Decompressing from GP Las Vegas and wanted to share my results and say thanks to all the posters here for developing the deck.
I played two double-prize Legacy side events with a decklist I shamelessly copied from this forum a while ago (except for -1 Bayou, +1 Blooming Marsh, I forget who posted this list):
Deck
4 Dark Depths
4 Vampire Hexmage
4 Thespian Stage
4 Elvish Spirit Guide
4 Lotus Petal
4 Crop Rotation
4 Sylvan Scrying
2 Expedition Map
2 Into the North
1 Sylvan Library
4 Thoughtseize
2 Inquisition of Kozilek
4 Pithing Needle
2 Not of this World
1 Ghost Quarter
1 Sejiri Steppe
2 Bayou
1 Blooming Marsh
4 Verdant Catacombs
3 Urborg, Tomb of Yawgmoth
2 Snow-Covered Forest
1 Snow-Covered Swamp
Sideboard
1 Bojuka Bog
1 Karakas
1 Not of This World
2 Massacre
2 Surgical Extraction
3 Deathrite Shaman
3 Abrupt Decay
2 Tireless Tracker
Friday Legacy Double Up
===============
Round 1 v. Shardless BUG (2-0)
------------------------------
### Game 1
I am on the play. I mull to a descent 5, while he mulls to 6. Early discard
reveals a hand of two Brainstorms, Leovald, and land. I don't mind any of
these cards and let him keep two Brainstorms. He then top decks another
Leovald and plays it turn 3. I have time to sculpt, play out Hexmage.
He untaps and slams Liliana and minuses. Still shaking off rust, I
mechanically put Hexmage into my yard and then immediately realize I could
have sacced to kill Lilli. Oh well, the deck is so forgiving, I top deck
another Hexmage next turn with Depths as my land play and get the concession.
### Game 2
I side out Not of this Worlds for Abrupt Decays. I think I also brought in the
third Decay for Steppe or Needle.
This time we both keep seven. Early discard shows Hymn, Lilli, Strix, and
Force and lands. I take Hymn. I had the cards for a fast combo with crop
Rotation, but with Force plus Blue and no real clock, I just bide my time, never
casting Crop Rotation. I mistakenly play out two Hexmages into a known Lilli
in hand. I realize that I should just have one out, so I can make the -2 bad.
He ends up never playing Lilli anyway. He does slam Jace, which dies to
Hexmage upon Brainstorming. Soon after, the top of my deck yields the needed
combo piece and Abrupt Decay removes his only flying blocker for the win.
Round 2 v. BU Reanimator (2-1)
------------------------------------
### Game 1
We both keep seven, with her on the play. Turn two, she exhumes Griselbrand
but I am still in it if I can get Marit on the board before she can get a
Tidespout. I survive for a couple Griselbrand hits without much action from
her side. Eventaully, she entombs to get an Iona on black and swings for the
win.
### Game 2
I side in three DRS, 2 Surgical, Karakas, and Bojuka Bog, taking out Ghost
Quarter, Not of the World, and some Needles.
We both keep seven. The game comes down to a turn where she casts Show and
Tell. She puts in Griselbrand, I put in nothing. She activates Griselbrand. In
response, I Crop Rotation. She lets it resolve and I get Karakas and bounce
the demon. This yields a concession, but perhaps prematurely. She still had
enough life to draw another seven to find another angle.
### Game 3
I keep seven while she mulls to five. Not much of a game here as I have a full
hand with a couple pieces of hate. Eventually get there with a token.
Round 3 v. Deathblade (2-1)
### Game 1
We both keep seven, with me on the play. I have the lands to make a token in
the field, but am patiently waiting for some protection for Swords with no pressure
from his side. However, he takes his draw, realizes he can't deal with the token with his hand, and
scoops.
### Game 2
I board in a third Not of this World, both Massacres. I forget what I took
out, probably some extra land tutoring cards like an Into the North and
Expedition Maps.
I get a chance to stop SFM for Batterskull, but pass, figuring I need Decay
for potential Needle or something else. I think this was a mistake, as
Batterskull races pretty well and puts him out of one swing range.
I get a slight edge when he tries to Wasteland my untapped Stage while I can
copy Snow-Covered Forest in response, but it is not enough.
At one point, he gets Meddling Mage on Sylvan Scrying. Not one of my better
cards, so not too worried, but happens to be the tutor I draw. I use my saved
Abrupt Decay to get rid of Mage, then cast Sylvan Scrying, but it is too
little too late and Batterskull gets the job done.
### Game 3
Both on seven, a few turns in I use discard and see a hand of 4x Swords to
Plowshares, 2x Surgical Extraction, and Force of Will while he is on two lands in play.
I know I need to get through at least 1, maybe 2 Swords and I better make it count because once I
make the token, I probably won't get another chance. I see my line in keeping
him choked on white, so I search up Ghost Quarter and get his only white
source while he is still stuck on 2 lands. I am happy when he declines to
search for a basic. I had Crop Rotation for Steppe in my toolbox as well. To
hammer it home, I top deck Not of the World and make the token. He can't even
find white to cast a single Swords, and I get the concession.
Round 4 v. BURG Aluren (1-2)
----------------------------
I propose a draw so we can get prize and move on to the next events, but he
declines. I found out later he was 2-0-1, so makes sense.
### Game 1
We both keep seven. Discard shows a hand with Parasitic Strix, DRS, 2x Misty,
Catacombs, and Imperial Recruiter. I take Recruiter then play Pithing Needle.
He let's it resolve with an uncracked Catacombs, but I name DRS. I
restrospect, maybe Misty would have been the name, though he wasn't short for
mana. He Alurens in a Parasitic Strix, going to 21 life. I end step use Aluren
to flash in Hexmage and make token. I untap and swing, eating the Strix. He
untaps, draws, and concedes.
### Game 2
I think I brought in Abrupt Decays for Not of the World and some excess land
tutors.
We both mull to six. This is a matchup I am completely unfamiliar with.
He starts going crazy with 8-life chunks with a resolved
Library. I could Decay it, but figure that he won't have much to dig for
against the token anyway and I can save the Decay for whatever he finds.
I Pithing Needle Cavern Harpy to protect myself and wait to assemble the
combo. Then he goes off. Recruiter chain for Dream Stalker for Reclamation
Sage to get rid of Needle. Then drains me out with weird birds.
### Game 3
We both keep seven. My hand is 2x Stage, 2x Depths, and a Lotus Petal. Not
great, but I can attempt two tokens and think BUG won't have ways to deal with
them, so I keep. I mostly rush out a token, ignoring what he is trying to
do. I make the token, thinking I have it. But he Alurens in a Man'o'war to
kill it. Still, things don't look too bad as I can combo again. At one point,
he gets Aluren out again and I punt by not flashing in my Hexmage. I just
forgot about the symmetrical effect and waited to cast it for BB. At that point it is
too late, as he has enough flying chump blockers and a wide enough board to
beat me even with the token.
Saturday Legacy Double Up
=================
Round 1 v. BG Elves (2-0)
-------------------------
### Game 1
I mull to 6 on the draw. He plays some elves. I play Hexmage.
He attacks and I block, thinking I get an elf for free. Forgot about
Pendelhaven in another bad error. The deck again forgives me as I peel another
Hexmage off the top and make a token for the win.
### Game 2
I board in some Decays for Not of this World and excess tutors.
We both keep seven. He plays turn two GSZ for Birchlore Ranger. I get to work on the combo pieces.
He untaps, draws, fails to find another land, and attacks and passes. I make
the token next turn for the concession. It turns out he had Blood Moon in hand
and just needed any third mana source to slam it.
Round 2 v. BUG Food Chain (1-2)
-------------------------------
### Game 1
We both keep seven, with him on the play. He starts to chip away at me, but I
make token soon for the win.
### Game 2
Another matchup I have no experience with. I bring in Decays for NOTW and
excess tutors.
We again both keep seven. I go for a pretty quick token, but it gets Edicted.
I had green up for Crop Rotation, but don't have any creature-land cards in
the 75 to fetch. Definitely felt bad in this spot. I claw back and get close
to another token, but he gets enough mana to race me with Walking Ballista.
### Game 3
This game my seven has Petal, Petal, Hexmage, Depths---a potential turn 2
kill. However, a risky proposition. After some consideration, I decide to go
for it. He has the Force and I am on the back foot from there on out. A turn
away from making a second token, he goes infinite with a Walking Ballista for
game over.
Round 3 v. RGB Lands (2-1)
--------------------------
### Game 1
I am on 6 on the play while he keeps 7. Early discard shows Depths and Stage
in hand. These are in my hand as well. He is confused when I name Wooded
Foothills with my Pithing Needle, then Ghost Quarter with another. It becomes
clear when I play Depths. He Stages my Depths, then I untap and stage my
Depths. But he has Crop Rotation for Karakas for the win. I probably should
not have played my Depths at all.
### Game 2
I board in a full 12 cards---everything but the two Massacres and Not of this World. I take out my 4
Depths, Not of the Worlds, and a handful of fast mana and tutors. I am going
the beatdown plan.
I mull to 6 while he keeps 7. My hand is heavy on creatures, which is what I
want here. Early DRS does a lot of work with help from Bog to manage his GY.
However, he is on the mana denial plan. His Wastes, Port, and Ghost Quarters have
kept me to one land while he has done a good job of keeping lands out of the
yard with Loam. A key turn comes when I play a land suspecting he will Wasteland it.
With the waste effect on the stack, I use DRS to eat the land for green and
Crop Rotation the Wasteland target for a mana source. He follows up with
another Ghost Quarter attempt, but I have the third basic. At this point, he
sort of gives up on the mana denial plan.
I don't encounter any Punishing Fires and DRS does work.
I have Karakas to manage a potential token. I Needle Stage plus
Forest after he copied a Forest with a second Stage. I have an active Sylvan Library.
Finally, I start playing the Trackers. He has a Maze for one, but not two,
and I get the win.
### Game 3
I decide to board back in one Depths in case I can combo off quickly.
We both keep 7. He has turn 2 Chalice on 1. My hand is light on 1 CMC cards
and heavy on Hexmage. I play Petal, which he tries to Decay. In response, I
sac for mana and Decay his Chalice. Then I untap and play DRS.
I have DRS and Hexmages pressuring his life total while DRS plus Bog manage
his yard. I get Ghost Quarter plus a copy. We go to turns, but with 2 Hexmage and DRS, I feel pretty good about
closing. I get a chump from his Dark Confidant because he forgets about first
strike. I am also holding two Surgicals when I deal lethal on turn 3.
Round 4 ID
Paired against another RG Lands player who just watched most of my last match. We
decide to draw and end it early.
---
Overall I was 5-2 in matches played. Deck felt good and quite forgiving of my play errors.
My losses both felt like they could have
easily been wins if I understood the matchups better, played better, or got a little luckier.
The deck does struggle with the infinite flying chump blockers available in
Aluren and Food Chain. Steppe is a solution and I could have leveraged this
better. Using the Blooming Marsh never hurt me and allowed me
to play around Submerge against the BUG decks (though I never saw Submerge).
I'd really like to add a way to stop Edict effects like Mishra's Factory or
Dryad Arbor. Though, just patiently playing out an early creature might be the better
solution.