Hi all,
during these days I worked hard with my teammates on finding the right place for Thorn of Ametyst.
Any previuosly built MUD can simply add other spheres to enanche long term locks.
With a better goal in my mind, I started to think about a deck that with the lowest mana investment ever used in a MW.dec, would have been able to almost deny opponents resources.
Nowadays, decks played are full of 1cc spells. Free spells, search ones and fixer ones are abused in any possible way and from month to month they progressively increased their importance and roles in such decks: they become THE_KEY for their own WINS.
With this idea in my mind I tried to search among the previuosly built MWdecks with the MINOR usage of 1cc spells.
MUD or MonoBrown build are the ones most capable of resolving a "blind" CotV@1 and then totally abuse of the rest of the pile.
The skeleton used, need a lot of lock pieces, in order to rise threats density to his mximum and contemporarily put a bit of pressure turn after turn, without leaving opponents "free spell" and recover.
My own MUD build
1) Attack mana base in the quicker and most massive ways.
2) Deny opponents' ability to abuse of a lot of spells in a single turn
3) In conjuction with 1) & 2) and in order to capitalize this advantage, I added quick threats and fast beaters
Why this strategy seems to me so strong, at now?My picture for the modern metagame is:
-- GroATog and pesky chains of spells in order to make gigantic driads
-- Flash and his 60% of first turn kill
-- Ichorid and his "free-of-casting-costs-based-deck"
-- Speedy Storm decks with resilient mana bases but with an huge number of spells to reach for the win
-- Speedy Storm decks with fragile mana bases but with an huge number of spells to reach for the win
-- Quick Control.Combo deck with Storm based fiinishers and secondarily TpC/TpPLatz
-- Minor number of MW.dec ever had in a complex metagame
-- Revamping of Fish.denial strategies but at now but still a non predominant choice
Are you finding a path?What I see is the perfect place for a deck devoted to deny opponents resources in the broadest way.
Opponents must resolve spells in order to win with ToA, EtW and BFreeze --> I put in all the spheres available at now.
Opponents realize how strong are some creatures and a lot of sorceries --> I add Wires to tap them out
Opponents think about cheating me playing the lowest possible mana curve --> I build a edck with CotVs, NRods and all the well known denial components
Opponents will project about waiting for the needed global bouncer and a possible recovery --> I rise the number of beaters and quick threats, lowering their own ( usually hgh ) mana cost.
Is is possible?
-Ichrorid would see his Bazaars broken and completely denied of being able to resolve any spells
-GroAtog will fill ( if lucky ) the board with 1/1 or 2/2 driads and nothing more
-Gush based decks with a strong mana base are the best equipped against us. I will divide them in two categories: the ones with a lower number of lands and the ones with less spells and more mana. The latters are utterly crushed by the combined action of lands' loss and increased casting cost for their own spells. The first ones can better react to us, but your own pressure is really high. I think that you have an edge over them game 1. Game 1 & 3 they need to add A LOT of spells or they can't compete so well.
-Storm based decks will be forced to play and win on the play or horribly lose ( progressively more and more ) their own long term ability to win
-Flash and his low number mana base will have problems in order to resolve his tutors and free spells for their quick wins.
-Aggro and Aggrocontrol decks
can have an edge over us during game 1 but you'll be able to win easier game 2 & 3 thanks to sideboard wise additions.
This is the list:
(26) - Ugly Landscape4 Mishra's Workshop
4 Ancient Tomb
4 Wasteland
3 City of Traitors
1 Ghost Quarters
1 Stripmine
1 Tolarian Academy
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Black Lotus
1 Sol Ring
1 Mana Vault
(23) - Spheres & Disasters4 Chalice of the Void
4 Tangle Wire
4 Sphere of Resistance
4 Thorn of Ametyst
3 Null Rod
3 Crucible of Worlds
1 Trinisphere
(11) - Angels of Death4 Juggernaut
4 Black Vise
3 Phyrexian War Beast
(15) - Inner Weapons - Sideboard3 Tormod's Crypt
3 Pithing Needle
3 Karn, the Silver Golem
3 Triskelion
3 Powder Keg
Let's see this monster deeply
Mana base is optimized in order to have more frequently as you can 3 stable mana on table. LPetal and MCrypt are missing because the first is one shot and the latter can kill you too often with ATombs and opponents damages. If you feel lucky, you can easily switch MVault for MCrypt and play with a better mana base ( only riskier than mine

)
CoW are key and the both let you protect lands and iterate lands destruction ones. It is one of my favourite first or second turn spell. They are even more than crucial against MW.dec and Fish.dec. If you are not going to resolve CoW, you can risk to autolock yourself. On the other hand, the sideboard is so aggro.control dedicated that you can risk to lose game 1 but sistematically win game 2 & 3.
Rods, CotVs and Spheres are the best and quickest locks available at now. They can come in pairs even on turn 1 and they massively stop opponents from abusing of chains of spells. Global bouncers are a real pain for us but Rods and Spheres can deny opponents from playing them enough for your creatures to beat them down. Qiuck creatures & BVises coupled with Spheres & Rods can let you kill opponents in not more than 3 or 4 turns.
Smart opponents will abuse of Fetchlands, if possible, in order to stabilize their own mana base, until ther first global bouncer. You will tap them out with TWires and optimize Wastelands, too. I don't add all the different full sets of denial lands because they are too redundant and because I have to avoid my own autolock. While opponents will be denied of playing spells, I have to continuosly play threats thanks to my special lands. With this porpouse in mind, you can even add CityofTraitors#4 instead of GQuarters#1. It will give you more mana available during the midgame.
As you can see, I'll be able to stress opponent with both reactive and proactive spells. CotVs and Spheres are crucial during the first turns because they will bring more trouble to opponents as soon as they resolve. On the other hand, if opponents will take advantage from their own speedy first or second turn, you'll be able to regain time with Rods. CoWs and TWires. It is an unusual game perspective for a Monobrown.
A lot of interactions and additional resources come from sideboard for game 2 & 3. You'll have more and more tools to recover from bad positions against any specific enemy.
Winners have been the most controversed choices until now. I initially played with Juggy, PWBeasts and SynodCenturions, but centurions are REALLY REALLY bad. 4/4 ( and not 5/3 ) for a 4cc spell is too much for this deck. I switched them in test, with 4 Black Vises and things come out to be better. Quick BVises can win games alone against a lot of powered and cards advantage decks. Coupled with our locking pieces they are even better. CotV@1 can be antisinergic with them during midgame. On the other hands, Centurions are not better at any time. They are a bit overcosted for their own impact on the game while BVises, if lucky, are game breaking at least during the early game. BVises first and creatures later are a sure path for the victory. PWBeasts have a nicer body for 3cc and the mana base configuration coupled with SPheres tend to force me preferring them to other 4cc creatures.
Sideboard have been tuned against Ichorid, Aggro and AggroControl decks. TCrypts, Kegs and Needles are good aganst Ichorid. Spheres would shut down their own spells, Kegs will kill zombies, Crypts and Needles are there to stop their own engine.
Fish.dec and MW.decs can be fighted with Kegs, Triskelions and Karns. You'll swap them for spheres and add elements for a quicker race.
The same strategy can be used to achieve quick wins and against decks with too many gobal bouncers/removals and too many basic lands ( monoblue, monoblack, monored & so on ).
Had I considered other cards, other spells and other additions to this list?
Enough to say that almost any largely used card have been added and refused for a lot of reasons.
Smokestacks, GQuarters, Skullclamps, Modular.Men, Duplicants, MFactories, Catodions, WOrbs, Caltrops & so on are good cards.
For the sinergies I showed to you and the results the tests gave to me ( us, thanks teammates ), the maindecked cards are the best ones to fight current tier1s.
..and yes, Tinker for Platinum is game over game 1 and again ...yes, so many spheres can be redundant sometimes and again... yes, unlucky draws can interfere with your winning percentages... and...
As you can see, I played it a lot and tested against a lot of different opponents: The "CONS" are so unfrequent and with so a light statistical impact when compared to ALL the "PROS" I find playing this list that they completely disappered to my eyes...
Enjoy!

MaxxMatt