So, I keep seeing reference to "legend MUD". What is the difference between post MUD, and legend MUD?
The major differences on the short and narrow is that Legend MUD goes straight for ramp artifacts into Legendary permanents such as Ulamog, Infinite Hunger, Ugin, Karn etc. Post MUD is a bit more focused on a prison and attrition game that allows for a combo with Blightsteel more often than not... At least that's how many matches go for myself
No love for this little guy?
it seens easily castable when you stack trinis+monoliths. Of course it works best for the aggro plan, maybe with batterskull and tangle wire.
unfortunately it doesn't really offer anything.
paying 5 mana for a 10/10 sounds good, until it eats a StP before you even get to swing with it
The fact that Colossus has no utility seems bad unless we can make use of him as a sacrifice outlet.
Looking forward to try this. One mana per artifact may seem trivial, but I am willing to give it a shot. There has definitely been times I have been a mana short to cast my spells, given the prevalence of Wasteland. This also gives us an early threat.
Seems like a good 1-of or 2-of. It is always good to have a tutor and the life gain comes in handy. Goes well with Crucible of Worlds.
I have done some light testing while putting this deck together, I stuck an Ulamog, the Infinite Gyre in and can easily cast him most of the time while typically being 1 mana short of casting Blightsteel.
So, I'm preparing for the legacy championships in Columbus next month, and I'm trying to figure out my sideboard. Does anyone have and consistent winning strategy against eldrazi aggro? My current plan is stick an ensnaring bridge, and needle/revoker ratchet bomb. Any other suggestions?
I've only played the matchup once or twice, so I dunno if I have a "winning" sideboard strategy. However, my plan would be:
- 4 Chalice, -3 Trinisphere, -2 Ugin
+ 1 Platinum Angel, +1 Karn, +1 Spine or Contagion Engine, +2 Crucible, +2 Coercive Portal, +2 Pithing Needle
I guess the Bridge plan is fine, though that doesn't leave you many win cons. I'd personally prefer to just Needle their Equipment and make big plays. Our fatties are bigger than theirs, and they're gonna have a hard time dealing with Platinum effects. Add in some Portals and Crucibles for extra grind advantage, and you should be in decent shape.
My thought process is that the only way eldrazi aggro can beat an ensnaring bridge is ratchet bomb, and slow ping to death by end bringer. But if you lock them out with bridge, you can set up an insane alpha strike and sack your bridges to forgemaster. Or setup staff combo. Or kill with staff of nin, or ugin, or karn. You can easily win around bridge, if you plan for it. And angel is way too easily killed by them, with dismembers.
That sounds like a valid plan, though you'll want to be careful about something like World Breaker catching you off guard. My plan vs Eldrazi is to just try to activate Metalworker and make big dudes like Wurmcoil and Sundering Titan, but I can't guarantee that's any better or worse than your plan. Regardless, I suspect that matchup will be around 50:50, and will depend heavily on who's on the play and what type of opening hand they draw.
I personally play 1 Emperion main and 1 Angel in the board, and there's no way I wouldn't bring in the Angel vs Eldrazi. It's 1 extra permanent they have to kill, and they won't always be able to (because we have lots of must-answer cards like Metalworker, Lodestone, or Forgemaster that they might have used their removal on). You're right that you can't have Angel as your only plan against them, but it's still good.
Do you mind posting your list? That would probably make it easier for everyone.
My current main board is this:
4x metalworker
4x kuldotha forgemaster
4x lodestone golem
3x wurmcoil engine
1x blightsteel colossus
1x platinum emperion
1x sundering titan
4x grim monolith
4x chalice of the void
3x trinisphere
2x lightning greaves
1x staff of domination
2x ugin, the spirit dragon
1x spine of ish sah
1x staff of nin
4x ancient tomb
4x cloudpost
4x glimmerpost
3x vesuva
3x wasteland
3x city of traitors
3x cavern of souls
Current sideboard:
3x phyrexian revoker
2x tormods crypt
1x crucible of worlds
2x ensnaring bridge
1x wurmcoil engine
1x batterskull
2x thorn of amethyst
3x warping wail
I just noticed this deck took 5th at SCG Indy: http://sales.starcitygames.com//deck...?DeckID=108137
What is the kill? Opponent scoop? Or attack with Metalwork or Spirit token from Gods' Eye?
"Never argue with a fool, people might not know the difference."
That's not mud, that's stax. Even though he plays metalworker. Scoop would be the most common way of winning.
Skickat från min iPhone med Tapatalk
A guy in our local group is friends with the guy who piloted this weird stax concoction. This is what he had to say about the list.
"He didn't draw at all lol when your opponent has 0 permanents in the field they tend to concede. As to his match ups I know he played infect, infect, miracles, rug delver, and maverick. Beat the rug player so bad be posted in a group that he had a rug delver list to sell after he lost to stax. He IDed the last two matches cause he was in. His quarter match was Omnitell"
Hi all!
Been playing MUD for a while now (around 2 years), but left it aside when Eldrazi appears with the their ultra efficiente beaters and solid plan overall, but after Kaladesh I'm impressed with the toys MUD gained and will give it a try again, thanks to Inventor's Fair and Orrery.
I'm currently brewing a list (sharing similarities with the stax list that made top8 last week), but will revolve around Bottled Cloister + Ensnaring Bridge / Orrery combo, which is kind of easy to assembly for this deck. I'll try the deck in a coming GP side event this month, I expect to see delver, miracles, s&t, d&t and eldrazi mainly.
4x metalworker
4x grim monolith
4x chalice
4x trinisphere
4x ensnaring bridge
4x tangle wire
2x bottled cloister
2x ghirapur orrery
2x crucible of worlds
1x smokestack
1x staff of domination
2x ugin
1x karn
1x spine of ish sah
4x ancient tomb
4x city of traitors
4x wasteland
4x cloudpost
3x glimmerpost
3x inventor's fair
1x buried ruin
1x ghost quarter
For the sideboard, I think including:
2x spellskite
3x graffdigger's cage
4x lodestone golem
4x phyrexian revoker
2x surgical extraction
If you have any feedback is very welcomed. The deck attempts to slow the game with the typical lock pieces (chalice, trinisphere, tangle wire) until I can find a ensnaring bridge and estabilize from there. I can definetly see swapping the wires for the golems in the MD, but costing 4 mana is an issue.
Bottled cloister helps getting additional cards and also offers protection against discard, has great sinergy with bridge, and if you stack the ability with orrery you will get 4 new cards every turn, which is insane and should lock the game in a few turns.
The problem I find is that the deck can take several turns to win until you find a Karn, Ugin, or your opponents concede after establishing a soft-lock with the lone smokestack and other lock pieces (or recurring spine).
That's being discussed here - http://www.mtgthesource.com/forums/s...ck-Stax/page11
Played MUD to a 6-4 finish at Eternal Weekend. Report is here, if anyone's interested. The deck played as well as could be expected. Losses were to Shardless, DnT, Sneak Show, and Belcher, none of which are stellar matchups.
Now that that's over, I'd like to try some MUD variants. 2 question for people on the Legends build:
- How's the DnT matchup? DnT's the biggest thorn in our side in the current meta, so I'm hoping one of the alternative builds is good against it.
- Has anyone tried Inventors' Fair in the deck? It seems strong when I've been goldfishing, but not sure how it is IRL.
Legend MUD, at least in my experience, does quite well against D&T. With all of the mana rocks, they have trouble keeping us from getting to 7/8 mana (especially since I play 2 Voltaic Keys). I'm playing 3 Ugin, 3 Karn, 3 Ulamog, so trying to lock us up with Revokers and Prelates isn't easy. 3 Karakas also help a shit-ton against Thalias. Traditional MUD's weakness to D&T was one of the main reasons I made the switch.
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