. Tabernacle and Maze of Ith were okay. They never felt needed, and I think they may be too slow, as it stops me from playing a mana land that turn. It never hurt me either
Really interesting thought on Urborg. I might hafta try it, cause Tomb has done a ridiculous amount of damage to me lately.
On a side note, happy birthday! I turn 27 tomorrow, oddly enough.
Re: [Deck] MUD (Metalworker)
This is weird, we must all me 27 or something... My 27th was last month... The MUD must really stick.
Re: [Deck] MUD (Metalworker)
Ha! When I was your age I won 5 dual lands in one weekend with MUD...which was last year... I'm 28.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Jakobian
Ha! When I was your age I won 5 dual lands in one weekend with MUD...which was last year... I'm 28.
Just got back from EE3, was surprised at the amount of MUD lists that were present, made me really regret not bringing mine. I played mentor miracles and got smashed; the vintage went a lot better, my mentor list there performed well, I lost my win and in in the final round to Joel Lim in what would have been my most epic win had I gotten there:
So the situation was bad, Joel had True Name out and 1 card in hand, and I was at 3 life. I have time vault in play, but also mana crypt. I spin top EOT and find Demonic Tutor, then I win my crypt flip. I'm still in this! I DT and try to figure out my line. The only way that I can win is to DT for Voltaic Key, stick the key, start to go off with Time Vault, and then win mana crypt flips until I can find the single disenchant in my deck, that represents my only remaining way to get rid of the crypt. His last card was mental misstep, which he obviously used on the key when I tried to play it. I had no backup so I just lost. For funsies, we rolled my next crypt roll, which I won! Disenchant was sitting in the top 3 cards as well...that would have been a crazy game to win for sure.
Jakobian, our lists are a lot closer than I thought they would be! I run the caverns and an extra Ugin instead of maxing out the vesuva slot. Just goes to show you theres more than one way to play the deck.
Re: [Deck] MUD (Metalworker)
I can ask my friend for the stats of EE3 but I think there was more MUD representation in EE1 and EE2. I played Goblins at EE2 and I faced three MUD players, three DnT players, and one Shardless BUG player. For my ANT deck, I actually sided in two Hurkyl's Recall in preparation for EE3. Medea from MtG Salvation fought three MUD decks at EE3, so there was still quite a few of us.
Sounds like a tight match you had. Did you happen to face any Shops on Sunday? I didn't face any. It was all Blue Based Control decks, and one TPS for me.
It's funny that we are all around the same age. Happy birthday, Stuart!
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
L10
I can ask my friend for the stats of EE3 but I think there was more MUD representation in EE1 and EE2. I played Goblins at EE2 and I faced three MUD players, three DnT players, and one Shardless BUG player.
Sounds like a tight match you had. Did you happen to face any Shops yesterday? I didn't face any. It was all Blue Based Control decks, and one TPS for me.
It's funny that we are all around the same age. Happy birthday, Stuart!
I faced no Shops in the Vintage tourney at EE3 though there was quite a bit there, including the 9th place finisher. I was planning on running Shops until a few days before when I switched to Esper Mentor. I think Shops is still strong and viable, but ultimately I was playing Shops because I like playing with Kuldotha Forgemaster, I think it's a fun card. Forgemaster is bad in a heavier null rod environment, and so I switched decks because the mentor list had more stuff that I thought was fun to play with, and because I recently upgraded my Ancestral, picked up a Time Vault etc. and I wanted to play with my new stuff.
Re: [Deck] MUD (Metalworker)
L10: Don't you feel that maybe some of those losses could have been avoided if you had been playing the 12Post manabase instead of Citadels/Wastes/etc?
I watched some of the more successful MUD players at EE3 and the ones that were doing well seemed to just be overwhelming their opponents (even through opposing Wastelands) with gobs of mana.
Especially when I saw you lose to that DnT player where you had a bunch of 1-mana lands in play and couldn't cast your bomb. If those lands had been post-lands, that game would have been very different.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
MGB
L10: Don't you feel that maybe some of those losses could have been avoided if you had been playing the 12Post manabase instead of Citadels/Wastes/etc?
I watched some of the more successful MUD players at EE3 and the ones that were doing well seemed to just be overwhelming their opponents (even through opposing Wastelands) with gobs of mana.
Especially when I saw you lose to that DnT player where you had a bunch of 1-mana lands in play and couldn't cast your bomb. If those lands had been post-lands, that game would have been very different.
Agree, I am not a fan of darksteel citadel...I know its indestructable but my issue has never been with getting my 1 mana lands blown up, its failing to stick enough of the cloudposts and such. If you can get your mana base established then the only deck in the format that can really hang with you is the 12post list that runs eldrazi.
Re: [Deck] MUD (Metalworker)
I'm a huge supporter of pithing needle naming wasteland from the sideboard. Crucible really doesn't do the same thing if your opponent has an exploration, a wasteland, and a life from the loam. The wastelock is real. Also pithing needle can stop other things, but for me the primary function is definitely stopping wasteland.
Re: [Deck] MUD (Metalworker)
@Rikter, I was planning to play Null Rod Espresso up until the Saturday before Vintage on Sunday, when my friend Joe Milia gave me the deck and said, "I have to work tomorrow, you are playing this". When I saw Scab-Clan Berserker and Prophetic Flamespeaker in the MD, the red mage inside me was immediately inspired. My friend Beans at Cloud City lent me the power because he didn't like the proxies. The deck was pretty hateful, but was very vulnerable to first turn nut plays. I think Mental Misstep or Mindbreak Trap would have helped.
@MGB, that is a very fair question, and was a question that I gave a hard thought about since Saturday. I can answer this question in two parts, depending on the context.
If the question was, "Would you have done better with Cloudpost MUD"? I think the answer is yes, because three of those losses came from Null Rod, which blanks Metalworker, Grim Monolith, Voltaic Key, and Thran Dynamo. The loss from Death and Taxes, IMO, is an outlier. He managed to StP three of my Metalworkers (two of which were in my opener), I didn't draw any Sol Lands aside from the City in my opener, and I didn't draw any of my six other ramp spells (4 Grim Monolith, 2 Thran Dynamo). Seeing that he was Hellbent, if I topped a Sol land, Grim Monolith, or Thran Dynamo, since I had Voltaic Key in play, Ugin would have wiped the field. If I were to go with the Cloudpost route, I would go with my 60 back in the TC era, but with a set of Wastelands and two Ugins:
Lands (23)
4 Wasteland
4 Glimmerpost
4 Cloudpost
4 City of Traitors
4 Ancient Tomb
3 Vesuva
Creatures (19)
4 Metalworker
4 Lodestone Golem
4 Kuldotha Forgemaster
3 Wurmcoil Engine
1 Sundering Titan
1 Steel Hellkite
1 Platinum Emperion
1 Blightsteel Colossus
Ugin (2)
2 Ugin, The Spirit Dragon
Others (16)
4 Trinisphere
4 Grim Monolith
4 Chalice of the Void
2 Staff of Domination
2 Lightning Greaves
If the question was, "Would have Cloudpost be better in your deck"? The answer is no. My deck is built to close out games in turn two or three, sometimes four. I can turn 1 Lodestone Golem, which happens seldom too. If you look at my list, one of the glaring omissions is Trinisphere. This is because I pretty gave up protection in favor of acceleration, in the form of 2 Voltaic Keys and 3 Lightning Greaves. My goal is to bring out one huge fatty, protected with Chalice or Greaves, and ride it to victory. Sometimes, that just doesn't happen, and I do mulligan quite aggressively to see if I can have turn 3 lines. Due to this concession, I try to add in cards like Urborg to give my deck some breathing room in the mid-game, even though that is not where this deck wants to be. My goal is to, in fact, to combo. This is actually the true purpose of Darksteel Citadel. Darksteel Citadel allows me to squeeze two extra mana from Metalworker and will be sacrificed to Forgemaster. Darksteel Citadel being Wasteland proof was only the added benefit, not the main reason for its inclusion.
My deck has been doing quite well until the DTT banning, which I have no regrets it being banned. Metalworker dies a lot more now compared the previous meta. Forgemaster can get blown out by Stifle with RUG Delver back. Containment Priest will see more play due to DnT being tier 1 again. Even if I do bring out a big fatty out quick, protected by Chalice or Greaves, it getting Edict by Lili seems silly now that Shardless BUG is a thing. All these factors makes this variant of my deck much more vulnerable in the current meta than the previous, which is part of the reason why I am looking at Welder as my savior, assuming that I still want to play a heavily combo-oriented Metalworker deck.
Re: [Deck] MUD (Metalworker)
Is anyone else bringing MUD to GP Seattle? What do you think the metagame will be like?
Re: [Deck] MUD (Metalworker)
I'm not going to GP Seattle, well because it's a little far from me, and I need to work, but I'll have Legacy MUD, D&T's, and Aluren with me for things at GP Pittsburgh in a few weeks. The venue is all of 2.5 hours away from where I live.
Re: [Deck] MUD (Metalworker)
@Jakobian
Yes. I will be there. I have already decided to play MUD. Whether it's going to be the version I am playing now (with drastic changes), Welder MUD, or Post MUD, is still up in the air. I am leaning towards the deck I am currently playing, but with a critical evaluation of it in the current meta, thanks to the help of Sockosensei and Sugiyama-san. One of the changes is the exclusion of Ugin, which is something I have been thinking for a long while to do, but am finally pulling the trigger. My deck simply does not have the mana to support it consistently.
I am going to GP Seattle with my friend George Fletes, who is going to be on Merfolk. We should definitely hang out. I will also be bringing ANT and Goblins as part of our Gauntlet.
The meta will probably look something like this: http://www.starcitygames.com/events/...breakdown.html
@Fry
I wasn't planning to go to GP Pitt, but if they have Legacy, I may go too! We should also, definitely, hang.
Re: [Deck] MUD (Metalworker)
I would like to thank Sockosensei again for getting me in touch with Sugiyama-san, the only person it seems who likes the same style of MUD I play. I am currently playing with Sugiyama-san's 74 (-Wurmcoil Engine, +1 Batterskull). The one thing the SB lacks is graveyard hate, which makes this deck more vulnerable to Reanimator and Dredge, which I am hoping to dodge. Here is the deck and the sideboard strategy to go along with it. The sideboard strategy is not complete yet, and I am still going back and forth on some cards, but this is where I am currently at. Also, I have it in <Japanese/English> format because Sugiyama-san doesn't speak English, and I don't speak Japanese.
Land (21)
4 Ancient Tomb
4 Cavern of Souls
4 City of Traitors
4 Mishra's Factory
1 Urborg, Tomb of Yawgmoth
4 Wasteland
Creature (20)
1 Blightsteel Colossus
4 Kuldotha Forgemaster
4 Lodestone Golem
4 Metalworker
2 Phyrexian Metamorph
1 Platinum Emperion
1 Steel Hellkite
1 Sundering Titan
2 Wurmcoil Engine
Artifact (19)
1 Batterskull
4 Chalice of the Void
1 Crucible of Worlds
4 Grim Monolith
3 Lightning Greaves
1 Staff of Nin
2 Thran Dynamo
1 Trinisphere
2 Voltaic Key
Sideboard (15)
2 Coercive Portal
2 Maze of Ith
3 Phyrexian Revoker
3 Ratchet Bomb
1 Spine of Ish Sah
1 Sundering Titan
3 Thorn of Amethyst
Edit:
Here is a Google Doc with notes on the SB Strategy.
https://docs.google.com/document/d/1...it?usp=sharing
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Silverflame
Does anyone have a MUD Black Stax list to share?
I wanted to dig up this post as I got interested in black more recently. What does black splash bring to MUD? A few that I can think of from the top of my head:
Vault Skirge (weak unless with Plating)
Cranial Plating
Dismember
Nether Void
Leyline of the Void
Braids, Canal Minion
Smallpox
Liliana
Salvage Titan
The only two that I can think of that can be backbreaking is Dismember and Cranial Plating. Help, please?
Re: [Deck] MUD (Metalworker)
I'd say Guardian Beast and The Abyss are definitely in my Top 5, both in card quality and my wallet. Since you are splashing black anyways, this gives you Urborg, Tomb of Yawgmoth, which means Maze of Ith, The Tabernacle at Pendrell Vale, and Dark Depths all have added value.
If you guys are planning to go to Seattle, this is a good read about the artists at the venue:
http://www.gatheringmagic.com/mikeli...-prix-seattle/
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
L10
4 Mishra's Factory
1 Urborg, Tomb of Yawgmoth
Mishra's Factory is just such a lovely card. Anyway, is their anything (other then better Ancient Tombs and possibly S. Titan) i am missing about Urborg?
Quote:
Originally Posted by
darkgh0st
I wanted to dig up this post as I got interested in black more recently. What does black splash bring to MUD? A few that I can think of from the top of my head:
Vault Skirge (weak unless with Plating)
Cranial Plating
Dismember
Nether Void
Leyline of the Void
Braids, Canal Minion
Smallpox
Liliana
Salvage Titan
The only two that I can think of that can be backbreaking is Dismember and Cranial Plating. Help, please?
Toxic Deluge.
That new pay 3 draw 3 card for (2)B?
Dont forget to bring Helm of obedience as a forgemaster target when having Leylines. Also, for any MUD color splash, double req is too taxing. It will play against you at some point. If it werent Wildfire.dec would have been out there before any black variant.