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Legacy Sultai Collected Company – Deck Guide

When Collected Company was first released, I remember there being some excitement surrounding it in Legacy. It’s a powerful card, but never really had the impact that cards in Legacy have to have. This has been changing a bit over time and these days, as we see the occasional Collected Company deck show up and put up a solid result, as is the case with Magic Online user ZioFrancone, who had a 26th place finish in this past weekend’s Legacy Challenge. This archetype has received a significant number of improvements over the past year or two and since the deck is primarily interested in three-drop creatures, it’s poised to pick up new cards in the future.

This deck looks pretty powerful and while it’s not currently performing at the very top of competitive Legacy play, I think it’s an archetype to keep a close eye on. Let’s take a look at the deck list.

 

 

Legacy Sultai Collected Company by ZioFrancone

 

Header - The Game Plan

This is a creature-based midrange deck that uses cards like Baleful Strix to stabilize early and then cast a slew of flash creatures that will make your opponent’s life challenging. Collected Company has an excellent chance of hitting two creatures and most combinations of two creatures in this deck will make your opponent’s life very hard. This deck plays to the board at all times and ties to dominate the board with three-drop creatures.

 

Header - Card Choices

Collected Company

This is the reason to build the deck in this manner. Collected Company has been around for almost a decade now but has only really started to pick up some steam over the past few years. 

There are a few reasons for this. The first is that there have been far more potent three-drops with flash printed recently. Flash is the operative phrase here, since if your creatures have to be cast at sorcery speed, it creates some natural tension with Collected Company. Having a variety of options at your disposal makes this deck much more difficult to play around.

The second is that soft permission, such as Spell Pierce, has greatly fallen off in the format. This makes it a lot more likely that Company will resolve.

Finally, the value of playing to the board is significantly higher in this Legacy format than in formats past. Before, running Company as your four-drop of choice seemed ridiculous when cards like Jace, the Mind Sculptor were running rampant. Now though, having a robust board of creatures is better than ever. Terminus and other wrath effects aren’t very popular and a lot of decks are deploying creatures to the board. Playing Company gives you a natural advantage in those situations and will help you take over the mid-game against most midrange decks.

Noble HierarchBirds of Paradise

Mana dorks are essential when you build your deck to have this man three-mana plays. Noble Hierarch has long been the best option available in the format, since exalted is a very powerful ability when creature combat matters. Birds of Paradise is a lot worse, especially in a deck with Edric, Spymaster of Trest since it by itself won’t be able to draw a card. However, fixing all of your color issues goes a long way in a three-color deck like this that has pretty stringent mana requirements. I wouldn’t be too surprised if Ignoble Hierarch would be better over the singleton Birds of Paradise, but color concerns might be more likely to arise.

Baleful StrixIce-Fang Coatl

While I have written about how these cards aren’t perfectly reliable at answering a Murktide Regent (since they can be Bolted), they are still very well-positioned at the moment. In many ways, this entire deck is built to maximize the power of Strix and Coatl, since combining the full eight with a playset of Collected Company is a great way to put them into play more often. These are a major reason this deck can be built like this, and I wouldn’t consider cutting even a single copy of either from the main deck.

Endurance

Most decks that run Endurance run two to three these days. However, this deck is maximizing the power of Endurance. Not only are the body and effect both meaningful, but this deck can easily cast it ahead of schedule. Additionally, in a deck with so many three-drops, having the ability to pitch-cast this for free is a nice way to gain an unexpected advantage against opponents. 

Opposition AgentHullbreacher

While we have seen smatterings of these cards since they were printed in Commander Legends, they haven’t really taken off as format staples. However, they are perfect fits for this archetype. Having the combination of these cards makes it really challenging for opponents to know what to play around and the variance of finding them off of Collected Company makes it even more challenging. I think Hullbreacher is quite a bit better in Legacy, but Opposition Agent is more effective in some matchups that can be really challenging, such as Doomsday. I could see swapping these numbers, but either way, these cards are pretty likely to have a significant impact on the game.

Grist, the Hunger Tide

Grist, the Hunger Tide is an awesome inclusion to this deck. It’s an excellent hit off of Collected Company and in a deck chock full of creatures, it’s nice to have a way to remove problematic creatures. It’s awkward to draw too many of these as copies beyond the first won’t really do that much, but having two copies will go a long way in this deck. I love seeing this card pop up more often since it is one of the coolest designs from Modern Horizons 2 and I’m excited to see what its future potential will be.

Plague Engineer

Plague Engineer is starting to be a great card in the format again. It feels off a bit as the decks to beat didn’t have as many X/1s, but with Death and Taxes and Elves picking up again, Plague Engineer is a great card to have access to, especially in the pre-board games.

Edric, Spymaster of TrestLeovold, Emissary of Trest

While this deck doesn’t have a card like Green Sun’s Zenith to find one-ofs, Collected Company still gives you additional access to cards like these. Leovold, Emissary of Trest doesn’t see that much play in modern-day Legacy, but it’s still an extremely powerful effect.

Edric, on the other hand, is a rather uncommon card in Legacy, but it’s certainly a powerful effect. In games where you have a bunch of random creatures, it can snowball the game out of control and start to dominate very easily. You’re generally going to be winning in games where you can connect with random creatures though, so this may be a bit of a “win more” in that way and it’s possible that Edric is gratuitous in the deck. A second copy of Leovold may be a bit better overall, but I could see a world where you’d want Edric.

Force of Will

This deck doesn’t have that much room for noncreatures, which is why we don’t see cards like Brainstorm or Ponder. Force of Will is too important to cut though, and this deck has more than enough blue cards to safely support it.

The Mana Base

Not too much to say about this mana base. Honestly, it’s rare I get to say this, but if you’re on a budget, you could even run more basics over a couple of duals, since you need a decent number of them to support Ice-Fang Coatl anyway and mana dorks help out with the mana situation. 

Wasteland

Wasteland is a necessity these days with Urza’s Saga in the format, so running a pair will help ensure that Saga doesn’t get to run away with the game by itself.

Karakas

I’ve said enough about Karakas – this card is amazing in Legacy right now and if you can support it and it makes sense for your game plan, you should have it somewhere in your deck.

 

Header - The Sideboard

Plague Engineer

Extra copies of Plague Engineer will make sure your creature matchups are well-managed and I could even see running additional copies if you expected more decks like Elves in your metagame.

Assassin's Trophy

Assassin’s Trophy answers everything, and that kind of versatility can be really important to have access to. Specifically, this answers Murktide Regent, which is a really problematic card to deal with at times, so I really like having this as a catch-all.

Brazen Borrower // Petty Theft

Another catch-all, but this time it functions as a meaningful threat to hit off of Collected Company.

Collector OupheForce of Vigor

Force of Vigor is one of the best anti-artifact cards around and having more free spells really helps this deck keep up with the faster decks of Legacy. Similarly, Collector Ouphe is one of the best haymakers in Legacy, especially with the uptick of artifact decks over the past few months, so running a pair of those will be quite effective.

Scavenging Ooze

Ooze is still a great Legacy card, even if it’s not as common these days. The single copy is a bit random, but it will help round out the Endurances when you need to attack the graveyard.

Uro, Titan of Nature's Wrath

Against any deck that’s trying to play a long game, Uro, Titan of Nature’s Wrath will provide a game plan to beat them by itself. This deck barely uses the graveyard otherwise, so it’s unlikely that players will be prepared to deal with it which helps make Uro an effective sideboard strategy.

Life from the Loam

This is a bit random, but it’s nice to bring in against decks with Wasteland. It pairs nicely with the Uro plan and can even help you put together a Wasteland-lock if your opponent isn’t ready for it.

 

Header - Tips and Tricks

  • If you need to hit Grist off of Collected Company, make sure you use it on your main phase so you can activate the ability you need.
  • Getting to take advantage of Opposition Agent’s ability means you get to see their hand, so make effective use of that information.

 

Header - Sideboard Guide

Izzet Delver

Izzet Delver

Out: 4 Force of Will, 4 Opposition Agent, 1 Hullbreacher

In: 3 Assassin’s Trophy, 2 Uro, Titan of Nature’s Wrath, 1 Life from the Loam, 1 Scavenging Ooze, 2 Brazen Borrower

You can’t really afford to Force of Will too often in this matchup, and Opposition Agent doesn’t have much of a text box. Bringing in Uro will really let you dominate the midgame and when combined with Loam, it will make the Delver player’s life pretty difficult. That said, they are far more efficient than you are and they can easily take advantage of that, so be mindful of that when you’re playing the games (i.e. value cheap plays more highly than powerful ones early on).

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Four-Color Control

Four-Color Control

Out: 2 Opposition Agent 

In: 2 Uro, Titan of Nature’s Wrath

I don’t think you need to go overboard here, as this deck has the ability to generate a fair amount of value and grind them down a bit. This sideboard plan assumes you’re not playing against Four-Color Zenith (which Opposition Agent is better against), so if that’s the matchup at hand, you can always trim on cards like Endurance and Plague Engineer.

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Death and Taxes

Death and Taxes

Out: 4 Force of Will, 3 Hullbreacher, 1 Endurance

In: 3 Assassin’s Trophy, 1 Plague Engineer, 2 Brazen Borrower, 2 Collector Ouphe

Basically you’re bringing out unimpactful creatures and Forces for more interaction. Plague Engineer will go a long way in this matchup, as that card is best when you back it up with impactful plays. These games will go pretty long at times and I think the player assuming the role of aggressor will change a lot over the course of the game, so make sure you’re always keeping up with what the game plan is.

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Doomsday

Doomsday

Out: 2 Plague Engineer

In: 2 Brazen Borrower

There isn’t much for this matchup. Opposition Agent is game over against them if it resolves pre-board (post-board they will likely have answers), but three-mana spells can be tough to resolve against them. Having four Endurance does significantly help here too, so try to lean into your free spells early as much as you can as you work towards resolving an Opposition Agent. The sideboard plan is just to up your blue card count and play a creature that applies a bit more pressure.

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