Jund Burn

I remember when Bump in the Night was spoiled, I wanted to make a Rb Burn deck. Now with Deathrite Shaman, I think the Rb Burn deck is even more of a possibility. Plus, we get Abrupt Decay as an awesome answer to Counterbalance (and it answers a whole lot of other things too!). Price of Progress hurts you too, but looking at the rest of the deck, you’re probably ahead on life totals anyway.

Creatures - 12

  • 4 Goblin Guide
  • 4 Deathrite Shaman
  • 4 Grim Lavamancer
Spells - 30
  • 4 Lightning Bolt
  • 4 Chain Lightning
  • 4 Rift Bolt
  • 4 Lava Spike
  • 4 Bump in the Night
  • 4 Fireblast
  • 3 Price of Progress
  • 3 Sulfuric Vortex
Lands - 18
  • 4 Bloodstained Mire
  • 4 Wooded Foothills
  • 4 Arid Mesa
  • 3 Badlands
  • 1 Taiga
  • 2 Mountain
Sideboard
  • 3 Koth of the Hammer
  • 4 Pyroblast
  • 4 Abrupt Decay
  • 4 Thoughtseize

Budget 12-Post

Inspired by a new 12-Post list that runs Thragtusk and Oracle, I decided to try and make a monogreen version. Seems relatively cheap, I think. Garruk Wildspeaker seems insane in the deck but who knows? Haven’t tested this.
Creatures - 21
  • 4 Llanowar Elves
  • 4 Oracle of Mul Daya
  • 4 Thragtusk
  • 4 Primeval Titan
  • 2 Elvish Mystic
  • 1 Emrakul, the Aeons Torn
  • 1 Ulamog, the Infinite Gyre
  • 1 Kozilek, the Butcher of Truth
Spells - 15
  • 4 Crop Rotation
  • 4 Explore
  • 4 Green Sun’s Zenith
  • 3 Garruk Wildspeaker
Lands - 24
  • 4 Cloudpost
  • 4 Glimmerpost
  • 4 Vesuva
  • 1 Eye of Ugin
  • 1 Dryad Arbor
  • 10 Forest

Young Pyromancer in Legacy pt 2

Again, Pyromancer has a lot of potential in Legacy; it’s just a matter of finding the right shell. The UR Delver list I posted earlier abuses Pyromancer by casting a lot of cheap spells and racing your opponent. But how about overwhelming your opponent with 1/1 Elementals over time? Punishing Fire is a great way to control your opponent’s board and combined with Pyromancer, you also get a great way to get even more value with the Punishing Fire/Grove of the Burnwillows combo:

Creatures - 12

  • 4 Deathrite Shaman
  • 4 Young Pyromancer
  • 2 Tarmogoyf
  • 2 Scavenging Ooze

Spells - 27

  • 4 Brainstorm
  • 3 Ponder
  • 4 Punishing Fire
  • 2 Lightning Bolt
  • 3 Spell Pierce
  • 2 Spell Snare
  • 3 Jace, the Mind Sculptor
  • 4 Force of Will
  • 1 Life from the Loam
  • 1 Sylvan Library

Land - 21

  • 4 Misty Rainforest
  • 4 Scalding Tarn
  • 3 Tropical Island
  • 2 Volcanic Island
  • 1 Taiga
  • 1 Underground Sea
  • 3 Grove of the Burnwillows
  • 1 Island
  • 1 Forest
  • 1 Mountain

I considered the Cascade angle that RUG can go (Bloodbraid/Shardless), but the shell takes too much space. With Pyromancer, you want a lot of mana so you can just go crazy during the end step, and casting a cascade spell where you might get one spell to use off Pyromancer seems suboptimal (especially since you’re already getting creatures off of Pyromancer). Plus, Pyromancer seems to shine in counterwars, where you get to not only stop your opponent, but generate an insane clock.

It’s entirely possible that I am wrong, but I feel the best way to learn about a card is to build completely around it, then make changes as we learn how the card really works in Legacy.

Young Pyromancer in Legacy

Pretty sure this list is self-explanatory. The only 2 drop is Young Pyromancer, the rest are zero or one drops, so hence only 16 land.  The manabase needs work but that hardly matters right now.

Creatures - 14

  • 4 Delver of Secrets
  • 4 Goblin Guide
  • 4 Young Pyromancer
  • 2 Grim Lavamancer

Spells - 30

  • 4 Brainstorm
  • 4 Ponder
  • 4 Gitaxian Probe
  • 4 Daze
  • 4 Force of Will
  • 4 Lightning Bolt
  • 3 Chain Lightning
  • 3 Vapor Snag

Lands - 16

  • 4 Scalding Tarn
  • 2 Misty Rainforest
  • 2 Bloodstained Mire
  • 4 Volcanic Island
  • 2 Island
  • 2 Mountain

I’m back! Sorta.

I haven’t updated this in forever. Admittedly I haven’t had much time to play a lot of Legacy in the past couple months due to school so the brewing kinda stopped. Here’s a spicy brew I thought of today in order to try and make Domri Rade competitive in Legacy:

Creatures - 44

  • 4 Experiment One
  • 4 Burning-Tree Emissary
  • 4 Goblin Guide
  • 4 Tarmogoyf
  • 4 Flinthoof Boar
  • 4 Vexing Devil
  • 4 Elvish Spirit Guide
  • 4 Simian Spirit Guide
  • 4 Deathrite Shaman
  • 4 Kird Ape
  • 2 Grim Lavamancer
  • 2 Ghor-Clan Rampager

Spells - 4

  • 4 Domri Rade

Lands - 12

  • 4 Wooded Foothills
  • 1 Windswept Heath
  • 1 Bloodstained Mire
  • 3 Taiga
  • 1 Forest
  • 1 Mountain
  • 1 Bayou

There are a lot of problems with Domri in Legacy and this build tries to address those problems, albeit with extremity.

1) Other planeswalkers

Splashing in Legacy is very easy so the justification to stay two or fewer colors must be very strong. Since Domri is already two colors, the first thing I thought of when trying to build around him was a third color. Black brings about the possibility of a Jund Aggro deck with Bloodbraid, Deathrite, and burn, but Liliana is just so much better than Domri. Liliana and Domri both offer protection but Liliana’s +1 allows the non-blue deck to interact with combo decks on a significant level, but Domri offers no such luxury. With Legacy such a fast format, you either have to be able to race the combo decks or disrupt them, and Liliana solves that angle for Jund. So black was out of the question.

Adding blue to the deck brings about the possibility of Jace, the Mind Sculptor, and there’s no question that Jace is miles ahead of Domri, so there was little thought to a RUG deck with Domri. I have seen RUG Cascade decks that splash a Domri or two so you can cascade into it with Bloodbraid Elf, but that wasn’t the kind of deck I was looking for. I’m looking for a deck that can successfully run 4 Domri.

So that leaves white, if at all. Elspeth is the only other planeswalker that really competes with Domri, but they offer different roles in the matchup, so I think that’s certainly still a possibility.

2) Sylvan Library

Another issue with Domri in Legacy is Sylvan Library. For one less mana, you get a much less restrictive card advantage engine. Domri needs to provide a very good reason to be in the deck over Sylvan Library. The only way to do that is to maximize the number of creatures in the deck.

3) Whiffing

In the few times I’ve played with Domri, whiffing is a pretty miserable feeling. If you don’t have a creature on the top of your deck, you’ve generated no card advantage AND the next card you have is a blank anyway, so that basically means that you are relying on Domri to bail you out rather than using Domri as a way to gain card advantage.


So when I saw these problems, I decided that a 9-land Stompy variant (that draws inspiration from the RG Aggro decks in Modern) is a good shell for Domri. Here’s how this build solves the problems with Domri in Legacy:

1) Other planeswalkers: By sticking to only 2 colors, there really isn’t a better choice for the deck. Even if you found a way to add Liliana to this deck, Liliana does little to help this deck. Jace is near impossible to cast in this deck on turn 3 or 4. Domri complements the deck’s goal by ensuring that you don’t run out of gas and providing the deck with much needed removal.

2 & 3) Sylvan Library & Whiffing: Both cards draw you a bunch of cards. Because the deck is entirely creatures, Domri will almost always draw you another card. Sylvan Library will only draw you extra cards for a little bit, as you will eventually run out of disposable life points. Sure, after that you get a neat Top effect, but Domri is an insane clock as it ticks up. Whiffing is greatly reduced by adding mana sources that are drawable by Domri but also able to be immediately used once drawn (the Spirit Guides).

I haven’t had a chance to actually put this together yet but looking at the sample hands that tappedout.net provides, the deck seems to be very fast and aggressive. It’s not unreasonable to get 4-6 points of power on the board on turn 1, and Domri allows you to recoup the card advantage lost versus a Terminus.


As much as I’d love to have Wild Nacatl in this deck, it doesn’t really seem possible. The deck only runs 12 lands (though I could see it going up to 14-15), and trying to add a third color is pretty ambitious - I’m not even sure if the Bayou should be in there. We’ll see though, I feel that this deck is still in the early stages of development, but I feel the logic is sound.

Jason

@mtgtwin1 on Twitter

Spellskite in UB Death’s Shadow

Randomly realized that Spellskite is pretty awesome in UB Death’s Shadow (aka new Suicidie Black). Paying life to grow Death’s Shadow AND protect it? Seems fine to me.

Creatures - 15

  • 4 Delver of Secrets
  • 4 Nivmagus Elemental
  • 4 Death’s Shadow
  • 3 Spellskite

Spells - 27

  • 4 Brainstorm
  • 4 Ponder
  • 4 Force of Will
  • 4 Daze
  • 4 Gitaxian Probe
  • 4 Thoughtseize
  • 3 Dismember

Lands - 18

  • 4 Polluted Delta
  • 2 Flooded Strand
  • 2 Verdant Catacombs
  • 2 Underground Sea
  • 2 Watery Grave
  • 1 Island
  • 1 Swamp
  • 4 Wasteland

It’s entirely true that Flusterstorm should probably be somewhere in the deck. I had Tombstalker in the Nivmagus slot before. I’m not sure which one is better honestly. Tombstalker is much better just by itself, so if you’re burning Probes and stuff early before you have a Nivmagus, it’s possible that Nivmagus would just be dead.

18-Land Gruul

Was looking at Saito’s Gruul lists and felt a little inspired for Standard.

Creatures

  • 4 Rakdos Cackler
  • 4 Stromkirk Noble
  • 4 Legion Loyalist
  • 4 Lightning Mauler
  • 4 Ash Zealot
  • 4 Burning Tree Emissary
  • 4 Flinthoof Boar
  • 4 Ghor-Clan Rampager

Spells

  • 4 Rancor
  • 4 Pillar of Flame
  • 2 Searing Spear

Land

  • 10 Mountain
  • 4 Rootbound Crag
  • 4 Stomping Ground


Sideboard

  • 4 Nightbird’s Clutches
  • 4 Reckless Waif
  • 4 Volcanic Strength
  • 3 Skullcrack

Not sure if the numbers are entirely correct, but I like how the deck’s curve basically ends at two, with the Ghor-Clan Rampager acting as a sort of flood-mitigator. Dynacharge may even be sweet in this kind of deck too. Not sure. I’ll probably build this on MODO to test for the PTQ, since I don’t feel like buying Boros Reckoners online.

PTQ Dragon’s Maze

Managed to Top 8 (somehow) the PTQ Dragon’s Maze in Phoenix with this Jund list:


Creatures

  • 4 Deathrite Shaman
  • 4 Dark Confidant
  • 4 Tarmogoyf
  • 3 Huntmaster of the Fells
  • 2 Grim Lavamancer
  • 1 Kitchen Finks

Spells

  • 4 Lightning Bolt
  • 3 Thoughtseize
  • 2 Inquisiton of Kozilek
  • 2 Abrupt Decay
  • 1 Maelstrom Pulse
  • 3 Liliana of the Veil
  • 3 Terminate

Lands

  • 4 Verdant Catacombs
  • 3 Marsh Flats
  • 1 Misty Rainforest
  • 4 Blackcleave Cliffs
  • 4 Raging Ravine
  • 2 Overgrown Tomb
  • 1 Stomping Ground
  • 1 Blood Crypt
  • 1 Treetop Village
  • 2 Swamp
  • 1 Forest

Sideboard

  • 2 Thrun, the Last Troll
  • 2 Olivia Voldaren
  • 2 Spellskite
  • 2 Sowing Salt
  • 1 Rakdos Charm
  • 1 Seal of Primordium
  • 1 Phyrexian Metamorph
  • 1 Batterskull
  • 1 Duress
  • 1 Slaughter Games
  • 1 Ancient Grudge

Mostly a standard list. I somehow can never do well if I don’t have Grim Lavamancers or Lightning Bolts in my deck…so there they are!

My matchups were:

Round 1 - Splinter Twin - 2-1

Round 2 - Burn - 2-0

Round 3 - Infect - 2-0

Round 4 - Eggs (made Top 8) - 2-1

Round 5 - UW Control (made Top 8) - 2-1

Round 6 - Monoblack Infect - ID

Round 7 - Jund - ID

Top 8 - Eggs (same as Round 4) - 2-0

Top4 - Eggs - 0-2


The deck felt pretty solid all day long, though I might want another discard spell in the maindeck (probably replace a Terminate). Felt kinda nice not scrubbing out of every non-Legacy high level event for once. Now I’m hoping to go to GP San Diego and also do well at the PTQ the weekend after in Tucson (which is Standard).

Jason

Monoblack Zombies

I kinda like this deck - it’s a budget version of Sam Black’s Zombie deck, and it still has a ton of value hidden inside. Dredging increases the chance of seeing Gravecrawlers, Cabal Therapies, and Bloodghasts, and then the Viscera Dragger can reanimate from your graveyard so you can buy back your Gravecrawlers. Also it cycles to activate your Dredging. Reanimate is there to bring back some of your dudes but also steal some guys from your opponents. Perhaps with a bit more tuning it could be a good budget option in Legacy.

Creatures

  • 4 Putrid Imp
  • 4 Carrion Feeder
  • 4 Gravecrawler
  • 4 Bloodghast
  • 3 Blood Artist
  • 4 Stinkweed Imp
  • 3 Viscera Dragger

Spells

  • 4 Cabal Therapy
  • 4 Hymn to Tourach
  • 2 Darkblast
  • 2 Tragic Slip
  • 2 Reanimate

Lands

  • 3 Dakmor Salvage
  • 17 Swamp

Monored Storm

Seething Song may be banned in Modern now, but it’s still got a home in Legacy!

Spells

  • 4 Gitaxian Probe
  • 4 Lotus Petal
  • 4 Rite of Flame
  • 4 Pyretic Ritual
  • 4 Desperate Ritual
  • 4 Seething Song
  • 4 Faithless Looting
  • 4 Manamorphose
  • 2 Past in Flames
  • 4 Burning Wish
  • 2 Empty the Warrens
  • 2 Reforge the Soul
  • 3 Goblin Bushwhacker

Lands

  • 4 Sandstone Needle
  • 2 Dwarven Ruins
  • 9 Mountain

Sideboard

  • 1 Empty the Catacombs
  • 1 Grapeshot
  • 1 Reforge the Soul
  • 4 Pyroblast
  • 8 ???

Designed to be budget (Lion’s Eye Diamond should probably be here if not), I feel like it still packs a punch. Faithless Looting gives the deck a way to sculpt hands so it won’t have to win on turn one or even two. Not sure on the exact numbers, but basing the deck on the Reforge the Soul engine seems awesome (especially since Reforge the Soul synergizes so well with Past in Flames.