The first 2024 set release Murders at Karlov Manor. It was a fairly benign release with little initial fanfare in eternal formats aside from [[Pick Your Poison]]. But that all quickly changed!
There are eternal format playable cards like [[Leyline of the Guildpact]] in Temur Rhinos, [[Cryptic Coat]] in [[Stoneforge Mystic]] decks, and [[Doorkeeper Thrull]] as another mono-White hatebear with a fringe-playable textbox. Perhaps the biggest Legacy addition was the Surveil land cycle.
This cycle of tapped lands ([[Thundering Falls]] for example) did not look like Legacy all-stars at first. Tapped lands are a major liability in a format where games are often decided in the first few turns. However, the card selection on a fetchable dual land cannot be overstated.
Control decks often play utility lands that might enter tapped due to an alternative value — [[Mystic Sanctuary]] and Triomes like [[Zagoth Triome]] for example. The nerfed [[Ponder]]-esque selection of the Surveil land cycle is a tool Control decks can integrate. In fact, Blue [[Field of the Dead]] decks have returned thanks to these lands providing additional card names to the mana base without having to stretch into weaker options like [[Sheltered Thicket]].
The Surveil lands also pair with top-deck tutors like [[Worldly Tutor]]. The ability to hold priority and respond to a Surveil trigger with [[Worldly Tutor]] can put a big fatty like [[Griselbrand]] into the graveyard. A “Build Your Own [[Entomb]]” of a sort. This has seen growth in Reanimator strategies adopting a Golgari color identity and a sideboard [[Witherbloom Apprentice]] combo juke (of note, [[Worldly Tutor]] finds [[Witherbloom Apprentice]] for the combo).
The Surveil lands have found a surprising new home in addition to the aforementioned decks — none other than The EPIC Storm (TES)! Our v15.7 plays with two Surveil lands: [[Undercity Sewers]] and [[Thundering Falls]], replacing [[Underground Sea]] and [[Volcanic Island]] from v15.6, respectively. This cascade of changes make TES different than before (namely a switch to maindeck [[Echo of Eons]] due to the current speed and non-Blue focus of the format). There are several reasons for this change, specifically discussed in many of our YouTube videos on the topic — Bryant Cook published several on the expansion of this idea.
How do Surveil lands change cantrip sequencing? The two options for our [[Brainstorm]] and [[Ponder]] combo deck are to either cantrip on turn one or wait until later turns. A split of Surveil lands and OG dual lands offer the ability to choose which plan is best with our given hand and opponent.
One common sequence is playing a fetch land on turn one and tutor [[Undercity Sewers]] in our opponent’s end step, untap, and cast a cantrip with another land drop available. This can be more effective at finding land two or better card selection if we already have a second land. The selection provided by the Surveil lands is nearly free and smooths the game plan well. Of course, tracking fetchable lands is important, but always has been.
TES’s mana base can be seen two ways: a monstrous amalgamation of cards absent synergy that is difficult to manage, or a carefully crafted work of art based on practical application and scraps of code optimized for color availability. Play with the mana and you’ll quickly discover it’s the latter.
Let’s take a dive into the new list to learn how to navigate new puzzles! All three have something to offer new Storm pilots and seasoned veterans alike.
Special Guest
Mike Noble
(Discord: MikeNoble)
I am Eternal Magic commentator Mike Noble. I’m from the Philadelphia area; home to the first Legacy Grand Prix and Legacy event in my career, Grand Prix Philadelphia 2005. I’ve been a commentator since 2017, covering Legacy such tournament series as Eternal Extravaganza, Eternal Weekend, Dice City Games, and The Legacy Pit.
My first Legacy deck was [[Aluren]], but I quickly switched to [[Dark Ritual]] and [[Rite of Flame]] by way of Iggy Pop, [[Doomsday]], Charbelcher, and, of course, The EPIC Storm. While TES doesn’t play [[Gemstone Mine]] anymore, it is probably one of the most skill-testing decks I’ve had the pleasure of piloting.
Deck List
the epic Storm
Main Deck
- 4 [[Ponder]]
- 4 [[Brainstorm]]
- 4 [[Burning Wish]]
- 4 [[Beseech the Mirror]]
- 3 [[Echo of Eons]]
- 1 [[Tendrils of Agony]]
- 1 [[Song of Creation]]
- 1 [[Gaea’s Will]]
- 4 [[Veil of Summer]]
- 2 [[Thoughtseize]]
- 4 [[Dark Ritual]]
- 4 [[Lion’s Eye Diamond]]
- 4 [[Lotus Petal]]
- 4 [[Chrome Mox]]
- 2 [[Mox Opal]]
- 2 [[Cabal Ritual]]
- 4 [[Misty Rainforest]]
- 3 [[Bloodstained Mire]]
- 1 [[Undercity Sewers]]
- 1 [[Thundering Falls]]
- 1 [[Underground Sea]]
- 1 [[Bayou]]
- 1 [[Taiga]]
Sideboard
- 2 [[Echoing Truth]]
- 2 [[Boseiju, Who Endures]]
- 1 [[Thoughtseize]]
- 1 [[Consign // Oblivion]]
- 1 [[Grapeshot]]
- 4 [[Galvanic Relay]]
- 1 [[Empty the Warrens]]
- 1 [[Tendrils of Agony]]
- 1 [[Echo of Eons]]
- 1 [[Peer into the Abyss]]
SITUATION No. 1 — Izzet Delver
[[Delver of Secrets]] has fallen! No longer is the lean, mean, Tempo strategy the defacto “best deck” in Legacy. Its decline is primarily due to the uptick of [[Up the Beanstalk]] Control decks, a card advantage engine that rolls the Tempo decks. Essentially, Sultai Beans decks play slightly bigger than Izzet and Temur Delver decks with more removal and better card advantage while maintaining access to [[Wasteland]] and other “small-ball” interaction like [[Daze]], [[Spell Pierce]], and [[Stifle]].
Despite that, [[Delver of Secrets]] has maintained a strong presence in the meta — even if it’s no longer the best deck in the format. [[Delver of Secrets]] can shred an opposing strategy to pieces if properly deployed; card selection with [[Dragon’s Rage Channeler]] remains unparalleled; and [[Murktide Regent]] reverses stalled and losing boards faster than any other two-mana threat.
TES has often had a favorable matchup against the various flavors of [[Delver of Secrets]]. While that has not changed, the matchup has shifted slightly with the inclusion of [[Stifle]] in many main deck configurations. Being more careful with when Storm triggers are put on the stack can go a long way addressing [[Stifle]] gamers. Let’s dive into a situation exactly like that!
SIDEBOARDING:
+3 [[Galvanic Relay]], +2 [[Boseiju, Who Endures]]; -3 [[Echo of Eons]], -2 [[Cabal Ritual]]
Our first scenario is deep into a post-board game. It is turn six (though you couldn’t tell by looking at the land drops) and we have recovered cards lost in a few mulligans. Our opponent has six cards in hand after deploying [[Wasteland]] to destroy our [[Undercity Sewers]]. We are left with only [[Bayou]] for mana. Of note, they countered a [[Dark Ritual]] with [[Minor Misstep]] in a previous turn and showed us [[Stifle]] in a previous game. How can we approach this turn with eight cards in hand?
SITUATION No. 2 — Turbo Goblins
[[_____ Goblin]] is behind the huge tonal shift seen by Goblin players. What used to be a flexible “Control-esque” deck with [[AEther Vial]], [[Rishadan Port]], and [[Wasteland]] is now a Stompy deck with [[Ancient Tomb]] and [[Chrome Mox]]. The goal is to utilize the highly explosive mana production of [[_____ Goblin]] to power out threats like [[Muxus, Goblin Grandee]], [[Goblin Ringleader]], and [[Battle Cry Goblin]] activations. [[Broadside Bombardiers]] is a key component, serving as removal and reach.
Regarding [[Chalice of the Void]] decks, Turbo Goblins is less a Prison deck and more an Aggro deck. Without [[Archon of Emeria]] like in Boros Initiative, the Goblins matchup does not feel as bad for TES. With fewer disruptive permanents, the name of the game is speed!
A playset of [[Echo of Eons]] across the 75 allows pilots to mulligan more aggressively to faster combo turns. Goblins has several concerning sideboard cards: [[Leyline of the Void]], [[Blood Moon]], [[Magus of the Moon]], and [[Null Rod]], all of which are common. Keep these in mind when planning opening hands. Let’s look at a situation with a less common sideboard card: [[Goblin Trashmaster]].
SIDEBOARDING:
+2 [[Boseiju, Who Endures]], +1 [[Echoing Truth]], +1 [[Consign // Oblivion]]; -4 [[Veil of Summer]]
[[Goblin Trashmaster]] looks like it has a chokehold on this game. We are post-board and the gamestate is fairly threatening! [[The One Ring]] was a surprise two turns ago, but now is our chance to make a push before they untap. We are looking at our hand post [[Echo of Eons]] and making our land drop (Storm 7). Our opponent is not protected from [[The One Ring]]. How can we fight the on-board disruption and force our advantage through?
SITUATION No. 3 — Doomsday
There was a lot of talk about [[Doomsday]] strategies being significantly nerfed with the printing of [[Orcish Bowmasters]] and the re-incorporation of discard in Legacy (i.e. [[Grief]]). But the extreme compactness of the combo paired with excellent protection and disruption is difficult to displace. The latest innovation to “Turbo” lists has added [[The One Ring]] maindeck. Some lists play [[Undercity Sewers]] like TES. Otherwise (and “flavor of the month” sideboard plans), [[Doomsday]] deck-building has stayed consistent for months. Success with [[Doomsday]] takes higher skill than the average Legacy deck. So while it may not be as prevalent, pilots still putting [[Doomsday]] on the stack are is likely quite adept.
TES struggles against one-card combos that can assemble wins from extremely few resources backed by [[Force of Will]], [[Daze]], and [[Force of Negation]]. Multiple copies of [[Thoughtseize]] has certainly helped them as well.
Better access to [[Echo of Eons]] is a double-edged sword. Fighting to protect an [[Echo of Eons]] is great, but if that fight is lost and the wheel happens, nothing post-[[Echo of Eons]] is protected. This can be tough against a deck with two full playsets of pitch counters, [[Daze]], and [[Thoughtseize]], but is still likely better than [[Galvanic Relay]] due to the increased speed with which TES can combo.
SIDEBOARDING:
NONE
We are well into a complicated [[Echo of Eons]] turn, having fought over the resolution of the first wheel resulting in our current situation. It is turn six in a post-board game. We do not have [[Veil of Summer]] protection, but have one in hand. Our opponent showed us copies of [[Veil of Summer]] in their post-board configuration, courtesy of [[Doomsday]] resolving and forcing a third game. How can we sequence our hand to win the game?
Want to see your play?
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