Duals to Protect the Jewels. Thanks to the efforts of Steven Stamopoulos, Rob Gascard and Isaac Cafarella, the new charity event for Prostate Cancer Australia was on its way. With hefty prizes donated – a Judge Rishadan Port for first, a Badlands for second, Plateaus for third and fourth and some sweet foil Pyroblasts for five through eight, the event was certain to have a huge amount of players (for Melbourne standards) especially due to the solid amount of proxies allowed. Before the event we knew we were hitting full capacity that the store could handle, with above sixty players expected and sixty-six appearing. The day began hot and sweltering, both inside and out of the store, but it was nonetheless great to see a huge number of faces, some familiar, some not, united for a great cause and for some great Legacy.

After my solid appearance at CanCon with Death & Taxes, I had largely been off the deck. Although it will still be my number one, there is a certain exhaustion I get playing the White creatures after awhile, especially the feeling of mulligans and not having an incredible amount of control over ones draws. What can I say, I love a Brainstorm and a Ponder. I still, of course, love completely mana screwing my opponent and destroying them with idiotic creatures. Although I’ve dabbled in almost all the Delver decks bar 4c, Canadian Threshold is always what I come back to. Dark Thresh has been an excellent piece of work, but I’ve never felt perfectly happy with my sideboarding plans for the deck, as blanking removal is impossible when Deathrite Shaman, as powerful as he is, is in the mix. Grixis Delver has always felt like a poor Stifle shell, though Steve’s recent “Team Australia” list certain makes me feel a little bit better about that, but having a clunky curve is not where I want to be. A deck whose creature suite, at least main deck, is all one-mana is what excites me. Canadian Threshold epitomises all of these. The creature suite is incredibly elegant, being able to go either “full shroud” boarding out Delvers and blanking all removal, or “full evasion” to fly or trample over decks that are incredibly creature-dense.

And so we come to this:

Creatures: (10)

4 Delver of Secrets

4 Nimble Mongoose

2 Hooting Mandrills

Non-Creature Spells: (32)

4 Brainstorm

4 Ponder

4 Force of Will

4 Daze

4 Stifle

3 Spell Snare

1 Spell Pierce

1 Counterspell

4 Lightning Bolt

1 Dismember

1 Forked Bolt

1 Life from the Loam

Lands: (18)

4 Polluted Delta

4 Flooded Strand

3 Tropical Island

3 Volcanic Island

4 Wasteland

Sideboard: (15)

3 Pyroblast

2 True-Name Nemesis

2 Winter Orb

1 Flusterstorm

1 Submerge

1 Surgical Extraction

1 Ancient Grudge

1 Forked Bolt

1 Sudden Demise

1 Null Rod

1 Barbarian Ring

Largely influenced by Jonathan Alexander, I’ve been jamming this in almost all my recent weeklies and on Magic Online and although in weeklies I’ve been having relative success, Magic Online has gifted me with middling results. I think I truly don’t feel confident enough in any deck other than D&T (at least at the moment of the tournament) and hence I was a bit sceptical about bringing Canadian. But this was an event for charity, let’s loosen up a bit and be happy if we even get crushed, right? Playing the deck is a blast, and that’s what’s important in the end!

Before we move on to the actual report, just a few notes about some card choices:

These look horrible together, right?! But in all honesty it largely doesn’t matter the majority of the time. The deck is built to deploy one threat at a time (there’s only ten creatures in the deck), and hence it’s very unlikely you’ll flood on multiple threats and experience the dissynergy between Delve and Threshold. Furthermore, don’t forget this is why Brainstorm is so powerful in this list – and I really, really, really encourage being very conservative in your Brainstorms with this deck – as it let’s you choose which of these threats are most pertinent in the matchup. Goose can be lacklustre in creature-heavy matchups (eg. D&T), while Mandrills tramples on through. Not to mention it’s very common to have a graveyard stacked with eleven or so cards as the game has progressed and both Mongoose and Drills supportable. Killing Deathrites on sight helps a lot, of course.

A two-mana do-nothing in my proactive Delver deck? Life from the Loam is much more than that. I like to think of this as the Painful Truths equivalent in RUG. The most obvious application is Wastelocking the opponent with Loam, which works great with RUGs powerful mana denial plan. The other is the ability to stack ones hand with lands that can be Brainstormed away (again, remember to hold on to those Brainstorms) making the two-cards “combo” into an Ancestral Recall. Lastly, it turns on Threshold and feeds Mandrills very effectively, supporting both of them in tandem.

Most RUG lists have defaulted to four Bolt, two Dismember as their removal spells of choice, the Dismembers being a nod to Eldrazi and Gurmag Angler. Eldrazi has largely been a non-issue in Melbourne, however, and in the metagame overall it’s currently underrepresented. Forked Bolt does enough work against Grixis, and our metagame flush with Death & Taxes and rising popularity of Elves made Forked Bolt a solid main deck choice. It also helped me burn out a lot of people. The extra in the sideboard, along with the Sudden Demise show a philosophy that I’ve slowly started to become more comfortable with – relying on “mini-sweepers”, rather than the typical Rough // Tumble (which is very lacklustre against D&T anyway), to curve out and stay ahead, rather than relying on big sweepers to catch up.

I was erring on three Snares, one Pierce vs. two Snares, two Pierce, and this decision in my mind is whether I want to hedge against Sneak & Show or not. Snare is basically just a card to pitch to Force in that matchup, but is otherwise stellar against Storm and Death & Taxes. I was glad to have Snare in the end, as it let me catch up on the draw against threatening D&T plays.

I was initially sceptical when Jonathan Alexander debuted his Canadian list featuring this, but my god does this do some work. Its floor is an additional land that casts Red spells (and pings you), which is fine in mana-tight matchups like Delver mirrors or Death & Taxes. It’s medium case is essentially a Sudden Shock, which can be very valuable against Mother of Runes and other protection effects. And the ceiling is this basically locks small creature decks out of the game with Life from the Loam. You’d think this only comes up occasionally, but it actually is a very solid axis to attack on because Loam lets you see so many cards.

Anyway, on to the report:

Round 1 vs. Grixis Delver (Chris Fowles)

Chris is a lovely guy but is loathe to play against me since he’s quite new. “Just my luck to have to play against Sean Brown!” he says. But I’m just a normal person~ ;____;

Game 1: Game one I keep a pretty reactive hand. Lots of lands, which is great in a Delver mirror. My opponent churns out threat after threat. First a Delver, which dents me a little while I cantrip for removal, but I eventually find some. Then a Deathrite, who also eats removal. Then a True-Name, which gets Forced. We sit topdecking for awhile, and I hope he doesn’t draw a Delve threat vs. my Snare and Pierce. I end up finding a Goose which goes all the way, with me Snaring a Snapcaster on the final turn that was ready to chump block.

-4 Delver of Secrets

-1 Stifle

-1 Counterspell

-2 Spell Snare

+3 Pyroblast

+1 Barbarian Ring

+2 True-Name Nemesis

+1 Flusterstorm

+1 Forked Bolt

I didn’t know if he was on typical Pyromancer Grixis or Steve’s Tombstalker version, and hence I hedged by keeping in a Snare. If I knew he was on Team Australia I would’ve trimmed the last Snare and kept either the Stifle or Counterspell.

Game 2: A bit dull. I Ponder for lands and have to shuffle and brick on the two next blind draws. I Brainstorm to dig further and whiff. I’m Brainstorm locked and then Chris Wastelands me. We’re on to game three.

One-lander on the draw with Ponder and Brainstorm is actually a fine keep in my mind, even in the Delver mirror, just a little unlucky here.

Game 3: I start on fetch, he starts on Delver. I fetch on his end of turn and Pyroblast it away. I Ponder and then Wasteland him. He Wastelands me back. Twice. Luckily he has little pressure and I have a mana-heavy hand. I have a True-Name that I’m getting more and more unlikely to cast. He Surgicals my Wastelanded Trop at one stage and I have to decide whether to fight. I Force this (pitching my True-Name, leaving Brainstorm in hand) and am eventually rewarded – I find Life from the Loam and Wastelock my opponent out of the game. Noice.

1-0

Round 2 vs. Aluren (Andrew Anastasi)

Andrew is lovely guy and has been finishing off his Aluren list that he’s been quite happy to jam throughout all the weeklies. I’m very interested to see how this matchup goes – Shardless decks can grind us out of the game and Strix is very annoying, so going for full mana-screw mode is usually a good idea.

Game 1: He starts on a Bayou and Cabal Therapies me. “Thalia.” He says. Well, I guess there’s advantages to not being on the deck I’m known best for… I show him my pretty punishing hand of Wasteland, Stifle and a Delver. I turn one Wasteland him. He plays a fetch and passes to me… I guess he forgot about Stifle. I play a land for turn and pass. He soon realises the bind he’s got himself in and realises he cannot fetch. I play another land and jam Delver, which eventually flips and bashes him while I have his land ransomed. He eventually plays a land and a Deathrite but it’s much too late. I Bolt the Deathrite and Delver goes all the way.

-4 Delver of Secrets

-1 Dismember

+2 True-Name Nemesis

+1 Forked Bolt

+1 Sudden Demise

+1 Barbarian Ring

I went with my Shardless-style sideboarding, which I’m not sure is correct. Aluren tends to clog the board with idiots so having a bevvy of mini-sweepers is nice. I didn’t see Agent in game one (though I did game two) and hence I should’ve brought in Ancient Grudge and maybe not worried about the Sudden Demise.

Game 2: We have a solid plan – cripple his mana with Wasteland, Daze some stuff and then ride a True-Name to victory. My opponent almost puts a wrench in this plan with Umezawa’s Jitte, which almost connects on a Baleful Strix. We actually battle over the Bolt I use on the Strix, with him Forcing, me Piercing, and he Forcing back. I finish off the stack with my own Force, and we’re both low on resources. My True-Name gets in there for awhile but an Agent appears (hitting a Brainstorm) that I need to kill so it cannot connect with Jitte. I nicely have a Forked Bolt. We finish the game with double Snare and him with a Carpet of Flowers in play, but he cannot find Aluren to combo, and, as he told me later, he’d have to go through some hoops due to him pitching his only Arctic Merfolk. I can shorten the clock by one extra turn by deploying Mandrills and only leave up a single Snare, but having double Snare up seemed much better, as this essentially prevents the combo, his only out, from occurring.

2-0

Round 3 vs. Sneak & Show (Rhys Bennett)

This one was recorded so we get to see some fun games in action (whenever they’re uploaded I’ll edit them in)! My opponent, although he’d been away from the game for a while, played very well and was a lovely sport.

Game 1: This is super close. We end up Delvering my opponent for a while and Daze his cantrips when I can. I end up short in terms of interaction though (flipping a useless Snare for my Delver) and really have to hope my Stifle can help me out and buy me some turns. On the penultimate turn I deploy a second Delver. My opponent cantrips, then fetches, which I Stifle. He taps out for Sneak Attack and passes, ready to kill me next turn. He’s down to eight after Tomb damage. I have a Bolt in hand. If my Delver flips, I win.

And it flips.

Attack him for six and Bolt him to death. Booyah.

This shows why RUG really is the master when it comes to fighting against combo decks. The reach of Bolt is amazing compared to having a dead card like Fatal Push.

-1 Dismember

-1 Forked Bolt

-3 Spell Snare

-2 Lightning Bolt

+3 Pyroblast

+1 Flusterstorm

+1 Surgical Extraction

+2 Winter Orb

Winter Orb is surprisingly good at buying tonnes of turns after the first counter war, as they take a long time to reassemble and their spells are all high in mana cost. Also makes your soft counters nuts, as always.

Game 2: My opponent is sadly never really in this one. My hand is stacked with double Pyroblast, Force, Stifle and Mandrills for a threat. Just gotta get to that golden five cards in yard and we’re good. We both end up not doing much, and I eventually draw into another Force and a Mongoose which I must cast to ensure I don’t discard to hand size. My opponent floods out considerably, with triple Petal and all his fetchable lands in play. Eventually I have to discard to hand size too, but once I hit five cards I cast Mandrills with one Volc up for Blast still. He Forces, I Blast back. Drills and an anaemic Goose get the job done after my opponent attempts to jam Sneak Attack into my double Force with Pyroblast backup.

3-0

Round 4 vs. 4c Loam (Leon Raymond)

Leon is always incredibly pleasant to play against, and I’ve fought him in a few weeklies. He’s only been playing for a relatively short time, but his results in this tournament show him growing excellently, gleaning a strong understanding of the format and the deck he’s ready to dedicate himself to.

Also, he says to me “I’ve been playing Delver decks all day, it’s nice for a change to be playing against D&T!” Sorry bud…

Game 1: I start with a turn one Mongoose and have a pile of counterspells to keep the pressure going. He has an early Chalice which I counter and Mongoose gets in. Dark Confidant joins the party after Leon Wastelands my open mana (I had Snare ready, sadface) and I think a bit… And Force it, pitching my Snare. In a long-ish game (and with my clock so anaemic) Bob is certain to do some work. In actuality, I think this might be wrong. Firstly, I can find removal for Bob and not have to two-for-one myself with Force, and save it for a larger threat. Secondly, Bob helps along my aggressive game plan and can’t even block Goose. Thirdly, Canadian Threshold doesn’t truly care about how many cards are in the opponent’s hand, but more so about making the opponent struggle to deploy them. I soon get a Knight blocking my way and it’s already out of Dismember range (I didn’t draw Dismember anyway). Lili eats my Goose after he deploys a Library to find it, and I’m dead.

-4 Delver of Secrets

-1 Forked Bolt

-1 Counterspell

+2 Winter Orb

+1 Ancient Grudge

+1 Null Rod

+1 Surgical Extraction

+1 Submerge

Game 2: I have a reactive hand with multiple Dazes, Ponder and a Mandrills. Daze is great against Loam due to their high curve, and in conjunction with Winter Orb it can leave them stranded. Sadly, my opponent’s hand doesn’t care. I start with Volc, pass, he starts with land, double Diamond and then Chalice of the Void through my Daze. Well, shit. I draw True-Name and feel I’m still in the game. My opponent jams Lili and I Daze. I then have enough to jam Mandrills. My opponent has a second Lili through my second Daze and eats my Drills. I draw another Drills but really need a third land for True-Name to pressure Lili. My opponent jams Library which is annoying, and Lili keeps ticking up. At least it’s feeding my Mandrills! I jam Mandrills into Lili so she eats it, having some residual loyalty, and then I still can’t find a third land. My opponent eventually finds Knight and I’m too far behind to catch up. Alas.

As much a Leon spoke of crushing three Delver decks in a row, 4c Loams clunky mana and high curve can be easily preyed on, at least in my mind, by Delver variants with the Stifle/Wasteland/Daze core, especially when Rod/Grudge are essentially Stone Rains and Winter Orb is very powerful. Nonetheless, credit to Leon, he certainly knew what his plan was against my shrouded suite of creatures, and jamming double Lili is damn strong.

3-1

Round 5 vs. Merfolk (Michael Gredler)

There was a bizarrely large amount of Merfolk at the top tables, which is really cool, and for Canadian Threshold it can be a bit hard pre-board due to them flooding the board and our threats, other than Delver, being easily stalled. Post-board Sudden Demise, more removal and three Pyroblasts help improve our plan considerably.

Game 1: I remember getting viciously stomped in this game as I mulligan two one-landers with only Wasteland and have not enough interaction. I soon die to the fish, but I never show Green mana to my opponent.

-4 Nimble Mongoose

-4 Stifle

-1 Spell Pierce

-1 Counterspell

+2 True-Name Nemesis

+3 Pyroblast

+1 Ancient Grudge

+1 Null Rod

+1 Forked Bolt

+1 Sudden Demise

+1 Barbarian Ring

Unlike D&T, I’m happy to cut Stifle in this matchup since none of their creatures have particularly relevant abilities and Vial I’m aiming to shut down with Rod or Grudge anyway.

Game 2: I have a bounty of removal, double Delver and my opponent remains mana-light. I think I might’ve Dazed his turn one Vial and Wasted one of his non-basics. Not much going on here.

Game 3: My opponent leads on “Island, go.” I start with a Delver and he Dazes… Forgetting to float mana. I feel awful to get someone like this, but I Daze back and then soon flip my Delver into a 3/2. My opponent is very far behind, and I end up Snaring, Bolting and Dazing my way to victory. He tries to set up True-Name, and then Images my Delver (to block, actually, since his life total is so low) but I have Bolt to push through it. I guess if he copied True-Name to race he’d have more of a chance… If I didn’t have even more burn in hand. Red spells are nice. This made the matchup look pretty easy, but a deck packing four True-Names can never be so straightforward, as we’ll soon see.

4-1

Round 6 vs. Death & Taxes (Jack Jiggens)

I fight the eventually winner of the tournament. I’ve been on both sides of this and it is a pretty horrendous matchup for RUG. If they have active Vial we usually get massacred by their mana denial, and resolved Thalias can be a huge pain in the ass. Having three Snares in the deck is the biggest boon in this matchup, however.

Game 1: My opponent is on the play and doesn’t have a turn one play. I simply leave up mana and he jams Thalia – right into my Spell Snare, which lets me catch up quite nicely. I deploy a Delver and cantrip to set it up, though I think this one dies. I end up countering some creatures and then stick another Delver, which I Brainstorm end of turn to set up to flip, drawing a Bolt and shuffling away a land. With double Bolt in hand I’m feeling great, and the Delver eventually seals up the win as I carve through all the fliers and burn him out.

-4 Nimble Mongoose

-1 Spell Pierce

-1 Counterspell

-1 Stifle

+2 True-Name Nemesis

+1 Barbarian Ring

+1 Ancient Grudge

+1 Null Rod

+1 Forked Bolt

+1 Sudden Demise

Game 2: Another good one. He goes Mom (I have Dismember to kill it, but Barbarian Ring in hand makes me not care anymore), and then Stoneforge which I Snare again. Man, that card’s doing some work. I start to build Thresh with some cantrips and light mana denial, he establishes Serra Avenger on his fourth turn. Next turn I have Thresh and can use my Ring. I take a hit from Avenger, then he casts Crusader. I Ring Mom end of turn. Next turn I hold up two mana and Dismember and Bolt Avenger and Crusader respectively. He’s out of threats. We’re both light on interaction, with me having some dead Dazes, a Snare and a Null Rod. He ends up having Vial, I Null Rod it, he CJs my Rod. I Snare some creature. Eventually I establish a Delver, flip it, I Grudge his Vial, he casts SoFI, and then two more Vials. Damn, Rod would’ve done a lot. I need to think hard on what to flashback Grudge on as the game progresses. My opponent is still top decking with his Vials reaching upward, while my Delver is still poking in there. I find a Stifle and Forked so I’m ready for some shenanigans if they occur. As his Vials have reached three and two, I Grudge his Vial on three in his upkeep (which may have been wrong with my Stifle in hand) and then he casts the scariest card – Flickerwisp. With him ready to equip a Sword to it with four open mana, I use all three of my Dazes to make him unable to do so. Flickerwisp targets my Delver which I let resolve. I untap, blind flip my Delver, Forked Bolt Wisp and my opponent draws a useless Thalia while my Delver swings through for the win next turn.

Lucky to squeak out such a tough matchup!

The standings turn up and sadly I am the lowest of all the fifteen pointers, and hence have to battle one of the twelve pointers for a spot in the Top 8, instead of intentional drawing in.

Round 7 vs. Merfolk (Joe Michael Caragan)

Mike I’ve played a bunch of times and he’s always a great guy. Mainly a Modern player, but always there to support the Legacy events, I know he’s on Merfolk and am ready for something similar to the previous rounds against it.

Game 1: I can’t exactly remember what happened here, but I know Mike was struggling on mana somewhat and my soft counters, Counterspell (hitting a draw step Clique!) and Snare did some good work. Two Mongooses got there to clean up, which is pretty uncommon in this matchup where the boards get considerably clogged.

-4 Nimble Mongoose

-4 Stifle

-1 Spell Pierce

-1 Counterspell

+2 True-Name Nemesis

+3 Pyroblast

+1 Ancient Grudge

+1 Null Rod

+1 Forked Bolt

+1 Sudden Demise

+1 Barbarian Ring

Game 2: An interesting game where I fall on the back foot to a turn one Cursecatcher into Dazing my Delver. I Daze back and he sacs the Catcher, which I think was definitely a wrong play on my part. Trading a Delver and a land drop for a Cursecatcher ain’t a good time, folks. This leaves me light on interaction for his Back to Basics, which I Daze but he Forces back on. I eventually draw enough lands to get Mandrills into play but my opponent frustratingly topdecks Submerge of all things, the perfect answer to my threat. Meanwhile, I’m getting beaten down by a Silvergill Adept and a lord that joins the party. Mandrills eventually gets into play as I fetch up my last fetchable land, but it’s much too late.

Game 3:

The hand that will define my whole tournament, to be honest:

Daze / Daze / Daze / Force of Will / Volcanic Island / Wasteland / Barbarian Ring

Countermagic can be great against Merfolk in many scenarios, excluding when they have Cavern of Souls. Of course, I have Wasteland for that, so that’s a non-issue (in my mind). Barbarian Ring can hopefully get online too, if I hit some cantrips. My opponent mulls to five so this Daze-heavy hand is looking good. I draw a Green source, eventually hit a Ponder to dig into a Delver to threaten my opponent and also establish Life from the Loam + Barbarian Ring. Sounds great, right?

“Cavern, True-Name, go.”

Is what I stared at, and my incredibly reactive hand looked like garbage. Uncounterable True-Names are frustrating for Delver decks to beat. Earlier in the game I actually Force of Willed a Silvergill Adept after I’d burned through my Dazes because of my fear of my opponent hitting Cavern of Souls. This was before I had a threat on board, however, and maybe if I had a Delver bashing I’d care less and conserve my Force. Nonetheless, although late to the party while True-Name bashed me, Delver was able to race it backed up by Loam + Ring, until he got Dismembered. This left my opponent at eight life however, and me able to beat the True-Name by one turn… If I didn’t know they had a lord in hand to accelerate their clock a whole turn. I hence tanked a fair bit and realised I had to take some natural draws to hit Hooting Mandrills who could turn this race in my favour, while hardcasting Force on their follow-up lord. After bricking on a draw, I drew Mandrills in my second blind draw. A miracle! I could Delve in Mandrills, Ring my opponent, bash with Mandrills to take them to two and then Loam Ring back for the win…

Sadly, my opponent had a Force for my Drills and I did not get there.

I guess I kept one of the Delver “trap” hands? I’m not truly sure, to be honest, especially since Canadian mulligans so poorly. This hand gives us plenty of turns to draw threat or cantrip and remove their creatures, barring the stupid untargetable fish. Maybe in this matchup, because of uncounterable True-Names, the Merfolk player has inevitability and I should tailor my plan a little more aggressively. That’s one thing I always love about Canadian – as punishing as it is, it teaches you some of the greatest lessons of the Legacy format.

Nonetheless, although a little disheartened at not making Top 8 (when it was so close!) I can’t be sad that the Legacy community banded together, we reached sixty-six players for a charity event and my baby Death & Taxes took a huge amount of spots in the Top 8. The day was amazing.

Looking towards Canadian, there’s little changes I’d make to the list, in all honesty. It felt like a well-oiled machine compared to all the other Delver decks I’ve played before, primarily because of the fluid suite of threats and the incredibly cohesive gameplan.

Props:

Forked Bolt was one of the best changes I made throughout the whole day and four Bolts, one Forked and a singleton Dismember is likely to be my removal suite of choice in the weeks ahead. I may try a Fire // Ice in the Dismember slot… But it’s nice to have a get out of jail for free card against Angler and friends.

Spell Snare, although looking terrible on camera against Sneak & Show, was the card that took the games away from D&T and also showed strength against other decks like Merfolk. Although I didn’t get to cast it against the Loam decks, I’m sure it would’ve been strong there too. Although I considered a split of two Snare, two Pierce, I may be keeping it as-is for now.

Barbarian Ring is great. This tournament was proof again of how powerful the card is in this shell. From being a simple Shock, to being an out to Mother of Runes, to locking out opponents, it’s a great discovery.

BBQed sausages with mustard and tomato sauce. Keeping me filled up throughout the day and probably one of the best ideas to accompany a Magic tournament ever.

Slops:

Winter Orb was unseen, and didn’t shine at all throughout the day as I saw little Miracles or big mana decks. I know many have encouraged adding it against deck like Death & Taxes and Merfolk (since without Vial, they have a clunky curve that Orb eats up) but this has backfired on me way too often that I’m cautious about doing so. I’ll need to test a little bit more, but two is a comfortable number at least in my metagame.

Keeping bad hands, playing poorly, etc. Canadian Threshold really demands a lot from a player to play ultra-tight, and although I felt like I was finally ready to take it to a tournament, the deck is still a harsh mistress. Looking through this report, I see a lot of misplays, hands I could’ve mulliganed, etc. I still have a lot of improving to do.

The heat. Damn was it hot. I also wore a long-sleeve shirt because it was meant to be “cloudy” but it certainly was not. Sweaty and stifling inside the store, arid and burning outside, these are issues Aussie Legacy players must face.

Anyway, thank you for reading this report, expect more reports from other players and a big metagame breakdown in the coming weeks!

By Sean Brown