- I always enjoyed playing vintage shop decks from a raw power perspective. Wining the die roll against none FOW decks with an average keep was a huge advantage. Unfortunately finding vintage players is not the easiest task. Thus, I sought on what seemed to be an insurmountable task, try to port the deck to legacy. The deck's goal in design was to keep the raw feel of vintage shop deck, in that it could almost always deploy sphere effect turn one. After many iterations (+6 months) I have come up with the following list. Yes, I know there is no side board in the posted list. I my self have only spent the time trying to get the main deck set up in a reliable manner. Since The deck requires a huge density of spheres effects + mana there are only 7 flex slots in the whole deck. Without further ado, I Present Legacy Shop.
|Legacy ShopMagic OnlineOCTGN2ApprenticeBuy These Cards|
4 Sphere of Resistance
4 Chalice of the Void
4 Tangle Wire
4 Lodestone Golem
3 The Abyss
2 Staff of Domination
2 The Tabernacle at Pendrell Vale
4 Mox Diamond
4 Lotus Petal
2 Mox Opal
4 Mishra's Factory
4 City of Traitors
3 Crystal Vein
4 Ancient Tomb
4 Vault of Whispers
- Game play
Like it's vintage counterpart it plays the same way. You don't keep a hand if you cant deploy a turn one sphere like effect. Unlike most MUD or staxx counter parts, this deck does not need to mulligan often due to its huge
redundancy. Thus most hands have two effects meaning that force of will alone will not stop it. Once the effects are deployed, The goal is to win with its man lands instead of trying to go over the top of the sphere effects. Your opponent will be helpless to stop the 2/2 creature beat down.(Wasteland can hinder this plan to a degree.)
Elves this is almost a buy for you on the play. Most of the time they just cant deploy creatures and in the face of the Abyss and tabernacle they will not stay around long.
As long as they don't deploy a turn one delver/ mongoose this matchup is in your favor. They generally keep one landers making you sphere effective very effective. Once you have it deployed you don't have
to worry about counters and continue to lock down the board without fear. Even with the wasteland you have more man lands then they have wastes.
Storm ANT /TES
This match-up is completely dependent if you have a man land in your first three turns. Even though it may look like you may lock, a storm player can still wiggle their way out given enough time. Thus hitting their
life total is key. Of course they could also just have the turn one kill on the play which you can do nothing about.
Death and taxes.
This match up is 100% dependent on a turn one aether vial. If they have it is a total nightmare as your sphere effective simply are not effective. On the other hand, if they don't have it your sphere effective will
take over the game. Between this and the Abyss/ tabernacle their board is going to stay clear leaving the way clear for man land beat down.
This is a tough match-up since they don't have to cast spells to win. If you don't have your tabernacle you have lost this game.
- Another tough match-up , since most of the cards you really don't want them to play are in fact lands. Between wasteland/ghost quarter / maze of ith and Depths + Stage there is always something to ruinin your plan.
This match-up is pretty even. It all comes down to how many lands the UW player finds and how many turns you give the player. Like storm UW has all the tools to wiggle their way out of the lock so you have to have a fast clock. Chalice on one is big here since it turns off all their dig for lands and prevents your creature from being swords. This is because sphere effects are not always enough against there 22+ land mana base.
Losing the match almost always is because or a Clique or Jace has gotten deployed through your sphere effects.
- As always comments and suggestions are welcome. But I do recommend you goldfish the list some first, as at first glance it does look like a bunch of rubbish plied together.