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1  Eternal Formats / Workshop-Based Prison / Re: Winter Orb Stax on: June 21, 2013, 06:01:17 pm
I successfully played Winter Orb in MUD in 2007, in a Metaworker built, with 3 Rishadan Ports, and 2 Icy Manipulators. These Manipulators could tap Colossus, lands and Winter Orb EOT to have no drawback effect. But I doubt Winter Orb is powerfull nowadays...
2  Eternal Formats / Workshop-Based Prison / Re: The forgemaster toolbox on: October 17, 2010, 09:27:38 am
It seems like the42up's list could really benefit from 1 or 2 copies of Thousand-Year Elixir :

Thousand-Year Elixir {3}
[Artifact]
You may play the activated abilities of creatures you control as though those creatures had haste.
1, {Tap} : Untap target creature.

This is obviously nuts with Metalworker but also allows you to activate Forgemaster the turn it comes into play. Just a thought.

I would prefer Lightning Greaves over this card, which is a lot better with your other creatures (Golem and Hellkite especially).
3  Eternal Formats / Workshop-Based Prison / Re: The MUD Thread on: September 05, 2010, 09:57:04 pm
Sorry for my approximative english...

Steel Hellkite 6
Artifact creature - Dragon
Flying
2 : Steel Hellkite gets +1/+0 until end of turn
X : Destroy each nonland permanent with converted mana cost X whose controller was dealt damage by Steel Hellkite this turn. Activate this ability only once each turn.
5/5

This guy seems to fit very well in MUD's strategy : punching and disrupting in the same card, isn't that we expect from MUD fatties?

Of course, it doesn't replace Triskelion and his ability to ping creatures without summoning sickness, and his abiities are still shut down by Null Rod. But he beats harder, with Evasion, and he is able to block Trygon Predator on the turn it is cast. No need to mention that his ability, when touching an opponent, to deal as well with mana artifacts and Fish or any creatures, can be a "oops I win" effect, for a ridiculous activation cost.

A friend of mine won a small tournament with an Aggro-MUD list, playing Lightning Greaves instead of Sword of Fire and Ice, and I found this idea very sexy. Being able to gain a turn by attacking sooner with a Golem, AND giving him Shroud was very seducing. Lightning Greaves is still better with Steel Hellkite, anabling him to disrupt opponent on the turn it is cast.

The only drawback of the new Hellkite being his mana + activation cost (which are less relevant for MUD), Metalworkers seem appropriated.

Steel-Style MUD :
4 Mishra's Workshop
4 Ancient Tomb
3 City of Traitors
4 Wasteland
1 Strip Mine
1 Tolarian Academy
5 Moxen
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Sol Ring
4 Metalworker
4 Lodestone Golem
3 Triskelion
3 Steel Hellkite
2 Karn Silver Golem
4 Thorn of Amethyst
3 Sphere of Resistance
1 Trinishpere
4 Tangle Wire
4 Chalice of the Void
2 Lightning Greaves

SB 3 Crucible of Worlds
SB 3 Pithing Needle
SB 3 Relic of Progenitus
SB 3 Powder Keg
SB 2 Duplicant
SB 1 Sphere of Resistance

About Black Lotus and Mana Vault, I prefer maximising the probability to cast a Golem on turn 1, even if sometimes I might be mana-disrupted the turn later. I win more games thanks to this explosivity, than I loose games because of a lack of mana stability. But I understand why some people prefer to cut Lotus, Vault and maybe a City a Traitors for 2 or 3 Mishra's Factories or Rishadan Ports. Also, not playing Null Rod allows me to rely on my artifact mana sources. Plus, the 4 Metalworkers help to fix my 26 other mana sources. And finally, the 3 Crucible of Worlds in sideboard help to deal with opponent's Wastelands, and add some more mana-denial vs appropriate matchups.

Sideboard has to be adjusted. Jester's Cap and Eon Hub can be used, but I believe that Control decks have too many kills and ways to kill, making those cards less relevant. I keep a Sphere in the sideboard just because the French metagame have lots of Fishy-mana-denial decks, but I think it is not the case in U.S. so it might be in the maindeck.


Anyway, I believe that Steel Hellikte is a very good print for MUD and I can't wait to see the full list of Scars of Mirrodin! Smile
4  Eternal Formats / General Strategy Discussion / Re: [SoM] Contagion Clasp on: August 30, 2010, 07:53:18 am
Seems really good with Trike/Tangle Wire/Smokestack and it pimp smacks most good creatures. Now we just need Karn the Planeswalker (castable with shop mana and good enough to be played) and this thing probably becomes a staple.

Funny things to do with Chalice of the Void too, in response of an opponent's spell Smile But maybe just a win-more card for Shop.decks.
5  Eternal Formats / Creative / Re: Consume the Meek on: April 07, 2010, 06:42:04 am
The only thing this spell hits that Massacre and Infest don't is Golem.

Golem costs 4 Wink
6  Eternal Formats / Workshop-Based Prison / Re: The MUD Thread on: April 05, 2010, 02:13:11 pm
Congratulations! 9th place is frustrating, but it's still a nice result Smile

Didn't you ever wish that your two Metalworkers were Crucibles? My metagame is full of Null Rods/Wastelands so I really have to protect my mana base with crucible rather than Metalworker, but what about your Oath metagame? Wouldn't Crucible be more threatful for your opponents?
7  Eternal Formats / Creative / Re: Single card discussion : Portcullis on: April 05, 2010, 11:39:54 am
Right, then Portcullis is not that good vs Terrastrodon-Oath... and quite ineffective vs Fish. But what about the Dredge matchup? Wouldn't you prefer this card over any other, as an Aggro Shop player?
8  Eternal Formats / Creative / Single card discussion : Portcullis on: April 05, 2010, 09:03:48 am
Portcullis          4
Artifact
Whenever a creature enters the battlefield, if there are two or more other creatures on the battlefield, exile that creature. Return that card to the battlefield under its owner's control when Portcullis leaves the battlefield.

(Fortress)

as a potential card in Aggro-Shop sideboards, especially vs Dredge, Oath and Mirror match-ups, and why not vs Fish decks.


Pros :
Its mana cost fits well in Shop decks.
Very good synergy with Mishra's Factory.
Vs Dredge : Narcomoeba, Bridge tokens, Bloodghast and Ichorid would be EXILED.
Vs Oath : if Oath of Druids is on the board and thanks to Orchard's tokens, creatures wouldn't even come into play.
Vs Fish : it could freeze the board with something like Golem and Noble Hierarch.
Vs Mirror : it could avoid your opponent to cast his Trike, Dup or other Golem.

Cons :
You need to get at least 1 creature in play to limit Dredge's development, and 2 vs Oath.
It's definitely NOT a solution vs creatures that are already on board.
vs Aggro, you have to deal with Swords to Plowshares, or you will be self-locked! which is pretty risky. But you can avoid it thanks to Chalice of the Void at 1 and Mishra's Factory, at least in your lucky days...

Anyway, it seems for me to be very good vs Dredge and Oath. But I am now far away from tournament tables to have a good advice on it, that's why I would appreciate the advices of TMD community.


The question is :
In Aggro-Shop builds, wouldn't this card be better than other graveyard-hate cards vs Ichorid? Giving a nice bonus vs Oath which is a tough match-up?

Thanks for your comments and sorry for my poor english Wink
9  Eternal Formats / Creative / Re: If I were to play Lodestone Golem on: April 03, 2010, 03:13:16 pm
Agreed, Tabernacle acts as Smokestack #5 to 7, but it is not counterable and also good vs other matchups.

About Maze of Ith vs actual Oath builds : unless you get 2 Maze on board, you will be able to untap just 1 creature, which means that on 2nd Oath activation you can't contain the assault.
10  Eternal Formats / Creative / Re: If I were to play Lodestone Golem on: April 03, 2010, 02:02:05 pm
I've been using The Tabernacle At Pendrell Vale for years vs Oath in Prison-Shop-decks, with success.

What happens if they give you a token EOT?  Sad

That's why I mentionned that you have to use correctly your Wastelands. Tabernacle is useless without Waste or Strip. You have to keep them to destroy opponent's lands at the end of HIS turn, so that if he uses Orchard in response to give you a token, you can sacrifice it at your upkeep with Tabernacle (or Smokestack).

That's why Tabernacle is good only in Prison builds, with the full set of Wastelands and even Crucibles.
11  Eternal Formats / Creative / Re: If I were to play Lodestone Golem on: April 03, 2010, 01:08:08 pm
I've been using The Tabernacle At Pendrell Vale for years vs Oath in Prison-Shop-decks, with success. It's the best way to sacrifice tokens, keeping an Oath activation away especially if you correctly use your Wastelands. Plus, Tabernacle is very good vs Dredge and can be usefull vs Fish. No need to mention that Tabernacle cannot be countered or discarded by Duress/Thoughtseize/Therapy, which is a very important point vs Oath and Dredge who don't play Wastelands.
12  Eternal Formats / Eternal Article Discussion / Re: [Premium Article] Interview with Hiromichi Itou, the 2009 Vintage Champion! on: September 07, 2009, 07:00:44 am
Thanks a lot Nico, you made a great job here!  Wink
13  Eternal Formats / Blue-Based Control / Re: Root Maze Oath on: August 27, 2009, 08:37:35 am
Life from the Loam could be nice as a 1-of. Intuition on LotL and Strip Mine would be an awesome possibility. Or a single Crucible of Worlds to be tutored with your 7 tutors.
14  Eternal Formats / Miscellaneous / Re: [Deck]Workshop Aggro (Mono Red) on: April 17, 2009, 12:59:53 am
instead of the axe, why not play razormane masticore? he's weldable and does what you want to creatures, as well as working under rod and enabling  hellbent.

With Razormane Masticore you have to keep your last card draw if you want to pay your next upkeep. Not very synergic with Hellbent Smile
15  Eternal Formats / Miscellaneous / Re: [Deck]Workshop Aggro (Mono Red) on: February 09, 2009, 05:52:01 am
I'm currently testing a similar list :

    4  Mishra's Workshop
    6  Mountain
    2  Ancient Tomb
    4  Wasteland
    1  Strip Mine
    1  Tolarian Academy
    9  SolMoxLotusVaultCrypt

    4  Goblin Welder
    4  Solemn Simulacrum
    4  Juggernaut
    3  Magus of the Moon
    3  Gorilla Shaman
    3  Razormane Masticore

    4  Thorn of Amethyst
    4  Sphere of Resistance
    1  Trinisphere
    3  Tangle Wire

SB: 3  Null Rod
SB: 4  Tormod's Crypt
SB: 1  Magus of the Moon
SB: 3  Lava Dart
SB: 2  Red Elemental Blast or 2 Viashino Heretic
SB: 2  Pyroblast or 2 Umezawa's Jitte

Some comments :

I totally agree with you about the 3 Shamans/4Welders inclusion, in a Painter/Tezzeret/combo metagame. My idea was to increase these matchups by including Null Rod in the sideboard, which seems to be a very good choice such as Shamans+Welders strategy. Null Rod is also very good in mirror, nullifying Trikes, Metalworker, and hosing mana bases with Magus. I strongly recommend you to test this approach.

3 Shamans also allows you to destroy one of your own Mox, to trick with Simulacrum and get a draw engine.

Sword of Fire and Ice? I really dislike this card, as its purpose is to deal with Aggro matchups, which run Null Rod. Its casting + activation cost takes you one turn, and the condition to "touch" opponent to be efficient is awful. I agree that SoFaI puts a bigger clock on opponent's head, but this deck runs enough dudes in that purpose! I definitely prefer Tangle Wire which is a good lock component, combining well with Welder too.

I agree that playing Sphere of Resistance AND Magus of the Moon Maindeck can be problematic with 6CC spells like Triskelion. That's why I cut them and play Razormane instead. It comboes well with Welder, Null Rod, deals with Painter/Heretic/Trygon, is bigger than Tarmogoyf with his first strike ability, and beats harder than Triskelion without getting smaller as his ability resolves... And costs 1 less to play, allowing you to play the full 9 Spheres to maximise mana denial effects. His discarding effect is ridiculous compared to the benefits.

That's also why I choose to run 4 Simulacrums, to get quickly many lands on board especially with Magus, and to have the possibility to play Razormane. Playing "only" 8 red mana sources (6 mountains + 2 artifacts) MUST be compensated by the 4 Simulacrums, as the amount of red spells maindeck + sideboard is important.

Tangle Wire is far too good in my opinion to be unplayed. It is a huge lock component combining with Spheres/Shamans/Wastelands, buying so much time, retarding Tinker/Oath of Druids/Trygon/Energy Flux and every sorcery-speed spell, knocking down Mana Drain and often Force of Will with a Sphere... all these things that SoFaI can't do.

I only play 3 Magus maindeck because you can rarely play it on turn 1, and because it can be useless in some matchups, especially Aggro. Even sometimes, you will prefer to Waste/Strip rather than play your Magus. The 4th is in sideboard.

About the sideboad options :
Null Rod : incredible in the current powerized metagame! and a very good surprise effect especially vs Workshop.decks! The best sideboard card in my opinion!
Tormod's Crypt : with Welder, it seems to be the best slot vs Ichorid.
Magus : the 4th, no need to comment.
Lava Dart : I wanted to get a good answer vs Control Slaver AND aggro options like Kataki, Dark Confidant... Since Pyroclasm is painful for me too, Lava Dart is really good especially with Magus, it is also very good in mirror, dealing with Welders/Shamans and even Metalworker. A very suprising and efficient sideboard option.
Pyroblast/REB : best option vs opponent's sideboard options : Hurkyl's Recall, Rebuild, Chain of Vapor, Echoing Truth, Trygon Predator, Energy Flux... and still very good vs Tinker, Tral, counters...
Viashino Heretic : not played in my current version as 3 Null Rods, 3 Shamans, 4 Welders, 4 Magus, and 3 Lava Darts are enough in mirror matchups. But, Chalice of the Void at 1 can be very problematic...
Umezawa's Jitte : far better than Sword of Fire and Ice in dealing with creatures, as you don't have to touch opponent! Not played in my current version, hoping that Razormane and Lava Dart can be enough...

About Sensei Divining Top and Chalice of the Void :
I find Sensei D-Top interesting, but with so few shuffling/drawing effects...... Anyway, as Null Rod is my best postboard card I wouldn't play them. For the same reason, I wouldn't play CotV with sooo many 1CC cards, prefering Null Rod to deal with Jewelry.

Very nice deck and interesting approach anyway!  Very Happy
16  Eternal Formats / Null Rod Based Aggro / Re: The Mountains Win Again! on: October 09, 2008, 12:26:11 pm
I don't really like the dissynergy between Canonist and Sphere effects, because with so many Sphere-likes your opponent won't be able to cast more than 1 non-artifact spell per turn anyway.

I am currently testing a quite similar list :

BOROS DECK WINS :

4 plains
4 plateau
3 windswept heath
3 flooded strand
4 ancient tomb
3 city of traitors
1 strip mine
1 lotus petal
1 mana crypt
1 sol ring

4 simian spirit guide
4 magus of the moon
4 mogg fanatic
4 gorilla shaman
3 aven mindcensor
2 jotun grunt
4 glowrider

3 sphere of resistance
4 thorn of amethyst
3 swords to plowshares

60 cards

Side :
3 viashino heretic
4 pithing needle
2 umezawa's jitte
2 tormod's crypt
4 ronom unicorn

About the mana base, I feel it enough explosive and consistant (29 potential sources!). I tried Chrome Mox and found it relevant only in a Hellbent mono-red version.

I think that the 4 Shamans are auto-include slots, with 11 Sphere-likes and Magus of the Moon they are sooo important to destroy artifact-mana sources.
I don't feel useful to play Trinisphere or the 4th Sphere of Resistance, 11 Sphere-effects seem to be very sufficient!

I was also thinking about Skullclamp... any suggestions?...
17  Eternal Formats / Null Rod Based Aggro / Re: The Mountains Win Again! on: September 23, 2008, 09:41:25 am
Hey guy's,

I was just wondering now that chrome mox has been unrestricted, some build with a shell like legacy's Dragon Stompy would be viable?

This is where I would start (non powered):

4x    Chalice of the Void    
4x    Chrome Mox    
2x    Thorn of Amethyst    
1x    Trinisphere    
2x    Umezawa’s Jitte
2x    Arc-Slogger    
4x     Gathan Raiders
4x    Ingot Chewer
4x    Magus of the Moon    
4x    Rakdos Pit Dragon    
4x    Simian Spirit Guide    
3x    Blood Moon    
3x    Seething Song    
4x    Ancient Tomb    
4x    City of Traitors    
11x    Mountain

Sideboard:
2x     Pithing Needle 
1x    Thorn of Amethyst
4x    Faerie Macabre
3x    Fortune Thief    
4x    Pyrokinesis          
1x    Gaea’s Blessing

I'm not really a vintage player, so this list might as well be a pile of cr*p.

But if something like this would be viable, then I might just give it a try..

So I'd be happy with some pointers Smile.

Greetzzzzz.


I was testing a similar list :

12 mountain
4 ancient tomb
3 city of traitors
1 strip mine
4 chrome mox
1 lotus petal
1 mana crypt
1 sol ring
4 simian spirit guide
4 gathan raiders
3 rakdos pit dragon
4 magus of the moon
4 mogg fanatic
4 gorilla shaman
2 jaya ballard, task mage
4 thorn of amethyst
4 sphere of resistance

Sideboard :
rack and ruin
pithing needle
chalice of the void
blood moon
tormod's crypt
dead/gone
great gargadon
pyroblast
...

The 8 Spheres, 4 Shamans, 4 Magus of the Moon and Strip Mine ensure a hard mana-denial disruption. I first played with -1 Shaman, +1 Trinisphere, but you really want an early Shaman in the current meta, and Trinsphere affects you much more than Thorn/Sphere. Plus, keeping a high number of red cards is important for Chrome Mox.
The mana base is very explosive, allowing consistent turn-1 Magus. Jaya Ballard is synergic with Hellbent, but I don't know if 2 Blood Moons would be better, to maximize turn-1 Magus or Blood Moon. Or 2 Genju of the Spires maybe.

Hellbent is really easy to reach and keep, allowing your 7 big guys to make huge damage.

The main problem of this deck is Tinker/DSC. Dead/Gone is quite good, but not synergic at all with Hellbent. I wish a red Benalish Trapper could exist...  Sad

And as long as DSC will remain so problematic for a such list, I don't see how it could be competitive. Maybe Goblin Welders should be maindeck, without any real synergy with the rest of the deck...
18  Eternal Formats / Miscellaneous / Re: Potential Card to Kick Vintage In the Nuts on: September 16, 2008, 05:00:50 am
I was dreaming about exactly this card while I was toying with MUD. The synergy with Ghost Quarter is insane!!!


5 Strip MUD :

1 Strip Mine
4 Wasteland
4 Ghost Quarter
1 Tolarian Academy
4 Mishra's Workshop
4 Ancient Tomb
5 moxen
1 mana crypt
1 mana vault
1 sol ring
1 black lotus
27 mana sources

3 karn, silver golem
3 kills

3 powder keg
1 trinisphere
4 chalice of the void
4 sphere of resistance
3 thorn of amethyst
4 smokestack
3 crucible of worlds
4 mindlock orbs
4 tangle wire
30 locks Mr. Green

4 leyline of the void
3 the tabernacle at pendrell vale
1 thorn of amethyst
2 triskelion
2 duplicant
3 razormane masticore
15 sideboard cards

We could easily go more aggro-ish, by adding Juggies/Trikes/Dupes in place of Kegs/1 Thorn.

MUD rules!  Wink
19  Eternal Formats / Miscellaneous / Re: Uba Stax/Mud Mix on: May 09, 2008, 12:20:59 am

Since you value your late game Crucible, look into a singleton Ghost Quarter.  Late game G.Q. becomes your Stripmine #2.  With Orb of Dreams G.Q. is pretty good, not to mention it's one more way to get rid of Bazaar and Orchards.


That's a great idea! I liked Ghost Quarter when I played it with Mindslaver, but since I didn't play Mindslaver anymore, I completely forgot it...


About your Aggro MUD list, I would just let J-Cap in sideboard and get Orb of Dreams maindeck like you mentionned, which makes all blockers come into play tapped and slow down opponent in the same proactive way, it's symetric effect being minimized thanks to Metalworker. About the mana base, are 25 mana really enough? I know that Metalworker helps, but especially when you need to drop a first turn Thorn or Sphere, won't it be difficult for you sometimes to find your 4th and 5th mana? Wouldn't Mishra's Factory be a 1-or-2-of good call?
20  Eternal Formats / Miscellaneous / Re: Uba Stax/Mud Mix on: May 08, 2008, 09:28:14 am
I agree with most of your core cards.  I simply do not feel that Crucible is an auto-include for all MUD lists however.  I still believe that Metalworker and Crucible are the most interchangeable cards in MUD.  Both solidify your manabase for the cost 3 mana.  Metalworker should be included if the deck calls for it.

Anyway, Metalworker should NEVER be a first turn drop, regarding the current metagame speed. Starting with Metalworker on turn 1 is ALWAYS worse than Sphere, Orb of Dreams, or even Smokestack... because it says « hurry up to kill me while I do nothing, because very soon I will maybe lock you! »

Not entirely true.  I am quite comfortable dropping a turn 1 Metalworker and CotV@0 (even better if I can set it @1).  Basically the cards in your deck should tell you if you need to play with Metalworker or Crucible.  A turn 1 Metalworker leads to a really easy turn 2 Jester's Cap when you can't get 4 mana in your opening hand.  Jester's Cap is some good right now.  Some games Metalworker is a must-counter while other games he is FoW bait.  But like I said, it just depends on the cards in your deck and your playstyle.  I just do not think that you can presume to say that playing with him is "wrong" in Prison variations of MUD.  The issue of including/omitting Metalworker is just not that black and white.....it's more of a brown.

I partially agree with your argument about Metalworker and Crucible as interchangeable cards. I totally agree that they both "solidify" your mana base for the same cost. But I don't think that the current metagame expects you to solidify your mana base. That is a pertinent argument in a heavy fishy and land-disruptive field. But in a Flash/GaT metagame, you just want to disrupt your opponent. I think that Crucible is better in this goal because allowing you to recur your disruptive lands. No need to have a solid mana base in a such metagame. Moreover, Metalworker is a bit more vulnerable as a 1/2 creature. Anyway I agree that if you want to play some more expensive cards like Jester's Cap, Metalworker helps them to be cast earlier.

The main argument I would say for Crucible instead of Metalworker is that crucible's power is increasing with the length of the game, while Metalworker is getting worse. I explain my point of view...
There are three categories of disruptive cards in MUD : the cards that have an immediate disruptive effect on opponent and keep their effect all game long (Chalice of the Void's incredible power in MUD!), the cards that have an immediate disruptive effect on the opponent BUT that become worse as the game is going on (Spheres, Tangles, Thorn, Wasteland, get worse as opponent gets more permanents on board), and the cards that compensate these last ones, by a power increasing as the game is going on (Smokestack and Crucible). Aggro MUDs don't need to play these last two cards because it just wants to slow down opponent with immediate-effect disruption, while attacking with fatties before that the effect of disruptive cards become inefficient for the opponent. But Prison-oriented MUD really needs Smokestack as well as Crucible to take advantage on the long term, and to allow the first immediate-effect cards to be still powerfull in the mid/late game. The problem I found with Prison-MUD is that it is really dependant of Smokestack to establish a total lock on opponent. Hopefully, the current metagame often allows MUD to get a full lock online just with Sphere/Crucible/Wasteland, thanks to the vulnerable opponents' mana bases composed of very few basic lands.
Taking more advantage on opponent's board on the long term is my best argument for Crucible instead of Metalworker.

But I still agree that if your goal is NOT to take a total board advantage on the long term, by playing Jester's Cap for example, then Crucible's utility is questionnable. For example, I used to play a MUD deck two years ago with all of the core cards but only 2 Crucibles (and no Thorn yet), with 4 Metalworker, 4 Jester's Cap and 3 Mindslaver, all maindeck, to beat Gifts and Combo decks (with a transformationnal full-aggro sideboard), and at that moment it was great to solidify your mana base vs fish decks AND to cast a turn 2 or 3 Jester's Cap or Mindslaver for the win. But I think that the current metagame is too fast for these cards.

Anyway, you are right when you say that including/omitting Metalworker is not a black/white choice. There are some other possible Prison orientations that don't need to get a full board advantage. I should have precised that my personnal preference of Prison MUD is the total board advantage.


Quote
Also, some would say that in a deck with no equipment Juggs is just a vanilla creature whereas Dupes, Trikes, and to some extent Angels have far greater utility that help in winning the game than just turning sideways.  Metalworker allows you to play with those creatures with ease.  There are other advantages to Metalworker of course, but I don't need to list them since I'm not claiming that Metalworker is better than Crucible.  It is merely my position that he could be considered integral in the core cards for MUD as well.

That's right, playing more Utility creatures with Metalworker seems to be very synergic, like playing cheaper lock components without Metalworker. Both options depending on personnal preferences, it seems difficult to decide which is more pertinent than the other. Not just black or white like you said!


Quote
The problem I have when playing MUD is stalling.  Translation:  No draw.  Even with (unequipped)Juggs you can still stall since drawing into him later on isn't all that hot.  Many games with MUD you have that 'hump' where you seem to draw into unnecessary lands/mana when you really needed something, anything else.  I would really suggest some form of draw in this list.  3 Karn is nice though, he's like an entire Aggro deck rolled into one creature.

Correct, I actually prefer my second list including Cloister as a draw engine.
By the way, Powder Keg and Orb of Dreams seem to fit very well in my long-term board-total-control plan. Even if the reason Cloister is played is that I haven't identified a better draw engine yet.

Quote
I am not quite sure how having only 2 Dupes is going to be effective when you have no draw in the deck.  I  liked 2 Dupes in Red Shop decks since you can Bazaar into them and/or weld them in, but here it seems you are just looking to accidentally bump into them precisely when you need to.  I prefer Trikes main since they are more proactive(unless you want a 2/4 for 6cc) and can easily trade with Goyf.  I can't see how Dupe would even really matter vs. Tyrant.  But that's just a matter of preference(same as with Metalworker).

Like I said, the number of Trikes/Dupes are metagame choices, instead of 2+2 you can read : 4 anti-creatures slots. About Duplicant vs Oath, I meant that your opponent sometimes manages to get an early Oath of Druids online, and triggers it at his upkeep to get Tyrant on board. But in that situation you still get at least two options : you can deal with the token and use Oath's effect on your turn revealing Duplicant (with much luck on game 1, but after sideboarding only Dupes should stay in), or you can hardcast Duplicant, both options at the condition that you got some disruption on board (1 Sphere and 1 Tangle can be enough!), preventing opponent from playing any spell to use Tyrant's ability. Of course, this is a tough situation, but it already happened to me, and not only once.
Anyway, if I would prefer Triskelion in an Aggro-orientation of Prison MUD, I would still prefer Duplicant as a sideboard card in a Full-Prison MUD, because of his ability to deal in a more efficient and versatile way, with Deeznought, Oath and Shop creatures (think Tarmogoyf, Dreadnought, Jotun Grunt, Juggy, Razormane Masticore, Heretic) whereas Triskelion will have much more difficulties to deal with creatures who have toughness more than 3.

Quote
Quote
Vs Ichorid : 4 Leylines, 3 Tabernacles, 1 Thorn, and 3 Razormanes for 4 Tangles, 4 Smokestacks, 2 Dupes and 1 Juggy.
No Cap's?  RFG'ing Bridges/Ichorids is HUGE.

Another SB card that's been effective is Needle naming Bazaar and Welder.  CotV@1 is awesome, but that doesn't make a few 1cc cards and Chalice mutually exclusive.  On a side note, I have had no luck in convincing people that Oath is now an activated ability.

I still prefer Leyline since it is your only way to stay alive on turn 0 vs Flash, and hoses Ichorid as well. I am aware that enchantments are weaker than artifacts vs Ichorid (Reverent Silence costing 0), but being killed on turn 0 by Flash is awesome! Especially since that he knows that you cannot do anything on his first turn, and so won't try to protect his combo by drawing/searching more cards.
About Needle naming Welder, since I do play Keg maindeck, I cut every solution vs this card. That might be a mistake, but vs Red-Shop.decks you also get CotV at 1 which is really painfull for your opponent. And there is still Razormane Masticore and Duplicant and eventually Trike.
If I could have room in my sideboard for two more cards, I would certainly cut 1 Duplicant to get 3 Needles. I would love to get a such arsenal vs Ichorid!
About Needle naming Oath, that was a joke, right?


Quote
Thanks for posting this, there's a lot of valuable info on MUD.  Again, for the most part I agree with your core cards.

Mike

Thanks! I also like your arguments a lot since they make me think about things on a different manner.



madmanmike 25 sugested adding some sort of draw engine. I'd strongly suggest using top+bazaar. It provides you with 5 cards of vision every turn and thats 5 turns ahead of where you'd be without it.

The prob about this draw engine is: You need 2 parts. AND there is no card advantage. Did you test it with good results?
Imo opinion (regarding the high redundancy in this deck) a quantitative draw engine would be better (if there was no mass bounce).

Yes, my test results have been great with this engine; including a top 8 placement at ICBM open#1 (with a near top 8 by team mate piloting the same list). I think you need to put less focus on physical cards, and more on virtual card advantage. This is shop's game, that’s why in plays chalice and 2balls. It doesn’t matter if your opponent has a full grip, if none on the spells are playable. This can some times be a double edges sword, that’s why filtering with top bazaar is great. A trade of 3 cards you'll never play for 2 you will is 2 FREE cards, in a way. As for the top and bazaar being something where you "need 2 parts" I couldn't disagree more. I believe vroman has called bazaar "the best draw engine in vintage, and that’s saying something. Top alone is very good as well, it comes done VERY early with a play like: shop, chalice 0, top, 2ball (a very common play/reasonable play). This play also gives you 3 more option turn 2, and shop loves its options. A card like bottled cloister doesn't really allow either of these plays in quite the same name. I often find this card clogging up my hand while I’m trying to fight through spheres and thorns to play it, limiting the number of play I am able to make that turn. Also this card typical come down late (even if this card is castable turn 1-3 I'd rather play the lock piece) game being more of a win more card. Also you need to consider at the casting cost of {4} this card doesn't take effect till next turn. Where as bazaar costing nothing works immediately and top with {1} and {1} is the same, not to mention the variety of top tricks you can play.
I'd really suggest you test the top bazaar combo; it’s won me a lot of games. If it doesn't quite fit your play style, so be it.

This top 8 placement at ICBM open was with a colored version including Confidant and Welder, right? With these two cards, Bazaar and Sensei Divining Top are of course infinitely better! Moreover, you played 3 black tutors and 2 fetchlands (with 3 Crucible), helping Top to be powerfull by itself... So I think that your arguments are not suitable to a MUD version. Moreover, playing Top decreases CotV at 1's huge power in MUD.

I do agree that Bazaar is a huge drawer, even in a MUD version without Cloister or Uba Mask or Top to help it. I like its ability to filter draws, and its long-term output with Crucible of Worlds. But I still beleive that if you want to play Bazaar as a 3 or a 4 of, you should really add Welder, both cards are made to work together! But, like I said before, playing a red version makes you partially loose MUD's explosive mana base and CotV-at-1's huge power.

The other card that perfectly suits with Bazaar's negative effect is Uba Mask, but like I said :
The other problem with this combo is that it takes AT LEAST 7 slots (4 Bazaar and 3 Uba), and I even think that 3 Bottled Cloister should be included to the combo, as Cloister + Bazaar and Cloister + Uba are good, allowing more mini-combos and draw effects. But that requires a total of 10 slots! MUD does need a second breath for his late game, but not at this price.
Only Uba Mask might have a potentially immediate disruptive effect on opponent, and it's power is less effective since so many tutors  are played (Merchant Scroll).

Since there are not any really good drawer for MUD yet, I like to play with only 3 Cloisters for the mid-and-late game, keeping a high consistancy of disruptive artifacts instead of too many conditionnal drawers. But maybe Bazaar of Baghdad could be tested in place of these Cloisters, even without Top or Uba to compensate Bazaar's discard effect. Because I do agree that MUD should rather have a qualitative than a quantitative draw engine.
21  Eternal Formats / Miscellaneous / Re: Uba Stax/Mud Mix on: May 04, 2008, 08:47:21 am
Here is my contribution to a MUD build.

Please excuse my poor english!

I think that everybody agrees that a MUD build should be composed by an auto-include core and then by additionnal cards that depend on the orientation you want to give to the deck. Here is the list of what (in my opinion) should be the beginning of an actual MUD build, I will explain my point of view below :

---49 auto-include cards :---
1 strip mine
4 wasteland
4 mishra's workshop
1 tolarian academy
3 ancient tomb
2 city of traitors
5 mox
1 black lotus
1 sol ring
1 mana crypt
1 mana vault
3 karn silver golem
1 trinisphere
2 thorn of amethyst
4 sphere of resistance
4 chalice of the void
4 tangle wire
4 smokestack
3 crucible of worlds

---11 additionnal slots :---
2-3 additionnal lands (ancient tomb #4 + city of traitors #3, or 3 mishra's factory)
2-4 creature hate (triskelion/duplicant/powder keg)
0-1 additionnal Sphere (thorn of amethyst)
3-6 free slots : juggernaut, bottled cloister, orb of dreams.

---15 sideboard cards---
4 leyline of the void
3 the tabernacle at pendrell vale
1-2 thorn of amethyst
0-3 jester's cap
3-6 razormane masticore/duplicant/triskelion

I won't give arguments about the core cards' purpose, just one word about the 3 Karn silver golem : I really think that playing only 2 of them is a mistake, it's the best mix of Disruption (vs moxen), Protection (0/8 and animating dudes) and Attack (of course), all of this for a so cheap mana cost in this deck. The opponent will absolutely try to counter or destroy it, that's why his Lengendary status is not a problem. If it was not legendary, I would certainly play 4 of them! And more important, he allows you to kill opponent without having a total lock on board.


My other arguments about this list :

Why not 4 Thorn of Amethyst maindeck?
On the first game, Thorn of Amethyst is a weak card vs Shop.decks and Aggro.decks, and I think that 7 or 8 Spheres and 4 Chalice of the Void are enough to ensure a first turn threat on opponent. Additionnal Thorns may be sided in only vs appropriate matchups.

Where is Metalworker?
We are talking about PRISON-ORIENTED build of MUD, right? Metalworker is justified only if the number of cards with a 6 and more casting cost is superior to 4, and/or if maximizing targets for equipment cards is required, and/or if you expect a heavy land-disruptive metagame (2 years ago, with so many Fish-like and mana-disruptive decks, a turn 1 Metalworker was a good play, but nowadays...). The only deck that can support Metalworker nowadays is Aggro MUD, with Sword of Fire and Ice, Trikes, Dupes, sometimes Platinum Angels... In Prison MUD, I am convinced that his ability to produce mana in a deck that already has a sooo explosive mana base only increases the probability to get mana full... You want more mana? Play Bottled Cloister, it will find the required mana, AND it will allow you to draw 2 cards per turn! Anyway, Metalworker should NEVER be a first turn drop, regarding the current metagame speed. Starting with Metalworker on turn 1 is ALWAYS worse than Sphere, Orb of Dreams, or even Smokestack... because it says « hurry up to kill me while I do nothing, because very soon I will maybe lock you! »! I hear you saying « Smokestack and Crucible of Worlds have the same effect, doing nothing on opponent the turn it comes into play. OK, but first, Smokestack and Crucible compensate their weakness with their power which is increasing as the game is going on, while Metalworker becomes worse as you are dropping lands on board. And the second argument is more important : Smokestack and Crucible do things that nothing else in the deck can do on their own (destroying permanents and recurring mana-denial lands), while Metalworker just does what your mana base already efficiently makes : producing huge mana, and at least without waiting one turn. Good vs Energy Flux? If opponent manages to get 3 open mana on his main phase, I think that you missed something BEFORE! I totally agree that Metalworker is really powerfull in Aggro builds, but please, stop playing Metalworker in Prison builds!!!

Orb of Dreams as a possible slot?
I think that this could be a good metagame choice, as mana bases are quite weak, including very few basic lands. Wastelands are still better with Orb of Dreams on board, even Ghost Quarter could be included in synergy with it. Moreover, it is the only threat vs Ichorid on game one, even if it is not dealing with opponent's tokens (pray to begin game 1 with a turn 1 Wasteland, 2 mana accelerants, and Orb of Dreams! ^^). And vs Oath, it allows you to waste Orchards while they are tapped... Vs Flash and Combo, it gains sooo much time!

Bottled Cloister?
Since there is nothing better than this artifact as a draw engine in a such list (Bazaar UbaStax is a different build, such as Aggro-SoFaI-Mud), it can be a good way to dig your deck. If only it could be a bit cheaper or have more advantages... However, it is better than Grafted Skullcap : if opponent manages to cast a Rebuild or a Hurkyl's Recall in response to the discard or RfG effect of one of these artifacts, it means that you lose on next turn anyway. But, if opponent casts a bounce spell like Chain of Vapor or Echoing Truth at the end of your turn, he will surely rather play it on a real threat (Sphere, Tangle, ramped Smokestack) than on Cloister or Skullcap. In this case, Bottled Cloister is strictly better because allowing you to play it on next turn (if you're not dead then ^^). Synergic with Metalworker? No, just redundant. Both have the same effect as giving more mana, BUT Cloister makes you draw extra cards.

What about Bazaar of Baghdad and Uba Mask as draw engine?
Playing this engine and NOT Goblin Welder is a huge mistake in my opinion. This draw engine is really powerfull, even with the new Oracle's errata, but it is powerfull thanks to the Welder that allows each piece of the combo to work alone. Not playing Welder with this combo is like not playing Brainstorm in a Combo deck, it's the card that gives more consistancy to the deck, allowing each piece of the combo to be more powerfull, even without the total combo online. The other problem with this combo is that it takes AT LEAST 7 slots (4 Bazaar and 3 Uba), and I even think that 3 Bottled Cloister should be included to the combo, as Cloister + Bazaar and Cloister + Uba are good, allowing more mini-combos and draw effects. But that requires a total of 10 slots! MUD does need a second breath for his late game, but not at this price. However, if I wanted to play this combo, I would just add Red and Welders ans Barbarian Rings which have sooo much more synergies than a Bazaar MUD... but that's another deck that looses MUD's explosive mana base, and part of Chalice of the Void's huge power.

The Tabernacle at Pendrell Vale?
This card is one of the bests vs Ichorid and Oath. It decimates Ichorid's tokens and Dryads and Narcomoebas, and with Orb of Dreams dealing with Ichorids, it makes game over vs Ichorid. It allows you to sacrifice Oath's tokens at your upkeep, since you just have to keep your Wastelands to destroy the Orchards during the opponent's turn (they are like uncounterable Smokestacks # 5 to 7!). They are uncounterable, un-cabal-therapyable or discardable, and even recursive to Crucible of Worlds. They also can be used vs random Aggro decks, and even Aggro Shop.decks, especially the Red versions with Shamans, Welders...

Leyline of the Void?
Even if it is a dead and uncastable card if not in first hand, it is your only possible threat vs Ichorid and Flash on turn 0 if opponent begins. That's why it is better than Tormod's Crypt or Pithing Needle naming Bazaar. With 9 Spheres post-board, it ensures you at least not to be killed on turn 0. Even if it is destroyed on opponent's turn 1 when you are on the draw, it will allow you to play your Spheres/Chalices on your first turn.

Where is Ensnaring Bridge? It's a hoser vs Aggro decks and Ichorid, as a sideboard card!
Yes it is. But you will get a problem in killing your opponent with Bridge on board, because Bridge won't eliminate opponent's creatures who will be able to block your small animated-creatures (Spheres and Thorns, assuming you have 2 cards in hand for example with Cloister) and won't allow you to attack with your fatties. It will be very long to ramp a Smokestack to destroy opponent's creatures before your Bridge and finally, attacking with your dudes. Too long in a 50' round, and at the condition that you get a Smokestack on board (which should normally be sided out vs Ichorid!). It's one of the best sideboard card in Red UbaStax because of Barbarian's Ring kill, but not in a MUD build. Moreover, MUD offers plenty creature hosers that won't have a such symetric effect.

Jester's Cap?
No need to prove this card's power in the current meta, vs Flash (even if it transforms into Oath post side), vs Oath and Combo... but it's power is less effective if you play Orb of Dreams, since you give opponent the opportunity to save his key cards with Brainstorm. Also remember that Jester's Cap is not synergic with other lock components, it just steals games and that's what we expect from him! Jester's Cap is NOT a lock component and is quite expensive to cast and activate, that's why I would only play 3 of them, because I wouldn't play it before putting down lock components.

No Powder Keg in SB?
I really love Powder Keg's versatility and sometimes its brokeness, but this is exactly its weakness as a sideboard card : it is not specific enough, and quite slow to destroy a single Tarmogoyf or Dryad. I agree that it is very good Maindeck in so many situations, but I prefer to side in specific cards rather than Powder Keg. Vs Aggro which is its main purpose, won't you prefer Razormane Masticore, Triskelion or Duplicant? Vs Oath tokens, Tabernacle is so much better! However, it remains an excellent card thanks to its versatility, but that's exactly why I only play it Maindeck or not at all, and if I play it I side it out very often for more specific cards.



Now let's go for the additionnal slots' choices!

In addition to the lock components which are auto-included in a Prison MUD build, we can see 3 possible orientations in the additionnal slots :
1. Play more lock components to ensure a better lock on opponent,
2. Play draw components to dig for more lock components,
3. Play more fatties to win without having a total lock on opponent.

The choice of the additionnal cards must be the result of a simple analysis : MUD wins when the lock is total, of course, and loses when it is too slow to combine several threats. But what about all other situations, when you get a partial lock, such as one or two Spheres, Tangle Wire, Crucible of Worlds, but your opponent still gets his damn basic Island and Fetchland out, waiting for the third mana to cast Hurkyl's Recall and win on next turn? And you are desperately waiting for a Smokestack or a Karn to knock him out? These situations are the ones that are a real problem for MUD, and must help to choose the correct additionnal cards, depending on metagame choices or personnal feelings.

Options number 1 and 2 are fully Prison-oriented, while option number 3 tries to put a « clock » on the opponent rather than to completely lock him, getting time advantage from disruption spells (which still allows you to get a total lock on board of course!).

Option #3's best symbol is Karn, that's why I would play Juggernaut and Mishra's Factory in the same goal : put pressure on opponent even if the lock is not total, and maximizing Tangle Wire's power in tapping opponent's potential blockers. Remember that the core deck remains Prison-oriented, only the additionnal cards try to manage MUD's weakness in partial lock situations. Here's the list I would suggest if option #3 is prefered :

1 strip mine
4 wasteland
4 mishra's workshop
1 tolarian academy
3 ancient tomb
2 city of traitors
3 mishra's factory
5 mox
1 black lotus
1 sol ring
1 mana crypt
1 mana vault
2 triskelion
2 duplicant

4 juggernaut
3 karn silver golem
1 trinisphere
4 sphere of resistance
2 thorn of amethyst
4 chalice of the void
4 tangle wire
4 smokestack
3 crucible of worlds
---60 cards---

SB 1 thorn of amethyst
SB 4 leyline of the void
SB 3 jester's cap
SB 3 razormane masticore
SB 1 triskelion
SB 3 the tabernacle at pendrell vale
---15 cards---

The number of Trikes/Dupes Maindeck depend on the expected metagame. I like Dupes a lot in the current Oath-Dreadnought-Tarmogoyf metagame. Mishra's Factories are fine in a such aggro-ish list, because of his ability to attack and block recursively, to attack vs Oath with no creature in play, and to go to 27 mana sources which is largely sufficient. The Trikes and Masticores are vs every Aggro deck, and especially Welders and Viashino Heretics that are nightmares. I would like to have room for the 4th Thorn in sideboard, maybe instead of the Trike, but it is my best weapon vs Welder and Confidant.

Vs Oath, I board in 1 Thorn, 3 Caps and 3 Tabernacles for 4 Juggies, 2 Trikes and 1 Karn.
Vs Flash : 3 Caps, 4 Leylines and 1 Thorn for 4 Juggies, 2 Dupes and 2 Trikes.
Vs Ichorid : 4 Leylines, 3 Tabernacles, 1 Thorn, and 3 Razormanes for 4 Tangles, 4 Smokestacks, 2 Dupes and 1 Juggy.
Vs Deeznought : 3 Razormanes and 1 Trike for 2 Thorns and 2 Spheres.
Vs Aggro-Shop : 3 Razormanes and 1 Trike for 2 Spheres and 2 Thorns, and maybe up to 3 Tabernacles for 2 Spheres and 1 Trinisphere.

Remember that if you expect the deck to be more agressive than this list, you should build an Aggro MUD which is completely different, since Smokestacks and Crucibles are the first cards to go out. This list is primarily Prison-oriented, with the ability to get full-prison or more aggro post board, depending on the matchups.



Here is the list I would suggest in a full-prison orientation of MUD, if options #1 and 2 are prefered :

1 strip mine
4 wasteland
4 mishra's workshop
1 tolarian academy
4 ancient tomb
3 city of traitors
5 mox
1 black lotus
1 sol ring
1 mana crypt
1 mana vault
3 karn silver golem
3 powder keg
1 trinisphere
4 sphere of resistance
2 thorn of amethyst
4 chalice of the void
4 tangle wire
4 smokestack
3 crucible of worlds
3 orb of dreams
3 bottled cloister

---60 cards---

SB 2 thorn of amethyst
SB 4 leyline of the void
SB 3 razormane masticore
SB 3 duplicant
SB 3 the tabernacle at pendrell vale
---15 cards---

The mana base has 1 less land than the list before, but it is a bit more explosive, and the mana curve is lower, thanks to Powder Keg replacing Trike/Dupe. Powder Keg helps fighting Aggro.decks and Welders, that's why there are no Triskelion in sideboard. Orb of Dreams helps a lot vs Ichorid, since Leyline is not necessary : Orb of Dreams and Tabernacle (with 9 Spheres) are also game over even without Leyline. Bottled Cloister helps finding mana and lock components in mid/late game, and is logical with this more explosive mana base. Orb of Dreams also improves Flash and Oath's matchups, that's why I don't play Jester's Caps in sideboard, which is by the way less synergic with Orb of Dreams becomes coming into play tapped. Duplicants are important vs Oath if Oath of Druids is triggered : since opponent should be mana short, you should be able to trigger Oath at your turn to reveal Duplicant and destroy opponent's Tyran. Anyway, Duplicant remains your only kill vs Oath (with orchard's tokens).

Vs Oath, I board in 3 Tabernacles, 2 Thorns, and 2 Dupes for 3 Karns, 3 Cloisters and 1 Keg.
Vs Flash : 2 Thorns for 1 Karn and 1 Smokestack, and if on the draw, 4 Leylines for 3 Cloisters and another Smokestack.
Vs Ichorid : 4 Leylines, 3 Tabernacles, 2 Thorns, and 2 Razormanes for 4 Tangles, 4 Smokestacks and 3 Cloisters.
Vs Deeznought : 3 Razormanes and 3 Dupes for 2 Thorns and 4 Spheres, and maybe 3 Tabernacles for 3 Orb of Dreams.
Vs Aggro-Shop : 3 Razormanes and 3 Dupes for 4 Spheres and 2 Thorns, and maybe up to 3 Tabernacles for 1 Trinisphere and 2 Bottled Cloister/Orb of Dreams.

I'm not totally satisfied with Bottled Cloister, even if it fits quite well in the deck's orientation. But I side it out so often...



About each list's pros and cons, I would say that choosing one of the orientations is dependant from the expected metagame (firt list vs Random or Aggro metagame, and second one vs a more competitive Flash/Oath/Ichorid orientated metagame) and moreover, it depends of your preferences!

Thanks everyone who got enough patience to read all of this!
22  Eternal Formats / Miscellaneous / Re: [Deck] 13 Balls! on: October 22, 2007, 05:11:58 pm
Where is the synergy between the 13 Spheres and Gaddock Teeg??? Your objective is purely mana denial, so anyway, your opponent won't be able to cast his "expensive" spells... Or if he can, it means that you are already dead... right?
By the way, I think that not playing Red for 3 Mox Monkey instead of the Null Rods is a mistake, with so many spheres... It would allow you to have a better mana base using your jewelry. BtW I find your current mana base quite risky, I don't see how you can cast so many non-artifact spells with all these Spheres, even if most of them don't affect your creature spells... Why not cut Workshops for Ancient Tombs? They still allow you to cast first-turn Spheres, and second-turn Glowrider or Mindcensor... Which can't be played so quickly with Workshops.

I also agree with Vroman about Jens and Null Rod.
23  Eternal Formats / Miscellaneous / Re: [Deck's Discussion] - MUD - Spheres & Disasters on: October 21, 2007, 03:50:40 pm
I understand your goals  Wink

I am just sceptic about two of your kills : Phyrexian War Beast and Black Vise. I find PWB quite risky, losing 1 land can be a real problem sometimes, isn't it? I like Black Vise a lot, if only it could cost 2 manas!
Did you consider Viseling in place of Black Vise? Or the artifact-creature that costs 3, and is 3/4, and has "you can't play creature spells as long as this is in play"? Or even Arcbound Ravager which is good against the Bridges of Ichorid?...

By the way, your list cannot beat Ichorid on game 1, right? I was surprised to see no Orb of Dreams in your list, at least in the SB... I know that you already get Pithing Needle and Tormod's Crypt, but that's "only" 6 cards...
24  Eternal Formats / Miscellaneous / Re: [Deck's Discussion] - MUD - Spheres & Disasters on: October 21, 2007, 08:15:33 am
I like the list, packing so much mana disruption!

Here are the changes I would make for the Maindeck :
-4 Black Vise
-3 Phyrexian War Beast
-1 Ghost Quarter
-1 City of Traitors

+4 Smokestack
+3 Razormane Masticore
+2 Mishra's Factory

Smokestack are imho a good choice in the curent metagame, even with so much Gush, because they are forcing opponent to sacrifice their Dryads or other mana sources. Moreover, in a deck with 100% permanents, you can handle a 1counter-Smokestack long enough to beat opponent with a critter.
Black Vise fits well in this objective and this Gush meta, but unfortunately costs 1, which is antisynergic with CotV, like Maxxmatt said. That's why I would run Razormane Masticore instead of Black Vise in the Critter slots, beating Quirion Dryads and Fish-decks so easily. The card disadvantage it provides is minimal in the current meta, no one packs Discard spells, and Duress/Thoughsize are shut down by CotV @1.

The mana base seems solid, I just don't like the 3rd City of Traitors (never played on turn 1, and you never want 2 of them), and I either dislike Ghost Quarter. I like Factories a lot in an aggro objective, they are good complementary beaters, bringing them to the number of 9. And they are sooo good with CoW...

I don't like the fact to cut the possibility to have Mana Crypt in the starting hand, but I agree that it is quite risky even with Smokestacks Maindeck.


For information, I was also working on an Aggro MUD list packing 9 Spheres, but instead of Null Rod I was playing Karn. Here is the list :

AGGRO MUD :
Maindeck 60 cards :
Mana 27 :
1 Strip Mine
1 Tolarian Academy
2 City of Traitors
3 Ancient Tomb
3 Mishra's Factory
4 Mishra's Workshop
4 Wasteland
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
Lock pieces 24 :
1 Trinisphere
3 Crucible of Worlds
4 Chalice of the Void
4 Smokestack
4 Sphere of Resistance
4 Tangle Wire
4 Thorn of Amethyst
Beatdown 9 :
2 Triskelion
3 Karn, Silver Golem
4 Juggernaut
SB: 3 Razormane Masticore
SB: 4 Orb of Dreams
SB: 4 Tormod's Crypt
SB: 4 Jester's Cap/Pithing Needle

This list runs Mana Crypt, sacrifiable with 7 cards. The mana base is also a bit different, because I don't run Null Rod.
I really love Karn which is a good Mox eater and a great 2-turn finisher, even if it is weaker than Null Rod in a mana disruption objective.

However, I really don't know which one of ROD MUD or KARN MUD can be more effective in the current meta.
25  Eternal Formats / Creative / Re: 9Sphere Stax/Shop Aggro on: October 16, 2007, 04:12:21 pm
I really love the new Sphere, allowing Stax to pack a new mana-disruptive artifact. I am convinced that this mana-denial aspect was less played with the Staxless Stax or UbaStax recent lists, but this new artifact might bring a return to the old-school Stax style, packing more mana-denial disruption.

I particulary love the interaction between all these Spheres and Mox Monkey/Karn : Spheres force opponent to play Moxes to have more mana sources, and then Mox Monkey wrecks them...

I also think that Smokestack can be more effective with all these Spheres, even with so many Gush in the metagame.

Here are the 2 lists I'm testing since Lorwyn :

AGGRO MUD :
Maindeck 60 cards :
Mana 27 :
1 Strip Mine
1 Tolarian Academy
2 City of Traitors
3 Ancient Tomb
3 Mishra's Factory
4 Mishra's Workshop
4 Wasteland
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
Lock pieces 24 :
1 Trinisphere
3 Crucible of Worlds
4 Chalice of the Void
4 Smokestack
4 Sphere of Resistance
4 Tangle Wire
4 Thorn of Amethyst
Beatdown 9 :
2 Triskelion
3 Karn, Silver Golem
4 Juggernaut
SB: 3 Razormane Masticore
SB: 4 Orb of Dreams
SB: 4 Tormod's Crypt
SB: 4 Jester's Cap

I think that old MUD lists could suffer from a lack of winning cards (Smokestack, allowing a total lock, was really TOO important), but playing a huge beatdown allows the deck to win without a total lock on the opponent.


5C STAX :
Maindeck 60 cards :
Mana 27 :
1 Barbarian Ring
1 Strip Mine
1 Tolarian Academy
3 Gemstone Mine
4 City of Brass
4 Mishra's Workshop
4 Wasteland
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
Lock pieces 21 :
1 Trinisphere
3 Crucible of Worlds
3 Thorn of Amethyst
4 Smokestack
4 Sphere of Resistance
4 Tangle Wire
2 Gorilla Shaman
Tinker targets 3 :
1 Karn, Silver Golem
1 Sundering Titan
1 Triskelion
Tools 9 :
2 Goblin Welder
1 Bazaar of Baghdad
1 Ancestral Recall
1 Crop Rotation
1 Vampiric Tutor
1 Balance
1 Demonic Tutor
1 Tinker
SB: 1 Thorn of Amethyst
SB: 4 Chalice of the Void
SB: 4 Leyline of the Void
SB: 3 Viashino Heretic
SB: 2 Ensnaring Bridge
SB: 1 Platinum Angel

In this 5color Stax list, I'm also testing Memory Jar in place of a Tangle Wire, which are inefficient on the play and less powerfull in a Gush metagame. The sideboard is quite crappy...


I'm convinced that the current metagame is really favorable to Stax, and Thorns of Amethyst helps!
26  Eternal Formats / Creative / Re: 9Sphere Stax on: October 10, 2007, 01:02:47 pm
I am really surprised to see that every list above doesn't run any Mox Monkey...  Sad
The reasons not to play them should be :
- If a mox monkey is on board, the opponent will not play his moxes,
- If Chalice of the Void is played Maindeck, having too much spells with a CC of 1 is a bad idea.

These two reasons are obsolete in new lists because :
-Packing 8 or 9 sphere forces opponent to play his moxes as soon as possible, because he really needs more mana to cast his spells, so playing a mox monkey afer a sphere is broken!
-Chalice of the Void is now in the sideboard, allowing 1CC spells in the maindeck.

Some lists play Powder keg, I like it a lot, but I find Mox Monkey better, especially since Empty the Warrens is less played.
I play 2 mox monkey and 1 Karn with 4 Sphere, 3 Thorns and 1 Trinisphere in my 5C Stax build. There are so much games I won thanks to this 1/1, destroying the mana base of my opponents who were trying to deal with 1 or 2 Spheres.
27  Eternal Formats / Creative / Re: 9Sphere Stax on: October 08, 2007, 06:23:44 am
I would absolutely cut 1 Goblin Welder and 1 Memory Jar for 2 Gorilla Shamans (auto-include!) which are more powerful with all these spheres, especially without Chalice maindeck.
Goblin Welder is sub-optimal with "only" 1 Bazaar of Baghdad, and Memory Jar is imho quite random...

Ghost Quarter... Why?... I think you have enough tutors to find your Strip Mine! I would cut it for 1 more City of brass. I would also cut Urborg or one Wasteland for a Barbarian Ring, adding 1 more red mana source (with 2 more Gorilla shamans, it seems important) and an interesting target to Crop Rotation against problematic creatures.
I personnaly think that 3 Wasteland is enaough in 5C Stax, thanks to the tutors to find Strip Mine.

Very nice build anyway!!!
28  Eternal Formats / Miscellaneous / Re: Black Stax (OR the viability of Urborg, Tomb of Yawgmoth) on: February 10, 2007, 10:58:43 am
You forgot to say that Powder Keg is not very good with your Chalices of the Void...
Anyway, I've been testing Keg since a while and I'm quite satisfied with it (at least in MUD). It can also deal with the opponent's Chalice of the Void @0 and with Orchard's tokens. In builds supporting Sphere of Resistance, it is also very good because the opponent will quickly play his moxen, fearing Chalice or needing mana under Sphere of Resistance. Cracking Powder Keg the turn after is really amazing!
29  Eternal Formats / Miscellaneous / Re: [Deck Discussion] MUD on: December 06, 2006, 01:23:02 pm

EDIT: @Kotch  How useful is sorrows path???


Read: Cathedral of Serra Wink
I just didn't want to write "free slot"...
30  Eternal Formats / Miscellaneous / Re: [Deck Discussion] MUD on: December 04, 2006, 02:18:46 pm
Whitewolf, I like your decks and your analysis a lot, especially about Sculpting Steel. I will try it!

Is Memory Jar really good? i would like to see your arguments...

Did you try Mindslaver in MUD? I think this card justifies Metalworker. Like I said in a previous post, I don't cast it on first turn if I can play a real lock component instead. But it becomes more powerfull with Mindslaver... so I would like your opinion about this card, if you tried it. I personnally find it so broken!!!

About the third W-Orb, I first played it maindeck instead of the 3rd Mindslaver. But I hated to have 2 of them in hand or in play, and I prefered a third Mindslaver. Moreover, Mindslaver and W-Orb are not comboing well without Icy, so I cut one of them and put it in the SB vs Control decks.

I think I will play more SB cards against Aggro. Like you said, there are so few cards to side out against Control decks.

Against Combo decks, I only see 4 cards to side out (W-Orb, Icy) so I think the best card to side in against Combo is J-Cap... Or what else could I side in better?

I used to play E-Bridge a lot especially in UbaStax, and I found it quite strong especially with BoB. But I'm not sure I can keep my hand empty quickly enough... and I prefer cards that give a card advantage rather than "stalling" the game : I prefer Triskelion or Masticore that kill creatures, rather than E-Bridge or Caltrops that just give some time until the opponent finds a solution.

Maybe I'll try again Tormod's crypt against Combo and Ichorid.

I also think I should have a third Triskelion SB, especially against Welder and Fish.

And I'll try Sculpting Steel, even if it is dependant of another artifact...
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