Mackan
02-22-2019, 03:21 AM
https://i.ibb.co/pnF4RZN/TEPbanner.jpg (https://ibb.co/qxQmW9h)
Table of contents
1) Overview - about the deck
2) Card choices
3) Sideboard
4) How to play the deck
5) Decklist
6) Resources
Overview - The Epic Pit
The Epic Pit (or TEP for short) is named after the card “Empty the Pits” which is one of the wincons in the deck. Not to be confused by TES which is another (clearly worse) Empty-deck.
This deck is inspired by the modern version played by the MTGO user “Ftzz”. You can find out more about that deck here (https://www.youtube.com/channel/UCF6z1boML9F9bYrt2PVrWBw).
In Legacy, unlike Modern, we get access to a lot more interaction, power and a deeper card pool. My version is still mostly a control deck with a combo finish (similar to my favorite deck, Spiral Tide) but at the same time also a Nic-Fit variant. I figured the only reasonable way to put more lands into play in legacy is the Veteran Explorer/Cabal Therapy combo. I chose to leave the similarities with the archetype Nic-Fit to this duo only, so none of the hyped 5+ drop creatures from the last couple of years are in my deck.
The deck looks to control the game long enough and stick a Wilderness Reclamation to effectively double up on mana for the rest of the game. With all this mana we use Cunning Wish which will give us access to answers for most troublesome boardstates or a way to (eventually) win the game.
Winning can be done in a few different ways the most common is the Blue Sun’s Zenith kill. Recast Nexus of Fate until you have played out your whole deck, stack mana from 3-4 Wilderness Reclamation triggers and Blue Sun’s Zenith your opponent for their library+1 card. Another way is to beat down with Veteran Explorers, Snapcaster Mage, Creeping Tar Pit or what have you until they die, with or without taking all the turns. The third way is Empty the Pits, preferably paired with a Nexus of Fate for that one-shot zombie-goodness.
2) Card choices
Since the deck is pulling in pretty much every direction I chose to divide “Card choices” in a sub-set of categories. Balancing each part is both fun and challenging. In short we want enough control elements to stay alive, and pull ahead or resources without diluting our deck with situationally very bad cards or a combo engine that is full of gravel. I include a brief explanation and some card choices below each part. One thing to consider that might not be obvious at first glance is how relevant “deck-thinning” actually is. Once we cast that first Nexus of Fate we need a way to find it every turn, so putting cards we don´t want into our graveyard is a lot better than shuffling them back in.
Legacy
4 Brainstorm, 4 Ponder
This is Legacy and we want a consistent deck. I chose Ponder over Preordain because the deck is more A+B than sequencing a stream of similar cards. I always want more cantrips but I don’t know what to cut.
The Set-up
4 Veteran Explorer, 4 Wilderness Reclamation
This package is what allows us to have a reasonable goldfish and do something “unfair”.
The Pay-off
4 Cunning Wish, 2 Search For Azcanta
One “elegant” thing about this deck is how our wincons have a very high floor. Instead of diluting our deck with multiple copies of Griselbrand we instead have Cunning Wish that could be “anything” and Search for Azcanta that is both a means to get to comboing and also a part of the combo (activating it multiple times with Wilderness Reclamation in play!).
Removal
2 Assassin’s Trophy, 4 Fatal Push
Unlike other combo decks we don’t rush to the end-game. Instead we position ourselves during the setup phase biding time with legacy staples such as Fatal Push and Assassin’s Trophy. Having access to these cards also means that the game is not over because our opponent played a Gaddock Teeg, Containment Priest or Chalice of the Void. Assassin’s Trophy has a downside we don’t care all that much about since we also play Veteran Explorer.
Interaction
4 Cabal Therapy 4 Force of Will
Similarly to how we deal with a board of creatures or other troublesome permanents we also have the tools to interact with our opponent’s hand and on the stack. Having access to all these angles of attack while also caring very little about what our opponent is doing lets us dictate the pace of the game in our favor. If our opponent overextends to the board we can wish for a board wipe and if they don’t we have plenty of time to set up and pull ahead on resources using Azcanta, the Sunken Ruin, for example. Keeping our opponent in the dark while we, presumably, have enough information is worth a lot and let us use our mana in a more efficient way.
Manabase
3 Misty Rainforest
2 Polluted Delta
3 Verdant Catacombs
2 Tropical Island
1 Underground Sea
1 Creeping Tar Pit
1 Bayou
3 Island
1 Forest
1 Swamp
1 Urborg, Tomb of Yawgmoth
1 more Basic Land
There are a few things to pay attention to when building a manbase for this deck.
First of all we have cards from three different colors and we want to be able cast them on curve. We also have the tension of playing a lot of basic lands to trigger Veteran Explorer (and play around cards like Blood moon, back to basics and Wasteland). There are no cards requiring double-mana of any color so curving out with basics only should be no problem in most cases, for this reason I chose to leave the number of duals at a minimum. I still want my fetchlands to be able to find any combination of dual-land but there is no real point of having more than one dual of each combination (Underground Sea, Tropical Island, Bayou) except for the fact that I can’t play an infinite number of fetchlands. This is no exact science by any means, but in my experience playing a control deck the damage taken from fetchlands do add up and we also don’t want to get Stifled. The last reason why to keep the number of fetchlands at a “reasonable” level is to not run out of cards to fetch for. This might not be an issue for most decks in Legacy but in this deck in particular it becomes a problem, especially if we get to trigger Veteran Explorer. One way to solve this issue is to include a copy of Urborg, tomb of Yawgmoth which will let our Fetchlands tap for mana when we go off. It also helps casting Empty the Pits if our black duals gets Wastelanded or if we don’t have access to Wilderness Reclamation. Finally there are some utility lands which we can play like Nephalia Drownyard, Creeping Tar Pit, Ghost Quarter, Thawing Glaciers, Field of Ruins, Mikokoro, Center of the Sea. Of all the options I found I think Creeping Tar Pit is the best since it taps for two colors while also being “free” damage every turn with a Wilderness Reclamation in play. Some decks simply don’t have any removal for this and threatening a Planeswalker for free is neat. The second Tropical Island could be anything, it's a work in progress.
Flex
4 ?
For now Accumulated Knowledge.
We can tinker with the numbers in each of the above category but no matter how we slice it there will be a lot of excellent Legacy staples left out. One idea I really like is to “blank” creature removal. The only target right now for Fatal Push and Lightning Bolt in the whole deck is Veteran Explorer. A trade we are more than happy to offer. Swords to Plowshares is more difficult since it will exile the creature and not trigger its effect, but we can play around that by flashbacking Cabal Therapy and not give priority to our opponent. Another limitation is that we want to maximize the mana from Wilderness Reclamation meaning we want to minimize the number of permanents (unless they have Flash!). These two factor are competing for the sheer power level of cards like Jace, the Mind Sculptor, Leovold, Emissary of Trest, Tireless Tracker, Baleful Strix and Pernicious deed. Just to name a few.
Honestly I don’t know in which matchups we struggle or which kind of cards that we need to fight. This is why I chose a slightly more proactive approach with my card choices, instead of defensive cards like Thoughtseize and Counterspell I chose Accumulated knowledge or Preordain/Predict that will let me power through whatever my opponent is trying to set up and also let me hit those very important land drops. Having access to a card-advantage engine outside of Azcanta, the Sunken Ruin is crucial in some matchups. Especially to keep up on cards with the low to the ground Xerox-decks of the format like Grixis Delver. It’s just not feasible to think that a deck requiring 4 lands and a Wilderness in play has enough resources to keep up with a flurry of Delver, Wasteland (for the Azcanta, the Sunken Ruin or any dual land) and taxing countermagic like Flusterstorm/Spell Pierce/Daze. Unless we have Veteran Explorer of course.
3) Sideboard
1 Flusterstorm - Powerful anti-combo card, can be brought in vs most blue fair decks.
1 Pulse of Murasa - A lifegain spell acting like a Kolaghan's command versus burn decks.
1 Empty the pits - A wincon.
1 Nexus of Fate - Partly a wincon. In combination with drawing a lot of cards this will spiral into a win.
1 Blue Sun's Zenith - A value spell, a combo enabler and a win-con. Extremly slow.
1 Surgical Extraction - Having access to this in pre-boarded games is very good. Mostly for Reanimator strategies.
1 Consume the Meek - A fantastic sweeper for go-wide creature decks and most midrange decks.
1 Diabolic Edict - Unique card to deal with Marit Lage and Emrakul, the Aeons Torn.
1 Hurkyll´s Recall - Get-out-of-jail versus MUD decks.
1 Cryptic Command - A “fog” that cantrips versus the fair decks and a generally good blue card to sideboard in for the grindy matchups.
1 Mission Briefing - Double-up on the most important cards in the matchup, including Cunning wish targets. Especially strong in lists not running Snapcaster Mage.
Building a sideboard with a Cunning Wish package is stressful. You need a lot of cards to bring for each matchup not to have any blanks left but at the same time you want as many flexible wish-targets as possible. This version has a whooping 11 wish-targets but that doesn’t mean we can’t side them in for the post-board games.
A card like Consume the Meek is very strong but very situational so in a matchup like DnT we want to maximize our chance of finding it, thus leaving it in the board for Cunning Wish. On the other hand a card like Diabolic Edict has a more similar effect to Fatal Push/Assassin’s Trophy and can be sided in to just increase the density of 1-for-1 removal spells. In another matchup where Dark Depths is a concern we instead leave Diabolic Edict in the sideboard to maximize the our chances of finding it. In this case it is NOT the same card as Fatal Push anymore. In short, you want Cunning Wish to be able to answer your opponent’s primary game plan and also be able to advance yours. The wishboard is highly customizable. Depending on the expected meta-game it can be adjusted with more cards to beat a certain archetype but it can also be adjusted with regards to flexibility/mana. As an example we can deal with Marit Lage in several ways. Diabolic Edict could be both a From the Slaughter or a Repeal.
4 Leyline of the Void
The final slots are devoted to 4 Leyline of the Void. Traditionally a do-nothing deck is weak to the very fast decks of the format. Most of them are fueled by the graveyard (Reanimator, ANT) and some of them don’t even care about anything else (like manaless dredge and Reanimator). A card like Leyline of the Void completely turn some of these matchups upside down and I think it’s a worthy inclusion. It can also be brought in versus the very slow and grindy Life from the Loam-based strategies like Lands where the end-game is not so obviously in our favor.
I think 2-3 maybe 4 of the sideboard slots could be something totally different. I just need to figure out what the deck wants.
Here is a list of cards I want to play that I currently don’t (in either maindeck or sideboard).
(this will be edited in the future, adding comments for each card).
Counterspell
Thoughtseize
Green Sun's Zenith
Leovold, Emissary of Trest
Fact or Fiction
Snapcaster Mage
Notion Thief
Vendilion Clique
Growth Spiral
Abrupt Decay
Jace, The Mind Sculptor
Baleful Strix
Pernicious Deed
Tireless Tracker
Preordain
Predict
Accumulated Knowledge
4) How to play the deck - TBD
5) Decklist
https://i.ibb.co/gtvMpBf/teplista.jpg (https://ibb.co/GCsvLb8)
6) Resources - TBD
Thanks to Whitefaces for helping out building the deck. Your input and love for suboptimal card choices (like myself) is always a great inspiration.
Thanks Elfkid for the banner.
Any suggestions or questions highly appreciated! This is the most fun deck I have been tinkering with the last couple of years.
Table of contents
1) Overview - about the deck
2) Card choices
3) Sideboard
4) How to play the deck
5) Decklist
6) Resources
Overview - The Epic Pit
The Epic Pit (or TEP for short) is named after the card “Empty the Pits” which is one of the wincons in the deck. Not to be confused by TES which is another (clearly worse) Empty-deck.
This deck is inspired by the modern version played by the MTGO user “Ftzz”. You can find out more about that deck here (https://www.youtube.com/channel/UCF6z1boML9F9bYrt2PVrWBw).
In Legacy, unlike Modern, we get access to a lot more interaction, power and a deeper card pool. My version is still mostly a control deck with a combo finish (similar to my favorite deck, Spiral Tide) but at the same time also a Nic-Fit variant. I figured the only reasonable way to put more lands into play in legacy is the Veteran Explorer/Cabal Therapy combo. I chose to leave the similarities with the archetype Nic-Fit to this duo only, so none of the hyped 5+ drop creatures from the last couple of years are in my deck.
The deck looks to control the game long enough and stick a Wilderness Reclamation to effectively double up on mana for the rest of the game. With all this mana we use Cunning Wish which will give us access to answers for most troublesome boardstates or a way to (eventually) win the game.
Winning can be done in a few different ways the most common is the Blue Sun’s Zenith kill. Recast Nexus of Fate until you have played out your whole deck, stack mana from 3-4 Wilderness Reclamation triggers and Blue Sun’s Zenith your opponent for their library+1 card. Another way is to beat down with Veteran Explorers, Snapcaster Mage, Creeping Tar Pit or what have you until they die, with or without taking all the turns. The third way is Empty the Pits, preferably paired with a Nexus of Fate for that one-shot zombie-goodness.
2) Card choices
Since the deck is pulling in pretty much every direction I chose to divide “Card choices” in a sub-set of categories. Balancing each part is both fun and challenging. In short we want enough control elements to stay alive, and pull ahead or resources without diluting our deck with situationally very bad cards or a combo engine that is full of gravel. I include a brief explanation and some card choices below each part. One thing to consider that might not be obvious at first glance is how relevant “deck-thinning” actually is. Once we cast that first Nexus of Fate we need a way to find it every turn, so putting cards we don´t want into our graveyard is a lot better than shuffling them back in.
Legacy
4 Brainstorm, 4 Ponder
This is Legacy and we want a consistent deck. I chose Ponder over Preordain because the deck is more A+B than sequencing a stream of similar cards. I always want more cantrips but I don’t know what to cut.
The Set-up
4 Veteran Explorer, 4 Wilderness Reclamation
This package is what allows us to have a reasonable goldfish and do something “unfair”.
The Pay-off
4 Cunning Wish, 2 Search For Azcanta
One “elegant” thing about this deck is how our wincons have a very high floor. Instead of diluting our deck with multiple copies of Griselbrand we instead have Cunning Wish that could be “anything” and Search for Azcanta that is both a means to get to comboing and also a part of the combo (activating it multiple times with Wilderness Reclamation in play!).
Removal
2 Assassin’s Trophy, 4 Fatal Push
Unlike other combo decks we don’t rush to the end-game. Instead we position ourselves during the setup phase biding time with legacy staples such as Fatal Push and Assassin’s Trophy. Having access to these cards also means that the game is not over because our opponent played a Gaddock Teeg, Containment Priest or Chalice of the Void. Assassin’s Trophy has a downside we don’t care all that much about since we also play Veteran Explorer.
Interaction
4 Cabal Therapy 4 Force of Will
Similarly to how we deal with a board of creatures or other troublesome permanents we also have the tools to interact with our opponent’s hand and on the stack. Having access to all these angles of attack while also caring very little about what our opponent is doing lets us dictate the pace of the game in our favor. If our opponent overextends to the board we can wish for a board wipe and if they don’t we have plenty of time to set up and pull ahead on resources using Azcanta, the Sunken Ruin, for example. Keeping our opponent in the dark while we, presumably, have enough information is worth a lot and let us use our mana in a more efficient way.
Manabase
3 Misty Rainforest
2 Polluted Delta
3 Verdant Catacombs
2 Tropical Island
1 Underground Sea
1 Creeping Tar Pit
1 Bayou
3 Island
1 Forest
1 Swamp
1 Urborg, Tomb of Yawgmoth
1 more Basic Land
There are a few things to pay attention to when building a manbase for this deck.
First of all we have cards from three different colors and we want to be able cast them on curve. We also have the tension of playing a lot of basic lands to trigger Veteran Explorer (and play around cards like Blood moon, back to basics and Wasteland). There are no cards requiring double-mana of any color so curving out with basics only should be no problem in most cases, for this reason I chose to leave the number of duals at a minimum. I still want my fetchlands to be able to find any combination of dual-land but there is no real point of having more than one dual of each combination (Underground Sea, Tropical Island, Bayou) except for the fact that I can’t play an infinite number of fetchlands. This is no exact science by any means, but in my experience playing a control deck the damage taken from fetchlands do add up and we also don’t want to get Stifled. The last reason why to keep the number of fetchlands at a “reasonable” level is to not run out of cards to fetch for. This might not be an issue for most decks in Legacy but in this deck in particular it becomes a problem, especially if we get to trigger Veteran Explorer. One way to solve this issue is to include a copy of Urborg, tomb of Yawgmoth which will let our Fetchlands tap for mana when we go off. It also helps casting Empty the Pits if our black duals gets Wastelanded or if we don’t have access to Wilderness Reclamation. Finally there are some utility lands which we can play like Nephalia Drownyard, Creeping Tar Pit, Ghost Quarter, Thawing Glaciers, Field of Ruins, Mikokoro, Center of the Sea. Of all the options I found I think Creeping Tar Pit is the best since it taps for two colors while also being “free” damage every turn with a Wilderness Reclamation in play. Some decks simply don’t have any removal for this and threatening a Planeswalker for free is neat. The second Tropical Island could be anything, it's a work in progress.
Flex
4 ?
For now Accumulated Knowledge.
We can tinker with the numbers in each of the above category but no matter how we slice it there will be a lot of excellent Legacy staples left out. One idea I really like is to “blank” creature removal. The only target right now for Fatal Push and Lightning Bolt in the whole deck is Veteran Explorer. A trade we are more than happy to offer. Swords to Plowshares is more difficult since it will exile the creature and not trigger its effect, but we can play around that by flashbacking Cabal Therapy and not give priority to our opponent. Another limitation is that we want to maximize the mana from Wilderness Reclamation meaning we want to minimize the number of permanents (unless they have Flash!). These two factor are competing for the sheer power level of cards like Jace, the Mind Sculptor, Leovold, Emissary of Trest, Tireless Tracker, Baleful Strix and Pernicious deed. Just to name a few.
Honestly I don’t know in which matchups we struggle or which kind of cards that we need to fight. This is why I chose a slightly more proactive approach with my card choices, instead of defensive cards like Thoughtseize and Counterspell I chose Accumulated knowledge or Preordain/Predict that will let me power through whatever my opponent is trying to set up and also let me hit those very important land drops. Having access to a card-advantage engine outside of Azcanta, the Sunken Ruin is crucial in some matchups. Especially to keep up on cards with the low to the ground Xerox-decks of the format like Grixis Delver. It’s just not feasible to think that a deck requiring 4 lands and a Wilderness in play has enough resources to keep up with a flurry of Delver, Wasteland (for the Azcanta, the Sunken Ruin or any dual land) and taxing countermagic like Flusterstorm/Spell Pierce/Daze. Unless we have Veteran Explorer of course.
3) Sideboard
1 Flusterstorm - Powerful anti-combo card, can be brought in vs most blue fair decks.
1 Pulse of Murasa - A lifegain spell acting like a Kolaghan's command versus burn decks.
1 Empty the pits - A wincon.
1 Nexus of Fate - Partly a wincon. In combination with drawing a lot of cards this will spiral into a win.
1 Blue Sun's Zenith - A value spell, a combo enabler and a win-con. Extremly slow.
1 Surgical Extraction - Having access to this in pre-boarded games is very good. Mostly for Reanimator strategies.
1 Consume the Meek - A fantastic sweeper for go-wide creature decks and most midrange decks.
1 Diabolic Edict - Unique card to deal with Marit Lage and Emrakul, the Aeons Torn.
1 Hurkyll´s Recall - Get-out-of-jail versus MUD decks.
1 Cryptic Command - A “fog” that cantrips versus the fair decks and a generally good blue card to sideboard in for the grindy matchups.
1 Mission Briefing - Double-up on the most important cards in the matchup, including Cunning wish targets. Especially strong in lists not running Snapcaster Mage.
Building a sideboard with a Cunning Wish package is stressful. You need a lot of cards to bring for each matchup not to have any blanks left but at the same time you want as many flexible wish-targets as possible. This version has a whooping 11 wish-targets but that doesn’t mean we can’t side them in for the post-board games.
A card like Consume the Meek is very strong but very situational so in a matchup like DnT we want to maximize our chance of finding it, thus leaving it in the board for Cunning Wish. On the other hand a card like Diabolic Edict has a more similar effect to Fatal Push/Assassin’s Trophy and can be sided in to just increase the density of 1-for-1 removal spells. In another matchup where Dark Depths is a concern we instead leave Diabolic Edict in the sideboard to maximize the our chances of finding it. In this case it is NOT the same card as Fatal Push anymore. In short, you want Cunning Wish to be able to answer your opponent’s primary game plan and also be able to advance yours. The wishboard is highly customizable. Depending on the expected meta-game it can be adjusted with more cards to beat a certain archetype but it can also be adjusted with regards to flexibility/mana. As an example we can deal with Marit Lage in several ways. Diabolic Edict could be both a From the Slaughter or a Repeal.
4 Leyline of the Void
The final slots are devoted to 4 Leyline of the Void. Traditionally a do-nothing deck is weak to the very fast decks of the format. Most of them are fueled by the graveyard (Reanimator, ANT) and some of them don’t even care about anything else (like manaless dredge and Reanimator). A card like Leyline of the Void completely turn some of these matchups upside down and I think it’s a worthy inclusion. It can also be brought in versus the very slow and grindy Life from the Loam-based strategies like Lands where the end-game is not so obviously in our favor.
I think 2-3 maybe 4 of the sideboard slots could be something totally different. I just need to figure out what the deck wants.
Here is a list of cards I want to play that I currently don’t (in either maindeck or sideboard).
(this will be edited in the future, adding comments for each card).
Counterspell
Thoughtseize
Green Sun's Zenith
Leovold, Emissary of Trest
Fact or Fiction
Snapcaster Mage
Notion Thief
Vendilion Clique
Growth Spiral
Abrupt Decay
Jace, The Mind Sculptor
Baleful Strix
Pernicious Deed
Tireless Tracker
Preordain
Predict
Accumulated Knowledge
4) How to play the deck - TBD
5) Decklist
https://i.ibb.co/gtvMpBf/teplista.jpg (https://ibb.co/GCsvLb8)
6) Resources - TBD
Thanks to Whitefaces for helping out building the deck. Your input and love for suboptimal card choices (like myself) is always a great inspiration.
Thanks Elfkid for the banner.
Any suggestions or questions highly appreciated! This is the most fun deck I have been tinkering with the last couple of years.