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High end machines, a MUDDY Love Tale

Legacy 12-post Artifact Colorless Competitive Ramp

malfeischylde


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Because MUD Slinging is great fun.

MUD is an older version of a colorless ramp deck. It's much more common in Vintage than it is in Legacy these days. The general game plan is to slam early lock prices into late Haymakers and possible combo kills. I have probably had an abnormal amount of success with MUD, although my version is also a bit unconventional. I have reduced certain cards from four to three or even two as they are great draws at specific times and horrid at others. I also have chosen to include a couple of equally odd cards. Let me explain the choices and won conditions.

Obvious old school win cons include:

Early metalwork combo, with Staff of Domination, as early as t2. To combo with Metalworker, the player needs t1 Lightning Greaves into t2 worker with four other artifacts and staff in hand. Activate the worker ability after equipping grieves, play a Mishra's Factory, move the greaves back and forth by the two, using staff to until metalwork and itself, draw your deck with intimate manas floating, play anything to kill a blocker, poop out blightsteel collossus, and swing lethal poison.

Obviously that scenario is very aggressive, and highly unlikely. It's much more likely we go the lockout plan. Early Trinisphere, as early as t1 off of Grim Monolith, thorn or amythist, Chalice of the Void, Sphere of Resistance, and/or Lodestone Golem, all limit our opponents from doing much very quickly. Often the lockout leads to lethal limestone swings, especially if they come in pairs or packs. Many MUD decks also run Wasteland and Cavern of Souls as win mores.

I chose to run factories instead of wastelands, as they allow earlier comboing, blockers for days with crucible, and to avoid having to sac more relevant artifacts to tutor with Kuldotha Forgemaster. Foorgemaster doubles as a way to grab a win con, as unless stifled, it allows you to grab any artifact in the deck and put it directly into play. blightsteel collossus is good in an open board, but isn't the only or often best choice.

Other tutors include Eye of Ugin for any creature in the deck, and investor's fair, which lets me get any artifact. There is currently no way to grab walkers, although there is Planar Gate, it feels like too big an investment of mana.

Wurmcoil Engine, Sundering Titan, and Steel Hellkite, double as more win cons, and also value removal. Wurmcoil and inventors fair, as well as Glimmerpost help regain life, and post also adds to the locus count for ramp.

I call this MUD and not 12 post, as this is a colorless deck, as this does not run a blue green package. I find that it waters down the efficiency of the deck. Candellabra of tawnos is a great card...that gets countered by my chalices. I run three Vesuva, four Cloudpost, four Glimmerpost and one Thespian's Stage as post no 12. Strange comes out untapped, which can be really relevant, and can also copy factory, and then reset to cloudpost when necessary. Crucible of Worlds allows for replaying sacced or killed factories and triggered City of Traitors. I knocked city from three to two, as it is more often a liability than you might think.

Ugin, the Spirit Dragon is the premier removal in the deck, along with All Is Dust and Karn Liberated. Ugin doubles as a win con also, as just repeated bolts on an empty board can be a clock.

Other utility cards include ghirrapur orrery, which refill out hand when we dump it, and also help us ramp with metalworker, and Bottled Cloister, which help us dodge discard and also give card advantage. Platinum Emperion locks out burn and other aggro strategies with no artifact removal g1.

Good matches for this deck include any deck that plays too many one drops and relies on low casting costs, miracles, and midrange grind decks.

Bad matches include infect and fast combo on the draw g1.

Even matches include fair combo decks and grixis delver, especially if they run a Stifle and or Cabal Therapy package.

The sideboard is full of toys for specific matches. Walking Ballista is mainly for elves and death and taxes; Faerie Macabre is great vs rb reanimator, as Chancellor of the Annex cannot interact with it; Ratchet Bomb is good vs token and one drop strategies (also Leovold, Emissary of Trest and even zero drops from storm; Defense Grid drops counter decks and Platinum Angel comes in as a second Platinum Emperion when necessary. thorn of amythist and Sphere of Resistance further lock out storm and combo, and sphere also hits creature combo like elves and alluren. Warping Wail and Orbs of Warding are flex slots, and mainly meta choices from my lgs. Pithing Needle feels wrong and will probably be a Spellskite as it helps vs infect. If like to have two kites in the board, but I gotta figure out what to swap.

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I finally finished pimping the deck, grabbing the foil Thorn of Amethysts, just after hearing about the restrictions in vintage. All in all, I got lucky grabbing the foils before most of them mega spiked. I still got stuck with three girm monoliths in Portuguese and one in English, but due to the obvious constraints of fiscal sanity, that's likely to never change.

I wound up finishing 6-3 at eternal extravaganza, with a definitely punted two games vs Death and Taxes. That set hurt me a bit, because I was definitely favored, and should have won game one, considering how far ahead I was at one point. Not saying D & T is an easy match, because it isn't, but I should have played more carefully.

I have found more or less recently, in a definite moment of clarity, that I am winning fewer games by combo-ing a trio or artifacts into a tutored blightsteel collossus than I am drawing my deck with infinite mana and blasting someone with a Walking Ballista. Usually, if I have infinite mana floating and draw my deck, unless I am forced to walk though the combo I just propose that they've died to a hasty blightsteel if they've got an empty board, or a ballista if the board is clogged. I have also won several game by minusing Ugin, the Spirit Dragon to clear a locked out board, and then just bolting someone to death.

Discussion about lands:

There are around 3-4 flex land slots. Most lists run 4 Cloudposts, 4 Glimmerposts, and 4 Vesuvas. I run 3 vesuva and one thepsian's stage, which I have found to be very relevant in most current meta matches. It can be a clourdpost when necessary, but also serves as another copy of every utility land and can dodge Wasteland and comes in untapped, allowing lock pieces past a Daze if not on the play. So, as I said I have been experimenting with flex slots. I used to run 2x cities, 3x Cavern of Souls and 2x Mishra's Factory, but have taken to instead playing 3x City of Traitors, 2x wasteland of my own, a Inventors' Fair and a Petrified Field. The petrified field has officially been money. It won me two different games during this event by recurring ramp lands on an opponent's endstep in a g1. The deck is not as consistently toolboxy with only 2 Kuldotha Forgemasters, though. I do think that I want to add a third, and cut something. I am unclear on what, as of yet.

I also have had a real conundrum, going back and forth bt mb and sb Karn Liberated vs Spine of Ish Sah. I like Spine as it can be tutored, but also Karn's Exile effect is so valid. PS: I have never actually restarted a game with karn. Never been a feature of my matches. So, as of right now I cut Karn to the bubble. The feeel bads are so real. I also cut the Batterskull, which also feels odd. Here's the reason. 4 mb Thorn of Amethyst. IT means that the batterskull costs more than a Wurmcoil Engine under frequent circumstances.

Anyway, I will include some more basic strategy in the above section when I can. I should have a little more time upcoming.

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Date added 8 years
Last updated 6 years
Legality

This deck is Legacy legal.

Rarity (main - side)

23 - 5 Mythic Rares

33 - 6 Rares

1 - 2 Uncommons

4 - 2 Commons

Cards 61
Avg. CMC 3.58
Tokens Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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