GP Los Vegas LEGACY: Four-Color Control

Hello friends, after a busy finals season at school, it was a nice way to kick off summer break with Magic’s biggest event of the year, Grand Prix Las Vegas!  Four days of non-stop Magic fun. The main event this past weekend was Modern (my favorite format) and Limited. I had thought of playing in the Modern main event as I had helped a couple of my buddies test for the GP.  I felt that the decks I had access to just weren’t going to perform well. My first choice to play was Jund, but Jund hasn’t been putting up results in recent large scale tournaments. My second choice was Blue Moon featuring the Kiki-Jiki, Mirror-Breaker and Pestermite combo (a deck I will write about another time). Neither of these decks performed the way I would've liked them to in testing.

While packing for the trip, I had decided to redo my Legacy deck for side events. In Legacy, I had been playing a straight Sultai control deck powered by Leovold, Emissary of Trest and True-Name Nemesis.  The top two decks in the Legacy metagame are Grixis Delver and Four-Color Control. The majority of Four-Color Control decks are Sultai based but run red for Red Elemental Blast, Kolaghan’s Command, and Lightning Bolt. I had the idea to run white for Swords to Plowshares, Lingering Souls, and Rest in Peace in the sideboard. Running white made more sense because it allows access to Noble Hierarch.  However these cards felt underwhelming in testing with it. I had settled on the following list for GP vegas:


2 Leovold, Emissary of Trest
4 Deathrite Shaman
3 True-Name Nemesis
2 Baleful Strix

2 Jace, the Mind Sculptor

1 Diabolic Edict
1 Fatal Push
2 Abrupt Decay 3 Daze
4 Force of Will
4 Brainstorm
1 Thoughtseize
1 Kolaghan’s Command
3 Preordain
2 Ponder
3 Lightning Bolt
1 Red Elemental Blast

4 Misty Rainforest
3 Polluted Delta
1 Scalding Tarn
2 Verdant Catacombs
2 Wasteland
2 Island
1 Swamp
3 Underground Sea
1 Badlands
1 Bayou
1 Tropical Island
1 Volcanic Island

1 Toxic Deluge
2 Cabal Therapy
1 Surgical Extraction
1 Damnation
2 Nihil Spellbomb
1 Grafdigger’s Cage
2 Flusterstorm
2 Tarmogoyf
1 Blue Elemental Blast
1 Ancient Grudge
1 Painful Truths

I must say, the deck is just plain awesome. The list included a bunch of one-ofs that are around for every situation. Most lists go for Hymn to Tourach in the mainboard but I found it to be very clunky. The sideboard in built for it’s toughest matchups; The Mirror, Delver, and combo like Elves or Sneak and Show.  I had signed up for some Legacy side events at the GP (after scoring some modern foils from vendors and waiting in line for some artist signatures). The swiss Legacy events on Thursday and Friday proved to go as I had expected. Plenty of Delver, Control, and Miracles matches. The hardest matchup was Miracles. Going up against miracles is a game of mental fortitude and countermagic.

The goal is to have a response to whichever card your opponent has placed on the top of their library the previous turn.  Any Miracle card is deadly because it has counterspell backup or is cast early enough that an opponent is unable to respond quickly to it. A good amount of Miracles decks run 4 Daze, 3 Counterspell and 4 Force of Will. This is the hardest part for a deck like mine to win counterwars against.  My records in both events got me a good amount of prize tix. Legacy provides players with a very skillful game of Magic with high-powered cards.

If you have the opportunity to attend a Grand Prix or play Legacy, I strongly recommend it.  The more people that become interested in Legacy, the more inclined Wizards of The Coast is to find ways to make Legacy accessible. 

Guest Author: Nick Nevarro
Check out Nick's previous article about JUND!