I have had this Sunforger deck, which is pretty much my favorite deck of all, that i have tinkered with and edited everytime new cards come out. I think in doing this it's stayed pretty strong and I usually am able to beat people pretty handily.
I always notice a few of my more competitive friends sit down to play legacy 1v1 sometimes at the comic shop and i'll see stuff like Brainfreeze, Tendrils of Agony, The Rock...
Since my Sunforger deck is designed to deal with threats, do you think it could fit in in Legacy???
I know things like Godo Bandit Warlord aren't going to fly in Legacy so I am not sure what to do about that haha. Any suggestions? Does my deck at least fit the format???
If there's a weekly legacy tournament near where you live, I suggest joining so that you could test how your deck stands against other legacy decks. Once you have an idea of what your meta is like, then you can decide what to adjust in your deck (main and sideboard) so that it stands a better chance at winning.
I think this is a really neat casual deck idea, creating a toolbox of spells to work with Sunforger, but most of those spells are nearly or entirely unplayable on their own. I think you'd be better off using a toolbox of easily castable spells like Swords to Plowshares or Path to Exile, Lightning Bolt, etc. These can clear the way during the early game and make sure you survive until turn 5 or so when your equipment should hopefully come online.
On a slightly different note, there's a thread in the developing section that a few of us have been working on that focuses on small white creatures and equipment tricks, namele puresteel paladin, Stoneforge Mystic, and Leonin Shikari. You should check that out, there are lots of great ideas there that you could merge into your deck while cutting down on the less playable cards.
As for getting around wasteland, your'e essentially playing a white deck with a splash of red. Play as many basics as you can, and as is traditional in legacy you can use fetches and duals to get the colors you need when you need them. I like the artifact lands since they help with puresteel, but they do make you more vulnerable to multiple kinds of hate, I would add a set of arid mesa to those, keep the Sacred foundries until you can get Plateaus, and fill the rest with basics in place of the mistveils, reflecting pools, vivids, ruptures, etc.
stealth apples makes good points. You are trying to achieve hyper early metalcraft. I'd highly consider mox opal as a 3 or 4 of. Now, it won't necessarily help your puresteel draws, but it will help you get everthing online sooner. Also, I would definitely run at least 2 more useful beaters and as full playsets. Phyrexian revoker might be worth it, as could any number of other options. I love stoneforger, but lynx makes a good point about playsets of castable cards, too. to that end, I would highly suggest limiting toolbox cards to maybe 3 or 4 tops, and then the rest to just straight up great cards. Batterskull+puresteel is definitely obnoxious. In addition to what it's obviously good at, you can even use it as a slow, but reliable card advantage engine. Other than that, if you want to make something like this competitive, I would highly suggest playtesting much, and the finding out about your meta. At that point, we can suggest to you the more optimal cards in your build and what might be the best toolbox cards, too.
So it sounds like Land Destruction and removal are a big part of Legacy.
This leads me to believe that Mox Opal could be really really good in here, as it fixes my mana and accelerates me.
I also shouldn't be running the vivid lands because they are rather slow.
Basically here's my logic behind the Sunforger Toolbox:
If I can get it out for at least a turn (even better with puresteel pally in play, even BETTER with Leonin Shikari in play) then I'll have an answer for quite literally every card you could throw at me.
You guys mentioned how If they remove Sunforger somehow or prevent me from using it I am mana screwed, I understand that but at the same time i'd be screwed to begin with so it wouldn't even matter, sunforger is everything in this deck so if they have an answer for it that I can't deal with i'm screwed yeah.
As far as something like Terra Eternal is Concerned It's possible but i think i'd be better off making my manabase less crappy.
You know, I believe mox opal would help, but now that I think about it, your curve is 2, not 1, not 3, but 2 (for creatures, at least). I can't believe I neglected to suggest aether vial.
Sailor, I like the idea of running it, but you need to run it for what it always is and then having a little additional use out of it.
What it always is : +4/0 and most often a free removal spell straight out of your deck. That's a pretty powerful use.
What it can be: A very specific answer to any number of cards that would hurt you very much. this could include a disenchant effect, a mass damage spell like price of progress, or maybe something else entirely. It'll almost always go for spells that are useful to you anyways, and mostly those will be burn or exile removal. you might as well run playsets that are always useful with the added option of going to fetch more as needed.
some of these guys might be scaring you... lots of legacy decks can kill you by two or three turns, but usually there's enough disruption and interaction for that to not happen.
from a casual point of view this is a nice deck and while wastelands or rishidan ports can hose you, you can find nice remedies in Mox Diamond, which will help you with colors and let you toss out other cards. There's really not too much you can do if you go up against really competitive decks but you have a chance at more casual games.
So I ought to change up the mana base to be more reliable, adding mox's as well to achieve metalcraft easier?
What should I do in regards to adding creatures? I liked the idea of Phyrexian Revoker, but how do I make room for him?
What should this decklist look like? Bearing in mind that I would still like to have a nice toolbox. On a sidenote, Research//Development does in fact allow me to put cards from my sideboard into my deck meaning my toolbox can grow to adapt to the situation, and R/D can be cast with Sunforger.
ok, from looking at your meta, I see one rock deck, which you will have a hard time against as they tend to pack a fair bit of creature removal and more threats than you do, and 2 combo decks, which beat you hands down. I think sunforger is a pretty funny way to deal with rock decks. Pulling spells straight out of your deck negates their hand removal pretty decently. Batterskull is also an excellent threat against decks packing tons of creature removal, as they really need to deal with the equipment and artifacts are less easy to kill.
the big problem is that I see 14 toolbox spells most of which aren't really good enough to warrant running on their own. Let's say we cut that down to 4, opening up 10 spots. Now, that said, there are also some other things which are cool, but you probably don't need as well. stoneforge mysic means any equipment in your deck that is useful at the time. Most of the time, it will grab sofai or batterskull, depending on the beater or protection you need. occasionally it will also grab the sunforger when you need to start the card advantage engine over the early stabilization.
2nd, you want to achieve metalcraft in this deck. creatures help this, and you've got 2 combo decks you want to hose a bit while not hurting yourself. Ethersworn canonist seems tailor made as an anti combo answer that doesn't hurt you one bit, most of the time.
3rd, it would be nice to achieve some card draw out of the puresteel paladin as a repeatable way without having to pack HUGE numbers of equipment. A quick gatherer search reveals something besides batterskull that might be useful to us. Razor Boomerang looks to be pretty useful. it would be slow, but tantalizingly good CA. Now, there is also sword of the meek, and with a puresteel paladin out and the thopter foundary, well, that's just being unfair, but you're not really playing blue here. That would be another deck entirely!
So a potential decklist would look something like this:
Razor boomerang wasn't suggested for the ping ability, but for the return to hand ability. The ability to return to play via mystic or even playing is pretty obnoxious when you're trying to abuse puresteel paladin.
well, you have 20 lands + 3 mox opal. You also have a ridiculous amount of artifacts and your curve ends at 2 for most of it, and if you do have to hardcast a sunforger or razor boomerang, those cost 3 of which there are 6. I think it's plenty!
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I always notice a few of my more competitive friends sit down to play legacy 1v1 sometimes at the comic shop and i'll see stuff like Brainfreeze, Tendrils of Agony, The Rock...
Since my Sunforger deck is designed to deal with threats, do you think it could fit in in Legacy???
Here's what I got
2 Eladamri's Call
2 Unmake
1 Punish Ignorance
1 Wild Richochet
1 Master Warcraft
1 Suffocating Blast
1 Research//Development
1 Lightning Helix
1 Flames of the Blood Hand
1 Tithe
1 Violent Eruption
1 Dromar's Charm
13
4 Puresteel Paladin
4 Stoneforge Mystic
3 Leonin Shikari
1 Indomitable Archangel
1 Godo, Bandit Warlord
4 Sunforger
1 Sword of Fire and Ice
1 Batterskull
2 Lightning Greaves
3 Boros Signet
22 Lands
4 Great Furnace
4 Ancient Den
2 Sacred Foundry
4 Mistviel Plains
3 Reflecting Pool
2 Rupture Spire
3 Vivid Meadow
1 Retaliate
1 Swords to Plowshares
1 Crosis's Charm
1 Offering to Asha
1 Silence
1 Gilded Light
1 Darigaaz's Charm
1 Treva's Charm
1 Wing Shards
1 Orim's Thunder
1 Ghostway
1 Wrecking Ball
1 Return to Dust
1 Safe Passage
1 Hide // Seek
I know things like Godo Bandit Warlord aren't going to fly in Legacy so I am not sure what to do about that haha. Any suggestions? Does my deck at least fit the format???
Thanks you guys, nice to meet you ^^)
Is there any way to remedy that situation?
Pithing Needle shuts down Wasteland.
If there's a weekly legacy tournament near where you live, I suggest joining so that you could test how your deck stands against other legacy decks. Once you have an idea of what your meta is like, then you can decide what to adjust in your deck (main and sideboard) so that it stands a better chance at winning.
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On a slightly different note, there's a thread in the developing section that a few of us have been working on that focuses on small white creatures and equipment tricks, namele puresteel paladin, Stoneforge Mystic, and Leonin Shikari. You should check that out, there are lots of great ideas there that you could merge into your deck while cutting down on the less playable cards.
As for getting around wasteland, your'e essentially playing a white deck with a splash of red. Play as many basics as you can, and as is traditional in legacy you can use fetches and duals to get the colors you need when you need them. I like the artifact lands since they help with puresteel, but they do make you more vulnerable to multiple kinds of hate, I would add a set of arid mesa to those, keep the Sacred foundries until you can get Plateaus, and fill the rest with basics in place of the mistveils, reflecting pools, vivids, ruptures, etc.
Credit to DolZero for this awesome sig!
This leads me to believe that Mox Opal could be really really good in here, as it fixes my mana and accelerates me.
I also shouldn't be running the vivid lands because they are rather slow.
Basically here's my logic behind the Sunforger Toolbox:
If I can get it out for at least a turn (even better with puresteel pally in play, even BETTER with Leonin Shikari in play) then I'll have an answer for quite literally every card you could throw at me.
You guys mentioned how If they remove Sunforger somehow or prevent me from using it I am mana screwed, I understand that but at the same time i'd be screwed to begin with so it wouldn't even matter, sunforger is everything in this deck so if they have an answer for it that I can't deal with i'm screwed yeah.
As far as something like Terra Eternal is Concerned It's possible but i think i'd be better off making my manabase less crappy.
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Sailor, I like the idea of running it, but you need to run it for what it always is and then having a little additional use out of it.
What it always is : +4/0 and most often a free removal spell straight out of your deck. That's a pretty powerful use.
What it can be: A very specific answer to any number of cards that would hurt you very much. this could include a disenchant effect, a mass damage spell like price of progress, or maybe something else entirely. It'll almost always go for spells that are useful to you anyways, and mostly those will be burn or exile removal. you might as well run playsets that are always useful with the added option of going to fetch more as needed.
Credit to DolZero for this awesome sig!
from a casual point of view this is a nice deck and while wastelands or rishidan ports can hose you, you can find nice remedies in Mox Diamond, which will help you with colors and let you toss out other cards. There's really not too much you can do if you go up against really competitive decks but you have a chance at more casual games.
What should I do in regards to adding creatures? I liked the idea of Phyrexian Revoker, but how do I make room for him?
What should this decklist look like? Bearing in mind that I would still like to have a nice toolbox. On a sidenote, Research//Development does in fact allow me to put cards from my sideboard into my deck meaning my toolbox can grow to adapt to the situation, and R/D can be cast with Sunforger.
the big problem is that I see 14 toolbox spells most of which aren't really good enough to warrant running on their own. Let's say we cut that down to 4, opening up 10 spots. Now, that said, there are also some other things which are cool, but you probably don't need as well. stoneforge mysic means any equipment in your deck that is useful at the time. Most of the time, it will grab sofai or batterskull, depending on the beater or protection you need. occasionally it will also grab the sunforger when you need to start the card advantage engine over the early stabilization.
2nd, you want to achieve metalcraft in this deck. creatures help this, and you've got 2 combo decks you want to hose a bit while not hurting yourself. Ethersworn canonist seems tailor made as an anti combo answer that doesn't hurt you one bit, most of the time.
3rd, it would be nice to achieve some card draw out of the puresteel paladin as a repeatable way without having to pack HUGE numbers of equipment. A quick gatherer search reveals something besides batterskull that might be useful to us. Razor Boomerang looks to be pretty useful. it would be slow, but tantalizingly good CA. Now, there is also sword of the meek, and with a puresteel paladin out and the thopter foundary, well, that's just being unfair, but you're not really playing blue here. That would be another deck entirely!
So a potential decklist would look something like this:
4 Stoneforge Mystic
3 Leonin Skikari
3 Ethersworn Canonist
4 Phyrexian revoker (could be anything else if you desired)
4 Lightning bolt
4 Swords to plowshares
1 silence
1 disenchant
1 Red elemental blast
1 lightning helix
1 sword of fire and ice
1 batterskull
1 razor boomerang
1 lightning greaves
3 Mox Opal
3 Sunforger
4 great furnace
4 Arid Mesa
4 Plateau
1 Mountain
3 Plains
Credit to DolZero for this awesome sig!
Credit to DolZero for this awesome sig!
Credit to DolZero for this awesome sig!