Budget Legacy Decks with Magic Origins – Conjured Currency
After a long hiatus, welcome back to Conjured Currency: a series in which I explore budget deck options for the Legacy format and occasionally some others too.
Today’s come’s straight from the loony bin. It has counterspells. It has cheap, aggressive creatures. It has a card from Magic Origins (oooooooh!). It has a 5/6 flyer for 3. It has creatures it can’t actually cast. Ever. Like, not even if it gets all the lands in the deck on the table.
The complete 75 card deck and sideboard also comes in well under budget. By how far? Well, as a one of special, I’ve decided to limit myself to just £50 to build a Legacy deck with.
As always, all prices were correct at manaleak.com at the time of writing.
First up, I’ll show you the inspiration for this deck.
For me, this deck is one of the most beautiful pieces of deckbuilding I’ve seen in a long time. There is, however, a lot of cash hidden in all that junk. We have [card]Force of Will[/card]s, [card]Flusterstorm[/card]s, 2 copies of [card]Wasteland[/card], even [card]Disrupting Shoal[/card] would set us back over half our budget for a playset. So we economise.
My first thought is to examine the creature base. Unfortunately, one of the main beaters of the deck, [card]Nivmagus Elemental[/card], is highly reliant on [card]Flusterstorm[/card] to be good. When you can cast it with a high Storm count and use all of the extra spell copies to put +1/+1 counters on the Elemental. However, one copy of Flusterstorm takes up our entire budget pretty much by itself – so we will have to pass on this for now.
What I do want to do is have a little bit of a focus on Faeries.
Mono-Blue Martyr Faeries, a Legacy deck by Christopher Cooper
2 Ghost Quarter
4 Faerie Miscreant
4 Spellstutter Sprite
3 Faerie Impostor
3 Cloud of Faeries
4 Sky Hussar
2 Ninja of the Deep Hours
2 Skaab Ruinator
4 Martyr of Frost
3 Judge’s Familiar
1 Void Snare
[deck]4 Tormod’s Crypt
2 Back to Basics
1 Ivory Tower
2 Phyrexian Revoker
2 Ghost Quarter[/deck]
[card]Spellstutter Sprite[/card] is a good reason for doing this as it provides a highly disruptive creature for a cheap mana cost. [card]Cloud of Faeries[/card] allows us to deploy [card]Spellstutter Sprite[/card] on turn 2 with multiple Faeries in play, whilst the cycling ability gives us a little velocity if we need to dig for answers. Another cheap enabler for [card]Spellstutter Sprite[/card] is my new Magic: Origins card.
[card]Faerie Miscreant[/card] is a little on the weak side in a vacuum, but it is surprisingly powerful in this deck. We are looking to churn through the deck as quickly as possible and having a 1/1 flyer that draws a card when it enters the battlefield for one mana is a strong consideration. With this in mind we can create a suite of cards to re-use both this and the [card]Spellstutter Sprite[/card]s by bouncing them. Both [card]Faerie Impostor[/card] and [card]Quickling[/card] give us two power flying bodies – with the Imposter being cheaper, allowing us to deploy more threats more quickly, but the flash ability on the [card]Quickling[/card] being useful to save creatures from spot removal or even allowing a ‘block and bounce’ to happen.
[card]Ninja of the Deep Hours[/card]
Our other creature bouncer is [card]Ninja of the Deep Hours[/card]. When you bounce an attacking creature that lets you draw a card when it enters the battlefield and swap it in for a creature that draws a card when it deals combat damage to a player, you can see how much of a card draw engine we can create in this deck.
Speaking of card draw engines, we come to the the uncastable card: [card]Sky Hussar[/card]. The Hussar allows us to turn our small cheap creatures into even more small cheap creatures, into free [card]Counterspell[/card]s and removal in the form of [card]Foil[/card], [card]Daze[/card], [card]Thwart[/card] and [card]Snapback[/card]. On every turn we can get us an extra card for each copy of [card]Sky Hussar[/card] we draw and once our hand gets too full, we can start discarding creatures to allow us to cast our finisher: [card]Skaab Ruinator[/card].
[card]Martyr of Frost[/card]
The deck is nicely rounded out by some other disruptive creatures. Personally I feel that [card]Martyr of Frost[/card] is a little underplayed in Legacy. Whilst is it a fragile body that dies to a stiff breeze, the ability to get [card]Counterspell[/card] on legs down and attacking for value is certainly not to be sniffed at.
I am fully aware that the threats in this deck are all rather weak. Only the Ruinators can close out the game with any degree of reliability and every other creature dies to basically any other removal spell in the game. However, it is the speed with which we can deploy these creatures and the amount of them that we can cast whilst still being disruptive that gives us a lot of game against most decks.
Our sideboard is a mix of powerful hate cards and specific, narrow, cheap counters that can give us game in difficult matchups.
[card]Back to Basics[/card]
These two cards are great to bring in against a wide swathe of the format, putting further constraints on our opponent’s mana. These are also likely the games where [card]Ghost Quarter[/card] are likely to be strong, so we have another two of these available – as well as to help against taxing decks that will attack out own mana.
This one is pretty much solely for [card]Show and Tell[/card]. There are other targets for it out there, but this is such a large part of the metagame right now that we have to make these kinds of concessions for such a powerful deck.
This card comes in against Burn decks as it allows us to gain stupid amounts of life for little initial investment.
This one can also be good in the Burn matchup as a way of clearing out their own threats and using their bomby burn spells like [card]Fireblast[/card] against themselves, but that is really there to protect our creatures and hand against [card]Abrupt Decay[/card] decks and their discard spells.
[card]Phyrexian Revoker[/card] gives us another disruptive body that can be difficult to use properly in game one but in game two in can be brought in for matchups where it is a veritable sledgehammer against certain specific decks.
Finally we have [card]Tormod’s Crypt[/card] for the graveyard reliant decks. There’s not much to be said for this in terms of any tricks you can do with it, it does the same job it does in any other sideboard.
This whole list came in under budget at £49.48, leaving you with 50p left over for a pair of [card]Tranquil Cove[/card]s if you ever do want to cast your [card]Sky Hussar[/card]s.
Community Question: What cards from Magic: Origins do think will make the most impact in Legacy and why?
Thanks for reading, as always.