Who's playing rachet bomb main? I mean: delver, tarmogoyf, deathrite shaman, bob, lavamancer, goblins, elves, stoneforge... does anyone but us actually play xreatures with cc higher then 2? :p
I play none in the main but three in the side.
They come in against fast aggro or hate cards, or when I have unuseful cards in a specific matchup, eg I bring them in against storm for wurmcoil or batterskull
Ignorance is strength
I find this curious as well because I've started testing MUD-Post (I'm normally a 12-Post player) because it has a great match-up against combo... and ironically 12-Post. Granted a lot of this hinges on getting a Turn 1 or 2 Chalice or Trinisphere, but most combo decks are not ready for that kind of hit, and it gives an advantage to pull out game one, which is important against any combo deck.
Where're I'm struggling at the moment is being on the draw against tempo decks like Shardless BUG because getting Thoughtseize'd hurts a lot.
Well just remember that ancestrall vision still has to pay additional cost when they resolve, so lodestone en co is very funny against them.
I never had problems with shardless come to think of it, all my creatures stomp their creatures.
I think the main selling point of 12post MUD is a consistent land base.
Chalice at one and 3sphere in the early game is still great. But in doing so, while you blow up yourself (Ancient Tomb) and your own mana base (City of Traitors) hurts a lot.
I understand that Key, Dynamo and in some cases Worn Powerstone could also fix this problem but would rather topdeck a win condition or a means to prevent the opponent from doing something game changing.
I've audibled to the 12post mana base for tomorrow. Wish me luck.
L2 Judge
My problem with Shardless isn't their creatures; it's their discard. And so far I've had a harder time pulling out of it when I'm on the draw. Granted there's a huge meta game out there that I still have to play against, so after I get some more tests in, I may come back and say that Shardless is nothing.
Bottled Cloister seems pretty good against BUG. It blanks their discard, provides you with card advantage, and is invulnerable to abrupt decay.
However cloister costs 4 mana, which i think it's a bit too much to be effective against a discard deck.
If you're having problems against discard you can try dodecapod: out of bolt and abrupt range, bigger than everything except goyfs.
In the end chalice Is the best answer i think...
Ignorance is strength
I disagree with this evaluation of Cloister. 4 mana in a MUD deck is more like 2.5-3 mana in a normal deck. If your opponent Thoughtseizes you and sees Cloister, they either take your threat/prison piece and allow you to stick Cloister, or they take Cloister and you just play the spell that is going to advance your game plan. That's ultimately the beauty of MUD; each piece is so powerful that they must each be answered. Hymn to Tourach is potentially troublesome, but selective 1-for-1 discard is less impressive.
According to the mothership, a MUD list finished Day 1 undefeated! Keep an eye on Wayne Polimine tomorrow!
I'm thinking I'll try one 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).
Unfortunately not. I finished 1-3.
Lost 1-2 vs Dark Maverick
Won 2-0 vs Merfolk
Lost 0-2 vs Punishing Jund
Lost 0-2 vs Affinity
Round 1 was a very close one, and I probably should have won. Round 3 was difficult because Liliana is really good against us. I couldn't keep Revoker on board to stop her. Round 4 was a tilting point for me. Game 1 he got double Cranial Plating in the first two turns. Game 2 I boldly kept a 1 lander with Chalice and Revoker, but then never drew any of my other 23 land and just died eventually.
I really like the deck, and I'll tweak it for the future. I'm really tempted to find a place for Revoker in the main deck, because I brought it in against each deck.
What I played:
4 Kuldotha Forgemaster
4 Lodestone Golem
4 Metalworker
4 Wurmcoil Engine
2 Spellskite
1 Blightsteel Colossus
1 Duplicant
1 Sundering Titan
4 Chalice of the Void
4 Grim Monolith
4 Trinisphere
1 Karn Liberated
1 Spine of Ish Sah
1 Staff of Domination
4 Ancient Tomb
4 City of Traitors
4 Cloudpost
4 Glimmerpost
4 Vesuva
4 Wasteland
---
3 Phyrexian Revoker
3 Tormod's Crypt
2 Spine of Ish Sah
1 All is Dust
1 Duplicant
1 Platinum Emperion
1 Silent Arbiter
1 Steel Hellkite
1 Sundering Titan
1 Witchbane Orb
L2 Judge
MUD (the player's name is Wayne Plis playing Elves splashright now (10:18 AM EST) on MTG coverage against MUD-Post.
--Coverage Notes *will be edited in as they happen*--
Gme 1
MUD-Post T1 is Chalice of the Void @ 1, "killing 90% percent of [elves] deck"--Announcer
T2: Metalworker and Wayne forgot (or didn't care) to announce his Chalice Trigger, which means that the one drop the elf player dropped resolve... yeah, that's legal. But he never caught it
T3: Staff of Domination + Metalworker = Turn 3 Win (see picture below)
Game 2:
T1 and 2: Same set-up T1 Chalice into T2 Metalworker, so far.
He remembered Chalice of the Void this time.
Qasali Pridemage killed Metalworker, followed up by losing to a Turn 4 Craterhoof Behemoth through Gaea's Cradle.
Game 3:
Aggressive mulligan backfire and Thoughtseize kills Wayne's hand. He has an uphill game attacking with Metalworker.
And Wayne lost the war of attrition (two Abrupt Decay and a Qasali Pridemage) and the Craterhoof Behemoth was a little unnecessary. I do agree with the commentators that attacking with Revoker was a turning point, although with Abrupt Decay floating around I dunno if would have made that much of a difference.
Affinity is really hard for MUD. Even for my stompy, de o-rings are the main problem. Yesterday i played them and the second game lasted about 1hour!
I had 2 revokers on jitte and cranial planting. He ringed 2! of my karns and a wurmcoil. I needed a ratchet bomb to wipe the board of his 2 10/10 master of etheriums, he needed a ring to take out the batterskull i kept replaying. Luckily i got there first :)
I tried out tangle wire + cloudpost too yesterday and it was fun. Until i noticed it wasnt helping my game. Vesuva and cloudpost are just a large annoyence by coming into play tapped. It felt very akward. Plus this day and age most spells are 1/2 mana, even creatures so it isnt that effective. Same reason why people dont care about winter orb.
Me ill keep it stompy for now- altough i still would like to try make a mud version with smokestack in it..
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