I like SC's versatility in being used as either a finisher pump effect or a removal spell. On the other hand, Dismember will likely cost 1 mana and 4 life, vs 2 mana and 0 life. SC is weaker to Blood Moon, but Dismember isn't exactly helping us in that situation either.
I like SC's versatility in being used as either a finisher pump effect or a removal spell. On the other hand, Dismember will likely cost 1 mana and 4 life, vs 2 mana and 0 life. SC is weaker to Blood Moon, but Dismember isn't exactly helping us in that situation either.
Thoughts?
I think dismember is mainboard because of mirror and to kill big dudes (TKS, Smasher, end bringer, angler, tasigur, battleskull) but also helps kill smaller dudes that can cause big problems.
special contortion is between warping wail and dismember I think, so I have 2/2 of those instead.
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Tron variants
Eldrazi variants
Burn
Infect
Living End
Bloodwalkers
RG Ponza
I like SC's versatility in being used as either a finisher pump effect or a removal spell. On the other hand, Dismember will likely cost 1 mana and 4 life, vs 2 mana and 0 life. SC is weaker to Blood Moon, but Dismember isn't exactly helping us in that situation either.
Thoughts?
Right now I'm running 2 dismembers, 1 spatial contortion and 1 warping wail Main board, with 1 SC and 1 WW also in the side board. I like the dismembers main to deal with large creatures previously mentioned in this thread. However, i LOVE the SC and WW in the side, they both great for dealing with decks where dismember isn't AS good (delver, burn) since it'll damage us huge (especially with tomb out, real bad feels taking 6 damage to kill a delver)
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Modern: C Serum Eldrazi Legacy: CEldrazi C Mud W Soldier Stompy R Bread (big red stompy) WU Spirit Blade WUG Meat Hooks WUBGR Blue Dredge
It seems to me that most of the deck lists that I'm seeing out there are running 25 lands. What is the reasoning for 25? Seems like it can run on less, likely 24, possibly 23, with the Sol lands and Eye. Is it because of the plethora of Wasteland in Legacy?
It seems to me that most of the deck lists that I'm seeing out there are running 25 lands. What is the reasoning for 25? Seems like it can run on less, likely 24, possibly 23, with the Sol lands and Eye. Is it because of the plethora of Wasteland in Legacy?
You really need the core 16 sol lands (specially its wasteland infested), 4 cavern, 3 wasteland yourself, then 2 flex spots, I use urborg for dismember and avoid damages from tombs, then karakas for thalia and the monsters of legacy.
your sol lands are the core of the deck supported by your creatures and early prison effects (chalice, thorn, sphere)... that's basically the theme of the deck.
running less than 25 is very inconsistent and less optimal.
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At a quick glance, looks pretty darn solid. The only change would be that revealing a land to Matter Reshaper and putting it onto the battlefield doesn't cause City of Traitors to be sacrificed. Per Gatherer:
"City of Traitors does not trigger on lands that are put onto the battlefield without playing them."
At a quick glance, looks pretty darn solid. The only change would be that revealing a land to Matter Reshaper and putting it onto the battlefield doesn't cause City of Traitors to be sacrificed. Per Gatherer:
"City of Traitors does not trigger on lands that are put onto the battlefield without playing them."
Ah yes, you are correct there.
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I have been playing legacy eldrazi for about three months and have not been disappointed. I play a splash white version with displacers. i like the displacers a lot but i dont play wastlands main because i need the caves of koilos for the white. I have been thinking of running straight colorless and ditching the white (making it possible to put the wastelands in). I have also been considering tomb of the spirit dragon as a one-of. what are your thoughts?
I have been playing legacy eldrazi for about three months and have not been disappointed. I play a splash white version with displacers. i like the displacers a lot but i dont play wastlands main because i need the caves of koilos for the white. I have been thinking of running straight colorless and ditching the white (making it possible to put the wastelands in). I have also been considering tomb of the spirit dragon as a one-of. what are your thoughts?
I think if you're playing this deck you need Wasteland access even if you're running white. There's a list on the primer for D&T Eldrazi which is decent to reference. The format is so reliant on mana, especially a deck like this, and full of problematic lands that it's warranted. I'm of the idea that even if your opponent wastelands you it benefits you to have the ability to wasteland them back just to retain some hold on the game without falling too far behind. Since playing Eldrazi in modern I can attest that the painlands are very valuable but I would try and work them in together. Tomb seems kinda slow but after losing hard to a burn deck the other night I'd say if you can fit it it could be fringe-good.
Thanks @Wildfire393 for the primer update btw, it looks great and looking forward to seeing it evolve. Praise the spaghetti!
I think if you're playing this deck you need Wasteland access even if you're running white. There's a list on the primer for D&T Eldrazi which is decent to reference. The format is so reliant on mana, especially a deck like this, and full of problematic lands that it's warranted. I'm of the idea that even if your opponent wastelands you it benefits you to have the ability to wasteland them back just to retain some hold on the game without falling too far behind. Since playing Eldrazi in modern I can attest that the painlands are very valuable but I would try and work them in together. Tomb seems kinda slow but after losing hard to a burn deck the other night I'd say if you can fit it it could be fringe-good.
Thanks @Wildfire393 for the primer update btw, it looks great and looking forward to seeing it evolve. Praise the spaghetti!
Eldrazi and Taxes runs Wasteland, but it also doesn't run the full contingent of Sol Lands, excluding both Eye of Ugin and City of Traitors in order to make enough room for White sources to be able to cast the non-Eldrazi white cards like Stoneforge and Thalia.
The UW Eldrazi list is a bit more representative of a two-color splash Eldrazi list, and you'll note it excludes Wasteland. It runs a few of each Sol Land, but also enough colored sources to support ten colored-cost Eldrazi.
I think a list that splashes white just for Displacer (which is definitely a legitimate way to go) probably still runs Wasteland, but not a full four. Looking at the lists on mtgtop8, it appears that you want to run about four white sources (+ four Caverns), split between Karakas, W/x Painlands, and basic Plains.
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So I am going to make a new Legacy deck for every week and post up the results.
I already did White Stax, Daretti Stax, so now I'll do Eldrazi Stax.
I did want to try and squeeze White cards and mana for the "Tax" route but figured this version was more consistent.
I will try this next week and edit my post with the results.
I'm really enjoying seeing (almost) every opening hand: turn 1 two mana and something to play...
I deviated from Eldrazi Stompy this last week to play Punishing Miracles, and got run over by someone playing Eldrai & Taxes with Fleetwheel Cruiser. Two different five-power Haste-Tramplers do a real number on control decks, and the Thalias crew the Cruiser very well.
Needs a little experimentation, but I can definitely see the potential.
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Lands - Unfavorable. They don't particularly care about Chalice or Spheres. Thought-Knot Seer frequently whiffs. Looping Wastelands pick our nonbasic-heavy manabase apart, while Maze of Ith and Glacial Chasm keep the big beaters at bay. Karakas and Eldrazi Displacer help a little with not dying to Marit Lage, but they can still grind out a slow victory with Punishing Fires and resource denial.
I actually have a plan B against lands...
I run a pair of Helm of Obediences and a few Leyline of the Voids..
Lands - Unfavorable. They don't particularly care about Chalice or Spheres. Thought-Knot Seer frequently whiffs. Looping Wastelands pick our nonbasic-heavy manabase apart, while Maze of Ith and Glacial Chasm keep the big beaters at bay. Karakas and Eldrazi Displacer help a little with not dying to Marit Lage, but they can still grind out a slow victory with Punishing Fires and resource denial.
I actually have a plan B against lands...
I run a pair of Helm of Obediences and a few Leyline of the Voids..
Interesting. Have you found any trouble getting to the mana required to cast the helm?
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Lands - Unfavorable. They don't particularly care about Chalice or Spheres. Thought-Knot Seer frequently whiffs. Looping Wastelands pick our nonbasic-heavy manabase apart, while Maze of Ith and Glacial Chasm keep the big beaters at bay. Karakas and Eldrazi Displacer help a little with not dying to Marit Lage, but they can still grind out a slow victory with Punishing Fires and resource denial.
I actually have a plan B against lands...
I run a pair of Helm of Obediences and a few Leyline of the Voids..
Interesting. Have you found any trouble getting to the mana required to cast the helm?
Actually, no... I mulligan mostly to get my hands on a leyline. Sometimes Helm is there too. A pair of sol lands makes it cast on turn 2. Sometimes it's turn 3. SSG says I'm almost guaranteed to cast it as soon as I get it. While it's not going to win 100% of the time, the Displacer makes it an interesting matchup at the very least. Down here there's a manaless dredge player, a couple of reanimators, and other decks. And I found 3 leylines to win me more games than lose. And helm is just icing on the cake.
Good resource. I can add some of this information to the first post (with credit to you and Noloam) if you'd like.
One thought is that you guys don't seem to be running any Phyrexian Revoker. I like this card a lot - more than Pithing Needle since your own Thorns and Chalices don't affect it, and it hits things like LED and Lotus Petal that Needle misses. I think a few of each is a decent compromise, as there are decks like Lands that you want Needle to hit things like Wasteland/Port that Revoker can't shut down, and in those matchups you tend to bring out the Chalices anyways.
I think the reason is to not get the revoker killed to removal. The matches you want needle in the most are Miracles, Death and Taxes and Lands decks. I think avoiding the removal with the needle on the key card is more important to stick around than having a 2/1 beater with a needle effect. Sure you can run into the awkward interaction of Thorns or Chalice but it will come up less often than getting your revoker removed.
I think the reason is to not get the revoker killed to removal. The matches you want needle in the most are Miracles, Death and Taxes and Lands decks. I think avoiding the removal with the needle on the key card is more important to stick around than having a 2/1 beater with a needle effect. Sure you can run into the awkward interaction of Thorns or Chalice but it will come up less often than getting your revoker removed.
You are correct that in those matches Needle is better. But in many combo matchups like Storm and Show and Tell, Revoker is considerably better, since it adds pressure, hits things like LED and Petal, and they don't run much in the way of creature-specific removal anyways.
This is why I like a couple of Revoker maindeck, with Needles in the side. In the matchup you bring needles in, Chalices generally come out. That's my experience at least though.
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Artifacts (6)
4 Chalice of the Void
2 Umezawa's Jitte
Spells (4)
2 Dismember
2 Warping Wail
Lands (25)
4 Ancient Tomb
4 Cavern of Souls
4 Eldrazi Temple
4 Eye of Ugin
3 Mishra's Factory
3 Wasteland
2 City of Traitors
1 Urborg, Tomb of Yawgmoth
Sideboard (15)
4 Thorn of Amethyst
4 Leyline of the Void
2 All Is Dust
2 Ratchet Bomb
1 Endbringer
1 Karakas
1 Pithing Needle
So I have played 100 games with Noloam’s 75 and am at a 75% win/loss ratio. Those results are insane! For those who do not know, I have not been playing on MTGO and have been on cockatrice but I feel the results are still valid since legacy is a loved format and people will do whatever it takes to play competitively. I stuck with Noloam’s list with minimal changes, I wanted to get a large pool of results and then see what cards worked really well and which ones were not so hot. Here are some take aways of the results I have….
Delver decks - 50% win ratio
Miracles - 83% win ratio (my only losses were to back to basics)
Stoneblade - 75% win loss, I think the only losses were TNN equipped up
Shardless BUG - 67% win ratio
Storm and DnT - 60% win ratio
Eldrazi - 25% Win Ratio
Reanimator and Sneak and Show - 100% (lol Leyline of the Void)
Lands - 33% ( One loss was probably due to not mulliganing into a Leyline)
These are the decks I primarily faced but you can check out the spreadsheet for more results.I really have no issues with the Main Deck, the issues I have are cards I have are for certain cards for game 2 and 3 against certain decks.
Here is the sideboard breakdown after my 100 match gauntlet
4 Thorn of Amethyst - Love this card does work whenever I boarded in. Keep!
4 Leyline of the Void - Loved this card to no end. Keep!
2 All Is Dust - The card was great. Anytime it resolved I won my match.I did however find it tricky to cast at times. Keep!
2 Ratchet Bomb - No impressed with this card at all, I feel like it is too narrow and situational, I wish I had access to Engineered Explosives like in the modern shell but so is the life of a colorless mage. Out!
1 Endbringer - The card was good but nothing out of the ordinary, it did help push through damage at times and I was never unhappy to see it.
1 Karakas - The card was good but nothing amazing, I think it has a place for the 75 not in love with it but helps against land disruption and against the Reanimator and Sneak matchups.
1 Pithing Needle - The card was good and helped me lock out a couple of cards from my opponents, specifically Sensei’s Top, Jace, Liliana, Thespian Stage, Maze of Ith, Wasteland and Batterskull to name a few.
(Ulamog, the Ceaseless Hunger) - I did test this as a one of in place of the second ratchet bomb but I never got to cast it. I really wanted it for the Eldrazi, Shardless BUG and Miracles match up, primarily for Goyfs, Eldrazi creatures, Blood Moon and Back to Basics, but it never saw battlefield time. I’m skeptical on keeping it in or not.
The biggest take away from the matches I got is I want a stronger game plan against Delver, Eldrazi and Shardless BUG matches. The Delver match ups seem to be governed by their ability to wasteland you early on and apply pressure. The Eldrazi match up is governed but who can either race faster or go BIGGER. The Shardless BUG match is governed by the card advantage war. I want something for all three matches and something that can help through a Blood Moon or Back to Basics. Going forward this will be my sideboard.
4 Thorn of Amethyst
4 Leyline of the Void
2 All Is Dust
1 Endbringer
1 Karakas
1 Pithing Needle
1 Batterskull
1 Hangarback Walker
Both Hangarback Walker and Batterskull generate the virtual card advantage I want by being able to recur through removal. Hangarback Walker can allow me to play it early on through The Delver match ups and grow it until it is dead, in which I get flyers to attack or block opposing delvers. It also helps in the Shardless BUG matches to help go long and then potentially hitting them with some flyers, something the deck has a tough time with. It also helps pressure Goyfs or provide a string of chump blockers. In the Eldrazi match up the walker gives you a blocker and the ability to get many flyers, something the deck struggles dealing with. Batterskull allows us to gain life in the Delver match up and potentially recur the card through death. It also helps you add another threat to the board to block Goyfs and Anglers. If you can ever equip it to a creature it’s probably game over from there. It may be tricky through wastelands but I think on the play the card is worth it. Batterskull gives Shardless BUG headaches for days. I used to play Shardless back when Esper Stoneblade and Deathblade reined king and the only real way they can deal with this card is blocking with a bigger Goyf, Liliana sac or Jace bounce. None which are effective since they just take out the Germ token and you can just return to hand and recast it. The only real card you can use is counter magic or Maelstrom Pulse. Against the Eldrazi matchup the Batterskull gives you big game. If you can land it then equip it even to Eldrazi Mimic and gives you a 6/5 Vigilance Lifelinker! And that’s on a one of the weaker creatures you have. This will allow you to apply pressure and play defensive at the same time. The card is great too just on the principal that it can dodge removal with the 3 mana return to hand ability. They are also great against the Blood Moon plan since it can use any kind of mana to cast it. I can even bring in Batterskull for other matches, like Stoneblade, DnT and Burn. I feel loosing the Ratchet Bombs hurts against the Dredge, Storm Empty plan, Elves and Merfolk matches plus we no longer have a way to deal with problem permanents, but it’s something I am willing to explore based on my results.
I will be testing the next 100 Matches and post an article with my results with that 75.
Does no one else like coercive portal in the SB vs Miracles or Shardless BUG?
Also thoughts on basilisk collar pair with endbringer? Or is it just too cute? I feel like it's gotta be good vs elves/fish/BUG/Delver.
Just got the deck together alongside the vintage version for a pile, and I mean pile of bulk cards.
Coercive Portal isn't the worst idea for grindy matchups, but I'd probably rather just more Endbringers. Being an Eldrazi means that all of our Sol lands apply, not just a few of them, so that six mana is frequently easier than Portal's 4, and you can also Cavern it into play so it gets around Miracles' countermagic, and Shardless has a hard time removing it anyways.
As far as Basilisk Collar goes, it seems really iffy. It's mediocre on anything besides Endbringer, it clashes with Chalice of the Void, and Endbringer will deal with a lot of creatures on its own in these matchups. I'd rather see some additional spot removal (Dismember, Spatial Contortion, or Warping Wail, depending on which creatures you're afraid of) or maybe some mass removal (Ratchet Bomb and All is Dust being the foremost options). Or just another Umezawa's Jitte or two.
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The idea behind portal is that if you drop it early, especially vs miracles, you just draw gas constantly until they have to go for moat and you just blow all the things up.
Good points on the collar, it's probably just too cute.
The idea behind portal is that if you drop it early, especially vs miracles, you just draw gas constantly until they have to go for moat and you just blow all the things up.
Good points on the collar, it's probably just too cute.
If Coercive Portal did indeed allow you to turn it into a board nuke at will, it would definitely be an include. Unfortunately, with the way it's worded, you will never ever blow it up without your opponent's consent, as a tied vote defaults to drawing you a card.
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I like SC's versatility in being used as either a finisher pump effect or a removal spell. On the other hand, Dismember will likely cost 1 mana and 4 life, vs 2 mana and 0 life. SC is weaker to Blood Moon, but Dismember isn't exactly helping us in that situation either.
Thoughts?
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
I think dismember is mainboard because of mirror and to kill big dudes (TKS, Smasher, end bringer, angler, tasigur, battleskull) but also helps kill smaller dudes that can cause big problems.
special contortion is between warping wail and dismember I think, so I have 2/2 of those instead.
Tron variants
Eldrazi variants
Burn
Infect
Living End
Bloodwalkers
RG Ponza
LEGACY
Turbo Depths
Big Eldrazi
Right now I'm running 2 dismembers, 1 spatial contortion and 1 warping wail Main board, with 1 SC and 1 WW also in the side board. I like the dismembers main to deal with large creatures previously mentioned in this thread. However, i LOVE the SC and WW in the side, they both great for dealing with decks where dismember isn't AS good (delver, burn) since it'll damage us huge (especially with tomb out, real bad feels taking 6 damage to kill a delver)
C Serum Eldrazi
Legacy:
C Eldrazi
C Mud
W Soldier Stompy
R Bread (big red stompy)
WU Spirit Blade
WUG Meat Hooks
WUBGR Blue Dredge
Really considering this manabase:
You really need the core 16 sol lands (specially its wasteland infested), 4 cavern, 3 wasteland yourself, then 2 flex spots, I use urborg for dismember and avoid damages from tombs, then karakas for thalia and the monsters of legacy.
your sol lands are the core of the deck supported by your creatures and early prison effects (chalice, thorn, sphere)... that's basically the theme of the deck.
running less than 25 is very inconsistent and less optimal.
Tron variants
Eldrazi variants
Burn
Infect
Living End
Bloodwalkers
RG Ponza
LEGACY
Turbo Depths
Big Eldrazi
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"City of Traitors does not trigger on lands that are put onto the battlefield without playing them."
Ah yes, you are correct there.
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I think if you're playing this deck you need Wasteland access even if you're running white. There's a list on the primer for D&T Eldrazi which is decent to reference. The format is so reliant on mana, especially a deck like this, and full of problematic lands that it's warranted. I'm of the idea that even if your opponent wastelands you it benefits you to have the ability to wasteland them back just to retain some hold on the game without falling too far behind. Since playing Eldrazi in modern I can attest that the painlands are very valuable but I would try and work them in together. Tomb seems kinda slow but after losing hard to a burn deck the other night I'd say if you can fit it it could be fringe-good.
Thanks @Wildfire393 for the primer update btw, it looks great and looking forward to seeing it evolve. Praise the spaghetti!
BWGJunkBWG
BRGJundBRG
B1Eldrazi ShopsB1
UAzami, Lady of ScrollsU
BGMeren of Clan Nel TothBG
BUWJenara, Asura of WarBUW
GURAnimar, Soul of ElementsGUR
Eldrazi and Taxes runs Wasteland, but it also doesn't run the full contingent of Sol Lands, excluding both Eye of Ugin and City of Traitors in order to make enough room for White sources to be able to cast the non-Eldrazi white cards like Stoneforge and Thalia.
The UW Eldrazi list is a bit more representative of a two-color splash Eldrazi list, and you'll note it excludes Wasteland. It runs a few of each Sol Land, but also enough colored sources to support ten colored-cost Eldrazi.
I think a list that splashes white just for Displacer (which is definitely a legitimate way to go) probably still runs Wasteland, but not a full four. Looking at the lists on mtgtop8, it appears that you want to run about four white sources (+ four Caverns), split between Karakas, W/x Painlands, and basic Plains.
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I already did White Stax, Daretti Stax, so now I'll do Eldrazi Stax.
I did want to try and squeeze White cards and mana for the "Tax" route but figured this version was more consistent.
I will try this next week and edit my post with the results.
I'm really enjoying seeing (almost) every opening hand: turn 1 two mana and something to play...
4 Eldrazi Temple
4 Cavern Of Souls
4 Ancient Tomb
4 City Of Traitor
4 Wasteland
1 Ghost Quarter
1 Phyrexian Tower
1 Miren, the moaning well
4 Simian Spirit Guide
4 Thought-Knot Seer
4 Reality Smasher
3 Hangarback Walker
4 Matter Reshaper
Business
4 Thorn of Amethyst
4 Chalice of Void
3 Crucible of Worlds
3 Smokestack
3 Warping Wail
1 Umezawa's Jitte
4 Trinisphere
2 Pithing Needle
3 Containment Priest
4 Leyline of the Void
2 Helm Of Obedience
Needs a little experimentation, but I can definitely see the potential.
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I actually have a plan B against lands...
I run a pair of Helm of Obediences and a few Leyline of the Voids..
Interesting. Have you found any trouble getting to the mana required to cast the helm?
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Actually, no... I mulligan mostly to get my hands on a leyline. Sometimes Helm is there too. A pair of sol lands makes it cast on turn 2. Sometimes it's turn 3. SSG says I'm almost guaranteed to cast it as soon as I get it. While it's not going to win 100% of the time, the Displacer makes it an interesting matchup at the very least. Down here there's a manaless dredge player, a couple of reanimators, and other decks. And I found 3 leylines to win me more games than lose. And helm is just icing on the cake.
Here is the link to the Guide
http://www.mtgthesource.com/forums/showthread.php?30500-DTB-Eldrazi-Stompy&p=975710#post975710
Good resource. I can add some of this information to the first post (with credit to you and Noloam) if you'd like.
One thought is that you guys don't seem to be running any Phyrexian Revoker. I like this card a lot - more than Pithing Needle since your own Thorns and Chalices don't affect it, and it hits things like LED and Lotus Petal that Needle misses. I think a few of each is a decent compromise, as there are decks like Lands that you want Needle to hit things like Wasteland/Port that Revoker can't shut down, and in those matchups you tend to bring out the Chalices anyways.
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You are correct that in those matches Needle is better. But in many combo matchups like Storm and Show and Tell, Revoker is considerably better, since it adds pressure, hits things like LED and Petal, and they don't run much in the way of creature-specific removal anyways.
This is why I like a couple of Revoker maindeck, with Needles in the side. In the matchup you bring needles in, Chalices generally come out. That's my experience at least though.
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4 Matter Reshaper
4 Endless One
4 Eldrazi Mimic
4 Reality Smasher
4 Thought-Knot Seer
3 Simian Spirit Guide
2 Oblivion Sower
Artifacts (6)
4 Chalice of the Void
2 Umezawa's Jitte
Spells (4)
2 Dismember
2 Warping Wail
Lands (25)
4 Ancient Tomb
4 Cavern of Souls
4 Eldrazi Temple
4 Eye of Ugin
3 Mishra's Factory
3 Wasteland
2 City of Traitors
1 Urborg, Tomb of Yawgmoth
Sideboard (15)
4 Thorn of Amethyst
4 Leyline of the Void
2 All Is Dust
2 Ratchet Bomb
1 Endbringer
1 Karakas
1 Pithing Needle
So I have played 100 games with Noloam’s 75 and am at a 75% win/loss ratio. Those results are insane! For those who do not know, I have not been playing on MTGO and have been on cockatrice but I feel the results are still valid since legacy is a loved format and people will do whatever it takes to play competitively. I stuck with Noloam’s list with minimal changes, I wanted to get a large pool of results and then see what cards worked really well and which ones were not so hot. Here are some take aways of the results I have….
Delver decks - 50% win ratio
Miracles - 83% win ratio (my only losses were to back to basics)
Stoneblade - 75% win loss, I think the only losses were TNN equipped up
Shardless BUG - 67% win ratio
Storm and DnT - 60% win ratio
Eldrazi - 25% Win Ratio
Reanimator and Sneak and Show - 100% (lol Leyline of the Void)
Lands - 33% ( One loss was probably due to not mulliganing into a Leyline)
These are the decks I primarily faced but you can check out the spreadsheet for more results.I really have no issues with the Main Deck, the issues I have are cards I have are for certain cards for game 2 and 3 against certain decks.
Here is the sideboard breakdown after my 100 match gauntlet
4 Thorn of Amethyst - Love this card does work whenever I boarded in. Keep!
4 Leyline of the Void - Loved this card to no end. Keep!
2 All Is Dust - The card was great. Anytime it resolved I won my match.I did however find it tricky to cast at times. Keep!
2 Ratchet Bomb - No impressed with this card at all, I feel like it is too narrow and situational, I wish I had access to Engineered Explosives like in the modern shell but so is the life of a colorless mage. Out!
1 Endbringer - The card was good but nothing out of the ordinary, it did help push through damage at times and I was never unhappy to see it.
1 Karakas - The card was good but nothing amazing, I think it has a place for the 75 not in love with it but helps against land disruption and against the Reanimator and Sneak matchups.
1 Pithing Needle - The card was good and helped me lock out a couple of cards from my opponents, specifically Sensei’s Top, Jace, Liliana, Thespian Stage, Maze of Ith, Wasteland and Batterskull to name a few.
(Ulamog, the Ceaseless Hunger) - I did test this as a one of in place of the second ratchet bomb but I never got to cast it. I really wanted it for the Eldrazi, Shardless BUG and Miracles match up, primarily for Goyfs, Eldrazi creatures, Blood Moon and Back to Basics, but it never saw battlefield time. I’m skeptical on keeping it in or not.
The biggest take away from the matches I got is I want a stronger game plan against Delver, Eldrazi and Shardless BUG matches. The Delver match ups seem to be governed by their ability to wasteland you early on and apply pressure. The Eldrazi match up is governed but who can either race faster or go BIGGER. The Shardless BUG match is governed by the card advantage war. I want something for all three matches and something that can help through a Blood Moon or Back to Basics. Going forward this will be my sideboard.
4 Thorn of Amethyst
4 Leyline of the Void
2 All Is Dust
1 Endbringer
1 Karakas
1 Pithing Needle
1 Batterskull
1 Hangarback Walker
Both Hangarback Walker and Batterskull generate the virtual card advantage I want by being able to recur through removal. Hangarback Walker can allow me to play it early on through The Delver match ups and grow it until it is dead, in which I get flyers to attack or block opposing delvers. It also helps in the Shardless BUG matches to help go long and then potentially hitting them with some flyers, something the deck has a tough time with. It also helps pressure Goyfs or provide a string of chump blockers. In the Eldrazi match up the walker gives you a blocker and the ability to get many flyers, something the deck struggles dealing with. Batterskull allows us to gain life in the Delver match up and potentially recur the card through death. It also helps you add another threat to the board to block Goyfs and Anglers. If you can ever equip it to a creature it’s probably game over from there. It may be tricky through wastelands but I think on the play the card is worth it. Batterskull gives Shardless BUG headaches for days. I used to play Shardless back when Esper Stoneblade and Deathblade reined king and the only real way they can deal with this card is blocking with a bigger Goyf, Liliana sac or Jace bounce. None which are effective since they just take out the Germ token and you can just return to hand and recast it. The only real card you can use is counter magic or Maelstrom Pulse. Against the Eldrazi matchup the Batterskull gives you big game. If you can land it then equip it even to Eldrazi Mimic and gives you a 6/5 Vigilance Lifelinker! And that’s on a one of the weaker creatures you have. This will allow you to apply pressure and play defensive at the same time. The card is great too just on the principal that it can dodge removal with the 3 mana return to hand ability. They are also great against the Blood Moon plan since it can use any kind of mana to cast it. I can even bring in Batterskull for other matches, like Stoneblade, DnT and Burn. I feel loosing the Ratchet Bombs hurts against the Dredge, Storm Empty plan, Elves and Merfolk matches plus we no longer have a way to deal with problem permanents, but it’s something I am willing to explore based on my results.
I will be testing the next 100 Matches and post an article with my results with that 75.
Here is the link to my spreadsheet
https://www.icloud.com/numbers/0HUxy...oloam's_List
Also thoughts on basilisk collar pair with endbringer? Or is it just too cute? I feel like it's gotta be good vs elves/fish/BUG/Delver.
Just got the deck together alongside the vintage version for a pile, and I mean pile of bulk cards.
Coercive Portal isn't the worst idea for grindy matchups, but I'd probably rather just more Endbringers. Being an Eldrazi means that all of our Sol lands apply, not just a few of them, so that six mana is frequently easier than Portal's 4, and you can also Cavern it into play so it gets around Miracles' countermagic, and Shardless has a hard time removing it anyways.
As far as Basilisk Collar goes, it seems really iffy. It's mediocre on anything besides Endbringer, it clashes with Chalice of the Void, and Endbringer will deal with a lot of creatures on its own in these matchups. I'd rather see some additional spot removal (Dismember, Spatial Contortion, or Warping Wail, depending on which creatures you're afraid of) or maybe some mass removal (Ratchet Bomb and All is Dust being the foremost options). Or just another Umezawa's Jitte or two.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Good points on the collar, it's probably just too cute.
If Coercive Portal did indeed allow you to turn it into a board nuke at will, it would definitely be an include. Unfortunately, with the way it's worded, you will never ever blow it up without your opponent's consent, as a tied vote defaults to drawing you a card.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!