A very quick first draft of a Morophon Eldrazi list, still needs work but I wanted to knock out a basic list to work from and see what other people were running.
A bunch of cards are staples/serve obvious purposes, which I mostly didn't list.
Creatures:
Benthic Infiltrator: Having an unblockable option helps avoid board stall (and he can get decently large with our pump effects).
Catacomb Fister: Effectively free with Moro, and I don't make a habit out of turning down repeatable Scry.
Conduit of Ruin: Tutors a big boi and provides some extra cost reduction, neither of which are bad.
Eldrazi Displacer: Mixed feelings on this one, we don't have a ton of ETB effects in here, but it does also have use vs voltron decks.
Extricator of Sin: Can pitch a body you don't need/can't use to get a 3/2 token, but the main effect here is the board-wide Vigilance.
Fathom Feeder: Free deathtouch blocker with Moro out, the activated ability is expensive but can be used in a pinch.
Herald of Kozilek: More cost reduction, can come out early to lower Moro's cost, or be cast for 1 mana with Moro out.
Mirror Entity: Late game, this can turn a couple Spawn into a lethal board. (or anything else into a lethal board, a lot of our dudes are small).
Muldrotha, the Gravetide: We run this dude and one of the shuffling titans just to try to prevent anything that goes to the grave from being gone forever.
Ulamog's Nullifier: Pretty good counterspell for (2), gets even better with more cost reduction.
Sorceries:
Circuitous Route: I don't plan to include Gates (though Maze's End Eldrazi would be hilarious), but an Explosive Vegetation is an Explosive Vegetation.
Instants:
Kozilek's Return: Have to be careful to avoid blowing up your own board, but a handy clearer.
Lands:
Cascading Cataracts: Our ideal lands can tap for either colorless or any color. This isn't perfect, but indestructible is sometimes relevant.
Path of Ancestry: Really hard to justify not running this in any Moro list, free Scry 1 any turn you cast a creature.
Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
Cut: Not of This World: Doesn't protect Moro, so it's bad. None of the other big bois are integral enough to my gameplan to justify this. Brood Butcher: Shouldn't have been in in the first place tbh Flayer Drone: Being only target player means this just isn't going to have enough impact to maintain a slot
Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
If that is your mana base that you are sticking to, you will have trouble. Grand Coliseum is a card that can add your 6 types of mana.
If you don't want shocklands, you should at least play the green pain lands, like Llanowar Wastes.
Yeah, Fist of Suns at least is definitely going in, just haven't gotten around to it yet. I'm still torn on whether or not I wanna include Curio.
If that is your mana base that you are sticking to, you will have trouble. Grand Coliseum is a card that can add your 6 types of mana.
If you don't want shocklands, you should at least play the green pain lands, like Llanowar Wastes.
Nah, mana base is nowhere near done, just threw one together to get up to 99 and upload. I'll worry about it more once I get the rest of the deck more straightened out so I can make sure the color balance is right.
And more ramp/fixing is on the to-do list for sure.
Private Mod Note
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Rollback Post to RevisionRollBack
Rest in RIP My Signature, I guess. 2015-2016, we hardly knew ye.
Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
1 Adaptive Automaton
1 Benthic Infiltrator
1 Birds of Paradise
1 Catacomb Sifter
1 Conduit of Ruin
1 Cultivator Drone
1 Decimator of the Provinces
1 Eldrazi Displacer
1 Endbringer
1 Extricator of Sin
1 Eyeless Watcher
1 Fathom Feeder
1 Herald of Kozilek
1 Kozilek's Channeler
1 Kozilek's Translator
1 Kozilek, Butcher of Truth
1 Kozilek, the Great Distortion
1 Matter Reshaper
1 Metallic Mimic
1 Mirror Entity
1 Muldrotha, the Gravetide
1 Nettle Drone
1 Oblivion Sower
1 Ruination Guide
1 Shapesharer
1 Sifter of Skulls
1 Sire of Stagnation
1 Thought Harvester
1 Tide Drifter
1 Ulamog's Nullifier
1 Ulamog, the Ceaseless Hunger
1 Vile Aggregate
1 Vile Redeemer
1 Void Grafter
1 Void Winnower
1 Warden of Geometries
1 World Breaker
1 All Is Dust
1 Circuitous Route
1 Cultivate
1 Explosive Vegetation
1 Kindred Charge
1 Kindred Dominance
1 Kodama's Reach
Instants: (2)
1 Kindred Summons
1 Kozilek's Return
Enchantments: (6)
1 Awakening Zone
1 From Beyond
1 Radiant Destiny
1 Shared Triumph
1 Steely Resolve
1 Sunbird's Invocation
Artifacts: (10)
1 Chromatic Lantern
1 Cloud Key
1 Door of Destinies
1 Herald's Horn
1 Mirror of the Forebears
1 Obelisk of Urd
1 Pillar of Origins
1 Sol Ring
1 Urza's Incubator
1 Vanquisher's Banner
1 Cascading Cataracts
1 Command Tower
1 Eldrazi Temple
1 Exotic Orchard
1 Eye of Ugin
8 Forest
6 Island
4 Mountain
1 Path of Ancestry
3 Plains
5 Swamp
1 Unclaimed Territory
4 Wastes
A bunch of cards are staples/serve obvious purposes, which I mostly didn't list.
Creatures:
Benthic Infiltrator: Having an unblockable option helps avoid board stall (and he can get decently large with our pump effects).
Catacomb Fister: Effectively free with Moro, and I don't make a habit out of turning down repeatable Scry.
Conduit of Ruin: Tutors a big boi and provides some extra cost reduction, neither of which are bad.
Eldrazi Displacer: Mixed feelings on this one, we don't have a ton of ETB effects in here, but it does also have use vs voltron decks.
Extricator of Sin: Can pitch a body you don't need/can't use to get a 3/2 token, but the main effect here is the board-wide Vigilance.
Fathom Feeder: Free deathtouch blocker with Moro out, the activated ability is expensive but can be used in a pinch.
Herald of Kozilek: More cost reduction, can come out early to lower Moro's cost, or be cast for 1 mana with Moro out.
Mirror Entity: Late game, this can turn a couple Spawn into a lethal board. (or anything else into a lethal board, a lot of our dudes are small).
Muldrotha, the Gravetide: We run this dude and one of the shuffling titans just to try to prevent anything that goes to the grave from being gone forever.
Ulamog's Nullifier: Pretty good counterspell for (2), gets even better with more cost reduction.
Sorceries:
Circuitous Route: I don't plan to include Gates (though Maze's End Eldrazi would be hilarious), but an Explosive Vegetation is an Explosive Vegetation.
Instants:
Kozilek's Return: Have to be careful to avoid blowing up your own board, but a handy clearer.
Lands:
Cascading Cataracts: Our ideal lands can tap for either colorless or any color. This isn't perfect, but indestructible is sometimes relevant.
Path of Ancestry: Really hard to justify not running this in any Moro list, free Scry 1 any turn you cast a creature.
Not of This World: Doesn't protect Moro, so it's bad. None of the other big bois are integral enough to my gameplan to justify this.
Brood Butcher: Shouldn't have been in in the first place tbh
Flayer Drone: Being only target player means this just isn't going to have enough impact to maintain a slot
Add:
Kozilek, the Great Distortion: Refills the hand and offers a potential clutch counter
Kozilek's Translator: I thought this was already in the list tbh
Decimator of the Provinces: I realized I had little-to-no Trample in the deck, and the potential to cast this guy for GG is nice
Cloudstone Curio - Cast all of your Eldrazi over and over again
Trophy Mage gets both.
If that is your mana base that you are sticking to, you will have trouble. Grand Coliseum is a card that can add your 6 types of mana.
If you don't want shocklands, you should at least play the green pain lands, like Llanowar Wastes.
I would also add some more green-based ramp, like Growth Spasm, Hour of Promise and Search for Tomorrow.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Yeah, Fist of Suns at least is definitely going in, just haven't gotten around to it yet. I'm still torn on whether or not I wanna include Curio.
Nah, mana base is nowhere near done, just threw one together to get up to 99 and upload. I'll worry about it more once I get the rest of the deck more straightened out so I can make sure the color balance is right.
And more ramp/fixing is on the to-do list for sure.