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How To Think About Legacy As A Format: Artifacts and Multicolor

Drew Levin finishes up his series on today’s popular Legacy cards with artifacts and multicolor. He also begins collaborating with Mark Sun on his process for choosing which Legacy deck to play at Grand Prix Indianapolis.

Today is a bit of a split article. On one hand, I’ve started collaborating with Mark Sun on his process for Grand Prix: Indianapolis, something about which I’m very excited. On the other hand, I want to finish my review of today’s popular (and undeservedly unpopular) Legacy cards. Instead of making you guys wait a week for one of them, today’s article will have both. If you want to skip the card evaluations and go straight to my conversations with Mark Sun, just control + F for his name and read from there. If you’re here for the artifacts and multicolored cards, stick around.

Part one.

Part two.

Artifacts

Engineered Explosives

Very good, underplayed: Engineered Explosives is a great card nowadays because of the rise of hyper-efficient one-drops. It seems that everyone finally remembered that Nimble Mongoose was the original Delver of Secrets and got back around to putting it back in decks again. Meanwhile, Mother of Runes has been killing decks that rely on targeted removal for months.

Decks that rely on a bunch of spot removal and no sweepers (like U/W Stoneforge, for instance) have problems with those one-drops. Wrath of God is a fine card, but it can be too expensive against a RUG deck that plays Spell Pierce and Wasteland or a G/W deck that plays Knight of the Reliquary, Choke, and Wasteland. By playing several Explosives, it is possible to slow a G/W opponent down (by killing their Hierarchs) while also exposing a crucial Knight of the Reliquary to a Swords to Plowshares. In a control deck built to take over a long game, this temporal advantage can be decisive.

Mox Opal/Chrome Mox

Strong in the right shell, bad otherwise: Mox Opal and Chrome Mox, on their own, are rather embarrassing cards. Legacy has boiled down to raw attrition wars in so many matchups that having cards that force you to take effective mulligans—Chrome Mox, for example—are almost never worth it. The deck where this is likely untrue, however, is David Gearhart’s bizarrely named Shot in the Dark deck:


His game plan is to sidestep attrition wars in favor of presenting several perceived trumps to the format—Thopter Foundry, Ensnaring Bridge, multiple planeswalker activations, and a whole host of sideboarded artifacts and enchantments. In a deck where your plan is to accelerate early, gain metalcraft by turn two, and have a small hand a lot of the time, the Moxes are actually quite good. In a deck like Stoneblade, however, playing Chrome Mox to hopefully cast Stoneforge Mystic on turn 1 is not worth the loss of a card.

Tormod’s Crypt, Relic of Progenitus, Grafdigger’s Cage

Context-driven, but all playable: As with Surgical Extraction/Extirpate/Leyline, each of the artifact trio of graveyard hate is playable in a deck that wants it. All of them compete with Surgical Extraction, though, since Surgical is essentially colorless.

Grafdigger’s Cage is the most powerful against Reanimator and Dredge, demanding a Nature’s Claim or bounce spell. I wouldn’t play this in a deck that doesn’t have a way to protect it, though, since you can have it Chained or Claimed at any point and die to a whole host of things immediately afterward. I talked about decks that do and don’t want it at length here.

Relic of Progenitus is best in a deck that plans on going long and doesn’t care much about losing its graveyard. I wouldn’t recommend playing this in a green deck, since you probably have Nimble Mongoose, Tarmogoyf, or Knight of the Reliquary. If you’re soft to green decks, though, Relic is probably a good card for you. It’s a little worse now because if you play blue (you are statistically likely to be playing blue), you’re probably playing Snapcaster Mage and would rather have access to your graveyard. However, if that’s your only graveyard interaction, you’ll probably get some help from Relic.

Tormod’s Crypt competes with Snapcaster Mage a lot. The Hatfields have argued that it’s better than Surgical Extraction in Snapcaster decks once you start devoting four slots to graveyard hate. I don’t know if that’s always true, but I will believe that Crypt is a more powerful weapon against Dredge and Reanimator than Surgical Extraction. They do different things, though. One can be Thoughtseized, the other (mostly) can’t. One can be Snapcastered, the other can’t. One can be Ancient Grudged, the other can’t. I wrote about the importance of having a sideboard plan a while back so if you’re confused about what card is most appropriate, reread that article for a better sense of how you want to deploy your graveyard hate. Generically, though, Crypt is best in Tarmogoyf decks that don’t have Snapcaster Mage. As always, it’s more complex than that.

Chalice of the Void

Playable, but inconsistent: Around a year ago, I wrote a week of articles on Ancient Tomb and City of Traitors. The decks were different, but the upshot for this card was always the same: Chalice of the Void is a strong card, it has always been a strong card, it’s at its best when the format is dominated by tempo decks, and it’s always going to be part of an inconsistent strategy. Chalice decks don’t really have access to a ton of manipulation or flexibility.

They can’t really play blue cantrips or Sensei’s Divining Top, Crystal Ball is not a real card in Legacy, and the best Tutors are either too expensive or too color-restrictive. As a result, Chalice of the Void decks tend to be similar: sometimes they blow people out, sometimes they get blown out. They don’t give their wielders a lot of decisions past mulliganing and turn 1, making them a bit frustrating to play if you’re used to casting Ponder or Brainstorm. They need to win more than their fair share of die rolls to succeed. When they execute their game plan, though—usually a turn 1 City or Tomb into Chalice—it can be devastating to someone holding a bunch of cheap cantrips and overpowered one-drops. Alternatively, it can be irrelevant, as they could be playing against someone with Green Sun’s Zenith and a bunch of Knight of the Reliquary.

If you want to play Chalice of the Void, I’ve written a lot about the shells you would want for playing the deck with any color of land. Just know that you can mulligan into oblivion or lose the die roll and never have a shot. As long as you’re okay living and dying by the sword, I can promise you that the card is powerful enough to win you matches.

Sensei’s Divining Top

Fine, but worse than it used to be: Sensei’s Divining Top has almost always existed in conjunction with Counterbalance. When it hasn’t, it has been a one-of in B/G/W Junk decks to help filter draws. For the most part, though, Top is the better half of a two-card combo with Counterbalance. The combo has seen a lot less play recently than it used to. This is because Legacy’s one-drops have gotten to be so good that having a board-affecting early game is essential to winning matches against today’s tempo decks. Since Top and Counterbalance are both deeply tempo-negative, it stands to reason that they would be worse in an era of Legacy defined in part by Delver of Secrets.

Nowadays, Sensei’s Divining Top only really exists as a way to beat the RUG Delver mirror. Counterbalance is still a fine card, but it’s hard to figure out how to build around it. If you really must play a Counterbalance deck in the next few weeks, I would recommend starting here:


Aether Vial

Still powerful, not as good as it once was: Aether Vial’s power waxes and wanes with the speed of Legacy as a format. When Aether Vial strategies are the tempo strategies of a format, they’re very good. When they don’t have any room to maneuver—when tempo decks force them into a controlling role, that is—then they become much worse. That is the abridged version of why Merfolk and Goblins haven’t put up the numbers that they were once capable of. Batterskull also had a huge role in this, since Aether Vial decks have typically foregone hard removal in favor of tempo-oriented removal like Gempalm Incinerator or evasion like Lord of Atlantis. Fighting through a turn 3 4/4 vigilance lifelink is actually pretty tough, as it turns out, and has driven many tribal decks to extinction. Dismember was a popular option for a while, but it was neither consistent enough nor synergistic enough. If you want to cast Aether Vial in Legacy, I would suggest looking to Karakas and Stoneforge Mystic first.

Pithing Needle/Phyrexian Revoker

Mostly unplayable: I’ve never been a fan of playing removal that dies to their removal or disruption that loses to their disruption. Playing Pithing Needle or Phyrexian Revoker to answer a permanent problem is a dangerous way of living in a world where people routinely sideboard Ancient Grudge and where almost everyone has a removal spell of some sort. In general, there are better solutions to your problems than turning to card-negative answers like Pithing Needle or fragile creatures like Phyrexian Revoker.

Umezawa’s Jitte, Sword of X and Y, and Batterskull

All of these are very good: Since Stoneforge Mystic is the best white creature in Legacy right now, people play equipment quite a bit. A lot of people don’t seem to know what equipment is best or how they should go about selecting what equipment their deck wants. Here’s a quick way of evaluating the seven major equipment you should be considering:

Umezawa’s Jitte: Play this if you’re losing a lot of games to numerous x/1s. Just because their Knight of the Reliquary killed you doesn’t mean you lost to it, by the way: if you got a Sword of Feast and Famine with your Stoneforge Mystic, had a Vendilion Clique, and lost to multiple Mother of Runes protecting their lethal Knight when you had a removal spell, you lost to their Mothers. If you play creatures with evasion and don’t have a good way of beating Mother of Runes, play Umezawa’s Jitte.

Batterskull: Play this in every single U/W Stoneforge deck you ever sleeve up. There are a lot of decks that can’t beat a Batterskull and plenty more that can, but they need to draw their Ancient Grudges in time. It’s very possible that G/W Maverick and Mono-White Flickerwisp should be playing this as well, but I’ve been wrong about both of those decks before.

Sword of Feast and Famine: This should be your default sword in U/W Stoneblade. If you have reliable ways of killing their Mothers—Engineered Explosives, Wrath of God, whatever else—then feel free to play this over Jitte. It’s a good way of beating Choke, it’s a good way of beating the mirror (nice black Germ!), and it’s a great tool against combo. These three artifacts (Jitte, Batterskull, and Sword of Feast and Famine) should be your primary considerations when you think about your Stoneblade equipment configuration. There’s no shame in sideboarding a third equipment, but I generally wouldn’t maindeck three.

Sword of Fire and Ice: This card may actually break out in the near future as the Sword of choice in Stoneblade. It gets past Delver, Geist of Saint Traft, Vendilion Clique, and Snapcaster Mage, protects the creature from being bounced by Jace, and draws you a card in two attrition-heavy matchups. It’s not great against G/W decks and it’s slightly worse than Sword of Feast and Famine against combo decks, but that’s about it. This is definitely worth testing.

Sword of Body and Mind: Don’t play this unless your name is Owen Turtenwald.

Sword of Light and Shadow: I can see playing this in an attrition-based B/W deck that wants to recur its dead creatures. It’s probably best when used with Liliana of the Veil and Dark Confidant to ensure that you have a creature to rebuy and to insulate yourself against life loss. Getting past a lot of Maverick’s creatures is also worthwhile, so it’s possible that Stoneblade could want this too as rebuying a Snapcaster Mage would be quite good.

Sword of War and Peace: What is this, Modern? Standard? No one plays Squadron Hawk over here. Get outta here.

Ensnaring Bridge

Very narrowly playable: I don’t think this has much room to grow beyond the Tezzeret deck that David Gearhart has been pushing. Too many decks want cards in their hand for it to be good. You can’t really throw this in a deck with a bunch of counterspells and expect it to be good. If you wanted to play it in a non-blue deck, may I suggest putting it in the Pox deck that Reid Duke reinvented for the Charlotte Invitational? It protects Liliana of the Veil, Liliana makes it better, and you can kill them with Cursed Scroll.

Crucible of Worlds

Still beats control: As it turns out, recurring your lands is still good against long-game control decks. News at 11.

Multicolor

Qasali Pridemage

Very strong: If you’re playing G/W and not playing Qasali Pridemage, you’re either a genius or a lunatic. There are a ton of Swords and Batterskulls flying around Legacy, there are Counterbalances in the decks without Stoneforge Mystics, and there are Sneak Attacks and Painter’s Servants in some of the U/R combo decks. Qasali Pridemage will pretty much always have a good target, and when it isn’t, it can just do its best Jonathan Sukenik impression and beat down for three.

Gaddock Teeg

Unimpressive: I’ve never been thrilled by Gaddock Teeg. What are you beating with it nowadays anyway? Sure, it’s a nuisance against U/W Stoneblade by shutting off their best cards against you (planeswalkers), but it also shuts off your best card against them (Green Sun’s Zenith). If they have any sort of recursion—Crucible of Worlds, Academy Ruins with Engineered Explosives or Umezawa’s Jitte, Riptide Laboratory—then they’re probably going to get ahead of you.

A lot of combo decks nowadays are Show and Tell decks, so Gaddock Teeg does very little against them. It similarly does nothing against Reanimator and is a joke against Dredge, since you shut off their Dread Return while stopping yourself from getting Scavenging Ooze, a card that actually beats them. You could argue for Gaddock Teeg as a card for Maverick against Storm, but if you’re only playing it as a one-of you need to have a one-drop accelerator into a turn 2 Zenith for Teeg that they didn’t Duress or Thoughtseize. They also can’t have gone first and killed you on turn 1 or 2, killed you on turn 1 on the draw, or have a Burning Wish to find a way to kill your Gaddock Teeg. Really, I’d consider myself maybe a coin flip against Bryant Cook or Liam Kane or Ari Lax in a game where I get to have Hierarch and Teeg on turn 2. In the games where I don’t have Teeg on 2? Dead. So maybe, just maybe, it’s worth it to admit that you can’t beat a Tendrils of Agony and just accept your loss to Lion’s Eye Diamond.

Or play Gaddock Teeg and draw it against Zoo, RUG Delver, and the mirror instead of a real creature, your call. And just to remind you, every blue deck boards out Force of Will against you, so shutting that off is mostly irrelevant.

Thopter Foundry

Not unplayable, but not great: It’s possible that there’s a U/W Thopter/Counterbalance deck that’s still playable in a format ruled by Stoneforge and Delver, but I’m doubtful. Smart people are adopting Spell Pierce over Stifle in RUG Delver, a card that’s pretty incredible against U/W Thopter/Counterbalance decks. People will play some form of Disenchant in their U/W Stoneblade sideboard, so it’s not a definite trump there. Red Elemental Blast is pretty prevalent, so it’s not a definite trump there. Really, I wouldn’t say it’s unplayable, but there are a lot of cards that are naturally good against Thopter Foundry right now.

Geist of Saint Traft

Overrated and misunderstood: A lot of people that I respect a great deal tout Geist of Saint Traft for its playability in the U/W Stoneblade mirror. They argue that it’s very hard to kill, that there are few cards that block it, and that Jace can’t interact with it profitably at all, so it’s a good card. “It’ll get them dead really fast and there’s not much an opponent can do about it, its proponents argue. Here’s the thing: the Stoneblade mirror isn’t about racing. It’s about attrition. If you want to choose to be the aggressive deck in the U/W mirror and keep all of your Swords to Plowshares in and just try to ride a Geist of Saint Traft to victory, that’s fine and good luck to you. The problem is that there are a lot of answers to Geist in the mirror: a Stoneforged-in Batterskull, any of the seven blue creatures with flash, a manland, a Counterspell or Force of Will, or an Elspeth token plus any other creature will kill Geist. If the Angel kills a Jace, sure, you gained value. Your opponent probably also should not have cast his Jace into a board where he knew it would die, so it’s arguable that you would’ve won that game with a Vendilion Clique, too.

Against decks like RUG Delver, Geist is just bad. You’re the control deck, and the only creatures you care about are their big ones that attack you. You’re not going to race them. Kill Tarmogoyf, kill Nimble Mongoose, and kill Delver. That’s your plan. You can’t race a deck with a bunch of Bolts and flying Nacatls. Don’t try; you’ll lose. Your plan is to activate your planeswalkers a bunch and use all those extra cards to kill their stuff, then incidentally kill them.

Against G/W Maverick, Geist is a dead card. All their creatures are better than yours. Again, your plan is to activate your planeswalkers and gain value with Snapcaster Mages on removal spells. Eventually, you’ll suit up something with either a Sword of Feast and Famine or an Umezawa’s Jitte and destroy their board, then win. Geist of Saint Traft doesn’t do anything to further your plans.

Against combo, Vendilion Clique is leagues better. You actively want Vendilion Clique against any deck that could ever cast Show and Tell against you—Hive Mind, Reanimator, Sneak Attack—and tapping three main phase mana for Geist of Saint Traft is a surefire way to commit suicide. Vendilion Clique is easily better here.

Against aggressive decks, Vendilion Clique actually trades with an x/3 like Wild Nacatl or Loam Lion while giving you valuable information about their hand. In postboard games, you can occasionally snag a Choke or bait their Red Elemental Blast so you can land your game-winning Jace. Geist is, again, just a Grey Ogre.

I know there’s a lot of love for Geist of Saint Traft, but I don’t think it’s that great of a card in U/W. If you want to splash blue in Zoo for Geist and Brainstorm, go nuts. But trying to make U/W Stoneblade into a beatdown deck isn’t going to give you the results you would get with Vendilion Clique. If anyone thinks I’m terribly, egregiously wrong, I’d be happy to play a few games of a mirror match where you have Geist of Saint Traft and I have Vendilion Clique.

Pernicious Deed

Underplayed, very good: Caleb Durward’s Nic Fit deck from the Charlotte Invitational has seen a decent amount of success in Europe, yet it has gained no real traction here in the States. I think Pernicious Deed control decks are very powerful and underplayed. I would not be surprised at all to see one break into the Top 8 at Indianapolis. Being able to reset the board and play Jace is great, but it’s even better now that people are moving away from Stifle in their RUG Delver lists. Beating Crucible of Worlds is also nice, since you don’t really want to use a counterspell on something that you can kill with an otherwise dead card.

Knight of the Reliquary

Very good, sees enough play: Have you seen how much play this sees? I think people figured out how good it is. Between Bant and Maverick, Knight of the Reliquary has seen a lot of success. If you’re playing Savannah, it’s probably because you want to play four of this card.

Rhox War Monk

Poised to make a return: Rhox War Monk was once a great maindeck card in a Japanese U/G/W/R Counterbalance deck around two years ago, then called Supreme Blue. At that point, Rhox War Monk was awesome. Given that we live in an era where a 3/2 flier and a 3/3 hexproof are the best one-drops, it’s very possible that Rhox War Monk is the Gnarled Mass of this format and that there’s a control deck out there that should be playing him. On the other hand, Vendilion Clique is still quite a good card. If Supreme Blue is still a real deck, Rhox War Monk could be playable as a sideboard card against Lightning Bolt decks. Otherwise, he’ll be relegated to IHOP duty and the occasional Zenith sideboard slot in a Maverick deck.

Firespout

Too slow: This is a format where the deck most vulnerable to Firespout plays Daze, Wasteland, Spell Pierce, and Force of Will to go with Silvergill Adept, Tarmogoyf, and Wild Nacatl. It seems like the exception rather than the norm where you’ll be able to get a ton of value from a card as slow as this. I would recommend Engineered Explosives instead.

Tezzeret, Agent of Bolas

Probably still good in Affinity, marginally playable elsewhere: This guy is fine in David Gearhart’s Charlotte deck, but I wonder if it’s still good enough to be played in Affinity. Blake McCracken won StarCityGames.com Open: Fort Worth last year with Tezzeret Affinity, so Tezzeret’s presence there isn’t unprecedented. If any brave souls want to give him another try, I’d love to hear back from you.

I hope this series of card evaluations has taught you a bit more about Legacy, both on a format level and a deck construction level. As always, if you have comments or questions, I’d love to hear them in the forums. From here, I want to jump into my first discussion with Mark Sun!

The purpose of my project with Mark is twofold. First, I’ve always wanted to work closely with someone on Legacy in a way that I could then use in articles to teach people more about the format. Second, I think this project will provide both Mark and all of you with more insight into what sorts of questions I ask when I’m building a deck for a specific tournament. The following is a composite conversation that Mark and I had about his first steps towards figuring out a deck to play at Grand Prix: Indianapolis. My comments are in italics and his comments are in plain text. As always, if you have questions, comments, or feedback, I’d love to hear them in the section below or on Twitter.

What kind of deck are you looking to play at the Grand Prix?

The first trait is that it be something that I have experience playing and am comfortable piloting because I’m going to be stuck with it for nine or more rounds. Second, it has to be playable against the field and has to be fine-tuned so that each part of the deck makes sense. Card slots have to be rationalized. If something in the metagame dramatically changes over the next few weeks, like Enchantress (unreasonably) spikes to 10%+, then RUG Delver is no longer a good decision and I’ll have to think of something else to play.

I’ve been playing RUG Delver since December. I’ve had experience playing aggro/control Daze-type decks in the past. The mana denial package forces a lot of people to play cheaper and more efficient spells, which get locked out with Counterbalance out of the sideboard. As you wrote in your article regarding Chain Lightning/Dismember, the Chain Lightnings will help against those KOTR type decks where one may be in the position to race. Counterbalance incidentally provides a lot of amazing help against combo decks. RUG Delver is still viable if the GP were tomorrow.

Do you think the GP metagame will differ from the SCG weekly metagame, and if so, how?

I do think that the metagame will be different from what we are used to every week from the StarCityGames.com Open Series. Already we are starting to see some small hints of evolution from U/W and RUG, which are the two most popular archetypes. Some trends that I’ve noticed from U/W are the addition of more basic land and more efficient spells to counteract RUG and RUG starting to ditch the Stifle in favor of Spell Pierce. Stifle is garbage when people know how to play around it. Each of these decks is adjusting to the other rising to the top of the format.

What guides me into believing things are going to be a little different is especially relevant in this weekend’s results, where U/W was nearly absent from the Top 16. Meanwhile, decks that were supposed to be bad against cheap, efficient blue disruption snuck into the Top 16. It’s probably not going to be true for every tournament, but it shows that these types of results are possible.

How do you anticipate those shifts transitioning to a Grand Prix metagame?

Rogue decks will be the mechanism by which weak decks are weeded out. If you simply plan on playing Legacy for the sake of playing Legacy and you copy last week’s deck without ever looking at the rest of the format, you’ll be in trouble. Understanding trends like seeing three Stifle turn into three Spell Pierce in a decklist or two Ancient Grudge into two Krosan Grip and understanding why those changes were made will be important. For example, this past weekend I anticipated the mirror, which meant Counterbalance was a key sideboard card. That’s answerable by Krosan Grip. I also anticipated more experienced Stoneblade players who would keep three mana open for Batterskulls activated ability, so Ancient Grudge was not quite as effective against them as it might otherwise have been.

So rogue decks will be tuned to beat the previous week’s metagame and you want to be able to beat both last week’s metagame and this week’s metagame. Since this week’s metagame includes players that are a bit better at playing around Stifle, let me ask you a similar question: do you think Daze gets worse if people know to be patient and play around it? Or has it been good for you even when people know it’s in your deck?

Daze is still fine. Let me address Stifle really quickly, though: the biggest conundrum of having Stifle in the deck is that you absolutely had to be on the play to maybe get value out of it, which was pretty bad. Winning die rolls is not really something that you have control over.

The one important change that cutting Stifle made was that you had Spell Pierce, which can flex to be relevant in the early, mid, or late game. Having that versatility allows you to be a little more aggressive with your threats. This way, you make your Dazes more relevant when you assign yourself as the aggressor immediately. The tension over whether to leave blue mana open on the play is removed completely. Spell Pierce’s versatility also gives it a lot more value at each point in the game, which means when Daze does become less relevant your Brainstorms are digging into far less do-nothings than when Stifle was in the deck as well.

Let’s say you knew that you had to beat—in descending order of importance—Stoneblade, RUG Delver, Maverick, Reanimator, Dredge, Affinity, and Burn at the Grand Prix. How would you approach your deck building and sideboarding process from there?

Against U/W and RUG, where cheap, efficient spells are being played, you have the opportunity to disrupt the flow of the game with Counterbalance. It’s also fairly good against Burn. Against RUG and Maverick, you’re dealing with Tarmogoyfs, Knight of the Reliquary in Maverick, and so forth, so a card like Submerge (hitting a Delver against RUG or a Hierarch against Maverick) is good here, as is Mind Harness.

When you start the sideboard with two Sensei’s Divining Top, three Counterbalance, and three Submerge, you’re looking to fill in some of the extra slots. We start to arrive at some graveyard hate for both Dredge and Reanimator, where Crypt is probably a little better here, so I’d add in three Tormod’s Crypt. With the four remaining slots, you have to address some type of artifacts whether in U/W or Affinity, so you arrive at two dedicated slots and maybe one flex slot. Krosan Grip is definitely better in the mirror and against U/W, but Grudge is incredible against Affinity. Maybe you play a 2/1 split, maybe you play three Grudges. I’d count up the slots, have one slot left, and realize I’m a bit worried about the green aggressive matchups. Given that, I’d bump up to a fourth green hate card, either with a Mind Harness or 2/2 split on Harness and Submerge, making the board:

2 Sensei’s Divining Top
3 Counterbalance
2 Mind Harness
2 Submerge
2 Krosan Grip
1 Ancient Grudge
3 Tormod’s Crypt

That way, you have the heaviest hate for U/W and RUG while also retaining a game plan for other matchups.

Thanks for your time!

Next week, I hope to get into a closer look at a few different RUG Delver maindeck configurations, figure out what each is good against, and figure out what a perfect RUG Delver deck looks like against each of our targeted matchups.

Until next week,

Drew Levin

@drew_levin on Twitter

and Mark Sun

@allsunsdawn on Twitter