Legacy can be a really hard format to brew in. There are some really good decks that consistently do well and it’s hard to walk away from those. I’ve been playing Legacy for almost three years and I’ve never brewed one—it helps that I’m engaged to Aaron, brewmaster extraordinaire. Last night though, I became really entranced with the idea of a mono-blue Mudpost deck (yes you did read that correctly) and this morning I started brewing a list on my own. So this week I thought I’d take you guys on this journey to see if I can make it work.
Lands (24)
1 Academy Ruins
4 Ancient Tomb
4 Cloudpost
1 Eye of Ugin
4 Glimmerpost
2 Island
4 Seat of the Synod
4 Vesuva
Creatures (15)
1 Blightsteel Colossus
1 Emrakul, the Aeons Torn
3 Faerie Mechanist
4 Metalworker
2 Sundering Titan
4 Wurmcoil Engine
Spells (23)
4 Grim Monolith
2 Crucible of Worlds
4 Pithing Needle
1 Staff of Domination
4 Talisman of Dominance
4 Thirst for Knowledge
4 TrinisphereSideboard (15)
1 Arcane Laboratory
4 Chalice of the Void
2 Flusterstorm
4 Force of Will
2 Grafdigger’s Cage
2 All is Dust
I’ve played with this list a lot. Cut cards include Tops, Candelabra, Brainstorm, Tezz, Ponder, Thoughtcast, Master Transmuter and Transmute Artifact so it did take me awhile to get here. I wanted to take the strength of Mudpost and its explosive capabilities and give it the dig it so desperately needs. I’ve had some decent success playing Mudpost competitively and the lack of dig has always been the one thing that left me walking away from it time and time again. I thought by taking some elements from Affinity and Tezzerator I would gain the ability to keep the deck explosive and powerful while adding some much needed consistency to the deck.
The lands aren’t anything crazy. I used the traditional Mudpost shell with the twelve post lands, Eye of Ugin and four Ancient Tombs. Then for the blue I added two Islands (so I wouldn’t get totally hosed by Blood Moon or Wasteland) and four Seat of the Synod. Seat of the Synod being an artifact is really great for both Metalworker and Thirst for Knowledge so it seemed better to try to run four of those instead of just six islands. The number of Islands vs. Seat of the Synods seems like something that would change depending on your metagame. If you’re playing in a super lands heavy meta Seat of the Synods don’t feel as good when they’re wastelocking you. The last land is Academy Ruins because being able to re-buy your threats in this deck seems amazing. During playtesting against Aaron it was a complete and total game changer and it kept me in the lead. I can say now that nothing feels better than being able to continuously rebuy Wurmcoil Engine.
For creatures I don’t feel like I made any major differences from an average mudpost list outside of adding Faerie Mechanist. I like them because they both provide extra dig as well as something that trades with Delver, which Mud can sometimes have problems dealing with.
Much like the rest of the deck you’ll still find a lot of traditional Mud pieces in the spells section such as Staff, Pithing Needle, Grim Monolith and Trinisphere. Being able to have explosive opening and prison elements defines the deck, and cutting them did not seem like an option. You’ll see though that I added Talisman of Dominance for mana fixing as well as four Thirst for Knowledge for the much wanted dig.
So far my playtesting with this deck has been pretty limited but I think it has potential. I do think it is much more consistent than any version of mud I’ve played before. I plan on trying to playtest this as much as possible over the next week and next week I’ll be back with my notes and advice! If you have any ideas on where to go with this let me know in the comments!
Kate hails from Worcester MA and also does a bit of Card Altering. Check her Stuff out on Facebook! She mainly plays legacy and modern though will occasionally find herself playing EDH. She has recently succumbed to MTGO.