Quote Originally Posted by Bobmans View Post
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.