The Hamburgler
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« on: January 25, 2004, 08:52:44 pm » |
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The type one meta-game in 2003 has been around the bock a few times, except for one deck. Welder MUD is still very viable in the meta-game, but really needs to be put to the test and be revised. The deck needs play testing, environmental changes and to be more flexible, packing answer to cards that affect the smoothness and versatility of the deck. In the past, current and the ever changing but hopeful future metagame Welder MUD has been strong and stayed stable. Now the task at hand is to improve its chances at the future of the metagame. This is the best time of all to be working on a deck like MUD, with two more artifact biased sets on the verge, Dark Steel and Fifth Dawn, Workshop decks are about be at it’s peek. This is one of my first lists of Welder MUD:
Welder MUD: 2003 Creatures (10) 4 Metal Worker 4 Goblin Welder 2 Karn, Silver Golem
Lockdown (21) 4 Smokestack 4 Tangle Wire 4 Sphere of Resistance 4 Chalice of the Void 2 Winter Orb 2 Powder Keg 1 Mindslaver
Draw Engine (5) 4 Grafted Skullcap 1 Memory Jar
Mana (24): 7 Mountain 4 Mishra’s Workshop 4 Wasteland 1 Strip Mine 1 Mox Ruby 1 Mox Sapphire 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Black Lotus 1 Tolarian Academy 1 Mana Crypt 1 Sol Ring 1 Mana Vault
SB: 3 Rack and Ruin 3 Tormod’s Crypt 3 Blood Moon 3 Mind’s Eye 3 Mindslaver
Now to start on the sideboard. The deck’s that need to be taken into notice are mainly combo. In the current meta-game that includes Dragon, Rector and the newly introduced Belcher. Welder MUD can handle most aggro and is made to hose control. Dragon and Rector are very weak to fast graveyard hate. Since Dragon’s extreme popularity and success I decided to bump the amount of Tormod’s Crypt up to four. This is the old sideboard:
3 Rack and Ruin 3 Blood Moon 3 Mindslaver 3 Mind’s Eye 3 Tormod’s Crypt
To start, I made an obvious decision to add Mind’s Eye to the main deck and subtract the Grafted Skullcap. Mindslaver was a weak card in most general matches, seeing as there are very scarce amounts of decks around in my current environment. So the following changes accured:
-2 Mind’s Eye -3 Mindslaver
+3 Red Elemental Blast +1 Tormod’s Crypt +1 Blood Moon
Now, this will seem like a strange move. But I have decided to use three Triskelion sideboard, and one main deck. This is in light of the mirror, I have decided to cut Rack and Ruin for it. Seeing as Triskelion is good verses aggro, and Rack and Ruin is just for the Workshop mirror.
+3 Red Elemental Blast -3 Rack and Ruin
The new Sideboard: 4 Blood Moon 4 Tormod’s Crypt 4 Red Elemental Blast 3 Triskelion
The new sideboard has overcome the weakness of old, by putting in Triskelion I have a much more versatile sideboard. In the old sideboard I had far less options when playing against certain decks. In the new sideboard I tried to expand my horizon of “sideboard capabilities”. By doing this I create a more vast variety of decks that can be sideboarded against. I realize not to hate certain cards, but to hate certain decks. For instance, using Blood Moon ruins Keeper, Tog, and virtually any multicolored control deck. The same idea elaborates on Triskelion. It has a lot of great matches, most importantly the mirror.
The sideboard has been sorted out. Now here is my most recent list of the main deck, and following it will be card explanations.
Creatures (11) 4 Metal Worker 4 Goblin Welder 2 Karn, Silver Golem 1 Triskelion
Lockdown (18): 4 Smokestack 4 Tangle Wire 4 Sphere of Resistance 4 Chalice of the Void 2 Winter Orb
Draw Engines (5): 3 Mind’s Eye 1 Wheel of Fortune 1 Memory Jar
Mana-base (26): 7 Mountain 4 Mishra’s Workshop 4 Wasteland 1 Strip Mine 1 Tolarian Academy 1 Mox Jet 1 Mox Sapphire 1 Mox Pearl 1 Mox Emerald 1 Mox Ruby 1 Black Lotus 1 Sol Ring 1 Mana Crypt 1 Mana Vault
Card Analysis:
Metal Worker: This decks greatest advantage over other normal control decks is it’s amazing speed, and aggressiveness, while still maintaining a dominant control. But in order to get the dominant control out fast enough you need the speed, and that’s where this little metal guy comes in. He allows the deck too have broken second and third turns, and maximizes card advantage as a mana producer, a chump blocker (it happens) and a non- Workshop mana producer to feed Karn, Silver Golem and Mind’s Eye. Also allows Chalice of the Void to be set at a respectable number early on, giving a full out advantage over GAT and Hulk (Chalice for three = ‘Insert ugly dead face on a platter here’). This is also a Flagbearer, or so too speak, every time this gets dropped, I see the opponent’s eyes widen, and they immediately start pondering method’s to get rid of it before it’s too late (recur the picture of dead face on platter…here). I have seen deck’s waste Dark Ritual’s, Black Lotus and most of all Tutors, they will waste tutor’s to find answer’s, and in combo decks too waste a tutor is like to rip out your spleen, smile and use it as dental floss (over-exaggerations should be noticed).
Goblin Welder: The MVP verses control, and allows some serious amount of games to be played with your opponent. Also abuses permanent advantage, with the ability to Welder out Winter Orb, Smokestack, Tangle Wire and Sphere of Resistance at the end of your opponents turn, maximizing the amount of advantage on your side of the field verses theirs. Goblin Welder is amazing when used with Mindslaver, because taking control over their every move every turn may come in handy every once and awhile. When abused with Memory Jar it gets disgusting, seeing as you can use Memory Jar’s ability, draw 7 cards, weld it back in, do it again, then at end of turn you get too choose the order of the stack as to which hand comes back first or second, so if you remove a hand with one card, then a hand with 7, draw 7 cards from the Memory Jar, and then take the hand with one hand, discard, then take the removed pile with seven and keep it, which extends the amazing use of it to a state where it is abused beyond recognition. Also a very key role in the mirror matches between other workshop decks, and allows them too put a lock – on themselves.
Smokestack: This is a very consistent lamb too be sacrificed too the greater good, the sideboard. In other words, in a good amount of matches this is the first card to be side boarded out. This might sound weird, it seems to be there whenever I need it, and has yet to be downright bad except in the Long match up, which will be extinct January first anyways. Although it is called the decks weakest lock, I have to disagree. The deck has no “weakest lock” it only has locks that work together, but this with any other lock piece is amazing. True it is the worst alone but when used with Tangle Wire and you can stack their upkeep, making them sacrifice permanents first it is very affective. With Sphere of Resistance it maximizes the Smokestack effect and the Sphere’s effect. Meaning all spells cost one more so it kills out basically a land, so if they have to go down to three lands really they have two. That is why it is extremely dangerous to let all three-lock pieces resolve.
Sphere of Resistance: Slows down early threats and maximizes the effects of Tangle Wire and Smokestack. Allows the five strip effects to become very hard-hitting, and has the same effect as destroying two of their lands for the price of your one. It has a very nice effect on GAT, allowing it to only play one to two spells a turn, and Karn, Silver Golem is still an amazing chump blocker versus the deck.
Tangle Wire: Very good, the counters have excellent synergy with Goblin Welder. It has proved very overpowering vs. aggro when played at the right time. It hardly affects the deck at all, considering that you get to stack your upkeep as you choose, meaning you can remove a counter, and then tap. Also you can tap the Tangle Wire itself, meaning you tap two less permanents than your opponent does, which is the exact advantage this deck feeds, as long as they bleed more, and first.
Chalice of the Void: The main reason for this card is to eliminate one of the deck’s hardest matches, Fish. Although Chalice of the Void was weakened by the extinction of Long, it still plays a key role in the establishment of the initial lock, obtain it, and then protect it. I can’t stress this enough, Chalice of the Void ‘hates the hate’. A Chalice of the Void for two destroys control decks, Fish and Grim Monolith + Power Artifact J.
Mindslaver: A very key card, I personally like it a lot, it provides an excellent staple over any deck that uses spoils, bargain, Necropotence, Demonic Consultation and basically any loss life/ disadvantage that was meant too use on your opponent, but instead was used on you. It is very exceeding in the GAT/ Hulk match up, the Dragon match up (if early enough, which isn’t impossible if they are stalled from Chalice for two or a Tormod’s Crypt in play). Also an obvious allegiance with Goblin Welder, and a very easy lock too obtain.
Winter Orb: A personal favorite, and barely affects your manabase while running 12 lands that stay in play. The real reasons this made the list is due too an apparent uprising in Landstill, Fish and Control/ Keeper variants, and its ability to hose all of them. Winter Orb is a very accelerating card in the deck; it neutralizes Smokestack by sacrificing the tapped lands.
Karn, Silver Golem vs. Goblin Charbelcher as kill condition: A lot of people have surprised me by saying that Belcher is the best, but I personally think Karn, Silver Golem isn’t a ‘if’ card, it is a solid kill in a very solid deck. Why put Belcher in to make it less solid? As some people argue, it gets rid of threats in play, but I tested and it seemed every time I shot it, or belched it at a creature it got 40 damage, then I went at them and got 4. Too unreliable, and when a Belcher – Addict (Cocaine got boring) was having a conversation online with me he thought Belcher was a turn faster, and more efficient over Moat and creature removal. This does not make sense due to you either Welder Karn, Silver Golem back. Plus everyone sideboard’s artifact hate, not creature hate against the deck.
Mind’s Eye: I was reluctantly forced to try it out against my will, but after only a week of testing this turned out top – notch quality, and finally a better mechanism than that junk Grafted Skullcap. It looks like a card that doesn’t fit in the list, seeing as it’s non – workshop mana to activate. Leaving one open isn’t a rigorous task, and you get the same effect except less open to a very painful Hurkyl’s Recall.
Sideboard: Blood Moon: This is the best card in the sideboard and in some matches in the entire deck. It affects you but once again, the entire base of all workshop decks is as long as they are affected more. This hands you game winning advantage over Keeper, Landstill, Fish (some variants) any multicolored control, Hulk and GAT.
Tormod’s Crypt: Dragon hate for the most part, this isn’t an option card, Dragon has been winning too many tournaments, and Tormod’s Crypt still isn’t a game ender, it just slows the deck way down, allowing me too play Chalice of the Void for two, and when possible for three as well. This helps versus the mirror, reanimate, and Academy Rector biased decks.
Red Elemental Blast: This I disagreed with when I was playing with Grafted Skullcap over Mind’s Eye. Now it is the best answer to Hurkyl’s Recall, Energy Flux and any blue spell that just happens to annoy me. This is more of a defensive counter than an offensive one. Meaning it is set up to reassure your Goblin Welder/Metalworker resolving.
Triskelion: This is much better in the mirror than Rack and Ruin. It kills off Goblin Welder and Metalworker. It has better options as well, helps out in the Ninja matchup, and any aggro such as Fish as the prime example. I like to have cards that can be boarded in against a lot of decks, and Rack and Ruin has a lesser amount of usefulness than Triskelion. Triskelion is also very helpful in the Fish like matches, as in the games against decks that use control and aggro.
Part One: Combo Combo wins extremely fast in the current environment, decks like Dragon, Rector-Tendrils and Belcher can kill as fast as first turn. The general play against combo is to slow them down. The perfect cards for this are Tangle Wire, Chalice of the Void, Sphere of Resistance and Wasteland. The other key to combo is in the second game to mulligan aggressively. Against Dragon and Rector biased decks it is a necessity to play a Tormod’s Crypt first turn. Tangle Wire is an excellent card to buy you time. It slows down Dragon the most, with it’s lacking of permanents and little free mana sources. The key card’s to defy the current combo’s in the deck are:
1) Tangle Wire It is a very effective play on the first turn, and buys you the time that combo has to win in. It allows you to mature locks and get a control of the board. Tangle Wire’s biggest role in the deck is to buy time. Time is exactly what you don’t have against a combo deck and it is a very key advantage.
2) Chalice of the Void Chalice of the Void is a very flexible card. It has a mass amount of decks where it plays into a key role. Against combo, and specifically the infamous Dragon it can put a stopper to two of the most key cards in the deck, Animate Dead and Dance of the Dead. Although this does not put an end to the deck, or even the game it slows them down enough for you to get the Tormod’s Crypt, lock or kill.
3) Tormod’s Crypt Tormod’s Crypt is the most effective stopper to Dragon and Academy Rector biased decks. With Tormod’s Crypt you can remove Academy Rector before your opponent gets to choose about using it’s ability. It has excellent synergy with Goblin Welder, which is why it is so effective. You can recur the Tormod’s Crypt after using its effect, this way they cannot respond with Necromancy.
4) Sphere of Resistance Now you may be skeptical but when Long was in, and with Stephen Menendian going 6-2 with Long in Waterbury I begin to sense a recurrence in the deck. It is effective with Wasteland, and stops every Tendril’s of Agony biased deck.
Part Two: Control Control is by far the deck’s best match up. Some control decks are Keeper, Hulk, GAT, Urphid and EBA. The best thing against control in the deck is by far, Goblin Welder. It assures the resolution of all of your artifacts, and make counters duds. Blood Moon is a very effective stopper of most control decks, with it’s drastic effect on the manabase of virtually any multi-colored control deck. The most important cards in the control matchup’s are:
1) Goblin Welder Allows the deck to be played fearlessly and almost breaching the over-aggressive side of the deck. It breaks down decks, maximizes the effect of Smokestack and allows you to stop the “I bleed you bleed” policy of the deck and instead the only person who is hindered by Smokestack, Tangle Wire, Winter Orb, Sphere of Resistance and in Chalice of the Void is your opponent.
2) Chalice of the Void Along with all of its other purposes, when set at two it puts an entire halt to control, specifically Keeper. From what I have seen in Keeper and through play testing, Chalice of the Void stops the daunting Hurkyl’s Recall, Isochron Scepter, draw engines and search engines for answers to the deck or situation. It really does its job in “hating the hate”.
3) Smokestack Now this may be regimental, but this is a result of some solid play testing. Most control decks, nearly all of them, have a major weakness. Lack of permanents. Smokestack enables the capitalization of the effect, and can chomp down on decks like Keeper’s mana-base. With late game kills like Morphling, Decree of Justice (sometimes) and Goblin Trenches Smokestack is allowed to pave the way for a lockdown.
4) Winter Orb Modern day control is based on cards like Isochron Scepter, draw mechanism’s (Accumulated Knowledge etc.) counters and staying one step ahead of your opponent. Winter Orb is successful in voiding all of these necessities for the deck. If the deck cannot consistently counter spells and draw cards, it turns into a weakness, a poison that slowly but surely wears down the deck, until there are no mana left to play counters or any draw mechanisms. When combined with Tangle Wire and/ or Sphere of Resistance it really becomes critical.
Part Three: Aggro Aggro is the longest lasting branch in the family tree of magic. Therefore, it has a vast difference in each deck. Some aggro decks are more suicidal in my opinion, decks like Goblins, Stompy, R/G Beats and various fast creatures deck. The other side of aggro, the more hybrid of control/aggro are decks such as; Fish, Oshawa Stompy, Gay Wizards, Landstill and TnT.
Upcoming Potentials/ Goodies: Trinisphere - Artifact (R) As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost to play costs to play instead.) 154/165
Trinisphere is an excellent card, but it is a slot in the deck that needs to be prudently advised and revised. I say this because it can’t be just tossed in in place of it’s obvious demeanor Sphere of Resistance. On a more positive note, it is one f the best first turns the deck can do. Seeing as you get almost two Time Walks from it. Your opponent can only play lands while you can drop a Metal Worker and unload threats and get hard established locks before your opponent can cast a mox. Try it out with Lodestone Myr, and other tap artifact effects to maximize the effect on your opponent and not on you.
Crucible of Worlds – Artifact R You may play lands from your graveyard as though they were in your hand.
This can prove the best hard lock in the deck. An every turn Wasteland and Strip Mine puts a certain end to control against the deck. It will open up artifact lands in MUD and City of Traitors. Congruent to it’s contender it has to be treated with delicacy and can’t be thrown into Welder MUD, it has to branch out. Try more hybrid builds with these cards, especially Trinisphere.
In a week I will be playing in a five proxy tournament on Cape Cod at The Gathering. If you have any questions about my deck, or Welder MUD in general I will be there, ask around. I will be posting the results of how I did in this tournament, my matches and some things I should have done differently. I am currently testing out the Trinisphere and it looks amazing, and as I said before it is a Time Walk for two turns when played first turn. - The Hamburgler
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