Re: [Deck] MUD (Metalworker)
I swear the missing piece to the disruption package is Tangle Wire.
Anything that goes through Chalice and Trinisphere sucks. Tangle Wire deals with them. It also ensures that your opponent can't land a heavy hitting 4+ mana spell before you get your game winning robot.
(that Hoof was heartbreaking)
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
astormbrewing
I might try dropping the combo aspect all together (no Forgemaster) for a more stompy/prison version. Hopefully I'll get to an event in December, and I'll report how I do.
I've noticed that as well because when I was testing online today, I was siding out Forgemaster for answers because he doesn't carry the same weight when I'm trying to lockout my opponent.
Quote:
Originally Posted by
(nameless one)
I swear the missing piece to the disruption package is Tangle Wire.
Anything that goes through Chalice and Trinisphere sucks. Tangle Wire deals with them. It also ensures that your opponent can't land a heavy hitting 4+ mana spell before you get your game winning robot.
(that Hoof was heartbreaking)
I believe you, and I'm pretty sure I'm going to cut Forgemaster for them, but the disruption package isn't the most prevalent problem with MUD-Post, it's the need for more draw power. Staff of Domination and Staff of Nin can't carry all the weight (or Bottled Cloister post board) because they're only two cards, and they're expensive. But going 10-1 (as of that match) is an impressive feat in of itself, so something is right to get that far in the tournament.
Also, if I drop Forgemaster from the deck, I'm probably going to drop Blightsteel as well and replace it with Kozilek, Butcher of Truth for draw power and Eldrazi are more potent when they aren't competing with an end game that can be whisked into play through Forgemaster.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Mockingbird
I'm thinking I'll try one [Bottled Cloister] but also use
Witchbane Orb as well because while it doesn't net me extra cards, its flexible in other match-ups and if Witchbane Orb does get blown it up, I will not never see my hand again (my apologies for the double negative).
My current sideboard contains 1 Cloister and 1 Witchbane Orb. Cloister is mostly to combat discard or decks with a high density of counterspells. Witchbane Orb also fights discard, but it's has the additional benefit of protecting against Tendrils of Agony out of the storm decks, which puts them on the Empty the Warrens plan, which has a hard time fighting through Wurmcoil Engine.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
(nameless one)
(that Hoof was heartbreaking)
Sure was...
I'm very excited about the 12-Post build. Wasteland is the obvious concern, but a higher count in lock pieces could make opponents far less willing to use them. Now to decide on Mirrodin or FNM foil...
(nameless_one), how many Tangle Wires do you plan on running? I don't think the full set is necessary, I just don't know if two or three is better.
Another strange little card I have been playing is Uba Mask. It traps the SnT player into the given hand they have (their cheat-cards are either neutered or ineffective), laughs at Brainstorms from time to time, and I believe it stops miracle triggers. I have not resolved it enough to know whether it's actually good or not, but it has been most amusing when I do get it to stick.
Re: [Deck] MUD (Metalworker)
Wayne Polimine—MUD
4 Ancient Tomb
4 City of Traitors
4 Cloudpost
4 Glimmerpost
4 Vesuva
4 Wasteland
1 Blightsteel Colossus
4 Kuldotha Forgemaster
4 Lodestone Golem
4 Metalworker
3 Sundering Titan
3 Wurmcoil Engine
4 Chalice of the Void
4 Grim Monolith
1 Staff of Domination
2 Staff of Nin
4 Trinisphere
2 Karn Liberated
------------------
Ok this is his (did u know he is a real metalworker? wtf?) deck.
Toughts:
1. staff of domination. kind of random?
2. double karn? Im all for this. Amazing answer to everything + the best land destruction we have! maybe he should play 3 like me :tongue:
3. three? sundering titan? why 3? seems hes planning on hardcasting this too. But is that useful? if you just plain cast them wouldnt you better run something else? Especially when they come late game if you dont use the kuldothas..
4. three wurmcoil engine. Good idea. Im all for this. Better run four. The deathtouch is awesome especially recurring as is lifegain.
5. four trinisphere. I have read the day one report and it seems they played a big role. his comment 'people are greedy nowadays'. I might have to try out some trinispheres myself.
6. When reading the reports, his wins often dont have nothing to do with collosus or titan. He wins because he locks out his opponent, then out races them.
7. Wait.. i already said this.. but i will not stand for the cloudpost lands!!! Why not put in some rishadan ports? Lock them out! And cavern.. it feels totally awesome to land a wurmcoil t3 against a blue player with a hand full of counters.
PS: someone know where i can read his games of today?
Re: [Deck] MUD (Metalworker)
Do you have his sideboard?
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Alex Holland
Toughts:
1. staff of domination. kind of random?
2. double karn? Im all for this. Amazing answer to everything + the best land destruction we have! maybe he should play 3 like me :tongue:
3. three? sundering titan? why 3? seems hes planning on hardcasting this too. But is that useful? if you just plain cast them wouldnt you better run something else? Especially when they come late game if you dont use the kuldothas..
4. three wurmcoil engine. Good idea. Im all for this. Better run four. The deathtouch is awesome especially recurring as is lifegain.
5. four trinisphere. I have read the day one report and it seems they played a big role. his comment 'people are greedy nowadays'. I might have to try out some trinispheres myself.
6. When reading the reports, his wins often dont have nothing to do with collosus or titan. He wins because he locks out his opponent, then out races them.
7. Wait.. i already said this.. but i will not stand for the cloudpost lands!!! Why not put in some rishadan ports? Lock them out! And cavern.. it feels totally awesome to land a wurmcoil t3 against a blue player with a hand full of counters.
PS: someone know where i can read his games of today?
1. Staff of Domination isn't random. It's pretty common, as it creates an infinite combo with Metalworker.
3. He said people are greedy, and that's the exact reason why Titan is in multiples.
5. You're not running Trinisphere? The card is the actual nut.
7. Post lands have been putting up good results lately. You don't have to worry about them countering your creatures when you land a Trinisphere.
I'm not following how Post lands are bad against Wasteland. If you're not running Post lands, then getting your Sol lands wasted hurts quite a bit. However, with Post lands, you have an ability to create a lot of mana later in the game even if your Sol lands are wasted. Plus, having Post lands helps more against Port, which D&T plays (and D&T is popular right now).
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Alex Holland
1. staff of domination. kind of random?
Staff of Domination is utility belt card, and if you watched his Game 1 in round 11, Staff+Metalworker+ at least 3 artifacts in hand = infinite mana + infinite life + infinite card draw
Quote:
Originally Posted by
Alex Holland
2. double karn? Im all for this. Amazing answer to everything + the best land destruction we have! maybe he should play 3 like me :tongue:
Depending on how fast the deck can consistently assemble :7:, four is not unreasonable to ensure Modern format timely presence.
Quote:
Originally Posted by
Alex Holland
3. three? sundering titan? why 3? seems hes planning on hardcasting this too. But is that useful? if you just plain cast them wouldnt you better run something else? Especially when they come late game if you dont use the kuldothas.
I can tell from the aggressiveness of his curve that he plays big things that do big things kind of person, kind of like me. Personally, I think he's overdoing it as well because generally the first Sundering Titan leaving the battlefield is enough to permanently decimate the kinds of mana bases we play it to go after.
Quote:
Originally Posted by
Alex Holland
4. three wurmcoil engine. Good idea. Im all for this. Better run four. The deathtouch is awesome especially recurring as is lifegain.
Wurmcoil Engine is a meta-call. Giant 6/6 with Lifelink is always a good call, but I'm on the fence myself about maining 3 and siding the 4th or maining 4.
Quote:
Originally Posted by
Alex Holland
5. four trinisphere. I have read the day one report and it seems they played a big role. his comment 'people are greedy nowadays'. I might have to try out some trinispheres myself.
I've been playing it, and it is an all star against aggressive low curve decks. They act as Chalice 5-8 (well... sort of) because opponents have to pay a lot more than they intend to with their mana.
Quote:
Originally Posted by
Alex Holland
6. When reading the reports, his wins often dont have nothing to do with collosus or titan. He wins because he locks out his opponent, then out races them.
It's one of the reasons I'm going to start testing Legendary Eldrazi in place of Blightsteel in addition to cutting Forgemaster to focus on the Prison aspect.
Quote:
Originally Posted by
Alex Holland
7. Wait.. i already said this.. but i will not stand for the cloudpost lands!!! Why not put in some rishadan ports? Lock them out! And cavern.. it feels totally awesome to land a wurmcoil t3 against a blue player with a hand full of counters.
Eh... I've come to this thread from the Turbo Eldrazi thread because I heard MUD-Post is gaining steam, and so far I'm having fun with the deck. I will grant you that taking full advantage of the Locus lands is more difficult in a deck that's not built to search them out, but I'm still impressed with Cloudpost's ability to accelerate even in MUD without any support, especially since Ancient Tomb and City of Traitors are arm wrenching to use. I think the Locus lands are useful to MUD.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Alex Holland
1. staff of domination. kind of random?
Staff of Domination is not random. It has been played in Forgemaster MUD for a long time. With Metalworker + Staff Of Domination and 3 artifacts in hand, you can make infinite mana, gain infinite life, tap all your opponent's board, and draw all your deck.
It's also pretty good on its own if you don't have Metalworker, it can draw cards, tap creatures...
Re: [Deck] MUD (Metalworker)
Do you guys keep the Staff in post-board games? It's almost the first card I cut, not because its bad but I rather have a game under control rather than go for the surprise kill. Thoughts?
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Mockingbird
I've noticed that as well because when I was testing online today, I was siding out Forgemaster for answers because he doesn't carry the same weight when I'm trying to lockout my opponent.
I believe you, and I'm pretty sure I'm going to cut Forgemaster for them, but the disruption package isn't the most prevalent problem with MUD-Post, it's the need for more draw power.
Staff of Domination and
Staff of Nin can't carry all the weight (or
Bottled Cloister post board) because they're only two cards, and they're expensive. But going 10-1 (as of that match) is an impressive feat in of itself, so something is right to get that far in the tournament.
Also, if I drop Forgemaster from the deck, I'm probably going to drop Blightsteel as well and replace it with
Kozilek, Butcher of Truth for draw power and Eldrazi are more potent when they aren't competing with an end game that can be whisked into play through Forgemaster.
I didn't really need card draw when I started running 3sphere, Chalice and Tangle Wire. The reason being was while I durdle if I am topdecking lands or non-threat cards, my opponent was also doing the same. Sure he draws a threat or answer but casting them is his/her issue.
Quote:
Originally Posted by
kingofethanol
(nameless_one), how many Tangle Wires do you plan on running? I don't think the full set is necessary, I just don't know if two or three is better.
Another strange little card I have been playing is Uba Mask. It traps the SnT player into the given hand they have (their cheat-cards are either neutered or ineffective), laughs at Brainstorms from time to time, and I believe it stops miracle triggers. I have not resolved it enough to know whether it's actually good or not, but it has been most amusing when I do get it to stick.
I am running 3 Tangle Wires (and 2 Phyrexian Metamorph) if that helps. I can't draw my threats, Metamorph a Tangle Wire and make everyone durdle.
The Uba Mask idea seems interesting. The issue now is what to cut for that disruption.
Quote:
Originally Posted by
kingofethanol
Do you have his sideboard?
2 All Is Dust
1 Batterskull
3 Phyrexian Revoker
1 Platinum Angel
2 Ratchet Bomb
2 Spellskite
2 Spine of Ish Sah
2 Tormod's Crypt
Quote:
Originally Posted by
SirTylerGalt
It's (Staff of Domination) also pretty good on its own if you don't have Metalworker, it can draw cards, tap creatures...
I think Staff of Domination is better in this build because you can create a lot of mana with Postlands. With the old school Monolith+Key MUD, you cannot really utilize Staff.
Quote:
Originally Posted by
kingofethanol
Do you guys keep the Staff in post-board games? It's almost the first card I cut, not because its bad but I rather have a game under control rather than go for the surprise kill. Thoughts?
No comment because I myself currently do not run it. I have a pair of them from my draft days (how I cherish them). Maybe its time to try them out.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Mockingbird
It's one of the reasons I'm going to start testing Legendary Eldrazi in place of Blightsteel in addition to cutting Forgemaster to focus on the Prison aspect.
Well theres only 1 eldrazi that i really like to play: Kozilek. Anihilator 4? Draw 4? yes. Thats a good card to really cast.
But you will need work to get there.
With my non-post land base i get to 7-8 mana EVERY game. I know because i play 3 karn and 2 allisdust main. And they are never dead cards in my hands.
However if you want eldrazi you need to stall the game to get to the mana. And you need more mana. I do play 3 thran dynamo main, there a steady mana source, often i throw away a monolith just to play a thran dynamo.
My problem with 12 post is that you often timewalk yourself, lets say you play a t1 ancient tomb, wich is then wasted. t2 you play a cloudpost wich comes into play tapped. Well there u go, u just timewalked yourself. :laugh: - okay maybe ill try them one more time since they seem all the rage here now..
For those interested, this is what i am now playing main:
LANDS (22)
4x ancient tomb
4x city of traitors
4x cavern of souls
4x wasteland
2x rishadan port
4x mishras factory
DISRUPTION (15)
4x chalice of the void
3x trinisphere
4x phyrexian revoker
4x lodestone golem
HARD HITTING (7)
3x batterskull
4x wurmcoil engine
MANA (11)
4x metalworker
4x grim monolith
3x thran dynamo
REMOVAL (5)
2x ratchet bomb
3x karn liberated
Just did 5 games against UW stoneforge delver and won freakin 4.. never knew that was possible. Trinisphere gave me 1 game!
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
Alex Holland
My problem with 12 post is that you often timewalk yourself, lets say you play a t1 ancient tomb, wich is then wasted. t2 you play a cloudpost wich comes into play tapped. Well there u go, u just timewalked yourself. :laugh: - okay maybe ill try them one more time since they seem all the rage here now
But you play the Ancient Tomb T1 because you have a play, such as Chalice on 1 or Monolith into Trinisphere. If you then get wasted and only have Cloudpost as a follow up, your opponent is probably behind because of your T1 hate (the only time its really bad is if you're playing against RUG Delver and they Force your T1 then waste your T1 Tomb). If you don't have a T1 play, then play Cloudpost T1 and Tomb T2.
Quote:
Originally Posted by kingofethanol
Do you guys keep the Staff in post-board games? It's almost the first card I cut, not because its bad but I rather have a game under control rather than go for the surprise kill. Thoughts?
It depends on your opponent. Staff is fine post-board if you're against a deck like Sneak and Show or Merfolk. With the former, you can tap down their big creature. With the latter, you can kill their Phantasmal Images just by targeting to tap them. In a lot of other matches, I board it out for more specific hate.
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
astormbrewing
It depends on your opponent. Staff is fine post-board if you're against a deck like Sneak and Show or Merfolk. With the former, you can tap down their big creature. With the latter, you can kill their Phantasmal Images just by targeting to tap them. In a lot of other matches, I board it out for more specific hate.
Thanks for the response.
I should have clarified, it was Staff of Domination I was talking about.
I assume you can save :1: by choosing to untap the Image :really:?
In regards to Uba Mask - I only run two in the board. I will be updating my list to fit the 12Post plan, so I'll see if the new 75 will have room for the Mask. There's a good chance it's not even needed, it's just a really exciting card to resolve.
Another not-so-playable card that I have found some success with is Precursor Golem. It helps against the creature MUs that don't pack too much removal (Merfolk with the occasional Dismember, Gempalm Inc. cannot remove all three) or any sort of deck you need a fast clock against (Enchantress, Tezzerator maybe?). It's probably not playable in a large tournament as its extremely narrow, but I pack it somewhere in my 75 when I'm going to a medium/small sized tournament where I know what to more or less expect. :5: also casts you Batterskull, but having a ~2 turn clock/3 blockers doesn't seem bad. (Batterskull is just better... :rolleyes:)
Faerie Macabre vs. Tormod's Crypt - For those on the Trinisphere plan, has Tormod's Crypt additional cost been bothersome? Faerie Macabe dodges the additional cost, can be a rude surprise to the opponent, but is obviously less powerful. Is there a strictly better choice between the two?
Re: [Deck] MUD (Metalworker)
Quote:
Originally Posted by
kingofethanol
I assume you can save :1: by choosing to untap the Image :really:?
Yeah, you can, haha. I didn't think about it.
Quote:
Originally Posted by
kingofethanol
Faerie Macabre vs. Tormod's Crypt - For those on the Trinisphere plan, has Tormod's Crypt additional cost been bothersome? Faerie Macabe dodges the additional cost, can be a rude surprise to the opponent, but is obviously less powerful. Is there a strictly better choice between the two?
I've been back and forth on this. I like that Tormod's Crypt helps Metalworker and Kuldotha Forgemaster, plus I can play Crypt turn 1 against Dredge and sit on it. With Faerie Macabre, the Dredge player could Cabal Therapy it away before you get maximum use out of it. It's narrow, but Macabre may be better.
Re: [Deck] MUD (Metalworker)
I am trying to fit Naked Singularity a piece of hate.
Maybe its too cute but we'll see.
Re: [Deck] MUD (Metalworker)
Definitly too cute. Cmon man there delvers out there! :cry:
Re: [Deck] MUD (Metalworker)
I also posted this on MTGSalvation, but I'm looking for feedback. This is what I'm testing at the moment:
//Lands: 24
4 Ancient Tomb
4 City of Traitors
4 Cloudpost
4 Glimmerpost
4 Vesuva
4 Wasteland
//Creatures: 11
4 Lodestone Golem
2 Kozilek, Butcher of Trutch
2 Sundering Titan
3 Wurmcoil Engine
//Artifacts:
1 Bottled Cloister
4 Chalice of the Void
1 Crystal Ball
4 Grim Monolith
1 Staff of Domination
2 Staff of Nin
4 Tangle Wire
4 Trinisphere
Some quick explanations:
Crystal Ball costs :3:, so I'm trying it because with this deck's goal of hitting Chalice for 1 by turn 2, Sensei's Divining Top is an unreasonable deck choice for situation quality control. I'm trying it as a one of now, although if I want to go for a cheaper alternative that's not top, I'm not beneath Darksteel Pendant.
Kozilek, Butcher of Truth is in there because without Kuldoltha Forgemaster, Blightsteel Colossus loses a lot of luster because like someone mentioned, I don't have an "I just win now" button anymore. Kozilek acts as a finisher in that
1. His Tidings has to be Stifled, not Counterspelled.
2. Graveyard recycling.
3. If he gets to swing, then while it doesn't kill them on the spot, it does set their field back.
(If I find room for a Karakas, I might make room for Emrakul to go infinite turns on top of infinite Staff of Domination.)
Also, I'm running a main Bottled Cloister because it can't be hit by an Abrupt Decay and is cheaper than upping my Staff of Domination/Nin count so high because both are expensive to cast or maintain. I'm not going so high on it though (yet) because the risk of putting my hand on the line. Depending on my meta will depend on how many I try to run.
Re: [Deck] MUD (Metalworker)
This thread is out of control. So please, let me give another crazy idea.
Anyone ever noticed this combo: su-chi + nim death mantle. Unremovable, undestroyable 6/6 unblockable clock. :laugh:
Re: [Deck] MUD (Metalworker)
I might as well get in on this. I was thinking about a new build of MUD for myself. Here's where I am starting:
4 Metalworker
4 Phyrexian Revoker
4 Lodestone Golem
4 Wurmcoil Engine
4 Batterskull
4 Kudoltha Forgemaster
2 Karn Liberated
4 Trinisphere
4 Chalice of the Void
4 Grim Monolith
2 Buried Ruin
4 Mishra's Factory
4 Ancient Tomb
4 City of Traitors
4 Rishadan Port
4 Wasteland