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So Many Insane Plays – First Place with MUD

The StarCityGames.com Open Series heads to Denver!
Monday, June 28th – Stephen Menendian believes that MUD is in a perfect position in the current Vintage metagame. Today, he talks us through his continuing thoughts on the strategy, and shares some key decisions and plays from a recent Vintage tournament in which he powered to victory!

Take a look at this monster, which I played in a Vintage tournament:


This deck is amazing. It’s hyper-aggressive and pure hate. You run all of the Sphere effects: Thorn, Sphere, Chalice, Lodestone Golem, Trinisphere, and Null Rod. And it beats down hard and fast, between Juggernaut and Lodestone Golem, and a singleton Razormane Masticore.

Null Rod is so powerful in Vintage. Think about this sequence:

Turn 1:

Mishra’s Workshop, Mox, Lodestone Golem

The only thing your opponent can do is play Moxen.

Turn 2:

Null Rod

Ha! Your opponent is locked out!

And Sculpting Steel? Sculpting Steel is unbelievable. First of all, think about its interaction with Lodestone Golem:

Turn 1:

Mishra’s Workshop, Mox, Lodestone Golem

Turn 2:

Sculpting Steel, copying Golem.

You have 10 power on the table for 7 mana, and two Spheres at the same time. If you have Ancient Tomb or City of Traitors, or another Workshop, you can play another Sphere effect, making their spells cost 3 more than usual.

This is where things get really sick:

Turn 1:

Mishra’s Workshop, Mox, Lodestone Golem

Turn 2:

Sculpting Steel, copying Golem.

Ancient Tomb, Null Rod

Good freaking luck breaking out of that lock!

Sculpting Steel can copy almost everything in this deck for powerful effect: Golem, Juggernaut, Sphere of Resistance, Tangle Wire, etc.

But the real power of Sculpting Steel, aside from copying Golem (which is totally nuts), is the fact that it’s so good against other decks. The vast majority of Blue opponents will try to do one simple thing to you: Tinker for either Sphinx of the Steel Wind (or Inkwell Leviathan or Darksteel Colossus). Sculpting Steel addresses each of these cards. It’s just unreal. Your opponent will expend all of their resources to try and get Tinker off, and bam, Sculpting Steel ya! And in the Workshop mirror? Sculpting Steel is pure gold. Copy their best card: Karn, Smokestack, Crucible, whatever.

In fact, one of the things I’m not sure about is having only three Sculpting Steel. This deck arguably should have four.

This deck is capable of some of the most insane sequences in Vintage that don’t involve winning on turn 1.

Turn 1 Golem followed by turn 2 Tangle Wire, Sculpting Steel, Null Rod or Juggernaut are all amazing. Turn 1 Golem followed by Sphere or Thorn ain’t bad either. (Yeah, it’s a beating). Or, Turn 1: Mox, Workshop, Chalice for zero, and Golem is about as good as it gets.

This deck attempts to maximize Golem. Too many MUD pilots don’t get it. Null Rod and Sculpting Steel are unbelievable with Golem. Juggernaut is amazing with Golem. Juggernaut and Golem are a combo.

And the manabase was super consistent: 4 Shop, 4 City of Traitors, 4 Ancient Tomb.

I believe there are basically three ways to build MUD. One is the Null Rod version, which is what I’ve done here. Another is with Smokestack, and another is with Metalworker. These ways aren’t mutually exclusive, but they are the main possibilities. I tried to take the Null Rod version to the max. I’ll share my other two lists in the Appendix.

Two weeks ago I identified the six major controversies in MUD design:

1) Trinisphere

You must run Trinisphere. It’s simply too good, especially on the play. You can sideboard it out on the draw against Shops, if you’d like. But it’s too good to omit. Turn 1 Shop, turn 2 Golem is about the best opening sequence you can possibly have.

But even then, Trinisphere makes a Mox cost more than it would with even two other Spheres in play. That’s why it fully earns its spot.

2) Null Rod

Emphatically yes. Lodestone Golem and Null Rod are unbelievably synergistic. They are just a total beating! Null Rod is the anti-Time Vault card in the format too.

3) Metalworker

Let’s be honest. Almost no one is afraid of him. The only thing that makes him good, in today’s metagame, is if you run Sword of Fire and Ice. He’s just weak compared to other options. And Null Rod is a million times more powerful.

4) Smokestack

It’s a great card, but I think that people are missing the point. You don’t need to lock them out of the game. You want to win the game. Turn 1 Chalice, Juggernaut, turn 2 Spheres, turn 3 Spheres and other lock parts, wins the game.

But more importantly, Juggernaut is better in the matchups where MUD may be weaker: Workshop mirrors and Fish.

5) Mana Crypt, Mana Vault, Black Lotus

Yes, Yes, and Yes. Not running Black Lotus is insanity. Turn 1 Lotus allows too many great turn 1 plays. More on that later.

The hardest question of Mana Vault. I’m honestly not sure on this one.

6) Serum Powder

This is related to Mana Vault. The alternative list I’ve been testing is:

-1 Mana Vault, -1 Razormane Masticore, -2 City of Traitors, +4 Serum Powder

Powder tested very well. It helps you not just assemble nuttier hands, but consistently find Mishra’s Workshop. There are just a few things about it that I don’t like. First, I don’t like the fact that if your Workshop is Wastelanded, it’s much harder to recover. That’s because you have fewer mana sources in your deck. Second, I’m not really excited about revealing so much information before the game even begins. I just feel that Serum Powder is weaker against Fish and Workshops than the two Cities, one Razormane, and one Mana Vault.

Generally speaking, there are two kinds of hands where I lose with this deck:

1) Bad mana:

A good example would be this:

Wasteland, City of Traitors, Null Rod, Thorn of Amethyst, Juggernaut, Lodestone Golem, Sphere of Resistance

You have to mulligan this kind of hand. I’d keep a hand with two Moxen, City of Traitors, and spells, but you can’t keep that kind of hand. Even if one of the Spheres were a Mana Vault. It’s that kind of hand that makes Serum Powder tempting.

2) All lock parts and mana, but no beaters:

A good example would be this:

Ancient Tomb, Mishra’s Workshop, Wasteland, Chalice, Sphere of Resistance, Thorn of Amethyst, and Null Rod

You can pile on the Sphere effects, but sometimes you can’t seal the deal. And eventually, you’re opponent can play a Tinker, or something else sufficiently annoying to win the game. It’s important to have a way to seal the deal. Serum Powder can help you get closer to key creatures. But I like having 9 beaters. I wish I could find room for a 10th, to be honest. I run 9 beaters, and no less, to ensure that I’ll get one. I’m afraid of not being able to deal damage.

The sideboard is designed to deal with particular problems. Duplicant is for Oath and Tinker targets. Razormane is for the Fish matchup. Crucible is for the Workshop match. And the Tormod’s Crypt and Relic of Progenitus is for the Dredge matchup.

Abbreviated Tournament Report

I took this beatstick to a Vintage tournament.

Round 1: Ubg Tezzeret Control

Here’s what my opponent played:


Oliver had a great decklist. He has two maindeck Nature’s Claims, which should help him tremendously against Workshops and Oath.

Game 1:

My opening hand was:

Mishra’s Workshop
Wasteland
Lodestone Golem
Juggernaut
Null Rod
Tangle Wire
And a card I don’t remember

This is a challenging hand to grapple with. I played turn 2 Golem, and he responded with Ancestral Recall, and Force of Will. He then played Brainstorm. But I resolved Tangle Wire and then Juggernaut, and it went all the way.

Game 2:

Here was my opening hand:

City of Traitors
Wasteland
Mana Vault
Sphere of Resistance
Thorn of Amethyst
Tangle Wire
Null Rod

This hand is paradigmatic of the kinds of hands I was talking about, the challenging hands with bad or awkward mana. Mana Vault made this hand intriguing. I can play Sphere, Thorn and Null Rod in the first two turns. I decided to keep it, and this hand was a disaster. I’m not even sure, in retrospect how to play this hand.

Looking at this hand now, I’m still not even sure what the right sequence of plays is. I’d be interested to hear your thoughts in the forum. Perhaps this hand is just unsalvageable.

Although it took probably the better part of a half hour, he was able to win. He Hurkyl’s Recalled, and I was able to replay a bunch of lock parts, but he was able to assemble Voltaic Key + Time Vault for the win.

Game 3:

My opening hand was:

Tolarian Academy
Ancient Tomb
Mox Sapphire
Thorn of Amethyst
Sphere of Resistance
Sphere of Resistance
Chalice of the Void

This hand exemplifies the second kind of problematic hand, outlined above: plenty of mana and lock parts, but no beaters.

What happened was this: I resolved every single lock part, except that he played a Tolarian Academy to kill mine, and then Wastelanded the Workshop I drew, leaving me with just an Ancient Tomb as a mana source, trapped under my own Spheres. He eventually drew enough mana to Hurkyl’s Recall me, and then played Black Lotus and sacrificed it for WWW and hardcast Sphinx of the Steel Wind, which killed me. I couldn’t draw a Sculpting Steel or Duplicant fast enough.

In retrospect, I think I made the correct decision in keeping the game three hand, but definitely regretted keeping the game two hand. If you voted “no,” to the game 2 hand, I agree.

Top 4: Rematch against Oliver Sovol

Game 1:

I won the die roll, and got to play first this match.

Here’s what I drew:

Mana Crypt
Strip Mine
Mox Pearl
Trinisphere
Lodestone Golem
Tangle Wire
Null Rod

I played turn 1 Mox, Mana Crypt, Trinisphere, which resolved. I didn’t play the Strip Mine, because I didn’t want him Strip Mining my Strip Mine.

He played a Scalding Tarn and passed the turn.

I played turn 2 Lodestone Golem.

He played another Scalding Tarn on his second turn.

I played turn 3 Tangle Wire. I Strip Mined his land and won two turns later. He was locked out under Trinisphere.

Game 2:

On cue, I drew a hand almost identical the game 2 hand I drew in the previous encounter with Oliver: it had Wasteland and City of Traitors as its only mana. This time, I learned my lesson. I quickly shipped it back and saw:

Thorn of Amethyst
Juggernaut
Juggernaut
Mox
Mishra’s Workshop
City of Traitors

I was thrilled to draw this hand for my six.

He played a basic Island. I played turn 1 Thorn.

He played a fetchland, and broke it for another Island and played Sensei’s Divining Top. I played turn 2 Juggernaut, which resolved.

He played another fetchland. I played turn 3 Null Rod and Juggernaut. The only card in my hand was another City of Traitors. He activated Top in response and drew a card. I attacked with Juggernaut, sending him to 13. On his turn, he Naturalized one of the Juggernauts.

On my fourth turn, I attacked him to 7. He Vamped for something, and untapped and played Dark Confidant. But I was holding Duplicant, and I played Duplicant on his Bob, to clear the way for one final attack, killing him.

I was so glad I mulliganed that Wasteland/City of Traitors hand! If only I had done that in the first round as well, instead of being seduced by the presence of Mana Vault.

Finals: Rich Shay!

This top 4 was Vintage all-star. Rich Shay beat Paul Mastriano in the semi-finals, sending Rich to face me. Rich and I hadn’t played a tournament match since the 2007 Vintage Championship finals! This was the fifth time I’ve faced him in tournament. I played him at a 2004 Waterbury, two SCG Power 9 tournaments, and the Vintage Champs.

Here’s what Rich was playing at his tournament:


Game 1:

I won the die roll. Here’s what I saw:

Chalice of the Void
Chalice of the Void
Wasteland
Wasteland
City of Traitors
Mox Sapphire
Sol Ring

This hand doesn’t have a lot of lock parts, but it has two of the best ones on the play. I thought about, and kept it, knowing it might not work.

I played Mox, Chalice, and it resolved. I played Sol Ring, it resolved. I played Chalice at 1, and it resolved. I played a Wasteland and passed the turn.

Rich played a basic Island and passed the turn.

I topdecked Lodestone Golem, and I played it. It resolved.

Rich played a fetchland.

I topdecked Thorn of Amethyst, and played it. I attacked him to 15.

He played a third land, another fetchland and broke both his fetchlands and cast Dark Confidant, the only thing he could play. With Chalice 0, Chalice 1, and two Sphere effects in play, he could only play a two-mana creature or artifact. And with only three lands, he played Dark Confidant. I attacked him to 8.

He flipped over a Rebuild with Dark Confidant, but he only had three lands in play, and with Thorn and Golem, Rebuild cost 5. He thought about his outs. He was focused, and concerned. He passed the turn.

I attacked with Golem, and he blocked with Bob. I passed the turn. He cycled Rebuild on my endstep, since he couldn’t play it. He untapped, drew another card, and then scooped.

Game 2:

I looked at my new hand:

Mishra’s Workshop
Wasteland
Thorn of Amethyst
Chalice of the Void
Sphere of Resistance
Juggernaut
Sculpting Steel

Rich played:

Underground Sea, Mox Pearl, Dark Confidant

My plan was to play Chalice, Thorn and pass, with turn 2 Juggernaut.

I was thrilled to draw Black Lotus, which made my plan so much more explosive.

I played Lotus, Chalice at 0, and cast Thorn of Amethyst. He was tapped down, so I knew my Juggernaut would resolve. I played Mishra’s Workshop and cast Juggernaut.

Rich untapped and flipped over Force of Will with Dark Confidant. He then tapped the Mox Pearl and Sea and cast Ancestral Recall. He failed to make a second land drop, and passed.

I attacked him with Juggernaut and sent him to 10. Then I played Wasteland on his Sea and then cast Sphere of Resistance.

Rich untapped and, guess what, flipped another Force of Will, sending himself to 5. He drew a card in his draw step, but missed his land drop. He passed.

I attacked him with my Juggernaut, and he chump blocked. I played another Thorn, and it resolved. He was now under multiple Spheres with just a Mox in play.

He untapped, drew a card, and we shook hands.

Conclusion

This deck is awesome, and will be a great choice for the rest of the season. It’s a force to be reckoned with. There are a few minor tweaks that need to be more carefully considered. For one, the fourth Sculpting Steel may deserve a home in the maindeck. Second, I am sort of interested in cutting the Mana Vault and the Razormane for two maindeck Su-Chis. Su-Chi is the next best beater after Golem and Juggernaut. It’s better than Wirecat or Synod Centurion, and possibly better than Myr Enforcer.

This deck is great because it’s good against Fish, Shops, Tezzeret, and not bad against Oath. It may be one of the strongest decks in the metagame. This MUD list is a design I’m very proud of. Much as I innovated Meandeck Gifts around certain key synergies that were overlooked by the field, I think I’ve done the same here, with Lodestone MUD. I believe that I’ve identified what’s really important, which is Null Rod, more beaters (a lot more), Sculpting Steel, and a hyper-consistent manabase. These are the key synergies that will give MUD the edge on the entire field. In the appendix, I share the other two MUD lists I’ve developed, but the Null Rod version is the version I think that will prove strongest over time.

Until next time…

Stephen Menendian

Appendix: