Interesting
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I had this deck in mind when I ended up going the UR painted stone route, knowing I wanted to find a home for goblin welder in legacy (a travesty that there isn't one).
The cool thing about going the forgemaster route with grindstone is that you can put the grindstone activation on the stack and sac it to the forgemaster to get painter and profit. Same shenanigans with welder as well.
I don't know about the blood moons, though I love the idea, just think the deck might need more artifacts. MD blasts are a stellar plan right now as well.
A mud deck made 4-0 in a dayli!!!:
Lands:
4 Ancient Tomb
3 Cavern of Souls
4 City of Traitors
4 Cloudpost
4 Glimmerpost
2 Vesuva
3 Wasteland
Creatures:
1 Blightsteel Colossus
4 Kuldotha Forgemaster
4 Lodestone Golem
4 Metalworker
1 Steel Hellkite
3 Sundering Titan
3 Wurmcoil Engine
Artifacts:
4 Chalice of the Void
4 Grim Monolith
2 Karn Liberated
1 Staff of Domination
1 Staff of Nin
4 Trinisphere
Sideboard
2 All Is Dust
2 Duplicant
2 Ensnaring Bridge
3 Phyrexian Revoker
2 Ratchet Bomb
1 Spine of Ish Sah
3 Tormod's Crypt
This was bound to happen. Last tournament delver and canadian trash did well, they are both extremely fragile when facing chalice and trinisphere so the meta is excellent for mud at this moment i think. Lets see how far this guy can take it.
i was thinking of taking mud to a local event 40 people, aside from5 people unknown meta.
What do we have against reanimator that goes off the first or second turn, when they chose to play? Against Tidespout Tyrant
(MUD-post or non-splashed MUD)
Tormod's Crypt
Relic of Progenitus
Nihil Spellbomb
Grafdigger's Cage (shuts down certain angles w/ Kuldotha)
Surgical Extraction
Ravenous Trap (not recommended)
Phyrexian Metamorph (copy guy)
Spine of Ish Sah (stops Show and Tell)
Leyline of the Void
W/ Tidespout, 3Sphere would go a long way to preventing cheap spells from being played. You could always blast Tidespout in the R splash versions.
EDIT: Dismember is also a very real way to handle Tidespout. However, the best route is to never let it see play.
Turn 1 on the play nothing. Turn 2, the above list with the emphasis on Trinisphere. That card is awesome.
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I use Faerie Macabre against graveyard decks, uncounterable and it works under your own Trinisphere/Chalice of the Void.
Thank you for the help.
Lots of option for GY hate. But when something came into play, I only relied on metamorph or more pressure. When I couldn't resolve a metamorph (no 3sphere in battlefield), the tyrant became nasty, even making Ensnaring Bridge useless.
Now I am thinking of those Faerie Macabres, they seems like a good choice for removing small number of cards for fast and free and uncouterable too. Plus it works when they try to go off the first turn with petal.
Hi everyone. First, here's my list
MD :
3 Phyrexian revoker
4 Metalworker
4 Lodestone Golem
4 Kudoltha Forgemaster
4 Wurmcoil Engine
1 Sundering Titan
1 Steel Hellkite
1 Blightsteel Colossus
4 Chalice of the Void
2 Trinisphere
4 Grim Monolith
4 Lightning Greaves
1 Bottle Cloister
4 Ancient Tomb
4 City of Traitors
3 Wasteland
4 Cloudpost
4 Glimmerpost
4 Vesuva
SB :
1 Torpor Orb
1 Spine of Ish Sah
2 All is Dust
1 Duplicant
4 Thorn of Amethyst
3 Tormod’s Crypt
2 Summoning Trap
1 Karn, Liberated
UR Delver
-2 Trinisphere, -3 Revoker
+2 Trap, +3 Thorn
ANT
-3 Wurm, -1 Titan
+4 Thorn
BUG Shardless
-1 Colossus, -1 Cotv
+ 2 All is dust
BUG Tempo
-3 Revoker,
+2 Trap, +1 Thorn
Dredge
-1 Titan, -2 Trinisphere, -2 Revoker
+3 Crypt, +2 Thorn of Amethyst
Elfes
-1 Titan, -2 Wurm
+1 Torpor Orb, +2 All is Dust
Jund
-2 Trinisphère, -1 Revoker
+2 All is Dust, +1 Duplicant
Miracle
-4 Wurm, -1 Greaves
+4 Thorn, +1 Karn
Omni-Tell
-3 Revoker, -2 Wurm, - 1 Titan
+4 Thorn, + 1 Spine, + 1 Trap
Sneak-Show
-4 Wurm, -3 Greaves
+4 Thorn, +1 Spine, +1 Duplicant, +1 Karn
Esper-Blade
-1 Revoker
+1 Torpor orb
Spiral Tide
-3 Revoker, -1 Titan, -1 Hellkite, -1 Wurm
+4 Thorn, +2 Trap
Reanimator
-3 Revoker, -2 Greaves, -2 Wurm
+4 Thorn, +3 Crypt
Merfolks
-2 Revoker, -1 Cloister, -1 titan
+2 Trap, +2 All is dust
Painter
-1 Titan, -1 Cloister, -1 Monolith
+1 Orb, +1 Karn, +1 Spine
I play this list for a while, and it works pretty well. (this is inspired from winning lists in France). I chose the 12 post land cause it seems more reliable to me. (but less explosives) I just've put back the cloister instead of the staff of domination, cause it's nearly always an awful topdeck.
But I have questions for sideboarding. the third has been deleted, cause I never need to side it in. So I put Karn, for only 2 match-ups (miracle and S&T). Perhaps I'll change it, buy I dont 'see the good replacvement card for the moment. Have you got ideas ? (I thought about ratchet bomb, but it destroy my chalice plan)
Please do you see mistakes in this table ? Do you see changes I should do ?
Most of my questionnings are against painter.deck and jund. the match-up is a 50/50 for painter, and hard for jund, and I wanna increase it. how do you play against those decks ? What are your strategies and objectives ? what would be your sideboarding techniques ?
does somenone tried platinum angel ? I thinking of triying in place of one wurm..
thanks
How good/reliable is the Welder version nowadays? Been thinking of working on this as my next legacy project.
You get Blood Moon with Goblin Welder which is a plus, but I think right now with how explosive Chalice of the Void set to 1 is, the Locus mana base has taken off because it makes a better game follow up because of steady mana. I've never played Red MUD, but I have seen it played by a friend, and what I can say is that it has (or better have) a strong early game because it tends to struggle more mid game that MUD-Post.
Painter folds to chalice@1, and even if they have managed to play a grindstone before your chalice you can name it with revoker. Also, colossus gives you at least one turn even if they combo off.
If you still feel you need to improve the matchup you could use some ratchet bombs because they are the cheapest removal this deck can afford. Cards like witchbane orb or platinum angel aren't very good because you would need to fetch them with forgemaster, but in that case you should win directly. However, note that adding a second colossus will force a tie in case of being milled.
Jund: put it simply, they cannot beat a wurmcoil engine, they cannot beat an hellkite, lodestone hampers their plan and messes with their cascades, titan just wrecks them. The worst card against jund is chalice because their CC are nicely distribuited, but in your side I don't see anything relevant to bring instead; however i don't find this matchup as bad as you.
If you find some space you could add a pair of batterskull or ratchet bombs (@2 they kill bobs and goyfs which is nice).
Hope it can help.
yep. really helpful. I'll try that this WE.
Played first game of Legacy today, ran the following list.
Main:
4 Ancient Tomb
4 City of Traitors
4 Cloudpost
4 Glimmerpost
3 Cavern of Souls
3 Wasteland
2 Vesuva
4 Metalworker
4 Kuldotha Forgemaster
4 Lodestone Golem
3 Wurmcoil Engine
2 Sundering Titan
2 Steel Hellkite
1 Blightsteel Colossus
4 Chalice of the Void
4 Trinisphere
4 Grim Monolith
2 Lightning Greaves
1 Staff of Domination
1 Staff of Nin
Sideboard:
3 Phyrexian Revoker
3 Relic of Progenitus
2 Ensnaring Bridge
2 All is Dust
2 Ratchet Bomb
2 Karn Liberated
1 Spine of Ish Sah
Played 4 rounds and went 1 - 3. I don't have good notes on sideboarding, but I'm hoping for some help with adjusting the deck to what I played.
Match 1: Some kinda Junk deck
Won 2 - 1. Saw lots of Deathrite Shamans, Abrupt Decays, STPs and even an Oblivion Ring. Won on the back of Relic and Sundering Titan.
Match 2: Elves
Lost 1 - 2. First game Steel Hellkite was a house, destroying all his 1 drops. Games 2 and 3 he boarded in mostly 2 and 3 drops elves.
Match 3: Dredge
Lost 0 - 2. After board, couldn't find a Relic or Ratchet Bomb for the tokens. Lost to Dread Returned Flayer of the Hatebound, Dread Returned Golgari Grave-Troll for 12 and then Cabal Therapy sac-ing Flayer for the undying.
Match 4: UR control?
Lost 1 - 2: Playing tons of counters, a top (no counterbalance) V Clique and snap caster and bolt. In addition to Force's, Pierce's and Daze, I got Spell Snared and Counterspelled. Bolt took care of Metalwokers and Lodestones.
So that was my first experience playing Legacy. Tons of fun, but hoping for a better showing next time. Any advice much appreciated.
I really just got back into Magic again and Metalworker has always been my favorite deck.
Just wanted to know if MUD with Smokestack has been broken yet. Smokestack is quite slow but can be a very good removal.
Any suggestions?
For reference, I'm currently running (nameless one)'s list on page 68.
I'm not liking the Mox Diamonds on the list since Sphere of Resistance means we need a more reliable source. Also, I find myself siding in the Ratchet Bombs a lot vs aggro sort of decks.
I'm also working on the red splash and seeing if blue would help somehow.
Intuition
Gifts Ungiven
From an initial look, they seem slow.
Hi All,
I've been tinkering back and forth with and without the cloud post vs. red mana base. Here's my two cents about it and a brief tournament report....
In a three round tournament midweek I played the cloud post version. In the course of three rounds (6 games total), I was wastelanded a total of 12 times, ending stranded with a handful of threats. I was thoroughly disgusted and said...dang it, I'm going to play the welder version at the upcoming monthly tournament. I played a legacy FNM practice and went 1-2 again, loosing to both deathblade and UW moat/Jace tms. I did live the dream of putting a blightsteel off of an opponents show and tell, playing a Batterskull and equipping on my turn and defeating Emrakul with blightsteel in combat.
After more tweaks, I ended up coming in 2nd with my only loss to a SCG legacy open champion playing lands in the finals. It's no 4x tropical island, but 4x verdant catacombs will do. If only I could use those fetches in my deck! :-)
Here is my Decklist:
Goblin Welder 4
Kuldotha Forgemaster 4
Metalworker 4
Lodestone Golem 3
Blightsteel Colossus 1
Sundering Titan 1
Wurmcoil Engine 1
Myr Battlesphere 1
Steel Hellkite 1
Godo, Bandit Warlord 1
Platinum Emperion 1
Chalice of the Void 4
Lightning Greaves 2
Grim Monolith 4
Mox Opal 2
Spine of Ish Sah 1
Thousand-Year Elixir 1
Staff of Domination 1
Batterskull 1
Bottled Cloister 1
Darksteel Citadel 2
Great Furnace 4
Ancient Tomb 4
Cavern of Souls 3
City of Traitors 4
Wasteland 4
**Sideboard**
Bottled Cloister 1
Tormod's Crypt 2
Crucible of Worlds 1
Ensnaring Bridge 2
Phyrexian Revoker 2
Spine of Ish Sah 1
Ratchet Bomb 2
All is Dust 2
Duplicant 2
*~*~* Express tournament report*~*~*
Round 1 Reanimator 1-0 (2-0 games)
G1: Opponent accidentally reanimated too much and kills himself off of his own spell. Lol
G2: resolve turn 2 chalice on 1, with daze mana backup.
Round 2 U/W Miracles (2-1 games)
G1: welder equipped with Batterskull ends game after 3 terminus
G2: Jace TMS locked me
G3: Turn 1 ancient tomb into double monolith into bottled cloister. Endless robots do job.
Round 3 BUG Delver (2-0) games
G1: Resolve turn 2 chalice with daze backup, blightsteel them
G2: A ratchet bomb and life gain gets me there
Rounds 4 and 5, intentional draw to top 8. Enter top 8 in 4th seed.
Top8 - Stoneblade 4-0-2 (2-0)
G1: Turn 4 blightsteel, gg
G2: power out a Myr Battlesphere with greaves, set opponent to 8 life. He casts humility and dies to 1/1s myrs.
Top4 - Oops All Spells 5-0-2 (2-0)
*i was terrified! and I was expecting to loose, get a Bayou and go home happy. He was also 1st seed, so starts on the play.*
G1: We both get unlucky and mulligan to 5. He goes turn 1, draw pass. I got turn 1, ancient tomb, chalice on 0. Turn 2 he passes, I play city of traitors, lodestone golem. Best mulligan to 5 ever!!!
G2: We both mulligan to 6, He goes turn 1, chrome mox, imprint cabal ritual. I read chrome mox approximately 3 times look at my hand and have a evil grin. Ancient tomb into phyrexian Revoker, name chrome mox. We both draw go until I drop a forge master start swinging.
My opponent was happy to have gone that far, dodge the force of will decks and end with a Bayou.
Top2 - Lands
G1: I get a forgemaster online, set chalice to 2 and blightsteel him.
G2: I got turbo dark depths and die on his turn 4.
G3: here's where things get crazy....Turn 3 dark depths gets activated and I have one turn to do something or die. I look at my hand and drop both ensaring bridges in my hand, as I didn't want to die to a Kgrip on untap. I'm going to force a double Krosan grip to victory. That Marit Lage just hangs out for the rest of the game, in play as a spectator. A few turns later I cast platinum Emperion and I forget to equip greaves (brainfart)! Emperion dies soon afterwards to Kgrip. I draw forgemaster, it lives the turn and I activate it in response to the 3rd punishing fire. I look throught the deck see a whole lot of nothing and have to make a choice between a chalice, tormods crypt or a crucible of worlds. I think for a few minutes and get crucible. I then start wastelanding grove of the Burnwillows. Between loam and explorations, I fall behind on the burn the Burnwillows plan. Eventually I end up with dark steel citadels and a city of traitors in play. He dredges all of his remaining Krosan Grips while I'm stuck on a loop of citadels being tapped and the same city of traitors coming in and out of play. Over the course of of these turns I'm slowly getting burned out by punishing fire. Chalice of the Void x4 are missing the whole game lol. Also, I took out cloisters so I wouldn't accidentally get hosed.
Reflection: I was estatic with my performance. The welder version seems less explosive but more consistent. Unfortunately I was never able to Godo anyone over the course of the day. I think that there should be a Staff of Nin in the SB, even if I have no way to untap it. Also I didn't miss trinisphere in the 75. And yes goblin welder dies 98% of the time and doesn't do a lot. I really like maindeck cloister and I haven't been blown out by it yet. I'm aware it's bound to happen someday.
cheers!
What are thoughts on playing Phyrexian Revoker in the Mainboard. It's been a huge success in other mana intense decks (namely 12-Post), so I was curious what other players thoughts were on it.
I always played at least 3 main (with the fourth in the side): the card is strong, it's another kind of lock that comes down fast and complements the deck's strategy, and almost every deck has a good target (planeswalker, petals, led, shamans, vial, equipment, sneak attack, griselbrand, top just to name a few).
That said, I used to play the stompy version.