Hey all,
I'm in the process of tuning a Blue-Red Eldrazi deck, inspired by a list I saw in a Facebook group. The original list used an abundance of clones, as well as a set of Elder Deep Fiends, and while I tried this for a while, the deck felt clunky at best, and at worse just plain lost to itself. I've therefore been moving more towards a controlling/permission plan, with many cantrips to assemble the correct counters to back up huge Eldrazi threats, which come down on curve but usually have counter protection. The list as a whole feels a lot smoother in this configuration and it's a lot of fun to play
In terms of changes, I am hoping to cut the Mountain for a Snapcaster Mage and the Mutavaults for 2 more Caverns.
The 2-drop counterspells are currently all in the "testing" phase, I like the number being at 6-7 counters but the final numbers of each aren't fixed. I could definitely see the Deprive going, thought which other counter would replace it is something I haven't decided. Any input here from experienced permission players would be greatly appreciated.
Any other insights would be welcomed, as would any lists from other people running UCx decks! Thanks for reading
Thanks for the input
I definitely don't want to go the Deep-Fiend route, the card just isn't good in Modern and my mind can't be changed
I'm not hugely bothered about running Cryptics as UUU is difficult to accommodate without the manabase becoming ridiculously suicidal - it's already tenuous enough when you're on 2 pains to start, I don't want to be running more.
Matter Reshaper may well not be worth it. I could easily see them becoming 2 Vendillion Clique, a Snapcaster and the final Sleight of Hand, but that's a while down the line yet monetarily.
Also, I'm not really looking hard for payoffs for the spell count. The spells do enough by themselves, with the cantrips making the deck smooth and the counters making the early game work. The Eldrazi could really be any finishers, I just feel they are the best for the meta right now.
Eldrazi and counterspells don't really work that well together as you have to choose whether to play your creatures or leave up mana.
The Eldrazi creatures don't really fit in this "UR Tempo" style of play which is better suited for flash creatures like Snapcaster Mage and Vendilion Clique and spell-matters creatures like Young Pyromancer and Thing in the Ice/Bedlam Reveler.
So this type of hybrid will just end up beong a worse Eldrazi deck and a worse "UR Tempo" deck.
I'm in the process of tuning a Blue-Red Eldrazi deck, inspired by a list I saw in a Facebook group. The original list used an abundance of clones, as well as a set of Elder Deep Fiends, and while I tried this for a while, the deck felt clunky at best, and at worse just plain lost to itself. I've therefore been moving more towards a controlling/permission plan, with many cantrips to assemble the correct counters to back up huge Eldrazi threats, which come down on curve but usually have counter protection. The list as a whole feels a lot smoother in this configuration and it's a lot of fun to play
My current list is:
4x Eldrazi Temple
1x Cavern of Souls
2x Mutavault
1x Cascade Bluffs
4x Shivan Reef
3x Spirebluff Canal
3x Scalding Tarn
2x Steam Vents
2x Island
1x Mountain
4x Matter Reshaper
4x Thought-Knot Seer
4x Reality Smasher
Spells: 25
4x Lightning Bolt
4x Serum Visions
4x Opt
3x Sleight of Hand
3x Stubborn Denial
2x Mana Leak
3x Logic Knot
1x Remand
1x Deprive
In terms of changes, I am hoping to cut the Mountain for a Snapcaster Mage and the Mutavaults for 2 more Caverns.
The 2-drop counterspells are currently all in the "testing" phase, I like the number being at 6-7 counters but the final numbers of each aren't fixed. I could definitely see the Deprive going, thought which other counter would replace it is something I haven't decided. Any input here from experienced permission players would be greatly appreciated.
Any other insights would be welcomed, as would any lists from other people running UCx decks! Thanks for reading
I definitely don't want to go the Deep-Fiend route, the card just isn't good in Modern and my mind can't be changed
I'm not hugely bothered about running Cryptics as UUU is difficult to accommodate without the manabase becoming ridiculously suicidal - it's already tenuous enough when you're on 2 pains to start, I don't want to be running more.
Matter Reshaper may well not be worth it. I could easily see them becoming 2 Vendillion Clique, a Snapcaster and the final Sleight of Hand, but that's a while down the line yet monetarily.
Also, I'm not really looking hard for payoffs for the spell count. The spells do enough by themselves, with the cantrips making the deck smooth and the counters making the early game work. The Eldrazi could really be any finishers, I just feel they are the best for the meta right now.
The Eldrazi creatures don't really fit in this "UR Tempo" style of play which is better suited for flash creatures like Snapcaster Mage and Vendilion Clique and spell-matters creatures like Young Pyromancer and Thing in the Ice/Bedlam Reveler.
So this type of hybrid will just end up beong a worse Eldrazi deck and a worse "UR Tempo" deck.
Also, green has better cantrips for a creature-based deck like Eldrazi in Ancient Stirrings and even Oath of Nissa/Adventurous Impulse.
"RG Eldrazi" is actully a pretty decent deck that has posted results - https://www.mtgsalvation.com/forums/the-game/modern/established-modern/aggro-tempo/688629-rg-eldrazi