Tireless tracker proved useful only in control match ups so I have taken them out along with the void grafters and oblivion sowers and 1 scrying for 3 mimic, 3 reality smasher and 4 ancient stirrings
have you considered congregation at dawn? seems pretty janky but you can stack your deck with titans to flip for free, and it's sort of in your colors.
Yea, I will have to run white if that is the case, I will try the configuration after this tournement next week and see how my current decklist goes. Thanks.
Yes blue currently seems to be the remainder of the times when I ran 4x Gitaxian Probe, 4x Jace, Vryn's Prodigy and 4xVoid Grafter.
I can make the deck mono green or green white, I guess Nest Invader is the obvious choice for mono green.
I do not have experience with playing Tron, but current Tron list do run a lot of Expedition Maps and eggs which might disrupt the creature density of the deck. But I will look into it.
Mwonvuli Beast Tracker is not a card that has crossed my mind, I will give it a try. Ancient Stirrings was a go to card when I first started with the deck, but I found that hitting more things I really want when I only wanted to find a land was sad indeed since the cards go to the bottom which is why I used Sylvan Scrying instead to prevent it.
But yes the deck does rely on ramp and Eldrazi Temple and having a average cmc of 4 is not what normal decks in Modern want to do either. Mishra's Bauble might just be good enough although I tried to find a synergy scry card and the only viable one was Thassa, God of the Sea
Reality Smasher is definiately a good card, the only reason why it didn't make the list is apart from the damage it does not further the plan for casting my titans in the old fashion hard casting way. But yes I will definiately consider putting them in for the Oblivion Sowers and see how they do, pressure on board is always good.
And I need to find out how people make these nice boxes.
This is my first submission, the idea for this deck came when BFZ was announced and it took some time for me to assemble and perfect, in the midst of all that the Eldrazi dominated Modern but now with Eye of Ugin banned is the Eldrazi menance finally over? I dare say it is not.
The reason why this deck came to be was one thing, I want to cast Emrakul in Modern in an Eldrazi based deck which no one did (in the Professional/Major scene) when Eldrazi dominated Modern. Then it evolved into a deck with each Eldrazi Titan (namely, Emrakul, the Aeons Torn, Ulamog, the Ceasless Hunger and Kozilek, Butcher of Truth but I have to say Kozilek whether new or old is unplayable as he does not affect the board much if at all (Although it was fun me casting all the titans in several occasions). As such I focused more on immediate board effect and board-presence.
Now I would like everyone's comment on this deck to make it better keeping in mind the goal is always to cast Emrakul or smash with Eldrazis and still have a fair chance of winning any matchup.
4. Discussion Main Deck
1 Cast:
Now Ramp is necessary so Noble Hierarch is a go to, buy why not Birds of Paradise? Reason is I only run two colours, and exalted, but the downside is I cannot use the mana dork to block fliers.
Notable Mention: Gitaxian Probe it is particularly good to check for counter-spells and to decide when I want to cast a certain card over the other especially for a card like Descendants' Path which can bait counters if I have something better I wanted to cast later on etc. It also augments my Summoning Traps. Afterall Gitaxian Probe is a free spell if you take pain. But for the time being I have taken them out to increase creature count for Descendants' Path purposes and replaced them with Tireless Trackers for CA purposes. Birds of Paradise so why do I just not run more mana dorks? Well I need to balance the return from Descendant's Path, late game power, and early game ramp.
2 Cast: Lotus Cobra is here because it serves the ramp function, it potentially replaces itself with a fetchland in hand, and if unanswered it gives too much advantage therefore it serves also as a bait for bolts and removal. Sylvan Scrying is a must in this deck whether to search for Eldrazi Temple or a piece of the combo i.e. Mutavault, at first I ran four but I needed the Dismember as a cheap source of removal therefore I have settled at 3.
Notable Mention: Jace,Vryn's Prodigy, I did run them but in the end the loot was too slow and did not generate the extra mana I may need so they are no longer part of the deck.
3 Cast: Tireless Tracker is debatable but the CA is too good to not give it a try at least, given my deck may produce extra and unwanted mana, I can use those for cracking some clues. Further, it is a creature that is worthy to be removed, all the better. Last of all I can also say the second most annoying thing in recent Magic History "Got a clue, and another clue, you got any clues?". Void Grafter, some may instantly think why this card, first of all it grants hexproof to a friendly creature, second it has a big butt, third it has flash, trigger on the stack is one thing you will be saying when you play this deck to activate Mutavault when Descendant's Path trigger goes on the stack or to Flash this little devil in with the all important creature type Eldrazi. Otherwise Flash this in to block, no one expects the Void Grafter (until it becomes a thing, if ever of course). Descendants' Path, namesake of the deck, at times library manipulation, at other times CA, so the card is good, why? Let me explain, first at each of your upkeep, before you draw you flip the top card, if it is a creature that shares a type you cast it for free, that is the obvious, but what if you do not flip a creature? You ship it back to the bottom, you do not draw it, and likely event is next card would be more relevant. But the thing with this is never put it down too early when you have no lands in hand, otherwise you might mana screw yourself. Dismember, acts as a one cast removal for double the pain but removal nonetheless, it will take care of combo-pieces or roadblocks at short notice.
Notable Mention: Vile Redeemer Board-wipes are less painful, but the problem with this card is it does not have 4 toughness like our friend Void Grafter
4 Cast: Thought-Knot Seer What more do you want to say then, "let me see your hand, oh something good? I THOUGHT NOT!" I do not think this cards needs any more introduction.
Notable Mention: Sakashima the Impostor Well it is the only card in Magic that copies Legendary Creatures without offending the Legendary rule. It being a human also means it can be cast off Descendant's Path.
6 Cast: Conduit of Ruin This card has value printed all over it, not only do you fetch a creature when you cast it, it reduces the amount for casting your first creature every turn after it stays on the battlefield. This augments Descendants' Path, if you have one next turn it is Emrakul, the Aeons Torn, if you have two say hello to the Flying Spaghetti Monster. The only other option of putting cards onto the top of your library in modern is Congregation at Dawn and that is out of colour and jamming another colour to the deck is bad. Oblivion Sower This card also has value printed all over it, free lands in a ramp deck yes please, oh you also have Lotus Cobra even better.
7 Cast: World Breaker Again a card with value, and essentially it has Reach, since the deck is poor against flyers. Any hate card they play that World Breaker can answer? World Breaker answers. I used to only run one, but two is better than one so there is now one less Oblivion Sower.
10 Cast: Ulamog, the Ceaseless Hunger Value, value from Descendant's Path, you are playing a deck that can hard cast him. I used to play one, but since Kozilek (new or old) cannot compare now there is two.
15 Cast: Emrakul, the Aeons Torn, well it is the point of the deck to cast her so she is automatically included. Apart from being the strongest creature in Modern of course.
Lands:
Mana base is more difficult here, ramping is a must, fetch-lands are a must, then there is a balance of 3 colours, yes because of the colourless requirement on Though-Knot Seer this is essentially a three colour deck.
So why the mana base? I will deal with the more controversial ones. Thespian's Stage This copies my Eldrazi Temple, but so does Vesuva, but Vesuva comes into play tapped, you can easily navigate a turn where you can turn profit with Thespian's Stage and it is less prone to copying nothing while still providing mana on its own. The most important thing is it still provides mana when it comes down which can be in most situations much needed. Cavern of Souls an Eldrazi tribal deck that does not run 4x why? Well because I play Summoning Trap, if I do not like you those will be coming in, further control in Modern in terms of counterspell is mostly bad, and I always have the handy Sylvan Scrying if i need it, but I have never been excited drawing Cavern of Souls so far, expect the one time when I do not have a forest in hand to cast my turn 1 Noble Hierarch, even then the hand has to be exceptional for me to keep it. Mutavault Well if you are running Descendant's Path, there is no better card to go with it.
The other lands should be self-explanatory Eldrazi Temple is a must or your deck will not work, fetchlands for Lotus Cobra, even without the Lotus Cobra you still need them for mana fixing.
Sideboard: Chalice of the Void This deck is particularly weak to fast decks, namely, burn, infect, affinity, bogles but all these decks have the same weakness. Engineered Explosives Again to combat decks that run low cmc creatures. Relic of Progenitus Graveyard hate plus value with Oblivion Sower, makes this a good choice. Back to Nature Against Bogles mainly. Cyclonic Rift Against Abzan Company and friends and Kiki-chord and friends. Casting it with Overload is not a dream. Summoning Trap Against counter-spell matchups or Jund or other decks that just takes a long time doing their thing. Hard-casting it is not a dream I hard casted 2 of these in one match against a Jund deck, he also managed to discard one too. Akroma's Memorial or Eldrazi Monument Sole purpose is to make the team fly, added bonuses are bonuses but the problem with Eldrazi Monument is you have to sac creatures which is bad for the deck unless you are really ahead. Sundering Titan against any three colour control match-ups for land destruction and fetchable from Conduit of Ruin and is in hard-casting range. Clinging Mists or Fog against other aggro decks when one swing ends the game.
Notable Mention: All Is Dust Being the best Eldrazi Tribal removal around, it is a good card, but then it is also slow even with Eldrazi Temple in play, but there is an argument for running it. Pithing Needle well against Planeswalker this is a must, but I took them out for now, I can always rely on my Thought-knot Seer and Ulamog, the Ceaseless Hunger and hope for the best.
Match-ups: (this is from personal experience)
Currently the deck has played against stock list of Affinity, Infect, Jund, Abzan Company, Kiki-combo, Grixis Control and some other rogue list namely Big Black (mono-black sacrifice and devotion with Phyrexian Obliterator and Gray Merchant of Asphodel at the top end of the curve). I do not play Magic Online as I like to play with real cards so results may not come in as often. I will be taking the deck to another Modern Tournament next week.
The Affinity match-up was bad, got killed 2-0 and I did not hold any of my sideboard surprises, the second game was a close one as I only needed one more turn to win but flyers was too much for a already losing board, but then again this was before I have upgraded the list for more ramp and reach.
Infect, my creatures were too big for him, and his Apostle's Blessing was useless against me, since my creatures are colourless. Second game went even better for me as I had my full sideboard of Chalices, watch him cry after I placed a Chalice for 1.
Jund, my creatures are bigger and badder and I get to exile things, there was not much he can do to compare in game one. Game 2 was interesting, he began first, discarded my early threats such as Thought-Knot Seer, but my 3 summoning trap hand saved my life when I summoning trapped twice at the end of his turn and my turn and he got to face down my Newlamog and I exiled his deck to win.
Abzan Company, this is one of the harder match-ups too given he can suddenly combo off. First game I had a real good curve, with Thought-Knot Seer and Oblivion Sower exiling essential cards and took the victory. Second game, he had a much better start ramping into a turn 3 co-co, the game then lasted very long as I exiled his death-cap which was a 1 of. I was again one turn away from winning the match but he managed to combo off with a very cluttered board state.
Third game went to time and I was again one turn from winning on my turn 5 of extra turns, I called the judge, asked if hard-casting Emrakul, the Aeons Torn will give me a Turn 6, he said no effectively preventing me from winning. This was also the game where I Overloaded my Cyclonic Rift so he cannot combo off on his Extra Turn 2 meaning he had nothing much to do on Turn 4 of Extra Turns.
Kiki-combo, 1st game was stolen from me according to the Kiki-combo player, my curve was good, turn 2, 3 and 4 Thought-Knot Seer and a turn 5 Oblivion Sower, but he found his last needed mountain and already had Kiki-Jiki, Mirror Breaker in hand which he drew off his Remand when I was going to Gitaxian Probe him to see if I should cast my Oblivion Sower and a Restoration Angel in play.
Game 2 was interesting, he missed one land drop and I was able to curve out well into my World Breaker exiling one of his lands in play, then the game snowballed from there with me casting my Ulamog, the Ceaseless Hunger exiling more lands and him forfeiting.
Game 3 he won easily as I was land flooded with only a turn 4 play after a mulligan to 5, which he commented if I had made earlier plays the game would have been different.
Grixis Control, well this is the sort of match-up my deck should excel at unless he casts a Damnation. Which likely has to be top-decked. Won convincingly 2-0, as I ramped out and casted my Thought-Knot Seer on turn 3 and saw that his hand was not great. Then came the beat downs. Game 2 was interesting, I obviously sided in my Summoning Traps, but he saw it with his Inquisition of Kozilek which was unfortunate, but an early Descendant's Path combo ended the game early when I flipped Emrakul, the Aeons Torn.
Game 1 I won quickly, with my good curve and since I was able to go wide the creature sacrifice was not so bad.
Game 2 He won with early discards and two Phyrexian Obliterator effectively forcing me to go defensive until I had an out.
Game 3 was close he had a Lashwrithe played on a Liliana, Heretical Healer which was a 9 power creature and roadblock Phyrexian Obliterator, but I had double Descendant's Path and the second trigger was Emrakul herself stealing the win for me. Worthy note was he had Gray Merchant in hand.
Update 20.05.2016
Played against Grixis Control and Hexproof Aura today.
Titan's Path 2 - Grixis Control 1
Game 1 I was on the play, turn 1 noble, which got bolted, then turn 2 sylvan scrying for temple but lead with fetchland, turn 3 lotus cobra play fetchland for a mana crack old fetch for another mana and tap for and tireless tracker, he terminated my tireless tracker end step so I fetched for a clue and cracked it, turn 4 though-knot removing his damnation, then I was set to win playing bigger creatures as I went.
Game 2 He was on the play, turn 1 iok removed my noble, so I had no play turn 1 and i played lotus which got bolted as expected, then he thoughtseized me removing my descendant's path, mutavault combo, and the game went from there with him beating me with his snapcaster.
Game 3 I was on the play, I believe he mulliganed to 5 and I was on a 6, curving out with turn 1 noble, turn 2 lotus cobra got spell snared, I casted summoning trap hit a tireless tracker was not expectionally happy but played my fetchland for 2 clues, he killed it before I can make him bigger as expected but left him tapped out so I proceeded to play chalice on 2, a thought knot seer then saw his hand and I took his damnation as he was still missing red mana, he drew red mana which comes into played tapped and I exiled it when I casted my World Breaker at turn 5 which. Then I had the game from thereon. I was cracking clues to gain ca somewhere in between.
Titan's Path 2 - Hexproof Aura 0
I was on the play, turn one noble, turn two lotus cobra crack fetchland and played sylvan scrying for temple to set up a turn 3 (i took 3 damage from a double equipped bogle, umbra and armor so on 16 life), by turn 3 I played temple float a mana from lotus cobra but had no play (i took 9 damage from a double umbra rancor armor bogle so on 7 life), turn 4 i played another temple and played World Breaker exiling his armor (then bogle became a 11 attacker with triple umbra, rancor and armor, had to block with world breaker, so on 3 life), turn 5 I tapped 3 mana to return world breaker to my hand, played a fetchland cracked it to float 2 mana, and recasted World Breaker exiling the 2nd armor shrinking the bogle to a 6/4 so it cannot attack. From then I turned the corner with 2 life when I casted my second World Breaker to exile the rancor and subsequently casting Newlamog to win the game.
Game 2 hexproof aura was on the play, I do not know why the player kept a hand with no turn 1 play, so i assume it was Kor Spirit Dancer which I had a dismember in hand for.
Turn 1 again was land noble, I could have gone for the turn 2 mutavault, descendants path play but opted not to so I can kill Kor Spirit Dancer when the enchanment is being casted on her, which i did, and no follow up creature from the player. Turn 3, I descendants path, then I ran off with the game after casting the 2nd descendants path and on turn 5 I flipped Conduit of Ruin bringing Emrakul into play with the 2nd trigger.
Essentially this is the benchmark of what you wish you would be doing at any particular turn. Of course everything depends on what you have in your hand, but as you can see there are decisions to make if several lines are available to you, do you combo or do you ramp for the long game and it really depends on which you would gamble your chances on. In the longer match ups you will have time so ramping for further advantage is fine, but in shorter games, combo off earlier is needed or stabilising early by casting cards that effect the board over ramping etc.
6. Summary
The deck is fun to play, if you are an Eldrazi lover, I would ask you to take it up and try it and come back and see how the deck can be improved.
I keep count of how many titans I cast each match and so far I have averaged 1.5, and you might say shouldn't you have won, but sadly for some even a Kozilek, the Butcher of Truth or Kozilek, the Great Distortion or Ulagmog, the Ceaseless Hunger or Emrakul, the Aeons Torn is not enough to salvage the game.
Another thing you can do with this deck is... yes remember what I said in the middle of this thread, you can say "I've got a Clue" and "I THOUGHT NOT". So Flavour and Style points right there.
The deck is generally fast with the ramp, and potent if undisputed, but even if disrupted it is still a good deck since the ramp is not entirely necessary with the Eldrazi Temples.
In terms of match-ups, this deck wins easier the longer the games go. Which is why I finally decided to mainboard 2xDismembers.
Please let me know what you think of the deck, this is something I have brewed and think it is original enough although I am not sure if a similar list has been running around online yet.
There is a Credits section below to name the contributors to this deck. Thank you and I will check as frequently as I can.
I am going to try out a copy of westvale abbey in my UBW control deck since it runs secure the wastes main and then theres also timely reinforcements since tokens for me are mostly on chump block duty so why not.
I think Tireless Tracker will have play-ability but the deck needs to adjust to it. It cannot be a threat, I see the card as simple CA in a green deck without having to force yourself to run card draws from say blue or black which if you ask me, this is one of the best CA you have aside from co-co, and glimpse, the latter is banned in modern.
You also need to run a deck that doesn't care if Tireless Tracker dies.
I am testing the Tracker out in my special brew Eldrazi deck just for the CA given the extra mana I can get in turn 2 or 3, replacing my probes at the moment to see how it plays out. So Tracker for me is a turn 2 play, if it gets removed I will be happy because Thought-Knot will be the optimal turn 3 play.
I also got an Eldrazi list going so I welcome op to take a look too http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/700053-titans-path-ug-eldrazi-modern-legal but mine is UG.
456 Flusterstorm
306 Lotus Petal
256 Rishadan Port
192 Crop Rotation
141 Shardless Agent
Will Not Be Reprinted
705 Scalding Tarn
373 Jace, the Mind Sculptor
210 Chalice of the Void
184 Ancient Tomb
176 Gorve of the Burnwillows
Yea, I will have to run white if that is the case, I will try the configuration after this tournement next week and see how my current decklist goes. Thanks.
Yes blue currently seems to be the remainder of the times when I ran 4x Gitaxian Probe, 4x Jace, Vryn's Prodigy and 4xVoid Grafter.
I can make the deck mono green or green white, I guess Nest Invader is the obvious choice for mono green.
I do not have experience with playing Tron, but current Tron list do run a lot of Expedition Maps and eggs which might disrupt the creature density of the deck. But I will look into it.
Cyclonic Rift do require the blue and Engineered Explosives is better with a second colour though.
At one time Simic Charm was also sideboard.
And yes I like to say it too but try not to annoy the other player
Mwonvuli Beast Tracker is not a card that has crossed my mind, I will give it a try.
Ancient Stirrings was a go to card when I first started with the deck, but I found that hitting more things I really want when I only wanted to find a land was sad indeed since the cards go to the bottom which is why I used Sylvan Scrying instead to prevent it.
But yes the deck does rely on ramp and Eldrazi Temple and having a average cmc of 4 is not what normal decks in Modern want to do either.
Mishra's Bauble might just be good enough although I tried to find a synergy scry card and the only viable one was Thassa, God of the Sea
Good thing is I have all the cards apart from the Mwonvuli Beast Tracker and the Eldrazi Displacer so I can try your suggestion out too. I would definiatly add in Congregation at Dawn if I am running GW though.
Reality Smasher is definiately a good card, the only reason why it didn't make the list is apart from the damage it does not further the plan for casting my titans in the old fashion hard casting way. But yes I will definiately consider putting them in for the Oblivion Sowers and see how they do, pressure on board is always good.
And I need to find out how people make these nice boxes.
Contents
1. Introduction
2. Main Deck
3. Sideboard
4. Discussion
5. Gameplay
6. Summary
7. Credits
1. Introduction
This is my first submission, the idea for this deck came when BFZ was announced and it took some time for me to assemble and perfect, in the midst of all that the Eldrazi dominated Modern but now with Eye of Ugin banned is the Eldrazi menance finally over? I dare say it is not.
The reason why this deck came to be was one thing, I want to cast Emrakul in Modern in an Eldrazi based deck which no one did (in the Professional/Major scene) when Eldrazi dominated Modern. Then it evolved into a deck with each Eldrazi Titan (namely, Emrakul, the Aeons Torn, Ulamog, the Ceasless Hunger and Kozilek, Butcher of Truth but I have to say Kozilek whether new or old is unplayable as he does not affect the board much if at all (Although it was fun me casting all the titans in several occasions). As such I focused more on immediate board effect and board-presence.
Now I would like everyone's comment on this deck to make it better keeping in mind the goal is always to cast Emrakul or smash with Eldrazis and still have a fair chance of winning any matchup.
2. Main Deck
27 Creatures:
4x Noble Hierarch
3x Lotus Cobra
3x Tireless Tracker
2x Void Grafter
4x Thought-Knot Seer
4x Conduit of Ruin
2x Oblivion Sower
2x World Breaker
2x Ulamog, the Ceaseless Hunger
1x Emrakul, the Aeons Torn
9 Spells:
3x Sylvan Scrying
4x Descendants' Path
2x Dismember
24 Lands:
3x Breeding Pool
1x Cavern of Souls
4x Eldrazi Temple
3x Forest
1x Island
4x Misty Rainforest
3x Mutavault
1x Thespian's Stage
1x Wastes
3x Windswept Heath
3. Sideboard
4x Chalice of the Void
2x Engineered Explosives
1x Relic of Progenitus
1x Back to Nature or none
2x Cyclonic Rift
1x Clinging Mists or Fog
3x Summoning Trap
1x Akorma's Memorial or Eldrazi Monument
1x Sundering Titan
4. Discussion
Main Deck
1 Cast:
Now Ramp is necessary so Noble Hierarch is a go to, buy why not Birds of Paradise? Reason is I only run two colours, and exalted, but the downside is I cannot use the mana dork to block fliers.
Notable Mention:
Gitaxian Probe it is particularly good to check for counter-spells and to decide when I want to cast a certain card over the other especially for a card like Descendants' Path which can bait counters if I have something better I wanted to cast later on etc. It also augments my Summoning Traps. Afterall Gitaxian Probe is a free spell if you take pain. But for the time being I have taken them out to increase creature count for Descendants' Path purposes and replaced them with Tireless Trackers for CA purposes.
Birds of Paradise so why do I just not run more mana dorks? Well I need to balance the return from Descendant's Path, late game power, and early game ramp.
2 Cast:
Lotus Cobra is here because it serves the ramp function, it potentially replaces itself with a fetchland in hand, and if unanswered it gives too much advantage therefore it serves also as a bait for bolts and removal.
Sylvan Scrying is a must in this deck whether to search for Eldrazi Temple or a piece of the combo i.e. Mutavault, at first I ran four but I needed the Dismember as a cheap source of removal therefore I have settled at 3.
Notable Mention:
Jace,Vryn's Prodigy, I did run them but in the end the loot was too slow and did not generate the extra mana I may need so they are no longer part of the deck.
3 Cast:
Tireless Tracker is debatable but the CA is too good to not give it a try at least, given my deck may produce extra and unwanted mana, I can use those for cracking some clues. Further, it is a creature that is worthy to be removed, all the better. Last of all I can also say the second most annoying thing in recent Magic History "Got a clue, and another clue, you got any clues?".
Void Grafter, some may instantly think why this card, first of all it grants hexproof to a friendly creature, second it has a big butt, third it has flash, trigger on the stack is one thing you will be saying when you play this deck to activate Mutavault when Descendant's Path trigger goes on the stack or to Flash this little devil in with the all important creature type Eldrazi. Otherwise Flash this in to block, no one expects the Void Grafter (until it becomes a thing, if ever of course).
Descendants' Path, namesake of the deck, at times library manipulation, at other times CA, so the card is good, why? Let me explain, first at each of your upkeep, before you draw you flip the top card, if it is a creature that shares a type you cast it for free, that is the obvious, but what if you do not flip a creature? You ship it back to the bottom, you do not draw it, and likely event is next card would be more relevant. But the thing with this is never put it down too early when you have no lands in hand, otherwise you might mana screw yourself.
Dismember, acts as a one cast removal for double the pain but removal nonetheless, it will take care of combo-pieces or roadblocks at short notice.
Notable Mention:
Vile Redeemer Board-wipes are less painful, but the problem with this card is it does not have 4 toughness like our friend Void Grafter
4 Cast:
Thought-Knot Seer What more do you want to say then, "let me see your hand, oh something good? I THOUGHT NOT!" I do not think this cards needs any more introduction.
Notable Mention:
Sakashima the Impostor Well it is the only card in Magic that copies Legendary Creatures without offending the Legendary rule. It being a human also means it can be cast off Descendant's Path.
6 Cast:
Conduit of Ruin This card has value printed all over it, not only do you fetch a creature when you cast it, it reduces the amount for casting your first creature every turn after it stays on the battlefield. This augments Descendants' Path, if you have one next turn it is Emrakul, the Aeons Torn, if you have two say hello to the Flying Spaghetti Monster. The only other option of putting cards onto the top of your library in modern is Congregation at Dawn and that is out of colour and jamming another colour to the deck is bad.
Oblivion Sower This card also has value printed all over it, free lands in a ramp deck yes please, oh you also have Lotus Cobra even better.
7 Cast:
World Breaker Again a card with value, and essentially it has Reach, since the deck is poor against flyers. Any hate card they play that World Breaker can answer? World Breaker answers. I used to only run one, but two is better than one so there is now one less Oblivion Sower.
10 Cast:
Ulamog, the Ceaseless Hunger Value, value from Descendant's Path, you are playing a deck that can hard cast him. I used to play one, but since Kozilek (new or old) cannot compare now there is two.
15 Cast:
Emrakul, the Aeons Torn, well it is the point of the deck to cast her so she is automatically included. Apart from being the strongest creature in Modern of course.
Lands:
Mana base is more difficult here, ramping is a must, fetch-lands are a must, then there is a balance of 3 colours, yes because of the colourless requirement on Though-Knot Seer this is essentially a three colour deck.
So why the mana base? I will deal with the more controversial ones.
Thespian's Stage This copies my Eldrazi Temple, but so does Vesuva, but Vesuva comes into play tapped, you can easily navigate a turn where you can turn profit with Thespian's Stage and it is less prone to copying nothing while still providing mana on its own. The most important thing is it still provides mana when it comes down which can be in most situations much needed.
Cavern of Souls an Eldrazi tribal deck that does not run 4x why? Well because I play Summoning Trap, if I do not like you those will be coming in, further control in Modern in terms of counterspell is mostly bad, and I always have the handy Sylvan Scrying if i need it, but I have never been excited drawing Cavern of Souls so far, expect the one time when I do not have a forest in hand to cast my turn 1 Noble Hierarch, even then the hand has to be exceptional for me to keep it.
Mutavault Well if you are running Descendant's Path, there is no better card to go with it.
The other lands should be self-explanatory Eldrazi Temple is a must or your deck will not work, fetchlands for Lotus Cobra, even without the Lotus Cobra you still need them for mana fixing.
Sideboard:
Chalice of the Void This deck is particularly weak to fast decks, namely, burn, infect, affinity, bogles but all these decks have the same weakness.
Engineered Explosives Again to combat decks that run low cmc creatures.
Relic of Progenitus Graveyard hate plus value with Oblivion Sower, makes this a good choice.
Back to Nature Against Bogles mainly.
Cyclonic Rift Against Abzan Company and friends and Kiki-chord and friends. Casting it with Overload is not a dream.
Summoning Trap Against counter-spell matchups or Jund or other decks that just takes a long time doing their thing. Hard-casting it is not a dream I hard casted 2 of these in one match against a Jund deck, he also managed to discard one too.
Akroma's Memorial or Eldrazi Monument Sole purpose is to make the team fly, added bonuses are bonuses but the problem with Eldrazi Monument is you have to sac creatures which is bad for the deck unless you are really ahead.
Sundering Titan against any three colour control match-ups for land destruction and fetchable from Conduit of Ruin and is in hard-casting range.
Clinging Mists or Fog against other aggro decks when one swing ends the game.
Notable Mention:
All Is Dust Being the best Eldrazi Tribal removal around, it is a good card, but then it is also slow even with Eldrazi Temple in play, but there is an argument for running it.
Pithing Needle well against Planeswalker this is a must, but I took them out for now, I can always rely on my Thought-knot Seer and Ulamog, the Ceaseless Hunger and hope for the best.
Match-ups: (this is from personal experience)
Currently the deck has played against stock list of Affinity, Infect, Jund, Abzan Company, Kiki-combo, Grixis Control and some other rogue list namely Big Black (mono-black sacrifice and devotion with Phyrexian Obliterator and Gray Merchant of Asphodel at the top end of the curve). I do not play Magic Online as I like to play with real cards so results may not come in as often. I will be taking the deck to another Modern Tournament next week.
The Affinity match-up was bad, got killed 2-0 and I did not hold any of my sideboard surprises, the second game was a close one as I only needed one more turn to win but flyers was too much for a already losing board, but then again this was before I have upgraded the list for more ramp and reach.
Infect, my creatures were too big for him, and his Apostle's Blessing was useless against me, since my creatures are colourless. Second game went even better for me as I had my full sideboard of Chalices, watch him cry after I placed a Chalice for 1.
Jund, my creatures are bigger and badder and I get to exile things, there was not much he can do to compare in game one. Game 2 was interesting, he began first, discarded my early threats such as Thought-Knot Seer, but my 3 summoning trap hand saved my life when I summoning trapped twice at the end of his turn and my turn and he got to face down my Newlamog and I exiled his deck to win.
Abzan Company, this is one of the harder match-ups too given he can suddenly combo off. First game I had a real good curve, with Thought-Knot Seer and Oblivion Sower exiling essential cards and took the victory. Second game, he had a much better start ramping into a turn 3 co-co, the game then lasted very long as I exiled his death-cap which was a 1 of. I was again one turn away from winning the match but he managed to combo off with a very cluttered board state.
Third game went to time and I was again one turn from winning on my turn 5 of extra turns, I called the judge, asked if hard-casting Emrakul, the Aeons Torn will give me a Turn 6, he said no effectively preventing me from winning. This was also the game where I Overloaded my Cyclonic Rift so he cannot combo off on his Extra Turn 2 meaning he had nothing much to do on Turn 4 of Extra Turns.
Kiki-combo, 1st game was stolen from me according to the Kiki-combo player, my curve was good, turn 2, 3 and 4 Thought-Knot Seer and a turn 5 Oblivion Sower, but he found his last needed mountain and already had Kiki-Jiki, Mirror Breaker in hand which he drew off his Remand when I was going to Gitaxian Probe him to see if I should cast my Oblivion Sower and a Restoration Angel in play.
Game 2 was interesting, he missed one land drop and I was able to curve out well into my World Breaker exiling one of his lands in play, then the game snowballed from there with me casting my Ulamog, the Ceaseless Hunger exiling more lands and him forfeiting.
Game 3 he won easily as I was land flooded with only a turn 4 play after a mulligan to 5, which he commented if I had made earlier plays the game would have been different.
Grixis Control, well this is the sort of match-up my deck should excel at unless he casts a Damnation. Which likely has to be top-decked. Won convincingly 2-0, as I ramped out and casted my Thought-Knot Seer on turn 3 and saw that his hand was not great. Then came the beat downs. Game 2 was interesting, I obviously sided in my Summoning Traps, but he saw it with his Inquisition of Kozilek which was unfortunate, but an early Descendant's Path combo ended the game early when I flipped Emrakul, the Aeons Torn.
Against the mono black deck, it was a hard matchup given the free creature sacrifices Gatekeeper of Malakir and Geth's Verdict he gets along with the roadblock of Phyrexian Obliterator and lifegain from Vampire Nighthawk Liliana, Heretical Healer and the kill pressure from Gray Merchant of Asphodel and Lashwrithe.
Game 1 I won quickly, with my good curve and since I was able to go wide the creature sacrifice was not so bad.
Game 2 He won with early discards and two Phyrexian Obliterator effectively forcing me to go defensive until I had an out.
Game 3 was close he had a Lashwrithe played on a Liliana, Heretical Healer which was a 9 power creature and roadblock Phyrexian Obliterator, but I had double Descendant's Path and the second trigger was Emrakul herself stealing the win for me. Worthy note was he had Gray Merchant in hand.
Update 20.05.2016
Played against Grixis Control and Hexproof Aura today.
Titan's Path 2 - Grixis Control 1
Game 1 I was on the play, turn 1 noble, which got bolted, then turn 2 sylvan scrying for temple but lead with fetchland, turn 3 lotus cobra play fetchland for a mana crack old fetch for another mana and tap for and tireless tracker, he terminated my tireless tracker end step so I fetched for a clue and cracked it, turn 4 though-knot removing his damnation, then I was set to win playing bigger creatures as I went.
Game 2 He was on the play, turn 1 iok removed my noble, so I had no play turn 1 and i played lotus which got bolted as expected, then he thoughtseized me removing my descendant's path, mutavault combo, and the game went from there with him beating me with his snapcaster.
Game 3 I was on the play, I believe he mulliganed to 5 and I was on a 6, curving out with turn 1 noble, turn 2 lotus cobra got spell snared, I casted summoning trap hit a tireless tracker was not expectionally happy but played my fetchland for 2 clues, he killed it before I can make him bigger as expected but left him tapped out so I proceeded to play chalice on 2, a thought knot seer then saw his hand and I took his damnation as he was still missing red mana, he drew red mana which comes into played tapped and I exiled it when I casted my World Breaker at turn 5 which. Then I had the game from thereon. I was cracking clues to gain ca somewhere in between.
Titan's Path 2 - Hexproof Aura 0
I was on the play, turn one noble, turn two lotus cobra crack fetchland and played sylvan scrying for temple to set up a turn 3 (i took 3 damage from a double equipped bogle, umbra and armor so on 16 life), by turn 3 I played temple float a mana from lotus cobra but had no play (i took 9 damage from a double umbra rancor armor bogle so on 7 life), turn 4 i played another temple and played World Breaker exiling his armor (then bogle became a 11 attacker with triple umbra, rancor and armor, had to block with world breaker, so on 3 life), turn 5 I tapped 3 mana to return world breaker to my hand, played a fetchland cracked it to float 2 mana, and recasted World Breaker exiling the 2nd armor shrinking the bogle to a 6/4 so it cannot attack. From then I turned the corner with 2 life when I casted my second World Breaker to exile the rancor and subsequently casting Newlamog to win the game.
Game 2 hexproof aura was on the play, I do not know why the player kept a hand with no turn 1 play, so i assume it was Kor Spirit Dancer which I had a dismember in hand for.
Turn 1 again was land noble, I could have gone for the turn 2 mutavault, descendants path play but opted not to so I can kill Kor Spirit Dancer when the enchanment is being casted on her, which i did, and no follow up creature from the player. Turn 3, I descendants path, then I ran off with the game after casting the 2nd descendants path and on turn 5 I flipped Conduit of Ruin bringing Emrakul into play with the 2nd trigger.
5. Gameplay
This is a summary of how turns normally go:
Turn 1: Land that produces Green and Noble Hiearch or nothing (if nothing most things gets pushed back 1 turn)
Turn 2: Eldrazi Temple, Though-Knot Seer or Lotus Cobra, land, Sylvan Scrying, or Lotus Cobra, fetchland, Tireless Tracker or Descendant's Path, or land and Tireless Tracker, or Mutavault and Descendant's Path
Turn 3: Though-Knot Seer, or Mutavault and Descendant's Path, or Descendant's Path and Void Grafter at next upkeep, or Tireless Tracker and some Clues
Turn 4: Conduit of Ruin, or Oblivion Sower, or World Breaker
Turn 5: Ulamog, the Ceaseless Hunger or other cards as you may have in your hand.
Turn X: Emrakul, the Aeons Torn, she essentially goes where she pleases, if you have the combo just pick her (most of the time).
Essentially this is the benchmark of what you wish you would be doing at any particular turn. Of course everything depends on what you have in your hand, but as you can see there are decisions to make if several lines are available to you, do you combo or do you ramp for the long game and it really depends on which you would gamble your chances on. In the longer match ups you will have time so ramping for further advantage is fine, but in shorter games, combo off earlier is needed or stabilising early by casting cards that effect the board over ramping etc.
6. Summary
The deck is fun to play, if you are an Eldrazi lover, I would ask you to take it up and try it and come back and see how the deck can be improved.
I keep count of how many titans I cast each match and so far I have averaged 1.5, and you might say shouldn't you have won, but sadly for some even a Kozilek, the Butcher of Truth or Kozilek, the Great Distortion or Ulagmog, the Ceaseless Hunger or Emrakul, the Aeons Torn is not enough to salvage the game.
Another thing you can do with this deck is... yes remember what I said in the middle of this thread, you can say "I've got a Clue" and "I THOUGHT NOT". So Flavour and Style points right there.
The deck is generally fast with the ramp, and potent if undisputed, but even if disrupted it is still a good deck since the ramp is not entirely necessary with the Eldrazi Temples.
In terms of match-ups, this deck wins easier the longer the games go. Which is why I finally decided to mainboard 2xDismembers.
Please let me know what you think of the deck, this is something I have brewed and think it is original enough although I am not sure if a similar list has been running around online yet.
There is a Credits section below to name the contributors to this deck. Thank you and I will check as frequently as I can.
7. Credits
Kuanny
You also need to run a deck that doesn't care if Tireless Tracker dies.
I am testing the Tracker out in my special brew Eldrazi deck just for the CA given the extra mana I can get in turn 2 or 3, replacing my probes at the moment to see how it plays out. So Tracker for me is a turn 2 play, if it gets removed I will be happy because Thought-Knot will be the optimal turn 3 play.