It was an amazing weekend of Theros at the latest stop on the Pro Tour showcasing both the draft format and Block Constructed. As has become tradition at the Pro Tour after the release of the final set of the block they debut this fresh and largely unknown constructed format. For those that aren’t familiar with Block Constructed your card pool is limited to just the cards from the three sets, or in the case of the Lorwyn Block four, from that particular block only. You follow regular deck construction rules with a minimum 60 card deck that has no more then four copies of any card other then basic lands and a sideboard of 15 cards or less. You can imagine that with this restricted selection of cards that you would find only a very few deck types dominate but the top 8 had five distinct archetypes which is what you would expect to find at any other constructed elimination.
Aside from this deck there was also what emerged as the two pillars of the format with BUG Control and RG Elspeth, Boros Heroic and the other finalist who’s Junk Constellation deck just couldn’t hold up against Patricks creation. The benchmark for power was widely accepted to be Elspeth, Sun’s Champion which led to the flipside of Prognostic Sphinx as her natural foil since it conveniently skirted the destroy ability on Elspeth, was able to fly over the top of most defenders and with the ability to gain hexproof on a whim resilient to other removal spells. The other power combination arose from Green with the excelerent duo of Sylvan Caryatid and Courser of Kruphix which are both conveniently strong walls against Aggro decks and fast mana to help quickly power out Midrange or big monster strategies.
Patrick chose to go with the power player of Elspeth in a marriage with the Caryatid/Courser combo and then tacked on Black for its strong removal. In order for the deck to pull ahead to solidify distinct advantage your early creature plays always want to be the Sylvan Caryatid which provides you with any color mana to fight against any deficiency your lands might throw you and Courser of Kruphix that while it does provide information to your opponent will often net you additional cards whenever you’re able to play a land off the top, not to mention the very relevant additional points of life you’ll grind out over the game. The beatdown then starts with Fleecemane Lion which is a solid 3/3 for two mana able to attack through opposing Caryatids and eventually able to go monstrous transforming into a near unremovable beast. Next we find the regal cat Brimaz, King of Oreskos who brings with him some of his pride of soldiers whenever he attacks or blocks ensuring that you continuously clutter the board with more and more creatures. The other creature found in the deck is another legendary character with Polukranos, World Eater which doubles as removal with his Monstrosity ability and usually turns into a humongous threat that demands removal or a long line of chump blockers. The next step after starting with some creature threats usually ramps up into an Elspeth, Sun’s Champion who when protected will undoubtedly finish off the game with her combination of creatures, removal and eventually even an over the top pump. We then get into the krux of the black in the deck from the removal which includes the blocks best from Hero’s Downfall which is amazing instant speed against both creatures and planeswalkers alike, and Silence the Believers which with the ramp from this deck can quite easily hit two or sometimes even three targets if necessary then exile them so if the target happens to be indestructible that’s just too bad. As a catchall against other permant problems there’s a misers copy of Banishing Light to exile anything from enchantments or planeswalker to creatures or artifacts, even if it’s a god you need to deal with. As far as one ofs in the deck the only real draw comes from one copy of Read the Bones which does a little digging into the deck before drawing, but is also backed by full sets of all the on color Scry lands and to a lesser extent Courser as well. The final cog on the wheel is found in disruption with Thoughtseize which can not only strip your opponent of a very valuable card but also provides you with information about what his plan is going forward.
So there we have the birth of a new Block format from Theros. While the Block constructed isn’t usually a very widely played format there is going to be a Grand Prix stop in Manchester at the end of the month which is the other big tournament for this format. The interesting facet that we can extrapolate information for is that Block does help act as a precursor for the upcoming Standard landscape after the next rotation. While it is ofcouse not a fully accurate portrayal since M15 and Khans of Tarkir will also play into the equation, there is still a wealth of knowledge and forsight we can study to get some advance preparations. It will also be interesting to see if the Grand Prix continues to tweek the metagame or if the pros solved everything in Atlanta. But I can’t wait to see if any of these strategies are good enough to hold up or if new mechanics will shake up everything. Only time will tell and there’s still four months left to go…I can hardly wait.
By rights this is the deck that should have won in Minneapolis last weekend and would have if that Scapeshift had not been peeled off the top. Jund has long been a bogeyman of the format, but the recent ban on Deathrite Shaman did a lot to suck the wind out of its sails. But it continues to compete as a tier 1 strategy because it has so many powerful pieces of disruption and removal, backed by a team of beatdown creatures.
The main strategy to victory revolves around two key monsters crashing the red zone with longtime all star Tarmogoyf widely accepted as the best two drop beater ever printed as it continues to scale up as the grave fills with different card types, and also manland Raging Ravine which continues to grow with each attack and as a land is able to dodge any sorcery speed removal. There is also Scavenging Ooze which has the ability to grow to epic proportions as well but is most useful as a way to control the opponents graveyard if they are operating with any recursion now that Deathrite is no more. There is also Dark Confidant which is the decks main source of grinding card advantage and newcomer Courser of Kruphix which is largely a brick wall with its four toughness but also acts as a form of ramp and those life points will often be very relevant in the end. The next key element of this deck is the disruption package and that is found with three trios of discard with Inquisition of Kozilek and Thoughtseize as amazing turn one pinpoint extraction also enabling you to see the opponents current plans, and also Liliana of the Veil which is a symmetrical discard but you are able to prepare properly in advance and often force early misplays from the enemy. Liliana also double as removal with her sacrifice ability and is able to rid the board of troublesome creatures especially Hexproof or Indestructible ones that you normally would not be able to destroy. The remainder of the deck is basically more removal of varied flavors including Abrupt Decay and Maelstrom Pulse able to hit many different problem permanents, Slaughter Pact and Terminate as pinpoint removal for creature threats, and Anger of the Gods which provides the deck a sweeper capable of exiling the many recursive creatures especially from Melira Pod decks. There is also the requisite set of Lightning Bolt, almost a given for any deck in the format running Red, which doubles both as removal but also as additional reach to close out games quickly. The final card is a one of Chandra, Pyromaster which with her ability to negate blockers will be a road to victory in many games that she hits the table and her second ability help provide additional draw to the deck which is one element that is not a strength.
Nothing has really changed in the creature department with the requisite Pack Rat followed by Lifebane Zombie, Desecration Demon and Gray Merchant of Asphodel. The manabase also allows for the full set of Mutavault which have the added benefit of being rats as well to pump up the pack. This new version runs a one of planeswalker that hasn’t been seen for a while, Vraska the Unseen as a part of the dabble into Green. She is super versatile as she is able to remove almost any non-land permanent, and will often take down creatures trying to destroy her. Vraska compliments an already very strong removal package, which is extremely common for this style of deck. We start with Hero’s Downfall to rid the board of both creature and planeswalker threats, a trio of Devour Flesh which can skirt protection or hexproof, and with the foray into Green we find the other card added to the list Abrupt Decay which is just a good all around answer to a plethora of problem permanents. In order for the deck to keep ahead we have Underworld Connections for draw which also doubles as additional devotion count when you are draining with a Gray Merchant. The final piece of the puzzle comes with the discard powerhouse Thoughtseize that will not only strip your opponent of the most relevant card but also provide you invaluable information about his game plan.
The opening that this deck wants to see everytime it starts a new game is turn one Thoughtseize into turn two Pack Rat. So often this will rob the opponent of a key defensive piece which will allow the Pack Rat to get to work multiplying itself until it has gotten out of control, which tends to happen very quickly. The synergy with Mutavault which also happens to be a rat is another factor in boosting the lowly rats to monumental proportions. The secondary line of attack comes with a curve of threats starting at the three drop with Nightveil Specter a formidable Flying attacker which has the added value of not only stealing life from your opponent but also can steal cards from the top of their deck, which can even be played as long as the specter remains in play. Then at the four drop we have Desecration Demon which is quite simply a beat stick which you’ll use to grind the opponent to dust. Finally we get to Gray Merchant of Asphodel which has a very useful Devotion ability that will drain the life from your opponent and add that amount which is based on your total Devotion to Black mana. To help boost your Devotion count the deck also has Underworld Connections which provides a steady stream of cards at the price of some life and also a misers copy of Whip of Erebos that helps regain lost life point with Lifelink and will raise your dead creatures from the grave for a turn to fight for you again. As is typical with a Black deck removal is a key element and this deck is no different. There is a varied spread of spells but the key one is Hero’s Downfall which can deal with problem creatures and planeswalkers alike. This is complimented by Devour Flesh and Doom Blade to vanquish other creature problems. Then we round out the package with pseudo-sweeper Bile Blight which is capable of removing some very significant threads but you must be mindful of its use in the mirror. As mentioned before there is also Thoughtseize which not only takes care of any otherwise hard to handle problem but also provides very valuable information about the opponents plans.
Welcome back to Knight’s Booty. I’m sorry but I don’t have a short story for you this week. Instead I have a deck that I’ve been testing out in Modern that fills a gap that is missing in the current metagame. Now the reason for designing this deck is taken from Chapin’s “Next Level Deck building” eBook, which I highly recommend to anybody who wants to take that next step.
See, if we take a look at the current metagame (using mtggoldfish.com as our baseline) we are sitting in a very combo heavy environment. Splinter Twin is sitting at 13.26%, with Melira Pod at 12.14%. That’s only two decks and already we are covering a quarter of the metagame. After that we look at UR Storm at 5.43%, Scapeshift at 4.15%, Ad Nauseum at 2.24% and after that it peters off. So add all those percentages together and we are sitting pretty at 37.22%. Up from a quarter to a third of our current metagame is made up of combo decks. Which when you think about it is pretty amazing really.
So how do we go about punishing this combo dominant metagame? We could try going to go aggro and beat them to the punch. But most of the above decks are ready to “go off” by turn 3, and can aggro decks really beat that clock? I don’t know, but even with the power of Zoo and Affinity I can’t be comfortable in saying that they have faster clocks. And do we really want to try and compete with other aggro decks? I personally don’t.
So the next level up is control. In which we have UWR and Hatebears as your big bad guys. Combined however they only take up 7.98% of the metagame. Something is seriously lacking there, don’t you think? Even if you add in UW Midrange you are only looking at 10.86% of the metagame being control decks. This just doesn’t seem possible. Especially when you have Esper control eating the standard environment alive.
So what does this mean for us? It means that we can open up a whole new can of worms by moving into an area that is seeing very little love (control) and a colour that is notorious for it (black). That’s right, I’m talking about Mono-Black Control, with a focus on discard. But why discard you ask?
Because, just because. Seriously though, if over a third of the decks you are going to be facing are combo decks, you can easily pick them apart by removing their combo pieces from their hand. And aggro? Back up your discard with removal, another thing that Mono-Black Control is famous for, and you can take control of the board as well as their hand. Not to mention that the deck gets monumentally better whenever your opponent mulligan’s. If their deck punishes them before the game even begins, then we are going to be in an even better position to win.
Now, that is not to say that the deck doesn’t have it’s weaknesses because it does. It suffers in the fact that despite all of it’s abilities to disrupt the field and the hand, it can’t stop a topdeck. It also stalls out late game with a lot of dead cards in hand. But compared to the benefits, I am willing to overlook that little matter.
First off, the deck list as it currently stands:
The one card that it is missing is Thoughtseize, which can easily be put in place of Duress. But only if you have that kind of money. Now the one thing you might immediately note is that I am running a splash of Red in there. This is because Black has no inherent artifact hate, or nothing that is cheap enough to warrant being included in the build. But red does in the form of Smash to Smithereens, which in my past experience playing burn in Modern is a fantastic sideboard card. And having immediate access to Red does give some interesting options if we ever wanted to include a devastating card like Blightning, or Rakdos Charm. But I am focusing more on the Mono-Black version.
I want to talk about each card individually, but it will probably be easier if I break it down into each suite of cards, with the obvious Discard being the first.
First up is Inquisition of Kozilek. This card is a very powerful discard spell as the name of the game in any deck that isn’t control based is speed. Which means that cards are going to be cheap. Tarmagoyf only costs two, Kitchen Finks costs three, Pyromancer’s Ascension costs two, and so forth. So Inquisition of Kozilek has the ability to hit a lot of the cards out there that can cause problems.
After that I will address Duress. It’s not Thoughtseize, that’s for certain, but it can come in handy where Inquisition can’t. It can hit the higher costing cards, such as Splinter Twin, Birthing Pod, and Scapeshift. But because it can’t hit creatures it loses playability. That is the reason why I am only running a single copy in the mainboard, with more in the sideboard for when you do come up against decks like Twin, Pod, and Scapeshift. It can be an easy swap out of Inquisition for Duress and you don’t set off your card balance.
Next is Raven’s Crime, which I am honestly thinking of upping to three copies. The card is incredibly good in the late game when you’ve setup your win condition or are waiting to do so and you need to empty out your opponents hand. It turns every late game land draw into another discard spell, and it works in conjunction with Smallpox when you will have to discard something. I can’t tell you how many times I have been happy to have a Raven’s Crime in my graveyard and how many times I’ve been sorry to not have one.
Last, but not least in our spell slots for discard is Wrench Mind. This is about as close to Hymn to Tourach as we will ever see again. Sure, it doesn’t discard at random, but it is a straight up two cards for two mana. And when you can play this on turn two after your opponent has already played a land or two, plus an early drop from their hand, it seriously wrecks your opponents game. The earlier you can see this card the better your chances of victory will be.
The next section I am going to address is the removal suite, but first I need to talk about a card that fits between the two, and that is Smallpox. I don’t quite know how I feel about the card itself. It is very punishing to both players, but usually more so to our opponent. I mean I love the card. It has performed amazingly well in the early game against decks like Storm and Pod. As an aside, it is a fantastic turn two play against Pod as it removes two sources of mana available to them, and slows them down significantly. Storm is another matter, in that they need three mana to “go off”, unless they get a two mana “god hand”, and using Smallpox to slow them down to a crawl can hurt them more than it will us. Like I said earlier, we can discard a Raven’s Crime to it or any excess discard spells that aren’t doing us any good. And we are running a minimum of creatures so there is very little chance that we will be hurting our board state. Again, I love this card, but when I read it in a bubble it makes me cringe.
Now onto the removal suite.
Victim of Night is the first one up, and it can kill just about anything. In the current metagame there aren’t many Zombie creatures, nor are there Vampires or Werewolves. So there isn’t much that it can’t take care of, plain and simple, and because we aren’t worried about colour restrictions we can carry the two black in it’s mana cost with ease making it a superior choice to Doom Blade. There is only one other kind of creature that this can’t hit and that is one who has protection from Black, but we have a spell to deal with that.
Geth’s Verdict is the answer to “protection from black” and furthermore Hexproof. Now I’ve talked about Hexproof in a previous article and it is probably one of my favourite all-time decks to play. So I know how much of a pain in the butt it can be. Now, when I was regularly playing pauper and running Hexproof the worst thing in the world I could run into was Mono-Black Control because they had the one answer that could get around that restriction and that was Geth’s Verdict, because they were targeting me and not the creature. So unless your opponent is going to side in Leyline of Sanctity, you can be pretty sure that Geth’s Verdict will take care of what Victim of Night can’t. Oh, and it also hits your opponent for one life to boot. And yes you can kill your opponent with it, even if there are no creatures on the board, so it is never a dead card.
The last card in our removal suite replaced Doom Blade and has tested out fairly well so far. Sudden Death. It is more expensive, but it can do some things that a lot of removal cards can’t. It can take out creatures that are indestructible to start, as long as you can get their toughness down to four or less, which means that a few of the newly printed “gods” are even threatened by this card. And there is no fear about not being able to kill most creatures, because outside of Tarmogoyf and a pumped up Hexproof dude, there aren’t any creatures currently being run with more than four toughness. Four is the magical number in Modern because it can beat Lightning Bolt, and Sudden Death can go above that number. Now the last thing about the card, and by far it’s the most important aspect of it, is that it has an ability called Split Second.
This mechanic deserves it’s own little section. Split Second is a fantastic ability and a powerful one that isn’t utilized often enough in my opinion. First off I want to ask you a question. Have you ever been playing against a blue player and tried to kill their Delver of Secrets only to have them Counterspell or Mana Leak your spell? It sucks doesn’t it? Well because of the way Split Second works the spell can’t be countered. You see as long as the spell with Split Second is on the ‘stack’ no other spells or abilities, that are not mana abilities, can be played. Meaning no counterspell. And furthermore it can disrupt a combo like Deceiver Exarch and Splinter Twin. if by some chance they managed to land Twin you can kill the creature in response and they don’t have the opportunity to make their infinite army, nor can they cast a counterspell to prevent it from happening. The same goes with Pod and the infinite combo of damage and life gain through a sacrifice outlet. You can kill the outlet before the chain has a chance to go off and by doing so at least buy yourself some time. It can also affect Affinity, a deck I haven’t mentioned yet. Normally if you were to kill their powerhouse Arcbound Ravager they could sacrifice a bunch of artifacts to it to make it’s Modular ability huge and then when it died they could just redistribute them anywhere they wanted. Well, with Split Second they don’t have that option and Ravager just straight up dies.
After our removal suite we throw in a splash of utility with Sign in Blood. A good little pay two life draw two card spell. Or at least that is how it is read most of the time. And it is a good payoff. Late game it can let you dig for the answers you want or need and early game it can simply refill your hand after annihilating your opponents. Not to mention that because it reads “target player”, you can use it to finish off your opponent as well. And a lot of players out there will agree that there isn’t much out there that is more disgusting that being killed with a Sign in Blood.
Now a deck wouldn’t be complete if it didn’t have creatures. Well, that’s not entirely true as there are creatureless decks out there, but this isn’t one of them because if we ran only discard and removal we would easily lose any ground race. Now we aren’t running a lot of creatures, but the ones we are running have an immediate impact on the game.
Ravenous Rats is the first one that I’m going to address, and it is the weakest one by far. We are paying two mana for a 1/1 body that isn’t good for a whole lot other than chump blocking. But it can chump block like a champ! What’s special about him is that when he enters the battlefield he makes your opponent discard a card. It’s not random, but it’s still something. So early or late game this creature can disrupt the hand, clog up the board for a turn, or maybe even eek out a few points of damage on the attack.
After the rat we have Liliana’s Specter, a flying rat one could say? She does the same thing as the Ravenous Rats, in that she forces your opponent to discard a card, and sadly she also shares the same toughness quality seeing as she is only a 2/1 body. But she does have flying which can help gum up the air if you need a easy blocker there, or she can fly over anything on the ground that is waiting to eat your face.
The last creature to enter into the fray is a personal favourite of mine, and he is none other than the Chittering Rats. Yes, another rat. But he is a good rat. Well, for a common he is a good rat. Correction, he is a great rat! I mean, he is below the power curve of being only a 2/2 bear for three mana but when he enters the battlefield you Time Walk. Not familiar with that card? It’s an old card that was printed only up to Unlimited and it is banned in everything, except in Vintage in which it is restricted. Because it gives you an extra turn for two mana. That’s powerful, no matter what stage of the game you are in. An extra turn? Hell yes, I would love to take two turns in a row! It can be a huge tempo shift! But now you are asking how does the rat give us an extra turn? Well when he enters the battlefield he forces your opponent to take a card from their hand and place it on top of their library. Effectively making them ‘re-play’ their previous turn. This is even more effective when you have already chewed apart their hand with your suite of discard spells. And it’s even more effective when you work it into our “win con”.
Shrieking Affliction. A single black mana for an enchantment that will punish our opponent for playing their hand out too fast, as Aggro decks are known to do, and reward us for emptying out our opponents hand. The best part about this enchantment is that if you can empty their hand entirely, and this is if they do not have card draw in their suite of spells (but nobody runs Divination), then there is an almost guaranteed six damage over two turns, in which they either allow the clock to continue or they buff up their hand in hopes that they can outlast the effects of the Shrieking Affliction. This of course only works if you don’t draw up into one of our many spells that force our opponent to discard.
Now, you might be asking yourself why we aren’t using something like Liliana’s Caress (a strictly better Megrim). Well because with the way that our deck is designed we don’t want our opponent to have any cards in hand, and in order for Caress to affect our opponent they have to have those threats. Once we get our opponent into “topdeck” mode, he is simply going to play out whatever cards he draws into without fear of taking the two damage from the Caress. Making it a dead card on board once we are done destroying their hand.
And the last card to make it into the deck is one that I’ve been experimenting with as a real late game kill card, and that is Haunting Echoes. See, the deck will regularly go into the late stages of the game with ten and twelve turn games, as we either wait or dig for our win con or beat our down slowly with creatures. What this means however is that we will usually be filling their graveyard with a ton of cards, either from hand removal or board removal. Now imagine if their graveyard is full and you are now both playing the top deck game and you pull Haunting Echoes. You cast it targetting their graveyard and suddenly their deck has shrivelled down to almost nothing but basic lands. I’m pretty confident that at that point your opponent won’t have enough answers in their library to deal with you.
Sounds fair enough, doesn’t it? Well, I’m not done yet. I’m going to do something that I don’t normally do and go into the sideboard.
If you go back and look at the list there is red splashed in there, and I think I said something about Black not having any inherent artifact hate. A simple splash of Smash to Smithereens works to alleviate that problem, and this card is good against several decks. Obviously you want to side it in against Affinity and Pod, but you can also use it in the fringe match ups where Aether Vial shows up, as in Merfolk and G/W Hatebears. The other card that isn’t in the main board is Leyline of the Void. An enchantment that gets around Abrupt Decay and can destroy several different decks at the same time. Storm is one of the key matchups as both Pyromancer’s Ascension and Past in Flames require the graveyard in order to function. That’s not to say that a storm deck can’t “go off” without them, but you would be smart to mulligan into seeing this in your opening hand. Another big deck that it can come in against is Pod. It shuts down the infinite damage and infinite life combos, and forces them to move into a mid-range beatdown deck. Not the best of solutions, but it makes the matchup very playable. The last one I’ve added in is a personal preference in Echoing Decay, which is fantastic against tokens, but it really should be traded in favour of Infest or another “sweeper” type effect.
And so there you have it. A deck that is reasonably affordable compared to other decks that are in the metagame right now (I mean, come on… Pod is almost $2100?) and is suited to fight a lot of the popular decks.
Until next time,
~ Gerald Knight
Extra Booty: Now this is purely speculation, but there is another reason why I am investing in building this deck and that is because of a card that is being released in M15 which I think can put this deck over the top. Waste Not. The community designed card. For those of you who haven’t heard about it or don’t remember what it does, it is a two cost black enchantment that has three different effects when an opponent discards a card, depending upon the card type. A creature card will net you a 2/2 zombie token, a land card will net you two black mana, and if they discard anything else you get to draw a card. All said and told I don’t know how this card wouldn’t be a beast in the deck and I am planning on pre-ordering at least four of them.
A huge part of the functioning of this deck comes from that newly legal enchantment which provides every turn a new 1/1 Flying Faerie with which to either continue a beatdown strategy or defend your life total, which can be very important as it slowly bleeds you one life each turn. The other Fae in the deck are not just aggressive creatures but are efficiently equipped with additional abilities and all are able to appear at will with Flash. Starting with a look at the permission package we have Spellstutter Sprite which with so many Faeries around to support it will more often then not be able to counter any spell threatening you. It is complimented by Mana Leak, Spell Snare and Cryptic Command to ensure dominance over the opponent. Next we look at the disruption which is rooted in the legendary Vendilion Clique which can appear out of nowhere to remove a key piece of action from their hand and then move into a beatdown role. There is also a mix of Inquisition of Kozilek and Thoughtseize which coming out turn one plays to the harsh opening into Bitterblossom turn two which can often spell doom for the opponent. Our last true Faerie is Mistbind Clique which is used as a virtual Time Walk by flashing out on the upkeep of your opponent to tap down his lands for that turn. The Champion ability can also be your savior in a long game where Bitterblossom, which is coincidentally also a Faerie, is taking down your life too low and you’re able to make it disappear for as long as Mistbind is around. To round out the creatures there is also a pair of Snapcaster Mage which help take full advantage of the decks instants and sorceries, and also manlands in the form of the evasive Creeping Tar Pit and Mutavault which when active is also a Faerie to help either Spellstutter or Mistbind if necessary. A bit of spot removal is found in the form of Tragic Slip and Go for the Throat to contain the most important of threats. Finally there is the powerful Sword of Feast and Famine which will allow you to play spells or activate manlands before combat and then untap your lands to keep up mana to counter the enemies plans as well as forcing incidental discard.
BUG Delver
Javier Dominguez
1st place Grand Prix Paris 2014 Legacy
Here we have what is one of my favorite decks in Legacy. BUG Delver is a powerful and complete control package of threats, permission, discard and removal. A similar deck piloted by Laurence Moo Young at SCG Orlando last month was also able to win that tournament.
Your beatdown strategy revolves around Delver of Secrets and Tarmogoyf, two creature which can pop out early and then backed by countermagic be ridden all the way to victory. There is also the versatile Deathrite Shaman which can either control the grave against reanimate strategies or be your source of mana acceleration, and can double as a Shock every turn when it has instant/sorcery targets in the grave. As we are playing blue the deck run the standard Brainstorm and Ponder draw package which also double as ways to get your Delver flips, but we also see two Dark Confidant to ensure a constant flow of cards and a target to pull removal away from your beaters. For countermagic we see Force of Will and Daze which help to establish control over the opponent for whatever spells he’s allowed to keep. Speaking of which there is a heavy discard package starting with Thoughtseize into Hymn to Tourach and there is also Liliana of the Veil to suppress them from holding too many cards in hand. And finally we get to the removal which Liliana is also great at destroying opposing creatures and Abrupt Decay is amazing at obliterating the plethora of cheap permanents in Legacy.