How many copies of a Legendary Creature would you use in a deck on average. Obviously you may run 4 of a 1cmc Legend than a 9cmc legend. But on average, what is a typically safe number?
It would also be helpful to know how many low cmc legends you would run, and how many high cmc, so I have a good idea.
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Some decks revolve around a legend resolving (i.e., Sneak and Show/Tell, which relies on Griselbrand and Emrakul, the Aeons Torn), so 4 of is strictly required.
Some legends attract counter spells and removal (i.e., Thalia, Guardian of Thraben), so 3 or 4 is safe to run.
It's entirely dependent on the card. Having a general rule is just incorrect since there are way too many variables.
Is it an early drop?
How often are you going to be casting it?
Is it resilient?
Do you always want to draw it?
do you have ways to search for it? (Time of Need, Green Sun's Zenith, etc)
how much card draw/library manipulation are u running?
these are just a few examples.
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Standard:
Bident Layers B Devotion RG Devotion UW Control Modern:
Jund
UW Control
Combo Pod Legacy: DeathBlade RUG Delver BUG Control
Thanks for all the input. Anymore common variables would be really helpful if mentioned.
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Casual
:symu:Swirl the Paint:symu:
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
IT REALLY depends on the format and the creature. Normally if they are a huge key player in a deck I run 3. Because if the opponent is very good they have answers and can take it out. And you can draw/tutor in to replace it easily without being flooded in your hand with unplayable cards.
Two if they are only meh. (like thalia) and only a 1 of if I have plenty of tutors and is really worht it.
The main drawback of running legendaries is the waste of a card when you draw into one with one out on the battlefield. You just have to decide whether this drawback outweighs the benefit that the additional copies of the card add to the deck.
If its not a card crucial to the core strategy of the deck, I usually only run 1 copy.
I think three is a pretty reasonable number for most legends that you A: want to see each game and B: are confidant that you can hardcast it. I'd run less if I only want it some of the time or can tutor.
For example--
If I'm running vendilion clique, I want three, as I'd like to see it every game, but really don't ever want two in my opening hand.
If I'm running Thrun, the last troll, I'm only going to run one because of the ability to tutor for him in many decks.
Running four of may be appropriate for some legends, but in those cases, your deck is probably based on the legend and doesn't function well without it.
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Sig by Dark Night Cavalier at Heroes of the Plane Studios!
Unless I'm running Korlash, heir to blackblade or anyone else in the grandeur cycle, I run 3. Speaking of grandeur, I would really love to see it outside of future sight. Korlash <3 Lili 3.0.
Depends on your deck and what legendary it is. I have a green deck with 2 thrun, the last troll and an elf deck with 2 ezuri, renegade leader, and i have a friend with a delver deck that runs 4 geist of saint traft.
I say atleast 2 so you can hit it and if you want to you can do more if you are not hitting them and they are important to the deck
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Sig by Rivenor at miraculous recovery and Avatar by Ace5301 at five handed lizard EDH
Ghave
Phelddagrif
Omnath
i have always been told this .. no matter what the card
if you want to have it in your opening hand ... 4
if you want to draw it within the first 3 turns . 3
if you want to see it within the first 7 turns ... 2
if you can fetch it .................................... 2
if it does not matter much if you see it or not 0
i know that is not for sure ... but its what i ask myself each time with a card when building a deck ... and then eliminate down from there.
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It would also be helpful to know how many low cmc legends you would run, and how many high cmc, so I have a good idea.
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
More ability to search/tutor for the card (i.e., with Green Sun's Zenith) can mean that a single copy is fine. This applies often to Thrun, the Last Troll. Some of the Elves decks only need the single Ezuri, Renegade Leader.
Some decks revolve around a legend resolving (i.e., Sneak and Show/Tell, which relies on Griselbrand and Emrakul, the Aeons Torn), so 4 of is strictly required.
Some legends attract counter spells and removal (i.e., Thalia, Guardian of Thraben), so 3 or 4 is safe to run.
Is it an early drop?
How often are you going to be casting it?
Is it resilient?
Do you always want to draw it?
do you have ways to search for it? (Time of Need, Green Sun's Zenith, etc)
how much card draw/library manipulation are u running?
these are just a few examples.
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
Two if they are only meh. (like thalia) and only a 1 of if I have plenty of tutors and is really worht it.
If its 4-5 maybe 2-3
It it's more than 5, I usually go for 1-2.
But I also have decks where a 7-8 costed legendary is the only creature so I go with 4 on those.
If its not a card crucial to the core strategy of the deck, I usually only run 1 copy.
For example--
If I'm running vendilion clique, I want three, as I'd like to see it every game, but really don't ever want two in my opening hand.
If I'm running Thrun, the last troll, I'm only going to run one because of the ability to tutor for him in many decks.
Running four of may be appropriate for some legends, but in those cases, your deck is probably based on the legend and doesn't function well without it.
I say atleast 2 so you can hit it and if you want to you can do more if you are not hitting them and they are important to the deck
Sig by Rivenor at miraculous recovery and Avatar by Ace5301 at five handed lizard
EDH
Ghave
Phelddagrif
Omnath
if you want to have it in your opening hand ... 4
if you want to draw it within the first 3 turns . 3
if you want to see it within the first 7 turns ... 2
if you can fetch it .................................... 2
if it does not matter much if you see it or not 0
i know that is not for sure ... but its what i ask myself each time with a card when building a deck ... and then eliminate down from there.