
One thing worth noticing is Cuneo’s chosen “win condition” for the deck: Batterskull. Knowing what to care about and when is critical in a deck that’s mostly one-for-one answers. The deck makes you work for your wins, and having a thorough knowledge of the format and the metagame is extremely important. Because of this it can feel a little underwhelming – “all” you get to do is play good counterspells and removal, there’s nothing “broken,” really, unless you count the usual things like Force of Will. The numbers for everything else are correct, according to the commentary.Ĭompared to the usual Legacy fare, this deck is decidedly less “break the format” and more “play powerful cards.” Many decks in Legacy try to win through a combo or extremely fast pace, but Cuneo’s control build simply plays the best control cards ever printed. It is a little surprising not to see Swords to Plowshares, so perhaps that is the missing playset. There could be more than 1 Spell Pierce, but other than that we didn’t see the cards on camera and the commentary didn’t mention anything about his list to indicate what they might be. The last four lands are probably something like 1 Tundra, 2 Volcanic, 1 Delta. The numbers on the fetchlands are also guesses, but I’m assuming he’d max out on Strands and Tarns before moving to Deltas. I’m missing 9 cards, 4 of which are lands.

U/W Control - Andrew Cuneo (GP New Jersey, 15-Nov) 3 Snapcaster Mage I haven’t been able to find a complete decklist online, but here’s what I’ve pieced together:
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Cuneo abandoned this technique in favor of something more traditional. The staple control entry in the format is Miracles, which attempts to assemble the combo of Counterbalance and Sensei’s Divining Top to lock out the game. Andrew Cuneo brought a “pure” control deck to the tournament, something that Legacy doesn’t often see.
