Kruphix7 were you the only Eldrazi player at that event or did you find other players trying this deck?
I would like to hear your opinions about Wasteland Strangler if he is really really crucial in this deck or
have you already faced a situation where he was not strong enough. For example against Tasigur, the Golden Fang/Tarmogoyf or even a swarm of tokens.
Thanks for coming back! =)
I like to have a place dedicated to Eldrazi. The X Eldrazi thread is cool for ideas and discussion but there are too many versions running there and ideas are just getting lost over the pages.
I still like rest in peace version but I understand the choice for cutting it. I need to test more the Rest version but I think that running 4 copies of rest in peace and cutting Relic of Progenitus for other cards is not really a bad idea. I mean relic would only work as a cantrip with rest in peace on the field and since white removals are all about exiling stuff I think that you would have food for processors until you find a rest in peace.
Maybe some Greater Auramancy to protect rest in peace and since your side board runs a lot of enchantments it ha some synergy. To be honest It gives me some ideas to run an Eldrazi Enchantment version since most of the enchantments exile something like Oblivion Ring/Journey to Nowhere/Stasis Snare.
Congrats on the 5-0. A couple of things I would love for this thread to discuss with regards to the BW version since this primer made my thread obsolete.
Please don't give up your thread that one is great. =)
I like how far this thread has been going but somehow(I don't want to sound rude) the main page primer is(at least at the moment of this post) just abandoned. There is some cards descriptions(that is cool) but no deck lists and no updates so far. Unfortunately we have some interesting deck lists that people are testing/playing that are just starting to get lost in the middle of this thread.
Don't give up your thread (maybe updating some lists or more deck techs etc) because I think that focusing on specific colors/ideas make the deck progress better and faster. That is why GR Tron and Blue Tron run different threads. They have some focus on tron lands but they run different game plans. I like this thread but sometimes it's confusing because we have people running so many different colors and deck builds that we just don't know if we are talking about . I think that running different colors in one thread is cool because we have more discussion but it's pretty difficult to focus on a specific deck.
The only thing I don't like about Vesuva is it etb's tapped, and when you need mana to keep casting things on curve it's not good vibes to have that be your only land in hand. That said, I don't know how often you'll have spare mana to copy a temple w/ stage, so I'm wondering if anyone has tested with either of them and what the results were.
Vesuva works better than Thespian's Stage because regarding it's drawback to enter tapped it is "faster" than stage. Vesuva just copy at the moment you play it but Thespian's Stage you need to leave 3 lands untapped so you can trigger it at opponent's turn. Doing this you lost a turn with stage at least that is what I learned after some tests.
...extremely powerful, esp with Eldrazi Temple to cast and activate. Plus it has pseudo vigilance!
Holy crap that is powerful, and a 5/5 body?!?!? I think this speaks to using pain lands and filter lands and ways to find eldrazi temple. Considering his ability to do direct damage to players, I think this might speak more to using bolt to close out games.
OATH OF THE GATEWATCH is giving us so many strong cards that is very hard to decide how far we want to ramp. If we stays at six we have Endbringer + Oblivion Sower. If we want to push for 7 we have Kozilek's Return. =)
Dressedspring1 I know what you want to say with turn 1 thoughtseize (or any discard spell) and I'm not saying you must not do that turn 1. In some matches it is the best opening to remove a combo piece or something like that but only if you don't have anything better to do turn 1. Because as people noticed and unless your opponent is very unlucky they will have a second copy of Glistener Elf/Inkmoth Nexus. I'm not saying this is a wrong play but after that you need to start to ramp. I will explain why:
Quote from Dressedspring1 »
If we are going to make this deck into a competitive archetype, priority one has to be on identifying what this deck can do better than other decks.
The thing this deck do better than other decks are Eldrazi Temple and or Eye of Ugin + Urborg, Tomb of Yawgmoth. They are unique Sol Ring/City of Traitors lands that no other modern archetypes have to ramp their decks. The reason this deck concept exists is because you can cheat strong threats like Blight Herder/Oblivion Sower as soon as turn 3 instead of just waiting to reach 5-6 lands as other decks would need to do.
You can play a turn 1 Urborg, Tomb of Yawgmoth/Swamp/Llanowar wastes and cast a discard spell or a searcher like Ancient Stirrings/Expedition Map or a exile enabler like Relic of Progenitus/Scrabbling claws/Pixys of Pandemonium but turn two you need to start playing Temples as soon as possible because you need to ramp into a Blight Herder/Oblivion Sower. If you don't ramp early you will stuck with a hand of high cost Eldrazis that you can't play because you are missing 1-2 mana to cast them.
You need them to do some pressure and or stabilize against a field with annoying creatures. You can control the field with spot removals but you are giving them enough time to play their decks and you must hold mana to cast a removal during their turns. Other thing is that you need to cast as soon as possible a exile enabler or your Processors will just do nothing.
The best way this deck can play against tron is to ghost quarter their tron pieces and surgical extraction them. Discarding an ancient stirrings/expedition map or Karn Liberated turn 1 won't do much because if they assemble tron we are dead the same way. To survive tron we need to surgical extraction a land or a finisher because if we just discard and exile with Relic of Progenitus they will just search for the remaining pieces and crush us the same way. To win we need to hurt their mana base so they need to cast things by fair way and at the same time we are just casting our creatures as cheap as we can.
The difference between Tron and this deck is that they need to play 3 different lands to do something relevant by other side we just need 2 copies of a single land (Eldrazi Temple) or a combination of Eldrazi Temple + Eye of Ugin to start playing "unfair". The same reason Cloudpost is stronger than Tron lands since they just need to play 1 land and copy it to make their stuff. That is the reason i like to play Vesuva to copy Eldrazi Temple and play what i call "12 Temples" an allusion to what "12 posts" is/was for legacy.
Against other decks the multi versatile removal is Dismember since you can just play colorless and is an answer to Deceiver exarch/Glistener Elf/Inkmoth Nexus etc. So now we can survive turn 3 against unfair decks but there is another piece to survive that is Spellskite because it not just an answer to Twin but is for Boggles and Infect too. It won't beat them but they will just hold their auras/pump spells until they have a removal (if they have one) to start doing their unfair stuff. This will slow them down and give us enough time to do our stuff.
To finish my thoughts I think that running double colored spells in this deck like Abrupt Decay make us to do harsh decisions like should I ramp a Temple or play a second turn non temple land? How much this will slow down my game plan? How often double colored cards stuck in my hand?
I won't say It is wrong to play double colored spells in this deck (depends of your build and what is your game plan) but sometimes It is not the best decision since we play a lot of colorless lands. It will depends of what your deck wants to do if you want Blight Herder/Oblivion Sower as soon as you can or just wait to play them late game as a finisher. Both choices are not wrong It just depends of your play style.
If you want to play eye or temple turn one and race to ulamog instead of playing a swamp turn 1 for Thoughtseize, why would you not be playing GR Tron?
Because this topic is called BX Eldrazi Processors and not RG Tron. If you didn't understand what I said about abrupt decay stuff please read again before suggesting people to play other decks instead of the one of the thread. Thank you.
As previously mentioned, I think the splash is pretty much meta dependent. I'm really looking forward to the new set to round out the options for this deck. Kozilek's return seems like it would definitely push this deck into BR territory. Honestly, I'm having a lot of fun with the mono black version of this deck. Going heavy on the black I was thinking of giving heartless summoning a shot. Also as sideboard would dash hopes be of any use? Maybe I just like the idea of a sorta-counter in black. Loving all the ideas on this deck type, hope it sticks around!
Dash Hopes is horrible because your opponent will always choose the side you don't want.
Kozilek's return will be a card that will make me splash red just to cast it maybe with Sulfurous Springs or with the new land that works like mana confluence but for devoid. The reason for that is because it works as board sweeper early game and mid-late game will just clean the board for big Eldrazis. Just imagine a world where you can cast Bane of Bala Ged clean the board with Kozilek's return (for free and without counters) and equips Lightning Greaves to it. You will jut annihilate two permanents (probably lands).
I don't understand why people are so worried about specific colors when the focus of all these versions are to play Eldrazi Temple and Eye of Ugin/Urborg, Tomb of Yawgmoth as soon as possible. I know all the possibilities we can earn by playing this or that color but if you are not playing Temple or Eye turn 1 or 2 you are just playing this deck wrong. It is something like you are playing Tron but instead of playing a tron piece you are more worried about playing a forest and a swamp turn 1 and 2 because you want to play abrupt decay.
So far the lands have worked, I draw an untapped land a lot of the time. I agree, I probably should should cut the check land just for basics. Also I count 11 come into play untapped colored lands.
Do you guys also like rest in peace?
I love Rest in Peace in the version. I don't like phyrexian arena too much in this deck. I would try Disciple of Bolas instead. Most of the time it will be a draw 3-4-6 with life gain.
Has anyone else been testing Pyxis? Master Hades was the only person to mention it, and that's back on page 1. Probably just a singleton but it could be big.
Glad to see this thread getting so much love, would like to see OGW push this into at least a low tier deck.
I like Pyxis of Pandemonium and as you said maybe one or two. Relic of Progenitus and Scrabbling Claws are for sure very strong cards but in some games you just need to pop Relic to cantrip and unfortunately against an empty graveyard. Pyxis of Pandemonium offers food when you need and if you have a fetch like effect you can look at your library and have some notion about what you have exiled face-down.
Against Tron I think ghost quarter + surgical extraction are probably enough since they will have more trouble to recover than us. And where is the downside if we can just steal their tron lands with Oblivion Sower? The same works with any other deck that plays fetch since turn 1 surgical extraction and we have a ramp 4 mana with Oblivion Sower + Urborg, Tomb of Yawgmoth. The problem of ghost quarter is that most of the 2 colors Eldrazi decks will suffer to adjust their mana base to fit it main.
Personally I think that 3 colors in this deck is too much unless you are playing Cavern of Souls for heavy creature decks or the devoid land that will come next set. At least unless we are dropping our Eldrazi Temple that is just a crime in this deck.
Against some decks I like to play surgical Extraction turn 0 removing their first fetch land so it works like a ramp 4 if you have a urborg, Tomb of Yawgmoth + Oblivion Sower. Along side you just have information of what you are playing against. Versus Tron it works nice with Ghost Quarter and since our ramp is better we can recover faster. Against basic land decks you can side board surgical Extraction easily.
Since urborg, Tomb of Yawgmoth is probably a must in most of BX builds I'm testing a pet card that is Sadistic Sacrament. It reads: "Choose 1: Ramp 3 (with Oblivion Sower) or Remove their win conditions/combo pieces" and Late game you can pay it's kicker cost with the lands you stole from your opponent.
For the green version I have been testing Garruk Wildspeaker. Untaping 2 Eldrazi Temple allow you to cast a 8 mana Eldrazi at least. If it was not good enough he provides trample to your fat army.
You can make a version with Treefolks and play Treefolk Harbinger and top a Woodfall Primus that will not just destroy something but will persist for another kill.
4 Plains
4 Swamps
2 Eye of Ugin
4 Eldrazi Temple
2 Ghost Quarter
1 Godless Shrine
4 Marsh Flats
3 Caves of Koilos
Creatures
4 Tidehollow Sculler
4 Wasteland Strangler
4 Blight Herder
3 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
2 Inquisition of Kozilek
2 Thoughtseize
Removal/Utility
1 All is Dust
1 Oblivion Ring
4 Path to Exile
4 Lingering Souls
Exilers
1 Extirpate
1 Surgical Extraction
4 Relic of Progenitus
2 Spellskite
2 Burrenton Forge-tender
3 Witchbane Orb
2 Celestial Purge
3 Dismember
2 Ruin Processor
1 Duress
And yes after your opinions and thinking better Lingering Souls is very strong in this non Rest in Peace version. =)
About Tidehollow Sculler and Brain Maggot comparison I think Maggot probably is better for the mana cost specially for the early turns.
Kruphix7 were you the only Eldrazi player at that event or did you find other players trying this deck?
I would like to hear your opinions about Wasteland Strangler if he is really really crucial in this deck or
have you already faced a situation where he was not strong enough. For example against Tasigur, the Golden Fang/Tarmogoyf or even a swarm of tokens.
I like to have a place dedicated to Eldrazi. The X Eldrazi thread is cool for ideas and discussion but there are too many versions running there and ideas are just getting lost over the pages.
How good Lingering Souls are running in this deck (will watch the stream soon)? I'm a little worried about it with Relic of Progenitus in the same deck. What do you think about Scrabbling Claws or/and nihil spellbomb instead? Nihil spellbomb is a one-shot but Claws could help if you just need to cantrip without loosing your Lingering Souls.
I still like rest in peace version but I understand the choice for cutting it. I need to test more the Rest version but I think that running 4 copies of rest in peace and cutting Relic of Progenitus for other cards is not really a bad idea. I mean relic would only work as a cantrip with rest in peace on the field and since white removals are all about exiling stuff I think that you would have food for processors until you find a rest in peace.
Maybe some Greater Auramancy to protect rest in peace and since your side board runs a lot of enchantments it ha some synergy. To be honest It gives me some ideas to run an Eldrazi Enchantment version since most of the enchantments exile something like Oblivion Ring/Journey to Nowhere/Stasis Snare.
What do you think about Windbrisk heights with Blight Herder or even with Lingering Souls?
Please don't give up your thread that one is great. =)
I like how far this thread has been going but somehow(I don't want to sound rude) the main page primer is(at least at the moment of this post) just abandoned. There is some cards descriptions(that is cool) but no deck lists and no updates so far. Unfortunately we have some interesting deck lists that people are testing/playing that are just starting to get lost in the middle of this thread.
Don't give up your thread (maybe updating some lists or more deck techs etc) because I think that focusing on specific colors/ideas make the deck progress better and faster. That is why GR Tron and Blue Tron run different threads. They have some focus on tron lands but they run different game plans. I like this thread but sometimes it's confusing because we have people running so many different colors and deck builds that we just don't know if we are talking about . I think that running different colors in one thread is cool because we have more discussion but it's pretty difficult to focus on a specific deck.
Vesuva works better than Thespian's Stage because regarding it's drawback to enter tapped it is "faster" than stage. Vesuva just copy at the moment you play it but Thespian's Stage you need to leave 3 lands untapped so you can trigger it at opponent's turn. Doing this you lost a turn with stage at least that is what I learned after some tests.
Give it Basilisk Collar and open a smile.
OATH OF THE GATEWATCH is giving us so many strong cards that is very hard to decide how far we want to ramp. If we stays at six we have Endbringer + Oblivion Sower. If we want to push for 7 we have Kozilek's Return. =)
The thing this deck do better than other decks are Eldrazi Temple and or Eye of Ugin + Urborg, Tomb of Yawgmoth. They are unique Sol Ring/City of Traitors lands that no other modern archetypes have to ramp their decks. The reason this deck concept exists is because you can cheat strong threats like Blight Herder/Oblivion Sower as soon as turn 3 instead of just waiting to reach 5-6 lands as other decks would need to do.
You can play a turn 1 Urborg, Tomb of Yawgmoth/Swamp/Llanowar wastes and cast a discard spell or a searcher like Ancient Stirrings/Expedition Map or a exile enabler like Relic of Progenitus/Scrabbling claws/Pixys of Pandemonium but turn two you need to start playing Temples as soon as possible because you need to ramp into a Blight Herder/Oblivion Sower. If you don't ramp early you will stuck with a hand of high cost Eldrazis that you can't play because you are missing 1-2 mana to cast them.
You need them to do some pressure and or stabilize against a field with annoying creatures. You can control the field with spot removals but you are giving them enough time to play their decks and you must hold mana to cast a removal during their turns. Other thing is that you need to cast as soon as possible a exile enabler or your Processors will just do nothing.
The best way this deck can play against tron is to ghost quarter their tron pieces and surgical extraction them. Discarding an ancient stirrings/expedition map or Karn Liberated turn 1 won't do much because if they assemble tron we are dead the same way. To survive tron we need to surgical extraction a land or a finisher because if we just discard and exile with Relic of Progenitus they will just search for the remaining pieces and crush us the same way. To win we need to hurt their mana base so they need to cast things by fair way and at the same time we are just casting our creatures as cheap as we can.
The difference between Tron and this deck is that they need to play 3 different lands to do something relevant by other side we just need 2 copies of a single land (Eldrazi Temple) or a combination of Eldrazi Temple + Eye of Ugin to start playing "unfair". The same reason Cloudpost is stronger than Tron lands since they just need to play 1 land and copy it to make their stuff. That is the reason i like to play Vesuva to copy Eldrazi Temple and play what i call "12 Temples" an allusion to what "12 posts" is/was for legacy.
Against other decks the multi versatile removal is Dismember since you can just play colorless and is an answer to Deceiver exarch/Glistener Elf/Inkmoth Nexus etc. So now we can survive turn 3 against unfair decks but there is another piece to survive that is Spellskite because it not just an answer to Twin but is for Boggles and Infect too. It won't beat them but they will just hold their auras/pump spells until they have a removal (if they have one) to start doing their unfair stuff. This will slow them down and give us enough time to do our stuff.
To finish my thoughts I think that running double colored spells in this deck like Abrupt Decay make us to do harsh decisions like should I ramp a Temple or play a second turn non temple land? How much this will slow down my game plan? How often double colored cards stuck in my hand?
I won't say It is wrong to play double colored spells in this deck (depends of your build and what is your game plan) but sometimes It is not the best decision since we play a lot of colorless lands. It will depends of what your deck wants to do if you want Blight Herder/Oblivion Sower as soon as you can or just wait to play them late game as a finisher. Both choices are not wrong It just depends of your play style.
Because this topic is called BX Eldrazi Processors and not RG Tron. If you didn't understand what I said about abrupt decay stuff please read again before suggesting people to play other decks instead of the one of the thread. Thank you.
Dash Hopes is horrible because your opponent will always choose the side you don't want.
Heartless summoning is interesting because it works as a second Eye of Ugin the only drawback is that It cuts Blight Herder and makes Wasteland Strangler worst. But by other side it just speeds high cost Eldrazis.
Kozilek's return will be a card that will make me splash red just to cast it maybe with Sulfurous Springs or with the new land that works like mana confluence but for devoid. The reason for that is because it works as board sweeper early game and mid-late game will just clean the board for big Eldrazis. Just imagine a world where you can cast Bane of Bala Ged clean the board with Kozilek's return (for free and without counters) and equips Lightning Greaves to it. You will jut annihilate two permanents (probably lands).
I don't understand why people are so worried about specific colors when the focus of all these versions are to play Eldrazi Temple and Eye of Ugin/Urborg, Tomb of Yawgmoth as soon as possible. I know all the possibilities we can earn by playing this or that color but if you are not playing Temple or Eye turn 1 or 2 you are just playing this deck wrong. It is something like you are playing Tron but instead of playing a tron piece you are more worried about playing a forest and a swamp turn 1 and 2 because you want to play abrupt decay.
I love Rest in Peace in the version. I don't like phyrexian arena too much in this deck. I would try Disciple of Bolas instead. Most of the time it will be a draw 3-4-6 with life gain.
I like Pyxis of Pandemonium and as you said maybe one or two. Relic of Progenitus and Scrabbling Claws are for sure very strong cards but in some games you just need to pop Relic to cantrip and unfortunately against an empty graveyard. Pyxis of Pandemonium offers food when you need and if you have a fetch like effect you can look at your library and have some notion about what you have exiled face-down.
Against Tron I think ghost quarter + surgical extraction are probably enough since they will have more trouble to recover than us. And where is the downside if we can just steal their tron lands with Oblivion Sower? The same works with any other deck that plays fetch since turn 1 surgical extraction and we have a ramp 4 mana with Oblivion Sower + Urborg, Tomb of Yawgmoth. The problem of ghost quarter is that most of the 2 colors Eldrazi decks will suffer to adjust their mana base to fit it main.
Personally I think that 3 colors in this deck is too much unless you are playing Cavern of Souls for heavy creature decks or the devoid land that will come next set. At least unless we are dropping our Eldrazi Temple that is just a crime in this deck.
Other way is to play a crazy build with Chromatic Lantern + Fist of Suns that abuses casting effects. Maybe fits more into a green version with ancient stirrings. Chromatic Lantern will turn on Eye of Ugin and fetch lands + Oblivion Sower.
Turn one you have food for a turn 2 Wasteland Strangler. Provides food for turn 3 Blight Herder.
Since you are removing the drawback of Pyxis of Pandemonium (returning face down cards) you can combo with Conduit of Ruin and place Emrakul, the Aeons Torn on top of your deck. Exile it with Pandemonium then pay It's cost with 4 lands + 3 tokens from Blight Herder. If you are playing against twin or something like this you can top Void Winnower or something like Platinum Angel/Platinum Emperion.
Against some decks I like to play surgical Extraction turn 0 removing their first fetch land so it works like a ramp 4 if you have a urborg, Tomb of Yawgmoth + Oblivion Sower. Along side you just have information of what you are playing against. Versus Tron it works nice with Ghost Quarter and since our ramp is better we can recover faster. Against basic land decks you can side board surgical Extraction easily.
Since urborg, Tomb of Yawgmoth is probably a must in most of BX builds I'm testing a pet card that is Sadistic Sacrament. It reads: "Choose 1: Ramp 3 (with Oblivion Sower) or Remove their win conditions/combo pieces" and Late game you can pay it's kicker cost with the lands you stole from your opponent.
Turn 1 Eldrazi Temple + Altar of the Brood
Turn 2 Plains + Rest in Peace
Turn 3 Eldrazi Temple/Eye of Ugin + Blight Herder (Exile Mill 4 cards)
Turn 4 Oblivion Sower (bring back a lot of lands and each one entering the field will mill more cards)
Not a final version but just to test:
4 Eye of Ugin
4 Vesuva
4 Eldrazi Temple
2 Sanctum of Ugin
4 Expedition Map
4 Relic of Progenitus
4 Ancient Stirrings
4 Abundant Growth
4 Oblivion Sower
3 Blight Herder
1 Kozilek, Butcher of Truth
4 Endless One
1 Conduit of Ruin
1 Void Winnower
2 Ulamog, the Ceaseless Hunger
4 Garruk Wildspeaker
The thing about vesuva is to play like a 12 posts deck. Abundant Growth is here to enchant Eye of Ugin but it could be Utopia Sprawl to ramp Garruk third turn.
Zur the Enchanter would be maybe 1-2 (one is fine) because he is not the star of the deck but like the other cards another way to kill without combo.
Something like:
Thassa, God of the Sea not just help Knight of the reliquary in this deck but shines with Geist of Saint Traft.
You can make a version with Treefolks and play Treefolk Harbinger and top a Woodfall Primus that will not just destroy something but will persist for another kill.
The same for Flamekin Harbinger and do some crazy plays like Omnath, Locus of Rage, Liege of the Tangle, Avenger of Zendikar and or Greenwarden of Murasa to recycle anything from your grave.