Legacy B/G "do 'The Thing'"

by WubGhost on 30 June 2016

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (8)

Sorceries (3)


Instants (4)

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Deck Description

A Golgari deck that just sort of happened. The main reason it's called "do The Thing" is because the deck has become a bit infamous in my play group for dropping extremely early Emrakuls and massive Hangarbacks very early in the game ( otherwise referred as "doing 'The Thing'"), or simply draining an opponent dry. I personally want to see if I can make this deck better, possibly low-tier competitive but i feel i could use help from thers instead of relying only on myself for help.

How to Play

Due to its ability to "do 'The Thing'", as my friends call it, I feel like the very unusual choices for legacy should be explained.

Ashnod's Altar: a sac outlet, used to blow up with mana via Blisterpod or using a Hangarback to create a second Hangarback monstrosity or simply blow up the field with a swarm of 1/1 flyers.

Sensei's Divining Top: dat filter tho

Diabolic Tutor: it's not the most effective tutor, but it definitely does work regardless. with the amount of relatively cheap creatures and mana production, you're never much more than two black and a brand new shiny Scion away from a Divining Top filter, a Rot Shambler to make a massive beater, or a Cutthroat to drain your opponent's life with the help of your friendly neighborhood Hangarback.

Pulse of Murasa: A stand in for the much more reliable life gain that is the beautiful Deathrite Shaman.

Cranial Archive: With the amount of creatures going into the yard, it's a much safer bet to have something to bring back all of the creatures sacrificed to Ashnod's and to provide more bodies for the Hangarback Engine.

Emrakul: Now, this is a very strange include for a deck such as this, as there isn't Entomb or Animate Dead/Reanimate in this list, however, because of the feasibility of creating a 6/6 Hangarback Walker and the ability to tutor/Top for Emrakul I've managed to drop and end games by turn four or so by dropping an early Emrakul and instead of cheating Big Mama Emra into play, you can hard cast her to ensure that you can take advantage of the extra turn and a bit of a win-more situation depending on the draw of that extra turn.

I prefer to have a basic and a rot farm in the first hand, preferably a forest, a dork or blisterpod, and an altar.

Turn one: forest into llanowar elves, pass.
Turn two: use forest to drop a blisterpod, as a blocker/ scion maker. drop a rot farm at the end.
Turn three: this is the turn when one of two things happens: either literally nothing happens but a dork or blocker goees down, or a deathrite drops, or you can play an ashnod's altar. at this point, there's usually something that grows or does a thing when something dies, and with four mana, if you pulled an ashnod's altar, it suddenly starts to get pretty good. if there's a second rot farm, it's usuallly a good idea to drop it after doing whatever it is that you're gonna do and then get the extra mana out of it, and then just roll out whatever happens.
Turn Four: To be perfectly honest, at this point it's all draw if you haven't pulled a tutor to find a nice bomb. a decent amount off creatures and rot farms for a nice amount of mana allows you to drop a nicely sized Hangarback, or even bust out an early hard cast Emrakul. (feels good man)

I am perfectly open to constructive Criticism and I would appreciate Budget recommendations.

Deck Tags

  • Budget
  • Golgari
  • Legacy

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0014018

Card Legality

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

Deck discussion for Legacy B/G "do 'The Thing'"

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