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Knockin’ on Heaven’s Gate

Legacy BGW (Abzan, Junk) Budget Combo Tokens Tokens

Balaam__


Sideboard help would be appreciated


”I saw Satan laughing with delight, the day the music died.”

Consistency on a reasonable budget is the name of the game, and this turned out rather well, all things considered.

We’ll be playing predominantly black in the opening turns before transitioning to multiple white spells to close out the game.

•Basic Swamps and Plains fill the bulk of the mana pool, and while yeah it would be nice to run dual lands it’s a fact of life most people do not own play sets and can’t seriously consider dropping tens of thousands of dollars on them. I built this to hold to a reasonable (by Legacy standards) budget and so basic lands will have to do. We do have a few modestly priced tricks up our sleeve though…

Isolated Chapel capitalizes off the high basic land count, an inherent advantage in passing over all those expensive fetch lands and other Legacy staples.

Forbidden Orchard is a perfect fit here. We want unrestricted access to both the colors we need, and we want as many creatures in play on our opponent’s side of the board as possible. The card was tailor made for a deck like this one.

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Dark Ritual isn’t a land but I wasn’t sure where else to list it, and it’s important to be mindful of the ramp considering the speed at which this format operates. Designed around a single card, this deck isn’t remotely competitive as far as Legacy is concerned, but Dark Ritual is a cheap way to nudge the build in that direction.

We’re a true combo deck at heart, so trading blows with the opponent is out of the question. To survive long enough to ensure we draw all our combo pieces, we run multiple spells designed to stall for time. White fog, black fog, Velvet Fog…we got it all.

Holy Day is white fog, effective and highly efficient.

Batwing Brume has a nice tenderizing effect, softening up the opponent while skirting around combat damage. With its higher casting cost it’s arguably worse than Darkness, but that’s a far pricier card but we do get a little something in the trade off.

Dawn Charm can stall for time or save the day and counter some game ending direct damage spell or other intrusive threat to your person.

With the looming threat of battle damage temporarily stifled, it’s time to turn our attention to the boardstate. Specifically, our goal is to make certain our opponent has roughly 10 creatures in play. Naturally, they’ll be fielding the occasional creature card but we aim to help them out. We run a suite of spells which guarantees everyone and everything we care about runs off with that fella’ down the road.

Forbidden Orchard was discussed above, and is a most reliable token generator. When the opponent sees little in the way of threats being played using the mana it’s making, coupled with the free 1/1 they’re receiving, they’ll likely be fooled into complacency. We need merely bide our time…

Sleeper Agent is a masterclass in interesting creature design. We pay one mana for a 3/3 that is summarily handed over to the opponent…only to damage them for 2 each upkeep. This is a card begging to be built around and we’re all too happy to oblige. Fog spells mean we add to our opponent’s creature count while evading any potential combat damage, while this minion saps our opponent’s life force 2 points at a time. It’s boltable, sure, but is it worth it to waste one when they aren’t sure what other surprises we have in store…?

Hunted Horror provides some solid defense at the cost of—I mean, with the added bonus of—upping your adversary’s creature count by 2. The downside is that these two tokens have protection from black, so we can’t actually block them with any of our own creatures. We’ll be completely reliant on fog spells to dodge that combined threat, but the trade off is worth it.

Treacherous Pit-Dweller really shines after we chump block some incoming combat damage or it’s otherwise removed. It will return to play under the opposing player’s control, bolstering their creature count.

Mercy Killing is fairly unique among forced sacrifice spells. In my experience they’re usually worded in such a way as to leave the choice of which creature is sacrificed up to the other player (Chainer’s Edict, Diabolic Edict etc). Provided it isn’t cowering under the umbrella of Hexproof or Shroud or something, we can hand pick our opponent’s largest threat and force them to sacrifice it. Doing so yields a windfall of tokens, and this card alone can ensure the creature count is where it needs to be to end the game.


The progression up until now should resemble a classic country song; we got farm troubles, we lost our wife, we lost our dog, we got horse troubles…

When a sufficient number of creatures are in play on the opposite side of the table, it’s time to combo off into Valhalla.

Heaven's Gate is to be cast first, targeting anything and everything available on the enemy’s frontline. Ideally we’re looking to inflict vitiligo on no less than 10 creatures in preparation for the second part of the combo.

Jovial Evil is the card that initially caught my eye and sparked a desire to build around. Ten white creatures at 2 points of damage apiece renders one KO’d opponent. With our setup we technically only need two open mana to combo off, one for Heaven's Gate and one to chain a Dark Ritual into a Jovial Evil.


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2 mana for 20 damage? Christopher Rush’s lavish artwork sneers down from on high at your pathetic Lightning Bolt!

•Establish a board presence—not for yourself, but for your opponent—with spells designed to gift them freebies.

•Maintain your dignity in the face of an ever growing enemy battalion with numerous fog type spells.

•Become immortalized, inducting yourself into the Rock’n’Roll Hall of Fame with our Heaven's Gate + Jovial Evil combo to close out the game.

Sideboard recommendations appreciated! Keep suggestions budget oriented though, as it doesn’t make much sense to stuff über expensive cards in reserve while the main deck is relatively modest in price.

”Wherefore didst thou flee away secretly, and steal away from me; and didst not tell me, that I might have sent thee away with mirth, and with songs…?”

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66% Casual

34% Competitive

Top Ranked
  • Achieved #6 position overall 1 year ago
  • Achieved #2 position in Legacy 1 year ago
Date added 1 year
Last updated 1 year
Key combos
Legality

This deck is Legacy legal.

Rarity (main - side)

24 - 0 Rares

12 - 0 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 1.80
Tokens Centaur 3/3 G w/ Pro Black, Elf Warrior 1/1 GW, Spirit 1/1 C
Folders Legacy, Out of the Box
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