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Author Topic: Bazaar MUD: A not so glamorous history  (Read 1509 times)
VGB
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« on: July 01, 2004, 11:12:08 am »

Back in the days of the old TMD, a weird thing happened.  Like many innovations in Magic, an idea for a deck sprung from the successes of other decks that exploited very efficient engines.  The successful decks in question are wMUD/$t4k$ (ala Thug/Toad/Smmenen) and Dragon w/Bazaar (ala Shock Wave/DicemanX).  The resultant decks - StP$t4k$ and Bazaar MUD - were developed in parallel, albeit separately, by Dr_Nuxvomica and myself, respectively.

A brief intro.

I presented my deck, Bazaar MUD, on November 11th of last year after I had playtested and tweaked it for a couple of weeks on Apprentice.  The results seemed very promising: not only was it winning against a huge assortment of decks, but it was doing it with authority as well as consistently.

The idea for the deck came about from the (then recent) successes of MUD and Dragon.  It borrowed the Squee/Bazaar engine from Dragon (and perhaps in some small respect UB/r Reanimator) to replace Grafted Skullcap in wMUD, although several other cards were also cut from wMUD in order to make room for all 7/8 cards (testing showed that 3 Squee was only marginally inferior to 4).  The result of this is that MUD went from an inconsistent yet powerful prison archetype to a card-drawing and Welder abusing Juggernaut.

To corroborate my findings, I also became aware of another fellow TMD'er who was experiencing enormous success piloting a prison deck with Bazaar+Squee - Dr_Nuxvomica (Dr_Tongue on IRC).  He called his deck StP$t4k$, due to his splashing white for Swords to Plowshares and Balance.

Here is even an old log of a game I managed to dredge up, that shows both decks up to their usual tricks.

The response from the rest of the TMD community was, well, less than enthusiastic.  The main arguments against the deck, all valid in some respects, were thus:

1) Essential lock components, various key support cards, and mana acceleration are compromised for a graveyard dependant draw engine.

2) The Squee/Bazaar engine (7/8 cards) lacks enough synergy with the overall deck concept to warrant consuming that much deck room.

I abandoned the deck soon thereafter, because the release of Mirrodin spawned new and powerful prison builds.  The emergent Slaver archetype appeared strictly superior; not only did it dominate the mirror, but it utilized Thirst of Knowledge extremely effectively.  Plus, I had also gotten tired of fighting for a deck that was widely discredited, despite all my efforts to prove otherwise.  It seems that a momentary resurging interest in Squee+Bazaar in Prison was quickly shot down, and these decks seemed destined to fade into obscurity.

Now, I find myself drawn back to the "archetype", mainly because I have had time to reflect on what was good and bad about it - but despite its flaws, it remains one of the most fun decks I ever played (if not so fun to play against), which is why I have decided to resurrect it.

Presenting, Neo Bazaar MUD
// CREATOR: V.G.B.
// CREATED: 7/1/2004 3:41:00 PM
// FORMAT: Classic
// Lands
        2 Mountain
        4 Bazaar of Baghdad
        4 Mishra's Workshop
        1 Petrified Field
        1 Strip Mine
        1 Tolarian Academy
        2 Volcanic Island
        4 Wasteland
        3 Wooded Foothills
// Creatures
        1 Darksteel Colossus
        3 Sundering Titan

        2 Triskelion
        3 Squee, Goblin Nabob
        4 Goblin Welder
        2 Gorilla Shaman
// Spells
        1 Ancestral Recall
        1 Time Walk
        1 Tinker

        1 Wheel of Fortune
// Artifacts
        1 Crucible of Worlds
        1 Mana Crypt
        1 Mana Vault
        1 Memory Jar
        1 Sol Ring
        4 Sphere of Resistance
        4 Trinisphere
        1 Black Lotus
        1 Mox Emerald
        1 Mox Jet
        1 Mox Pearl
        1 Mox Ruby
        1 Mox Sapphire
// Sideboard
SB:  1 Ensnaring Bridge
SB:  4 Null Rod
SB:  2 Rack and Ruin
SB:  2 Razormane Masticore
SB:  3 Red Elemental Blast
SB:  3 Tormod's Crypt

Oh no, not again...

Although Smokestack and Tangle Wire are the defining components of the prison archetype, one thing that sets Bazaar MUD apart is the ability it has to quickly dig through the deck to find cards, and to abuse Welder.  The focus of this deck has shifted from setting up a hard lock after initial disruption to landing the best disruption in the format ASAP (3Sphere and Sphere of Resistance), and focus on mana denial and superior win conditions to just win.

This deck doesn't have the explosive mana of MUD with Metalworkers, but nonetheless doesn't have many issues with hardcasting its threats - even factoring in the loss of a land drop when playing Bazaar.  The enormous digging benefits of Bazaar often outweigh the lost drop, due to the resultant hand optimization and Welder synergy - plus it turns useless cards into playables, such as when a Trinisphere is already in play and you have multiples crowding your hand.  Many people that played against the deck had a hard time believing that such a seemingly suboptimal pile could consistently find the cards it needed when it needed them - and it is all thanks to Bazaar.

Dr_Nuxvomica's efforts showed that the deck could easily support a secondary color, but not a third - I opted for blue for obvious reasons.

The sideboard is not set in stone, but serves to illustrate what problems this deck does have, as well as what it doesn't.

Null Rod is a non-issue - which is why it, R&R, and Razormane come in for the prison mirror.  Null Rod doesn't stop Smokestacks or Tangle Wire, but it does give this deck time to dig while the opponent falls behind, as it shuts down Metalworker, Mindslaver, Pentavus, Karn, Triskelion, etc.

Dragon is this deck's hugest threat, as it is to all prison decks, which is why Tormod's is sided - although Platinum Angel might be warranted, it is an imperfect solution.  Damping Matrix could possibly be beneficial, as it shuts down all of their creature-based win conditions, but the asynergy with Welder is perhaps too painful.

And in conclusion...

I hope you've enjoyed this brief tour down a block of my Memory Lane, and even if you don't like the deck's premise, I hope you can at least appreciate this small fragment of TMD history.
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rvs
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« Reply #1 on: July 01, 2004, 11:32:41 am »

Andreas Klaes has been playing that deck since like July 2k3 in Germany, so I'd hardly call it a unique innovation by you. I probably mentioned that on the old boards, so I'll just mention it again.

The real question for this deck, however, is why you would play this over 7/10 split, since it seems to be more similar in terms of strategy to that than to Mud.
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VGB
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« Reply #2 on: July 01, 2004, 11:48:06 am »

Quote from: MoreFling
Andreas Klaes has been playing that deck since like July 2k3 in Germany, so I'd hardly call it a unique innovation by you. I probably mentioned that on the old boards, so I'll just mention it again.


Actually, no mention of Andreas Klaes in reference to MUD with Bazaars has been made on TMD at all - the only links I can find are posts in the tournament results forum that list him as playing T1 Ravager.  I was pleased to find that he T8'd with a Workshop+Bazaar based deck, though, and recently.

I never claimed Bazaar+Squee+Workshop to be an entirely unique innovation - as should be apparent, since I take the liberty of including Dr_Nuxvomica's list, which he undoubtedly was playing well before I became interested in the possibilities.  I also have no interest whatsoever in starting a "who is the ultimate progenitor of "X" deck" debate.  I only wanted to present my build, the history surrounding it on TMD, and a new twist on it.

Quote from: MoreFling
The real question for this deck, however, is why you would play this over 7/10 split, since it seems to be more similar in terms of strategy to that than to Mud.


Because it has Bazaars, which makes it more consistent than traditional Workshop decks.
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Dr_Tongue
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« Reply #3 on: July 02, 2004, 05:16:42 am »

Ahhhhh I still play my version damn near every day in mirc. Old habits die hard although I have a whole slough of rogue decks that I'm testing as of late. Good to see you're still around here occasionally too.Good luck.
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Toad
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« Reply #4 on: July 02, 2004, 06:38:02 am »

Quote from: VGB

Because it has Bazaars, which makes it more consistent than traditional Workshop decks.


I still don't understand why using lands that does not produce mana make the most mana hungry deck ever most consistent...
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VGB
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« Reply #5 on: July 02, 2004, 08:31:25 am »

Quote from: Toad
I still don't understand why using lands that does not produce mana make the most mana hungry deck ever most consistent...


I will use a point-by-point basis to help elucidate:

1) You trade an increased ability to "cheat" with Welder for a non-mana land drop.  Like I have said before, this is dependent on your ability to resolve Welders and keep them alive, and to keep the discarded cards in your graveyard, so you trade increased risk for increased digging power.  Welder based decks are already graveyard reliant, though; this deck is just slightly more so - which is why I include only the lock components that best protect Welder early in my new build.

2) Digging with Bazaar turns up an increased amount of mana artifacts early, so the land drop tempo loss is almost always negligible in actuality.  Very rarely does it stunt your mana development, and I would gladly trade that risk for the ability to dig 2 cards deep and pitch Squee/cards I don't need or can't use/Welder bait.

3) It takes Wasteland pressure off your Workshops.  This can be key in maintaing a mana development lead over your opponent - which is actually a huge advantage over traditional wMUD - especially builds with 3Sphere/Sphere of Resistance.
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