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Legacy Four-Color Control with Mizzix’s Mastery MTG Deck Guide

This week, I want to cover a deck that emphasizes some of the new cards from Dominaria United. When I finished my Top 8 list, I noticed that many of the cards fit into previously established decks, many of which I have already covered here. As such, I expected to cover a couple of different decks and more specifically address how the new cards impacted the archetypes. However, Minest110 came to the rescue by coming in 25th place in a Legacy Challenge with a deck that utilizes two cards that didn’t crack my list last week. While the core looks a lot like a traditional Four-Color Control deck, it takes advantage of Mizzix’s Mastery, which contributes to a fairly novel engine for Legacy, which is very exciting. 

Without further delay, let’s jump right into the deck.

 

 

Legacy Four-Color Control by Minest110

 

Header - The Game Plan

At its core, this is a four-color control deck that is trying to answer everything that your opponent is doing and win the game with one of its engines. What separates this from other decks in Legacy is that it is taking advantage of Mizzix’s Mastery, a card that made some serious waves in Historic but has never seen the light of day in Legacy. Part of the appeal of playing this card is combining it with Herd Migration, which has the ability to be placed in the graveyard early while you can still develop your mana. Then, since this deck has enough Triomes to cover all of the basic land types, you can flood the board with 3/3s on turn four (or with Carpet, potentially on turn three). As a win condition, that will end the game fairly quickly and is a potent engine. This is a unique approach to the archetype and it’s very cool to see this here.

 

Header - Card Choices

Herd MigrationMizzix's Mastery

As mentioned previously, this is the primary engine of the deck. Herd Migration did not look like it had what it takes to succeed in Legacy, but this combination does seem fairly powerful. The fact that Migration helps facilitate your plan by fixing your mana is fairly meaningful and it is certainly strong enough to take over a game if you can cast the front half. That being said, despite the fact that this deck has ways to get to seven mana, it’s not very reliable if you ever have to cast it for full retail and cycling for a land may not be what you need in the midgame, so it’s not the perfect win condition. 

Combining it with Mastery is a bit of very smart deckbuilding, and when combined early it is certainly strong enough to win a game. Mastery is also a bit awkward at times though, since this deck doesn’t have a ton of good cards to flashback besides Migration. If you’re stranded with a Mastery in hand without a Migration and opt to cast it on an Iteration to get some value, you might find yourself unable to Migration when you need to. Overall, while the combo is powerful, it does require some mindfulness about how you use each card individually so be aware of that when you’re playing.

Uro, Titan of Nature's Wrath

While I am framing the primary engine as Mastery + Migration, Uro is always the true engine of these types of decks. This card continues to be a completely dominant force and as long as it is legal, it will be one of the key pieces of these three-plus color control decks.

Expressive Iteration

Expressive Iteration is among the best cards in the whole format and since this deck is incentivized to play four or five colors anyway, Iteration is a strong inclusion. Sometimes you mana might not function well enough to cast this early, which can be costly, but overall Iteration is a better card to cast later in the game anyway so that might not be too bad depending on the context.

Fable of the Mirror-Breaker // Reflection of Kiki-Jiki

So far, this card has only made an impact on Mono-Red Prison, but it’s such a powerful card that I’m not surprised to see it here. It does so many different things, since both chapter one and three are fairly threatening and looting away two cards can really help fix your hand. Running two copies also provides you with the zero-opportunity cost combo of making as many copies of Kiki-Jiki as you have mana, which is really nice (do this at the end of your opponent’s turn and you will keep the copies on yours).

BrainstormPonder

This deck has plenty of ways to see extra cards, so the eight core cantrips are all you need.

Swords to PlowsharesPrismatic EndingLeyline Binding

For the most part, this is a fairly stock removal suite except for the inclusion of the new Leyline Binding. There can be no doubt that it is a powerful new card, since having the ability to answer any nonland permanent for a single mana is incredible. While Legacy does have decks that can fairly easily reduce this to one or two mana, the cost of playing more colors than necessary can be costly, especially against decks like Delver, so I don’t know if it is a shoe-in for the format. However, in decks that can easily support it, I won’t be surprised to see it show up as another removal option that helps answer a wider range of permanents that Prismatic Ending.

Force of WillForce of Negation

Nothing too out of the ordinary here, this deck has plenty of card advantage to recoup the loss from playing six pitch counters. 

Carpet of Flowers

While some decks main deck Pyroblast, Carpet of Flowers can be as impactful, if not more so, in a deck like this. While this card isn’t as versatile against other blue decks, it is certainly a haymaker in most blue mirrors. In conjunction with both Uro, Herd Migration and even Mizzix’s Mastery, Carpet has the capability to let you dominate the game and cast your potent cards way ahead of schedule.

The Mana Base

As always with these decks, I don’t know if this mana base is perfect, but it covers all of your bases and meets the necessary domain requirements. The only awkward part is that Savai Triome and Plains don’t cast Uro, so you could definitely change that around if you see fit.

 

Header - The Sideboard

Carpet of Flowers

Running too many of these can be costly, but having a second copy will really help shore up your Delver matchup.

Ashiok, Dream Render

Ashiok is an interesting choice but it does have a couple of powerful effects. Primarily, you’ll be using it to prevent tutoring from decks like Doomsday, but acting as an additional form of graveyard hate is nice, as well.

Flusterstorm (Buy-A-Box)

Flusterstorm is always a good card to have in your Legacy sideboards and it helps a lot against decks that might be difficult to otherwise play against, such as Doomsday or Storm.

Hydroblast

We are in a format where red cards are very prevalent so Hydroblast’s stock has gone up a lot over these past few months.

Meltdown

As long as Urza’s Saga is legal in the format, Meltdown will be a crucial card. It does have its limitations since it can’t kill cards like Batterskull, but with cards like Leyline Binding, that’s not quite as necessary.

Pyroblast

Pyroblast continues to be the best sideboard card in the format (and in some cases, a great main deck card). You can always play more if you think blue cards are going to be problematic, but this deck has plenty of answers to cards like Murktide Regent so it might not be necessary. 

Pyroclasm

There are a lot of red wrath options but Pyroclasm is generally one of the better choices. Choose this spot based on what you expect.

Surgical Extraction

Surgical is never a bad choice to include, but you do have a lot of options, so once again, choose your spot based on what you expect.

 

Header - Tips and Tricks

  • It’s not implausible that you’ll be able to overload Mizzix’s Mastery, so keep that in mind before you fire it off on a single target too early.
  • If you make a bunch of Kiki-Jiki after transforming both Sagas, you can then use them to copy one of your Herd Migration 3/3s on your turn to make an army of 3/3s.

 

Header - Sideboard Guide

Izzet Delver

Izzet Delver

Out: 4 Force of Will, 2 Force of Negation, 2 Herd Migration

In: 4 Pyroblast, 1 Carpet of Flowers, 1 Hydroblast, 2 Flusterstorm

The control part of your deck, rather than the combo part, is the better part to lean into so I like trimming on Herd Migrations, which might make you trip up if you draw too many of them. For the most part, just relying on removal + Uro will be effective so make that your primary plan.

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Four-Color Control

Four-Color Control

Out: 4 Swords to Plowshares, 2 Prismatic Ending, 1 Leyline Binding

In: 4 Pyroblast, 1 Carpet of Flowers, 1 Ashiok, Dream Render, 1 Hydroblast

Leyline Binding should be more than enough removal for the matchup so cutting all of the other removal spells seems fairly straight forward. The combo is definitely going to be strong here if you can get it going so while its best to prepare to fight a long game, look for openings to resolve a fast Mizzix’s Mastery on Herd Migration.

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Death and Taxes

Death and Taxes

Out: 2 Force of Negation, 2 Force of Will

In: 2 Pyroclasm, 2 Meltdown

You have a ton of removal and ways to generate card advantage, so you’ll definitely be able to keep up with them until you can assemble your combo. However, they are still a mana denial deck so they might make it difficult for you to develop in the early and midgame, so really try to get a stable mana base together as quickly as possible.

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Doomsday

Doomsday

Out: 4 Swords to Plowshares, 2 Prismatic Ending, 4 Leyline Binding

In: 2 Flusterstorm, 4 Pyroblast, 2 Surgical Extraction, 1 Ashiok, Dream Render, 1 Carpet of Flowers

Even with all of this disruption coming in, this is still a tricky matchup. They will have plenty of time to set up and when given time, Doomsday is generally really difficult to beat. While disruption is the number one thing you need early, make sure you’re always working towards killing them as fast as you can and try to get an early combo together.

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