Legacy Control (Competitive)

by dknight27 on 24 June 2019

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (3)


Sorceries (3)

Instants (3)


Enchantments (6)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


How to Play

My take of a competitive Jeskai control build in Legacy that doesn't run miracles.

Here's my theory: Miracles is more affirmative and has more spots for win conditions, whereas Jeskai has enough control cards/slow-win conditions on its own to suffice, freeing up more spots to hate on opponent. This build, in theory, has pretty good matchups against most decktypes because of its flexibility and side options, as it basically doesn't commit to anything mainboard except saying "no" to what opponent's doing with sneaky-slow win conditions tacked on. The only big weaknesses this deck has are the same weaknesses most decks have, the strange mechanics/win conditions like ad nauseum or lands.

Here's a matchup analysis and sideboard instructions:


Critter-based/Fast critters (elves, merfolk, goblins, etc): Game 1 looks pretty good. 8 mainboarded direct critter hate, with optional critter hate, and generally fast reactions.

-3 dovin's veto, -3 disrupt
(focus on critters means anti-noncritter stuff is less effective)
+2 pyroclasm, +1 council’s judgement, +3 containment priest
(added critter hate and a flash 2/2 for added blocks with tempo/damage clock)



General Control: Game 1 looks decent, only big problem being the balance of 9 direct critter hates.

-1 supreme verdict, -2 swords
(directly hating critters is less of a concern)
+2 flusterstorm, +1 dispel
(flusterstorm hates on control like nobody's business, dispel as well)



Sneak n Show: Game 1 should be about even, as Sneak n Show goes balls to the wall and the 9 direct critter interactions you run don't do much good. Side helps a lot.

-4 swords, -1 supreme, -1 relic, -1 teferi
(spot removal doesn't work on the sneak targets, supreme verdict is too slow, relic has no targets, teferi is underpowered)
+3 Containment priest, +2 flusterstorm, +1 council’s judgement, +1 dispel
(containment priest stops this deck cold, flusterstorm is the speedy counter that hates on anything that needs speed, judgement kills the enchantments or the big bad, dispel hates on their counters)



Dredge: Same problems as sneak n show, direct critter removal doesn't work as well. You have to focus on messing up the discard mechanics game 1.

-3 bolt, -1 snap, -2 teferi
(pull out direct interaction and snap (grave hate goes in) , teferi isn't as useful)
+3 Containment priest, +3 rest in peace
(the priest and rest in peace shuts dredge down. Combine that with the mainboarded relic and you've got 7 cards that lock opponent down)



Ad Nauseum: This deck's biggest challenge. Ad nauseum doesn't run critters at all, and has sneaky ways around counterspells, so the mainboard balance is off game 1. Side has some good balance though)

-4 swords to plowshares, -1 supreme verdict, -1 bolt
(no critter interaction needed)
+3 Leyline of sanctity, +2 flusterstorm, +1 dispel
(leyline shuts down the win condition, flusterstorm says no to draw mechanics/counters/discard, dispel stops ad nauseum/their counters)



Burn: This deck does well game 1 and fantastically after siding. Only big problems game 1 is the force of will imbalance (takes 2 cards and a life to negate 1 card and some damage, bad balance)

-1 supreme verdict, -3 force of will, -1 relic, -2 teferi
(wrong balance or not needed)
+3 Leyline of sanctity , +2 flusterstorm, +1 containment priest, +1 dispel
(leyline is an anti-burn dream, flusterstorm trades off material and burn lives on material, priest starts the clock and blocks)



Lands: Another game 1 bad matchup, as removal does next to nothing. However, sideboard brings the pain

-4 swords to plowshares, -1 supreme verdict, -2 snap, -3 disrupt
(disrupt has no real targets, snap hopefully wont have targets, and removal does nothing good)
+3 Rest in peace, +3 leyline, +3 containment priest, +1 council’s judgement
(rest in peace stops this deck cold, leyline takes away one of the primary win conditions, containment priest starts the damage clock, judgement kills op enchantments/artifacts)



Delver: Possibly the best matchup, as this deck says no to everything delver wants to do.

-1 relic, -1 dovin's veto
(relic is ok against some of the delve mechanics, but pyroclams hits mighty hard, veto doesn't hit as hard as pyroclasm)
+2 pyroclasm
(dismantles delver)



Reanimator: Decent matchup, a matter of speed game 1. But, game 2 has fantastic answers

-3 bolt, -1 supreme verdict, -2 teferi
(bolt is too shallow, verdict is too slow, teferi doesn’t stop sorceries)
+2 flusterstorm, +3 containment priest, +1 council's judgment
(flusterstorm says no to both combo pieces, containment priest kills the combo, judgment is a slower removal option)













Criticisms and comments encouraged.

Deck Tags

  • Legacy
  • Jeskai
  • Control
  • Competitive

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

1140090

Deck Format


Legacy

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Legal in Legacy

Deck discussion for Legacy Control (Competitive)

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