morgan_coke
04-09-2020, 04:23 PM
So, for basically like forever, people have been like "why don't you put Fluctuator in Slide?" And the answer has always been that slots in the deck are super tight and it flat out just doesn't do enough. But, with the printing of a large number of excessively good cycling cards in Ikoria, that's changed since it's now part of multiple 2-card kill comboes. Flourishing Fox and Drannith Stinger both combine with a Fluctuator and a bunch of cards that cycle for only colorless to make a big boom win on the spot. Fox is more disruptable because it has to attack, has a CMC of 1, and doesn't have evasion. But your opponent won't always have an STP or Fatal Push in their opening hand either.
So here's the tentative list:
Creatures
4x Flourishing Fox
4x Drannith Stinger
4x Valiant Rescuer
4x Hollow One
Artifacts
4x Fluctuator
2x Abandoned Sarcophagus
Enchantments
4x Astral Drift
4x Lightning Rift
Instants
2x Zenith Flare
3x Angelsong
2x Forsake the Worldly
3x Gilded Light
Lands
4x Ash Barrens
4x Arid Mesa
3x Plateau
2x Mountain
2x Plains
2x Drifting Meadow
2x Smoldering Crater
Sideboard
4x Orim's Chant
4x Thalia, Guardian of Thraben
3x Disenchant
4x Blood Moon
This is obviously a tentative list, there's still probably more ridiculousness coming out of Ikoria. I'm particularly interested in what they do for lands with that. It's been possible to make a cycling board control deck for years, the main issues with it were always:
1)Not enough good cards with reasonable casting/cycling costs to make the cut
2)No way to cram in the kind of free, random wins a deck needs in Legacy without jumping through so many hoops the deck is bad
3)Way too slow of a clock to ever be competitive against combo decks
4)The cycling draw engine wasn't strong enough to compete with the card selection of the blue decks
5)The decks already slow speed was compounded by the numerous "do nothing" cards and turns from cycling, and despite running a huge number of lands, it was incredibly mana hungry as well
All of that has now been fixed, and what's left is a deck that can easily switch between combo, control, and aggro roles. There are two card comboes that win on turn 2 with the attack step, and 2 card comboes that win on turn 3 without it. Gilded Light and Angelsong both provide "outs" to faster combo decks in game one, and with free 4/4's and rapidly growing 1/1's and swarm token generating 3/1's, the deck has the speed to take advantage of that extra turn. Forsake the Worldly provides a game one answer to a lot of stuff like Ensnaring Bridge that people think "this means I win game one".
For longer games you've got the unparalleled board/creature/planeswalker control of Rift/Drift, backed up by the card advantage of what is basically a permanent Yawgmoth's Will effect from Sarcophagus. And in those longer games, Flare can often provide a topdecked win out of nowhere.
I know this deck is using a strategy that was either never good, only usable for meme/casual decks, or hasn't been good for a decade, and is using the two traditionally weakest colors in Legacy, but this right here, this is the comeback. This deck cheats massively on all the effects and in all the ways winning Tier One Legacy decks do.
This is a very rough draft, but there is real, legitimate potential here. The biggest weaknesses I can identify right now are a lack of pure card advantage outside of Sarcophagus, and no mana acceleration, but I'm not certain either of those are needed. All maindeck disruption is more reactive than proactive, and the maindeck has no way to deal with problematic lands. I don't think that's a big enough issue to include nonsense like Lay Waste but it is an option I guess.
So here's the tentative list:
Creatures
4x Flourishing Fox
4x Drannith Stinger
4x Valiant Rescuer
4x Hollow One
Artifacts
4x Fluctuator
2x Abandoned Sarcophagus
Enchantments
4x Astral Drift
4x Lightning Rift
Instants
2x Zenith Flare
3x Angelsong
2x Forsake the Worldly
3x Gilded Light
Lands
4x Ash Barrens
4x Arid Mesa
3x Plateau
2x Mountain
2x Plains
2x Drifting Meadow
2x Smoldering Crater
Sideboard
4x Orim's Chant
4x Thalia, Guardian of Thraben
3x Disenchant
4x Blood Moon
This is obviously a tentative list, there's still probably more ridiculousness coming out of Ikoria. I'm particularly interested in what they do for lands with that. It's been possible to make a cycling board control deck for years, the main issues with it were always:
1)Not enough good cards with reasonable casting/cycling costs to make the cut
2)No way to cram in the kind of free, random wins a deck needs in Legacy without jumping through so many hoops the deck is bad
3)Way too slow of a clock to ever be competitive against combo decks
4)The cycling draw engine wasn't strong enough to compete with the card selection of the blue decks
5)The decks already slow speed was compounded by the numerous "do nothing" cards and turns from cycling, and despite running a huge number of lands, it was incredibly mana hungry as well
All of that has now been fixed, and what's left is a deck that can easily switch between combo, control, and aggro roles. There are two card comboes that win on turn 2 with the attack step, and 2 card comboes that win on turn 3 without it. Gilded Light and Angelsong both provide "outs" to faster combo decks in game one, and with free 4/4's and rapidly growing 1/1's and swarm token generating 3/1's, the deck has the speed to take advantage of that extra turn. Forsake the Worldly provides a game one answer to a lot of stuff like Ensnaring Bridge that people think "this means I win game one".
For longer games you've got the unparalleled board/creature/planeswalker control of Rift/Drift, backed up by the card advantage of what is basically a permanent Yawgmoth's Will effect from Sarcophagus. And in those longer games, Flare can often provide a topdecked win out of nowhere.
I know this deck is using a strategy that was either never good, only usable for meme/casual decks, or hasn't been good for a decade, and is using the two traditionally weakest colors in Legacy, but this right here, this is the comeback. This deck cheats massively on all the effects and in all the ways winning Tier One Legacy decks do.
This is a very rough draft, but there is real, legitimate potential here. The biggest weaknesses I can identify right now are a lack of pure card advantage outside of Sarcophagus, and no mana acceleration, but I'm not certain either of those are needed. All maindeck disruption is more reactive than proactive, and the maindeck has no way to deal with problematic lands. I don't think that's a big enough issue to include nonsense like Lay Waste but it is an option I guess.