MUD used to be an old archetype that utilizes lands that produce multiple but colorless mana or mana artifacts to power out artifacts in the form lock pieces or big robots. The archetype first started in Vintage where mana acceleration is easy to achieve in the form of Mishra's Workshop and Alpha Moxes/Black Lotus.
Though most of the tools such as Metalworker and Grim Monolith existed in the format already, MUD didn't start spawning in Legacy until the Scars of Mirrodin saw print. SoM provided tools to MUD that can be effective in that format when the lock pieces it used in Vintage wasn't. MUD first came into the scene in the hands of Michael Bomholt with his Meandeck MUD that featured classics such as Goblin Welder as well as the new tools such as Kuldotha Forgemaster
Forgemaster and Modernized MUD:
While half of Legacy MUD's tool is legal in Modern, its acceleration aspect of the deck isn't. But instead of focusing on acceleration, Modern MUD (or as I would like to call it: Metalworker) would focus in 'cheating' its robots into play, whether it would by via Kuldotha Forgemaster, Master Transmuter or Scarecrone (with the help of Thirst for Knowledge). Acceleration is also present in the form of 12-post, Mox Opal and Grand Architect.
With that said, here's the current version I am playtesting as of late (Also, thanks to MoT_Pestilence for providing additional ideas, such as Vedalken Engineer and Thirst for Knowledge):
On top of the lists above, there is also a combo version of the deck that is run by a select few in Extended. Though most of the core cards needed in this deck are in Extended, it wouldn't hurt if we could change a couple slots. Especially enablers that are from Mirrodin. Here's a sample list from that thread (courtesy of marximus):
While that list isn't Modern optimal, with a little adjustment, it could be fast enough to compete in the format. This would be a sample list where the explosiveness of Grand Architect and Etherium Sculptor is showcased. It also has that combo finish to quickly end games.
Lands:
Since most of the colored components are blue, I have decided to run Islands. In doing so, I can also run Academy Ruins as a means to recur my robots. Buried Ruin is also there as additional means to recur destroyed robots. Tectonic Edge is there to get rid of your opponent's utility lands. Darksteel Citadel is used as an indestructible artifact, if an artifact is needed.
Acceleration:
Simian Spirt Guide is there as a pseudo Mox. Yes, its a one time deal but it has helped me power out a first turn Chalice at one or a first turn Vedalken Engineer. Late game however, it is next to useless. I am still contemplating on whether it should be removed for a better acceleration, or just use more lands in general. Vedalken Engineer is great in powering out early robots. I have pulled off a turn 2 Master Transmuter and lead to an interesting early game with it (though it only happened once). Vedalken Engineer used to be Grand Architect but it proved that I didn't have as much blue creatures, which made it less appealing. Coming in a turn later also didn't help it. Though I am still contemplating on using it in tandem with Etherium Sculptor. With a high artifact count, I believe that a Mox Opal is an auto include in this deck, though its legendary status and conditional usage proved that you don't always want to see it.
Robot Makers:
Kuldotha Forgemaster is essentially a Tinker on a stick. Why not use it. It has help power out its Legacy counterpart, so why not use it here when its legal. Master Transmuter is there to cheat robots in your hands, as well as trying to save whatever is on the board when needed. Scarecrone (in tandem with Thirst for Knowledge) is there recur/cheat robots from the graveyard. If it proves to be unhelpful, it can be cycled no problem.
Big Robots:
Wurmcoil Engine is there because its just a beating against aggro. It also leaves a couple bodies behind when its destroyed. Steel Hellkite is your mass board removal when you need to clean your opponent's board. Duplicant is there as a Forgemaster target when you need a pinpoint creature removal. Myr Battlesphere is there as a big beater. It also provides bodies if blockers are needed or just a Forgemaster fuel in general. Sundering Titan is there to remove lands that have basic land types in them. Against the right deck, it can be used as a pseudo-Armageddon.
Robotic Tools:
Both Spellskite and Lightning Greaves are there to protect whatever needs to be protected. Each has its own pros and cons so a split 3/3 should be fine with these two. Chalice of the Void is there to punish decks that have a really low mana-curve. Crucible of Worlds is there to recur this deck's utility lands.
Thirst for Knowledge is there not only to provide card advantage, but also to provide Scarecrone something to recur.
While it can power out massive robots no problem, the main problem of the deck (like most of its counterparts in other formats) is consistency. I am trying to develop a more consistent build and its only a matter of time before it can be achieved.
The problem you will most likely face is that the Artifact lands and Chrome Mox are banned. So you will have a slow start, unless you use Mana Myrs. Then you are just diluting the deck. And you don't have Goblin Welder like the Legacy version does.
The problem you will most likely face is that the Artifact lands and Chrome Mox are banned. So you will have a slow start, unless you use Mana Myrs. Then you are just diluting the deck. And you don't have Goblin Welder like the Legacy version does.
I was actually thinking of playing it like the Standard version.
Yes, it will not as explosive as its Legacy counterpart but the goal will be try to create a softlock against the opponent. Such as Tumble Magnets and Ratchet Bombs. Maybe blue so Mental Misstep and Ponder can be ran too. Also, Proliferate (blue) cards can be good.
I am essentially envisioning it like a cross between Architect decks and Forgemaster decks in the current Standard meta right now.
Don't forget in an artifact heavy deck, mox opal is just as good as chrome mox. Also you have borderpost to help with the artifact count. As far as deck list go, I would either go 1 of 2 ways: mono blue or mono red. With blue you go heavy counter and draw and with red you go magus of the moon/blood moon. I'm on a phone as well so I'll address the rest later today.
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Modern
:rakdos::selesnya: goblins
:symr::symb::symg: Glass Cannon Griselbrand
well, the deck doesn't have to be fast your not looking at going of turn3 or anything. here is a concept I mocked up earlier today at work. I have to apologize in advance for the blood moon/magus of the moon kick i've been on lately, I just feel that there to good to really pass up.
well, the deck doesn't have to be fast your not looking at going of turn3 or anything. here is a concept I mocked up earlier today at work. I have to apologize in advance for the blood moon/magus of the moon kick i've been on lately, I just feel that there to good to really pass up.
There are several very important cards in that deck that aren't Modern legal:
Grim Monolith
Mox Diamond
Ancient Tomb
City of Traitors
Metalworker
That's pretty much ALL of your acceleration. I just don't see this deck being fast enough for Modern.
I know it will not be as fast but if you can slow down your opponent, it would be helpful. That the deck can be played like All-In-Red back when it was Extended Legal.
I haven't really looked through all the viable Modern decks but how good a Chalice at 1 be against this format?
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I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
Not good enough for a slower format like standard. It will not be good enough for new extended. The reason its good in legacy is because you can land a turn 1 trinisphere / chalice of the void/ metal worker. Those alone make the deck really powerful. If the same things were available in modern then the deck could potentially see play as a sax-esc style.
Turn 1: Island, CMC 0 or 1 Artifact.
Turn 2: Island, Sculptor.
Turn 3: Island, Grand Architect, Tap Sculptor and Architect to play Forgemaster.
Turn 4: Play an artifact, tap Forgemaster and sac artifacts to bring out Blightsteel.
And then, whatever. That's the quickest you can go with the Forgemaster in Modern, methinks. If Chrome Mox were legal, we could get a Blightsteel on Turn 3, but alas, it is not.
you dont need to turn 3 a grand arhcitect. just play your third land and tap all 3 plus your engineer, thats 5 mana for forgemaster. turn 3 forgemaster seems pretty good to me
also, master transmuter seems pretty good too. its like a vial but for giant robots. you can instant speed blockers, bounce guys to protect them, and she is an artifact that can be played through an engineer on turn 2-3
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“The supreme art of war is to subdue the enemy without fighting.” -Sun Tzu
Decks I Play EDH RStarke of Rath chaosR UBGrim Grin Zombie TribalUB UWHanna Ship's NavigatorUW Legacy WMono-White Stax/ Armageddon StaxW RWRed/White Goblin Welder StaxRW XMUDX
I was actually thinking of using both Simian Spirit Guide and Rite of Flame to power up a first turn Chalice at one. Thats why I asked if Chalice at one would be good in this format.
Also, on the manabase, lets not forget about Buried Ruin.
I am also happy about MUD in modern. I propose that the deck to be called Metalworker, as a throwback.
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Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
I was actually thinking of using both Simian Spirit Guide and Rite of Flame to power up a first turn Chalice at one. Thats why I asked if Chalice at one would be good in this format.
Also, on the manabase, lets not forget about Buried Ruin.
I am also happy about MUD in modern. I propose that the deck to be called Metalworker, as a throwback.
Def yes on Buried Ruin.
As for the chalice at 1, I can't say, really. What are the spells we are worried that cost 1?
Aether Vial
Pretty much all burn
All elves
PtE
Spell Pierce
Thoughtseize
There are quite a few things...I would have it in my SB (along with SoFI and Revokers) for now, unless it becomes clear that it needs to be in the main.
There's also mana accelaration in the form of the Gilded lotus that may be interesting but I wish we had something like worn powerstone, at the very least.
I guess that's why playing all those urza lands might be a necessity. I'm not 100% sold on the cloud posts because in order for it to do anything, you need the cloud ones, and they come into play tapped.
I actually like Urza Lands over 12-Post as the manabase. Why? Because they don't come into play tapped. The deck doesn't need to be explosive to be good. It has its early game control elements such as Ratchet Bomb, Tumble Magnet, Culling Scales and Contagion Clasp. If this deck does run Red, burn spells can be utilized as an early means to take control of creatures.
Once you've assembled your Urzatron, you can then lay down the big robots. That or just Forgemaster for them.
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Thanks for DarkNightCavalier of HotPS for the exceptional signature.
I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
I actually like Urza Lands over 12-Post as the manabase. Why? Because they don't come into play tapped. The deck doesn't need to be explosive to be good. It has its early game control elements such as Ratchet Bomb, Tumble Magnet, Culling Scales and Contagion Clasp. If this deck does run Red, burn spells can be utilized as an early means to take control of creatures.
Once you've assembled your Urzatron, you can then lay down the big robots. That or just Forgemaster for them.
Before this thread fades into oblivion...
Im not a big fan of any of those cards because it limits the explosiveness potential. You're not playing control, you're playing "oops, I win" kind of deck.
Here's my list thus far, i'll playtest and see how that fares out
My SB is geared towards turning the deck into more of an aggro threat. I have crucible in it, but i'm wondering if it's worth playing main. playtesting will tell.
I am actually currently testing a similar list. The only difference is that I am not running Chalice or Trinispheres. My question is can you actually drop them early enough in the field to actually make a difference?
My second question is why not run Etherium Sculptor instead of Vedalken Engineer? I know it produces two mana the following turn but Sculptors are actually more helpful in accelerating. I am also testing Grand Architect (and Vedalken Certarch).
Speaking of Certarch (and some way Chalice and Trinisphere), instead or running Chalice and Trinisphere, I am contemplating on running Voltaic Key and another early means of acceleration since I find both Chalice and Trinisphere too slow to be effective. Thought I still need more playtesting to figure the right cards.
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I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
He's playtested with them against me, against a plethora of decks. They just don't do enough. 2 Additional Mana is better than things costing one less. Sure it gets out a turn faster, but 2 Mana is basically the same as 2 Sculptors on the field. But you can use that to Thopter Foundry (If you wanted to use it SB) or other effects.
That list he has is pretty close to perfect. I think 8-Post would make the deck awesome (4 Glimmers, 4 Cloud) and just fast enough for stuff to compete with Zoo n the like.
Im not sure on chalice and trinisphere yet, but that's why im testing them. Chalice is nice against zoo as 80% of their deck is 1 cost. A chalice at 1 also stops the only thing that's not black that is going to kill your fatties, Path to Exile. Trinisphere is nice at slowing weenie decks and mainboard against combo, they cry. but you are right that it may be too slow.
I like my vedalken engineer over etherium sculpter mainly because its 2 mana instead of 1, except when you are casting more than 1 spell a turn, which, with our fatties, doesnt happen often.
What are you planning on untapping with voltaic key to accelerate?
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“The supreme art of war is to subdue the enemy without fighting.” -Sun Tzu
Decks I Play EDH RStarke of Rath chaosR UBGrim Grin Zombie TribalUB UWHanna Ship's NavigatorUW Legacy WMono-White Stax/ Armageddon StaxW RWRed/White Goblin Welder StaxRW XMUDX
Voltaic Key is actually just there to do some shenanigans such as multiple Master Transmuter activations (bouncing Sundering Titans in and out), Scarecrone activations and Forgemaster activations. Other than that, its not much. Right now, I am just running three. I am still contemplating on Vedalken Certarch and Grand Architect.
It would be awesome to power out a turn 1 Chalice at 1 with the help of Simian Spirit Guide.
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I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
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History:
MUD used to be an old archetype that utilizes lands that produce multiple but colorless mana or mana artifacts to power out artifacts in the form lock pieces or big robots. The archetype first started in Vintage where mana acceleration is easy to achieve in the form of Mishra's Workshop and Alpha Moxes/Black Lotus.
Though most of the tools such as Metalworker and Grim Monolith existed in the format already, MUD didn't start spawning in Legacy until the Scars of Mirrodin saw print. SoM provided tools to MUD that can be effective in that format when the lock pieces it used in Vintage wasn't. MUD first came into the scene in the hands of Michael Bomholt with his Meandeck MUD that featured classics such as Goblin Welder as well as the new tools such as Kuldotha Forgemaster
Forgemaster and Modernized MUD:
While half of Legacy MUD's tool is legal in Modern, its acceleration aspect of the deck isn't. But instead of focusing on acceleration, Modern MUD (or as I would like to call it: Metalworker) would focus in 'cheating' its robots into play, whether it would by via Kuldotha Forgemaster, Master Transmuter or Scarecrone (with the help of Thirst for Knowledge). Acceleration is also present in the form of 12-post, Mox Opal and Grand Architect.
With that said, here's the current version I am playtesting as of late (Also, thanks to MoT_Pestilence for providing additional ideas, such as Vedalken Engineer and Thirst for Knowledge):
8 Islands
4 Darksteel Citadel
4 Tectonic Edge
3 Buried Ruin
1 Academy Ruins
Additional Mana Acceleration:
2 Mox Opal
4 Simian Spirit Guide
4 Vedalken Engineer
4 Kuldotha Forgemaster
3 Master Transmuter
2 Scarecrone
Big Robots:
3 Wurmcoil Engine
2 Steel Hellkite
1 Duplicant
1 Myr Battlesphere
1 Sundering Titan
3 Spellskite
3 Lightning Greaves
3 Chalice of the Void
1 Crucible of Worlds
Card Draw:
4 Thirst for Knowledge
Here is what MoT_Pestilence is currently testing:
On top of the lists above, there is also a combo version of the deck that is run by a select few in Extended. Though most of the core cards needed in this deck are in Extended, it wouldn't hurt if we could change a couple slots. Especially enablers that are from Mirrodin. Here's a sample list from that thread (courtesy of marximus):
While that list isn't Modern optimal, with a little adjustment, it could be fast enough to compete in the format. This would be a sample list where the explosiveness of Grand Architect and Etherium Sculptor is showcased. It also has that combo finish to quickly end games.
Lands:
Since most of the colored components are blue, I have decided to run Islands. In doing so, I can also run Academy Ruins as a means to recur my robots. Buried Ruin is also there as additional means to recur destroyed robots. Tectonic Edge is there to get rid of your opponent's utility lands. Darksteel Citadel is used as an indestructible artifact, if an artifact is needed.
Acceleration:
Simian Spirt Guide is there as a pseudo Mox. Yes, its a one time deal but it has helped me power out a first turn Chalice at one or a first turn Vedalken Engineer. Late game however, it is next to useless. I am still contemplating on whether it should be removed for a better acceleration, or just use more lands in general. Vedalken Engineer is great in powering out early robots. I have pulled off a turn 2 Master Transmuter and lead to an interesting early game with it (though it only happened once). Vedalken Engineer used to be Grand Architect but it proved that I didn't have as much blue creatures, which made it less appealing. Coming in a turn later also didn't help it. Though I am still contemplating on using it in tandem with Etherium Sculptor. With a high artifact count, I believe that a Mox Opal is an auto include in this deck, though its legendary status and conditional usage proved that you don't always want to see it.
Robot Makers:
Kuldotha Forgemaster is essentially a Tinker on a stick. Why not use it. It has help power out its Legacy counterpart, so why not use it here when its legal. Master Transmuter is there to cheat robots in your hands, as well as trying to save whatever is on the board when needed. Scarecrone (in tandem with Thirst for Knowledge) is there recur/cheat robots from the graveyard. If it proves to be unhelpful, it can be cycled no problem.
Big Robots:
Wurmcoil Engine is there because its just a beating against aggro. It also leaves a couple bodies behind when its destroyed. Steel Hellkite is your mass board removal when you need to clean your opponent's board. Duplicant is there as a Forgemaster target when you need a pinpoint creature removal. Myr Battlesphere is there as a big beater. It also provides bodies if blockers are needed or just a Forgemaster fuel in general. Sundering Titan is there to remove lands that have basic land types in them. Against the right deck, it can be used as a pseudo-Armageddon.
Robotic Tools:
Both Spellskite and Lightning Greaves are there to protect whatever needs to be protected. Each has its own pros and cons so a split 3/3 should be fine with these two. Chalice of the Void is there to punish decks that have a really low mana-curve. Crucible of Worlds is there to recur this deck's utility lands.
Thirst for Knowledge is there not only to provide card advantage, but also to provide Scarecrone something to recur.
While it can power out massive robots no problem, the main problem of the deck (like most of its counterparts in other formats) is consistency. I am trying to develop a more consistent build and its only a matter of time before it can be achieved.
... to be continued.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
http://forums.mtgsalvation.com/showthread.php?t=519290
I was actually thinking of playing it like the Standard version.
Yes, it will not as explosive as its Legacy counterpart but the goal will be try to create a softlock against the opponent. Such as Tumble Magnets and Ratchet Bombs. Maybe blue so Mental Misstep and Ponder can be ran too. Also, Proliferate (blue) cards can be good.
I am essentially envisioning it like a cross between Architect decks and Forgemaster decks in the current Standard meta right now.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Modern
:rakdos::selesnya: goblins
:symr::symb::symg: Glass Cannon Griselbrand
sig made by Hakai Studios (http://forums.mtgsalvation.com/showthread.php?p=6100225)
4 City of Traitors
4 Wasteland
3 Rishadan Port
3 Buried Ruin
4 Grim Monolith
3 Mox Diamond
2 Mox Opal
4 Lodestone Golem
4 Kuldotha Forgemaster
4 Wurmcoil Engine
3 Spellskite
2 Scarecrone
1 Duplicant
1 Myr Battlesphere
1 Steel Hellkite
1 Sundering Titan
3 Lightning Greaves
1 Crucible of Worlds
Most of it is Modern legal. If I can port it, it would be awesome. Though the deck will miss the explosiveness of the Legacy version
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
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Grim Monolith
Mox Diamond
Ancient Tomb
City of Traitors
Metalworker
That's pretty much ALL of your acceleration. I just don't see this deck being fast enough for Modern.
4 Kuldotha Forgemaster
4 Magus of the Moon
4 Blood Moon
3 Fabricate
3 Firewild Borderpost
3 Gruul Signet
3 Izzet Signet
2 Mox Opal
3 Thirst for Knowledge
4 Trinisphere
3 Veinfire Borderpost
3 Wildfire
changes I would make would be finding room for lightning greaves and lodestone golem
Modern
:rakdos::selesnya: goblins
:symr::symb::symg: Glass Cannon Griselbrand
sig made by Hakai Studios (http://forums.mtgsalvation.com/showthread.php?p=6100225)
made changes to deck
2 Kuldotha Forgemaster
4 Lodestone Golem
4 Blood Moon
3 Fabricate
2 Firewild Borderpost
3 Gruul Signet
3 Izzet Signet
4 Lightning Greaves
2 Mox Opal
3 Thirst for Knowledge
4 Trinisphere
2 Veinfire Borderpost
3 Wildfire
Modern
:rakdos::selesnya: goblins
:symr::symb::symg: Glass Cannon Griselbrand
sig made by Hakai Studios (http://forums.mtgsalvation.com/showthread.php?p=6100225)
I know it will not be as fast but if you can slow down your opponent, it would be helpful. That the deck can be played like All-In-Red back when it was Extended Legal.
I haven't really looked through all the viable Modern decks but how good a Chalice at 1 be against this format?
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
-Sun Tzu
Decks I Play
EDH
RStarke of Rath chaosR
UBGrim Grin Zombie TribalUB
UWHanna Ship's NavigatorUW
Legacy
WMono-White Stax/ Armageddon StaxW
RWRed/White Goblin Welder StaxRW
XMUDX
Turn 1: Island, CMC 0 or 1 Artifact.
Turn 2: Island, Sculptor.
Turn 3: Island, Grand Architect, Tap Sculptor and Architect to play Forgemaster.
Turn 4: Play an artifact, tap Forgemaster and sac artifacts to bring out Blightsteel.
And then, whatever. That's the quickest you can go with the Forgemaster in Modern, methinks. If Chrome Mox were legal, we could get a Blightsteel on Turn 3, but alas, it is not.
Check out my expected lands table at:
https://spreadsheets.google.com/spreadsheet/ccc?key=0Airj6A6lYAz_dG05T2JETnVTak1xQ0tqOHNSdEJLWVE&hl=en_US#gid=0
also, master transmuter seems pretty good too. its like a vial but for giant robots. you can instant speed blockers, bounce guys to protect them, and she is an artifact that can be played through an engineer on turn 2-3
-Sun Tzu
Decks I Play
EDH
RStarke of Rath chaosR
UBGrim Grin Zombie TribalUB
UWHanna Ship's NavigatorUW
Legacy
WMono-White Stax/ Armageddon StaxW
RWRed/White Goblin Welder StaxRW
XMUDX
I'm actually really excited to be able to build this in Modern as although I tried in Standard with the boots, it just wasn't good enough.
A base I'm going to start off on will be:
Seething Song
Geosurge
Mox Opal
Forgemaster
Boots
Wurmcoil
Sundering titan (duh)
Blightsteel colossus (maybe)
Darsteel Citadel
Glimmervoid
Urza Lands
I'm even considering Trash for Treasure, Simian Spirit Guide and somehow getting Thirst for Knowledge in there.
Once I have a build, I'll get back to this.
But very happy about the ability to play MUD in modern
I like Turtles
Also, on the manabase, lets not forget about Buried Ruin.
I am also happy about MUD in modern. I propose that the deck to be called Metalworker, as a throwback.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Def yes on Buried Ruin.
As for the chalice at 1, I can't say, really. What are the spells we are worried that cost 1?
Aether Vial
Pretty much all burn
All elves
PtE
Spell Pierce
Thoughtseize
There are quite a few things...I would have it in my SB (along with SoFI and Revokers) for now, unless it becomes clear that it needs to be in the main.
There's also mana accelaration in the form of the Gilded lotus that may be interesting but I wish we had something like worn powerstone, at the very least.
I guess that's why playing all those urza lands might be a necessity. I'm not 100% sold on the cloud posts because in order for it to do anything, you need the cloud ones, and they come into play tapped.
I just realized we can play scarecrone...
I like Turtles
Once you've assembled your Urzatron, you can then lay down the big robots. That or just Forgemaster for them.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Before this thread fades into oblivion...
Im not a big fan of any of those cards because it limits the explosiveness potential. You're not playing control, you're playing "oops, I win" kind of deck.
Here's my list thus far, i'll playtest and see how that fares out
4 Seething Song
4 Geosurge
4 Thirst for Knowledge
1 Blightsteel Colossus
1 Duplicant
1 Sundering Titan
4 Wurmcoil Engine
4 Kuldotha Forgemaster
2 Scarecrone
3 Mox Opal
2 Swiftfoot boots
2 Lighting Greaves
1 Darksteel Forge
4 Urza's Tower
4 Urza's Mine
4 Urza's Power Plant
4 Darksteel Citadel
3 Buried Ruin
3 Glimmervoid
1 Mountain
1 Island
My SB is geared towards turning the deck into more of an aggro threat. I have crucible in it, but i'm wondering if it's worth playing main. playtesting will tell.
I like Turtles
1 Blightsteel Colossus
1 Duplicant
3 Wurmcoil Engine
4 Kuldotha Forgemaster
2 Scarecrone
4 Spellskite
4 Vedalken Engineer
3 Master Transmuter
2 Mox Opal
4 Thirst for Knowledge
3 Chalice of the Void
3 Trinisphere
2 Lightning Greaves
Lands:
4 Darksteel Citadel
3 Buried Ruin
3 Glimmervoid
13 Island
1 Academy Ruins
my mono blue list. Has been doing fairly well online. I think if i can find a way to make it 1 turn faster it will be pretty solid.
-Sun Tzu
Decks I Play
EDH
RStarke of Rath chaosR
UBGrim Grin Zombie TribalUB
UWHanna Ship's NavigatorUW
Legacy
WMono-White Stax/ Armageddon StaxW
RWRed/White Goblin Welder StaxRW
XMUDX
I am actually currently testing a similar list. The only difference is that I am not running Chalice or Trinispheres. My question is can you actually drop them early enough in the field to actually make a difference?
My second question is why not run Etherium Sculptor instead of Vedalken Engineer? I know it produces two mana the following turn but Sculptors are actually more helpful in accelerating. I am also testing Grand Architect (and Vedalken Certarch).
Speaking of Certarch (and some way Chalice and Trinisphere), instead or running Chalice and Trinisphere, I am contemplating on running Voltaic Key and another early means of acceleration since I find both Chalice and Trinisphere too slow to be effective. Thought I still need more playtesting to figure the right cards.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
That list he has is pretty close to perfect. I think 8-Post would make the deck awesome (4 Glimmers, 4 Cloud) and just fast enough for stuff to compete with Zoo n the like.
Heroes of the Plane
The Price of Legacy
The Price of Legacy 2.0!
Decks:
EDH
Malestrom Wanderer Group Chaotic Hugs
Tasigur, The Golden Fang Valu-Town
Modern
Too many to List...
Legacy
GWBNic-Fit PodGWB
G12-Post (Building)G
As for making it a turn faster, would Simian Spirit Guide work as a pseudo-Mox? Yes its not in color but it is a fast extra mana.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
I like my vedalken engineer over etherium sculpter mainly because its 2 mana instead of 1, except when you are casting more than 1 spell a turn, which, with our fatties, doesnt happen often.
What are you planning on untapping with voltaic key to accelerate?
-Sun Tzu
Decks I Play
EDH
RStarke of Rath chaosR
UBGrim Grin Zombie TribalUB
UWHanna Ship's NavigatorUW
Legacy
WMono-White Stax/ Armageddon StaxW
RWRed/White Goblin Welder StaxRW
XMUDX
It would be awesome to power out a turn 1 Chalice at 1 with the help of Simian Spirit Guide.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.