Legacy Bomb Pop (Competitive)

by dknight27 on 10 April 2025

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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Deck Description

Bomb Pop: a tri-colored popsicle perfectly shaped to be inserted into the rectum of opponent to freeze him solid

We've got your oldschool Stasis lock here, hopefully with a few new twists to keep it semi-competitive.

Stasis locks down everything, so you just protect it and maintain the locking mechanism and employ one of the wincons. To keep Stasis working, you've got to use Forsaken City, Chronatog, or Ral Zarek. Both Chronatog and Ral double as wincons, which is some picture perfect synergy. Chronatog decks out opponent through regular draws (you draw nothing as you have no turn), and Ral builds to a burn/extra turns to burn (this will take a while, but you don't care as he also keeps Stasis happy while you do it). The third wincon is Thassa's Oracle if you're going to be decked, and the fourth is the simple misery experienced by opponent who has to slog through not being able to do anything and knows he'll be decked eventually, so let's just go to game 2.

The news twists I've added all have to do with a little deck manipulation to speed things up, protect the combo, and recycle material better to achieve both ends. Crop rotation fetches Forsaken City, both to get the combo going and in response to opponent destroying it with Wasteland, etc. So, you've really got 7 Forsaken Cities in the build, which should hopefully far outstrip opponent's ability to deal with it as well as make the deck faster and more consistent. You can also use Rotation to fetch Tabernacle to deal with troublesome critters, as opponent shouldn't be able to keep them alive, and you're effectively running no critters at all.

The other major addition is Root Maze (my baby boy), that acts like the traditional Frozen Aether, except it doesn't cost two arms and two legs, and accomplishes essentially the same thing. Plus, you can use it to slow down the game in general, giving you time to assemble your combo and lock it up. A turn 1 Maze on the play probably ups this deck's chances by 150%, as you don't care about speed or development whatsoever and are more than happy to take twice as long to get anything done, while basically every build in Legacy seems to want to drop a reanimated creature or the One Ring on turn 2, which Maze makes impossible. On top of all this, you can play it on the cheap with Stasis actually fielded, which should shut everything down to what's already on the board or can be fielded for extremely limited cost, so all you've got to do then is hold onto your counters and ride it out.

Stifle and Noxious Retrieval were also minor additions to deal with Boseiju/Wasteland/other non-spell destruction effects that could knock out a piece of the combo. Since Retrieval is free, it doesn't care about Stasis, and TECHNICALLY means you're running a 61 card deck, so hopefully in a heads up mill you've got just enough of an edge to cheat your way to the win. Don't get your hopes up though, cause you're cantripping like a beast to get to your combo pieces.

Feedback appreciated.

Deck Tags

  • Legacy
  • Prison
  • Competitive
  • stasis

Deck at a Glance

Social Stats

2
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This deck has been viewed 176 times.

Mana Curve

Mana Symbol Occurrence

034018

Deck Format


Legacy

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Legal in Legacy

Deck discussion for Legacy Bomb Pop (Competitive)

Hmmm, I really, really like this as an initial build of a wild and strangely beautiful strategy but I think it has many problems, some of which I am sure escape me at the moment. The biggest problem I can see tho is having the combo without a way to pay for Stasis or otherwise break the symmetry.

To elaborate, in games 2 & 3 all opposing Wastelands will be kept untapped to destroy your copies of Forsaken City. Thus, you should run your own Wastelands or Urza's Saga as both an alternate win condition that has to be respected (or a sideboard juke) to get Pithing Needle. Stifle is not enough in this regard. Likewise, all opposing countermagic will be aimed at preventing you from doing your thing, and many decks like Delver or Stompy or whatever just need a single threat to stick, which you have zero ways of removing, while they prevent you from establishing the lock. So, Veil of Summer in the sideboard.

Also, you kind of have to run at least one basic forest.

You have to be able to deal with Force of Vigor (Disruptor Flute?)

Ooh, also, Bosh n Roll did a video on this in 2022: https://www.youtube.com/watch?v=tYlMeLjG5dM

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Posted 24 April 2025 at 21:49

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I honestly have no idea what to do with this old boy anymore. I don't think it can keep up with the nonsense explosive combos and sheer amount of options that are mainboarded (much less sideboarded) that can derail the combo or get around it (without Maze in play). Saga alone pumping out 2 jerks and jumping into a Pithing Needle that shuts down every combo piece but Chronatog (which leads to a loss anyway most of the time) is realistically enough to get me to not play the build as is.

I was thinking of maybe fusing it with either a lands build or a traditional control build as a slow down/alt mechanic that isn't the primary goal and can be juked into and out of games 2 and 3 to make it a rock/paper/scissors guess. For example, turn 3 on the play, dropping a Stasis against a fielded The One Ring is like +5 turns of tempo and potentially 5 damage (if opponent got greedy), and lets you have a chance against a game that otherwise would most likely be lost. If nothing else, you turn it into a pseudo Time Walk, cause opponent's next turn is basically turn 1 but without a hand full of juice, and you've (hopefully) got a turn banked on an untapped land that you can then get into shenanigans with (play Crop Rotation into Forsaken City), or something like that.

What I'd really like it to find a way to abuse Saga, cause it'll trigger regardless and give you an artifact that can potentially do SOMETHING, I just haven't found what that something should be/how to get it done. The best I've found so far is Obelisk of Undoing, which is horrible, but would let you get the perfect lock for the low-low cost of 6 mana per turn with 2 on top to replay Stasis.

As for the 'as is' problems, I was hoping the Stifles and Crop Rotations would outnumber the Wastelands and the 9 manaless counters would handle the Force of Vigors, with Noxious Revival backing up both mechanics, but that might be overly optimistic, as they all have to also shut down whatever else opponent is doing (assuming the Maze lock isn't in place).

I don't know, I'm all turned around on this one.

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Posted 26 April 2025 at 15:31

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