Containment Priest is very good in these Displacer decks for obvious reasons. Good disruption, relevant body early on, still acts as an Ashen Rider to exile key opposing threats when you Displacer/Flickerwisp them. Doesn't hit for 5 flying damage but it's also 2 CMC vs 8 CMC so . Otherwise 2 CMC is nice for Sun Titan who recurs your full combo of Priest + Displacer which is always relevant.
I prefer fetchlands, even bad ones, to things like Tainted Field in Emeria decks. You want to hit Plains, you want things to recur with Sun Titan and you want those busted Emeria Shepherd to recur Sun Titan who recurs a Fetchlands which finds a Plains both of which recur things with Emeria Shepherd (etc.) endgame plays.
How many colorless sources do I need to turn on displacer? The only reason I'm running those crummy duels is to make sure it is active.
My bad my bad. I've never played anything other than a monowhite version of this archetype. Forgot about trying to make the Displacer and Black splash work. Normally I use things like Mirrorpool and 1-2 Wastes that I can Evolving Wilds for and once you add Mind Stone you don't need more sources than that since it's not as though you need to activate it 5 times per turn or anything.
This version is obviously weaker, but I would be much more likely to stomach putting out dough for it. Could I get advice starting with this as a new baseline?
I play the deck differently. I don't care about blazing fast starts filled with ramp because I don't have any card draw and my Emeria fallback requires a lot of time to set up regardless. While I'm fine with having some amount of ramp (namely Mind Stone) a full 10 cards seems like overkill, especially when you don't have cards like Endbringer floating around. Where you have ramp I typically field things like Serenity, Aura of Silence and/or mass removal that give me more game against opposing strategies. I'm not too worried about opposing threats since I'm always casting creatures and even when someone jams something moronic there's always Containment Priest + Eldrazi Displacer to take care of the problem (in addition to mass removal). Obviously cheap spells are ideal when Sun Titan is involved and recurring Serenity every few turns gives you good disruption. You can always cycle your Mind Stones away and worst-case scenario Sun Titan can use them to create a weak card draw engine.
To me this deck is splashing Black for superfluous ramp, an 8 drop that it doesn't need (there's a 2 drop that accomplishes the same thing) and a 3 drop that isn't significantly more powerful than a 1 drop. I realize that with HS out that the Rager is a 1 mana 1/1 that draws a card and loses a life and the Rager has more synergy with the Displacer but on its own is less impressive and realistically isn't even better than Wall of Omens to begin with (both bodies suck so why pay another mana and lose a life each blink?).
EDIT: Let me put this another way. You ramp out a Sun Titan or an Emeria Shepherd or an Ashen Rider. So what? Sun Titan isn't Primeval Titan. If you curve turn 2 Wall of Omens turn 3 Worn Powerstone turn 4 Titan what have you accomplished? Maybe you recurred an Evolving Wilds? When you jam out that early Shepherd, what does she even recur? A 2 drop? This is not a fast deck. You don't get to curve 1 -> 3 -> Sylvan Primordial -> Ulamog, the Ceaseless Hunger. Your busted sequences require time, energy, and lots of individually powerful moving parts coming together. Don't get met wrong, I LOVE this style of deck and think that it's PERFECT for multiplayer, but you can't treat it like a generic Green ramp deck filled with inherently awesome creatures and powerful bombs like Tooth and Nail. A turn 3 Emeria Shepherd isn't recurring Omniscience or anything and so it's generally better to plan for a slower, more interactive game.
But it's not a rigid shell. The main thing that you have determine is whether or not you want to build around Serenity. If you like the prospect of playing with a bunch of them and recurring them with Sun Titans then you want to avoid "Stoneforge Mystic packages" that emphasize noncreature permanents. This clearly extends to removal such as Grasp of Fate as well.
My favorite alternate package is to include Relic Seeker (or Stoneforge Mystic if you can afford them) and a couple of equipment. I usually roll with 1x Blade of Selves and 1x Sword of Feast and Famine but it's not especially important what you elect to field. Insofar as you have 2 powerful pieces of Equipment they should work fine. Blade of Selves should be obvious and the reason why I like SoFaF is strictly because of the untap clause with Eldrazi Displacer. With Priest + Displacer you can pay 3 mana to kill any creature so having more access to mana is awesome.
I'll also note that I test Swords to Plowshares even though I don't like the card. Generally when I post decks it's so that others can field and enjoy them which frequently means adding cards that I don't consider optimal because others enjoy casting them. A large % of the MP playerbase wants to have access to cheap, instead-speed removal spells and so posting decks that don't include cards like StP doesn't usually appeal to them. As such I usually try to "split the difference." That being said if I were only playing for myself then I would never put 4x Plow in a deck like this. I might play 1-2 just to see how they fare but there's no way that I play 4.
4x *** could be any number of mass removal spells. Day of Judgment, Tragic Arrogance, Mass Calcify, anything. Mass removal isn't strictly required either but I see no reason to play fewer than 4 in a dedicated Control deck. I'm never unhappy to have access to mass removal in my grindy Control decks.
Emeria Shepherd is awesome. Card is totally bonkers and you don't need any over-the-top revival targets (Omniscience) or cheesy infinite combos (Sakura-Tribe Elder) to make her work.
Yeah it's a bit of a nonbo. That's why I only run 2-3. The only problem with running 2 is that when your deck is devoid of card draw you can go multiple games without seeing one and that can get rough. The card itself is decent disruption but unless you're pairing it with Displacer then it's not great. I was even running High Market at one point as a sac outlet but it was too awkward on the manabase. I'm very much in the camp of "as long as I'm doing something powerful then I'm happy" and even though the various components don't work that well together the deck still have a fair amount of power and play to it. You just have to be aware of the Priest's drawback and not run them out willy-nilly unless you're actually planning to do something with them. This is definitely where a card like Ayli, Eternal Pilgrim would come in handy though.
One reason why the Priest's drawback doesn't usually bother me is because when you play versions with Equipment then you kind of force people to interact with your threats. A 2/2 can be ignored for a bit if needed but slap a Sword of Feast and Famine or Bonehoard on it and suddenly people have to do something about it. Also, like I said in my reply I'm not big on Plow and when you cut a couple Plows for things like 2x Tragic Arrogance (plus your ***s) then you can usually remove your own Priests if needed.
When Serenity is good it's usually the best card in your deck. Every meta is different obviously and if people are all playing Standard/Modern decks then it can certainly suck but in general the strongest cards tend to be cheap Artifact/Enchantments so when you're facing "real decks" Serenity can be absurd.
Serenity is often backbreaking to my opponents. To the point where the deck gets early aggression because they know that at some point their precious permanents are going to be kaput.
I am looking to add Thalia's Lancers and an appropriate package. It would almost certainly take the place of Karmic Guide, who often feels like overkill in the deck anyway. As of now, I only have Elesh Norn, Grand Cenobite to search up, and the lands feel pretty tight with the Emeria, the Sky Ruin package. That leaves just creature slots.
Sorry to bump this thread, but it felt like the most appropriate place to post about mono white Eldrazi Displacer without making a new thread. After playing for a while with the deck archetype, is there anything you would change about the deck Prid3 or Chromaticus?
Definitely keep the Recruiter of the Guard. Containment Priest is bonkers powerful with Displacer but remember that the effect is symmetrical so it messes with all of your blink nonsense too. The card is good, I'm not telling you to cut it, but it's only good with Displacer.
I recently bought a couple Cataclysmic Gearhulks to test in my Emeria, the Sky Ruin deck. Letting your opponent choose to which cards to keep before wiping the rest may not be the best, but it seems pretty decent when you can recur that ability every turn. Has anyone else tried that?
I recently bought a couple Cataclysmic Gearhulks to test in my Emeria, the Sky Ruin deck. Letting your opponent choose to which cards to keep before wiping the rest may not be the best, but it seems pretty decent when you can recur that ability every turn. Has anyone else tried that?
I put two in my emeria deck too (it is an abzan build so a bit different from these lists); it seems okay so far, but not amazing. It works great to keep the field from being too cluttered. I mainly like it since my build runs animate dead. It can be used to clear excess permanents and put new emeria/sun titan/emeria shepherd/animate dead/renegade rallier targets back in the yard to chain together again for value.
I don't rely on it as my only answer to artifacts an enchantments (serenity helps here), but it is excellent creature removal since you get to keep two guys vs most other people's one. It also has vigilance to be able to both attack and defend which is nice.
Serenity is a great card in certain builds, but I've not tried it in an Eldrazi Displacer strategy.
My ED/blink deck focusses on Panharmonicon in a W/G build for perms to bounce like Sylvan Primordial etc etc., but I do like Ashen Rider and black so very much, so I think I might just give it a shot.
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2 Wall of Omens
4 Phyrexian Rager
3 Eldrazi Displacer
1 Archangel Avacyn
3 Sun Titan
2 Emeria Shepherd
1 Rune-Scarred Demon
1 Ashen Rider
4 Worn Powerstone
4 Wrath of God
4 Grasp of Fate
4 Tainted Field
4 Caves of Coilos
10 Plains
1 Godless Shrine
4 Marsh Flats
2 Emeria, the Sky Ruin
The endgame would ideally revolve around blinking Ashen Rider over and over again until people folded.
Unlike some decks, this deck could actually function with a second Heartless Summoning in play!
I always play the full 4 Sun Titans and Displacers. Cards are nuts.
I prefer fetchlands, even bad ones, to things like Tainted Field in Emeria decks. You want to hit Plains, you want things to recur with Sun Titan and you want those busted Emeria Shepherd to recur Sun Titan who recurs a Fetchlands which finds a Plains both of which recur things with Emeria Shepherd (etc.) endgame plays.
I always play 4 Emeria, the Sky Ruin and at least 1 Mirrorpool in my Sun Titan decks. Titan + Pool is a great combo.
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
My bad my bad. I've never played anything other than a monowhite version of this archetype. Forgot about trying to make the Displacer and Black splash work. Normally I use things like Mirrorpool and 1-2 Wastes that I can Evolving Wilds for and once you add Mind Stone you don't need more sources than that since it's not as though you need to activate it 5 times per turn or anything.
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
I have put together a more budget version (the most expensive cards are the displacers and titans themselves)
4x Eldrazi Displacer
2x Emeria Shepherd
2x Oreskos Explorer
4x Phyrexian Rager
4x Sun Titan
2x Wall of Omens
4x Myriad Landscape
12x Plains
3x Swamp
4x Terramorphic Expanse
4x Oblivion Ring
2x Mind Stone
4x Worn Powerstone
This version is obviously weaker, but I would be much more likely to stomach putting out dough for it. Could I get advice starting with this as a new baseline?
To me this deck is splashing Black for superfluous ramp, an 8 drop that it doesn't need (there's a 2 drop that accomplishes the same thing) and a 3 drop that isn't significantly more powerful than a 1 drop. I realize that with HS out that the Rager is a 1 mana 1/1 that draws a card and loses a life and the Rager has more synergy with the Displacer but on its own is less impressive and realistically isn't even better than Wall of Omens to begin with (both bodies suck so why pay another mana and lose a life each blink?).
EDIT: Let me put this another way. You ramp out a Sun Titan or an Emeria Shepherd or an Ashen Rider. So what? Sun Titan isn't Primeval Titan. If you curve turn 2 Wall of Omens turn 3 Worn Powerstone turn 4 Titan what have you accomplished? Maybe you recurred an Evolving Wilds? When you jam out that early Shepherd, what does she even recur? A 2 drop? This is not a fast deck. You don't get to curve 1 -> 3 -> Sylvan Primordial -> Ulamog, the Ceaseless Hunger. Your busted sequences require time, energy, and lots of individually powerful moving parts coming together. Don't get met wrong, I LOVE this style of deck and think that it's PERFECT for multiplayer, but you can't treat it like a generic Green ramp deck filled with inherently awesome creatures and powerful bombs like Tooth and Nail. A turn 3 Emeria Shepherd isn't recurring Omniscience or anything and so it's generally better to plan for a slower, more interactive 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
The latest version that I've been testing on Cockatrice is:
13x Plains
4x Emeria, the Sky Ruin
4x Myriad Landscape
2x Wastes
1x Mirrorpool
Creatures (22)
4x Wall of Omens
3x Containment Priest
1x Oreskos Explorer
4x Eldrazi Displacer
2x Pilgrim's Eye
1x Karmic Guide
4x Sun Titan
1x Luminate Primordial
2x Emeria Shepherd
4x Swords to Plowshares
2x Mind Stone
4x Grasp of Fate
4x Wrath of God
But it's not a rigid shell. The main thing that you have determine is whether or not you want to build around Serenity. If you like the prospect of playing with a bunch of them and recurring them with Sun Titans then you want to avoid "Stoneforge Mystic packages" that emphasize noncreature permanents. This clearly extends to removal such as Grasp of Fate as well.
For anyone unaware Containment Priest + Eldrazi Displacer is a combo. The creature does indeed stay exiled.
My favorite alternate package is to include Relic Seeker (or Stoneforge Mystic if you can afford them) and a couple of equipment. I usually roll with 1x Blade of Selves and 1x Sword of Feast and Famine but it's not especially important what you elect to field. Insofar as you have 2 powerful pieces of Equipment they should work fine. Blade of Selves should be obvious and the reason why I like SoFaF is strictly because of the untap clause with Eldrazi Displacer. With Priest + Displacer you can pay 3 mana to kill any creature so having more access to mana is awesome.
Pilgrim's Eye can fetch Wastes (whereas Knight of the White Orchid can't) which is relevant. The flying attacker/blocker also helps with cards like Bonehoard if you do decide to roll with some Equipment.
For 5 drops things like Reveillark and Archangel Avacyn are also solid and Stonehewer Giant is fine if you do add some sort of Stoneforge Mystic/Relic Seeker package. Blade of Selves is obviously the ideal search target and Relic Seeker is totally fine if SFM is out of the question. This deck has a lot of spot removal so getting it through isn't difficult. Wall of Omens is weaker if you do opt for a Blade of Selves gameplan and it's reasonable to play other things instead. Thraben Inspector, Knight of the White Orchid, Pilgrim's Eye, there's plenty of alternatives. That being said the Oreskos Explorer type threats aren't actually that great either unless you're somehow still behind on lands that late into the game (even with Sun Titan on Myriad Landscape recursion). Knight of the White Orchid has an "intervening if" clause so it's especially bad but with Oreskos Explorer if you're behind on lands you can basically Mana Severance yourself as far as Plains are concerned. That's closer to Endless Horizons than Mana Severance but you get the idea.
I'll also note that I test Swords to Plowshares even though I don't like the card. Generally when I post decks it's so that others can field and enjoy them which frequently means adding cards that I don't consider optimal because others enjoy casting them. A large % of the MP playerbase wants to have access to cheap, instead-speed removal spells and so posting decks that don't include cards like StP doesn't usually appeal to them. As such I usually try to "split the difference." That being said if I were only playing for myself then I would never put 4x Plow in a deck like this. I might play 1-2 just to see how they fare but there's no way that I play 4.
4x *** could be any number of mass removal spells. Day of Judgment, Tragic Arrogance, Mass Calcify, anything. Mass removal isn't strictly required either but I see no reason to play fewer than 4 in a dedicated Control deck. I'm never unhappy to have access to mass removal in my grindy Control decks.
Grasp of Fate could be Serenity, Aura of Silence, Oblivion Ring, doesn't really matter. Serenity is especially brutal with Sun Titan but Aura of Silence isn't too shabby either since it "always works" whereas Serenity dies to removal. Clearly you never want to pair Serenity with Grasp of Fate but Grasp + Tragic Arrogance works fine for example.
Emeria Shepherd is awesome. Card is totally bonkers and you don't need any over-the-top revival targets (Omniscience) or cheesy infinite combos (Sakura-Tribe Elder) to make her work.
Luminarch Ascension is a very reasonable inclusion and combos well with both mass removal and Sun Titans. Loves big mana, loves Sword of Feast and Famine, on and on and on.
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
Yeah it's a bit of a nonbo. That's why I only run 2-3. The only problem with running 2 is that when your deck is devoid of card draw you can go multiple games without seeing one and that can get rough. The card itself is decent disruption but unless you're pairing it with Displacer then it's not great. I was even running High Market at one point as a sac outlet but it was too awkward on the manabase. I'm very much in the camp of "as long as I'm doing something powerful then I'm happy" and even though the various components don't work that well together the deck still have a fair amount of power and play to it. You just have to be aware of the Priest's drawback and not run them out willy-nilly unless you're actually planning to do something with them. This is definitely where a card like Ayli, Eternal Pilgrim would come in handy though.
One reason why the Priest's drawback doesn't usually bother me is because when you play versions with Equipment then you kind of force people to interact with your threats. A 2/2 can be ignored for a bit if needed but slap a Sword of Feast and Famine or Bonehoard on it and suddenly people have to do something about it. Also, like I said in my reply I'm not big on Plow and when you cut a couple Plows for things like 2x Tragic Arrogance (plus your ***s) then you can usually remove your own Priests if needed.
When Serenity is good it's usually the best card in your deck. Every meta is different obviously and if people are all playing Standard/Modern decks then it can certainly suck but in general the strongest cards tend to be cheap Artifact/Enchantments so when you're facing "real decks" Serenity can be absurd.
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
13x Plains
4x Emeria, the Sky Ruin
4x Myriad Landscape
2x Wastes
1x Mirrorpool
Creatures (23)
4x Wall of Omens
3x Containment Priest
1x Oreskos Explorer
4x Eldrazi Displacer
2x Angel of Finality
1x Karmic Guide
4x Sun Titan
1x Elesh Norn, Grand Cenobite
2x Emeria Shepherd
3x Serenity
2x Mind Stone
2x Tragic Arrogance
4x Wrath of God
2x Swords to Plowshares
Serenity is often backbreaking to my opponents. To the point where the deck gets early aggression because they know that at some point their precious permanents are going to be kaput.
I am looking to add Thalia's Lancers and an appropriate package. It would almost certainly take the place of Karmic Guide, who often feels like overkill in the deck anyway. As of now, I only have Elesh Norn, Grand Cenobite to search up, and the lands feel pretty tight with the Emeria, the Sky Ruin package. That leaves just creature slots.
I am thinking:
-1 Karmic Guide
+1 Thalia's Lancers
-1 Angel of Finality
+1 Linvala, Keeper of Silence
-2 Swords to Plowshares
+2 Niveous Wisps
I was thinking of something like this.
2x Thraben Inspector
2x Containment Priest
1x Oreskos Explorer
1x Phyrexian Revoker
4x Wall of Omens
4x Eldrazi Displacer
1x Recruiter of the Guard
1x Angel of Finality
1x Karmic Guide
1x Reveillark
4x Sun Titan
2x Emeria Shepherd
1x Luminate Primordial
1x Sol Ring
4x Grasp of Fate
1x Mimic Vat
4x Wrath of God
2x Tragic Arrogance
Lands (23)
4x Emeria, The Sky Ruin
4x Myriad Landscape
14x Plains
1x Wasteland
Noteable changes I'm on the edge about:
-1 Recruiter of the Guard for +1 Containment Priest
-2 Thraben Inspector for +2 Mind Stone
-1 Mimic Vat for +1 Luminarch Ascension
-1 Wasteland for +1 Mirrorpool
Thoughts? I appreciate the feedback! Maybe you guys don't even play this archetype anymore since Brago, King Eternal was introduced?
I love playing a Mirrorpool in Sun Titan decks.
Keep the Mimic Vat. You can still add the Ascension but keep the Vat. Maybe cut Revoker.
Mind Stone does seem better than Inspector in this list.
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
I decided to go with this based on the meta:
4x Emeria, The Sky Ruin
1x Mirrorpool
4x Myriad Landscape
13x Plains
2x Wastes
Creature (23)
3x Containment Priest
4x Eldrazi Displacer
1x Elesh Norn, Grand Cenobite
2x Emeria Shepherd
1x Heliod, God of the Sun
1x Karmic Guide
1x Oreskos Explorer
2x Pilgrim's Eye
4x Sun Titan
4x Wall of Omens
2x Tragic Arrogance
4x Wrath of God
Instant (2)
2x Swords to Plowshares
Enchantment (3)
3x Serenity
Artifact (2)
2x Mind Stone
I put two in my emeria deck too (it is an abzan build so a bit different from these lists); it seems okay so far, but not amazing. It works great to keep the field from being too cluttered. I mainly like it since my build runs animate dead. It can be used to clear excess permanents and put new emeria/sun titan/emeria shepherd/animate dead/renegade rallier targets back in the yard to chain together again for value.
I don't rely on it as my only answer to artifacts an enchantments (serenity helps here), but it is excellent creature removal since you get to keep two guys vs most other people's one. It also has vigilance to be able to both attack and defend which is nice.
Still got friends left?
Anyway, in monowhite you miss the Ashen Riders. Not sure if there are handy mono-W alternatives.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
Tragic Arrogance kills the Forge provided they have one other artifact in play. Maybe switch to a 4/2 split between it and Wrath?
My ED/blink deck focusses on Panharmonicon in a W/G build for perms to bounce like Sylvan Primordial etc etc., but I do like Ashen Rider and black so very much, so I think I might just give it a shot.