Landing in Legacy – Tournament Report

Recently, I competed in two Untap Open Leagues using decks made to counter the expected meta. I’d like to talk through my deck choices, how I settled on both of them, and the mistakes I made.

First up, let’s talk about my much more successful deck. I’d never piloted Lands in a tournament before, but I’d piloted various proxied builds for my friends to playtest against in the past. So while I wasn’t experienced in tournament play with it, I wasn’t a complete novice either.

For Season 10 of UOL Legacy, I anticipated a lot of Fair Blue Wrenn and Six piles. I chose to pilot this Lands build, as I feel Lands has a huge advantage in the matchup against Fair Blue Wrenn decks.

Lands by GlassNinja

Lands (35)
Grove of the Burnwillows
Wasteland
Thespian’s Stage
Dark Depths
Blast Zone
Taiga
Forest
Mishra’s Factory
Verdant Catacombs
Misty Rainforest
Wooded Foothills
Sheltered Thicket
Tranquil Thicket
Karakas
Ancient Tomb
Bojuka Bog
The Tabernacle at Pendrell Vale
Glacial Chasm
Maze of Ith
Ghost Quarter

Artifacts (4)
Mox Diamond

Spells (14)
Crop Rotation
Life from the Loam
Punishing Fire
Gamble

Enchantments (5)
Exploration
Sylvan Library

Planeswalkers (2)
Wrenn and Six
Sideboard (15)
Chandra, Awakened Inferno
Force of Vigor
Trinisphere
Tireless Tracker
Pulse of Murasa
Krosan Grip
Chalice of the Void
Drop of Honey

Let’s go over some of my card choices and how they worked out. 

Build

My land base was fairly average for a Lands list, with Karakas, Maze of Ith, Glacial Chasm, Blast Zone, Ancient Tomb, and Mishra’s Factory as my utility lands.

Karakas, Maze, and Chasm have been the standard defensive utility lands for years. Blast Zone from WAR felt tailor-made for the deck as a repeatable board wipe to complement Tabernacle.

The Cycling lands allow for instant speed recursion of Loam. Tomb allows for a turn 2 Marit Lage and turn 3 kill, while Factory is great at being a ground combatant.

I also added in the full complement of Ghost Quarters, as the format around the time of submission had been dominated by IceBURG and Czech/4c Delver, both featuring Wrenn and Six. Ghost Quarters are effectively Strip Mines against Czech, and quickly wear through IceBURG’s basics as well. 

IceBURG by GlassNinja

Lands (20)
Verdant Catacombs
Bloodstained Mire
Volcanic Island
Bayou
Badlands
Snow-Covered Swamp
Tropical Island
Underground Sea
Wasteland
Snow-Covered Island
Polluted Delta
Scalding Tarn

Spells1 Liliana’s Triumph (21)
Kolaghan’s Command
Liliana, the Last Hope
Thoughtseize
Fatal Push
Abrupt Decay
Ponder
Force of Will
Brainstorm

Planeswalkers (5)
Jace, the Mind Sculptor
Wrenn and Six

Artifacts (4)
Arcum’s Astrolabe

Creatures (9)
Leovold, Emissary of Trest
Plague Engineer
Snapcaster Mage
Tarmogoyf
Sideboard (15)
Damping Sphere
Red Elemental Blast
Blue Elemental Blast
Pyroblast
Surgical Extraction
Nihil Spellbomb
Hydroblast
Narset, Parter of Veils
Ashiok, Dream Render
Ancient Grudge
Liliana’s Triumph
Kolaghan’s Command
Leovold, Emissary of Trest

4c Delver by GlassNinja

Lands (20)
Wasteland
Volcanic Island
Underground Sea
Tropical Island
Scalding Tarn
Polluted Delta
Fiery Islet
Badlands

Spells (25)
Spell Pierce
Lightning Bolt
Force of Will
Daze
Brainstorm
Abrupt Decay
Preordain
Ponder

Creatures (12)
True-Name Nemesis
Tarmogoyf
Leovold, Emissary of Trest
Gurmag Angler
Delver of Secrets

Planeswalkers (3)
Wrenn and Six
Sideboard (15)
Vapor Snag
Thoughtseize
Surgical Extraction
Pyroblast
Plague Engineer
Karakas
Ancient Grudge


The usual playset of Loams, Moxen, Crop Rotations, and Explorations are present as well. This is what gives Lands its amazing utility, explosiveness, and grind all at once, and I would never play Lands without those slots set.

My other utility, however, is a little different than I’d had it in the past. 2 Wrenn, 3 Gamble, 3 Punishing Fire, and 1 Sylvan Library mainboard are a little different from the package I was used to playing (Manabond, 4 Gamble, 4 Punishing Fire). 

Wrenn and Six is a great mainboardable Crucible of Worlds that’s both more and less vulnerable. It dies to things like Bolt if you use the -1, and it dies in combat, but it otherwise dodges the artifact and enchantment removal package that’s good against Lands and commonly boarded in. This alone makes it worth including, but it also has a great ultimate that wins the game if you get there by turning on Loam-chains while allowing draws, as well as infinite Crop Rotations, Gambles, and Punishing Fires that don’t rely on Grove lifegain. 

Sylvan Library has been on a slow rise over Manabond for awhile now. Being able to stack the top of your deck or Dredge back multiple Loams in a turn (tip: since it’s a replacement effect,  you don’t have to put multiple Loams from your library back on top) is huge utility. Finally, going down to 3 Gamble and 3 Punishing Fire is a slight concession to both adding the 2 Wrenn and the fact that the format isn’t hyper creature-heavy. However, because of the power boost from Wrenn, as well as the additional coverage she provides against creatures, dropping the PFire is fine. Losing the Gamble is removing an early game conditional tutor for power, which is again a fine concession. 

Sideboard

I ended up with the usual two copies of Drop of Honey, 3 Tireless Tracker, 2 Chalice, 3 Trinisphere, and 1 Pulse of Murasa. I went down 1 Krosan Grip from what I was used to for a new option: Force of Vigor. Being able to wipe out 2 hate pieces on an opponent’s end step without paying mana is a great place to be. The last new option is a particularly spicy one: Chandra, Awakened Inferno. She absolutely hoses control decks of all sorts since she’s able to come down through countermagic and has an uninteractable clock. She can wipe the board vs go-wide decks or nuke a single large, threatening creature. She slices and dices in a million nice ways. 

Basic Gameplan

Lands’ basic gameplan is to play mana acceleration (Mox Diamond or Exploration), get a Life from the Loam into the graveyard, and Dredge it every turn. This allows you to loop Wastelands and Ghost Quarters to pressure opposing mana and repeatedly recur lands like Dark Depths to threaten winning the game in short order. Loam effectively turns most of your draws into Ancestral Recalls, quickly burying opponents in card advantage. Tabernacle at Pendrell Vale is one of the most busted lands ever printed, allowing you to board wipe creature-based decks after you cut them off their mana. 

My ending record was: 

2-0 over Slivers
2-0 over Esper Reanimator

0-2 loss to 4c Loam

2-1 over UG Snow-Chain

1-2 loss to Spiral Tide

2-0 over Czech Delver on the downpair

I missed Top 8 by 2 places on Opponent Match Win%, but had the best Game Win% of any of the other 12-point players. 

Vs Slivers

These games went fairly by-the-book. Tabernacle is huge against their go-wide, Vial-centric plan, and even some of the new additions, like Cloudshredder Sliver, don’t provide a good avenue to fight Marit Lage for long. Game 1, I won off of Marit Lage and Exploration + Glacial Chasm + Loam locking out my opponent’s chances. Game 2 was on the back of a Turn 3 Marit Lage swinging, slowly eating away fliers. 

Vs Esper Reanimator

Deep Analysis (EMA)
Unburial Rites (ISD)

This list was close to a UB Reanimator ft. Unburial Rites. Fast Marit Lage took game 1. Game 2, he Surgical Extractioned my Loams, but missed one in my deck. I had a Gamble, and found the Loam in my deck while searching. I had intended for a risky Marit Lage play (knowing he had 2 copies of Swords to Plowshares), but opted for the safe line of Loam. A judge call started. I opted to exile the last Loam and go for the Depths instead, partially out of annoyance over the call, partially to not make my opponent feel like I was angle-shooting too much in a fun league environment. He went for an Entomb for Deep Analysis into Brainstorm line, looking for a way to not die. He didn’t find it. 

Vs 4c Loam

I find 4c Loam to be a difficult deck to play against. They have a lot of angles of attack and tools in the matchups, and I let myself get a little tilted because of a delay in the match time. Game 1, I made a fatal error, opting to make a Marit Lage to block a Knight of the Reliquary, intending to kill on the crack back. My opponent played Liliana of the Veil during Main 2, and I promptly lost the game to double Knight. Game 2, I ended up with no colored sources until my 4, which had Depths, Mox, Stage, Loam. My opponent opened with two copies of Leyline of the Void and Decayed my Mox when I missed a land drop. I proceeded to topdeck all 3 other Loams before conceding to double Dark Confidant with Knight.

Vs UG Snow-Chain

One of our resident spice experts cooked up this list: 

Snow Chain by Timbola

Lands (19)
Misty Rainforest
Verdant Catacombs
Prismatic Vista
Snow-Covered Forest
Snow-Covered Island
Tropical Island
Waterlogged Grove

Creatures (17)
Walking Ballista1 Eternal Scourge
Misthollow Griffin
Trinket Mage
Hydroid Krasis
Birds of Paradise
Ice-Fang Coatl

Artifacts (2)
Engineered Explosives
Relic of Progenitus

Spells (13)
Brainstorm
Force of Will
Force of Negation
Manipulate Fate

Enchantments (6)
Food Chain
Back to Basics

Planeswalkers (2)
Narset, Parter of Veils
Sideboard: (15)
Blue Elemental Blast
Carpet of Flowers
Echoing Truth
Ensnaring Bridge
Flusterstorm
Force of Vigor
Grafdigger’s Cage
Pithing Needle
Return to Nature
Veil of Summer
Weather The Storm

This, I felt, was a hugely problematic deck. It had a fast combo (Birds, Chain, exile Birds → Eternal Scourge, go off), strong lock elements (Back to Basics), potentially infinite Marit Lage blockers (Griffin + Relic or Chain), and even reach (Ballista)! It was too basic heavy to lock with Wastelands and Ghost Quarters effectively. Postboard, it had plenty of ways to slow me down and affect my mana, and I’d almost always have to be wary of him simply playing Food Chain and killing me from nowhere. 

Game 1, he just does a Food Chain thing, and I die fast. I board into enchantment removal and Chandra. Game 2, I keep a hand of Krosan Grip and some acceleration. I hold up Grip until he lands a Chain. He goes for an attack, and I Grip the Chain. I draw a second Grip and Chandra back to back. I know I need to get to 9 mana to deploy Chandra and not die. I eventually get there, and three emblems could race three Griffins when I backed it up with Chandra -3s. Game 3, I mulligan to 6, but had the Turn 2 Marit Lage (Forest, Exploration, Stage. Depths, Crop Rotation for Tomb, make a Marit Lage) in the opener. I decide to risk it, and he doesn’t have the Force. 

Vs Spiral Tide

High Tide (PI13)
Turnabout (PIDW)

As soon as I saw this matchup, I expected to do poorly. Game 1, I keep the T2 Lage and get an unexpected kill in. I board into Chalices, Trinispheres, and Trackers, trying to up my clock as much as possible. Game 2, I get nowhere. My double Chalice is met with double Force, and I draw too slowly to stop the Turn 4 combo. Game 3, my opponent gets in an awkward spot, milling multiple Turnabouts to blind Predicts and I have a shot at actually Ghost Quartering him off lands, despite him running only basics. He had only 1 Turnabout left in deck, and needed to draw it to go off. He found it on a blind draw step and killed me. 

Czech Delver

This matchup is easy as can be. Tabernacle and Punishing Fire make short work of creatures, his Wastelands pale compared to mine, and I can grind better than he can. He needs to be able to stop almost everything I play, and even if he Wastelands a Tabernacle after I play it, I can wipe his board repeatedly anyway. There isn’t much that Czech can accomplish in the matchup unless I draw slow and he draws fast.

League Reflection

This did not end up my expected metagame, either in matches I played or in overall metagame representation. At the time of submission, IceBURG and Czech represented the top placements and play%, followed by UR, Stoneblade, RUG, Sneak and Show, and ANT. I was reasonably sure a lot of people would be on the Wrenn hype train, or doing something fair-ish but wanted a deck with strong sideboard options against combo just in case. 

The actual meta ended up looking like this: 

Or for a more simplified view: 

This has some harder matchups for Lands, as the high presence of 4c can be challenging, and High Tide attacks Lands very well overall. 

What went right: 

  • I played pretty well overall, with only 1 match I would say I misplayed. 
  • I lost to the people I should lose to and beat a few that I should have lost to as well.
  • I sideboarded mostly correctly and didn’t lose to any unexpected tech opponents brought in.
  • While I didn’t Top 8, it was off of the back of being the only downpair.

What went wrong: 

  • Lands was likely not the best choice for this metagame.
  • I misplayed badly against 4c Loam and should have taken at least a game.
  • My sideboard could have been better tuned for this metagame.
Surgical Extraction (NPH)
Tormod's Crypt (M15)

If I had to resubmit Lands to this League, I think I would keep the mainboard mostly the same. I would be tempted to look at Manabond over Sylvan Library. Since control was so underrepresented, the explosiveness of Manabond would likely lead to more T2 kills, giving me points back in matchups like Spiral Tide, Snow Chain, and Reanimator. The sideboard would be radically changed, going down the Pulse of Murasa, 1 Tracker, and 1 Drop of Honey for an additional Chandra, Chalice, and another piece of grave-hate (possibly a Surgical Extraction or Tormod’s Crypt). 

Looking Back

If I’d been free to pick any deck for the League, and not just modify, I would have looked at either ANT or Sneak and Show. ANT has one of the highest Turn 1 potentials of a non-glass cannon deck, while S&S lets me leverage good matchups against both the combo and fair decks in the meta fairly well, and there were fewer edicts backed by countermagic running around than expected.


Author: GlassNinja

Ian Powers has been playing Magic since 2002, around when Torment debuted. Since then, he has gotten involved heavily in Legacy, Limited, Cube, and card design. You can message him on Discord at GlassNinja#0075