So I heard tell of Ghost Quarter seeing play as Wastelands 6-8, and what with the inclusion of a hell of a lot of Vault/Key decks in the meta lately, I figured it was time to consider a MUD deck with many a Waste effect. Once the opponent's basics get depleted they are at your absolute mercy, and even at it's worst Ghost Quarter is like a Time Walk (taps down their mana source) against Tendrils when you have a Chalice/Sphere online. This is a work in progress for sure, so any criticism would help.
And mods, if this deck sucks, then by all means close this thread. I'm a pseudo-beginner at Type 1, i.e. I know my basics, but I'm still learning.
Anyway, onto the list!
The theory of this deck is to destroy the opponent's lands and Null Rod/Chalice their Moxen/Lotus away, then drop Sphere effects to keep spells off the board. After securing a solid lock, Lodestone finishes the job with SOFI. Null Rod can stay on until Smokestack clears everything, then sac Null Rod and Smokestack to commence the SOFI/Lodestone beats.
Again, this is just an idea, and criticism would be much appreciated.
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CURRENTLY PLAYING
Standard: NAAAAAHHHHHT
Vintage: UB Bob Tendrils BU
EDH: UB Oona, Queen of the Fae BU
"Don't use the phone. People are never ready to answer it. Use poetry." - Jack Kerouac
This deck is literally begging for Crucible of Worlds. I would replace the 3 SoFI with 3 Crucibles.
Once you have one of your win conditions on the board, you probably won't need any help to finish the game. Also, the swords are almost completely dead if you don't have one of your five creatures in play. Also, they're one of the only things in your deck that are shut down by Null Rod.
As fair warning, Ghost Quarter isn't particularly good in Vintage. Pretty much all decks (aside from MUD and Ichorid) run some number of basics (typically between 1 and 3). Also, the land comes into play untapped, so you're not "tapping down their mana source". It's still playable, but it will often be a tempo loss.
Lastly, I'm not sure where you would fit this in, but Tangle Wire is one of the best cards in MUD. If played correctly, it will often give you one or two free turns. Perhaps just lowering some numbers (3 Ghost Quarter, 3 Thorn of Amethyst, etc) could make enough room.
Thanks very much for the recommendations, Squappy! I appreciate it a lot!!
Private Mod Note
():
Rollback Post to RevisionRollBack
CURRENTLY PLAYING
Standard: NAAAAAHHHHHT
Vintage: UB Bob Tendrils BU
EDH: UB Oona, Queen of the Fae BU
"Don't use the phone. People are never ready to answer it. Use poetry." - Jack Kerouac
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And mods, if this deck sucks, then by all means close this thread. I'm a pseudo-beginner at Type 1, i.e. I know my basics, but I'm still learning.
Anyway, onto the list!
1 Karn, Silver Golem
4 Smokestack
4 Null Rod
4 Chalice of the Void
4 Sphere of Resistance
4 Thorn of Amethyst
1 Trinisphere
3 Sword of Fire and Ice
5 Moxen
1 Black Lotus
1 Mana Vault
1 Sol Ring
1 Mana Crypt
1 Tolarian Academy
4 Mishra’s Workshop
4 Ancient Tomb
4 City of Traitors
1 Strip Mine
4 Wasteland
4 Ghost Quarter
The theory of this deck is to destroy the opponent's lands and Null Rod/Chalice their Moxen/Lotus away, then drop Sphere effects to keep spells off the board. After securing a solid lock, Lodestone finishes the job with SOFI. Null Rod can stay on until Smokestack clears everything, then sac Null Rod and Smokestack to commence the SOFI/Lodestone beats.
Again, this is just an idea, and criticism would be much appreciated.
Standard: NAAAAAHHHHHT
Vintage: UB Bob Tendrils BU
EDH: UB Oona, Queen of the Fae BU
"Don't use the phone. People are never ready to answer it. Use poetry." - Jack Kerouac
Once you have one of your win conditions on the board, you probably won't need any help to finish the game. Also, the swords are almost completely dead if you don't have one of your five creatures in play. Also, they're one of the only things in your deck that are shut down by Null Rod.
As fair warning, Ghost Quarter isn't particularly good in Vintage. Pretty much all decks (aside from MUD and Ichorid) run some number of basics (typically between 1 and 3). Also, the land comes into play untapped, so you're not "tapping down their mana source". It's still playable, but it will often be a tempo loss.
Lastly, I'm not sure where you would fit this in, but Tangle Wire is one of the best cards in MUD. If played correctly, it will often give you one or two free turns. Perhaps just lowering some numbers (3 Ghost Quarter, 3 Thorn of Amethyst, etc) could make enough room.
Good luck!
Standard: NAAAAAHHHHHT
Vintage: UB Bob Tendrils BU
EDH: UB Oona, Queen of the Fae BU
"Don't use the phone. People are never ready to answer it. Use poetry." - Jack Kerouac