@MGB, i just put together your list and played a bunch of games against Punishing Jund... won all games. Pretty impressed with how this deck plays and feels. Just sweet.
I thought the deck looks very streamlined as well
I wrote an answer that got lost in the depths of the interwebs.
Anyway:
Karn felt somewhat weak to me.
I'm trying Worn Powerstone isntead of Basalt Monolith to see when one is better than the other.
List felt strong otherwise.
EDIT: also i was thinking, since all your top end bombs are Eldrazi aside from Ugin, what about you play Temple and more Ugins? Mostly to avoid running 4 cities because i really dislike cities in any mana base. You could run a couple of all is dust instead of karn as a mass removal that is accellerated by both temple and eye of ugin. Only Ugin would not be accellerated but you'd still have Dynamos/monoliths/Posts etc... to get to it, not to say how good eye of ugin is in a lategame situation and the fact that you get even more resilient to wasteland (cause you'd play less traitors but more overall sol lands).
So nobody tried warping wail yet?
Could be a main deck card, i put some in my sideboard to play around with. Took out the ratchet bombs for them..
Main goal is to crack bottle gnomes for good things. Like t2 blightsteel. Or for a staff of nin to generate huge piles of advantage. Its a cute overlooked little fellow
thespian stage + cloudpost is secret tech to make a lot of mana.
Scroll rack digs deep with staff of nin. Thats why i call this CA MUD.
4 Copper Gnomes
1 Steel Hellkite
4 Metalworker
4 Wurmcoil Engine
4 Kuldotha Forgemaster
1 Blightsteel Colossus
1 Platinum Emperion
2 Ugin, the Spirit Dragon
4 Chalice of the Void
3 Trinisphere
2 Scroll Rack
3 Staff of Nin
3 Lightning Greaves
4 Ancient Tomb
4 Cloudpost
4 Glimmerpost
3 Vesuva
4 Cavern of Souls
2 Thespian's Stage
3 City of Traitors
SB: 3 Duplicant
SB: 4 Faerie Macabre
SB: 3 Tormod's Crypt
SB: 4 Warping Wail
SB: 1 Crucible of Worlds
I tried warping wail and I'm very happy of it. For now I'm playing one MD and two on SB, but I'm quite sure I'll put more of them as soon as I'll find more slots. I haven't faced a MU where it's useless and it resolves a large number of problems you could'nt handle before in an easily way.
Warping Wail is a really powerful card because of its cheap cost and extreme versatility.
I've been really impressed with the card in testing Modern Eldrazi, and I figure it could find a spot in this deck as well, but I just don't know what to cut for it.
I tried a new list yesterday without post mana and using the new eldrazi vendillion and endbringer on eldrazi temples. It was the worst build I ever played. Thought-Knot Seer is too small and slow, couldn't attack through a bunch of small D&T creatures, the mana base was shaky and I was many times not able to cast anything. Endbringer saw play twice, one he was needled, the other I died before untapping. I tried putting wail and spatial contortion SB but never got to cast them, so no opinion on them so far.
Thought Knot could possibly work with birthing pod and matter reshaper, but they need too many eldrazi slots and doesn't solve the main problems of the deck (inconsistent draws, instant finishers, etc), so I won't be experimenting further on that road for a while.
Last edited by Silverflame; 01-24-2016 at 08:31 PM.
have you tried MGB's list from the previous page? It looks pretty streamlined.
Not that particular list, but I tried mud legends online and it felt ridiculously overpowered, but I didnt had the paper cards. I'll test it more.
This list is very close to what I was playing Last year http://sales.starcitygames.com//deck...p?DeckID=98008
saw your list on the link. Since you don't maindeck any ensnaring bridge, why not swop out the MD bottled cloister for the coercive portal in the board?
did you just link the same link as 2 posts above? lol.
Tried Warping Worker at the SCG Atlanta yesterday. Lost to the same thing MUD always loses to, poor top decks, and an endless mulligan run vs. a known storm opponent (on the play no less, which is like a 75% match in my favor).
Round 1 - Lose to Miracles after decapitating him game one. Game 2 I have Thorns but he has actual Vendillion Clique and 4-5 lands. I could have run out Chalice first but he had no turn one on the play (e.g. no top). I also Waste him after committing the thorn plan and don't see a land in my next 6 draw steps. Game 3 I mulligan to a hand without a ton of action but Factory and some lands it's a close game but he eventually lands a small Retreat and my tomb damage comes back to get me.
Round 2 - Win. I'll have to look this up I remember it took approximately 5 minutes ...
Round 3 - Win. Reanimator. 2 quick games of me landing chalice 1, chalice 2 with Faerie Macabre backup in hand.
Round 4 - Win. (Charlotte Classic Legacy Winner on Miracles) Game on I land chalice after he has top on the play. I follow up with 3 ball which he forces but loses his top in the process. I eventually grind a win out with cavern on construct into titan. Game two is pretty slow but I can't get at his mana and he gets me with a monk after a timely force of will and 3 STPs. Game 3 I have the nuts, chalice 1, 3ball, cavern on golem, grim-m into naturally drawn Sundering Titan off Cavern.
Round 5 - Lose to known storm player when I have the play mulligan to 4 game one looking for any turn one or two play involving Chalice or 3ball. Game 2 I demolish him on a mulligan to 6 when I get cards with text like Revoker. Game 3 I keep a good hand for the draw but am vulnerable to a fast empty (I board in Ratchet Bomb on the draw vs. storm because their best turn one is an empty). He empties for 12. I feel like MUD should almost never lose a game on the play. Only other decision point was game 1, he Ponders off fetched Underground and I wastelanded him. My hand had stone nothing after the mulligan, I think hoping to mana screw him is defensible. Turns out he was on no basics at all.
My testing of Eldrazi MUD points to:
- Only using Thought-Knot Seer in a combo version and maybe even just in the SB
- Add in Reality Smasher for an aggro version
- Eldrazi Temples are unimpressive. Use of 10-12 Post is still better, with more worthwhile plays.
eldrazi temples < city of traitors?
Is it really worth playing any of them other than Thought-Knot Seer? I guess Reality Smasher is awkward to kill, but it's also more awkward to cast when it interferes with Metalworker ramp. Considering it just trades 1-for-1 with Gurmag Angler or Goyf double blocks, Smasher seems weak in some matches...
What's with the post manabases? 12post seems way too inconsistent without running dedicated 12post search.
Mono-Brown Stompy
//Lands: 22
4 Ancient Tomb
4 Eldrazi Temple
3 City of Traitors
3 Crystal Vein
4 Cavern of Souls
4 Darksteel Citadel
//Stax: 7
4 Chalice of the Void
3 Trinisphere
//Ramp: 12
4 Grim Monolith
4 Metalworker
2 Voltaic Key
2 Lightning Greaves
//Creatures: 17
4 Phyrexian Revoker
4 Thought-Knot Seer
4 Kuldotha Forgemaster
2 Wurmcoil Engine
1 Blightsteel Colossus
1 Sundering Titan
1 Steel Hellkite
//Spells: 2
2 Warping Wail
Seems horrible. Eldrazi temple seems a half baked city of traitors that suits less then a hand of cards in the list.
Tought knot seer gives some disruption in a new way. But i doubt if he is better then lodestone, wich i dont run because sometimes its just fodder and that seems to be the case with tought knot too. Against what would he shine? Combo? Well thats not a hard matchup for mud. Other decks play enough removal wich in the end makes tought knot a 4/4 for 4. Wich is not bad but not good either..
I don't want any of the Eldrazi creatures. There are painful choices already between the bounty of available artifact creatures. None of the eldrazi play well with Lodestone which is the best attacking creature in the deck. I played Warping Wail and it is the real deal, it shores up many of the most problematic situations for MUD, especially on the draw. Wail gets bumped by 3ball and potentially golem but it's still amazing against a huge portion of the legacy netdecks.
nedleeds you should never lose to Storm combo in a best of 3 match if you're playing MUD. Do you play 4 Revokers in your 75? I play 4 Revokers in the SB of every MUD deck I bring to tournaments and it's the only way you really guarantee crushing Storm because once you have 4 Chalice, 4 Revoker, 4 Trini, AND 4 Lodestone, you don't have to mulligan to get enough hate in your opening hand. I also play 2 Thorn of Amethyst in the SB as well, which might be overkill but I absolutely DO NOT want to lose my good matchups.
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