Unfortunately I don't know anything about the legacy environment, but this seems like fun.
The main Idea here is to use a set of cheap red extra turn spells, Final Fortune
+
Last Chance
+
Warrior's Oath
. The come with the caveat of losing the game at the end of turn, but we want to negate this downside quickly and cheaply. There are four ways to get around this.
We simply counter the delayed "lose the game" trigger. We cast the extra turn spell, take the turn, make our land drop, cast what we can, and then Stifle or Trickbind it on the stack.
Just say no. Angel's Grace and the emblem from Gideon of the Trials make the delayed trigger ineffective. We just can't lose the game.
End the turn early. The very cheap Sundial of the Infinite, or the hand-refilling Day's Undoing will end the turn, not letting the "lose the game" trigger resolve or even make it onto the stack, because rules.
Skip the turn completely. This one is the sketchiest way, but we'll try anything. Magosi, the Waterveil has an ability that lets us skip a turn to take a turn. In this case, we skip a turn that has the "lose the game" catch, and turn it into a regular extra turn. It is slow and complicated, but it does technically work.
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