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John Cox
11-11-2011, 12:33 AM
I've had the concept for this deck in the back of my mind for over a year now, ever since lodestone golem came out (so a while). The idea is based MUD's dominance in vintage.
Since in legacy I can play 4 trinispheres and the fundamental turn is about two turns slower, you would think that Legacy MUD would be stronger, and mean a pure artifact beatdown strategy should be the best in the format. In any case life happens and the deck got put on the back burner for a while, until a few days ago when a friend of mine asked me to try slash panthers in it. They're crazy good in vintage MUD. Formerly that slot had master of etherium in it.
The list I came up with was,

//spells
4 sphere of resistance
4 chalice of the void
4 thorn of amethyst
4 trinisphere
4 mox diamond
4 serum powder
4 city of traitors
4 ancient tomb
4 wasteland
4 crucible of worlds
6 mountain
2 scalding tarn
2 arid mesa
2 bloodstained mire
//creatures
4 slash panther
4 lodestone golem

This list works very well. The idea is to play a lock piece on turn one and then either two more lock pieces on turn two or a creature. -You will always be able to play two lock pieces by the end of turn two. And if your hand isn't capable of this I would suggest you mulligan, because of the high amount of mulligans you will encounter serum powder is in the deck.

Because most people can't deal with all their cards costing at least 3 in the early turns, by the time they can you should have won. A good example of this is combo (one of your best matches) your entire deck interacts with them (most people have relatively very little in their main deck and sideboard that interacts). If you can resolve two lock pieces against combo you'll win game one, they also have very little they can use to interact with you for game two.
One of the interesting points is that your entire deck (save 12 land) functions as disruption against the entire format, as any deck that wants to cast spells has a hard time (manaless ichorid has a hard time too because they need to cast dread return). Even Slash Panther reduces the amount of time you opponent has to find a solution or create mana, It's a temporal lock piece if you will, it also kills planeswalkers.



Card breakdown,

Sphere effects

Sphere of resistance
spells cost more, you lands make more mana than your opponents, this is good.
Thorn of amethyst
Same as above but creatures dodge the increased cost, you play creatures and given the amount of disruption in the deck, this is a good thing.
trinisphere
this flat out wins games if you cast it first turn.
Lodestone Golem
Their spells cost one more, your spells stay the same, this is good.


Creatures.

Lodestone Golem
This guy is great.

Slash panther,
Your opponent only way of beating you is to get enough lands to play around your lock pieces. The faster you kill them the less likely that is.


Other lock pieces.
Crucible of worlds
recurs wasteland, city of traitors, and the land you discard to mox diamond, and fetchlands.

Chalice of the void,
you have zero cards that cost :1:. You can cast chalice of the void for :1: on turn 1 and shut off half your opponents deck.

Wasteland
destroys land, can be brought back with crucible



Acceleration

Serum powder
this given you faster hands

Mox diamond
This lets you cast things that cost :2: and :3: on turn 1


If you have ideas or questions let me know.

mistercakes
11-11-2011, 02:05 AM
the reason why this deck won't work in legacy is b/c there is no workshop. you say you drop down something on turn 1, with the expectations to drop something else on turn 2. your first land will probably be hit by wasteland most of the time.

Poron
11-11-2011, 05:01 AM
Metalworker, Grim Monolith..? anything that makes this deck win a game?

(I mean.... 4/2 haste, really?)

Esper3k
11-11-2011, 08:51 AM
One of my issues with this is that you only have 8 creatures, one of which is a 4/2.

Also, if your opponent is on the play and leads off with a Noble Hierarch or Birds of Paradise, I think you're in real trouble.

Maybe consider something like Phyrexian Revokers to deal with things like mana dudes and Pridemages? (Vintage MUD also plays Revokers)

Metamorphs (also stolen from Vintage) seem good too since you can copy Lodestones with them.

John Cox
11-11-2011, 09:15 PM
I like the idea of revoker and metamorph, grim monolith seems too cute but i'll try it.

from Cairo
11-11-2011, 09:32 PM
Yea I definitely think Slash Panther isn't good enough and Revoker is needed (Aether Vial, Qasali Pridemage).

MeddlingMageGR
11-13-2011, 02:04 PM
I've had the concept for this deck in the back of my mind for over a year now, ever since lodestone golem came out (so a while). The idea is based MUD's dominance in vintage.
Since in legacy I can play 4 trinispheres and the fundamental turn is about two turns slower, you would think that Legacy MUD would be stronger, and mean a pure artifact beatdown strategy should be the best in the format. In any case life happens and the deck got put on the back burner for a while, until a few days ago when a friend of mine asked me to try slash panthers in it. They're crazy good in vintage MUD. Formerly that slot had master of etherium in it.
The list I came up with was,

//spells
4 sphere of resistance
4 chalice of the void
4 thorn of amethyst
4 trinisphere
4 mox diamond
4 serum powder
4 city of traitors
4 ancient tomb
4 wasteland
4 crucible of worlds
6 mountain
2 scalding tarn
2 arid mesa
2 bloodstained mire
//creatures
4 slash panther
4 lodestone golem

This list works very well. The idea is to play a lock piece on turn one and then either two more lock pieces on turn two or a creature. -You will always be able to play two lock pieces by the end of turn two. And if your hand isn't capable of this I would suggest you mulligan, because of the high amount of mulligans you will encounter serum powder is in the deck.

Because most people can't deal with all their cards costing at least 3 in the early turns, by the time they can you should have won. A good example of this is combo (one of your best matches) your entire deck interacts with them (most people have relatively very little in their main deck and sideboard that interacts). If you can resolve two lock pieces against combo you'll win game one, they also have very little they can use to interact with you for game two.
One of the interesting points is that your entire deck (save 12 land) functions as disruption against the entire format, as any deck that wants to cast spells has a hard time (manaless ichorid has a hard time too because they need to cast dread return). Even Slash Panther reduces the amount of time you opponent has to find a solution or create mana, It's a temporal lock piece if you will, it also kills planeswalkers.



Card breakdown,

Sphere effects

Sphere of resistance
spells cost more, you lands make more mana than your opponents, this is good.
Thorn of amethyst
Same as above but creatures dodge the increased cost, you play creatures and given the amount of disruption in the deck, this is a good thing.
trinisphere
this flat out wins games if you cast it first turn.
Lodestone Golem
Their spells cost one more, your spells stay the same, this is good.


Creatures.

Lodestone Golem
This guy is great.

Slash panther,
Your opponent only way of beating you is to get enough lands to play around your lock pieces. The faster you kill them the less likely that is.


Other lock pieces.
Crucible of worlds
recurs wasteland, city of traitors, and the land you discard to mox diamond, and fetchlands.

Chalice of the void,
you have zero cards that cost :1:. You can cast chalice of the void for :1: on turn 1 and shut off half your opponents deck.

Wasteland
destroys land, can be brought back with crucible



Acceleration

Serum powder
this given you faster hands

Mox diamond
This lets you cast things that cost :2: and :3: on turn 1


If you have ideas or questions let me know.


this decklist is for garbage...
you need 4 Metalworker, 4 Ensnaring Bridge, 4 Steel Hellkite and 3-4 Staff of Domination. You get infinite mana, infinite life, and infinite draw with Metalworker if you have 3 artifacts in hand.
And try to play with Post lands for much more mana : Cloudpost, Glimmerpost, Vesuva. You can use this mana to draw cards or tap opponent's creatures with Staff of Domination.

John Cox
11-13-2011, 02:43 PM
this decklist is for garbage...
you need 4 Metalworker, 4 Ensnaring Bridge, 4 Steel Hellkite and 3-4 Staff of Domination. You get infinite mana, infinite life, and infinite draw with Metalworker if you have 3 artifacts in hand.
And try to play with Post lands for much more mana : Cloudpost, Glimmerpost, Vesuva. You can use this mana to draw cards or tap opponent's creatures with Staff of Domination.

You have no idea what your talking about, this deck doesn't want infinite life, draw or mana, this isn't that deck. Assuming it does because it uses some of the cards yours does and calling this garbage is insulting. There's more than one artifact deck out there and I invite you to try and play them.

redhamjack
11-14-2011, 12:14 AM
I like the idea of revoker and metamorph, grim monolith seems too cute but i'll try it.

First revoker and metamorph are auto includes. They're too good, in my opinion.

Have you considered Moon effects in this deck? It may be just a win more card, but it punishes a ton of the "good stuff" decks.

John Cox
11-14-2011, 01:20 AM
First revoker and metamorph are auto includes. They're too good, in my opinion.

Have you considered Moon effects in this deck? It may be just a win more card, but it punishes a ton of the "good stuff" decks.

I did try magus of the moon, the problem I had was that my opponent was able to fetch a plains or forest and the build up mountains to pay for my spheres. I guess I felt they were win-more when their mana bases were dead already from spheres and golems and I was better to try and waste lock them with crucible.

Malakai
11-14-2011, 03:03 AM
The problem with these types of decks in legacy has typically been two things:
1) Losing to their turn 1 play plus whatever else they can manage before the game ends.
2) Having your first piece of disruption countered, and then being too far behind.

Your list seems to address those two problems via the creatures, and the redundancy.

Additionally, Legacy does not offer MUD/Stax lists the ridiculous mana advantage of Vintage, so you end up really feeling the drawback from your own lock pieces.

That all said, I have a hard time believing the deck can reliably follow up the early disruption with a creature and then win before the opponent can find enough lands.

The metagame _is_ receptive to this type of deck right now. People are once again playing with extra-low curves and cheating on lands. I just don't think this the deck to take advantage of it.

Oh yeah, seems like 4 of those fetches should just be Mishra's Factory.

optml
11-14-2011, 04:29 AM
I'm surprised that there isn't a one or two of mox opal.

Only because I don't think that they'll be dead very often, and can be useful for speeding up the early game. (although if you DO include, it may be worth replacing a few mountains with some great furnaces?)

I'm not convinced by serum powder. What if you have a mediocre hand (i.e. that you ARE intending to mulligan with) with powder, and a couple of key cards. You can't well remove it if you have a couple of lodestone golems in hand, can you?

The reason Vintage Dredge uses them is because their ENTIRE gameplan is "find Bazaar of Baghdad".... Win. Consider replacing them with some of the suggestions below (revoker, metamorph, etc.)

Just my 2 cents