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Author Topic: Welder MUD: Revised and set for '04  (Read 8598 times)
kirdape3
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« Reply #30 on: January 26, 2004, 09:16:29 pm »

Hamburgler:  Toad is one of the three leading experts on MUD in the world.  His word means more law than does Smmenen's.  Now, if it's Long, then you trust Smmenen more than Toad.
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« Reply #31 on: January 26, 2004, 09:38:10 pm »

Thats sort of an extreme outlook on wMUD KirdApe3, don't you think? Unless they offer a PHD in Deck Building theory in Academia, no single writer is more qualified than any other to comment on any deck by anything more than reputation. Toad is a good player i'm sure, but he isn't a saint.

The greater majority of improvements in deck building and theory have all come from establishing excepted precedents and deck builders of old.

Note: Toad is definately worth listening to regardless of the above statements, he was of great help in several past threads concerning Workshop decks in the Newb Section.
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« Reply #32 on: January 26, 2004, 11:17:59 pm »

@Toad
I was wondering what your feeling on trinisphere is?  where in your current deck list do you see it fitting in?  what is your thought about the blue splash for this deck?

Next time, use a PM for something like this.
-Jacob
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Carlos El Salvador
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« Reply #33 on: January 27, 2004, 01:01:46 am »

I don't know if I'm goign to be shooting myself in the foot or not, but I was wondering on what everyone's stance on Bosh as a possible choice for wMUD... He worked REALLY well in extended for that short time there.  His body is huge and his ability is really huge as well.  I know that and mindslaver seem like a lot, but you only need 1 of each to wreck a gameplan.  He is weldable too.  Any thoughts?
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Toad
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« Reply #34 on: January 27, 2004, 04:18:49 am »

I don't want to overextent my thoughts on the Grafted Skullcap vs Mind's Eye question. I've already said what I think and what I'm currently using, but I'm not forcing ppl to follow my way. Just test and see what fits better in your metagame.

About Trinisphere.
We (Team Mean Deck) are currently testing it in a post Darksteel Workshop Prison build. So far, It has been unspectacular. It's awesome in your previously easy matchups, and rather bad in your previously bad or average matchups (Dragon, Keeper). Sure, It wrecks Combo and Weenie Aggro, but Chalice of the Void and Sphere of Resistance do too. Furthermore, Trinisphere is a *dead* draw If you already have one on the board or past turn 3, and the synergy with Sphere of Resistance is pretty bad. I think It's definitly worth playing in a Workshop Prison deck, but probably more as a SB card. It's not something I want to draw against Keeper, Dragon, TNT or the mirror.

About Bosh.
Yes, Bosh's body is huge. Yes, Bosh's ability is huge as well. But It's ability is really expensive (4 non Workshop mana, which you often don't have in late game) and It's a slow win condition on its own. It's also rather useless unless you want to kill, where Karn could have eaten some Moxens, which fits perfectly in the deck's mana denial strategy. Karn is also a faster win condition, and can be dropped on turn 1, which is also a serious threat if you back it up with some turn 2 lockies. If Moat is your main concern, just ramp up a Smokestack until It clears the board.

About Meekstone.
It's a nice tech, but It's kinda weak. TNT and Vengeur Mask both run Quirion Ranger, and they will laugh at your Meekstone. Wild Mongrell and Basking Rootwalla are both unafected by the Meekstone. Sligh don't care about it. If you can't a serious lock against Aggro, then Ensnaring Bridge is the way to go. And if you use Ensnaring Bridge, there is really no point in running Mind's Eye over Grafted Skullcap.

About Crucible of Worlds.
I've not tested it, but quite frankly, I hate running cards that are useless on their own in a heavy Control deck.
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The Hamburgler
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« Reply #35 on: January 27, 2004, 03:18:38 pm »

Now, I know the deck well and its weakness's. The most popular decks that are a tough matchup are Keeper, Dragon and decks like Madness and Mask. The only answer there are are Triskelion in my build. Toad says it isn't enough to get rid of an Arrogant Wurm or a 6/6 token. But it is, you can block the token and ping it, ping the arrogant two times then ping the Triskelion, then Welder it back and ping again. It is savage but it does the trick. As for Dreadnoughts I just bring in the Rack and Ruin and kill the Dreadnought and the Illusionary Mask. I think Meekstone is weak as well. I think the best way to stop the big creatures is to try out Pentavus. If the creature does not have trample you can block it, put the damage on the stack then sacrifice it to the pentavus. An every turn fog.
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RoadTrippin
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« Reply #36 on: January 27, 2004, 03:40:31 pm »

Quote from: Aeneas
@ the hamburgler

i believe the pros associated with great furnace far outweigh the cons.

Advantages:
-it makes great fodder for your welder.
-it spices up metal worker and academy.

Disadvantages:
-it is wasteland prone.
-it is null rod prone.
-it is fodder for opposing welders.

I believe the disadvantages associated with it are negligible.

-wasteland is the largest threat facing the great furnace and it is not all that significant.  if they do waste it and cut you out of red, odds are you have dropped one of the 4 red spells in your deck already.

-compared to mountain, it is significantly worse when null rod is on the board.  point conceded.

-i find the argument that it can be manipulated by opposing welders to be of little significance.  i do not find there to be many times when there isnt some cheap artifact mana producer on the board for a welder to hit anyways.

thats my take on the furnace.


I've never played the deck once, but I think from the point of view of someone with a lot of real life t1 experience that it's a little off to say that the Cons you listed outweigh the Pros. Also,  you completely skipped over Gorilla Shaman which is a big reason that Furnace < Mountain. You aren't welding turn 1 anyway, and I doubt the 2 mana from Metalworker will be worth the disadvantages.

Another thing I've wondered about is the use of Mind's Eye over Grafted Skullcap. If you're solely looking for drawing power, then Mind's Eye is obviously the better card- but what about the extreme synergy between the discard effect of Skullcap and Welder? You're still gaining a lot through the 'Cap, probably more than you need per se, but enough to win games, but you're also gaining the ability to drop artifacts in the graveyard and weld them back in. I never really understood the reasoning behind this, would someone care to explain further?
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riggy
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« Reply #37 on: January 27, 2004, 04:07:48 pm »

I've never owned a skullcap, so I started with Mind's eyes in the deck. My opinion is biased.

With that in mind, my entire store watched me use a single Mind's Eye and a Memory Jar to go through roughly 35 cards on turn 3 (Lightning Greaves were golden in that setup).

I realize the above anecdote was very situational (I had a greaves on the board, and every new Jar hand alternately had either a welder or Metalworker). So onto actual uses.

Toad mentioned earlier that he's gone over this before, and he and I had extended opposing posts in the old forum in a slaver thread. Rather than dig through the archives for links, here's a summary.

Mind's eye:
-Mana intensive
-Improves alreday good matchups (such as Hulk)
-good synergy with Wheel and Memory Jar
-Fairly useless in multiple copies

Grafted Skullcap:
-Good synergy with Ensnaring Bridge for Aggro match
-Automaticaly useful
-Sucks if you have a chalice out and you have to discard something important and non-weldable (such as a welder).
-Useful in multiple copies.

For myself, I've looked into acquiring some skullcaps, but as all of the decks around here use amazing draw engines, I'm sticking with the Mind's eye for now.
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BreathWeapon
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« Reply #38 on: January 27, 2004, 05:39:43 pm »

How is Mind's Eye useless in Multiples? Each one will draw a minimum of 1 card on your opponent's turn. Hell, with two of them on the board a single Brainstorm is 6 cards for you ... not that it will ever happen ofcourse.

I really figured everybody would jump on Trinisphere as the replacement for Sphere of Resistance. I've used the card to devestating effect vs Tog and Keeper, so i'm really surprised that Toad has had the opposite experience. I don't think I would SB this thing ever over REB or R&R, and it most likely come in for Sphere of Resistance anyway. For me its definately either Trinisphere or Sphere of Resistance, putting this thing in the SB just doesn't seem pragmatic over Bloodmoon or Ensnaring Bridges as general purpose hosers.

Maybe its time to bust out some Apprentice Logs or something?
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JuJu
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« Reply #39 on: January 27, 2004, 05:49:14 pm »

Quote from: The Hamburgler
Now, I know the deck well and its weakness's. The most popular decks that are a tough matchup are Keeper, Dragon and decks like Madness and Mask. The only answer there are are Triskelion in my build. Toad says it isn't enough to get rid of an Arrogant Wurm or a 6/6 token. But it is, you can block the token and ping it, ping the arrogant two times then ping the Triskelion, then Welder it back and ping again. It is savage but it does the trick. As for Dreadnoughts I just bring in the Rack and Ruin and kill the Dreadnought and the Illusionary Mask. I think Meekstone is weak as well. I think the best way to stop the big creatures is to try out Pentavus. If the creature does not have trample you can block it, put the damage on the stack then sacrifice it to the pentavus. An every turn fog.


The Keeper match, however in his favor game 1 gets alot better for you in games 2 and 3 because of Reb and Blood Moon.Also keep in mind, that if you are running Trinisphere then it will be very hard for the oponent to play around it effectively. One of the cards that I've compared Trinisphere is Nether Void. Now if Nether Void was an artifact, would you play it?I sure would, but this also brings up another point, I would only play 3 Trinisphere/Nether Void. Your Madness observation is dead on, both O-Stompy and Madness have been giving me major headaches, but I can't seem to find a good answer for them except maybe that Grimoire thing(lol Hyperion). Mask, is a so-so matchup, I can seriously say that games 2 and 3 are very much in your favor when siding in all of your Rack And Ruins like I do. The part about Pentavus being a viable solution=not true, what Aggro decks don't have evasion for creatures or another way to win? The only deck I could possibly think of is TnT which I am very interested to know what playtesting against that matchup is like. If there is any Aggro solution for Madness, its more lock components(prove me wrong).
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« Reply #40 on: January 28, 2004, 04:45:40 am »

Oshawa Stompy and Madness can be stopped thanks to Ensnaring Bridge. Of course, this will just buy you time before they draw a Naturalize, but all the deck wants to do is to slow down the game before a Smokestack clears the board. The Mask matchup is really skill dependant. You need to be really fast AND play around hand disruption. Vengeur Masque is a bit easier because they will often be forced to throw a Dreadnought in their graveyard to Survival, and there Goblin Welder simply wins games on its own. One sided Wraths of God are cool.

The comparison between Trinisphere and Nether Void is unaccurate. Trinisphre won't make Rack and Ruin cost  {5}{R} (and the way It is worded, you can't pay the 3 manas for the Void with Mishra's Workshop).

Quote
How is Mind's Eye useless in Multiples? Each one will draw a minimum of 1 card on your opponent's turn. Hell, with two of them on the board a single Brainstorm is 6 cards for you ... not that it will ever happen ofcourse.


How often do you have 6 manas open during your opponent's turn ?

Quote
I really figured everybody would jump on Trinisphere as the replacement for Sphere of Resistance. I've used the card to devestating effect vs Tog and Keeper, so i'm really surprised that Toad has had the opposite experience. I don't think I would SB this thing ever over REB or R&R, and it most likely come in for Sphere of Resistance anyway. For me its definately either Trinisphere or Sphere of Resistance,


Both cards serves different purpose. Trinisphere has little to no effect against Keeper and Tog in testings. Same against Dragon. All what Trinisphere does is make your good matchups easier. It doesn't help against your real ennemies. Furthermore, Trinisphere is useless past turn 3, where Sphere of Resistance is still strong. I don't have Apprentice logs because I do all my testings IRL.
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DEA
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« Reply #41 on: January 28, 2004, 07:34:14 am »

the artifact lands will be a pita when a null rod resolves
if you don't have anyway to get rid of it without artifact mana, wooboy..
i was testing r/g for the artifact mutations and i was once caught with my pants down
3 artifact lands providing the non workshop mana, and 3 dead artifact mutations staring at null rod
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« Reply #42 on: January 28, 2004, 08:35:34 am »

Quote from: BreathWeapon
How is Mind's Eye useless in Multiples? Each one will draw a minimum of 1 card on your opponent's turn. Hell, with two of them on the board a single Brainstorm is 6 cards for you ... not that it will ever happen ofcourse.


My statement was "fairly useless." My anecdote was that I could use a metalworker to float 6 mana, and then pop a jar, drawing un-holy amounts of cards. Very situational, and should *rarely* (if ever) happen in a tournament setting.

The most common thing that happens is I draw several cards on my opponent's draw phase (with multiple copies). Beyond that, I generally tap out every turn. There are times when you get lucky and you have the mana available when your opponent casts a draw spell, but if your opponent is good, he'll try and use his draw at an inconvenient time for you (i.e. when you're tapped out).
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« Reply #43 on: January 28, 2004, 02:08:34 pm »

Quote from: Toad
Oshawa Stompy and Madness can be stopped thanks to Ensnaring Bridge. Of course, this will just buy you time before they draw a Naturalize, but all the deck wants to do is to slow down the game before a Smokestack clears the board. The Mask matchup is really skill dependant. You need to be really fast AND play around hand disruption. Vengeur Masque is a bit easier because they will often be forced to throw a Dreadnought in their graveyard to Survival, and there Goblin Welder simply wins games on its own. One sided Wraths of God are cool.

The comparison between Trinisphere and Nether Void is unaccurate. Trinisphre won't make Rack and Ruin cost  {5}{R} (and the way It is worded, you can't pay the 3 manas for the Void with Mishra's Workshop).

Quote
How is Mind's Eye useless in Multiples? Each one will draw a minimum of 1 card on your opponent's turn. Hell, with two of them on the board a single Brainstorm is 6 cards for you ... not that it will ever happen ofcourse.


How often do you have 6 manas open during your opponent's turn ?

Quote
I really figured everybody would jump on Trinisphere as the replacement for Sphere of Resistance. I've used the card to devestating effect vs Tog and Keeper, so i'm really surprised that Toad has had the opposite experience. I don't think I would SB this thing ever over REB or R&R, and it most likely come in for Sphere of Resistance anyway. For me its definately either Trinisphere or Sphere of Resistance,


Both cards serves different purpose. Trinisphere has little to no effect against Keeper and Tog in testings. Same against Dragon. All what Trinisphere does is make your good matchups easier. It doesn't help against your real ennemies. Furthermore, Trinisphere is useless past turn 3, where Sphere of Resistance is still strong. I don't have Apprentice logs because I do all my testings IRL.


I'd have to agree with Toad on every single thing here, I usually do but I have to fix up some things that I and others said. Last night I was thinking of putting Ensnaring Bridge back in, removing the Mind's Eye for Skullcaps and of course, no Trinisphere. Then I thought about when I had used Skullcap the first time. Mind's Eye and the Skullcap will come out later then you would want them to, for the Mind's Eye, the cost is the reason, for the Skullcap, it's the eot effect, I don't want to be casting a 2nd or 3rd turn Skullcap with a hand of 4-5 cards. That's why I don't play Skullcap and won't go back to it. If the Aggro problem progresses, I will have to add  more Karn's and 2 Duplicants like I had done when Dragon seemed unstoppable.

If you have multiple Mind's Eye out and are drawing tons of cards per turn, then you're already winning, just because you can draw more cards while winning doesn't mean that it's better then Skullcap.

Yes, I know that comparing Nether Void to Trinisphere is inaccurate and that yes, Rack and Ruin would cost 6 and not 3, but I made the comparison for the early game of most decks. Look at tog, I think it was you who said it on the old Forums. Shutting Down Brainstorms, Berserk, Duress is hard for Tog, that is what Mud is doing now, except now its also making FoW and Drains cost even more. Any match versus a deck that is packing Rack and Ruin is gonna be hard for Mud, we all know that. But If you're trying to make Rack And Ruin not good then play Slobad or even Darksteel Forge.

I have to agree 100% with Toad about Trinisphere and Sphere of Resistance. Running both is the best for me and probably for those who are running Trinisphere. As a rule of thumb, I'm using Sphere of Resistance in Mud no matter what. Trinisphere is useless past turn 3, but it still slows them down, and if the deck that is made to have board Control by turn 3 only starts to gain board control on turn 3 then the Mud player has done it's job.
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The Hamburgler
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« Reply #44 on: January 28, 2004, 03:29:51 pm »

@ JuJu:
But anyone who uses both main decks seems bad, but testing will have to tell. I have been overcastted of the knowledge Toad emits in the artifact prison genre. He hits the nail head on with the fact that Trinisphere should be and probably will become a sideboard card against cheap and aggressive aggro, but alike other cards in the deck, it has to be altered to mold into your environment.

Quote
If you have multiple Mind's Eye out and are drawing tons of cards per turn, then you're already winning, just because you can draw more cards while winning doesn't mean that it's better then Skullcap.


Just a thought: Ever thought that the reason you are winning is because you are drawing tons of cards off Mind's Eye?

@ Riggy:
Yes if he is a good player, but sometimes decks like Keeper and Tog have to use draw mechanisms all the time in order to win or find answers. I think Mind's Eye is similar to a form of control over your opponent. It makes him not want to draw cards to get answers or forces, and if he does/ has too then you get the overall advantage.

@ DEA:
Everyone should know that artifact lands are trash in fully powered with Mishra's Workshop Welder MUD, maybe in the budget but I would rather play moxes  Wink .

@ Toad:
I am going to test out the Grafted Skullcap and Ensnaring Bridge (SB) all week, against all its good and seemingly bad matches. I will then get back to you, thanks for all the advice.
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« Reply #45 on: January 28, 2004, 03:44:27 pm »

Quote from: The Hamburgler
@ JuJu:
Quote
If you have multiple Mind's Eye out and are drawing tons of cards per turn, then you're already winning, just because you can draw more cards while winning doesn't mean that it's better then Skullcap.


Just a thought: Ever thought that the reason you are winning is because you are drawing tons of cards off Mind's Eye?


I'm not going to argue over this anymore, both I and everyone else has there choice, there is no better or worse card, can we move onto something different now? Maybe the TnT Matchup.
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« Reply #46 on: January 28, 2004, 04:03:09 pm »

Quote from: riggy
Quote from: BreathWeapon
How is Mind's Eye useless in Multiples? Each one will draw a minimum of 1 card on your opponent's turn. Hell, with two of them on the board a single Brainstorm is 6 cards for you ... not that it will ever happen ofcourse.


My statement was "fairly useless." My anecdote was that I could use a metalworker to float 6 mana, and then pop a jar, drawing un-holy amounts of cards. Very situational, and should *rarely* (if ever) happen in a tournament setting.

The most common thing that happens is I draw several cards on my opponent's draw phase (with multiple copies). Beyond that, I generally tap out every turn. There are times when you get lucky and you have the mana available when your opponent casts a draw spell, but if your opponent is good, he'll try and use his draw at an inconvenient time for you (i.e. when you're tapped out).


This is exactly why Mind's Eye is soo good. It forces the opponent to play his draw effects at inconveniant intervals. Even if the card only serves as a detterent, it is still doing significant damage by retarding the opponents development. You never have to draw a single additional card off Minds Eye's react, just delay your opponent from refilling his hand with Scrying or AK's. That alone is pretty sweet, IMO.
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riggy
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« Reply #47 on: January 28, 2004, 04:41:05 pm »

Quote
This is exactly why Mind's Eye is soo good. It forces the opponent to play his draw effects at inconveniant intervals. Even if the card only serves as a detterent, it is still doing significant damage by retarding the opponents development. You never have to draw a single additional card off Minds Eye's react, just delay your opponent from refilling his hand with Scrying or AK's. That alone is pretty sweet, IMO.


Quote
@ Riggy:
I think Mind's Eye is similar to a form of control over your opponent. It makes him not want to draw cards to get answers or forces, and if he does/ has too then you get the overall advantage.


I'm not arguing the points. I run multiple copies of Mind's Eye in my deck. What I originally responded to is that it is "fairly" useless having multiples in play. Having one Mind's Eye on the table or two, it is a fair deterrent (and is why I play it). But if my opponent resolves an Ancestral, it's far more likely that I'll have 3 mana available than 6. If I have 4+ mana available at the end of my turn, I will ask myself, what did I do wrong that I haven't won yet, or at the very least locked him up to the point where he isn't going to be casting enough draw spells to make the second Mind's Eye usable.

Most common use for a second Mind's Eye on the table? Swinging with it as a 5/5 critter.
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« Reply #48 on: January 28, 2004, 07:07:48 pm »

I really think we are arguing over semantics at this point, in regards to Mind's Eye. I'm gonna try and swing the thread to something a little more fresh and immediately relevant.

I want to get an opinion on peoples perception of Neo-MUD in the current playing field. I really haven't seen much discussion on the inclusion of Dampening Matrix and the removal of Red from the deck. I have had a tremendously good showing with the following modifications against the most random and powered environment you can imagine, I.E. bored college students with Apprentice. I don't have a lot of time to play IRL until Origins/Gencon, my playtest group is completely online, so i'm hoping somebody will pick up the torch and try this deck out in an IRL meta game for me.

Anyway, here is the deck list.

BW's "The Matrix"

Locks (16)
4xSmokestack
4xTangle Wire
4xSphere of Resistance
4xChalice of the Void

Draw Engine (4)
4xGrafted Skullcap

Creatures (6)
2xPlatinum Angel
4xMetal Worker

Environmental Hate (8)
4xDamping Matrix
4xEnsnaring Bridge

Mana (26)
1xTolarian Academy
4xMishra's Workshop
1xStrip Mine
4xWasteland
2xDust Bowl
4xAncient Tomb
7xSoLoMoxen
1xGrim Monolith
1xMana Vault
1xMana Crypt

Sideboard (15)
4xTriskelion
4xTormod's Crypt

I decided to cut Goblin Welders and replace them with Damping Matrix. In theory, this should improve several match ups across the board, specificaly the control match up vs Landstill and Tog along with your combo match ups vs Dragon and Mask. Since Damping Matrix eliminates Karn as a kill condtion, I decided to use Platinum Angel. She is more delicate than Karn is, but she is excellent vs Combo and serves as an additional lock piece vs a handful of popular decks, Oshawa Stompy and Fish etc. No matter what deck I am facing, I almost always side out 4 Lock or Hate pieces for the 4 Triskelion game 2. The additional win conditions help shore up any weaknesses the Angels might have after sideboarding. So long as you drop a CotV for 1 vs Keeper and don't pitch the Angel to a Skullcap, she should be "good enough for government work" game 1. The rest of the SB is a complete mystery, and i'm open for suggestions.

The MD Bridges are there to deal with the sudden popularity of Aggro, which I fully expect to increase now that Control is soo potent, and they take up the 2xMetagame Slots for the deck. Bridges are also the obvious reason why the deck uses Grafted Skullcap over Minds Eye. Memory Jar was cut from the list on account of MD Dampening Matrix and the absence of Goblin Welder to "break it," giving me 3 MD Bridges. The last note I would like to make is about the Manabase. The absence of Mountains really empowers this deck. 4 Ancient Tombs help to relieve the pressure of Land Destruction against your Mishra's Workshops, while the 2 Dust Bowls provide a powerful addition to MUD's Mana Disruption elements. I did drop 1 Manasource from the standard list to fit in a full set of Ensnaring Bridges; I haven't noticed any significant difference.

Short of extreme Hate, I feel this is one of the best decks to play in the format if you don't own Manadrains. Thoughts?

-BW

Edit: I grant you it isn't the exact same deck Toad, but I think its definately close enough to wMUD that it can be included in this discussion for purpose of comparison. After all, wMUD is nothing more than a derivative of MUD anyway. I am advocating removing Goblin Welders and altering the Manabase of wMUD to revert it back into MUD, if it makes the argument anymore relevant for this thread. Ofcourse, we could go back to analyzing the pro's and con's of Mind's Eye and Grafted Skullcap Wink

This is a different deck. MUD is not wMUD without Welders. Try to stay on topic please.
And It's [card]Damping Matrix[/card].
-- Toad
[/color]
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« Reply #49 on: January 29, 2004, 02:47:17 am »

imo the best reason to include mind's eye is that sometimes when you get mana flooded and have no threats to play the extra cards from the mind's eye will pull your ass out of the fire
i noticed this happening quite often when i have tons of mana and nothing to do
curse the 29 mana source decklist Very Happy
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« Reply #50 on: January 29, 2004, 07:14:18 am »

@ Breathweapon
Although most workshop-biased decks may look alike, they play entirely different. Also: Damping Matrix does not shut down triggered or static effects, Standstill is triggered by a spell being played, not activated.

About the matchups, I have been currently relying on my three Triskelion sideboard and one main to take care of most tubbies, and it has proved affective. But today I tried out different ways to deal with the bigger creatures that come out faster. I tried Ensnaring Bridge but it wasn't as strong as I would like it to be against TnT, for instance one game went something like:

Welder targeting Ensnaring Bridge. I welder back Ensnaring Bridge and he Rack and Ruins it then attacks.

Next I will be testing out Duplicant. It has a good match versus Dragon when in the graveyard, and it really won't matter too much if destroyed. It takes Goblin Welders from your opponent or anything that proves a threat, and uses it as either a beat stick or a chump blocker on your side of the board. The Dragon match up is very savage. Most of the time I play a Tangle Wire or a lock component at least first turn. If I can second turn of first I try to play a Chalice of the Void set at two counters. Illusionary mask is still tough, the main hurt is really the Survival of the Fittest, and it gets answers to locks and artifact destruction. Rack and Ruin takes care of the Illusionary Mask and the Phyrexian Dreadnought most of the time.
Madness is still annoying here at least, most of them use a lot of artifact hate, mostly Artifact Mutation. I have a fairly good game against it, and I am starting to love the idea of Duplicant. Will test tonight then get back at you with some results.
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BreathWeapon
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« Reply #51 on: January 29, 2004, 12:50:29 pm »

@Hamburgler, The Damping Matrix shuts off Nev Disk, last time I checked that was Landstill's bomb vs Workshop Prison. Standstill is an Enchantment, how does it interact with Damping Matrix? I'm well aware that different Workshop decks play differently, but its not like I am comparing wMUD to Slavery. The differences are obvious, but they are minimal. Taking into consideration the awesome MD power of Damping Matrix and the superior Manabase of MUD, i'm having a hard time justifying the Red splash.
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The Hamburgler
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« Reply #52 on: January 29, 2004, 04:02:21 pm »

As are I, but this is still off-topic. I contemplated about it as well, but thought that Blood Moon and Goblin Welder overrides Damping Matrix. In my environment there is a lot of nonbasic land abhorrence, making the mana base weaker for me than it would be with untailored mountains. I tested Duplicant and it was immense versus the decks kind of dodgy matches, reminiscent of TnT and Masknought. Against Dragon it wasn't over phenomenal, but was commendable in a portion of the games. The preeminent thing I think for the deck right now is targeted removal; Smokestack exonerates threats over a few turns, but the current threats in type one need to be dealt with right away. The best ideas circulating right now are Triskelion, Duplicant, Rack and Ruin and Powder Keg. Ensnaring Bridge is a response to the threat that aggro has to the deck.
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