Type: Deck Idea
Format (invalid) legLegacy
Approx. Value:
$382.49

0 Likes 0 Comments
Avg. CMC 2.8
Card Color Breakdown
Card Type Breakdown

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Main Deck - 51 cards, 20 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Instant (30)
4 Archive Trap
$4.82 Instant - Trap
3 Assassin's Trophy
$2.51 Instant
3 Cryptic Command
$8.19 Instant
1 Deprive
$0.36 Instant
4 Drown in the Loch
$1.03 Instant
4 Fatal Push
$1.87 Instant
2 Force of Negation
$41.42 Instant
3 Into the Story
$0.18 Instant
2 Surgical Extraction
$2.63 Instant
4 Thought Scour
$0.28 Instant
Land (21)
1 Breeding Pool
$15.41 Land - Forest Island
2 Field of Ruin
$0.21 Land
2 Flooded Strand
$10.35 Land
3 Misty Rainforest
$21.80 Land
3 Mystic Sanctuary
$1.78 Land - Island
4 Polluted Delta
$13.78 Land
3 Snow-Covered Island
$1.42 Basic Snow Land - Island
1 Snow-Covered Swamp
$0.90 Basic Snow Land - Swamp
1 Sunken Hollow
$0.23 Land - Island Swamp
1 Watery Grave
$12.97 Land - Island Swamp
Sideboard - 16 cards, 16 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (5)
1 Archmage's Charm
$1.76 Instant
1 Kaya's Guile
$0.67 Instant
1 Pulse of Murasa
$0.11 Instant
1 Remand
$0.46 Instant
1 Spell Snare
$6.75 Instant
Sorcery (5)
1 Crime // Punishment
$1.38 Sorcery // Sorcery //
1 Damnation
$18.15 Sorcery
1 Devastation Tide
$0.80 Sorcery
1 Gaze of Granite
$0.15 Sorcery
1 Serum Visions
$0.66 Sorcery
Artifact (2)
1 Arcum's Astrolabe
$0.07 Snow Artifact
1 Engineered Explosives
$6.79 Artifact
Land (4)
1 Hallowed Fountain
$8.72 Land - Plains Island
1 Prairie Stream
$0.13 Land - Plains Island
1 Snow-Covered Forest
$1.25 Basic Snow Land - Forest
1 Snow-Covered Plains
$0.79 Basic Snow Land - Plains

Notes
 
I have the other two paired down versions that aproximated down, but the lists didn't feel complete. I decided to rebuild a version from the ground up so that I at least had a full theoretical grip of my card choices. I've gotten the following list, and i'm confident of these cards being correct with some flexibility in A trophy and and the ratio of fetchland split. The final decisions are more difficult, and don't seem intuitive. My build features more card disadvantage in archive trap/surgical but is somewhat mitigated by not being to cast all our spells anyway and into the story. Still, it would be advantageous to feature some amount of serum visions, archmages charm, and esper charm to have more options and card flow. Astrolabe also fits this category, and determines some build options. The number of cantrips also affects land count and remaining land choices. Featuring a 1 of main board catch up mechanism is also desirable after seeing SB fail, and gaze of granite actually might be subtly the bomb, as we can pretty much nuke the board at 6, but the mana cost is deep, and we sacrifice labe's in the process. There are other less all in options. The last piece is how many lifegain spells we can afford, and which ones. I have a suspicion that if we can fit guile in the deck without having to double fetch/shock for it it might be over the top powerful in conjunction with the rest of our set up.
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