Hello, this is my first post on these forums though I've lurked a great deal. ;)I was browsing the legacy decks on MTGgoldfish, and I found Mud. It looks absolutely amazing and the perfect deck for me. However, I was wondering If there was a good manifestation of I in the modern format? I only play online, and would like it to be good enough to place in events. Any help would be greatly appreciated! I have a full Storm deck as of now, it's the best modern deck I've played so far...I guess i'd be happy to trade it in for an effective mud list. Another quick question, how would I upload a decklist to a post here?
As an addendum, if I could get this to work in Modern I would be more than willing to run a primer for it.
Edit: For those who are unfamiliar with the way legacy mud works, it is essentially a deck that tries to lock the opponent out of cheap plays with chalice of the void and trinisphere, while it ramps up and furthers this aim with cards such as lodestone golem while also ramping into big artifacts like wurmcoil and blightsteel colossus to win the game. A sample deck list of that can be found here: http://www.mtggoldfish.com/archetype/legacy-mud-22713#online. I am looking to make it in the modern format and am more than willing to play test ad nauseum until it works! I am definitely NOT looking to create an aggro deck or anything like affinity or ensoul artifact decks.
Unless of course you go in a Tron direction, but I'm no sure that it's the best way to ramp into those cards, since it jumps your curve from 2 to 7, rather than from 2 to 4 for instance (Tomb into City)
There was this deck labeled as sword tron. It is a Mud tron list that runs batterskull and the swords of "something" and "something" in the sideboard. That may be a good place to start if you were interested. One of the reasons Mud in legacy does well is because you can turn 1 ancent tomb/city of traitors into chalice @1 and with the legacy curve being super low that generally cripples many decks.
I really want a Modern MUD deck, but the Tron lands are really all we have. there is no equivalent for some of the sol lands, and I'm not sure it is a bad thing. as fun as the MUD deck would be, Affinity with those lands would be stronger than anything Modern has seen, including at Philly.
That said,I have made MUD decks. I had the Tron lands, a few mana rocks, and Kuldotha Forgemaster into Blightsteel. it was less consistent than Tron, and less flexible, but it had a lot of the same win cons, and when it worked, it was a real monster. definitely a casual deck for now
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Hmm, this all makes me very sad. Is colorless tron with chalices and trinispheres really not good enough to compete? Chalices just seem so good against so many decks right now. Set it to 0 for affinity and bloom, or 1 and 2 for burn and hm. I think it could be made competitive. Colorless tron may not be a true mud, but it could at least be a really fun colorless creature based tron that isn't as reliant on tron?
I understand now that mud isn't exactly going to be a thing in modern, but are there any competitive decks right now that play similarly? Something that tries to just deny the opponent the ability to do anything?
No there isnt really. For quite sometimes we, over at the Tezzeret AoB control thread, have tried to make heavy control work in modern, but to mitigated results. Drawing inspiration for legacy Tezzerator, you could try to power out early Chalice of the void (that, we've done in the Tressure cruise era) and Trinisphere off of :
Mox opal + Darksteel citadel/Mishra's Bauble/Welding jar/Engineered explosives and/or Simian spirit guide. That could be the foundation of some shell, methinks.
Beside artifact hate goodness (MB Relic, Spellskite, etc.), Grixis colors also allow for M. Tezz as an awesome build-around top curve, and mean metagame answers in the form of Blood moon and Pyroclasm and Anger of the Gods.
Issue seems to be consistency, in my experience.
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MODERN Blue Lantern, UBx Tezzerator. OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
I'm also a big fan of the archetype and love Modern also. I've had a reasonable amount of success with the following deck on the small local game store scene - don't see this taking down a PTQ anytime soon, but you'd be surprised with the results:
This deck is surprisingly versatile as you have multiple ways to pump out fatties - 1. assembling Urza Tron 2. Etherium Sculptor, Chief Engineer, Grand Architect 3. Master Transmuter/Kuldotha Forgemaster. It's versatile also in that stopping Urza Tron doesn't stop us from getting the fatties out as we still have 2 other packages to run them out.
We run mostly the same heavy hitters as Legacy Mud (Platinum Angel instead of Platinum Emperion, Wurmcoil, Sundering Titan, Steel Hellkite, Blightsteel Colossus). The Perilous Myr is a strange choice, but the reasoning behind is that is gives an additional form of quasi-removal (especially if Vial-ed in), killing up to 3 toughness creatures, small synergy with Kuldotha Forgemaster, and is honestly a chump blocker against much faster decks than ours giving even the slightest hesitation to attack into it that can buy us time and turns to get going.
The deck interacts with others with 2 Spellskites main, 2 Judge's Familiars, 1 Chalice. Removal is limited to the 1 Duplicant, 2 Perilous Myrs, 1 Dismember, and 1 Steel Hellkite. Everything else is devoted to a Tron type strategy of getting the big creatures out to win the game.
From my testing, I've beaten the following decks pretty handily and consistently:
-GW and WW Hatebears
-UWR Midrange or Control
-Skred (yeah yeah not that popular of a deck)
-Grixis Delver
Basically this deck matches up really well with non-combo/fair decks, the sideboard could probably be optimized for our weak spots. I'm stoked to see others are interested in finding a way to port this into Modern. It's pretty difficult to do this without just going into Tron or something else entirely, but after a lot of refining, this is what I've come up with - if you have the cards, sleeve it up I think you'll be very surprised at how quickly you can dump out your entire hand with this.
Lodestone is too slow. My first iterations of the deck always had the 4xLodestone Golem as its such an important part of the Legacy version. It tested horribly to be very honest. It would come down turn 3-4 and be nothing more than a slight nuisance to opposing decks. Zoo or burn decks didn't give a crap about him. 63% of all modern decks have lightning bolts. He really was better substituted with spellskite and perilous myr which are much more useful. Spellskite comes down turn 2 and is basically a wall for zoo and shuts down twin, boggles, infect and acts as another lightning greaves in a way by protecting your big threats. Perilous myr also comes down turn 2 and can at least chump and trade against anything up to toughness 3....heck perilous myr can kill a lodestone golem.
Lodestone is too slow. My first iterations of the deck always had the 4xLodestone Golem as its such an important part of the Legacy version. It tested horribly to be very honest. It would come down turn 3-4 and be nothing more than a slight nuisance to opposing decks. Zoo or burn decks didn't give a crap about him. 63% of all modern decks have lightning bolts. He really was better substituted with spellskite and perilous myr which are much more useful. Spellskite comes down turn 2 and is basically a wall for zoo and shuts down twin, boggles, infect and acts as another lightning greaves in a way by protecting your big threats. Perilous myr also comes down turn 2 and can at least chump and trade against anything up to toughness 3....heck perilous myr can kill a lodestone golem.
Modern isnt as fast as Vintage or Legacy, atleast for the most part...so turn 3-4 Lodestone Golem is usually good at disrupting the opponent enough.
He's esp good against combo decks like Storm, Ad Nauseaum, Elves, etc.
Combined with Judge's Familar and Tectonic Edge, you can really start to but a strangle hold on the opponent or just force them into suboptimal plays...he sometimes just becomes a time walk.
My deck is a mixture of aggression and disruption, I liken it to a mix beatween Death & Taxes, Merfolk and Tron:
Disrupt the opponent via Lodestone, Judge's Familiar and Tectonic Edge.
Beatdown with Myr Superion, Wurmcoil Engine and others.
Hangarback Walker and Wurmcoil are good versus non-exile removal and provide staying power.
Recently there was an article on tgcplayer about a black red eldrazi deck. Itlooked like you may be able tweek it into a monoblack MUDstyle deck. Using hand disruption to stop them early, artifacts to stop combo, and eldrazi to win.
Streetmage, all fair points about Lodestone. I didn't share my sb in my original post but I do run 2 Lodestone Golems and 2 Thorn of Amethyst which are both very good when they are good. A Storm player scooped a game against me when I got Lodestone out and Familiar.
Nice videos thank you for sharing. I don't play MTGO but would love to share my lgs matches with yall.
How does your deck perform against the field? You've got more lower cost drops with good synergy and less threats/bombs on the high end so I'm inclined to think your matchups may be slightly different than mine. Looks like you've got a mono blue aggro strategy with good disruption and less closers on the high end. How are you liking it?
I kinda loved that br eldrazi deck by the way. Frank lepores videos on it were great. I'd love to build something similar at some point. Soon we will have Kozilek The GreaT Distortion to add to the shenanigans.
How does your deck perform against the field? You've got more lower cost drops with good synergy and less threats/bombs on the high end so I'm inclined to think your matchups may be slightly different than mine. Looks like you've got a mono blue aggro strategy with good disruption and less closers on the high end. How are you liking it?
It plays pretty decent across the field, three Myr Superion act as the Gyofs of the deck and I get them out pretty consistently with either Aether Vial, Chief Engineer, Grand Architect or even two Blinkmoth Nexus.
So the deck can get:
-Turn 2: Myr Superion (t1 blue drops, t2 Chief Engineer)
-Turn 3: Wurmcoil Engine (t1&t2 blue drops, into t3 Grand Architect)
-Turn 3: Lodestone Golem + Myr Superion (t1&t2 blue drops, into t3 Grand Architect)
-Turn 3: Batterskull (t1&t2 blue drops, into t3 Grand Architect), (t1 blue drop, t2 Chief Engineer, t3 Land)
-Turn 3: Hangarback Walker (3 counters) (t1&t2 blue drops, into t3 Grand Architect)
The 1-drop blue creatures are critical.
Aether Vial helps alot in just ensuring they get into play and with timing.
While the Urza lands are cool, I think they are made to cast Eldrazi.
I do have high hopes that this new Oath set will bring some new powerful artifacts we can cast with Architect.
Just watched the vids on your channel. Hangarback walker does absolute work in your deck as do the superions. Keep uploading the vids! How has the deck performed as of late? Any changes to the list?
@bmchu, the decks been performing well. No recent updates, just hoping Oath brings some good cards I can incorporate. I'd really love a blue artifact version of Whirler Rogue or Pia and Kiran Nalaar.
I Recently made a deck for FNM that was a MUD Tron Eldrazi List that would sometimes board in Ensnaring Bridge to make a lifegain lock off of Tomb of the Spirit Dragon and win off Ugin, the Spirit Dragon or maybe beat them down with a horde of eldrazi on turn 3, 4, or 5 with Eldrazi Mimic, Reality Smasher, and Thought-Knot Seer. Here is the list:
4 Thought-Knot Seer
1 Karn Liberated
1 Sword of Feast and Famine
1 Sword of Fire and Ice
2 Matter Reshaper
3 Reality Smasher
4 Expedition Map
3 Spellskite
2 Batterskull
2 Ugin, the Spirit Dragon
3 Spatial Contortion
2 Chalice of the Void
3 Mind Stone
4 Ghost Quarter
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Inventors' Fair
4 Eldrazi Temple
3 Tomb of the Spirit Dragon
1 Skysovereign, Consul Flagship
4 Eldrazi Mimic
SideBoard:
2 Chalice of the Void
3 Phyrexian Revoker
4 Ensnaring Bridge
1 Endbringer
2 Ulamog, the Ceaseless Hunger
3 Warping Wail
I Recently made a deck for FNM that was a MUD Tron Eldrazi List that would sometimes board in Ensnaring Bridge to make a lifegain lock off of Tomb of the Spirit Dragon and win off Ugin, the Spirit Dragon or maybe beat them down with a horde of eldrazi on turn 3, 4, or 5 with Eldrazi Mimic, Reality Smasher, and Thought-Knot Seer. Here is the list:
4 Thought-Knot Seer
1 Karn Liberated
1 Sword of Feast and Famine
1 Sword of Fire and Ice
2 Matter Reshaper
3 Reality Smasher
4 Expedition Map
3 Spellskite
2 Batterskull
2 Ugin, the Spirit Dragon
3 Spatial Contortion
2 Chalice of the Void
3 Mind Stone
4 Ghost Quarter
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Inventors' Fair
4 Eldrazi Temple
3 Tomb of the Spirit Dragon
1 Skysovereign, Consul Flagship
4 Eldrazi Mimic
SideBoard:
2 Chalice of the Void
3 Phyrexian Revoker
4 Ensnaring Bridge
1 Endbringer
2 Ulamog, the Ceaseless Hunger
3 Warping Wail
Wondering whether or not to ccompete in the nearest Modern SCG Open
I like how quickly it can switch between playing control or beatdown. I've only tested ~8 matches so far online, with ~5 of them being against T1 decks. I lost one match to Through the Breach Titan, won the rest. I just swapped a Waste and 3 Ghost Quarter for the Cavern of Souls, but that could be wrong.
In general it assembles Tron much less consistently than really any of the other Tron variants, but it also cares about that much less. It can easily just play a ramp/Eldrazi game until it naturally gets to the late game. The most crucial thing so far has been holding on to Warping Wail/Spatial Contortion for the right moment (never snap it off on things that your creatures can already handle eventually), and making the right Chalice of the Void call. Figuring out when to go hard for Tron and when to be on the Eldrazi beatdown is also a thing.
Also still on the fence about Skysovereign, it should probably be an All is Dust or Sundering Titan, but it's been good often enough that I haven't cut it yet.
Edit: For those who are unfamiliar with the way legacy mud works, it is essentially a deck that tries to lock the opponent out of cheap plays with chalice of the void and trinisphere, while it ramps up and furthers this aim with cards such as lodestone golem while also ramping into big artifacts like wurmcoil and blightsteel colossus to win the game. A sample deck list of that can be found here: http://www.mtggoldfish.com/archetype/legacy-mud-22713#online. I am looking to make it in the modern format and am more than willing to play test ad nauseum until it works! I am definitely NOT looking to create an aggro deck or anything like affinity or ensoul artifact decks.
However if you wanna play around with Chalice and 3-Sphere, you could try something like a mono red Stompy brew with stuff like Gemstone Caverns, Simian Spirit Guide and Blood Moon with some big finishers in Koth of the Hammer and Thundermaw Hellkite
There was this deck labeled as sword tron. It is a Mud tron list that runs batterskull and the swords of "something" and "something" in the sideboard. That may be a good place to start if you were interested. One of the reasons Mud in legacy does well is because you can turn 1 ancent tomb/city of traitors into chalice @1 and with the legacy curve being super low that generally cripples many decks.
That said,I have made MUD decks. I had the Tron lands, a few mana rocks, and Kuldotha Forgemaster into Blightsteel. it was less consistent than Tron, and less flexible, but it had a lot of the same win cons, and when it worked, it was a real monster. definitely a casual deck for now
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Mox opal + Darksteel citadel/Mishra's Bauble/Welding jar/Engineered explosives and/or Simian spirit guide. That could be the foundation of some shell, methinks.
Beside artifact hate goodness (MB Relic, Spellskite, etc.), Grixis colors also allow for M. Tezz as an awesome build-around top curve, and mean metagame answers in the form of Blood moon and Pyroclasm and Anger of the Gods.
Issue seems to be consistency, in my experience.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/648067-mono-red-iron-curtain-control
Decklist:
2 Judge's Familiar
2 Spellskite
2 Perilous Myr
2 Etherium Sculptor
2 Chief Engineer
4 Grand Architect
2 Treasure Mage
1 Master Transmuter
3 Kuldotha Forgemaster
1 Batterskull
2 Wurmcoil Engine
1 Steel Hellkite
1 Duplicant
1 Platinum Angel
1 Sundering Titan
1 Blightsteel Colossus
1 Chalice of the Void
4 Expedition Map
3 Aether Vial
1 Lightning Greaves
1 Dismember
4 Urza's Power Plant
4 Urza's Tower
4 Urza's Mine
6 Island
2 Cavern of Souls
2 Tectonic Edge
This deck is surprisingly versatile as you have multiple ways to pump out fatties - 1. assembling Urza Tron 2. Etherium Sculptor, Chief Engineer, Grand Architect 3. Master Transmuter/Kuldotha Forgemaster. It's versatile also in that stopping Urza Tron doesn't stop us from getting the fatties out as we still have 2 other packages to run them out.
We run mostly the same heavy hitters as Legacy Mud (Platinum Angel instead of Platinum Emperion, Wurmcoil, Sundering Titan, Steel Hellkite, Blightsteel Colossus). The Perilous Myr is a strange choice, but the reasoning behind is that is gives an additional form of quasi-removal (especially if Vial-ed in), killing up to 3 toughness creatures, small synergy with Kuldotha Forgemaster, and is honestly a chump blocker against much faster decks than ours giving even the slightest hesitation to attack into it that can buy us time and turns to get going.
The deck interacts with others with 2 Spellskites main, 2 Judge's Familiars, 1 Chalice. Removal is limited to the 1 Duplicant, 2 Perilous Myrs, 1 Dismember, and 1 Steel Hellkite. Everything else is devoted to a Tron type strategy of getting the big creatures out to win the game.
From my testing, I've beaten the following decks pretty handily and consistently:
-GW and WW Hatebears
-UWR Midrange or Control
-Skred (yeah yeah not that popular of a deck)
-Grixis Delver
Basically this deck matches up really well with non-combo/fair decks, the sideboard could probably be optimized for our weak spots. I'm stoked to see others are interested in finding a way to port this into Modern. It's pretty difficult to do this without just going into Tron or something else entirely, but after a lot of refining, this is what I've come up with - if you have the cards, sleeve it up I think you'll be very surprised at how quickly you can dump out your entire hand with this.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
He's esp good against combo decks like Storm, Ad Nauseaum, Elves, etc.
Combined with Judge's Familar and Tectonic Edge, you can really start to but a strangle hold on the opponent or just force them into suboptimal plays...he sometimes just becomes a time walk.
My deck is a mixture of aggression and disruption, I liken it to a mix beatween Death & Taxes, Merfolk and Tron:
9 Island
4 Polluted Delta
2 Tectonic Edge
2 Blinkmoth Nexus
1 Ghost Quarter
1 Academy Ruins
1 Watery Grave
Spells (2)
2 Dismember
Artifacts (8)
4 Æther Vial
2 Vedalken Shackles
1 Lightning Greaves
1 Batterskull
4 Judge's Familiar
4 Sage of Epityr
4 Grand Architect
3 Lodestone Golem
3 Chief Engineer
3 Myr Superion
2 Spellskite
2 Hangarback Walker
2 Wurmcoil Engine
1 Treasure Mage
1 Phyrexian Metamorph
1 Triskelion
2 Disdainful Stroke
2 Spell Snare
1 Kira, Great Glass-Spinner
1 Logic Knot
1 Echoing Truth
1 Hurkyl's Recall
1 Silent Arbiter
1 Engineered Explosives
1 Nihil Spellbomb
1 Pithing Needle
1 Trinket Mage
1 Grafdigger's Cage
1 Crucible of Worlds
Beatdown with Myr Superion, Wurmcoil Engine and others.
Hangarback Walker and Wurmcoil are good versus non-exile removal and provide staying power.
Here are some games showing Lodestone:
In this match, he stops a potential Splinter Twin on that critical turn:
https://www.youtube.com/watch?v=4VuPYX6Y-1o&feature=youtu.be (Grixis Twin)
This match he limts the opponents options and forces suboptimal turns:
https://www.youtube.com/watch?v=WXdnijNVTCo&feature=youtu.be (WRG Resto-Kiki)
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Nice videos thank you for sharing. I don't play MTGO but would love to share my lgs matches with yall.
How does your deck perform against the field? You've got more lower cost drops with good synergy and less threats/bombs on the high end so I'm inclined to think your matchups may be slightly different than mine. Looks like you've got a mono blue aggro strategy with good disruption and less closers on the high end. How are you liking it?
So the deck can get:
-Turn 2: Myr Superion (t1 blue drops, t2 Chief Engineer)
-Turn 3: Wurmcoil Engine (t1&t2 blue drops, into t3 Grand Architect)
-Turn 3: Lodestone Golem + Myr Superion (t1&t2 blue drops, into t3 Grand Architect)
-Turn 3: Batterskull (t1&t2 blue drops, into t3 Grand Architect), (t1 blue drop, t2 Chief Engineer, t3 Land)
-Turn 3: Hangarback Walker (3 counters) (t1&t2 blue drops, into t3 Grand Architect)
The 1-drop blue creatures are critical.
Aether Vial helps alot in just ensuring they get into play and with timing.
While the Urza lands are cool, I think they are made to cast Eldrazi.
I do have high hopes that this new Oath set will bring some new powerful artifacts we can cast with Architect.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
4 Thought-Knot Seer
1 Karn Liberated
1 Sword of Feast and Famine
1 Sword of Fire and Ice
2 Matter Reshaper
3 Reality Smasher
4 Expedition Map
3 Spellskite
2 Batterskull
2 Ugin, the Spirit Dragon
3 Spatial Contortion
2 Chalice of the Void
3 Mind Stone
4 Ghost Quarter
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Inventors' Fair
4 Eldrazi Temple
3 Tomb of the Spirit Dragon
1 Skysovereign, Consul Flagship
4 Eldrazi Mimic
SideBoard:
2 Chalice of the Void
3 Phyrexian Revoker
4 Ensnaring Bridge
1 Endbringer
2 Ulamog, the Ceaseless Hunger
3 Warping Wail
2 Chalice of the Void
4 Expedition Map
3 Mind Stone
1 Skysovereign, Consul Flagship
1 Sword of Feast and Famine
1 Sword of Fire and Ice
4 Cavern of Souls
4 Eldrazi Temple
1 Ghost Quarter
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Wastes
4 Reality Smasher
4 Thought-Knot Seer
2 Spellskite
3 Karn Liberated
2 Ugin, the Spirit Dragon
3 Spatial Contortion
2 Warping Wail
2 Chalice of the Void
4 Grafdigger's Cage
3 Phyrexian Revoker
2 Ulamog, the Ceaseless Hunger
2 Warping Wail
https://manastack.com/deck/modern-mud
I like how quickly it can switch between playing control or beatdown. I've only tested ~8 matches so far online, with ~5 of them being against T1 decks. I lost one match to Through the Breach Titan, won the rest. I just swapped a Waste and 3 Ghost Quarter for the Cavern of Souls, but that could be wrong.
In general it assembles Tron much less consistently than really any of the other Tron variants, but it also cares about that much less. It can easily just play a ramp/Eldrazi game until it naturally gets to the late game. The most crucial thing so far has been holding on to Warping Wail/Spatial Contortion for the right moment (never snap it off on things that your creatures can already handle eventually), and making the right Chalice of the Void call. Figuring out when to go hard for Tron and when to be on the Eldrazi beatdown is also a thing.
Also still on the fence about Skysovereign, it should probably be an All is Dust or Sundering Titan, but it's been good often enough that I haven't cut it yet.
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