There has been a significant uptick in decks taking advantage of Hullbreacher and draw seven effects as of late. From Storm to 8-Cast to even Jeskai Control, this engine has become quite popular. Magic Online user Ghash77, who has been putting up some impressive results with versions of 8-Cast lately, decided to push the Hullbreacher engine to its most extreme form. This deck is essentially a mono-blue draw seven deck and Ghash77 was able to take it all the way to a top four finish in a Legacy Challenge this past weekend. Pushing engines to their limits can lead to some incredibly powerful decks so this seemed like an excellent deck to cover this week. Let’s take a look at the deck list.

Legacy Mono-Blue Draw Sevens by Ghash77
Creature (4)
Artifact (15)
Land (21)
This deck is looking to combine draw seven effects, such as Echo of Eons and Day’s Undoing, with Hullbreacher and/or Narset, Parter of Veils as quickly as possible. To do this, it plays a large amount of lands that tap for two mana and artifact mana in order to both facilitate the combo faster and enable the pilot to play out their hand post-draw seven. As a result of having a lot of lands that tap for two mana, this deck is also an excellent Urza’s Saga deck, which can easily take over a game by itself. In addition, it is well set up to take advantage of Karn, the Great Creator as an additional haymaker, as that card can easily lock opponents out of taking relevant game actions.
These are the key permanents in the deck. Combining either of these with a draw seven will very likely put opponents in a situation they cannot get out of. Hullbreacher is by far the best version in this deck, since the seven Treasures you generate will allow you to easily cast every spell you draw off of the draw seven. Narset is still great since it helps draw you closer to the key draw sevens, but the fact that it has to be cast at sorcery speed and requires UU makes it quite a bit worse (single U is far easier in this deck).
The other part of the primary engine, this deck is leaning into draw sevens about as hard as you can in Legacy. Combining Hullbreacher with Echo of Eons and Day’s Undoing is not new, but this deck is taking it one step further and taking advantage of a very uncommon choice: Commit // Memory. This is certainly a very clunky card and a fairly poor draw seven, but in a deck that’s looking to take full advantage of Hullbreacher that has this many sources of mana, it will certainly get the job done. It does provide a bit of disruption, which can be nice, but mostly it will be serving as a draw seven when you need it.
This deck isn’t leaning quite as hard into artifact synergies as other Karn decks, but it’s still a really potent card that opponents have to respect. Again, this deck has a ton of mana sources so it’s relatively easy to get Karn into play fairly quickly. Once you do, it provides you with a fair amount of utility with a tutor package in the sideboard. On top of that, artifact decks have become far more popular and this card does act as a Null Rod for your opponents, which can be good enough by itself.
Since this deck has so many blue cards and a combo that functionally ends the game on the spot, Force of Will is a great inclusion here.
Some extra artifact mana really helps facilitate some consistent and powerful starts. 8-Cast doesn’t really get to lean into Chrome Mox because of its imprint requirements, but this deck has plenty of superfluous spells to toss to it. Since this deck doesn’t quite have as many artifacts, Mox Opal is quite a bit worse, so it’s mostly resigned to an Urza’s Saga target.
This deck really wants to find Lion’s Eye Diamond, and playing Karn, the Great Creator essentially gives you access to an additional four copies (since one LED is in the board). This card helps enable all of your best starts and is an absolute house in the archetype. It’s even better than in 8-Cast since Commit // Memory provides an extra two copies of a draw seven that works in the graveyard.
These are the Saga tutor targets that are fairly common in decks like this (namely 8-Cast). They each serve an important role and you can choose to include different ones depending on what you expect (such as Pithing Needle or Soul-Guide Lantern).
At this point, these cards need little introduction, as they have a long history of enabling some of the most powerful decks in the format. They are both capable of enabling early Urza’s Saga activations and since Hullbreacher costs two generic mana to cast, it’s fairly easy to set that up on turn one with Lotus Petal or Chrome Mox. City of Traitors does have a higher cost overall, so running too many of them can be detrimental, though.
Unlike the previous “Sol” lands covered here, these depletion lands need quite a bit of introduction. Essentially, they’re bad versions of Ancient Tomb, but in a deck that’s trying to turbo out Hullbreacher + Day’s Undoing (and the like), there’s room to be a bad Ancient Tomb and still be fairly powerful. The cost is pretty high, seeing as Wasteland is excellent against these and they will die on their own, which can be pretty rough in some games. However, Wasteland is a bit valuable against this deck since it’s the cleanest answer to Urza’s Saga, so opponents can’t freely throw them at your depletion lands. In addition, if you ever do resolve a draw seven, losing your lands isn’t that big of a deal since you’ll have far more resource to work with.
A relative newcomer to Legacy, Otawara is a nice way to get a bit of extra value out of your mana base. This deck will often find itself a bit glutted on mana sources so being able to turn a land into a somewhat meaningful ability, especially against cards like Emrakul, is really nice.
Having a single basic is nice against decks with Ghost Quarter or, more importantly, Boseiju, Who Endures.
This deck exists in the “really good Urza’s Saga deck” space. We have already seen how powerful this card can be and in a deck with a ton of lands that tap for 2 mana and artifacts, this card can often be this deck’s primary game plan.
This is the Karn tutor package, all of which we have seen before. One of the reasons this deck doesn’t have any graveyard hate in the board is that the combo (Hullbreacher + Echo/Day) is essentially graveyard hate, so it’s not nearly as necessary. Playing a Tormod’s Crypt doesn’t even help that much against decks like Reanimator since they are so fast anyway.
This is a really lean sideboard. Having seven cards that are great against blue decks really makes those matchups far easier. There are a lot of cards that they really have to counter, so it’s not too challenging to overwhelm them. Carpet is much better against Delver than against control, but it still comes in handy there. Choke is great against both of them, so if you time it correctly you can tie up their game plan.
Bringing in an extra four Forces will make combo matchups far easier. This deck is already pretty reasonable in those matchups since you have a potent combo yourself that you can assemble fairly quickly. Having the extra forces will shore them up a bit more, though.
- Otawara can target Urza’s Saga, which will allow you to rebuy it if you need to keep the engine going. It’s mana intensive, seeing as it requires seven mana to do on the turn the Saga moves to chapter three, but it’s certainly powerful (and fully uncounterable).
- Be wary of putting Narset in play if Hullbreacher is also in play, since if you cast a draw seven, your opponent gets to choose which effect they’d rather have to deny them the draw and you won’t get the Treasures (this has to do with choosing replacement effects, it is confusing for sure!)
- Before activating Karn, remember to use your Lion’s Eye Diamond to be able to cast the card you get off of it.
Izzet Delver
Out: 2 Lion’s Eye Diamond, 2 Force of Will, 3 Chrome Mox
In: 3 Carpet of Flowers, 4 Choke
It’s a lot more difficult to resolve a draw seven against this deck post-board, since they have a ton of Pyroblasts. Bringing in Choke can easily punish that, since that card is far more difficult for them to disrupt. Siding out some artifacts is a nice way to reduce the blowout potential of Meltdown/Null Rod as well. I’m not sure about bringing out Forces. On the one hand, they trade very poorly for Pyroblast, but they do help push through game-ending cards. I think leaving in a pair makes sense, but I could see leaving in all of them.
Jeskai Control
Out: 1 Shadowspear, 2 Commit // Memory, 1 Day’s Undoing, 1 Lion’s Eye Diamond, 1 Snow-Covered Island
In: 4 Choke, 2 Carpet of Flowers
This deck is pretty capable at playing through counter spells, but Jeskai also plays Hullbreacher, which can be a serious problem. That’s why I like bringing out a couple of the draw sevens (and not bringing out Aether Spellbomb). The sideboard plan can somewhat easily shut them out of the game, since Choke is a game-ender in that matchup. Be mindful of how you time it though since Prismatic Ending can answer it if they have enough untapped mana.
Death and Taxes
Out: Nothing
In: Nothing
There aren’t many cards in the sideboard which have function in this matchup and the ones that do are better off as Karn targets. I could easily see the argument that you’re supposed to bring in the LED in order to be a bit faster, but I don’t think it’s necessary. While they do have some disruptive pieces, a fair amount of their deck is irrelevant here, so assuming the role of a turbo combo deck will definitely be the best approach.
Doomsday
Out: 1 Aether Spellbomb, 1 Shadowspear, 1 Retrofitter Foundry, 1 Snow-Covered Island
In: 4 Force of Negation
The Saga targets are fairly ineffective in this matchup. You mainly need to make sure you can stop them from killing you as you set up a combo (or enough Construct tokens to kill them). If Hullbreacher or Narset ever resolve you’ll be in a great spot, so try to push them through as much as you can.
Narset + Hullbreacher doesn’t give the opponent a choice, if they haven’t drawn a card yet in the turn hullbreacher will replace all their draws (so they never actually clear narset’s “drawn a card” requirement), if they have already drawn a card (say off an instant speed cantrip) narset will take precedence over hullbreacher because she is a prevention effect