(Mostly) Mono-Red Sneak and Show in Legacy – Deck Guide

I try to base my Deck Guides not just on what is on the top of the metagame, but on what does well in tournaments. This allows me to use this platform to highlight the decks that do well with somewhat established lists. I’m always excited when an oft-not-seen deck does well because Legacy is full of awesome decks that don’t put up consistent results. This week’s deck is the perfect example of that, and Magic Online player MoMo321 came in 10th with a variant of Mono-Red Sneak and Breach. This version is splashing blue for Show and Tell, a choice that makes sense, but much of the core of the deck fits that mono-red base.

Let’s take a look at the deck and see how this deck plans on putting Emrakul, the Aeons Torn into play.




Legacy Sneak and Breach by MoMo321


Header - The Game Plan

This is a completely brutal combo deck that is attempting to maximize its ability to get a huge creature in play and attacking as quickly as possible. Instead of playing cantrips like traditional Sneak and Show, this deck plays more creatures, more ways to cheat them in and more acceleration. Connecting with any of the big bad creatures in this deck is essentially going to mean game over, so working towards that end at all costs is the name of the game.

In addition to that game plan, this deck plays Trinisphere as a lock piece that can easily lock opponents out of the game. Again, this deck has a ton of ways to cheat on mana, so it’s fairly easy to get three-mana on turns one or two, and many decks can’t beat a three-ball that early.


Header - Card Choices

Emrakul, the Aeons TornGriselbrandWorldspine Wurm

These are the big bads that this deck has pretty much always used to end the game. Emrakul and Griselbrand need little introduction, as they have been running rampant over Legacy players for the past 10 years. It is worth noting that in this deck, Griselbrand isn’t going to find disruption but instead give you enough resources to go off again (or dig for another creature).

Worldspine Wurm is amazing with Sneak Attack and Through the Breach, since not many decks can beat taking 15 damage and then having the board be flooded with 5/5 Wurms. It’s much weaker to Swords to Plowshares and Brazen Borrower, which is certainly a problem, but it’s less cold to cards like Karakas, so there are spots where it is the best creature to have.

Sneak AttackThrough the BreachShow and Tell

These are the ways to cheat creatures into play and Sneak Attack, more than the other cards, is the card this deck is built around. It’s easier to cast that Through the Breach, has the ability for repeat uses, perfectly works with Seething Song and the creatures in this deck are designed to take advantage of attacking the turn they are put into play.

Through the Breach is functionally copies five to seven of Sneak Attack but has the downside of not being able to put multiple creatures in play (which is why this deck uses Worldspine Wurm, since by itself Wurm creates an army). Show and Tell is still really powerful here, as well, since simply putting a huge creature in play will likely end the game. This deck is worse at taking advantage of a card like Griselbrand, though, since it doesn’t play disruptive cards, so Show and Tell isn’t quite as potent in that regard. That being said, Emrakul doesn’t really care about anything like that, so Show and Tell is more than likely good enough anyway.


Trinisphere is arguably the best prison piece in Legacy. There are not many decks that are able to function with this in play early and this deck is excellent at casting it on turns one and two. It’s less popular than Chalice because 1. being three-mana is a real cost and 2. Trinisphere has larger deck building restrictions. This deck meets the requirements for both though, and this makes it the perfect lock piece. In the past, variants of this deck have leaned into more prison pieces such as Chalice and Blood Moon, but this version is far more interested in comboing instead of locking opponents out.

Seething Song

Seething Song is an extremely explosive mana generator. Traditional Sneak and Show doesn’t really use it because that deck is more about stability than raw power. This deck is just looking to kill the opponent as fast as possible and since Seething Song perfectly sets up both Sneak Attack and Through the Breach, there aren’t many cards better fit for the job.

Lotus PetalElvish Spirit GuideSimian Spirit GuideMox Diamond

These are the other ways to cheat on mana acceleration in this deck and it’s a lot more than traditional Show and Tell decks. Again, this deck is trading stability for explosive potential and even though you will be often out of resources early on, it won’t matter if things go well. Combined with a Sol land, this will often mean three mana on turn one which, at the very least, likely means a Trinisphere is coming down. In the best-case scenarios though, Seething Song won’t be far behind, opening up the door for a turn one Sneak Attack + activation. 

Ancient TombCity of Traitors

These lands are a major reason this deck works. They provide incredible acceleration and staying power. Even City of Traitors, which isn’t known for its long-term uses, gives this deck some extra staying power early since it still acts as a mana accelerant for two turns. This means that you can commit some resources to go off early on and then if that fails, still have a decent mana advantage over your opponent for at least another turn. They’re among the most powerful cards in Legacy for a reason and being able to play them really helps increase the deck’s power.

Otherwise, there’s a relatively tame mana base here. You need some blue sources to cast Show and Tell but drawing Island would be devastating, so this is fairly moderate. 


Header - The Sideboard


A single copy of an interactive spell, there are decks that have artifacts and creatures you want to kill, but you can’t overload on these effects since you don’t have any way to dig, so just having a single copy can help.

Boseiju, Who Shelters All

Good luck to any deck trying to counter Show and Tell when you have this in play. 

Chandra, Awakened Inferno

This card is a stone-cold killer against any blue deck. Even against Delver, a deck that’s generally pretty decent at stopping six-mana spells, Chandra can be a house. It’s fairly common that they will let Seething Song resolve in order to counter the payoff and Chandra completely abuses that paradigm. 

Faerie Macabre

This deck is very light on graveyard hate, but that’s because you can generally just race your opponents. Having Faerie Macabre is a great way to make sure your graveyard opponents won’t end the game early in a manner that is somewhat difficult to prevent. 

Magus of the Moon

While the deck has moved away from Moon effects in the main, they are still extremely effective in Legacy so playing Magus in the sideboard is a nice way to steal some games. I like it more than Blood Moon since in the matchups you want it, having an extra 2/2 in play is fairly relevant. 

Not of This World

This feels a bit random to be honest, but against decks that have Swords to Plowshares (or even Karakas), having a Not of this World can really mess up their plan of Plowing your creature.

PyroblastRed Elemental Blast

Still the leader of sideboard cards, I don’t think you can really play a red deck and not have a few of these in your board right now.

Torpor Orb

I love this in the sideboard here. It really helps against Doomsday since you can cast it on turn one while also being incredible against Death and Taxes, a matchup that can be difficult.


Header - Tips and Tricks

  • Never forget that you can Sneak Attack (or even Through the Breach) Spirit Guides into play for surprise lethal (same goes for Faerie Macabre). 
  • You can Through the Breach at the end of their turn in order to bait out a a counter spell so you can untap and cast another haymaker. 
  • If you’re flooded on ways to cheat creatures in play with no creatures to cheat, you can always cast an empty Show and Tell to try to get some counter magic out of their hand (this is particularly effective if you have both Sneak Attack and Show and Tell since you can just put the Sneak into play).


Header - Sideboard Guide

Izzet Delver

Izzet Delver

Out: 3 Worldspine Wurm*, 3 Through the Breach*

In: 2 Pyroblast, 2 Red Elemental Blast, 2 Chandra, Awakened Inferno*, 2 Magus of the Moon*, 2 Boseiju, Who Shelters All*

I think the Pyroblasts are necessary to bring in but outside of that, I don’t know if any of the other cards are necessarily shoe-ins. Part of the problem is that you don’t have that many cards you want to side out.

I like trimming on Wurms since you only need to have one threat in order to win in most games and drawing two threats can really bog down your hand. Through the Breach is part of your plan, but it’s a bit expensive and tough to resolve so trimming on those looks good. If you just bring in Pyroblasts, I like cutting two Wurms and two Breach. However, I think you can safely cut all of them and bring in Chandras, since they act as a castable threat which your opponent can’t really stop.

Magus of the Moon can be really good if they bring out all of their Bolts, but they won’t always do that so it’s risky. Boseiju can be good, but it only works with Show and Tell (and Breach if you leave it in) so I think it’s too narrow. The rest of the deck is mana sources which allows you to easily play around Daze so I don’t think you can trim those.

That all being said, I think maximizing for games where they stop you from going off early is the best approach and have the four Pyroblasts and two Chandras seems like the best approach. 


Jeskai Control

Jeskai Control

Out: 4 Elvish Spirit Guide

In: 2 Chandra, Awakened Inferno, 2 Boseiju, Who Shelters All

You’re already bringing in two mana sources from the boards and being as fast as possible is not really an effective approach against this deck. The game is going to go a bit longer, so minimizing on mana acceleration and maximizing on resilience is probably the best approach.


Death and Taxes

Death and Taxes

Out: 4 Trinisphere

In: 1 Torpor Orb, 1 Abrade, 2 Chandra, Awakened Inferno

There are times where Trinisphere will be incredible (turn one on the play) but in most circumstances, I think it’s too underwhelming. They can play through it somewhat easily if they’re on the play and resolving it any later than turn one likely means they can ignore it. Chandra is expensive, but devastating if it resolves, so I definitely think it’s worth bringing in.




Out: 2 Worldspine Wurm

In: 1 Pyroblast, 1 Torpor Orb

I could see boarding out more cards and bringing in more Pyroblasts but honestly just sticking to the plan is probably the best approach here. You want to be quick and you should never need more than one threat in hand, so I like bringing out some Wurms for that reason. If you want to bring in more cards which, again, might be correct, I’d probably just trim another Wurm or two for Pyroblasts (but Pyroblast isn’t even that good in the matchup, so keep that in mind).



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