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Thread: [Deck] MUD (Metalworker)

  1. #301

    Re: [Deck] MUD (Metalworker)

    Mud is brown just like artifacts in magic.. (well they just to be brown )

  2. #302
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by JanoschEausH View Post
    I have one stupid question: Why is MUD called MUD? I can't figure out what these letters stand for.
    Because back in the day when the first iterations of the deck spawned, all old-frame artifacts are color brown (kinda like Da Vinci blueprint style brown). Not to mention that the colors of the lands it used are also of the same color. The archetype was dubbed MUD Because it's mono-brown, like clay or mud.
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  3. #303
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    Re: [Deck] MUD (Metalworker)

    I always thought that MUD was for Mono Uncolored Deck.

  4. #304
    bruizar
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    Re: [Deck] MUD (Metalworker)

    MUD stands for Metalworker Utter Domination, nothing else.

  5. #305

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by bruizar View Post
    MUD stands for Metalworker Utter Domination, nothing else.
    I your mind, nowhere else. MUD isn't an acronym of any sort. It came out because of the brown cards used in the old T1 decks while ago.
    There is no knowledge that it not power.

  6. #306
    bruizar
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by mordraid View Post
    I your mind, nowhere else.
    I don't like the abbreviation either. I think MUD as in colorless/clay is more appropriate. Godo Mud, or Red Mud actually makes thematic sense from that angle.

    http://en.wikipedia.org/wiki/Red_mud

    Red mud is a solid[1] waste product of the Bayer process, the principal industrial means of refining bauxite in order to provide alumina as raw material for the electrolysis of aluminium by the Hall–Héroult process.[2][3][4] A typical plant produces one to two times as much red mud as alumina.[5] This ratio is dependent on the type of bauxite used in the refining process.[3]
    in short: Very toxic land, nothing can live there, except robots and godo.


    ____
    Biggest changes in my list are that I play 2/3 Karn Liberated + 2 Moltensteel Dragon, and no Wurmcoil Engine, and I don't play Welder but Bonfire of the Damned.

  7. #307

    Re: [Deck] MUD (Metalworker)

    Godo is a human.. just a normal man. Altough he is al little rough being a barbarian and all, he is made from flesh and blood.
    MUD resembles more like a factory i think.. city of traitors (a big forge?) and machines wich work there. thats why added mishra factories

    OT: I suddenly realise that magus is also human so thats nice with cavern. So i either choose human or construct with this deck, definetly need 4 caverns if i continue my build!

  8. #308
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    Re: [Deck] MUD (Metalworker)

    I 4-0'd at my LGS last night with the following list:

    Land:
    4 Ancient Tomb
    4 City of Traitors
    2 Ghost Quarter
    4 Great Furnace
    4 Mountain
    4 Wasteland

    Creatures:
    3 Etched Champion
    3 Godo, Bandit Warlord
    4 Lodestone Golem
    3 Metalworker
    2 Wurmcoil Engine

    Spells:
    2 Batterskull
    2 Bonfire of the Damned
    4 Chalice of the Void
    4 Grim Monolith
    2 Sensei's Divining Top
    1 Sword of Fire and Ice
    1 Sword of Light and Shadow
    4 Thran Dynamo
    3 Voltaic Key

    Sideboard:
    1 All is Dust
    1 Crucible of Worlds
    1 Duplicant
    1 Ensnaring Bridge
    1 Karn Liberated
    2 Phyrexian Revoker
    2 Red Elemental Blast
    1 Sundering Titan
    1 Tormod's Crypt
    3 Trinishpere
    1 Umezawa's Jitte

    I couldn't find the cards for my ideal sideboard because I was in a hurry, hence the wonkiness there. But the deck ran well. I'd be more than happy to write a small report if anyone is interested!

  9. #309
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by HoneyT View Post
    I 4-0'd at my LGS last night with the following list:

    LIST

    I couldn't find the cards for my ideal sideboard because I was in a hurry, hence the wonkiness there. But the deck ran well. I'd be more than happy to write a small report if anyone is interested!
    Well done! Would definitely be interested in a report, I think the Godo list is an intriguing variant of MUD.

  10. #310
    bruizar
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    Re: [Deck] MUD (Metalworker)

    Hey HoneyT,

    Congratulations! I'm really looking forward to a report and your experiences on how certain cards performed.

  11. #311
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    Re: [Deck] MUD (Metalworker)

    I am looking forward to the report as well and see how Godo performed.

    PS. I actually think Godo is the real deal but as a different archetype. It reminds me more of Wildfire.dec circa 2001.
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  12. #312

    Re: [Deck] MUD (Metalworker)

    So.. did u miss not having the caverns of souls?

  13. #313
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    Re: [Deck] MUD (Metalworker)

    Hey all I've been MIA from the MUD threads for months. It seems like a ton of variants have emerged, and that makes me very excited. Has anyone found their favorite version?

    As of now, I am running a relatively old version. I've played in a few tournaments a few weeks ago, and has done well at small tournaments with a very up-to-date meta-game. As of now I need help against UWx Stoneblade decks, as I seem to never win against it.

    Cards I'm really curious about:

    -Goblin Welder. (nameless_one), I read your tournament report on page 7. Welder seemed to win you a good handful of games, but saw that you boarded in Chalice for almost all of your second games. Is Cavern + Welder worth it? It's been a few months since it was suggested but I haven't gotten around to trying it. I'm tired of getting my stuff Forced, so if Welder + Cavern has really been working for you guys let me know.

    -Slash Panther. I am currently running 3 Slash Panthers in my sideboard because Jace just sucks. It hasn't been working for me so far, as all the games I've played involved my opponent landing a Batterskull. I don't get the opportunity to test often and I don't want luck to bias my opinion, but is it worth dedicating the slots for?

    -Tangle Wire. Probably better if you're running Welder, but how is it if you're not? I already know what I feel about Trinisphere, but running both the Wire and Sphere of Resistance sounds really cool. Also foils would look amazing.

    -Thran Dynamo. I used to run Voltaic Key but took it out because I run Chalice main. I miss it a lot, but the times it hurt me outnumbered the times it helped. However I hate getting blown out when someone counters the spell off my Monolith and Wastes my sol land the following turn. Dynamo looks very reliable, but is it worth running? If so, how many do I add and what do I cut between ramp and threats?

    -Phyrexian Metamorph. What determines the number you run main board? Or is does it come down to preference. I hate having all my stuff removed/countered, leaving me with nothing to copy and no business, but when it works it works well.

    -Batterskull. I'm seeing more and more lists (Godo and not) running Batterskull. What is the logic behind this (aside from the fact that it is an amazing card on its own)?

    -Duplicant: How does this work with Show and Tell? Say your opponent flips the Spaghetti and you flip Duplicant. What happens?

    The lists involving Trading Post and/or Godo are intriguing.

    For those of you repping the old school Metalworker/Forgemaster lists, I have been really impressed with the following cards.

    -Steel Hellkite. This card does so much. A resolved one seals the game against Canadian Thresh. They either have to block with Delver or just lose it when you pay 0 and in other cases destroys Goyfs and Mongooses. Flies over Batterskull to either kill the Germ or SFM/Snapcasters. I have yet to pay 4 to destroy both a Jace and and Elspeth, but I hope it happens soon.

    -Blightsteel Colossus/Platinum Emperion/Staff of Domination/Spine of Ish Sah. This is my tutor package. I try not to get too crafty. When I tutor I just want to end the game on the spot or save myself with the Emperion. Sacrificing three unused artifacts is your best case scenario, so when you're tossing away up to three useful ones the card you're getting must be worth the investment. No fluff.

    Lastly, I am curious about the following match ups, as I have yet to play against them:
    -Omni-Show/Sneak and Show
    -Counterbalance/Miracles

  14. #314

    Re: [Deck] MUD (Metalworker)

    Hey, nice job HoneyT. I have a couple of questions. How do you feel running with both Sensei's Divining Top and Voltaic Key in the MD with a set Chalice of the Voids? Have you had awkward top decks because of it? How do you like Etched Champion? I can see him as an awesome sword carrier, but kind of weak without them. How has Bonfire of the Damned been treating you with only 2 Tops and no Brainstorm? I guess with all our ramps, we can cast it normally with great effect. A write-up would be awesome!

    I am actually working on a blue variant of MUD. This is my current build:

    // Mana (22)
    6 Island
    4 Seat of Synod
    4 City of Traitors
    4 Ancient Tomb
    2 Mox Opal
    2 Academy Ruins

    // Ramp and Cheats (16)
    4 Metalworker
    4 Master Transmuter
    4 Kuldotha Forgemaster
    4 Grim Monolith

    // Tanks (12)
    4 Lodestone Golem
    4 Wurmcoil Engine
    1 Steel Hellkite
    1 Platinum Emperion
    1 Inkwell Leviathan
    1 Blightsteel Colossus

    // Protection and Disruption (10)
    4 Chalice of the Void
    2 Spellskite
    2 Lightning Greaves
    1 Spine of Ish Sah
    1 Phyrexian Metamorph

    // Sideboard
    1 Crucible of Worlds
    1 Sundering Titan
    1 Witchbane Orb
    2 Phyrexian Revoker
    2 Torpor Orb
    4 Tormod's Crypt
    4 Trinisphere

    I am bringing this deck to my LGS next week and see how it goes. I have decided to use Kuldotha Forgemaster and Master Transmuter because I want to be able to bring out the big threats. My usual Kuldotha target is Inkwell Leviathan because of shroud and evasion against blue. If I feel comfortable, like against burn, I can bring out Blightsteel Colossus for a quick finish. Master Transmuter is nice against blue in general because I can cheat my artifacts in, but it also solve some weird occasions when I have Blightsteel Colossus and Inkwell Leviathan in my hand. Mox Opal also goes very nicely with Master Transmuter because I can tap for Mox Opal for mana, trade it with an artifact from my hand, and put it back down again for reuse. Spine of Ish Sah is a brutal Kuldotha target that has value with Master Transmuter online. Aside from Spine and Chalice, this deck is pretty good against Teeg.

    If I am missing any good MD options, please tell me. I am working on the SB for now.

    Has anyone found their favorite version?
    Hi kingofethanol! I will reply to your post tomorrow. But my favorite variant so far is MUD Stompy, similar to Zirath's and Fropper's.
    Last edited by L10; 09-06-2012 at 05:20 PM.

  15. #315
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    Re: [Deck] MUD (Metalworker)

    Sorry it's taken so long guys! I haven't had time to sit at a computer for awhile. Anyway, as per request, the report! I'll repost the list for easy reference:

    Land:
    4 Ancient Tomb
    4 City of Traitors
    2 Ghost Quarter
    4 Great Furnace
    4 Mountain
    4 Wasteland

    Creatures:
    3 Etched Champion
    3 Godo, Bandit Warlord
    4 Lodestone Golem
    3 Metalworker
    2 Wurmcoil Engine

    Spells:
    2 Batterskull
    2 Bonfire of the Damned
    4 Chalice of the Void
    4 Grim Monolith
    2 Sensei's Divining Top
    1 Sword of Fire and Ice
    1 Sword of Light and Shadow
    4 Thran Dynamo
    3 Voltaic Key

    Sideboard:
    1 All is Dust
    1 Crucible of Worlds
    1 Duplicant
    1 Ensnaring Bridge
    1 Karn Liberated
    2 Phyrexian Revoker
    2 Red Elemental Blast
    1 Sundering Titan
    1 Tormod's Crypt
    3 Trinishpere
    1 Umezawa's Jitte

    Round 1 vs R/B Land Destruction Infect????

    He's a new player and new to Legacy so I had no idea what he was playing.

    G1: I win the die roll and lead with a turn one Chalice. We both play land, go. His second turn he Sinkholes me. Third turn Stone Rains me. I play more lands and a Lodestone Golem. He casts Corpse Cur. I play more dudes and he never gets through before Golems. Batterskulls, and a Wurmcoil get him.

    +1 Jitte, +1 Crucible, -1 Sword of Light and Shadow, -1 Chalice of the Void

    G2: I keep a reasonable hand with 3 lands and some dudes. He spends his second and third turn blowing up lands again and I never see another the rest of the game. I discarded cards while he killed me with a 2/2 Corpse Cur. How embarrassing.

    G3: I get an Etched Champion wearing a Jitte and lock him out.

    Round 2 vs High Tide

    G1: I lead with a turn one Chalice. It resolves and he scoops shortly after. He'd kept a hand with several cantrips.

    +2 Red Elemental Blast +3 Trinishphere, +1 Tormod's Crypt, -3 Voltaic Key, -1 Sword of Light and Shadow, -2 Bonfire of the Damned

    G2: He mulls and leads with a cantrip. I have a land Top and pass. He passes back. My turn 2 Trinishpere resolves, as does the turn 3 Lodestone Golem. In the event that he could have Cunning Wished for some answer, I still had backup REB and Chalice in hand. The 5/3 gets me there

    Round 3 vs Elves

    G1: I have a tuirn 1 Chalice on the play but no real clock. His fetched Dryad Arbor starts beating me down while I play some mana rocks. I get down to around 10 life from Ancient Tomb and Dryad Arbor before I find real action. He gets a Mirror Entity and my Lodestone Golem eats it. Godo for Batterskull wearing a SoFaI end it in convincing fashion

    +1 Umezawa's Jitte, +1 All is Dust, +2 Phyrexian Revoker, +2 Trinsiphere, -3 Voltaic Key, -2 Sensei's Divining Top, -1 Sword of Light and Shadow

    G2: He mulls to 4 =/ leads with a Nettle Sentinel. I cast Monolith into Trinisphere. I Wasteland his second land and he never sees another one.

    Round 4 vs Merfolk

    G1: This kid usually plays Infect so I kept a hand with 2 Chalices. He wins the die roll and leads with Mutavault, Aether Vial. I cast a Chalice for 1 anyway. His Mutavault beats down for awhile as does a Cursecatcher. I land a Lodestone Golem. He vials in a lord and swings in. I Ghost Quarter his Mutavault and eat his lord. I eventually land an Etched Champion wearing a SoLaS that beats him to death while 2 Lodestones hold down on defense.

    +1 Umezawa's Jitte, +2 Red Elemental Blasts, +1 All is Dust, -4 Chalice of the Void

    G2: He leads with Mutavault into Vial again. My turn one City of Traitors produces a Grim Monolith, which resolves, into a Metalworker that also resolves. His Vial ticks up and he plays an Island and swings in for 2. I untap with Metalworker. Produce 8 mana, and resolve a Lodestone Golem. I use the rest of my availible mana to cast Godo with zero floating. He tries to Daze it. I point out that it costs one more. He looks dejected as it resolves. I find a Batterskull. Winning from there is quite elementary.

    4-0 good for 1st place and a chunk of store credit.

    Some thoughts:
    -Godo is nuts. Not even kidding. He's almost always better than Wurmcoil Engine
    -Etched Champion is also suprisingly nuts. Slap a Batterskull on him and he turns into a brick shit house. Slap anything else on him and he's still pretty damn good believe it or not. Turns out pro all colors and equipment are BFF's
    -Never got to Bonfire anybody =(
    -Despite not having my proper sideboard, what I had ran pretty well
    -I'm contemplating some changes and I'll post an updated list sometime soon

    @Alex Holland

    I've never personally ran Cavern in MUD. I've thought about it, but haven't gotten around to testing it. So I can't really say I missed them although there are definitely situations against some decks where they would be quite good. I wanted to make sure I had access to red when I needed it for Bonfires and REBs. If I wasn't playing REBs in the board (I didn't plan on it), I would probably swap a couple Great Furnaces for Caverns.

    @L10

    The times where I topdecked Keys or Tops after resolving a Chalice never ended up mattering because I had the game locked up already. That question brings me to an interesting point however, earlier when I mentioned some possible changes, one of those was swapping Trinispheres to the main and boarding Chalices. I'll test it and see if it runs. Right now the Chalices are main because it's the easiest lock piece to get down turn 1. Like I mentioned earlier, I'm actually in love with Etched Champion right now. Even without equipment, he isn't that bad as nothing can really attack past him on the ground. Also, like I said in the report, I've never had the chance to Bonfire anybody yet, but there was always mana aplenty for good sized ones even without manipulation.

    Apologies for the lengthy post!

  16. #316

    Re: [Deck] MUD (Metalworker)

    @ kingofethanol

    Slash Panther - This is an excellent card in Vintage because the opponent can bring out Jace pretty early before committing board position, and Slash Panther can kill an unprotected Jace due to haste. I don't think this will work in Legacy because Jace is normally used as a late game card when the opponent has already sets up a board position. If you want a Jace-killer, I prefer Inkwell Leviathan. Inkwell Leviathan has evasion against blue and has shroud, making it resilient to StP or being bounced by Jace.

    Tangle Wire - Tangle Wire is definitely a must if I were to go with the prison route, which also includes Trinisphere, Sphere of Resistance, Karn, and Smokestack. I am not sure how it will work out in MUD Stompy or Welder MUD because we want to balance out our lands, ramps, threats, and disruption.

    Thran Dynamo - Love it in MUD Stompy. By far our most resilient ramp if you want consistency. The 4CMC is a worthwhile investment. Here is Zirath's report if you want to see a deck with a good mana/ramp/threat/disruption ratio.
    http://www.mtgthesource.com/forums/s...-NELC-with-MUD

    Phyrexian Metamorph - If you plan to have it in the MD, I would only have one so it can be tutored with Kuldotha against legendary creatures or artifacts, and have a second copy in the SB.

    Batterskull - Efficient beater that fits our mana curve and is resilient to removal because we can always bounce and recast him. Heck, if someone kills the germ token, sometimes, I will just equip it to another creature of mine.

    Duplicant - A decent creature removal. It will eat up the Spaghetti Monster and turn into a 15/15 beater. Pretty decent trade if you ask me.

    Staff of Domination - Isn't this card just a win-more? How often do you combo out?

    @ HoneyT

    Nice report. I should try out your list eventually. I don't have Bonfires though. I am currently using Flametongue Kavu as my main removal in my Godo build. The fact that it deals 4 damage means that it can kill an Angel token or Batterskull, both are pretty relevant, and the 4/2 body is no slouch either.

    How do you like Ghost Quarter? Wouldn't you want Mountains instead? Only having 8 red source seems pretty light.

  17. #317
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    Re: [Deck] MUD (Metalworker)

    @ HoneyT's

    Bonfire:
    Would you still run it after this tournament? It looks like you won all your games without it. I guessing SDT is going to get removed too if Bonfire leaves?

    Champions:
    I like how they only costs 3 and you're always guaranteed to hit Metalcraft. This I should definitely give a try.

    @ Slash Panther:
    Slash Panther is good in Vintage because there are less decks that run Swords to Plowshares. That's not the case in Legacy. This is also why Lodestone Golem and Forgemaster are better in Vintage than Legacy.

    @ Staff of Domination:
    Yes, it's a win more card. How often will you Forgemaster for it when you've already emptied your hand to cast all your key artifact. Late game without real card advantage, you're always gonna be hellbent.

    @ Ghost Quarter:
    You can always GQ a triggered City of Traitors. Though its a really cute play.

    @ Thran Dynamo:
    Any good alternatives? Maybe Everflowing Chalice? I can't seem to find one around the area and I never really had the time to look for one.
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  18. #318

    Re: [Deck] MUD (Metalworker)

    So.. If you play champion youll have a good change your equipemnt comes trough. Does this change wich equipments are best for the godo build?

  19. #319

    Re: [Deck] MUD (Metalworker)

    one question about the new godo build that i really find attractive
    why no rolling earthquake instead of bonefire ? it's seems better in any situation no ? or is it just a price tag break ?

  20. #320

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by kingofethanol View Post
    Lastly, I am curious about the following match ups, as I have yet to play against them:
    -Omni-Show/Sneak and Show
    -Counterbalance/Miracles
    For my list (MUD Stompy), both of these have been favorable.

    Show and Tell decks are about the long game; mine is better than theirs.

    Miracles is about the short game. If I can lock it up quickly, they die.

    In any case, mana denial wins me these matches.

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