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Author Topic: [Deck]MUD with Damping Matrix  (Read 3250 times)
rozetta
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« on: January 27, 2004, 07:45:05 am »

After toying around with Damping Matrix, I realised that it's a bomb against enough good decks right now that I wanted to incorporate it into MUD. This, coupled with a few new cards appearing in Darksteel prompted me to consider such a deck.

To start, I have listed some key cards Damping Matrix currently shuts off:

Creatures:
- Goblin Welder (wMUD, Stax, TnT, Stacker, Slavery, etc.)
- Gorilla Shaman (Keeper, Sligh, URPhid, wMUD)
- Psychatog
- Most of the creatures in fish (lavamancer, kai, spiketail hatchling)
- Karn, Bosh, Pentavus, etc. (random)
- Nantuko Shade, Withered Wretch, Masticore (sui)
- Troll Ascetic, River Boa, Viridian Zealot (stompy)
- Ambassador Laquatus, Sliver Queen, Flamewake Invoker, etc. (dragon)
- Morphling (extinct)

Artifacts:
- Illusionary Mask
- Mindslaver
- Isochron Scepter
- Memory Jar

Taking the above into account, perhaps the most important points to note are:

- shuts off opposing Welders
- shuts off Gorilla Shaman and Karn (both quite respectable threats versus MUD)
- shuts off most of Dragon's win conditions (important, since this is often an unfavourable matchup)

On the downside, Memory Jar cannot be abused.

When deciding on a build, my two main goals were:
- obviously incorporate the Damping Matrices
- minimize the effects of opposing Null Rod, since we have no way to stop it

Obviously, in matchups where the Matrix has little effect, it can be sided out and artifacts with activation abilities can even be brought in.

I decided to start by testing a mono-brown version of MUD, allowing me to run 100% permanents.

The following is a preliminary listing of what I first tested. I'd like to point out, before I show the list that I decided to try out some less-used cards in an attempt to gauge their usefulness. I will elaborate on how well the cards tested later in this post. Unconventional choices have been bolded.

Mana: 29
7 SoLoMoxen
4 Mishra's Workshop
4 Mishra's Factory
3 Ancient Tomb
4 Cloudpost
4 Wasteland
1 Tolarian Academy
1 Library of Alexandria
1 Strip Mine

Spells: 31
4 Smokestack
4 Tangle Wire
4 Sphere of Resistance
4 Chalice of the Void
4 Mind's Eye
4 Chromatic Sphere
3 Sculpting Steel
3 Damping Matrix
1 Black Vise

1a) Only 7 SoLoMoxen as artifact mana
I decided to only use the 7 SoLoMoxen as artifact mana for a number of reasons. Firstly, since this deck plays a slow game, I only need these for initial acceleration and subsequently to sacrifice to Smokestack. I have no quick way to get rid of a Mana Crypt or Mana Vault, so decided to omit them. Also, with Damping Matrix in play, I cannot untap Mana Vault or Grim Monolith, although this is of little consequence. The lowered amount of artifact mana also increases the decks resistance slightly to Null Rod.

1b) No Metalworker
I tested with Metalworkers and realised that it was often negative to the tempo of the deck. Whereas it is nice to get a strong turn 2, dropping multiple artifacts, dropping one of these early game would either mean I didn't drop a sphere or other lock component and often the metalworker would get destroyed, leaving me further behind. Also, I found that the extra mana was not always needed, since, again, the plan was the slow game. Again, this also fits into the Null Rod resilience plan. I'm not 100% sure about omitting these, but I'm currently testing without them.

2) Mishra's Factories
Since I only need colourless mana, these were an ideal fit as a win condition. They can also help versus strategies incorporating man-land/standstill. The factories themselves provide a little added protection of being able to block the odd weenie which slips out before the lock is in place. With this deck, like all lock decks, one only needs to start attacking after the opponent is locked down, in which case the speed of the clock is irrelevant.

3) Cloudpost
This is obviously not exactly optimal looking. Generally comes into play tapped lands are not. I wanted to try them out, since they have the possibility of providing a decent amount of mana later game when you might have sacrificed off some other mana sources. The idea behind these is to not drop them early, but as a replacement for the less useful Ancient Tombs later game, when you've stabilized. One thing to note is that the deck runs 23 land and a total of 29 mana sources, so it's rare that you would have to mulligan because of drawing multiples of these and no other fast mana. So far, I'd say these have been okay, but not spectacular. They tend to stay in my hand until I've draw multiple at which point I'll start playing them out. An interesting thing to note is that, although they come into play tapped, any one after the first always provides an equivalent to multiple extra land drops for that turn. Example, you have one in play untapped and play the second. Your untapped cloudpost immediately makes 2 mana, like one extra land drop. If you have 2 untapped and drop the third, both the 2 untapped now make 3 mana each, essentially like 2 extra land drops. These especially help with the Mind's Eyes where they tend to up the amount of mana needed to fuel multiple Mind's Eye at about the same frequency as the Mind's Eyes themselves start to multiply.

4) Library of Alexandria
This has honestly not been that good. I included it because it provides colourless mana, but it might be better off as a dustbowl, for instance. Early game, you'll be casting out threats, so you'll never have 7 cards in hand. Later game, if you have Mind's Eyes, this is not normally needed.

5) Mind's Eye
I decided to try this over Grafted Skullcap for a couple of reasons. Firstly, with the lack of metalworkers, you won't tend to drop your hand as quickly. Strategically dropping this over, say, some other lock component is sometimes the better play and with skullcap, you lose your other threats. Plus there are no welders to capitalize on discarded artifacts. Furthermore, since I run more land, I'd like to keep them in my hand to play out turn-by-turn. With skullcap, I noticed that often I might want to drop it on a certain turn, but I'll lose the land I was holding (for instance, wastelands which I didn't yet play because I wanted the faster mana earlier). With Mind's Eye, I get to keep those lands. Also, it allows me to hold onto Cloudposts until I find a time which would be most appropriate to play them. Finally, I'm not automatically hosed by Hurkyl's Recall. The casting cost hasn't been an issue, since I run more land than standard MUD builds, so am less susceptible to being hosed by multiple opposing Wastelands.

6) Chromatic Sphere
This one probably looks really odd. I decided to try these by chance when looking through my pile of artifacts, and I've been quite happy with them. They are dropped early off Workshop mana and can be used with no loss of mana to cantrip into more lock components on subsequent turns. Since it's a mana ability, it isn't stopped by Damping Matrix (as far as I know, but let me know if this is wrong). Also, they double as cheap artifacts for smokestack or tangle wire.

7) Sculpting Steel
With no welders in the deck, it's not possible to recur used-up lock components such as tangle wires and smokestacks. These provide a way to continue enforcing a lock you've started. However, their best use is probably to copy Mind's Eyes on the cheap. Another ideal use is to copy a sphere against combo decks, pushing them even further away from the chance of going off. Obviously they are dead early game, which is a strike against them. However, in testing, I've not had one sitting in my hand doing nothing so far.

8) Black Vise
This seemed like an obvious choice for alternate win condition. It can be copied with sculpting steel and can end games or force a concession quite easily with any kind of lock on the table. Still, as a one-of, it's a little debateable whether this is worth it, since the deck is not aggro.

This deck was built entirely from my going through the cards I own and therefore, I've most probably overlooked something which would fit better in the deck than some of the current card choices. Ideas and suggestions in this department would be welcome!


Sideboard Considerations
I haven't thought much on the sideboard for this deck as of yet, since I must test it more to decide where it's real weaknesses lie. Upon inspection, the deck most likely has weaknesses to TnT, since it can play out quick creatures and keep up on the tempo due to workshop mana. This deck has no maindeck answers to creatures save the Mishra's Factories. Post-sideboard, I'd expect to have to face Rack and Ruin, Energy Flux, Hurkyl's Recall and Pernicious Deed. Suggestions for sideboard possibilities would also be very welcome.

Possible additions from Darksteel
Obviously Trinisphere is going to be worth a look when darksteel becomes legal. Another possiblity could be Eater of Days as a 2-of, since with Damping Matrix, there's no chance of it being used against you with an opponent's welder. The indestructable artifact land is also a possibility, although it might be better suited to decks with metalworker and/or welder.

Weaknesses
So far, the main weaknesses I've found this deck to have are of the fact that there is no removal available. For instance, a situation such as a meddling mage naming smokestack is a big problem for this deck.

Possible colour splash?
Of course this deck could be transformed by a simple colour splash. The most obvious would be:

Red - Would provide useful cards mostly in the form of sideboard choices, for instance Blood Moon, Rack and Ruin, Pyrostatic Pillar and REB. It would also allow for creature-control should it be needed.

Blue - Would provide mainly card draw, big blue.

White - White has quite a few powerful sideboard options available such as seals of cleansing, sword to plowshares, sacred ground, karmic justice and the like.

I couldn't think of anything that black or green would bring into the mix that would be strong enough to warrant the splash. (Am I wrong?)

The only problem with splashing a colour is accomodating enough basic land to do the job. Obviously the cloudposts would be the first lands to go, but then we'd have a tougher job cutting land. Of course, the chromatic spheres help a little here, too.

Conclusion
I have attempted to introduce the idea of creating a slightly different variation on the established MUD archetype, while at the same time, trying out some cards that have so far not been put to use in type 1 decks (purely for exerimental purposes). The card choices available to this style of deck are more limited by the fact that damping matrix shuts off some more commonly used MUD cards, and this poses a significant challenge. However, the power of damping matrix is what we're trying to tap into, and to that end, I'm interested in starting a discussion into the possibility of this design. I'm interested in input about card choices, overall design (splash colours, for instance), sideboard options and as to whether this could even be viable in any form as compared to other established builds.
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Plainswalker
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« Reply #1 on: January 27, 2004, 09:49:07 am »

Very very cool, I love to see Mud evolve into the things it is now, I was never really happy with just WelderMud. I don't have much time to comment, I will later, but I have to go to class.

Just three quick questions:

Can you tell us why the changes from Red make this better, or basically, why is Damping Matrix better then Welder. You did a little, but this is probably what most people are gonna jump on

Are you happy with the kill right now? it seems a little unfavorable. Karn may still be a good choice since without the matrix you can rush them, or obviously the mox monkey effect. Also if your winning, you may just pop the matrix to a smokestack and then go for it.

Finally, can you post what you would play right now with the Darksteel additions?
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rozetta
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« Reply #2 on: January 28, 2004, 05:58:31 am »

Thanks for the nice comments!

Before I answer your questions, I'll make some more comments on card choices since I got to do a decent amount of playtesting last night.

Library of Alexandria - this was dropped for a dustbowl, which was good on several occasions, however, this might become a rishadan port (see below).

Metalworker - I tried bringing these guys back into the deck, since I found that against control, the mana boost required to drop several threats might make the matchup better. Basically, when bringing the workers back into the deck I dropped the most obvious mana source - cloudpost - first. I also dropped a couple of other cards to bring in a little extra land. This actually didn't change the overall percentage of wins, as far as I could tell. The problems were the same as before - either the early metalworker got dealt with somehow (e.g. FoW), leaving me a little short on mana or the opponent did something ridiculous before any lock components were in place, since dropping the metalworker gave them that extra turn unhindered. However, the metalworkers were good in conjunction with Mind's Eyes (one game I drew 9 cards on my opponent's turn with 3 Mind's Eyes in play, 3 from the draw step and 6 from a bazaar activation - something I wouldn't have been able to do without the Metalworkers.

Sculpting Steel - I finally had a game last night where my first 2 threats were countered and I proceeded to draw all my sculpting steels before drawing any useful targets. However, I feel this is probably rare occurrence.

Black Vise - Although it won me enough games, I dropped it, since it's just too easy to get around nowadays and so basically does nothing until you're already winning.

I tried a Rishadan Port (I had a single one in my card box) and I was quite impressed with it. I've seen this card on mono-brown MUD lists before, and I'd venture to say that I'd run more (for instance, one over dustbowl).

The reason for choosing damping matrix over red for welders was to try it out as an effective answer to a lot of decks out there. It could give the deck a slight edge in certain matchups, as illustrated in my first post. The results I've seen so far have been variable, but on the whole, positive. Sure I sometimes miss the welders, but in other respects, I don't. They take time to come online, are vulnerable, and aren't really brilliant in the early game when there's nothing to weld.

One thing to note - although the damping matrices are good against dragon, forcing them to win via the beatdown method, it's essential to drop one early _and_ follow up with a quick lockdown. I found my results versus dragon with this deck to be only maybe slightly better than without the damping matrices simply because the dragon deck is so fast. As an aside, I designed a wierd sideboard consisting of juggernaughts, null brooches and skullcaps (just for the sake of playing sideboarded games) and that version did about as well, (with damping matrices removed, since they side in verdant forces, etc.)

As far as the kill goes, I've actually been fine with it. Once the opponent is under enough of a lock, it makes little difference it I swing over for 20 in 1 turn or chip away with a couple of Mishra's factories over the next few turns, since they probably won't recover. Admittedly, the Karn quick kill is a nice thing, but I didn't see that happen all that frequently in wMUD or stax anyway, and usually you win by your opponent conceding. In this build, there's no chance of drawing a Karn at the wrong moment, since the deck is essentially all lock components and card draw. The mox monkey effect is missed, though.

Cards I'd choose when darksteel becomes legal: so far, I'd say that, although I haven't tested it yet, Trinisphere looks good on paper. I'd venture to say that I'd want to run the whole set, since they do the job of reducing the efficiency of cheap spells better than the spheres, and are less likely to come back and screw me when the opponent draws 3 wastelands early game.

Overall, the deck "feels" somehow a little faster than wMUD, probably because of the chromatic spheres. I'm interested in trying to improve this design, as I feel there may still be some potential there.
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BreathWeapon
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« Reply #3 on: January 28, 2004, 06:10:45 pm »

Wow, I didn't think anybody else would have tried playing Matrix MUD ... let alone post about it before me lol. Its nice to see somebody took the initiative on this concept and brought it into the open.

The mind of a Workshop player is a sick thing indeed Twisted Evil

I'm really surprised you altered the deck soo much from wMUD. WTF is up with Chromatic Sphere and Cloud Posts instead of Metal Workers? Mishra's as a kill condition seems very limited in application.

Anyway, here is what I was cooking up for tournament play from the moment Zherbus brought the card to our attention.

BW's "The Matrix"

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

Draw Engine (4)
4xGrafted Skullcap

Creatures (6)
2xKarn, Silver Golemn
4xMetal Worker

Environmental Hate (8)
4xDamping Matrix
4xEnsnaring Bridge

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

Things are pretty clear cut from where I am sitting. Without the need to support Goblin Welders and Wheel of Fortune MD, we can afford to run a full compliment of Ancient Tombs. The mana acceleration we gain from this takes a great deal of strain off Mishra's Workshop.

The SB doesn't matter much, but I would probably include 4xTriskelion as additional win conditions, you'll need them vs R&R. 4xSerum Powder could be interesting, SB or possibly MD, when its legal. The only other cards that make any sense in the SB are Winter Orbs and Tormod's Crypts.
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Necrologia
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« Reply #4 on: January 28, 2004, 06:53:04 pm »

Quote
With Karn out of the picture, Matrix, I think the next best kill condition for the deck is Platinum Angel, it pwnz Dragon.


I'm sorry, but I just don't buy that. Platinum Angel is only tech against Dragon in a deck running welders, or to a lesser extent Tinker. Having a single welder in play means dragon can't win if you have another artifact in play, and Tinker is at least another method for playing it quickly. With your decklist the only way to get an Angel into play is to hardcast it, and I can't see how you're consistently getting to 7 and finding one before they reach 1B.

Quote
The only real weakness i've noticed in the deck, is that you have to over protect Angel a lot vs Control.


How about Lightning Greaves? Even just hastifying your Workers isn't that bad of a play.
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« Reply #5 on: January 28, 2004, 07:08:49 pm »

Quote from: BreathWeapon
Wow, I didn't think anybody else would have tried playing Matrix MUD ... let alone post about it before me lol. Its nice to see somebody took the initiative on this concept and brought it into the open.


Well... It's been like 3 months since MUD with MD Damping Matrix is played in Europe.

Quote from: BreathWeapon
I'm really surprised you altered the deck soo much from wMUD.


FYI, MUD is not Welder MUD without Red. It's the opposite. Welder MUD is MUD with Red. Arthur Tindemans and Koen Van Der Hulst designed MUD a long time ago (check on SCG.com for Arthur's primer) and I just modified the deck to fit in Welders and additional goodies.
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BreathWeapon
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« Reply #6 on: January 28, 2004, 07:19:44 pm »

@Toad

Really? Do you have any links to tournament reports concerning the archetype? I haven't kept my eye on the European tournament reports, so its more than likely I wasn't the first to try this. Koen and Thugg undoubtably would have chomped at the bit the moment they saw this card, I Imagine. I guess its no surprise that I was beaten to the punch.

Concerning the 2nd Paragraph, isn't it the same difference?

@Platinum Angel

With 4 Ancient Tombs and 4 Dampening Matrix, I have more than enough time to resolve the Angel vs Dragon. Its really significant after sideboarding, when you have to deal with a hoard of Animated Verdants and 1/1 Tokens. It is a lot more effective than people are willing to admit, IMO. Lightning Greaves can't equip with Dampening Matrix in play.
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BouncingBeeble
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« Reply #7 on: January 29, 2004, 10:21:43 pm »

If you are already running damping matrix, why is their the need to run the platinum angels to additionally hose dragon. With a matrix in play, dragon cannot win. Has anyone considered using eater of days? This card seems to have potential in a variety of workshop decks in the same sense as meditate: turning the disadvantage of your opponent taking more turns into a serious advantage.

On the manabase, cloudpost seems to be a very poor choice. It relies on you drawing multiple copies and it comes into play tapped, a major downside to a rather tempo oriented deck. Also, it has very poor synergy with smokestack, as if you sack a cloudpost with others in play you lose that much more mana. Breathweapon's manabase seems to be a much better design, although I would like to find room for city of traitors.
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« Reply #8 on: January 29, 2004, 10:34:16 pm »

verdant forces still give 1/1s and they multiply very very quickly
damping matrix doesn't do anything to stop that
besides, if you manage to give them some greaves they're pretty hard to kill
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BreathWeapon
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« Reply #9 on: January 29, 2004, 11:41:19 pm »

Why use Platinum Angel? Well, Karn completely sucks while under a Damping Matrix and there is no way in hell I would ever sack a Matrix to a Smokestack and start the "March of the Machines" feeling safe against Dragon. Platinum Angel is a combination of kill condition and lock piece vs a lot of decks, and to be honest i've considered running 3 or even 4 of them in the deck. With the added acceleration of Ancient Tombs, their high CC isn't unmanagable and she is probably one of the biggest threats to the opponents game plan. I'm really tempted to cut the Bridges for 2 additional Angels and 2 more Dust Bowls, MVP. That would even let me run Minds Eye in the deck, and a combination Draw Engine and Soft Lock in a single card is pretty disgusting. The last two things I want to test in this deck is 4xSerum Powder and 4xTrinisphere, tho' I think these may be best left to the SB and I want to play a legal deck.
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« Reply #10 on: January 30, 2004, 08:41:35 pm »

Eater of Days is so good in this deck as a kill condition. I was testing today against a variety of decks (landstill, gay UR, su black) and it was good against pretty much all of them. However, I would like to see how it performs as a kill condition against decks with StP, although if you think about it, it shouldn't matter whether your finisher is karn or this or a platinum, they all die to swords. Here is my current list.

4 Smokestack
4 Tangle Wire
4 Sphere of Resistance
4 Chalice of the Void
4 Grafted Skullcap
4 Metalworker
3 Damping Matrix
3 Eater of Days
3 Trinisphere
2 Mind's Eye

4 Mishra's Workshop
4 Ancient Tomb
4 Wasteland
1 City of Traitors
1 Strip Mine
1 Tolarian Academy
1 Mox Sapphire
1 Mox Ruby
1 Mox Jet
1 Mox Pearl
1 Mox Emerald
1 Sol Ring
1 Grim Monolith
1 Mana Vault
1 Mana Crypt
1 Black Lotus

4 Ensnaring Bridge
3 Tormod's Crypt
3 Mindslaver
2 Triskellion
2 Mind's Eye
1 Damping Matrix
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« Reply #11 on: January 31, 2004, 04:36:14 pm »

Eater of Days is awful, and your just begging to lose vs any decent Control deck by giving them 4 turns to rape you in any way they see fit. Hulk will pull a Deed or Artifact Mutation from the SB and whipe the board clean, Landstill will drop its Disk and do the same. Not to mention, the card is completely worthless by itself.
 
After playing 12 games, 5/7, vs Hulk last night, I managed to come back with some extremely valuable lessons. The most important point I learned is Damping Matrix and Ensnaring Bridge are total ass vs Hulk. The battle vs Control is soo difficult without Goblin Welders that you have to side in atleast 8 additional lock pieces to have superior winning chances vs that Toothy bastard. The second most valuable lesson I learned is that Karn is still the best kill condition for the MD. His Moxen hosing innate ability is simply too valuable vs Hulk and Keeper to let go of. Platinum Angel should be moved to the SB to deal with Dragon ReAnimating Verdants game 2. Third, Petrified Fields are superior to Dust Bowls in the MD. Not only do they add to your LD angle, but they can recur Workshops to keep your Manabase in pristine condition. All in all, the deck permformed better than I expected in the absence of Goblin Welders vs Control, and the added winning percentages gained vs Dragon and FAT Aggro with the MD Matrix and Bridges is awesome.

Suggested Sideboard
4xNull Brooch
4xWinter Orb
4xTormod's Crypt
3xPlatinum Angel
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