What's turbo about Howling Mine? That would make all of our currently bad match ups worse! Try Explore or Expedition Map or Walking Atlas for turbo effects that don't help your opponent!
Not to be argumentative, but just to illustrate the fallacy in comparing this deck to Tron - particularly when it comes to the 'combo lands'. We only need 1 of any of those 8 lands to have an explosive draw. Any more than that and its more like icing to a deadly cake. Tron needs 1/4 of 3 different lands. My math is a bit rusty (help me, ktkenshinks kenobi - you're my only hope...), but I know that statistically getting 1 of those 8 is much higher than getting Tron assembled. The Colorless Eldrazi version does best when explosive and effectively winning prior to the opponent stabilizing because it works ahead of the curve. I've been playing an eldrazi deck in one form or another for months now, and I can say this for certain: If I ended up spending turns trying to assemble "Eldrazi Tron," I was most likely losing that game... And I should just be playing Tron because it does it better. The reason this deck seems to work, for me, is that it just needs a little extra gas. A turn ahead is still really hard to deal with these critters that are already pushing the power level of their 'natural' place on the curve.
I don't disagree that Ancient Stirrings is good, and I'll certainly be looking at how to put it in there. The main point I'm trying to make is that the deck doesn't play like Tron. Tron is a Combo deck. This is a beatdown/aggro deck. Trying to make this play more like a combo deck will just make it a different deck, which isn't a bad thing, its just very a different conversation.
I suppose you are right as I am admittedly a G/r Tron player (and previous Titan Bloom/Soul Sisters player). I'm also going to pull the English major card and say I'm probably wrong about the math with Tron lands and Eldrazi lands. The obvious difference, also, between the two decks is Tron runs about 21 lands and 8 land tutors, 7-8 rainbow rocks, and Ancient Stirrings, so Tron has a way different strategy from the Eldrazi decks anyway. Either way, I'm just pushing for cantrips and digs because my 40+ person LGS has all the answers to every deck in some way or another and I favor security over explosiveness. I'll report my results of Monday Night Magic with this list!
I've been interested in trying the modern format and at my LGS's Modern Monday and tested out the RU Eldrazi deck that took first place at the pro tour. I chose that version of this deck mainly because it was a modern deck that I had most of the pieces for. Really only cards I lacked were 2 of the three cavern of souls and 3 of the 4 Eye of Ugins.
While Eye of Ugin is an essential part of the deck, I found that I went 2-2 without it at my first ever modern tournament and one of those losses was because I couldn't make it to the store in time so I called them and asked them to put me in the tournament and give me a loss for the first round.
I ran three Ghost Quarters in place of the three missing eyes and two Reflecting pools took the place of the missing cavern of souls. I chose reflecting pool because it was one of the few multicolor lands that could produce colorless mana so long that I had anther colorless source. It also can produce any color (useful for casting Dismember) on the rare occasions I drew cavern of souls or gemstone caverns.
After playing the deck I actually think that a lot of the deck's explosive power is from Eye of Ugin allowing the deck to freely cast all the Eldrazi Mimics in its hand on the first turn. Eldrazi Temple, while still powerful, limits the player to only one first turn mimic and feels more fair as a result.
I may try to trade for the rest of the deck's lands, but I hesitate doing so, because I feel the Eye of Ugin's time in modern will be short.
What's turbo about Howling Mine? That would make all of our currently bad match ups worse! Try Explore or Expedition Map or Walking Atlas for turbo effects that don't help your opponent!
Not to be argumentative, but just to illustrate the fallacy in comparing this deck to Tron - particularly when it comes to the 'combo lands'. We only need 1 of any of those 8 lands to have an explosive draw. Any more than that and its more like icing to a deadly cake. Tron needs 1/4 of 3 different lands. My math is a bit rusty (help me, ktkenshinks kenobi - you're my only hope...), but I know that statistically getting 1 of those 8 is much higher than getting Tron assembled. The Colorless Eldrazi version does best when explosive and effectively winning prior to the opponent stabilizing because it works ahead of the curve. I've been playing an eldrazi deck in one form or another for months now, and I can say this for certain: If I ended up spending turns trying to assemble "Eldrazi Tron," I was most likely losing that game... And I should just be playing Tron because it does it better. The reason this deck seems to work, for me, is that it just needs a little extra gas. A turn ahead is still really hard to deal with these critters that are already pushing the power level of their 'natural' place on the curve.
I don't disagree that Ancient Stirrings is good, and I'll certainly be looking at how to put it in there. The main point I'm trying to make is that the deck doesn't play like Tron. Tron is a Combo deck. This is a beatdown/aggro deck. Trying to make this play more like a combo deck will just make it a different deck, which isn't a bad thing, its just very a different conversation.
I suppose you are right as I am admittedly a G/r Tron player (and previous Titan Bloom/Soul Sisters player). I'm also going to pull the English major card and say I'm probably wrong about the math with Tron lands and Eldrazi lands. The obvious difference, also, between the two decks is Tron runs about 21 lands and 8 land tutors, 7-8 rainbow rocks, and Ancient Stirrings, so Tron has a way different strategy from the Eldrazi decks anyway. Either way, I'm just pushing for cantrips and digs because my 40+ person LGS has all the answers to every deck in some way or another and I favor security over explosiveness. I'll report my results of Monday Night Magic with this list!
I love the "English Major card." Card accepted
I understand the desire for security. ITs warranted. There's a lot of land hate that is... everywhere... so its a bit necessary to add some consistency. Maybe I'll try adding a couple of Expedition Maps in place of Chalice for the land-hate MUs post board when the land hate comes in full force. Then each dead eye of ugin can be replaced more easily.
In other news, I've drawn my sideboard tech in exactly zero games against Collected Company decks STILL... Bummer
I like this list, but I think you should consider something to counter the G/r Tron MU. Usually Ghost Quarter MB does the trick, but what do you do for that MU with this deck? What about the mirror? Do you think you need Gut Shot in the SB or at all?
I like the Eldrazi Displacers though. The Mono <> list needs one more beater to be really good I think and that ability is most relevant (and works with Eldrazi Temple)!
Well, after much debilitating tinkering in my evenings after work, I've pretty much determined that trying to do other roles besides strait up beating someones face in with Eldrazi is not how Eldrazi want to play. There is no guile, there is no sneaky ambitions, there is only "Hulk smash puny things!" So the strongest colors they got are Colorless, black, and red. Blue works fine if someone is going for Drowner of Hope, but then you need a lot of scions to tap down a field of pesky blockers, which means Blight Herder and Eldrazi Skyspawner unless someone wants to run the somewhat underwhelming green scion spitter experiments of BFZ.
I did test out UW. I found it wasn't as impressive as it looks.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Well, after much debilitating tinkering in my evenings after work, I've pretty much determined that trying to do other roles besides strait up beating someones face in with Eldrazi is not how Eldrazi want to play. There is no guile, there is no sneaky ambitions, there is only "Hulk smash puny things!" So the strongest colors they got are Colorless, black, and red. Blue works fine if someone is going for Drowner of Hope, but then you need a lot of scions to tap down a field of pesky blockers, which means Blight Herder and Eldrazi Skyspawner unless someone wants to run the somewhat underwhelming green scion spitter experiments of BFZ.
I did test out UW. I found it wasn't as impressive as it looks.
As you pointed out, the strongest colors, but I will have to say it all depends on the synergy with the colors. For instance, Red is a top color and as you say Blue works fine, but With Obligator the scions really can do damage. U/W also abuses Displacers ability for infinite Scions by Drowner. There is dominant colors, but the synergy with colors I find is the key for the deck (How to develop a board state efficiently).
1. I wish all no processing eldrazi builds were in one thread as there is just way too much overlap in all of them.
2. I hate how the deck is featured every match to make the density of the deck even more overwhelming. Yes it's a huge part of the meta because it's new and flashy.
3. (Thoughts) With Urborg being just an amazing inclusion why are people not playing illness in the ranks in the sb to stop DrOwner and displacer combos? Other than obligator it seems those are the cards in the mirror that get us.
I personally run b/r with ssg and Graven Cairns. This allows me to have obligator, anger of the gods, and artifact hate in my sb. I too am thinking of keeping the chalices in the sb.
Round 1 merfolk:
Won both games in short order by dropping an early ratchet bomb followed by a chalice on 2. He couldn't play his Lords and conceded after I was able to land a couple of small threats.
Record 1-0
Round 2, weird quest for ula's temple deck:
Wasn't sure what my opponent was up to (lots of filtering and scrying) until he dropped a temple and went "clockspinning"
Actually pretty sweet deck but a chalice on 1 effectively shut him off, resulting in easy wins.
Record 2-0
Round 3, elves:
This was my deck, I'd lent to a friend and we'd already tested it against eldrazi a lot. It has a really good matchup and thus was compounded by me having to mulligan to five because of horrific opening hands. Never really stood a chance. The only shot at getting back into the game was casting the singleton All is Dust for a blowout, but i was one fateful mana short. Loss
Record 2-1
Round 4, tron:
This was actually a shame. I drew absolute garbage for my first opener and had to send it back three times, in a mull to four. Couldn't bring it back.
Game 2 I started on the play with two Chalices, couple of lands, a spirit guide and a matter reshaper. Seemed decent. Started with chalice on one to stop map and filtering, second turn followed up with reshaper and afterwards chalice on 2 to prevent sylvan scrying. Was feeling pretty good about my chances. Unfortunately for me, he just brainlessly natural-tronned and turn 3 karn came down, exiting my only threat and rendering my hand useless. Lost pretty quickly after that.
Felt bad about the mulliganing, and didn't really get to cast any early threats the whole night. Was shame to see the deck faltering so hard despite a couple of wins from chalice.
Overall I still feel the deck is ok. Other versions have sort of taken over but honestly they are mostly better for the mirror and i reckon the colourless version is still better in a vacuum against the whole non-eldrazi field. Despite everyone playing the deck online and at tournaments, I'm still not quite sold on the actual de-facto power level of the deck being broken. It reminds me a bit of grishoalbrand's kind of power level in a way.
It's all academic though because everyone's playing the deck and we're kind of at that point of no return where the sheer number of players of the deck kind of makes its power level artificially good. I'm going to keep playing it until the April inevitable bans and hope for being able to keep the deck together in a more modern-friendly state, because it's really fun to play.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
A question to those who have spent time testing the matchups, since I still have a ways to go on that front:
Is there any reason to play this deck going forward, based on how it fares against UW or GR Eldrazi? Does anyone have any Colorless vs. Colored Eldrazi experience? I want to take a colorless build to Detroit but am wondering if it's feasible to beat the pseudo-mirror, and how.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
@AshtonKutcher: I feel the colorless version is better against most of the field. It really all just depends on how much Eldrazi you expect to see. If we expect the actual non-day-two metagame to be >20% Eldrazi running UW seems like a good idea. The problems that I've had with the colorless version are against the Ux versions and Abzan Meleria CoCo. In all my MTGO testing I never faced GR that I can recall. Overall my overall league record is 21/9 in league play with 2 4-1s and 1 5-0. But those results are old
If I play Eldrazi next weekend I'll probably play colorless because I know it best, but I think UW is superior in the mirror. The only reason I wouldn't play UW is because I don't have time to prepare and learn a new deck since I started a new job. And since my Italian isn't that great, I'll probably be playing colorless eldrazi instead of lantern control.
A question to those who have spent time testing the matchups, since I still have a ways to go on that front:
Is there any reason to play this deck going forward, based on how it fares against UW or GR Eldrazi? Does anyone have any Colorless vs. Colored Eldrazi experience? I want to take a colorless build to Detroit but am wondering if it's feasible to beat the pseudo-mirror, and how.
Ok so here's an idea or two;
- Drop a misc land for 1x sea gate Wreckage. It helps in grindy matchups and overperforms when it comes out in quite a few situations.
- Drop a misc spell (i personally dropped 1x spellskite from the main) for an end bringer.
In the sideboard, have a "go bigger" package of up to four cards, like team CFB did. I personally recommend 2x oblivion sower, 1x All is Dust and 1x Ulamog, the ceaseless hunger.
Ulamog breaks open stalemate mirror matches better than sower, and is worth the slot. Sower helps you get there. Enbringer as a 1x in the main is a good hedge against grindier games and performs well if you can untap with it. Both Wreckage and Enbringer are excellent draw engines and win games if left uncontested
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
A question to those who have spent time testing the matchups, since I still have a ways to go on that front:
Is there any reason to play this deck going forward, based on how it fares against UW or GR Eldrazi? Does anyone have any Colorless vs. Colored Eldrazi experience? I want to take a colorless build to Detroit but am wondering if it's feasible to beat the pseudo-mirror, and how.
Ok so here's an idea or two;
- Drop a misc land for 1x sea gate Wreckage. It helps in grindy matchups and overperforms when it comes out in quite a few situations.
- Drop a misc spell (i personally dropped 1x spellskite from the main) for an end bringer.
In the sideboard, have a "go bigger" package of up to four cards, like team CFB did. I personally recommend 2x oblivion sower, 1x All is Dust and 1x Ulamog, the ceaseless hunger.
Ulamog breaks open stalemate mirror matches better than sower, and is worth the slot. Sower helps you get there. Enbringer as a 1x in the main is a good hedge against grindier games and performs well if you can untap with it. Both Wreckage and Enbringer are excellent draw engines and win games if left uncontested
I have been playing a Sea Gate since before the Pro Tour and have been mainboarding 4 Endbringers for a few weeks. Recently I've gone down to 1 Endbringer main (and one in the board with a pair of Bridges) and up to four Sowers main for an edge in the mirror. My question wasn't about tips on improving my decklist (which I have not even posted), but whether anyone on here has done testing with a colorless Eldrazi variant against UW or GR builds. If you have, please share what you found!
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
Anybody tried using the Tron lands? A rampy version of the colorless build placed 12th at the last Modern Classic:
4 Eldrazi Mimic
4 Endless One
4 Oblivion Sower
4 Reality Smasher
4 Thought-Knot Seer
1 Emrakul, the Aeons Torn
2 Ulamog, the Ceaseless Hunger
4 Expedition Map
4 Dismember
2 Spatial Contortion
2 All Is Dust
1 Wastes
4 Eldrazi Temple
2 Ghost Quarter
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
4 Eye of Ugin
2 Urborg, Tomb of Yawgmoth
Sideboard:
4 Chalice of the Void
4 Ensnaring Bridge
2 Pithing Needle
2 Ratchet Bomb
3 Relic of Progenitus
I don't really understand why you'd play Ensnaring Bridge ever, since you want to be attacking. Wouldn't it make more sense to play more Ratchet Bombs and Endbringer/Karn/Ugin instead? But other than that it looks solid and I like the inevitability with Sower and Ulamog.
eldrazitron is a very different deck with i think its own primer..
also if you can try using the deck tags to post decklists
I really like the eldrazi tron version. I actually ran the deck at FNM last night and only lost a single game on my way to 4-0.
I would suggest you move emrakul to the side and add a waste to the main deck, and drop the bridges from the board for better cards (your choice of warping wail, gut shot, ratchet bomb, surgical, spatial, ect ..).
The deck is extremely powerful, and even better against midrange than the other version. The biggest draw to the deck is the fact that it topdecks soooo much better than the manland version. You could always just hit the right lands to activate eye to end the game with ulamog out of nowhere.
Having the capability to start activating eye early is just such big game. Newlamog crushes the hatecards, and this version actually runs more removal than any other. Some hands are clunky, but having a whole 'nother set of lands to abuse means that draws are much more smooth. Never getting color-screwed is just gravy.
am i the only one that usually doesn't have enought basic wasted to play for paths and ghost quarters? maybe uppping them to 4 should work better..
also: damn all these aggro hate cards in SoI...
You don't want that many Wastes in this deck. Ghost Quarter is a good card against us and there's not much you can do about it past siding in some Crucible of Worlds. I suggest just biting the bullet instead of dropping crucial lands because more than one or two Wastes will really slow you down. If you're worried about targeted removal, there's always Warping Wail and Apostle's Blessing.
am i the only one that usually doesn't have enought basic wasted to play for paths and ghost quarters? maybe uppping them to 4 should work better..
also: damn all these aggro hate cards in SoI...
You don't want that many Wastes in this deck. Ghost Quarter is a good card against us and there's not much you can do about it past siding in some Crucible of Worlds. I suggest just biting the bullet instead of dropping crucial lands because more than one or two Wastes will really slow you down. If you're worried about targeted removal, there's always Warping Wail and Apostle's Blessing.
now i'm working on a build with vesuvas and green and red as splashes (for tutoring with ancient stirrings and obligator) the land base is this:
I've been playing this version consistently since before the protour (through a few minor revisions).
I haven't felt like including a colour because I liked the purity of the deck and ability to run 7 manlands with no downside. I feel like in a non-eldrazi metagame this version is the clear best.
However, in an eldrazi-filled metagame I feel like the deck needs to morph slightly and "go big" to beat the different varieties of mirror match. Thankfully no matter how big you go, you can always get nice aggro draws.
In order to go bigger while still maintaining the core colourless theme, and using the best cards available, I feel like swapping the manlands and ghost quarters out for tron lands is a legit evolution of the deck. It's still colourless, still aggro, still plays more or less the same cards, you just drop simian spirit guide for expedition map and chalice for oblivion stone. That's a very small swap and removed a huge chunk of dead cards in the Eldrazi heavy metagame.
I realise there's an Eldrazi-tron thread but i personally feel that I've modified the colourless deck I already had, and the differences are minor enough that I'd like to include the discussion here.
The sideboards are almost identical, except chalice takes 3 slots up.
At the moment, this seems like a really solid direction. Your manabase is effectively identical from an individual land mana producing standpoint, except sometimes you randomly just "level up". You also remove the playset of dead cards (chalice) and replace them with utility (o stone).
I've been playing this version consistently since before the protour (through a few minor revisions).
I haven't felt like including a colour because I liked the purity of the deck and ability to run 7 manlands with no downside. I feel like in a non-eldrazi metagame this version is the clear best.
However, in an eldrazi-filled metagame I feel like the deck needs to morph slightly and "go big" to beat the different varieties of mirror match. Thankfully no matter how big you go, you can always get nice aggro draws.
In order to go bigger while still maintaining the core colourless theme, and using the best cards available, I feel like swapping the manlands and ghost quarters out for tron lands is a legit evolution of the deck. It's still colourless, still aggro, still plays more or less the same cards, you just drop simian spirit guide for expedition map and chalice for oblivion stone. That's a very small swap and removed a huge chunk of dead cards in the Eldrazi heavy metagame.
I realise there's an Eldrazi-tron thread but i personally feel that I've modified the colourless deck I already had, and the differences are minor enough that I'd like to include the discussion here.
The sideboards are almost identical, except chalice takes 3 slots up.
At the moment, this seems like a really solid direction. Your manabase is effectively identical from an individual land mana producing standpoint, except sometimes you randomly just "level up". You also remove the playset of dead cards (chalice) and replace them with utility (o stone).
Purklefluff, I am glad you stirred this up. I will post more in detail later, but I have been using Eldrazi Tron to great success the past week and will play it as long as possible. It feels much better than the PT list, in my opinion. I will preface by saying I have not using O. Stone yet, but am getting them now so that I may. Anyone running this deck without Tron lands would do well to at least test them out, and find out for yourself how strong this is.
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"It's not a matter of deserving. It's a matter of strength. The power to hold versus the power to take."
-Sygg, River Cutthroat
What about a turbo Eldrazi? I ll play 4 howling mines and Tell How it performs this week!
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
I suppose you are right as I am admittedly a G/r Tron player (and previous Titan Bloom/Soul Sisters player). I'm also going to pull the English major card and say I'm probably wrong about the math with Tron lands and Eldrazi lands. The obvious difference, also, between the two decks is Tron runs about 21 lands and 8 land tutors, 7-8 rainbow rocks, and Ancient Stirrings, so Tron has a way different strategy from the Eldrazi decks anyway. Either way, I'm just pushing for cantrips and digs because my 40+ person LGS has all the answers to every deck in some way or another and I favor security over explosiveness. I'll report my results of Monday Night Magic with this list!
While Eye of Ugin is an essential part of the deck, I found that I went 2-2 without it at my first ever modern tournament and one of those losses was because I couldn't make it to the store in time so I called them and asked them to put me in the tournament and give me a loss for the first round.
I ran three Ghost Quarters in place of the three missing eyes and two Reflecting pools took the place of the missing cavern of souls. I chose reflecting pool because it was one of the few multicolor lands that could produce colorless mana so long that I had anther colorless source. It also can produce any color (useful for casting Dismember) on the rare occasions I drew cavern of souls or gemstone caverns.
After playing the deck I actually think that a lot of the deck's explosive power is from Eye of Ugin allowing the deck to freely cast all the Eldrazi Mimics in its hand on the first turn. Eldrazi Temple, while still powerful, limits the player to only one first turn mimic and feels more fair as a result.
I may try to trade for the rest of the deck's lands, but I hesitate doing so, because I feel the Eye of Ugin's time in modern will be short.
I love the "English Major card." Card accepted
I understand the desire for security. ITs warranted. There's a lot of land hate that is... everywhere... so its a bit necessary to add some consistency. Maybe I'll try adding a couple of Expedition Maps in place of Chalice for the land-hate MUs post board when the land hate comes in full force. Then each dead eye of ugin can be replaced more easily.
In other news, I've drawn my sideboard tech in exactly zero games against Collected Company decks STILL... Bummer
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
4 Drowner of Hope
4 Eldrazi Displacer
4 Eldrazi Mimic
4 Eldrazi Skyspawner
4 Endless One
4 Reality Smasher
4 Thought-Knot Seer
Lands (25)
1 Island
1 Plains
4 Adarkar Wastes
2 Cavern of Souls
2 Caves of Koilos
4 Eldrazi Temple
4 Flooded Strand
2 Hallowed Fountain
4 Eye of Ugin
1 Urborg, Tomb of Yawgmoth
3 Dismember
4 Path to Exile
3 Rest in Peace
3 Stony Silence
2 Worship
2 Disenchant
3 Gut Shot
2 Rest for the Weary
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
I like this list, but I think you should consider something to counter the G/r Tron MU. Usually Ghost Quarter MB does the trick, but what do you do for that MU with this deck? What about the mirror? Do you think you need Gut Shot in the SB or at all?
I like the Eldrazi Displacers though. The Mono <> list needs one more beater to be really good I think and that ability is most relevant (and works with Eldrazi Temple)!
I did test out UW. I found it wasn't as impressive as it looks.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
As you pointed out, the strongest colors, but I will have to say it all depends on the synergy with the colors. For instance, Red is a top color and as you say Blue works fine, but With Obligator the scions really can do damage. U/W also abuses Displacers ability for infinite Scions by Drowner. There is dominant colors, but the synergy with colors I find is the key for the deck (How to develop a board state efficiently).
King Macar, the Gold-Cursed
1. I wish all no processing eldrazi builds were in one thread as there is just way too much overlap in all of them.
2. I hate how the deck is featured every match to make the density of the deck even more overwhelming. Yes it's a huge part of the meta because it's new and flashy.
3. (Thoughts) With Urborg being just an amazing inclusion why are people not playing illness in the ranks in the sb to stop DrOwner and displacer combos? Other than obligator it seems those are the cards in the mirror that get us.
I personally run b/r with ssg and Graven Cairns. This allows me to have obligator, anger of the gods, and artifact hate in my sb. I too am thinking of keeping the chalices in the sb.
4 thoughseize
4 liliana of the veil
4 esnaring bridge
4 blood moon
4 terminate
4 simian spirit guide
even after a liliana ultimate lol
should we splash green also for naturalize? or maybe we can have access to wear // tear
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
Last week went undefeated. Kept the same build.
Last night went 2-2.
Round 1 merfolk:
Won both games in short order by dropping an early ratchet bomb followed by a chalice on 2. He couldn't play his Lords and conceded after I was able to land a couple of small threats.
Record 1-0
Round 2, weird quest for ula's temple deck:
Wasn't sure what my opponent was up to (lots of filtering and scrying) until he dropped a temple and went "clockspinning"
Actually pretty sweet deck but a chalice on 1 effectively shut him off, resulting in easy wins.
Record 2-0
Round 3, elves:
This was my deck, I'd lent to a friend and we'd already tested it against eldrazi a lot. It has a really good matchup and thus was compounded by me having to mulligan to five because of horrific opening hands. Never really stood a chance. The only shot at getting back into the game was casting the singleton All is Dust for a blowout, but i was one fateful mana short. Loss
Record 2-1
Round 4, tron:
This was actually a shame. I drew absolute garbage for my first opener and had to send it back three times, in a mull to four. Couldn't bring it back.
Game 2 I started on the play with two Chalices, couple of lands, a spirit guide and a matter reshaper. Seemed decent. Started with chalice on one to stop map and filtering, second turn followed up with reshaper and afterwards chalice on 2 to prevent sylvan scrying. Was feeling pretty good about my chances. Unfortunately for me, he just brainlessly natural-tronned and turn 3 karn came down, exiting my only threat and rendering my hand useless. Lost pretty quickly after that.
Felt bad about the mulliganing, and didn't really get to cast any early threats the whole night. Was shame to see the deck faltering so hard despite a couple of wins from chalice.
Overall I still feel the deck is ok. Other versions have sort of taken over but honestly they are mostly better for the mirror and i reckon the colourless version is still better in a vacuum against the whole non-eldrazi field. Despite everyone playing the deck online and at tournaments, I'm still not quite sold on the actual de-facto power level of the deck being broken. It reminds me a bit of grishoalbrand's kind of power level in a way.
It's all academic though because everyone's playing the deck and we're kind of at that point of no return where the sheer number of players of the deck kind of makes its power level artificially good. I'm going to keep playing it until the April inevitable bans and hope for being able to keep the deck together in a more modern-friendly state, because it's really fun to play.
Is there any reason to play this deck going forward, based on how it fares against UW or GR Eldrazi? Does anyone have any Colorless vs. Colored Eldrazi experience? I want to take a colorless build to Detroit but am wondering if it's feasible to beat the pseudo-mirror, and how.
Counter-Cat
Colorless Eldrazi Stompy
If I play Eldrazi next weekend I'll probably play colorless because I know it best, but I think UW is superior in the mirror. The only reason I wouldn't play UW is because I don't have time to prepare and learn a new deck since I started a new job. And since my Italian isn't that great, I'll probably be playing colorless eldrazi instead of lantern control.
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
Ok so here's an idea or two;
- Drop a misc land for 1x sea gate Wreckage. It helps in grindy matchups and overperforms when it comes out in quite a few situations.
- Drop a misc spell (i personally dropped 1x spellskite from the main) for an end bringer.
In the sideboard, have a "go bigger" package of up to four cards, like team CFB did. I personally recommend 2x oblivion sower, 1x All is Dust and 1x Ulamog, the ceaseless hunger.
Ulamog breaks open stalemate mirror matches better than sower, and is worth the slot. Sower helps you get there. Enbringer as a 1x in the main is a good hedge against grindier games and performs well if you can untap with it. Both Wreckage and Enbringer are excellent draw engines and win games if left uncontested
Counter-Cat
Colorless Eldrazi Stompy
eldrazitron is a very different deck with i think its own primer..
also if you can try using the deck tags to post decklists
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
also: damn all these aggro hate cards in SoI...
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
I would suggest you move emrakul to the side and add a waste to the main deck, and drop the bridges from the board for better cards (your choice of warping wail, gut shot, ratchet bomb, surgical, spatial, ect ..).
The deck is extremely powerful, and even better against midrange than the other version. The biggest draw to the deck is the fact that it topdecks soooo much better than the manland version. You could always just hit the right lands to activate eye to end the game with ulamog out of nowhere.
Having the capability to start activating eye early is just such big game. Newlamog crushes the hatecards, and this version actually runs more removal than any other. Some hands are clunky, but having a whole 'nother set of lands to abuse means that draws are much more smooth. Never getting color-screwed is just gravy.
oblivion stone is genius IMO!
You don't want that many Wastes in this deck. Ghost Quarter is a good card against us and there's not much you can do about it past siding in some Crucible of Worlds. I suggest just biting the bullet instead of dropping crucial lands because more than one or two Wastes will really slow you down. If you're worried about targeted removal, there's always Warping Wail and Apostle's Blessing.
now i'm working on a build with vesuvas and green and red as splashes (for tutoring with ancient stirrings and obligator) the land base is this:
4 vesuva
4 karplusan forest
4 ghost quarter
2 tectonic edge
2 sea gate wreckage
2 wastes
1 mountain
1 forest
it definetly should be improved but i don't really now how
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
I haven't felt like including a colour because I liked the purity of the deck and ability to run 7 manlands with no downside. I feel like in a non-eldrazi metagame this version is the clear best.
However, in an eldrazi-filled metagame I feel like the deck needs to morph slightly and "go big" to beat the different varieties of mirror match. Thankfully no matter how big you go, you can always get nice aggro draws.
In order to go bigger while still maintaining the core colourless theme, and using the best cards available, I feel like swapping the manlands and ghost quarters out for tron lands is a legit evolution of the deck. It's still colourless, still aggro, still plays more or less the same cards, you just drop simian spirit guide for expedition map and chalice for oblivion stone. That's a very small swap and removed a huge chunk of dead cards in the Eldrazi heavy metagame.
I realise there's an Eldrazi-tron thread but i personally feel that I've modified the colourless deck I already had, and the differences are minor enough that I'd like to include the discussion here.
The sideboards are almost identical, except chalice takes 3 slots up.
At the moment, this seems like a really solid direction. Your manabase is effectively identical from an individual land mana producing standpoint, except sometimes you randomly just "level up". You also remove the playset of dead cards (chalice) and replace them with utility (o stone).
Opinions?
Here's my list for the record;
4x endless one
4x matter reshaper
4x thought-knot seer
4x reality smasher
3x oblivion sower
1x Ulamog, the ceaseless hunger
4x oblivion stone
4x expedition map
4x Dismember
4x eldrazi temple
3x urborg, tomb of yawgmoth
1x wastes
4x urza's tower
4x urza's mine
4x urza's power plant
3x chalice of the Void
3x ratchet bomb
3x gut shot
1x spatial contortion
3x relic of progenitus
1x oblivion sower
1x Ulamog, the ceaseless hunger
Cheers guys. Play on!
Purklefluff, I am glad you stirred this up. I will post more in detail later, but I have been using Eldrazi Tron to great success the past week and will play it as long as possible. It feels much better than the PT list, in my opinion. I will preface by saying I have not using O. Stone yet, but am getting them now so that I may. Anyone running this deck without Tron lands would do well to at least test them out, and find out for yourself how strong this is.
-Sygg, River Cutthroat
I play all Cavern of Souls decks
This is almost my exact mb list, with the following edits:
-4 relic +4 map
-1 eye +1 urborg
-2 reshaper + 2 all is dust
-1 oblivion sower +1 kozilek
-Sygg, River Cutthroat
I play all Cavern of Souls decks