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Author Topic: wMUD w/ Mirroden  (Read 1427 times)
MethodXL
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« on: October 14, 2003, 03:43:32 pm »

Well I recently developed quite an interest in wMUD.  I proxied it out originally because Molot wanted to test against it. I started playing around with it at my new store, and I started to like it a lot.  I recently picked up all the cards for it at the GM tourney and another mox.  With the extra power card I am now under the average five proxy limit, and I plan to run it at the next power tourney I got to.

   I was hoping that someone else would introduce a complete thread with a post-mirroden wMUD deck, or that Team Mean Deck would make another update article.

   I am running the version in the Team Mean Deck article, with only 1 change.  As you know there were a lot of suggestions floating around towards petrified field.  I honestly don’t remember whose suggestion it was so I am sorry, but its so good.   I lowered the mountain count to five, and added 2x petrified field.  I added it for the obvious ability to recover lost artifact acceleration land and for the disruption lands. I know it makes it a little bit more vulnerable to nonbasic hate but I feel the ability is too good to pass up.  My SB is a little weird for the meta-game at the new store I have to go to that’s blocks from my college.
 
// Mana sources -- 23
4 Mishra's Workshop
1 Tolarian Academy
2 City of Traitors
2 Petrified Field
5 Mountain
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Pearl
1 Mox Emerald
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Black Lotus

// Lock and disruption -- 22
4 Sphere of Resistance
4 Tangle Wire
4 Smokestack
3 Powder Keg
2 Winter Orb
4 Wasteland
1 Strip Mine

// Utilities -- 5
4 Grafted Skullcap
1 Memory Jar

// Creatures -- 10
4 Goblin Welder
4 Metalworker
2 Karn, Silver Golem


My SB:
4x Pyrostatic Pillar
3x Null Brooch
3x Tormod’s Crypt
3x Ensnaring Bridge
2x Triskellion


   The main reason I wrote this post is because I honestly have no clue how to successfully introduce mirroden to this deck.  I’ve read a lot of ideas that were floating around on the wMUD thread, the Stacker thread, and the mirroden threads.  The two main cards that I think would improve welder mud are obviously chalice of the void and charbelcher.
   
I think a lot of people agree that chalice should replace powder keg, because of reasons that everyone knows about, its insane ability to choke decks.  On Vegeta’s stacker thread he and Wu both agreed that charbelcher had pretty positive results.  And Wu also talked about how he introduced charbelcher into his wMUD deck and it was awesome.
   
I’ve talked to people online and on other posts I think that some people also suggested removing winter orb, because some individuals think that keg is stronger then orb, which is an idea that I also agree with.
   Karn is amazing.  Its one of my favorite cards, it’s very good.  Charbelcher is just faster though, and I agree with others that it would be a lot faster and better off for mud.
I have a lot of trouble building and modifying decks, but I sooo badly want to introduce chalice and charbelcher in my deck. I think the cards that might need to be replaced are either:
1.) Powder Keg
2.) Winter Orb
3.) Karn

I think the number of mountains needs to be adjusted to make Charbelcher better, and some new sideboard changes need to be introduced to combat the post-mirroden environment.

With Chalice & Belcher, here is a VERY ROUGH draft of a post-mirroden wMUD deck.

The Deck - Welder MUD

// Mana sources -- 23
4 Mishra's Workshop
1 Tolarian Academy
2 City of Traitors
7 Mountain
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Pearl
1 Mox Emerald
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Black Lotus

// Lock and disruption -- 22
4 Sphere of Resistance
4 Tangle Wire
4 Smokestack
4 Chalice of the Void
4 Wasteland
1 Strip Mine

// Utilities -- 5
4 Grafted Skullcap
1 Memory Jar

// Creatures -- 10
4 Goblin Welder
4 Metalworker

// Kill- 3
3 Goblin Charbelcher

SB:
4x Pyrostatic Pillar
3x Null Brooch
3x Tormod’s Crypt
3x Ensnaring Bridge
2x Triskellion

   I hope that the TMDers will give me a lot of input of how they successfully updated their wMUD deck post-mirroden, and the possible and probably necessary changes that I need to make to my deck.
   My sideboard also needs a change for post-mirroden.  The decks that I expect to play are Dutch Tendrils, Long.dec, other workshop decks, Tog, Dragon, Madness, and Goblins.
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Jacob Orlove
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« Reply #1 on: October 14, 2003, 03:58:37 pm »

Quote
Quote The decks that I expect to play are Dutch Tendrils, Long.dec, other workshop decks, Tog, Dragon, Madness, and Goblins.
Post-Mirrodin, Keeper should be on that list.
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Thug
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« Reply #2 on: October 14, 2003, 04:08:54 pm »

Quote
Quote I am running the version in the Team Mean Deck article, with only 1 change.  As you know there were a lot of suggestions floating around towards petrified field.  I honestly don’t remember whose suggestion it was so I am sorry, but its so good.

Maybe it'S because me and Arthur have always runned three or four in MUD, as far as I know that was the first appearance it made in Type 1. The idea orginally came from Arthur, so thank him  

I'm currently working on an article about Welder Mud's options post-Mirrodin and it should be finished this week.
So I won't comment much now  

Koen\n\n

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Tindemans
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« Reply #3 on: October 14, 2003, 04:29:58 pm »

So as able to be made up out of Thug's post, we (Koen/Thug and I; Arthur) created Mud (and WelderMud), and about that I've written. actually I send my text to Starcity two weeks ago, and am still waiting for it to be listed.

I look at it as the reference work about Mud, it's about 34 pages long lettersize ten, and contains about everything to be said about Mud, certainly ante-Mirrodin.
it contains all the stuff about Mud appearantly not known to most people, such as where all the ideas came from, along with Mud itself.

Koen (Thug) will probably pick up the storyline in his article sort of where I'll end.

Sorry, I won't comment further either.
Team Mean Deck (including me) probably won't for the moment too.
I have to correct you however about Charbelcher supposedly being faster than Karn. it isn't. it has more utility, but it isn;t faster.

Time will reveal stuff.
I find it interesting to see what you think about certain stuff. At the moment most Mud-enthousiasts want to tournament test the changes first, before revealing it, at least all within Team Mean Deck.

(btw Koen you should hold the article until after the first tournament)

EDIT: and btw2: @MethodXL you probably shouldn't remove the sixth Mountain in ante-Mirrodin Mud, it is just too often too less with the 4 Welders. especially with Skullcaps you will be too often forced to not use them.
the argument not to play less than 6 mountain is further stabilized by the fact you play 4 Pillars SB, this makes the total red card amount 8 at sometimes, and at that you want to play the Pillar first turn if you have them. thus you should play at least 6.\n\n

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MethodXL
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« Reply #4 on: October 14, 2003, 09:59:42 pm »

Cool, I look forward to the Mean Deck / Thugh article or thread... till then lets just close this topic
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Tindemans
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« Reply #5 on: October 15, 2003, 09:46:50 am »

as you probably will have seen, my article, or the first part at least is up.

http://www.starcitygames.com/php/news/expandnews.php?Article=5930

also seen the other thread in this forum.
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