Had some time at lunch, came up with this big red FFA deck. It uses Chain Reaction for creature sweeping and synergy with Stuffy Doll, Spine of Ish Sah for nuking lands, pro-red, and enchantments, and Shattering Pulse for artifacts and recycling spines for more removal. Arcane Lighthouse even lifts shroud and hexproof, allowing this mono-red deck to handle almost everything. Pretty budget build, too. Any feedback?
I wonder whether the well’s the best option for draw in this build.
You can’t handle Indestructible, so it they play some or get hold of your stuff you’re basically f’d.
You might want to run an Elixir of Immortality or some other way to get cards back from the yard. (Though the life is nice too.)
Would Mirrorworks and/or Prototype Portal be fun? (Combined with Darksteel Citadel or Great Furnace?)
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In magic there's Harry Dresden, Fizban, Sethra Lavode, Dorotea Senjak and me...
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
OK, thanks to feedback from Thijs1301, and some inspiration to add Capsize for overall utility flexibility, the deck is now U/R. The lifegain will now come from bouncing Glimmerpost with the boilerworks and even Capsize if needed, freeing me to add the Axes for the smaller critters to get in on some combat, or beef up colossi even more at end game. Capsize will be a motor for re-setting Stuffy Doll to new victims, and Spine of Ish Sah, also protecting me if someone steals my own Colossi, and finally removing stuff from combat. And, the boilerworks gives me some additional mana depth with its double mana that Thespian's Stage can interact with if the Locus lands are just not showing up, giving me a second mana development path that can switch over once Cloudpost comes into play.
Edit: removed Shattering Pulse and one Chain Reaction to add Earthquake so I can have early game horde protection (my meta is chock full of horde decks) that only needs 1 colored mana and also fronts as late game mass-damage. It also allows Stuffy Dolls to double damage to targeted threat players, which might really close gaps late game.
And, just re-thought the overall deck concept to make a lot of passive lifegain to recover from multiple Earthquakes per game. Sun Droplet fills that, as does Glimmerpost. Added back the Juggernauts, and some Invoke the Firemind spells to permit digging or burning, whichever I could use more of at the time.
Early plays will either be working my mana base as quick as possible to get to 4 with the ability to blast the board, or else putting out defensive stuff like the Myr and Sun Droplets. Elves, vamps, kithkin, rogues, and other nasty nasties stalk our FFA games if you can believe that. Getting stuff out to block/manage early aggro and then effectively nuking it is sometimes THE key to even making it to mid-game. For some reason, I'm the only player that uses artifact/enchantment sweepers, so their limited spot removal won't often hit my droplets unless/until it becomes a problem, or a particular aggro player is going after me hard. People often hold removal for bigger targets, at least initially.
How does this play out when you sleeve it up? Eyeballing the list, with all the ETBT lands, it seems like it would be Turn 4 before your first creature drops - does that work in your group?
What's the plan for flyers (or is evasion unusual in your group)?
The color needs are relatively modest (UU, R), but I've tended to avoid 2 color Post decks unless I'm spending a boatload on the manabase.
I'm not too depressed if I lose my 3 drop creatures - I'd rather play something that does something, than a 0/1 indestructible.
So my preferences -
1) I'd stick to one color - pick either U or R
2) In a Post deck, 4 Expedition Maps is always the right answer (unless you are in G and also have access to Sylvan Scrying and Primeval Titan and such).
3) If you go U, consider adding a singleton Spell Burst and a few Cyclonic Rifts (and 1-2 Capsize is typically enough)
4) If you go R, consider a playset of Blasphemous Act - this deck only has 4 board wipes in the last iteration - so you'd get to see 0-1/game, on average
5) Either case, consider board wipes - Disk is really inexpensive
6) Either case, consider trading some of the more expensive casting cost creatures for an earlier board presence
Endbringer is pretty cool card draw and comes with a body. Or, you know, if you stick to UR, Nin, the Pain Artist kinda does everything you'd need in card draw in a deck with a bunch of indestructible creatures like Stuffy Doll.
I'd probably also replace Arcane Lighthouse with Buried Ruin - particularly if you include more board wipes that don't target, the hexproof thing isn't likely to matter as much.
@cme: Well, I don't have the cards yet. Your feedback is spot on, though. The curve for all-indestructible is way too high. I really like Nin as a card engine and way to abuse the Stuffy Doll. My issue, though, is more basic. To run the posts, I have to avoid running colored mana, which makes me pick one over the other, and that is not a good design situation.
If I pick one color over the other, I will probably keep red and do the Shattering Pulse/Chain Reaction/Spine of Ish Sah control suite. Though, I will probably add Pyroclasm + Chain Reaction for early horde control, and the Dolls/Darksteel Colossus/Colossus of Akros and ditch the other indestructible stuff for low-devotion red stuff at a lower mana cost. I can always run some Brittle Effigy or Duplicants in case someone steals my indestructibles.
I'll re-think this and post when I have un-hosed my decklist. Thank you for the feedback.
OK, so this went a little faster than anticipated on the re-design. It occurred to me that if I'm going to nuke the board while racing my mana to end game to drop colossus(es), I should have useful sacrificial lambs. So, I added lower-costed brothers in utility, the Filigree Familiar and Solemn Simulacrum. Much of the non-critter slots is now removal-centric. Changed the name again to reflect the mono-red color, with spicy red burn on the surface and a whole lot of colorless underneath to suck on. Sweepers include Pyroclasm because there are so many weenie horde decks in my meta that this is possibly the most critical save-me-from-targeting-early cards I could put in here in case Goblins, Elves, vamps, or Kithkin come after me with an early kill mission before I can critical-mass cast the B.Act.
I like the narrower focus - I think this will run much more consistently, and faster.
Pyroclasm seems like a strong meta call - that devastates Elves.
Is Eye of Ugin a possibility? That might allow you to run fewer than 8 Colossi and/or add some variety. For example, Steel Hellkite for flyers (or X=1 can kill a lot of Elves), or Myr Battlesphere, or Duplicant for the exile effect.
I wouldn't mind seeing some Chain Reactions in there and maybe one Star of Extinction (haven't had a chance to resolve it yet... but so looking forward to it).
I've typically used Vandalblast and/or Viashino Heretic to deal with artifacts (haven't needed instant speed in my meta as infinite combos are rare); the latter chump blocks - and happens to live through Pyroclasm.
As an EDH player, I'm sure you already know this, but I'd typically take a quick scan at typical decks on EDHREC just to make sure I'm not missing anything obvious in my card choices.
I like the narrower focus - I think this will run much more consistently, and faster.
Pyroclasm seems like a strong meta call - that devastates Elves.
Is Eye of Ugin a possibility? That might allow you to run fewer than 8 Colossi and/or add some variety. For example, Steel Hellkite for flyers (or X=1 can kill a lot of Elves), or Myr Battlesphere, or Duplicant for the exile effect.
I wouldn't mind seeing some Chain Reactions in there and maybe one Star of Extinction (haven't had a chance to resolve it yet... but so looking forward to it).
I've typically used Vandalblast and/or Viashino Heretic to deal with artifacts (haven't needed instant speed in my meta as infinite combos are rare); the latter chump blocks - and happens to live through Pyroclasm.
As an EDH player, I'm sure you already know this, but I'd typically take a quick scan at typical decks on EDHREC just to make sure I'm not missing anything obvious in my card choices.
-1 Shattering Pulse
+1 Star of Extinction (I totally forgot that was out! Bahahahahahaaaaa!)
I agree there are many big colorless critters to play with, Myr Battlesphere being a fine, fine heavyweight. The use of the colossus cards is simply personal in that I've played this game now for 25 years and NEVER ONCE stocked a deck with Darksteel Colossus! Not even once. Oh, and Colossus of Akros just looks like too much of a hoot for $.89 per copy to not play. So I'll give them a spin and adjust from there. Thanks for that perspective check. I was thinking too convoluted.
O.O? We're cutting the second-best card in the deck why? We need Cloudposts significantly more than we need dorky 3 drops such as Filigree Familiar and Matter Reshaper.
O.O? We're cutting the second-best card in the deck why? We need Cloudposts significantly more than we need dorky 3 drops such as Filigree Familiar and Matter Reshaper.
I know what you're saying, but testing is showing it too slow to get the Cloudposts searched and fielded before my group would kill me with weenies. I don't know, maybe I just had a bad run of getting the Pyroclasm to clear weenies out and I should just stick to my original guns. Still, those dorky three/four drops all net me cards which (for the most part) dig me through to another cloudpost or glimmerpost.
One idea here: instead of using big eldrazi in three slots is instead replacing them with Expedition Maps, which would add three back into the deck. The dorky drops give me solid creature walls, net cards when they die (and the simulacrums of course also increase mana), and test very well for both backing up Pyroclasm and refilling the hand. Doing so would only lose rare vases where the steal one of my colossus cards or they run their own indestructables.
That doesn't make any sense. This deck has no one drops and only four 2 drops. Map is something legitimately powerful to cast on turn 1 + 2 and the vast majority of the time it's not going to have any competition. You literally won't be able to cast anything else on those turns unless you also happen to draw a 'Clasm which is only going to happen ~40% of the time. If anything you need to shave (literally) any other set of cards to make room for those 3 drops because the only thing that you've done is made the deck slower and less reliable. I do not agree with the proposed changes!
You're right, it doesn't make sense. And yet, dropping the maps worked better. I think because dropping cloudpost on turn 1 results in nothing cast. Turn two, I can put out a Map, but not activate it because I didn't have a Glimmerpost to drop. Turn three I can't cast something because I activate the map. It was just disjointed is what I'm saying, and making sure I have at least three mana at turn three to cast a creature went smoother. I agree with your argument, so I was floored when I got the results I did. It's why I put them in at the start of the deck design, and so I will play around more. Perhaps I'm simply not playing them at the right time and I can improve my turn by turn tempo. You did point out something on a different deck, to plan on what will get you winning commonly instead of handling niche/uncommon scenarios. I think I can shave the spots somewhere else to put the maps back in but keep what I know tests smooth with the creatures in the early game.
Turns out I was just playing the map wrong based on the mana I drew in the opening hand. I've figured that out now and it's testing now where Prid3 was arguing (imagine that...). While the Brittle Effigy is a good exile effect for being colorless, getting two more indestructable big guns, double the exile, and a hellacious clock to put someone on with the mill/exile effect, Ulamog's just too much goodness to ignore for this build.
So, after playing around more, I like the following changes:
For the record I don't hate having multiple 3 drops, I would just rather see you cut higher cost cards as opposed to the Maps themselves. The third Shattering Pulse could stand to go because you can always add Phyrexia's Core as a 1-of if you need another outlet. I wouldn't play any Pulses myself because paying 12 mana to kill a permanent isn't even impressive. Core is fine, Core costs you nothing to run, but Pulse is "meh." Otherwise you could shave some of the fat since you don't need that many finishers. Again, if you ever find yourself running into issues you can always add a card like Sea Gate Wreckage, Arch of Orazca or Eye of Ugin to the list. My point wasn't "don't play marginal 3 drops," sometimes you just need a blocker, I just think you should be cutting anything other than the Maps for them :).
FWIW if I were playing this deck I'd cut Stuffy Doll for Oblivion Sower and I'd also make room for at least 2x Endbringer over some combo of cards like Pulse, Spine, Tower and the non-Ulamog fat. I really, really, really like these cards in colorless ramp decks. For example, I would rather see something like:
Because this is extremely close to decks that I already play. The only cards that's "missing" as it were is All is Dust and sometimes Kozilek's Return. Also note that if you do add Basilisk Collar back in as 1-2 of that it's reeeeeeeeeeeally good on Endbringer.
To be fair, Shattering Pulse is in there as much for simply blasting enemy artifacts (my friends pack A LOT of OP artifacts) and the mana generation gives me a chance to blow away troublesome things repeatedly when not mass-blasting something else. Spine is for enchantments or also critters when I just want to kill one critter. Recycling the spines with the Pulse is just a gravy type of thing when I have spare mana floating.
Honestly, I do like what you propose. It would be a fun deck. I've been considering a hybrid eldrazi/colossus deck myself just tonight. In the end, the deck is kind of a theme to hit people with twenty points of damage via the Star of Extinction/Stuffy Doll and Colossus of Akros (monstrous). I've actually thought of just doing this:
-2 Brittle Effigy
-1 Tower of Fortunes
-1 Arcane Tower
-4 Pyroclasm
-1 Mountain
+1 Emrakul, the Aeons Torn
+1 Kozilek, Butcher of Truth
+1 Ulamog, the Infinite Gyre
+4 Matter Reshaper
+1 Eye of Ugin
+1 Phyrexia's Core
I have everything except for the Ugin and Core land to do that. The 3 and 4 drops act as trade blockers instead of blowing them up with Pyroclasm. That gives me time to use the maps in front of critter drops and wait for mana to develop. I could even go -2 Colossus of Akros and +2 Ulamog, the Ceaseless Hunger for exile needs. So many options.
Totally off point, but Basilisk Collar on Stuffy Doll when I Star of Extinction would be a fun interaction.
To be fair, Shattering Pulse is in there as much for simply blasting enemy artifacts (my friends pack A LOT of OP artifacts) and the mana generation gives me a chance to blow away troublesome things repeatedly when not mass-blasting something else.
I'd play 1-2 copies of By Force or Vandalblast long before I'd ever touch Shattering Pulse and that's true even in a big mana deck like this that has access to Spine of Ish Sah. Magic has a come a long way and some card have been left behind.
You need more bridges. I play this deck, this is literally my Legacy deck, and I don't see how you're casting your spells. You need things like Worn Powerstone, Thran Dynamo and Oblivion Sower to keep the ramp curve alive all throughout the game. You can't just hope to magically draw 3 Cloudposts every game.
True. I sometimes only draw one post. But the Stages and Maps really do a fair job of powering in enough Cloudposts, and the Simulacrums put the last posted list to the needed 11 to top the curve. If I add in the eldrazi, I might well need the extra mana. Gives me some feedback to work with and I will look out for mana slowness. Thanks.
Dang! Had an abysmal night of testing options. Throwing in the towel here. I can plunder my mid-range eldrazi deck for the Eye, Temples, Endbringers, and Reshapers. Leaves a manageable $20 or so for the rest that I don't have.
4 Cloudpost
4 Glimmerpost
3 Thespian's Stage
1 Arcane Lighthouse
12 Mountain
4 Darksteel Myr
4 Stuffy Doll
4 Darksteel Juggernaut
4 Colossus of Akros
4 Darksteel Colossus
4 Chain Reaction
4 Spine of Ish Sah
3 Shattering Pulse
3 Basilisk Collar
4 Expedition Map
3 Well of Knowledge
You can’t handle Indestructible, so it they play some or get hold of your stuff you’re basically f’d.
You might want to run an Elixir of Immortality or some other way to get cards back from the yard. (Though the life is nice too.)
Would Mirrorworks and/or Prototype Portal be fun? (Combined with Darksteel Citadel or Great Furnace?)
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
I can take out one spine, one Chain Reaction, one well, and run three Icy Manipulator or Proteus Staff. Those could stall indestructible.
Edit: ummm, just realized the proteus staff needs blue mana. Oooopsy...so the staller would be Icy Manipulator.
Or another of the suggestions from:
http://www.gatheringmagic.com/abesargent-09062016-top-10-card-drawing-artifacts/
Though -to be fair- some of them are really expensive.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
Let me know what you think!
4 Izzet Guildgate
4 Izzet Boilerworks
4 Spirebluff Canal
4 Cloudpost
4 Glimmerpost
3 Thespian's Stage
1 Arcane Lighthouse
4 Darksteel Myr
4 Stuffy Doll
4 Colossus of Akros
4 Darksteel Colossus
Non-Critters:
4 Darksteel Brute
3 Chain Reaction
3 Spine of Ish Sah
3 Earthquake
4 Darksteel Axe
4 Capsize
3 Expedition Map
1 Braingeyser
Edit: removed Shattering Pulse and one Chain Reaction to add Earthquake so I can have early game horde protection (my meta is chock full of horde decks) that only needs 1 colored mana and also fronts as late game mass-damage. It also allows Stuffy Dolls to double damage to targeted threat players, which might really close gaps late game.
4 Izzet Guildgate
4 Izzet Boilerworks
4 Spirebluff Canal
4 Cloudpost
4 Glimmerpost
3 Thespian's Stage
1 Arcane Lighthouse
4 Darksteel Myr
4 Stuffy Doll
4 Darksteel Juggernaut
4 Colossus of Akros
4 Darksteel Colossus
Non-Critters:
3 Spine of Ish Sah
4 Earthquake
4 Sun Droplet
4 Capsize
3 Expedition Map
3 Invoke the Firemind
I also wonder if you should drop one or two Capsize or Earthquakes or Droplets for (early) card draw?
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
How does this play out when you sleeve it up? Eyeballing the list, with all the ETBT lands, it seems like it would be Turn 4 before your first creature drops - does that work in your group?
What's the plan for flyers (or is evasion unusual in your group)?
The color needs are relatively modest (UU, R), but I've tended to avoid 2 color Post decks unless I'm spending a boatload on the manabase.
I'm not too depressed if I lose my 3 drop creatures - I'd rather play something that does something, than a 0/1 indestructible.
So my preferences -
1) I'd stick to one color - pick either U or R
2) In a Post deck, 4 Expedition Maps is always the right answer (unless you are in G and also have access to Sylvan Scrying and Primeval Titan and such).
3) If you go U, consider adding a singleton Spell Burst and a few Cyclonic Rifts (and 1-2 Capsize is typically enough)
4) If you go R, consider a playset of Blasphemous Act - this deck only has 4 board wipes in the last iteration - so you'd get to see 0-1/game, on average
5) Either case, consider board wipes - Disk is really inexpensive
6) Either case, consider trading some of the more expensive casting cost creatures for an earlier board presence
Endbringer is pretty cool card draw and comes with a body. Or, you know, if you stick to UR, Nin, the Pain Artist kinda does everything you'd need in card draw in a deck with a bunch of indestructible creatures like Stuffy Doll.
I'd probably also replace Arcane Lighthouse with Buried Ruin - particularly if you include more board wipes that don't target, the hexproof thing isn't likely to matter as much.
If I pick one color over the other, I will probably keep red and do the Shattering Pulse/Chain Reaction/Spine of Ish Sah control suite. Though, I will probably add Pyroclasm + Chain Reaction for early horde control, and the Dolls/Darksteel Colossus/Colossus of Akros and ditch the other indestructible stuff for low-devotion red stuff at a lower mana cost. I can always run some Brittle Effigy or Duplicants in case someone steals my indestructibles.
I'll re-think this and post when I have un-hosed my decklist. Thank you for the feedback.
4 Cloudpost
4 Glimmerpost
4 Thespian's Stage
1 Arcane Lighthouse
11 Mountain
4 Filigree Familiar
4 Solemn Simulacrum
4 Stuffy Doll
4 Colossus of Akros
4 Darksteel Colossus
4 Blasphemous Act
4 Pyroclasm
3 Shattering Pulse
3 Spine of Ish Sah
4 Expedition Map
2 Brittle Effigy
1 Tower of Fortunes
Pyroclasm seems like a strong meta call - that devastates Elves.
Is Eye of Ugin a possibility? That might allow you to run fewer than 8 Colossi and/or add some variety. For example, Steel Hellkite for flyers (or X=1 can kill a lot of Elves), or Myr Battlesphere, or Duplicant for the exile effect.
I wouldn't mind seeing some Chain Reactions in there and maybe one Star of Extinction (haven't had a chance to resolve it yet... but so looking forward to it).
I've typically used Vandalblast and/or Viashino Heretic to deal with artifacts (haven't needed instant speed in my meta as infinite combos are rare); the latter chump blocks - and happens to live through Pyroclasm.
As an EDH player, I'm sure you already know this, but I'd typically take a quick scan at typical decks on EDHREC just to make sure I'm not missing anything obvious in my card choices.
-1 Shattering Pulse
+1 Star of Extinction (I totally forgot that was out! Bahahahahahaaaaa!)
I agree there are many big colorless critters to play with, Myr Battlesphere being a fine, fine heavyweight. The use of the colossus cards is simply personal in that I've played this game now for 25 years and NEVER ONCE stocked a deck with Darksteel Colossus! Not even once. Oh, and Colossus of Akros just looks like too much of a hoot for $.89 per copy to not play. So I'll give them a spin and adjust from there. Thanks for that perspective check. I was thinking too convoluted.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
+4 Matter Reshaper
Now debating on whether to remove Tower of Fortunes, and the two Brittle Effigys to add Kozilek, Butcher of Truth for draw and mill protection, and 2 Ulamog, the Ceaseless Hunger for spot exile. Hmmm...
O.O? We're cutting the second-best card in the deck why? We need Cloudposts significantly more than we need dorky 3 drops such as Filigree Familiar and Matter Reshaper.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
One idea here: instead of using big eldrazi in three slots is instead replacing them with Expedition Maps, which would add three back into the deck. The dorky drops give me solid creature walls, net cards when they die (and the simulacrums of course also increase mana), and test very well for both backing up Pyroclasm and refilling the hand. Doing so would only lose rare vases where the steal one of my colossus cards or they run their own indestructables.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Great feedback. Thanks.
-4 Matter Reshaper
-2 Brittle Effigy
+4 Expedition Map
+2 Ulamog, the Ceaseless Hunger
Turns out I was just playing the map wrong based on the mana I drew in the opening hand. I've figured that out now and it's testing now where Prid3 was arguing (imagine that...). While the Brittle Effigy is a good exile effect for being colorless, getting two more indestructable big guns, double the exile, and a hellacious clock to put someone on with the mill/exile effect, Ulamog's just too much goodness to ignore for this build.
For the record I don't hate having multiple 3 drops, I would just rather see you cut higher cost cards as opposed to the Maps themselves. The third Shattering Pulse could stand to go because you can always add Phyrexia's Core as a 1-of if you need another outlet. I wouldn't play any Pulses myself because paying 12 mana to kill a permanent isn't even impressive. Core is fine, Core costs you nothing to run, but Pulse is "meh." Otherwise you could shave some of the fat since you don't need that many finishers. Again, if you ever find yourself running into issues you can always add a card like Sea Gate Wreckage, Arch of Orazca or Eye of Ugin to the list. My point wasn't "don't play marginal 3 drops," sometimes you just need a blocker, I just think you should be cutting anything other than the Maps for them :).
FWIW if I were playing this deck I'd cut Stuffy Doll for Oblivion Sower and I'd also make room for at least 2x Endbringer over some combo of cards like Pulse, Spine, Tower and the non-Ulamog fat. I really, really, really like these cards in colorless ramp decks. For example, I would rather see something like:
11x Mountain
4x Cloudpost
4x Glimmerpost
4x Thespian's Stage
1x Sea Gate Wreckage
4x Matter Reshaper
4x Solemn Simulacrum
4x Oblivion Sower
2x Endbringer
4x Darksteel Colossus
2x Ulamog, the Ceaseless Hunger
4x Expedition Map
2x Pyroclasm
2x Rough // Tumble
4x Worn Powerstone
4x Blasphemous Act
Because this is extremely close to decks that I already play. The only cards that's "missing" as it were is All is Dust and sometimes Kozilek's Return. Also note that if you do add Basilisk Collar back in as 1-2 of that it's reeeeeeeeeeeally good on Endbringer.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Honestly, I do like what you propose. It would be a fun deck. I've been considering a hybrid eldrazi/colossus deck myself just tonight. In the end, the deck is kind of a theme to hit people with twenty points of damage via the Star of Extinction/Stuffy Doll and Colossus of Akros (monstrous). I've actually thought of just doing this:
-2 Brittle Effigy
-1 Tower of Fortunes
-1 Arcane Tower
-4 Pyroclasm
-1 Mountain
+1 Emrakul, the Aeons Torn
+1 Kozilek, Butcher of Truth
+1 Ulamog, the Infinite Gyre
+4 Matter Reshaper
+1 Eye of Ugin
+1 Phyrexia's Core
I have everything except for the Ugin and Core land to do that. The 3 and 4 drops act as trade blockers instead of blowing them up with Pyroclasm. That gives me time to use the maps in front of critter drops and wait for mana to develop. I could even go -2 Colossus of Akros and +2 Ulamog, the Ceaseless Hunger for exile needs. So many options.
Totally off point, but Basilisk Collar on Stuffy Doll when I Star of Extinction would be a fun interaction.
I'd play 1-2 copies of By Force or Vandalblast long before I'd ever touch Shattering Pulse and that's true even in a big mana deck like this that has access to Spine of Ish Sah. Magic has a come a long way and some card have been left behind.
You need more bridges. I play this deck, this is literally my Legacy deck, and I don't see how you're casting your spells. You need things like Worn Powerstone, Thran Dynamo and Oblivion Sower to keep the ramp curve alive all throughout the game. You can't just hope to magically draw 3 Cloudposts every game.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
4 Cloudpost
4 Glimmerpost
4 Thespian's Stage
4 Eldrazi Temple
1 Eye of Ugin
2 Phyrexia's Core
5 Mountain
4 Solemn Simulacrum
4 Matter Reshaper
4 Conduit of Ruin
4 Endbringer
4 Darksteel Colossus
2 Ulamog, the Ceaseless Hunger
1 Emrakul, the Aeons Torn
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
4 Blasphemous Act
3 Worn Powerstone
1 Sol Ring
4 Spine of Ish Sah
4 Expedition Map