Solid report Kruphix. Lets start with your manabase is that due to budget? if so no worries, if not please elaborate. I think Double BB or BW can be a challenge for this deck early on how has sculler been working out for you? if you're looking for that ability have you given consideration to brain maggot? Sideboard is interesting again is witchbane a budget consideration? break down some of your choices.
I just finished watching Sebastian Stückl aka Magus of the Moon's stream where he went 6-2 in the mocs with BW below is his decklist. There is also a lot of league play, and you can see some of the strengths and challenges this deck faces.
Thanks, I agree its nice to have a concise spot to talk about the BW version.
Souls has been incredible, you can control how you create your board position with it and with relic as Zac stated below it affords you the ability to control how you use those resources. The card just grinds especially against all the midrange decks and aggro. Some might get the impression that this deck is a jankier version of BW tokens and they would be sorely mistaken. Souls can close out of nowhere or buy you time before you get online with your eldrazi.
After a lot of testing and moving beyond my biases and pet cards, it has led me to believe that you really only need 3 cards processed in the early to mid game to create immense value and even if you don't process; a 3/2 on turn 2 and a 4/5 on turn 3 is still really good. With 4 relics 4 Path and 1 Surgical that gives you a bridge to the mid to late game where Sower will take over. As stated above by moving beyond RIP it opens up Souls and Extraction and they're both very powerful.
I think Windbrisk is a win more card in this build because of our threat density and ability to go tall and wide, if a land is going to come into play tapped in my opinion it is going to have to offer value mid to late if we flood out(which again isn't the worst thing because of eye and vents).
Back after some more testing and great conversations from the primer thread all though thats getting a bit crowded because there isn't a consensus on the best pairing with Bx.
Having said all that while rest in peace is incredibly powerful and after even more testing it isn't quite what the deck wants. I still feel white offers more than red in these builds so i will be concentrating my effort here. I think Oath will provide a fair amount of new cards that will need to be tested but this isn't the place for that yet.
I think ZealotX is onto something with lingering souls, and taking out rest in peace takes away the nonbo and provides us with one of the most powerful cards in modern. Below is his build he 5-0'd two leagues with. I Don't agree with some selections of his mana base and hopefully he can commentate on his choices.
Also Max Mitchell streamed with this deck tonight you can find part one here & part two here feel free to hit him up on twitter as well here @maxmitchell3000
- Mana Base -
Cavern - You want your threats to resolves and you want the fixing at first i was skeptical but now I fully understand why you play 4 and not a split of any sort with ghost quarter.
Caves - The fixing is really nice, this deck doesn't hurt itself too much like grixis for example and colorless is going to matter in the near future.
Shambling - Another card i was skeptical of, but post board bolt should be coming out against you, the life gain is very nice and in grindy match ups manlands go a very long way also color fixing, having two CIPT lands isn't the worst.
- Creatures -
I think endbringer will be a game changer and in the not too distant future there will be some split with sower while also cutting ulamog down to 1, with another possibly in the board.
- Spells -
With rest in peace no longer a part of this deck, that allows us to play souls and surgical extraction. Sometimes you live in magical christmas land and T1 thoughtseize and extract their win con or you see their hand they're holding a few of the same fetches that they just cracked and you get to live the dream. Other times if gives you the bridge to sower so you get value off of wasteland and herder if you haven't drawn a relic. To Zac's earlier point 6 MD discard does feel like the sweet spot but in my meta i want to be a little less painful so i opted for 4/2 split between IoK and TS. Utter end is a flex spot right and i can understand why people would play slaughter pact over it, but for me personally utter end has over performed in my testing and pact has felt underwhelming.
- sideboard -
this is influx, but Porphyry Nodes & Memoricide have impressed. Ghostly prison has been so so in my testing and some combination of Rest for the Weary & Spellskite will likely be upped.
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.
Slaughter pact, how does everyone feel about it - personally I've been underwhelmed.
Your mana base are you just testing 1's or is that how you're set? I think the list wants 2 Caves' and that is going to become even more pronounced with the new set and cards like endbringer, how has vents been for you?
go for the throat vs. other removal spells like journey to nowhere. I tested both, and the affinity matchup can be a bit of a challenge i imagine souls makes that a lot easier.
how many exile'd cards do you find it takes on average of the course of a match to make this deck successful? I've found that on average its 4-5, so the question becomes how many enablers do we need to make that happen and what do we do with decks that are very linear and don't play with their yard: Affinity and Merfolk as to prime examples. I've found Pyxis has been great in many circumstances for continually turning everything on even if don't hit our discard spells. obviously it doesn't cantrip but it always turns on processing.
Thanks for all the insight Zac; I was going to tweet you with regards to this list. I agree 4 RIP is 2 too many after an exhaustive day of testing, 6 of that ability is more than enough.
I like ghost quarter in this build and the interaction with oblivion sower and the hedge against amulet, tron, scapeshift and man lands. As for Miren, the Moaning Well, wouldn't Tomb of the spirit dragon be better and faster? With a processed blight herder out you're gaining 4 life and you get to keep your creature, which seems optimal in those match ups. I don't its think crazy to go up to 25 lands with the inclusion of the moaning well or tomb.
As for slots available by taking out 2 RIP and 1 Surgical, upping the discard spells to 6 makes sense, in addition to adding 1 more utility land. I really like endless one as an additional one of, since it scales as the game progresses and the interactions with Eye and temple.
After some consideration here is what my sideboard looks like now.
I dropped R and U all together and went in a different direction, so far the results have been very promising in my testing. I created a thread about it as to not clutter this one up any more.
BW Eldrazi Processor is a mid-late range deck that utilizes all the best modern removal spells to control hand - field - graveyard - exile zone until we can cast our big eldrazi creatures to finish the game. The goal is to start with our hand discard spells (Thoughtseize/Inquisition of Kozilek) them play our silver bullet hate cards like Relic of Progenitus/Nihil Spellbomb/Scrabbling Claws to control grave and provide food for processors. At the same time we play Eldrazi Temple & Eye of Ugin as quickly as possible to ramp into our wide threats like Blight Herder/Oblivion Sower and Ulamog, the Ceaseless Hunger. These creatures generate advantage upon casting and often processing, regardless of resolution. The trump card and end goal of ramping is to get to Ulamog, the Ceaseless Hunger occasionally on turn four, more often on five & six and seal the game.
Here is the original inspiration for this deck by EternallyRamza he 5-0 a league with a version.
One of the main eldrazi processors with a build in removal. Can kill most of the main modern threats and has a decent body for it's cost/effect. If you have a Eye of Ugin on the field It'll only cost a single . Definitely a staple in most builds.
Staple in every Eldrazi build. It's ability triggers when you cast so you will get value even if It gets countered. One card that gives more 3 versatile tokens that can be used for chump block or ramp for big threats. Being a 4/5 body can survive against most removals/creatures and if left alone can finish the game by itself.
Other Staple of the deck. 5/8 is a huge body and It's ability trigger when you cast so you can get some value if grab some lands but even if you don't you just have 4 card for processors. Can enter as soon as turn 3 if you get the right combination of lands.
Can enter as a 2/2 first turn or a even a 4/4 second turn. Mid/Lategame is a bomb. Interesting if you want to play a more aggro version with early pressure. Just be careful against Abrupt Decay.
Can be a interesting choice since all abilities are great. The only concern is what to remove from main deck to play it? Need some test but is very promising.
Both cards interacts with opponent's hand and combo very well with processors. The only problem is the fragile body susceptible to removals. Great if you can remove their drawback by processing the exiled card but not so much if you can't.
A new addition from Oath of the Gatewatch. A 3/3 for (if you have Eye of Ugin on the field) that not only has a good body for it's cost but can blink opponent's creatures from attacking or blocking. Can blink your own Wasteland Strangler for extra removal or can save your creatures from target removal. Versatile creature for a decent cost.
Interesting card has draw until 7 when cast and has a build in Disrupting Shoal. The only problem is that Kozilek competes with Ulamog, the Ceaseless Hunger for deck space. Both cards play very different roles, Ulamog is a better finisher and has a strong cast trigger when you are in a bad board position. Kozilek plays a more control position, healing your hand and controling what your opponent will cast. So that is it, Ulamog controls field and Kozilek controls hand. Both cards are strong so if you want to play them just balance your deck to fit both or choose one of them.
Modern staple discards. Control the hand early turns helping you to remove combo pieces or annoying treats. A mix of 5-6 discard spells probably is the best number for most builds.
Interesting choice against burn/control. Most of the time a sideboard card (if you want to prevent damage from Thoughtseize) but It's a choice if you want to go budget.
By far the best white removal modern has to offer and It would not be different in this deck. Not only removes a treat but gives food for processors. Run 4 if you are playing BW.
Interesting as a "colorless" removal but has not so much space in this deck since we play Path to Exile. Not a bad card but only run if you want more ways to deal against Infect or Twin.
The new incarnation of Drown in Sorrow but instead of scry we have an exile effect. Could be interesting sweeper against affinity or other creature heavy decks. A definitive removal against Kitchen Finks or Elves. The only thing is why would we play it if we are not even playing Drown in Sorrow? Not a bad card but maybe don't fit in our build.
Rest in Peace was the original card that let this thread exist but after some tests we notice how it limits the cards we could play. The problem is that running multiples of this card just don't add any value on the board and since it can't cantrip stucking with copies in your hand is also bad. It's not a bad card, really not but It needs to run in a different build that we are playing here at least the main one.
Eldrazi Charm very versatile. Deals against mana dorks. cards like Spellskite and small threats like Delver of Secrets. Fight disruption and even some combo cards like Scapeshift. Or you can use it to ramp or chump block if you need.
The best modern planeswalker works here too. If you want to play a more "control" game you can play her since you can discard spare copies of legendary lands and have minimum drawback.
Not a popular choice and don't have too much synergy with the main theme but it is a interesting card against aggros. Since opponent will not side artifact hate against us (unless they play stony silence) It could be interesting a singleton.
Interesting flash flyer creature that can buy back your Blight Herder/Oblivion Sower to recast them for extra value or even to save them from removal. Not only that but it has a built in Purify the Grave effect for extra value.
Interesting tech to pump your tokens and sometimes kill your opponent stuff at the same time. Since this deck plays Lingering Souls and Blight Herder. This card can be really good in some matchups. 1 or 2 probably is the number if you want to play it.
Combos with Eye of Ugin so you can tap it for mana. Not counting that you can steal your opponent's [card=flooded strand]fetch lands[/cards] and give some utilities to them. Just be careful to balance It's number since it is legendary.
What I can say about fetchs? Smooth your deck and searchs for your plains if you are suspecting a early blood moon. Run them if you have the opportunity but if you can't there are other interesting choices (see below).
Interesting card to run if you want another treat and a way to recover some life point. The only drawback is entering tapped but otherwise provides and saves some space if you don't want to run Miren, the Moaning Well.
Main or sideboard running Ghost Quarter is a strong choice against Tron, greed mana decks and man lands. Combine it with Surgical Extraction to get most value with Oblivion Sower at the same time your screw their mana bases.
Since most of our eldrazis are big they provide a good amount of life point to let us survive a little more. The problem is the cost (mana and sacrifice) that sometimes works more as a desperate move to survive or to get some value against removals. Running 1 is the right number if you want to run it.
Another answer against burn and aggro. Enters 1 turn later than the card above but can give you some value if you need some life and chump blockers to survive.
Another board sweeper if you need. The cost can be a little harsh specially when you want to play if fast against fast decks. Otherwise it is a good side against decks like Elves.
Board Sweeper a little limited but do a good job in this deck if you want to play it. Can remove some creatures with color protection, creatures with hexproof but the main reason to use this over Damnation is because most of the time It will not kill your own creatures (except tokens but who cares?).
Other card some plays main but others just don't play neither sideboard. Probably is the best answer this deck can have against tron pairing Ghost Quarter. Removing a combo piece with a discard spell and Surgical Extraction is also a good movie (specially against Scapeshift).
Affinity - Having colorless answers to champion as well as plenty of removal and MD ghost quarter go a long way, they're nut draw can still get you if you keep a slower hand in the dark but this is a solid match up and it gets better post board with disenchant, revoke, spellskite, stony & ratchet bomb (often on two or 0 if early enough and opal presents a solid target)
Burn - This is one of the more challenging match ups if they keep a creature heavy hand and we keep a slower hand in the dark but there are MD shambling vents to gain life. Post we get access to rest for the weary, purge and spellskite.
Jund - Any grindy midrange deck BW swallows whole, even Liliannas ultimate isn't enough to truly slow you down, you can often control the size of their goyfs and if lili lands, her +1 often only gets half a card in souls. Post celestial purge provides a lot of utility and you tend to shave some of the top end.
RG Tron - Again a challenge but by no means a horrible match up, MD ghost quarter goes a long in addition to having clean answers for wurmcoil and early hand disruption. Even if they get Karn out on three naturally they're likely going to have to tick down and that brings them into scion token and strangler range or if they go up they've often got 3-7 power on the table to deal with, Ugin is a bit of a blank against us, They can natural Ulamog more commonly than us but just like us they're running one copy in their 60. Post you often have surgical to pair with your disruption and GQ and stony silence to slow down their looks at tron.
Merfolk - They need to turn on their lords by having spreading seas if they don't have that we often are able to gum up the board with souls. Turning on processing for blight herder early can be a challenge because of the nature of merfolk as a deck it similar to affinity in that it really doesn't use its grave yard, we can often race them with herder, sower and souls. Post you bring in ratchet bomb (often on 2), disenchant and revoke for vial and seas, don't forget you can GQ your own land if it has seas on it mid combat to create better blocks.
Infect - really enjoy this match up, non damage based removal, souls and GQ goes a long way here, don't remove their infector until after combat unless the game is on the line. Post spellskite, ratchet bomb (often on 1) and disenchant come in.
Sebastian Stückl[/i] aka [i]Magus of the Moon[/i]]Note: The following gameplays belongs to [i]Sebastian Stückl[/i] aka [i]Magus of the Moon[/i]. So all credits for playing the deck belongs to him. For more of his gameplays subscribe to his twitch account: http://www.twitch.tv/magus_of_the_moon
Here is a short list of things i've tested that many of you will come to the same conclusion.
sludge crawler - in place of strangler or some mixture. It plays nice with setting up processing and scales ok; but its a mana sink and there are more important things to be doing on 1 often you're lucky if you get to ingest 1 card before it eats removal or becomes stone walled.
pillar of flame - over magma spray the extra reach to me is relevant and nice esp with Lili and Jace running around in grixis and jund.
expedition map - it just isn't fast enough again we need to be interacting with our opponent meaningfully.
Ashiok - I think there should be a blue splash to accommodate it. A tiny blue splash is also for SB options like Echoing truth and EE(sunburst = 3). Tokens and problem permanents(leyline) can give this deck trouble this afford you the ability to move beyond that.
Kolaghan's Command - amazing card, not what this deck needs. Even if your processor's get countered they've still provided alot of value.
haha every deck wants 'goyf, but in all honesty yeah a 3/4 - 4/5 vanilla beater would go a long way, but baby goyf in swiftspear often gets there as i'm sure you've seen as well.
Extraction has been amazing, so much synergy with young pyro and swiftspear and I've been known to grab a bolt as well. Against thought scour decks it can often shut them off their powerful delve threat. Like I said its often been regarded as a marginal card but in this shell and against what I assume will be the mirror it is back breaking. Kill their young pyro, extract it, and often its GG.
Yeah, but you can't run 8 Swiftspears. 12 threats is too few since we have to basically ship anything that doesn't have one.
I agree, but UR delver mulligan's very favorably and once the vancouver mulligan becomes universal in addition to days undoing being in this deck it hasn't been an issue. I could see upping the threat count a bit but 13 has been ok with me.
In those match up game one, its sub optimal and i find myself often pitching my copy to shoal to put an end to their days. Postboard mine come out, we're a tick slower than burn and affinity that run days so we need to respect that, its still a race and because our mana base is much more forgiving than say Grixis Delver we're often only doing a shock to bolt of damage to ourselves, that is huge in the grand scheme of things. In addition to that we're playing shoal so we're afforded the opportunity to capitalize on tempo on an early opposing guide or swiftspear or on affinity's nut draw. Also in my testing when Burn taps out for Day's they're often at only 3 lands and its a full time walk, that doesn't go un-punished.
haha every deck wants 'goyf, but in all honesty yeah a 3/4 - 4/5 vanilla beater would go a long way, but baby goyf in swiftspear often gets there as i'm sure you've seen as well.
Extraction has been amazing, so much synergy with young pyro and swiftspear and I've been known to grab a bolt as well. Against thought scour decks it can often shut them off their powerful delve threat. Like I said its often been regarded as a marginal card but in this shell and against what I assume will be the mirror it is back breaking. Kill their young pyro, extract it, and often its GG.
I've put in a lot of testing(over 100 hours) with this deck and will be bringing this to the 5k on Sunday. Here is my list and sideboard and explanation.
I feel this card is about to flip modern on its head. The GBx decks aren't equipped for you when you reload their plan of grinding the game down to a halt ceases being viable, and the Grixis deck (take your pick) that is trying to 2-1 you, loses everything once you resolves days undoing, in addition to have free counter magic to protect your threats and days. Linear decks struggle with free counter magic that essentially takes the play from them by pitching probe to shoal for a T1 vial, swiftspear, etc.
Izzet charm might just be one of the best cards in the deck in my testing, it affords us the ability to loot, deal with a problematic creature or just straight up say maybe, I love it. Snapcaster as a one of is a flex spot and surprisingly nice, because of days you're constantly shuffling your graveyard it loses a lot of value, but having your opponent on the ropes and being able to bolt snap bolt is still one of the best "fair" lines in modern. Often though I find myself snap seruming or snap probing to dig and set up.
Just like cruise era delver forked bolt has been great and now GBx is running bob again so it got even better.
Sideboard (15) - Because of the decks ability to dig for answers through all the cantrips and day's i feel a "silver bullet" strategy of one of's works very well in this build. An opener with 2 Blood moons is a virtual mulligan to 6 and late game top decks of hate cards can turn off the gas.
1x Anger of the Gods - SE great against CoCo and Tokens, Affinity and a number of other decks
1x Blood Moon - SE
2x Dispel - SE
1x Hibernation - Late game Hibernation into Days is aetherspouts on HGH
1x Izzet Staticaster - SE
1x Pillar of Flame - SE, need a way to deal with finks but you want reach as well.
2x Smash to Smithereens - This spot has been tested with vandalblast and shatterstorm, in my testing its better to race.
2x Spell Snare - this spot has been tested with Spell Pierce, in testing you and your opponent will make your land drops, you need to protect from cheap sweepers or win the counter war or deal with burn's important two drops.
2x Surgical Extraction - Extraction is the mirror breaker and has obvious synergies with Young Pyro, a once marginal card is going to get its time to shine, its great against goryos, and often you'll just extract for value after probing, its not uncommon to nab 1-2 fetches in hand from a cracked one sitting in the yard after a probe and an extraction.
1x Torpor Orb - Great against CoCo, Amulet, Twin etc.
1x Vapor Snag - Additional "removal" for when bolt an forked bolt aren't good enough.
I just finished watching Sebastian Stückl aka Magus of the Moon's stream where he went 6-2 in the mocs with BW below is his decklist. There is also a lot of league play, and you can see some of the strengths and challenges this deck faces.
here you can find part 1, part 2 & part 3
Lastly here is his explanation on how the deck is currently positioned in the meta as well as his sideboarding choices.
Souls has been incredible, you can control how you create your board position with it and with relic as Zac stated below it affords you the ability to control how you use those resources. The card just grinds especially against all the midrange decks and aggro. Some might get the impression that this deck is a jankier version of BW tokens and they would be sorely mistaken. Souls can close out of nowhere or buy you time before you get online with your eldrazi.
After a lot of testing and moving beyond my biases and pet cards, it has led me to believe that you really only need 3 cards processed in the early to mid game to create immense value and even if you don't process; a 3/2 on turn 2 and a 4/5 on turn 3 is still really good. With 4 relics 4 Path and 1 Surgical that gives you a bridge to the mid to late game where Sower will take over. As stated above by moving beyond RIP it opens up Souls and Extraction and they're both very powerful.
I think Windbrisk is a win more card in this build because of our threat density and ability to go tall and wide, if a land is going to come into play tapped in my opinion it is going to have to offer value mid to late if we flood out(which again isn't the worst thing because of eye and vents).
Having said all that while rest in peace is incredibly powerful and after even more testing it isn't quite what the deck wants. I still feel white offers more than red in these builds so i will be concentrating my effort here. I think Oath will provide a fair amount of new cards that will need to be tested but this isn't the place for that yet.
I think ZealotX is onto something with lingering souls, and taking out rest in peace takes away the nonbo and provides us with one of the most powerful cards in modern. Below is his build he 5-0'd two leagues with. I Don't agree with some selections of his mana base and hopefully he can commentate on his choices.
2 Caves of Koilos
4 Eldrazi Temple
3 Eye of Ugin
4 Godless Shrine
1 ghost quarter
1 bojuka bog
1 windswept heath
2 urborg, tomb of yawgmoth
2 swamp
2 shambling vent
2 plains
4 Wasteland Strangler
4 Blight herder
4 Oblivion Sower
2 Ulamog, the Ceaseless Hunger
Spells 22
4 Path To Exile
3 Inquisition of Kozilek
2 Thoughtseize
4 Relic of Progenitus
2 Expedition Map
2 Go For the Throat
1 Slaughter Pact
4 Lingering Souls
2 Celestial Purge
2 Disenchant
3 Stony Silence
3 Timely Reinforcements
1 Slaughter Pact
2 Damnation
2 Spellskite
Also Max Mitchell streamed with this deck tonight you can find part one here & part two here feel free to hit him up on twitter as well here @maxmitchell3000
here is his list from that stream
Here is where my current decklist looks like.
4 Cavern of Souls
4 Eldrazi Temple
4 Godless Shrine
2 Marsh Flats
2 Caves of Koilos
2 Shambling Vent
2 Eye of Ugin
2 Plains
1 Urborg, Tomb of Yawgmoth
1 Swamp
Creatures 14
4 Wasteland Strangler
4 Blight Herder
4 Oblivion Sower
2 Ulamog, the Ceaseless Hunger
4 Lingering Souls
4 Path to Exile
4 Inquisition of Kozilek
4 Relic of Progenitus
2 Go for the Throat
2 Thoughtseize
1 Utter End
1 Surgical Extraction
3 Leyline of Sanctity
3 Ghostly Prison
2 Stony Silence
2 Duress
2 Porphyry Nodes
1 Memoricide
1 Rest for the Weary
1 Spellskite
- Mana Base -
Cavern - You want your threats to resolves and you want the fixing at first i was skeptical but now I fully understand why you play 4 and not a split of any sort with ghost quarter.
Caves - The fixing is really nice, this deck doesn't hurt itself too much like grixis for example and colorless is going to matter in the near future.
Shambling - Another card i was skeptical of, but post board bolt should be coming out against you, the life gain is very nice and in grindy match ups manlands go a very long way also color fixing, having two CIPT lands isn't the worst.
- Creatures -
I think endbringer will be a game changer and in the not too distant future there will be some split with sower while also cutting ulamog down to 1, with another possibly in the board.
- Spells -
With rest in peace no longer a part of this deck, that allows us to play souls and surgical extraction. Sometimes you live in magical christmas land and T1 thoughtseize and extract their win con or you see their hand they're holding a few of the same fetches that they just cracked and you get to live the dream. Other times if gives you the bridge to sower so you get value off of wasteland and herder if you haven't drawn a relic. To Zac's earlier point 6 MD discard does feel like the sweet spot but in my meta i want to be a little less painful so i opted for 4/2 split between IoK and TS. Utter end is a flex spot right and i can understand why people would play slaughter pact over it, but for me personally utter end has over performed in my testing and pact has felt underwhelming.
- sideboard -
this is influx, but Porphyry Nodes & Memoricide have impressed. Ghostly prison has been so so in my testing and some combination of Rest for the Weary & Spellskite will likely be upped.
Slaughter pact, how does everyone feel about it - personally I've been underwhelmed.
Your mana base are you just testing 1's or is that how you're set? I think the list wants 2 Caves' and that is going to become even more pronounced with the new set and cards like endbringer, how has vents been for you?
go for the throat vs. other removal spells like journey to nowhere. I tested both, and the affinity matchup can be a bit of a challenge i imagine souls makes that a lot easier.
how many exile'd cards do you find it takes on average of the course of a match to make this deck successful? I've found that on average its 4-5, so the question becomes how many enablers do we need to make that happen and what do we do with decks that are very linear and don't play with their yard: Affinity and Merfolk as to prime examples. I've found Pyxis has been great in many circumstances for continually turning everything on even if don't hit our discard spells. obviously it doesn't cantrip but it always turns on processing.
I like ghost quarter in this build and the interaction with oblivion sower and the hedge against amulet, tron, scapeshift and man lands. As for Miren, the Moaning Well, wouldn't Tomb of the spirit dragon be better and faster? With a processed blight herder out you're gaining 4 life and you get to keep your creature, which seems optimal in those match ups. I don't its think crazy to go up to 25 lands with the inclusion of the moaning well or tomb.
As for slots available by taking out 2 RIP and 1 Surgical, upping the discard spells to 6 makes sense, in addition to adding 1 more utility land. I really like endless one as an additional one of, since it scales as the game progresses and the interactions with Eye and temple.
After some consideration here is what my sideboard looks like now.
1 Spellskite
3 Leyline of Sanctity
2 Porphyry Nodes
1 Memoricide
1 Rest for the Weary
2 Stony Silence
3 Ghostly Prison
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/651723-bw-eldrazi-processor
thanks to Master_Hades for the banners and all the help turning this thread into a proper primer
1 - What is BW Eldrazi Processor?
BW Eldrazi Processor is a mid-late range deck that utilizes all the best modern removal spells to control hand - field - graveyard - exile zone until we can cast our big eldrazi creatures to finish the game. The goal is to start with our hand discard spells (Thoughtseize/Inquisition of Kozilek) them play our silver bullet hate cards like Relic of Progenitus/Nihil Spellbomb/Scrabbling Claws to control grave and provide food for processors. At the same time we play Eldrazi Temple & Eye of Ugin as quickly as possible to ramp into our wide threats like Blight Herder/Oblivion Sower and Ulamog, the Ceaseless Hunger. These creatures generate advantage upon casting and often processing, regardless of resolution. The trump card and end goal of ramping is to get to Ulamog, the Ceaseless Hunger occasionally on turn four, more often on five & six and seal the game.
Here is the original inspiration for this deck by EternallyRamza he 5-0 a league with a version.
Return to Top
2 - Card Choices
One of the main eldrazi processors with a build in removal. Can kill most of the main modern threats and has a decent body for it's cost/effect. If you have a Eye of Ugin on the field It'll only cost a single . Definitely a staple in most builds.
Blight Herder
Staple in every Eldrazi build. It's ability triggers when you cast so you will get value even if It gets countered. One card that gives more 3 versatile tokens that can be used for chump block or ramp for big threats. Being a 4/5 body can survive against most removals/creatures and if left alone can finish the game by itself.
Oblivion Sower
Other Staple of the deck. 5/8 is a huge body and It's ability trigger when you cast so you can get some value if grab some lands but even if you don't you just have 4 card for processors. Can enter as soon as turn 3 if you get the right combination of lands.
Ulamog, the Ceaseless Hunger
The main finisher of the deck. Exiling two cards when cast is a strong ability. Few cards can deal against It when It hits the ground.
Conduit of Ruin
Has a interesting body but competes mana cost against Oblivion Sower and Endbringer. It's main utility is to search for your finisher.
Endless One
Can enter as a 2/2 first turn or a even a 4/4 second turn. Mid/Lategame is a bomb. Interesting if you want to play a more aggro version with early pressure. Just be careful against Abrupt Decay.
Endbringer
Can be a interesting choice since all abilities are great. The only concern is what to remove from main deck to play it? Need some test but is very promising.
Tidehollow Sculler/Brain Maggot
Both cards interacts with opponent's hand and combo very well with processors. The only problem is the fragile body susceptible to removals. Great if you can remove their drawback by processing the exiled card but not so much if you can't.
Eldrazi Displacer
A new addition from Oath of the Gatewatch. A 3/3 for (if you have Eye of Ugin on the field) that not only has a good body for it's cost but can blink opponent's creatures from attacking or blocking. Can blink your own Wasteland Strangler for extra removal or can save your creatures from target removal. Versatile creature for a decent cost.
Kozilek, the Great Distortion
Interesting card has draw until 7 when cast and has a build in Disrupting Shoal. The only problem is that Kozilek competes with Ulamog, the Ceaseless Hunger for deck space. Both cards play very different roles, Ulamog is a better finisher and has a strong cast trigger when you are in a bad board position. Kozilek plays a more control position, healing your hand and controling what your opponent will cast. So that is it, Ulamog controls field and Kozilek controls hand. Both cards are strong so if you want to play them just balance your deck to fit both or choose one of them.
Modern staple discards. Control the hand early turns helping you to remove combo pieces or annoying treats. A mix of 5-6 discard spells probably is the best number for most builds.
Duress
Interesting choice against burn/control. Most of the time a sideboard card (if you want to prevent damage from Thoughtseize) but It's a choice if you want to go budget.
Appetite for Brains/Despise
Only run if you want to play a budget version since they are not so versatile like the cards above.
Transgress the Mind
Don't let the exile part of the text mislead you. Casting cost 2 for a Appetite for Brains? Better no.
By far the best white removal modern has to offer and It would not be different in this deck. Not only removes a treat but gives food for processors. Run 4 if you are playing BW.
Go For the Throat
Versatile removal against most treats. Do nothing against affinity but just sideboard It for disenchant game 2.
Dismember
Interesting as a "colorless" removal but has not so much space in this deck since we play Path to Exile. Not a bad card but only run if you want more ways to deal against Infect or Twin.
Slaughter Pact
Strong surprise removal against twin/infect. Just be careful with the drawback. Running one main/sideboard is enough if you want to play it.
All is Dust
A sweeper that hits only your opponent. The only concern is the casting cost and It's a blank card against tron/affinity and mirror.
Skinning Tendrils
The new incarnation of Drown in Sorrow but instead of scry we have an exile effect. Could be interesting sweeper against affinity or other creature heavy decks. A definitive removal against Kitchen Finks or Elves. The only thing is why would we play it if we are not even playing Drown in Sorrow? Not a bad card but maybe don't fit in our build.
Titan's Presence
Unfortunately this card not fit in this deck since 3 mana is very high for a effect that is very situational (reveal a colorless creature).
The main exile enabler of the deck. Slowdown delvers, shrink Tarmogoyf, screw graveyard strategies and cantrips. Just control when you clean grave to not remove your own Lingering Souls.
Nihil Spellbomb/Scrabbling Claws
Other alternatives for Relic of Progenitus. Both have the "same abilities" of relic. Run them if you want more artifact exiler cantrips.
Rest in Peace
Rest in Peace was the original card that let this thread exist but after some tests we notice how it limits the cards we could play. The problem is that running multiples of this card just don't add any value on the board and since it can't cantrip stucking with copies in your hand is also bad. It's not a bad card, really not but It needs to run in a different build that we are playing here at least the main one.
One of the main utilities we play in this deck. Can win the game if left unchecked but the main purpose is to chump block against early treats.
Expedition Map
Helps to find your Eldrazi Temple/Eye of Ugin early game and for searching specific singles like Bojuka Bog or Miren, the Moaning Well. Probably run 2 copies if you are playing BW.
Warping Wail
Eldrazi Charm very versatile. Deals against mana dorks. cards like Spellskite and small threats like Delver of Secrets. Fight disruption and even some combo cards like Scapeshift. Or you can use it to ramp or chump block if you need.
Liliana of the Veil
The best modern planeswalker works here too. If you want to play a more "control" game you can play her since you can discard spare copies of legendary lands and have minimum drawback.
Batterskull
Not a popular choice and don't have too much synergy with the main theme but it is a interesting card against aggros. Since opponent will not side artifact hate against us (unless they play stony silence) It could be interesting a singleton.
StoneCloaker
Interesting flash flyer creature that can buy back your Blight Herder/Oblivion Sower to recast them for extra value or even to save them from removal. Not only that but it has a built in Purify the Grave effect for extra value.
Zealous Persecution
Interesting tech to pump your tokens and sometimes kill your opponent stuff at the same time. Since this deck plays Lingering Souls and Blight Herder. This card can be really good in some matchups. 1 or 2 probably is the number if you want to play it.
Crucible of Worlds
Interesting choice as a singleton since you can keep playing your ghost quarter and destroying greed mana bases.
The core of any Eldrazi modern deck. They let you to play Oblivion Sower as soon as turn 3 and Ulamog, the Ceaseless Hunger as soon as possible.
Urborg, Tomb of Yawgmoth
Combos with Eye of Ugin so you can tap it for mana. Not counting that you can steal your opponent's [card=flooded strand]fetch lands[/cards] and give some utilities to them. Just be careful to balance It's number since it is legendary.
Marsh Flats/Windswept Heath
What I can say about fetchs? Smooth your deck and searchs for your plains if you are suspecting a early blood moon. Run them if you have the opportunity but if you can't there are other interesting choices (see below).
Godless Shrine/Swamp/Plains
Shambling Vent
Interesting card to run if you want another treat and a way to recover some life point. The only drawback is entering tapped but otherwise provides and saves some space if you don't want to run Miren, the Moaning Well.
Bojuka Bog
Most of the time a singleton because the drawback but being able to free remove your opponent's graveyard is a good play.
Ghost Quarter
Main or sideboard running Ghost Quarter is a strong choice against Tron, greed mana decks and man lands. Combine it with Surgical Extraction to get most value with Oblivion Sower at the same time your screw their mana bases.
Miren, the Moaning Well
Since most of our eldrazis are big they provide a good amount of life point to let us survive a little more. The problem is the cost (mana and sacrifice) that sometimes works more as a desperate move to survive or to get some value against removals. Running 1 is the right number if you want to run it.
Tomb of the Spirit Dragon
Interesting if you want to gain some value from Blight Herder and It's tokens. Could be interesting a singleton if you are not running Shambling Vent.
Vault of the Archangel
It's a interesting tech with Lingering Souls/Blight Herder tokens. If you want a interesting mid-late game tech run a singleton.
Caves of Koilos
A choice if you want to go budget or just don't want to play fetch lands. Also allows you to play while still being able to play with the same land.
One of the best answer against multiple format staple like Liliana of the Veil, Splinter Twin, Blood Moon, Keranos, God of Storms, Tasigur, the Golden Fang and others.
Disenchant
Another way to deal against Twin, Ensnaring Bridge but principle against Affinity.
Stony Silence
Slow down affinity, Tron and random Restore Balance with borderposts. Just don't forget to side out Relic of Progenitus.
Leyline of Sanctity
Can be a sideboard against burn or hand disruption strategies.
Pithing Needle
Pithing Needle can shut down some "unfair" strategies like twin (if you name let's say Deceiver Exarch), planeswalkers and Æther Vial.
Rest for the Weary
Against burn or fast aggros this card can save you until they run out of gas. Better if you are playing with fetchs.
Timely Reinforcements
Another answer against burn and aggro. Enters 1 turn later than the card above but can give you some value if you need some life and chump blockers to survive.
Spellskite
In some decks this is a main deck card. It's resilient against most of creatures and slow down infect,twin,boggles at the same time.
Damnation
Another board sweeper if you need. The cost can be a little harsh specially when you want to play if fast against fast decks. Otherwise it is a good side against decks like Elves.
Languish
Board Sweeper a little limited but do a good job in this deck if you want to play it. Can remove some creatures with color protection, creatures with hexproof but the main reason to use this over Damnation is because most of the time It will not kill your own creatures (except tokens but who cares?).
Engineered Explosives
A versatile sideboard against small threats like merfolks, affinity or even tokens.
Aven Mindcensor
Sidedboard against Tron, Scapeshift, Amulet Bloom and even against mirror match since It will make Eye of Ugin less efficient.
Surgical Extraction
Other card some plays main but others just don't play neither sideboard. Probably is the best answer this deck can have against tron pairing Ghost Quarter. Removing a combo piece with a discard spell and Surgical Extraction is also a good movie (specially against Scapeshift).
Torpor Orb
Can be played against Twin, Snapcaster Mage, Soul Sisters, Abzan and has little drawback against us since most of our creatures have cast triggers. Just be careful to not mistake and play your Wasteland Strangler.
Ruin Processor
Some decks run it sideboard. It could be good against some aggros but too much slow against burn.
Return to Top
3 - SampleDecklists
Here is my current decklist:
1 Spellskite
2 Wasteland Strangler
2 Thought-Knot Seer
2 Realtiy Smasher
3 Blight Herder
2 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
Instant (7)
4 Path to Exile
2 Warping Wail
1 Surgical Extraction
Sorcery (9)
4 Lingering Souls
3 Inquisition of Kozilek
2 Thoughtseize
4 Relic of Progenitus
2 Expedition Map
Lands (25)
4 Caves of Koilos
3 Godless Shrine
4 Eldrazi Temple
2 Eye of Ugin
2 Swamp
1 Plains
4 Ghost Quarter
2 Urborg, Tomb of Yawgmoth
3 Shambling Vent
3 Rest for the Weary
2 Stony Silence
2 Disenchant
1 Celestial Purge
1 Surgical Extraction
2 Ratchet Bomb
1 Flaying Tendrils
1 Pithing Needle
1 Memoricide
1 Crucible of Worlds
Deck lists having some great results at Magic Online Modern Leagues/Other Tournaments:
4 Wasteland Strangler
4 Thought-Knot Seer
4 Blight Herder
2 Reality Smasher
2 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
Spells (18)
4 Relic of Progenitus
4 Path to Exile
1 Dismember
3 Inquisition of Kozilek
3 Lingering Souls
2 Thoughtseize
1 Go for the Throat
2 Caves of Koilos
1 Plains
2 Swamp
1 Shambling Vent
4 Eldrazi Temple
3 Ghost Quarter
3 Godless Shrine
3 Marsh Flats
1 Vault of the Archangel
3 Eye of Ugin
2 Urborg, Tomb of Yawgmoth
2 Spellskite
2 Surgical Extraction
2 Stony Silence
1 Celestial Purge
2 Disenchant
1 Eldrazi Displacer
2 Flaying Tendrils
1 All Is Dust
2 Timely Reinforcements
4 Blight Herder
4 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
4 Wasteland Strangler
Spells (22)
3 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
2 Go for the Throat
4 Path to Exile
1 Slaughter Pact
2 Expedition Map
4 Relic of Progenitus
1 Bojuka Bog
4 Eldrazi Temple
3 Eye of Ugin
1 Ghost Quarter
2 Godless Shrine
4 Marsh Flats
2 Plains
3 Shambling Vent
2 Swamp
2 Urborg, Tomb of Yawgmoth
1 Windswept Heath
2 Ghost Quarter
2 Celestial Purge
2 Disenchant
3 Rest for the Weary
2 Spellskite
2 Stony Silence
2 Surgical Extraction
4 Blight Herder
4 Oblivion Sower
4 Wasteland Strangler
2 Ulamog, the Ceaseless Hunger
Spells (22)
3 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
2 Go for the Throat
4 Path to Exile
1 Slaughter Pact
2 Expedition Map
4 Relic of Progenitus
1 Bojuka Bog
2 Caves of Koilos
4 Eldrazi Temple
3 Eye of Ugin
1 Ghost Quarter
4 Godless Shrine
2 Plains
2 Shambling Vent
2 Swamp
2 Urborg, Tomb of Yawgmoth
1 Windswept Heath
1 Slaughter Pact
2 Celestial Purge
2 Damnation
2 Disenchant
2 Spellskite
3 Stony Silence
3 Timely Reinforcements
4 Blight Herder
4 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
4 Wasteland Strangler
Spells (22)
3 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
2 Go for the Throat
4 Path to Exile
1 Slaughter Pact
2 Expedition Map
4 Relic of Progenitus
1 Bojuka Bog
4 Eldrazi Temple
3 Eye of Ugin
1 Ghost Quarter
2 Godless Shrine
4 Marsh Flats
2 Plains
3 Shambling Vent
2 Swamp
2 Urborg, Tomb of Yawgmoth
1 Windswept Heath
2 Ghost Quarter
2 Celestial Purge
2 Disenchant
3 Rest for the Weary
2 Spellskite
2 Stony Silence
2 Surgical Extraction
4 Blight Herder
4 Oblivion Sower
2 Ulamog, the Ceaseless Hunger
4 Wasteland Strangler
Spells (21)
1 All Is Dust
3 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
2 Go for the Throat
4 Path to Exile
1 Slaughter Pact
4 Relic of Progenitus
1 Bojuka Bog
4 Eldrazi Temple
3 Eye of Ugin
4 Ghost Quarter
3 Godless Shrine
2 Plains
2 Shambling Vent
2 Swamp
2 Temple of Silence
2 Urborg, Tomb of Yawgmoth
1 Slaughter Pact
2 Celestial Purge
2 Damnation
2 Disenchant
1 Duress
2 Spellskite
2 Stony Silence
3 Timely Reinforcements
4 Blight Herder
4 Oblivion Sower
2 Spellskite
1 Ulamog, the Ceaseless Hunger
4 Wasteland Strangler
Spells (20)
4 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
4 Path to Exile
2 Expedition Map
4 Relic of Progenitus
1 Bojuka Bog
1 Cavern of Souls
4 Eldrazi Temple
2 Eye of Ugin
4 Ghost Quarter
2 Godless Shrine
4 Marsh Flats
2 Plains
2 Swamp
2 Urborg, Tomb of Yawgmoth
1 Vault of the Archangel
2 Celestial Purge
2 Disenchant
2 Duress
2 Rest for the Weary
1 Secure the Wastes
3 Surgical Extraction
3 Timely Reinforcements
1 Spellskite
4 Blight Herder
4 Oblivion Sower
4 Wasteland Strangler
1 Ulamog, the Ceaseless Hunger
Spells (21)
2 Expedition Map
4 Relic of Progenitus
4 Path to Exile
1 Slaughter Pact
4 Inquisition of Kozilek
4 Lingering Souls
1 Thoughtseize
1 Liliana of The Veil
2 Plains
2 Swamp
1 Bojuka Bog
1 Cavern of Souls
4 Eldrazi Temple
4 Ghost Quarter
2 Godless Shrine
4 Marsh Flats
1 Vault of the Archangel
2 Eye of Ugin
2 Urborg, Tomb of Yawgmoth
1 Crucible Of Worlds
2 Engineered Explosives
2 Stony Silence
2 Celestial Purge
2 Disenchant
1 Slaughter Pact
1 Liliana of the Veil
1 Duress
3 Timely Reinforcements
Return to Top
4 - Matchups
Affinity - Having colorless answers to champion as well as plenty of removal and MD ghost quarter go a long way, they're nut draw can still get you if you keep a slower hand in the dark but this is a solid match up and it gets better post board with disenchant, revoke, spellskite, stony & ratchet bomb (often on two or 0 if early enough and opal presents a solid target)
Burn - This is one of the more challenging match ups if they keep a creature heavy hand and we keep a slower hand in the dark but there are MD shambling vents to gain life. Post we get access to rest for the weary, purge and spellskite.
Jund - Any grindy midrange deck BW swallows whole, even Liliannas ultimate isn't enough to truly slow you down, you can often control the size of their goyfs and if lili lands, her +1 often only gets half a card in souls. Post celestial purge provides a lot of utility and you tend to shave some of the top end.
RG Tron - Again a challenge but by no means a horrible match up, MD ghost quarter goes a long in addition to having clean answers for wurmcoil and early hand disruption. Even if they get Karn out on three naturally they're likely going to have to tick down and that brings them into scion token and strangler range or if they go up they've often got 3-7 power on the table to deal with, Ugin is a bit of a blank against us, They can natural Ulamog more commonly than us but just like us they're running one copy in their 60. Post you often have surgical to pair with your disruption and GQ and stony silence to slow down their looks at tron.
Merfolk - They need to turn on their lords by having spreading seas if they don't have that we often are able to gum up the board with souls. Turning on processing for blight herder early can be a challenge because of the nature of merfolk as a deck it similar to affinity in that it really doesn't use its grave yard, we can often race them with herder, sower and souls. Post you bring in ratchet bomb (often on 2), disenchant and revoke for vial and seas, don't forget you can GQ your own land if it has seas on it mid combat to create better blocks.
Infect - really enjoy this match up, non damage based removal, souls and GQ goes a long way here, don't remove their infector until after combat unless the game is on the line. Post spellskite, ratchet bomb (often on 1) and disenchant come in.
Return to Top
5 - Videos
http://www.twitch.tv/mtgcm_live/v/37234423
http://www.twitch.tv/mtgcm_live/v/37234849
Return to Top
4 Wasteland Strangler
4 Blight Herder
1 Conduit of Ruin
4 Oblivion Sower
2 Ulamog, the Ceaseless Hunger
Spells (21)
1 Slaughter Pact
3 Inquisition of Kozilek
4 Lightning Bolt
2 Magma Spray
2 Nihil Spellbomb
4 Relic of Progenitus
2 Thoughtseize
2 Go for the Throat
1 All Is Dust
4 Blackcleave Cliffs
2 Blood Crypt
2 Bloodstained Mire
4 Cavern of Souls
4 Eldrazi Temple
2 Eye of Ugin
2 Mountain
3 Swamp
1 Urborg, Tomb of Yawgmoth
2 Duress
1 Surgical Extraction
1 Vampiric Link
2 Spellskite
2 Anger of the Gods
2 Crumble to Dust
2 Damnation
2 Shatterstorm
1 Slaughter Games
Here is a short list of things i've tested that many of you will come to the same conclusion.
sludge crawler - in place of strangler or some mixture. It plays nice with setting up processing and scales ok; but its a mana sink and there are more important things to be doing on 1 often you're lucky if you get to ingest 1 card before it eats removal or becomes stone walled.
pillar of flame - over magma spray the extra reach to me is relevant and nice esp with Lili and Jace running around in grixis and jund.
expedition map - it just isn't fast enough again we need to be interacting with our opponent meaningfully.
Ashiok - I think there should be a blue splash to accommodate it. A tiny blue splash is also for SB options like Echoing truth and EE(sunburst = 3). Tokens and problem permanents(leyline) can give this deck trouble this afford you the ability to move beyond that.
Kolaghan's Command - amazing card, not what this deck needs. Even if your processor's get countered they've still provided alot of value.
I agree, but UR delver mulligan's very favorably and once the vancouver mulligan becomes universal in addition to days undoing being in this deck it hasn't been an issue. I could see upping the threat count a bit but 13 has been ok with me.
Extraction has been amazing, so much synergy with young pyro and swiftspear and I've been known to grab a bolt as well. Against thought scour decks it can often shut them off their powerful delve threat. Like I said its often been regarded as a marginal card but in this shell and against what I assume will be the mirror it is back breaking. Kill their young pyro, extract it, and often its GG.
1x Bloodstained Mire
4x Island
1x Mountain
4x Polluted Delta
4x Scalding Tarn
3x Steam Vents
1x Sulfur Falls
Creature (13)
4x Delver of Secrets
4x Monastery Swiftspear
1x Snapcaster Mage
4x Young Pyromancer
1x Deprive
4x Disrupting Shoal
2x Izzet Charm
4x Lightning Bolt
2x Remand
2x Vapor Snag
Sorcery (14)
4x Day's Undoing
2x Forked Bolt
4x Gitaxian Probe
4x Serum Visions
1x Anger of the Gods
1x Blood Moon
2x Dispel
1x Hibernation
1x Izzet Staticaster
1x Pillar of Flame
2x Smash to Smithereens
2x Spell Snare
2x Surgical Extraction
1x Torpor Orb
1x Vapor Snag
I feel this card is about to flip modern on its head. The GBx decks aren't equipped for you when you reload their plan of grinding the game down to a halt ceases being viable, and the Grixis deck (take your pick) that is trying to 2-1 you, loses everything once you resolves days undoing, in addition to have free counter magic to protect your threats and days. Linear decks struggle with free counter magic that essentially takes the play from them by pitching probe to shoal for a T1 vial, swiftspear, etc.
Izzet charm might just be one of the best cards in the deck in my testing, it affords us the ability to loot, deal with a problematic creature or just straight up say maybe, I love it. Snapcaster as a one of is a flex spot and surprisingly nice, because of days you're constantly shuffling your graveyard it loses a lot of value, but having your opponent on the ropes and being able to bolt snap bolt is still one of the best "fair" lines in modern. Often though I find myself snap seruming or snap probing to dig and set up.
Just like cruise era delver forked bolt has been great and now GBx is running bob again so it got even better.
Sideboard (15) - Because of the decks ability to dig for answers through all the cantrips and day's i feel a "silver bullet" strategy of one of's works very well in this build. An opener with 2 Blood moons is a virtual mulligan to 6 and late game top decks of hate cards can turn off the gas.
1x Anger of the Gods - SE great against CoCo and Tokens, Affinity and a number of other decks
1x Blood Moon - SE
2x Dispel - SE
1x Hibernation - Late game Hibernation into Days is aetherspouts on HGH
1x Izzet Staticaster - SE
1x Pillar of Flame - SE, need a way to deal with finks but you want reach as well.
2x Smash to Smithereens - This spot has been tested with vandalblast and shatterstorm, in my testing its better to race.
2x Spell Snare - this spot has been tested with Spell Pierce, in testing you and your opponent will make your land drops, you need to protect from cheap sweepers or win the counter war or deal with burn's important two drops.
2x Surgical Extraction - Extraction is the mirror breaker and has obvious synergies with Young Pyro, a once marginal card is going to get its time to shine, its great against goryos, and often you'll just extract for value after probing, its not uncommon to nab 1-2 fetches in hand from a cracked one sitting in the yard after a probe and an extraction.
1x Torpor Orb - Great against CoCo, Amulet, Twin etc.
1x Vapor Snag - Additional "removal" for when bolt an forked bolt aren't good enough.