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Thread: [Deck] MUD (Metalworker)

  1. #2081
    bruizar
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    Re: [Deck] MUD (Metalworker)

    Well, the beauty of this is that Volcanic Offering only costs one red mana. It's easily splashable in the Godo stompy build. This is going to be red MUD and Dragon stompies sweeper of choice, and it might even bring back wildfire.dec.

    Living the dream here:
    T1: Ancient Tomb Chalice for one (no more spell pierce)
    T2: Mountain, Seething song into Volcanic Offering

  2. #2082
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by bruizar View Post
    Well, the beauty of this is that Volcanic Offering only costs one red mana. It's easily splashable in the Godo stompy build. This is going to be red MUD and Dragon stompies sweeper of choice, and it might even bring back wildfire.dec.

    Living the dream here:
    T1: Ancient Tomb Chalice for one (no more spell pierce)
    T2: Mountain, Seething song into Volcanic Offering
    That is not even to far fetched, but what are we going to do on turn 3? Best case scenario you drop a Sol land or a normal land and then have some business. 4 mana and drop Andretti is solid, but i still see the possibility that the deck bricks a couple of turns before it is able to land a CMC 6 card.

    Edit: i think that Wildfire would need a huge amount of dedicated cards to be able to revover from it faster then the opponent. It would require at least 3-4 Crucible of Worlds. Daretti helps in the sense it can swap Great Furnaces into bombs.

  3. #2083
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by bruizar View Post
    Well, the beauty of this is that Volcanic Offering only costs one red mana. It's easily splashable in the Godo stompy build. This is going to be red MUD and Dragon stompies sweeper of choice, and it might even bring back wildfire.dec.

    Living the dream here:
    T1: Ancient Tomb Chalice for one (no more spell pierce)
    T2: Mountain, Seething song into Volcanic Offering
    we'll its really kinda wasted if you are playing it t2 because its unlikely they dropped 2x creatures, and if you are on the play then its just wasteful.
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  4. #2084
    bruizar
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    Re: [Deck] MUD (Metalworker)

    Well, I'm pretty sure we need Trinisphere, Tangle Wire or both to further slow down opponents and prevent counters from happening. I think from that point on we need to be looking at cheap threats. Moltensteel Dragon, Lodestone Golem, Daretti, Scrap Savant are all 4-CC. Batterskull is on 5 and Godo can replace Wurmcoil Engine to make the Batterskulls better. Gathan Raiders is a 3 mana 5/5 that fuels Daretti.

    What else do we have?


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  5. #2085
    bruizar
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by apple713 View Post
    we'll its really kinda wasted if you are playing it t2 because its unlikely they dropped 2x creatures, and if you are on the play then its just wasteful.
    I get what you're saying and I agree. I'm imaging a scenario that opens with a turn 1 Deathrite Shaman. Being able to nuke 2 lands and a DRS (or against elves), might leave your opponent with no lands left and no cantrips to dig for them. If your opponent starts missing land drops, you pretty much sealed the game right there. It's cool as hell that we have the ability to blow opponents out like this. We already had turn 1 chalice in the arsenal, and dragon stompy even had turn 1 blood moon and trinisphere as well with Simian Spirit Guide. Those are incredibly strong game breakers on the winning dice roll.

  6. #2086
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    Re: [Deck] MUD (Metalworker)

    Pff, i can't even think straight....

    First i guess is a solid manabase that can ramp and hold 6 mana with at least one red source by turn 3.

    Obviously red has Simian Spirit Guide, Lotus Petal and Seething Song, but those are one shots.
    Then we have Chrome Mox and Mox Diamond, but both are kinda card disadvantage.
    Also there is Mox Opal, but this lacks speed.
    Grim Monolith ramps, but requires to have a Daretti in play and another mana rock to circulate. On top of that, you need to spend turn using the + ability first.
    Metalworker is kinda crap since the decks runs more non artifacts.
    Also Thran Dynamo is a card, but 4 for mana for 3 mana makes you a turn slower.

    As for lands, i am not sure about adding Cloudpost mana base to the list. On the other hand Turbo Eldrazi gets away with it. Even with 2 colors.
    Then we would need both Mountain as Great Furnace. Wasteland would be a good addition to compliment Trinisphere and Tangle Wire along with Volcanis Offering.
    Lodestone Golem might get in our own way, so i think that's a no go unless the manabase proves to be solid.
    Also Rishadan Port might be a strong choice if we decide to keep attacking the opponents manabase.
    Sandstone Needle has been a good card in the past, but tapped into play can be to slow as we have seen with cloupost mana.
    Cavern of Souls would also be solid on naming Human (Godo, bandit warlord and Magus of the Moon).

    This are just some random thoughts, getting nowhere so far..


    EDIT: Will the opponent be able to target the same targets as you choose with Volcanic Offering??

  7. #2087

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by apple713 View Post
    idk whats going on but WOTC certainly decided that this is red's time to rise to power... or maybe just time for it to start competing.

    What's amazing about this spell is that its an instant land destruction spell, and its so powerful that even for 5 mana id consider playing it in legacy.

    WAIT.....


    volcanic fallout............... just found out that they could just pick the same land and creature as you did... so its 5 mana kill a land and a creature.. moving on

  8. #2088
    bruizar
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    Re: [Deck] MUD (Metalworker)

    Such a missed chance. This had me so excited :/

  9. #2089
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    Re: [Deck] MUD (Metalworker)

    Damn that was about to be my favourite new card

    But well, 4R instant for 2 lands and 2 creatures maybe was a a bit too good tbh. #thedreamisdead

  10. #2090
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    Re: [Deck] MUD (Metalworker)

    I guess i will just stick to the welder list with 3 Daretti for further testing.
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    How about: ramp into Deed, clear the board, and bash your opponent's head in.

  11. #2091

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by Alex Holland View Post

    4 Daretti

    3 Etched Champion
    4 Godo, Bandit Warlord
    3 Magus of the Moon
    4 Wurmcoil Engine
    3 Steel Hellkite
    2 metalworker

    5 Mountain
    4 Great Furnace
    4 Ancient Tomb
    4 Cloudpost
    4 Glimmerpost
    3 Vesuva

    3 Batterskull
    1 Sword of Fire and Ice

    4 Chalice of the Void
    4 Tangle Wire
    2 Karn Liberated
    So anybody any ideas for my list? 2 metalworkers should stay for mana fixing- they are better monoliths here. Maybe a other equipment? i kicked out sword of l and s because its kinda meh in comparison to fire and ice.

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    Last edited by Alex Holland; 11-01-2014 at 09:14 AM.

  12. #2092
    bruizar
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    Re: [Deck] MUD (Metalworker)

    My biggest concern is your 11-post mana base. Are you flooding out often with 24 lands or is it doable? Ideally, you want to run cavern of souls. Cavern of Souls on human resolves both Godo and Magus of the Moon. Cavern however, doesn't pay for Daretti's mana cost so you'd need even more mountains than you're already running unless you're going to run mana rocks that produce red.

    Secondly, you can't really run Volcanic Fallout, Whipflare or Pyrokinesis in your build unfortunately, but I feel like you need something to thwart UR Delvers aggressive openings. How do you plan on winning that matchup, given the fact that they will likely open with a turn 1 Monastery Swiftspear or Delver of Secrets and run wastes (difficult with 11-post) and counters (difficult with daretti, batterskull, tangle wire, karn).

    I think I'd going to run Sudden Shock and Volcanic Fallout specifically to remove the needle from UR delver decks.

  13. #2093

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by bruizar View Post
    My biggest concern is your 11-post mana base. Are you flooding out often with 24 lands or is it doable? Ideally, you want to run cavern of souls. Cavern of Souls on human resolves both Godo and Magus of the Moon. Cavern however, doesn't pay for Daretti's mana cost so you'd need even more mountains than you're already running unless you're going to run mana rocks that produce red.

    Secondly, you can't really run Volcanic Fallout, Whipflare or Pyrokinesis in your build unfortunately, but I feel like you need something to thwart UR Delvers aggressive openings. How do you plan on winning that matchup, given the fact that they will likely open with a turn 1 Monastery Swiftspear or Delver of Secrets and run wastes (difficult with 11-post) and counters (difficult with daretti, batterskull, tangle wire, karn).

    I think I'd going to run Sudden Shock and Volcanic Fallout specifically to remove the needle from UR delver decks.
    Manabase is fine, just aint got no room for cavern since daretti is more important to play. I used to play cavern allways in mud but i dont think its really necessary.

    I have not played delver yet but i dont really care about delver, tangle wire will stop them death in their tracks while i build up some mana. Also 3 hellkite is good against 3/2 flyers. whipflare can be run in the side, but in that case id rather run ratchet bomb. I do play 2 karn for those cards the deck cant handle.

    I have played this against JUND, cloudpost-eldrazi and Death and taxes. Went suprisingly well! especially etched champion equiped with batterskull outraces opponents easy.

  14. #2094
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    Re: [Deck] MUD (Metalworker)

    So, I'm not sure how this effects us yet, Aaron Forsythe announced at PAX Australia that Wizards of the Coast has found a solution to colorless basic lands. Since I don't have a direct source since video hasn't been posted yet, so the best I have is this link where Mark Rosewater answering a question regarding what will not be Barry's Land. I'm not sure what benefits or drawbacks that entails towards us other than MUD will finally have access to Wasteland proof lands... other than the five we already could use if we wanted. Biggest curiosity for me is if this is a gimmick for like a block promotion or even a future colorless commander deck, then what other support cards will be printed along side them to boost their usefulness outside of MUD-EDH.
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  15. #2095
    bruizar
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    Re: [Deck] MUD (Metalworker)

    Very interesting. I wonder how they'll make it useful since a basic mountain is also wasteland proof but provides a splash color.

  16. #2096
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by bruizar View Post
    Very interesting. I wonder how they'll make it useful since a basic mountain is also wasteland proof but provides a splash color.
    Agreed, i doubt that there will be any impact on the existing manabase for either MUDPost or WelderMUD. Not even Darksteel Citadel has the impact, while it is both waste proof as it is an artifact.

  17. #2097
    bruizar
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    Re: [Deck] MUD (Metalworker)

    I'd like to introduce my Metalworker replacement:



    Turn 1 Taiga, Orcish Lumberjack
    Turn 2 Ancient Tomb, Godo Bandit Warlord or Wurmcoil Engine or anything else that's cheaper

    Obviously, Crucible of Worlds plays an important role in this deck.


    Turn 1 Taiga, Orcish Lumberjack
    Turn 2 Sac Taiga, play Crucible of Worlds, play Taiga from Graveyard


    RG let's you play cards like Ancient Grudge, Sylvan Library, Krosan Grip, Sudden Shock, Red Elemental Blast, Ruric Thar, Goblin Welder, Daretti, Garruk, etcetera.

    Edit:

    Also, turn 1 ancient tomb lightming greaves
    Turn 2 taiga orcish lumberjack batterskull attack for 4
    Last edited by bruizar; 11-03-2014 at 09:55 AM.

  18. #2098

    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by bruizar View Post
    I'd like to introduce my Metalworker replacement:



    Turn 1 Taiga, Orcish Lumberjack
    Turn 2 Ancient Tomb, Godo Bandit Warlord or Wurmcoil Engine or anything else that's cheaper

    Obviously, Crucible of Worlds plays an important role in this deck.


    Turn 1 Taiga, Orcish Lumberjack
    Turn 2 Sac Taiga, play Crucible of Worlds, play Taiga from Graveyard


    RG let's you play cards like Ancient Grudge, Sylvan Library, Krosan Grip, Sudden Shock, Red Elemental Blast, Ruric Thar, Goblin Welder, Daretti, Garruk, etcetera.

    Edit:

    Also, turn 1 ancient tomb lightming greaves
    Turn 2 taiga orcish lumberjack batterskull attack for 4
    Interesting.. little bit dangerous. But why play him over metalworker? Thats the question.

  19. #2099
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    Re: [Deck] MUD (Metalworker)

    Quote Originally Posted by bruizar View Post
    I'd like to introduce my Metalworker replacement:



    Turn 1 Taiga, Orcish Lumberjack
    Turn 2 Ancient Tomb, Godo Bandit Warlord or Wurmcoil Engine or anything else that's cheaper

    Obviously, Crucible of Worlds plays an important role in this deck.


    Turn 1 Taiga, Orcish Lumberjack
    Turn 2 Sac Taiga, play Crucible of Worlds, play Taiga from Graveyard


    RG let's you play cards like Ancient Grudge, Sylvan Library, Krosan Grip, Sudden Shock, Red Elemental Blast, Ruric Thar, Goblin Welder, Daretti, Garruk, etcetera.

    Edit:

    Also, turn 1 ancient tomb lightming greaves
    Turn 2 taiga orcish lumberjack batterskull attack for 4
    You know, that's actually better than welder in Legacy i think ! Playing 6+ mana robots it's too inconsistent anyway, playing 4-5 mana bots seems better. Wasteland, p.fire, loam for recurring + putting bots in the yard etc ...

    How does library + dredge interact anyway? Can u dredge a bonus draw and not pay life?

  20. #2100
    bruizar
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    Re: [Deck] MUD (Metalworker)

    Library is only cheatable with 3 consecutive dredges. In that case you don't have to place any cards back nor pay life because you never drew cards in the first place (replacement effect). If you dredge once or twice you will have to pony up. Sylvan Library awesome though.

    I think there's a consistent way to power out 3 4 5 and 6 drops with a good mix of Grim Monolith and Orcish Lumberjack. Both of these cards allow you to skip the early game, and advance straight to late game bombs, comparable to how Nic Fit's veteran explorer tries to skip the early game with Veteran Explorer and Cabal Therapy.

    Orcish Lumberjack could be the mana dork for RG Mud (You don't even necessarily need to play with anything green, all you care about is red mana producing forests you can cut down!).

    Turn 1 Taiga, Orcish Lumberjack
    Turn 2 Ancient Tomb, Trinisphere, Cut down taiga, Crucible of Worlds

    At this point, you're in great shape. You can keep black lotus'ing with Orcish Lumberjack, even if you don't draw any more lands, while your opponent must pay a hefty sum for his cheap / fair spells under trinisphere. You're basically 1 wasteland away from winning the game here. Monastery Swiftspear won't grow that big under Trinisphere, and that lone Turn 1 Delver of Secrets is gone after Punishing Fire / Sudden Shock resolves. UR Delver is actually much more winnable than RUG delver because Nimble Mongoose, Tarmogoyf, Spell Pierce and Wasteland were always the real threats, not Delver.

    Orcish Lumberjack also nullifies Spell Pierce. It's a shame he's only a 1/1. I don't think I want to run Goblin Welder and Orcish Lumberjack together, because Forked Bolt then becomes a nightmare (If I can't find Chalice of the Void). Daretti is still worth playing though, since you accelerate into it, and use its loot into Life from the Loam's, Punishing Fire and artifacts that should be welded in.

    I'm not quiet sure whether Life from the Loam or Crucible of Worlds is the better card here. Crucible eats Abrupt Decay and doesn't double as a graveyard filler. Life from the Loam folds to Deathrite Shaman... Then again, Deathrite Shaman eats the lands under Crucible of Worlds too, so it probably doesn't even matter much. Crucible of Worlds plays a little better with Orcish Lumberjack because you don't have to keep paying 1G to get your limited amount of Taigas back.


    I'm thinking of the following mana base:
    Lands
    4 Taiga
    3 Wooded Foothills
    2 Wasteland
    3 Grove of the Burnwillows
    4 Ancient Tomb
    3 City of Traitors
    3 Cavern of Souls

    Accelerants
    3 Orcish Lumberjack
    3 Grim Monolith


    Supporting 3 Punishing Fire and 3 Crucible of Worlds 4 Chalice of the Void and 2 Sylvan Library




    Still need to decide on the following:..

    6 Mana bombs
    Inferno Titan
    Primeval Titan
    Godo, Bandit Warlord
    Wurmcoil Engine
    Ruric Thar, the Unbowed
    Steel Hellkite
    ?

    5 Mana bombs
    Batterskull
    Garruk, Primal Hunter
    Sarkhan, the Dragonspeaker
    Stormbreath Dragon
    Kuldotha Forgemaster
    Thragtusk
    ?

    4 Mana bombs
    Spellbreaker Behemoth
    Doretti, Scrap Savant
    Garruk Relentless
    Smokestack
    Moltensteel Dragon
    Flametongue Kavu
    Lodestone Golem
    Obstinate Baloth
    Phyrexian Metamorph (actually 3)
    ?

    3 Mana plays
    Courser of Kruphix
    Fire Imp
    Firespout
    Tangle Wire
    Trinisphere
    Hammer of Purphoros
    Magus of the Moon
    Blood Moon
    Gathan Raiders
    Sword of X and Y
    Taurean Mauler
    Words of War
    Words of Wilding
    *Words of War and Words of Wilding combo with Sylvan Library. Basically it reads, 3 mana: Deal 6 damage or create 3 2/2's.
    *Gathan Raiders is an uncounterable threat that sets up a Daretti activation.
    *Hammer of Purphoros transforms lands into artifacts that can be welded, and it provides a steady stream of threats/blockers with Crucible of Worlds. The haste is nice.
    *Fire Imp, not better than Punishing Fire, but answers Delver of Secrets and blocks Monastery Swiftspear
    *Magus of the Moon and Blood Moon don't look too good in this deck


    2 Mana plays
    Sylvan Library
    Fauna Shaman
    Lightning Greaves
    Phyrexian Revoker
    Sudden Shock

    X Spells
    Bonfire of the Damned
    Postmortem Lunge
    Last edited by bruizar; 11-04-2014 at 09:35 AM.

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