Welcome to my thirteenth article for StarCityGames.com! In addition to giving
triskaidekaphobes a cause for panic, this is also my first article as column writer for this
site. While exciting, I’d be lying if I said I wasn’t a little nervous too. Article
feedback in a largely anonymous, quasi-social environment with minimal personal accountability
for being a jackass has a tendency to bring out the worst in people. Maybe I’m being
naïve, but I ask that you give me honest feedback on this column and what you’d like
to see in future installments. Alright, let’s get on with things.
Since there’s been a bit of gap between now and the first of these articles, a brief
recap is in order.
In Part I of this
series, then called the “Legacy Metagame” before the fancy name change, we looked
at the cumulative tournament history of Legacy’s 50+ player tournaments in the U.S. and
noted that Goblins, Threshold and Solidarity (Reset High Tide)
were overwhelming the most popular decks making the cut to the Top 8. In fact, and with only
two exceptions, each of these major tournaments were only won by these three decks. They are,
as they say, the “Decks to Beat,” which you should not necessarily confuse with
being the “Decks to Play.” While Goblins, Threshold and Solidarity are a mainstay
in local metagames far and wide, they are by no means the only viable decks in
a format as wily and unexplored as Legacy.
In Part II of this
series, I showed that “Big Three” actually constitute a minority of the overall
field and that there are many other fine and competitive decks available, even if they are
underplayed. Another theme in Part II was the nature of
randomness as a hallmark of the format and the tendency for decks to hybridize to gain
stability in an inherently unpredictable field. As such, the decks covered in that particular
article were of my favorite brand of sixty-card piles: aggro-control.
Today, we shall continue to explore Legacy’s Tier 1.5 and Tier 2 decks, but will
shift the focus away from hybrids to decks focused on executing a particular strategy with a
more single-minded means of winning.
Before I go on, I need to own up to a certain bias in my mode of approaching the Legacy
format. With the exception of Grand Prix-level events, I am primarily focusing on U.S.-based
tournament results and the general U.S. metagame (which is really all over the place). This
isn’t because I’m some jingoistic flag-waving cowboy. Hardly. It’s more a
matter of necessity, the lack of consistent data outside U.S. borders, and my desire to
specialize in something that I can get a handle on.
I. BHWC
Landstill
For those who have been following the format since its inception (September, 2004),
Landstill was acknowledged to be one of the early kings of the format. Everyone played the
deck. It was a very surreal time. Also bolstering the popularity and persistence of this
lumbering control brute was Zvi Mowshowitz 8,000 word coverage of the 2005 Legacy World
Championship at GenCon, wherein he extolled the virtues of Landstill at great length.
It was late in 2005 when the tide turned against Landstill and the word was out: “Do
not play this deck.” Goblins could overrun it; four-mana answers in a slow control shell
are not reliable in a field hostile to Tundra and its friends. High Tide / Solidarity, not
being under any meaningful board pressure, could sculpt a truly vicious hand and initiate a
massive end of turn counter-war that would culminate in a library-gobbling Brain Freeze.
Threshold / Gro could leverage its tempo by deploying cheap untargettable herpestinae and
blood-thirty lycanthropic ursine druids to overwhelm Landstill with more threats than it could
answer. The printing of Pithing Needle and its adoption by Threshold did not help matters.
Sooner or later, by which I mean six or so months later, Landstill had been relegated to a
minor Legacy footnote. Or had it?
Seemingly under the radar in sunny and overpriced San Diego, a Wrath-less four-color
version of Landstill enjoyed quiet success. Developed by Mike Torrisi (SpikeyMikey), Jason Jaco
(JACO), Nick Trudeau (nickvo$), and unnamed others, BHWC* Landstill (a.k.a. 4c Landstill)
eschewed red and its Fire / Ice and Pyroclasms to add Green and exploit the raw power of
(* No, I cannot tell you what this stands for – this being a family site and all.)
BHWC Landstill achieved notoriety one year after Zvi piloted U/W Landstill to a Top 8 at
GenCon 2005, when Nick Trudeau made Top 8 at GenCon 2006, losing to Roland Chang’s U/G
Madness in the semifinals.
Whilst in the middle of writing this article, Trudeau was kind enough to post an excellent
primer on the deck that you can see here.
Lands (24)
Spells (36)
- 4 Brainstorm
- 4 Counterspell
- 4 Force of Will
- 2 Diabolic Edict
- 4 Swords to Plowshares
- 2 Disenchant
- 4 Standstill
- 3 Stifle
- 2 Crucible of Worlds
- 4 Pernicious Deed
- 3 Fact or Fiction
Sideboard
Nick then went on to make Top 8 at StarCityGames.com Duel for Duals IV (October 7,
2006) with the following change:
BHWC Landstill retains much of the strategic development of traditional U/W and U/W/r
Landstill by playing a load of land, trading its cards one-for-one against menacing threats,
rebuilding its hand with Standstill and Fact or Fiction, gaining card advantage while
stabilizing the board with mass removal, getting the occasional lock-out with Wasteland plus
Crucible and eventually winning with its uncounterable and recurring manlands when things are
under control.
BHWC Landstill derives surprising power with the use of Green in its control shell. Instead
of Wraths, BHWC Landstill runs Pernicious Deed, which is a truly brutal weapon in the wilds of
Legacy. The addition of Green also cuts Landstill’s traditionally slow clock in half by
running the underrated Nantuko Monastery. The Monastery helps immensely in trumping
Threshold’s Mongeese with greater power/toughness, and Werebears with first strike.
Probably the strongest aspect of 4c Landstill is the raw power of its cards. Fact or
Fiction, Pernicious Deed, Crucible of Worlds, Standstill, Swords to Plowshares, and Force of
Will, with sets of Engineered Plague and Meddling Mage in the sideboard, give the deck a
fighting chance against almost anything.
Weaknesses.
Even though BHWC Landstill is running stronger cards than its predecessors, it still shares
some of its forebears’ shortcomings. For instance, 4c Landstill still has an abysmal
first game against combo decks such as Solidarity and IGGy Pop. Maindeck Stifle helps, but good
combo players can work around that. Nick Trudeau goes so far as to say that if you’re
paired against storm-based combo, you should concede game 1 within the first 7-8 minutes, so
that you’ll have enough time to win the round. Post-board, 4c Landstill removes its
useless board control package for the combo-busting goodness of Meddling Mage and Duress.
Thereafter, the match becomes far fairer.
Furthermore, the deck also has to manage its complex mana demands – having its counters and
draw in Blue and its removal in White, Black and Green. When you throw ten colorless mana
sources into its manabase, well, you’re flirting with disaster. Lastly, Pithing Needle is
still unkind to the deck and excellent targets abound: Pernicious Deed, two kinds of manlands
and Wasteland.
Again, storm-based combo is no friend to Landstill, which leads us to…
II. Ill-Gotten Gains
Storm Combo (“IGGy Pop”)
In a PM to me earlier this week: “What would I play if I had to play Legacy
today? Probably IGGy Pop, with Infernal Tutor.” – Pat Chapin
Of all of the decks in Legacy, IGGy Pop strikes me as the most “fully-powered,”
a sort of forlorn refugee from Vintage. And if you’ve ever sat twiddling your thumbs
while the deck runs through its Ill-Gotten Gains loops, you know what I’m talking about.
That was my original introductory sentence for this portion of my article. Luckily, you can
thank Stephen Menendian for getting to this deck before
me. For one, Stephen knows what he’s talking about when we writes about combo,
unlike myself. I mean, there’s a good reason why the Solidarity write-up in Part One of this series was
the shortest of any deck I’ve covered thus far. I enjoy combo decks in so far as I enjoy
beating them.
Since Stephen’s article was premium and my column is addressed to the SCG
proletariat, I’ll at least post the most recent version of this deck, played by the
deck’s creator, Michael Bomholt (bomholmm), to a first place finish at the first Meandeck
Open, late last year.
Lands (16)
Spells (44)
- 3 Tendrils of Agony
- 4 Brainstorm
- 4 Cabal Ritual
- 4 Mystical Tutor
- 4 Dark Ritual
- 4 Intuition
- 4 Ill-Gotten Gains
- 4 Lotus Petal
- 4 Lion's Eye Diamond
- 4 Leyline of the Void
- 4 Infernal Tutor
- 1 Wipe Away
Sideboard
Instead of tossing away all of the content I wrote prior to the Menendian article,
I’ll leave what I wrote. When I write these articles, I tend to jump all over the place.
For me, writing is not a linear process. In the case of the IGGy Pop content, it looks as
though I only wrote up the “Weaknesses” section, which does not surprise me in the
least, given my combo-loathing ways.
Weaknesses.
Excluding pilot error, a serious liability to all combo decks, two of IGGy Pop’s greatest
threats are Solidarity and decks that run Meddling Mage with an aggressive clock. Since
IGGy’s kill card is a sorcery, it can only win on its own turn and since Reset can only
be played on its opponent’s turn, it will usually choose to do so then, especially as
IGGy Pop does most of Solidarity’s dirty work for it (i.e. fatal storm-count).
Consequently, game one is barely winnable. Post-board, IGGy Pop brings in Orim’s Chant to
execute its combination without fear of reprisal and Defense Grid for the same reason.
As for all combo decks, Meddling Mage poses another serious problem in being an answer to
IGGy Pop’s coup de grace and a threat built into one card. Accordingly, a deck
like U/G/w Threshold is a nightmare match. While Meddling Mage can be answered, its presence
demands that IGGy Pop devote resources away from its combo, and when it’s forced to do so
under lethal board pressure with Threshold’s aggressive clock, well, this isn’t an
easy match. However, Leyline of the Void, the anti-Control sideboard cards, and the highly
annoying split second instants in the latest version of this deck, give it game against the
aggro-control decks that previous incarnations of IGGy Pop struggled against.
Some people may want to use Meddling Mage as they do against Solidarity, by naming the
engine card (High Tide). But note that IGGy has four kinds of acceleration: Lion’s Eye Diamond
(LED), Dark Ritual, Cabal Ritual and Lotus Petal. Accordingly, if you have your Meddling Mage
chanting against LED, IGGy Pop will just go off with Rituals and vice versa if you have your
Mage chanting against Dark or Cabal Ritual. Intuition and Ill-Gotten Gains are other juicy Mage
targets, but IGGy can just hit its opponent with multiple mini-Tendrils, making a projected
three turn clock (Nimble Mongoose and Werebear, for instance) far longer. With the split second
cards now a part of the puzzle, I would probably set surplus Meddling Magi to Wipe Away or
perhaps set another one to Tendrils of Agony again, since Mike’s decks have recently
dropped Echoing Truth.
That’s as far as I got. Of all of the combo decks in Legacy, IGGy Pop is my favorite.
It’s reasonably inexpensive to build, has an exceptionally solid manabase and recent
innovations in the card pool and the deck’s design give it a far better game against the
decks that used to prey on it. Hell, it even comes with Pat Chapin’s endorsement. Do I
need to draw you a map?
If you’re familiar with TEPS in Extended or Long-variants in Vintage, IGGy Pop is a
good “Gateway Deck” to get you into Legacy.
III. Angel Stompy
Since we’ve covered a control and combo deck in this article so far, for aesthetic
balance let’s wrap up with one of the more aggressive decks in Legacy. However, doing
some research for this article, I discovered that pure aggro decks are a rare breed indeed.
This came as a surprise.
As mentioned in my previous articles, given the vagaries of the field, the ease of
splashing support colors (Onslaught fetchlands and A/B/U/R duals), and the extraordinary depth
of those colors, most players have discovered that hybrid strategies are more effective in
beating their opponents than with a single-minded aggro, control or combo strategy. So choosing
a token aggro Legacy deck was not easy.
My choices came down to Affinity (about which quite enough has already been
said), some kind of dodgy mono-Green aggro deck or Red Death (a B/r Suicide
variant). But at the end of the day, I knew I’d find myself writing about a deck
I’ve lost to more times than I care to admit, Patrick Maeder’s (GodzillA) Angel
Stompy.
In the spirit of equanimity, I decided to hop over the fence of a website that Patrick owns
and administrates, a place known to most Legacy enthusiasts as The Source. I found Pat in the lavish Legacy
Adept Lounge, chain-smoking Winstons and playing a game of chess with a monocle’d monkey
in a top hat. Tenacious D played loudly above.
At the full service bar in the Adept Lounge, I ordered a Glenfiddich on ice with a beer
chaser from a midget wearing a tuxedo. After which I pulled out my tape recorder and made
myself comfortable in a faux-leather couch.
Patrick was gracious during our interview, giving pause and thought to each question.
Bardo: Hi Pat, thanks for having me over to discuss your deck.
Zilla: It’s my pleasure, Dan. Can I get you anything before we get started?
Bardo: No, I’m fine. Let’s get to it–I’m double-parked outside.
In the preface to this interview, I categorized Angel Stompy as an aggro deck. Is that
accurate?
Zilla: Well, more so than most other decks in the format, yes, although recently my own
iterations of the deck have it evolved towards a more controlling strategy with the addition of
Cataclysm and other elements which have synergy with that card. [pauses, thinks.]
In my mind, pure aggro is defined by a couple things: first, the obvious, an overtly
aggressive strategy with only a few controlling cards – decks like Affinity, Friggorid, Goblins
– they all come to mind. Second, a focus on redundancy over card draw and / or tutors, which is
certainly the case with Angel Stompy [cough]. Really, this is less out of choice than
necessity, because the most aggressive colors in the game – Red, Green, White – have the least
available options as far as efficient draw is concerned. So yes, I think it’s correct to call
it an aggro deck, although it does have some powerful control elements as well.
Bardo: So, where did the idea for Angel Stompy come from anyway?
Zilla: I originally created the deck in summer of 2003, before the banned and restricted lists
were separated between Vintage and what used to be called Type 1.5. It was inspired by J.P.
Meyers’ White Lightning
deck. I designed it as a foil to another of my decks, Zilla Stompy [Bardo’s note:
Zilla Stompy is a mid-range R/G Beatdown deck], which itself was originally designed as a
foil to Landstill, which at the time, along with Food Chain Goblins and Dragon, was completely
dominating the old format.
Zilla Stompy had become so popular in my local metagame that I wanted a deck that would crush
it utterly. Heavy mana acceleration into Exalted Angel, Skullclamp, and Decree of Justice,
backed by Silver Knight to stall on the ground proved an extremely successful strategy to that
end. Myself and Max McCall [Bardo’s note: Frogboy on The Source] took identical
copies of the deck to a local tournament. We faced Dragon, Welder MUD, Landstill, Zilla Stompy,
and Food Chain Goblins. Max took fourth, and I took first, winning a Mana Drain in the process
[pauses].
Less than a month later, the banned and restricted lists were separated, and everyone, wrongly
[laughs] assumed that combo would become the dominant archetype in Legacy, given the
availability of so much artifact acceleration. Because of Angel Stompy’s relative weakness to
combo, and because of the loss of Skullclamp as a draw engine, the deck was shelved.
Months later, when it became clear that the format would not be dominated by combo but would
instead be teeming with aggro, I returned my attention to the deck, retooled it completely, and
released a list which closely resembles the commonly accepted lists you see today. Jitte and
Isamaru were later additions, but the overall concept is pretty much the same.
Bardo: And where do you see Angel Stompy’s position in the metagame
today?
Zilla: I see it as having a fantastic game against Goblins, even more so with the recent
changes I’ve made. It has a solid game against Thresh; again, even more so now. It still has
difficulty with storm-based combo, but it can win with the right sideboard and a little luck.
Perhaps most importantly, it tends to do very well against randomness.
Basically, I feel that it’s a very good choice for an unknown metagame, particularly if its
sideboard is stacked with combo hate. It’s consistent, has positive match-ups against two of
the three most prominent decks in the format, and excels against randomness.
Bardo: Yeah, the ability to stand up to random odd-ball kinds of decks is pretty
much a necessity in this format. It’s all over the place. Anyway, to give my readers a
sample of what this deck looks like, I’m using the list you gave LegoArmyMan for
Kadilak’s Dual Land Draft. [Bardo hands Zilla a piece of filigree stationary with
the following inscribed.]
Creatures (22)
- 4 Mother of Runes
- 4 Isamaru, Hound of Konda
- 4 Exalted Angel
- 2 Savannah Lions
- 4 Soltari Priest
- 4 Silver Knight
Lands (22)
Spells (16)
- 2 Umezawa's Jitte
- 4 Swords to Plowshares
- 2 Disenchant
- 2 Sword of Fire and Ice
- 2 Mask of Memory
- 4 Parallax Wave
Sideboard
Bardo: Now that it’s several months later, what changes would you make to
this list?
Zilla: Some pretty major ones, actually, but they’re all still in testing. As I mentioned, my
newer lists are based heavily on Cataclysm as a central control element, because it punishes
Goblins for over-committing their guys to the board, yet is still very useful in the Thresh and
Solidarity match-ups, unlike Parallax Wave, which is the card it replaces. Most changes to the
deck pertain to synergy with and exploitation of Cataclysm. The sideboard has been heavily
retooled to provide better game against combo as well. I’ll have a new list out very
soon. [At this point, Bardo fumbles with the tape recorder a little bit, orders another
drink.]
Bardo: Finally, with Grand Prix Columbus on the horizon, would you recommend people
register Angel Stompy? Also, should they go the mono-White route or run the splash colors like
Phil Stolze’s version with Dark Confidant, Duress and Meddling Mage?
Zilla: I know of a couple people that plan to take Angel Stompy to Columbus. They’re privy to
my newer lists and have been helping me test them. As I said earlier, I think the modernized
list is a good choice for an unknown field, in fact… [noise from the music makes this
section of the tape unintelligible.]
As for Phil’s W/u/b build, it has more maindecked answers to control and combo, but sacrifices
some of its strength against aggro. Part of the reason he’s been so successful with it, aside
from his skill with the deck, is that he constantly updates his list to account for changes in
the metagame.
Bardo: Okay, Pat. Thanks for your time.
Zilla: Anytime, brotha. And don’t worry, the drinks are on the house.
And that was that. Before I was off, I tipped the midget bartender generously since I
wasn’t sure how Patrick treats the staff at The Source.
Well, after surveying a control, combo and aggro deck in the current Legacy environment,
that covers it for today.
For my next article, I’d like to run a “Legacy Mail Bag” piece, similar
to Jeroen Remie excellent column. So, if you have any questions about Legacy decks, the
format as a whole, its future, etc., drop me a line at [email protected] and I’ll gladly answer them or will
find someone who can.
Lastly, I’d like to thank Pete Hoefling and the rest of the StarCityGames.com crew
for giving me and my fellow Legacy columnists a shot at this. The Eternal community owes SCG a
hearty amount of thanks; from sponsoring and overseeing the Vintage Power 9 and Legacy Duel for
Duals tournaments, funding columns on Eternal content such as this one and Menendian’s to
covering the maintenance costs for TheManaDrain.
Without StarCityGames, both Vintage and Legacy would be far less interesting places to be.
Before this turns into some kind of group hug thing, I shall just close with a “Thank
You.”
Ciao.
Dan Spero
‘Bardo’ around the Internet
‘Bardo Trout’ in the SCG Forums
Team Reflection
Acknowledgements. Many thanks go to my teammate Jesus Roxas (REB) for
cropping and resizing my picture. To be completely honest, that was the single most
nerve-wracking thing about starting this column, especially for a techno-newb like me. But when
I took a good look at the profiles of my StarCityGames.com contemporaries, I somehow lost the
fear. Let’s just leave it at that.