I'm not very impressed by the deck and also think that Wasteland Strangler is a pretty bad card right now and only the "combo" with Tidehollow Sculler keeps it somehow playable.
Imho both Matter Reshaper and Eternal Scourge are better creatures.
I thought Joe Soh's deck was great. Everything makes a lot of sense for the deck to compete. I would probably put in a single Eldrazi Displacer over a dismember or something though.
This deck isn't going to out ramp Bant or Tron versions, so it has do play to it's strengths with B and W. Which is discard and removal. And it does that wonderfully, turn 1 path/push/discard, turn 2, discard, turn 3, more discard, then turn 4, with a good solid creature suite and removal, it can push through. It has mainboard grave hate, which is nice. The only real strong weakness is the lack of card draw, but the discard should be more than able to make up for it.
T1 Path is almost always a terrible play. Normally a T1 creature is a mana dork. Unless you're hitting like a Guide or a Swiftspear you accomplish nothing except to discard your best removal. Discard does not substitute for card draw in any way, they're completely different things, as you'll discover for yourself the first time you topdeck a Thoughtseize or Inquisition in a late-game topdeck battle. Which is going to happen to you a lot if you run enough discard spells to hit an opponent with disruption on each of your first three turns.
I thought Joe Soh's deck was great. Everything makes a lot of sense for the deck to compete. I would probably put in a single Eldrazi Displacer over a dismember or something though.
This deck isn't going to out ramp Bant or Tron versions, so it has do play to it's strengths with B and W. Which is discard and removal. And it does that wonderfully, turn 1 path/push/discard, turn 2, discard, turn 3, more discard, then turn 4, with a good solid creature suite and removal, it can push through. It has mainboard grave hate, which is nice. The only real strong weakness is the lack of card draw, but the discard should be more than able to make up for it.
T1 Path is almost always a terrible play. Normally a T1 creature is a mana dork. Unless you're hitting like a Guide or a Swiftspear you accomplish nothing except to discard your best removal. Discard does not substitute for card draw in any way, they're completely different things, as you'll discover for yourself the first time you topdeck a Thoughtseize or Inquisition in a late-game topdeck battle. Which is going to happen to you a lot if you run enough discard spells to hit an opponent with disruption on each of your first three turns.
Have you ever played this deck?
You're thinking way too much hypotheticals. I can easily just say, on the draw I IOK his threat turn 1, then pushed his thread turn 2, then slammed down my TKS turn 3, taking away his removal. He draws into bad removal only to have me turn 4 Reality Smasher and win. With a path in the way of his blocker. I don't argue with results. A big Tourney win AND a 5-0 finish? That's getting somewhere. Have you stopped theorycrafting and played?
And you clearly draw and discard is different. But the power of discard should be able to make up for the lack of card draw. Sheesh, there's no super deck with every single answer and playstyle ever. I already acknowledged the lack of card draw.
I thought Joe Soh's deck was great. Everything makes a lot of sense for the deck to compete. I would probably put in a single Eldrazi Displacer over a dismember or something though.
This deck isn't going to out ramp Bant or Tron versions, so it has do play to it's strengths with B and W. Which is discard and removal. And it does that wonderfully, turn 1 path/push/discard, turn 2, discard, turn 3, more discard, then turn 4, with a good solid creature suite and removal, it can push through. It has mainboard grave hate, which is nice. The only real strong weakness is the lack of card draw, but the discard should be more than able to make up for it.
T1 Path is almost always a terrible play. Normally a T1 creature is a mana dork. Unless you're hitting like a Guide or a Swiftspear you accomplish nothing except to discard your best removal. Discard does not substitute for card draw in any way, they're completely different things, as you'll discover for yourself the first time you topdeck a Thoughtseize or Inquisition in a late-game topdeck battle. Which is going to happen to you a lot if you run enough discard spells to hit an opponent with disruption on each of your first three turns.
Have you ever played this deck?
You're thinking way too much hypotheticals. I can easily just say, on the draw I IOK his threat turn 1, then pushed his thread turn 2, then slammed down my TKS turn 3, taking away his removal. He draws into bad removal only to have me turn 4 Reality Smasher and win. With a path in the way of his blocker. I don't argue with results. A big Tourney win AND a 5-0 finish? That's getting somewhere. Have you stopped theorycrafting and played?
And you clearly draw and discard is different. But the power of discard should be able to make up for the lack of card draw. Sheesh, there's no super deck with every single answer and playstyle ever. I already acknowledged the lack of card draw.
As a matter of fact, the deck I helped put together (and have played for a year and a half, as you'll see if you look back through this thread, so who's theorycrafting here?) does look for card draw through Relic, Mind Stone, and Matter Reshaper (and sometimes Sea Gate Wreckage). Because hand disruption substitutes in no way at all for card draw. Again, they are completely different--at least when you are looking to advance your own game plane instead of being purely reactive, which latter approach is a recipe for many losses in the current meta.
Have you ever actually played any version of this deck? Even once?
Joe Soh optimized his whole deck to be fast (as fast as you can be within this build):
- almost not lands that come into play tapped (two Godless Shrine, and that's it - four (4!) Concealed Courtyard)
- Mutavault is an additional attacker on Turn 3/4, where the normal built may have none
- full playsets of Turn 2/3 creatures
- more removal so he hopefully can get rid of the one creature which makes it through the discard, clearing the board for him
I think the idea was to already be the aggressor on Turn 3/4, where "our" build of the deck is usually turning the tables on Turns 5 or 6 with lifegain, Reality Smasher and removal.
This approach changes the gameplan of the deck, so I do not think you can just compare it card for card with the "normal" one.
Btw, I also think that Wasteland Strangler is the worst card in the deck right now. If I had a good replacement, I would probably use it.
The new 3-mana wrath is good sideboard material, I think, against Affinity and Elves, as they usually don't have card advantage to come back son fast if you wipe their boards. I will definitively try it.
Joe's deck looks dead to Blood Moon for sure, with no fetches and no Mind Stone or Wastes. And even with the duals he uses he is still going to miss a T2 Sculler in many if not most games--you can't really run Mutavault like that if you want reliable BW on turn 2. I realize I'm arguing with a GP winner's list here, but forgive me if I discount the MODO 5-0, which isn't even a Swiss tourney and is therefore not so useful.
Sculler might be really good with Blight Herder instead of Smasher, because Herder can process the card under Sculler and it can also be cast with only generic mana, lowering the demands on the manabase. There's no question that Smasher is a more aggressive, proactive card than Herder is, though. Either way, the deck wants at least 11 (maybe 10 if you want to push it) sources for C on turn 4 for TKS. I just don't think there is any statistically reliable way to get the early BW dual-color spells into the same shell as the colorless spells without screwing up the manabase, and believe me, I've tried.
I don't think scullers need to be cast on curve... Generally you play discard/relic turn 1, and turn 2 reshapers, brutality, mind stone... I like sometimes to hold my scullers to be played after the TKS and obliterate their chances to comeback to the game...
Running a hypergeometric probability function gives pretty low odds of landing a T2 Sculler with the Kobe build. Here's how I did the math. (This is simplified and conservative, as in, the numbers below likely overstate the odds.)
Assuming 15 ETB-untapped dual lands, each producing B OR W; assuming a 60 card deck; assuming 4x Sculler; then you will need two dual lands plus a Sculler in your first eight cards on the play, nine cards on the draw, to play it out on-curve:
Getting two or more duals in the first eight cards--regardless of what the other cards in hand are--comes out at 65%. This doesn't account for hands where they are two of seven lands or the only two lands, so the real odds of a keepable opener with two duals are lower.
Getting one or more Scullers in the remaining six cards comes out at 36%.
This suggests that the odds of casting Tidehollow Sculler on-curve, on the play, in a 60 card deck with only 15 duals, is 0.65*0.36, or roughly 24%.
Factoring into this the fact that having your Strangler also come down the following turn is how you really want to play Sculler, and you can see that it's not likely to pan out very well in the long run. And if you're playing Sculler later than T2, then what aren't you casting on T3, T4, or T5? Until Strangler processes its stolen card, Sculler can usually neither attack nor block, especially in the midgame when the ground gets cluttered up with creatures that are usually way bigger than it.
I'm no math genius and I may well have made some mistakes with my assumptions. If so I'd be interested to hear where I went wrong. But Karsten would suggest that you need something on the order of TWENTY BW duals to get Sculler out on curve 90% of the time with reasonable mulligan parameters. Running a single Swamp, a single Plains, and a single Fetid Heath would be functionally identical to running only duals in terms of casting BW spells. But, if you double up on any basics or on Heath then the odds get worse, not better. (Urborg would help with Liliana or board wipes, but not with Sculler.) Is Sculler worth gimping our manabase like this? It leaves room for only Temples and Caves and one Heath for C... and then we can no longer cast TKS on-curve on T4 reliably.
His build was built to curve out entirely and just drop the lategame entirely.
Sculler is such a bad topdeck, it's ridicolous.
Even worse, his Manabase is jank. Like total jank.
The real good idea we could take from him is that Ghost Quarter is no fit for the Meta at the moment. Mutavault fits much better - thats it.
This deck's success is built upon the right opening hand, good sideboarding and an extensive knowledge of the Modern-Metagame.
Nothing else is needed for succeeding.
I'm no math genius and I may well have made some mistakes with my assumptions. If so I'd be interested to hear where I went wrong. But Karsten would suggest that you need something on the order of TWENTY BW duals to get Sculler out on curve 90% of the time with reasonable mulligan parameters. Running a single Swamp, a single Plains, and a single Fetid Heath would be functionally identical to running only duals in terms of casting BW spells. But, if you double up on any basics or on Heath then the odds get worse, not better. (Urborg would help with Liliana or board wipes, but not with Sculler.) Is Sculler worth gimping our manabase like this? It leaves room for only Temples and Caves and one Heath for C... and then we can no longer cast TKS on-curve on T4 reliably.
Twenty duals is correct according to Frank's math. I agree with you previously here.
I haven't played this deck for a few months (4 now??) since I just wanted to try out another deck. Plus, I felt that my bw eldrazi midrange brew was better but graveyard hate is amazing right now. I used to run tidehollow, then I hated him, then I loved him... it was not a healthy relationship. Against some decks, he is amazing. You can use him with eldrazi displacer to create a lock on the opponents draw step. The biggest drawback is that he dies to every single creature in the format and is not a great late game top-deck. He lead to a lot of games that were amazing, curving into tidehollow, hitting wasteland strangler, then thought-knot seer. But most games he would come down and I couldn't do anything to actaully stop the opponent.
I am glad that the bw processor deck is starting to get results. Joe's deck is just weird to me. Shriekmaw is an interesting addition and Mutavault is hands-down better than shambling vent. He had some really weird card choices:
Blessed Alliance - collective brutality is just better against burn. The untap mode could be relevant though. If you are expecting to face a lot of reality smashers, then I would pack this in the sideboard.
Only 4 discard spells? This deck wants to put the opponents card into the graveyard.
With the low number of discard spells and bad manabase, the deck literally doesn't do anything pro-active until it hits 3 mana. This is why we added mind stone to the deck. It gives us a higher probability to hit 3 mana as well as landing thought-knot seer on turn 3.
Tidehollow sculler is horrible with that manabase. Why would I cast tidehollow on turn 3+ when I could cast lingering souls, thought-knot, or anything else in the deck?
His build was built to curve out entirely and just drop the lategame entirely.
Sculler is such a bad topdeck, it's ridicolous.
Even worse, his Manabase is jank. Like total jank.
The real good idea we could take from him is that Ghost Quarter is no fit for the Meta at the moment. Mutavault fits much better - thats it.
This deck's success is built upon the right opening hand, good sideboarding and an extensive knowledge of the Modern-Metagame.
Nothing else is needed for succeeding.
I agree that ghost quarter is bad right now and it is just bad for this deck. Ghost quarter puts us back a turn, which is not something we want to do.
Mutavault is a great manland no doubt, but I believe I disagree about Ghost Quarter. It only functionally sets us back a turn when used in the early/mid game, and it can be invaluable late. (And of course using it is always optional.) It's a tool against Spreading Seas out of Merfolk. By fetching a Wastes, it saves Eldrazi creatures from getting stranded in hand by Blood Moon. Though Push has made manlands (including ours maybe?) far less popular, Gavony Township, and Kessig Wolf Run, and Academy Ruins et al. remain relevant. GQ can occasionally color-screw an opponent, as I did tonight, and--with Surgical Extraction--is one of our very few knockout punches against most Tron builds. Having it main frees up a couple of slots that Fulminator Mage would probably want to occupy in the sideboard as well. I have always thought of this deck as attacking on many axes, and this is a crucial one IMO.
You don't need to cast sculler 90% on curve when an 85% castable sculler is vastly better than a 100% replacement, say mind stone. The GP winning deck does not have the sources to support Sculler with that level of consistency however, I would recommend (and actually play) 18 colored no problem. Also when doing your assumptions don't factor in the chance of drawing sculler and lands, what you need to find is the chance of drawing the lands in time given you've already drawn a sculler
Also when doing your assumptions don't factor in the chance of drawing sculler and lands, what you need to find is the chance of drawing the lands in time given you've already drawn a sculler
I'm not sure I understand why this matters, can you please explain?
I put Soh's deck into cockatrice and ran 100 opening-hands-plus-one-card to explore how often Sculler would come down on curve when on the play. I did not mull at all, but kept every opener and then added another card.
I was able to cast Sculler on T2 23 times.
I had Sculler in hand 50 times (including the above 23)
I had mana to cast Sculler 55 times (including the above 23)
I was unable to cast Sculler T2 77 times.
A little subtraction shows that I had Sculler but couldn't cast it due to mana constraints 27 times, and had the mana but no Sculler another 32 times, leaving 18 hands with neither Sculler nor T2 BW.
I think it's safe to say that the deck needs several more duals than it has, if it wants to play Sculler with any sort of consistency on T2. And again, I ask if the card is worth it? If 20 duals is the 90% benchmark (including Karsten's mulligan parameters) then can we say that 17 duals might be acceptable? If that is true (and I'd guess that 17 is really pushing the envelope) then we have room for four Temples and only three other colorless lands of any kind, with no room for Shambling Vent at all.
Actually I suppose you could cheat with Cavern of Souls, and name Zombie when needed. Then you'd have Karsten's 90% reliability targets covered:
Matter Reshaper (if we still run it) gets: 4x Eldrazi Temple, 4x Caves of Koilos, 3x Cavern of Souls, and 1x Fetid Heath = 12 sources for T3 C
Sculler gets: Something like 4x Caves of Koilos, 4x Marsh Flats, 4x Concealed Courtyard, 3x Cavern of Souls, 2x Godless Shrine, 1x Plains, 1x Swamp, and 1x Fetid Heath = 20 sources for T2 BW.
This manabase also gives 15 sources for B on T1 to cast IoK, Thoughtseize, or Push, which is better than where I've been, and better than Karsten's recommended 14 sources for a T1 play.
Food for thought. Makes for a heavily disruptive build for sure. That land package is likely to die to Blood Moon pretty badly though, which maybe pushes us back towards Blight Herder.
EDIT: Played a few rounds on cockatrice with the above build and it really seems bad. Sculler seems very bad all around. It's useless as a threat, and unlike Reshaper it doesn't get any value when it dies (unless you mean negative value, when it gives a card back).
Last night I went 2-2. I lost to Eldrazi Tron and a GW Enchantress build, beating a Zombie brew and Grixis Shadow. playing a version of my older BW build that took out the two Mind Stone for two Eternal Scourge. No Unmaking or Ratchet Bomb in the main, only side. Having more threat density that the Sculler builds have seems like a good angle from where I sit.
Was wondering if anyone has removal suggestions agains U & W Planeswalkers and the UW control match-up in general. Do we ever SB out Strangler if they have visions? Lost the second game to UW Control because I assumed they'd remove Ancestral Visions mb after I processed one g1. g3 I straight-up lost to a resolved Elspeth (took out a Jace with Anguished Unmaking the turn before) couldn't deal with the token generation.
I played against the deck yesterday in a 6 round tournament (went 3-2-1) and the match ended in a draw. I don't think it is correct to board out stranglers in this matchup. First of all, the way to beat them in my opinion is to be too fast for them to handle. Thus, you don't want to board out your early threats. Second, their deck really relies on being able to refill their hand with visions. I don't think they ever board it out. I don't know if it is the correct play but I will almost always process their visions if given the opportunity. Even if it means killing the strangler itself if there are no other targets.
I don't think you should side out much of your removal. I could be mistaken but I like keeping it in. Push hits collonades and path hits Gideon if they animate him. Other than that, you rely on Anguished Unmaking for Jace and Elspeth (I run 1 main and 1 in the side). Pithing Needle is also a super useful card in a wide variety of situations. It shuts off any of their threats (collonades and walkers) and unless they counter it they only have Detention Sphere to deal with it. I run 2 in the side.
The matchup is tough but not unwinnable. Our temple draws are really good against them since we need to win before they can stabilize. Lingering Souls is also really good since they mostly rely on spot removal. Picking their hands apart with Thoughtseize and Thought-Knot Seer is also very good. I prioritize their wrath effects (Supreme Verdict and Detention Sphere if I have souls) unless I have a chance to take an Elspeth or a Gideon since they run so few win conditions.
There newest tech is 4x Ceremonious Rejection out of their sideboard, which is a real pain in the A**.
I think i'll need 2 Cavern of Souls to bait this.
On the Ghost Quarter subject:
Since infect has gone i literally run into 0 Inkmoth Nexus which was the reason i cut it.
I ran 2x Tidehollow Sculler while cutting 2 colorless Utility-Lands for more colored sources.
It's pretty solid against all kinds of decks that doesn't run super-much removal (Tron, EldraziTron, Bant Eldrazi, Merfolk),
but awkward against all kind of midrange-deck (Grixis, Jund, Junk).
It dodges Whipflare, allows better curving (nothing feels as good as putting Thoughtseize into Sculler into TKS) and disrupts my opponent.
My updated list is on the very bottom of this post.
Edit
There is a brand new 4-Game Series by Tcgplayer online running hot with the GP Kobe winning list:BW Eldrazi - GP Kobe winner list
Don't get irritated by the title, it's not Eldrazi and TAxes, it's Eldrazi Processor.
I went 4-0 at my local Modern with this yesterday. I have also been having very good success with it on MODO as well. Mana base feels very solid, although I can see cutting 1 Mutavalut for a second Swamp or Godless Shrine.
IMHO as long as old school tron is being less played, I think that cutting stuff like ghost quarters and some of the more specific tron hate might be doable. The sideboard is truly in a flux right now though, not entirely sure what angle to take on with modern. Pithing needles, ratchet bombs, Linvala, wraths, Stony? with the format going a bit more linear than normal I think we might have a few openings than normal. What is everyone going with in their sides as of late?
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What are everyone's thoughts?
Also how about a couple of Lilliana in the SB?
Apparanetly someone 5-0'ed a league with the same build from the GP.
I'm not very impressed by the deck and also think that Wasteland Strangler is a pretty bad card right now and only the "combo" with Tidehollow Sculler keeps it somehow playable.
Imho both Matter Reshaper and Eternal Scourge are better creatures.
Have you ever played this deck?
You're thinking way too much hypotheticals. I can easily just say, on the draw I IOK his threat turn 1, then pushed his thread turn 2, then slammed down my TKS turn 3, taking away his removal. He draws into bad removal only to have me turn 4 Reality Smasher and win. With a path in the way of his blocker. I don't argue with results. A big Tourney win AND a 5-0 finish? That's getting somewhere. Have you stopped theorycrafting and played?
And you clearly draw and discard is different. But the power of discard should be able to make up for the lack of card draw. Sheesh, there's no super deck with every single answer and playstyle ever. I already acknowledged the lack of card draw.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Have you ever actually played any version of this deck? Even once?
Joe's deck looks dead to Blood Moon for sure, with no fetches and no Mind Stone or Wastes. And even with the duals he uses he is still going to miss a T2 Sculler in many if not most games--you can't really run Mutavault like that if you want reliable BW on turn 2. I realize I'm arguing with a GP winner's list here, but forgive me if I discount the MODO 5-0, which isn't even a Swiss tourney and is therefore not so useful.
Sculler might be really good with Blight Herder instead of Smasher, because Herder can process the card under Sculler and it can also be cast with only generic mana, lowering the demands on the manabase. There's no question that Smasher is a more aggressive, proactive card than Herder is, though. Either way, the deck wants at least 11 (maybe 10 if you want to push it) sources for C on turn 4 for TKS. I just don't think there is any statistically reliable way to get the early BW dual-color spells into the same shell as the colorless spells without screwing up the manabase, and believe me, I've tried.
For reference:
Frank Analysis – How Many Colored Mana Sources Do You Need to Consistently Cast Your Spells?
Also a new Karsten article, showing 24 lands is correct for the deck, and discussing siding out lands post-board:
How Many Lands Do You Need to Consistently Hit Your Land Drops?
Bontu's Last Reckoning looks extremely good. BB on T3 is still never easy though....
The deck might not be perfect but it certainly seems powerful.
How can we tweak the manabase to make this deck better? Keep in mind I would like to keep some mutavaults along with the same creature package.
Lands-23
4 eldrazi temple
4concealed courtyard
4 caves of coilos
2 godless shrine
2 marsh flats
1 plains
2 swamp
3 mutavault
1 fetid heath
I could even see squeezing in 1 urborg tomb of yawgmoth
Assuming 15 ETB-untapped dual lands, each producing B OR W; assuming a 60 card deck; assuming 4x Sculler; then you will need two dual lands plus a Sculler in your first eight cards on the play, nine cards on the draw, to play it out on-curve:
I'm no math genius and I may well have made some mistakes with my assumptions. If so I'd be interested to hear where I went wrong. But Karsten would suggest that you need something on the order of TWENTY BW duals to get Sculler out on curve 90% of the time with reasonable mulligan parameters. Running a single Swamp, a single Plains, and a single Fetid Heath would be functionally identical to running only duals in terms of casting BW spells. But, if you double up on any basics or on Heath then the odds get worse, not better. (Urborg would help with Liliana or board wipes, but not with Sculler.) Is Sculler worth gimping our manabase like this? It leaves room for only Temples and Caves and one Heath for C... and then we can no longer cast TKS on-curve on T4 reliably.
i'm running BW Eldrazi for half a year now.
4 Mutavault along 4 Tidehollow Sculler is a trap for sure!
His build was built to curve out entirely and just drop the lategame entirely.
Sculler is such a bad topdeck, it's ridicolous.
Even worse, his Manabase is jank. Like total jank.
The real good idea we could take from him is that Ghost Quarter is no fit for the Meta at the moment.
Mutavault fits much better - thats it.
This deck's success is built upon the right opening hand, good sideboarding and an extensive knowledge of the Modern-Metagame.
Nothing else is needed for succeeding.
Green @ it's best
Twenty duals is correct according to Frank's math. I agree with you previously here.
I haven't played this deck for a few months (4 now??) since I just wanted to try out another deck. Plus, I felt that my bw eldrazi midrange brew was better but graveyard hate is amazing right now. I used to run tidehollow, then I hated him, then I loved him... it was not a healthy relationship. Against some decks, he is amazing. You can use him with eldrazi displacer to create a lock on the opponents draw step. The biggest drawback is that he dies to every single creature in the format and is not a great late game top-deck. He lead to a lot of games that were amazing, curving into tidehollow, hitting wasteland strangler, then thought-knot seer. But most games he would come down and I couldn't do anything to actaully stop the opponent.
I am glad that the bw processor deck is starting to get results. Joe's deck is just weird to me. Shriekmaw is an interesting addition and Mutavault is hands-down better than shambling vent. He had some really weird card choices:
I agree that ghost quarter is bad right now and it is just bad for this deck. Ghost quarter puts us back a turn, which is not something we want to do.
Fatal push pretty much made ghost quarter irrelevant anyways.
CBW midrange deck
CBW eldrazi processor deck
CBW bw eldrazi shadow midrange
I put Soh's deck into cockatrice and ran 100 opening-hands-plus-one-card to explore how often Sculler would come down on curve when on the play. I did not mull at all, but kept every opener and then added another card.
Actually I suppose you could cheat with Cavern of Souls, and name Zombie when needed. Then you'd have Karsten's 90% reliability targets covered:
Maybe something like this:
4x Eldrazi Temple
4x Caves of Koilos
4x Marsh Flats
4x Concealed Courtyard
3x Cavern of Souls
2x Godless Shrine
1x Fetid Heath
1x Swamp
1x Plains
Creature (16)
4x Tidehollow Sculler
4x Wasteland Strangler
4x Thought-Knot Seer
2x Blight Herder
2x Reality Smasher
4x Path to Exile
3x Fatal Push
Sorcery (9)
4x Lingering Souls
3x Thoughtseize
2x Inquisition of Kozilek
Artifact (4)
4x Relic of Progenitus
2x Anguished Unmaking
2x Ratchet Bomb
2x Fulminator Mage
2x Collective Brutality
2x Stony Silence
2x Blessed Alliance
2x Grafdigger's Cage
1x Pithing Needle
EDIT: Played a few rounds on cockatrice with the above build and it really seems bad. Sculler seems very bad all around. It's useless as a threat, and unlike Reshaper it doesn't get any value when it dies (unless you mean negative value, when it gives a card back).
Last night I went 2-2. I lost to Eldrazi Tron and a GW Enchantress build, beating a Zombie brew and Grixis Shadow. playing a version of my older BW build that took out the two Mind Stone for two Eternal Scourge. No Unmaking or Ratchet Bomb in the main, only side. Having more threat density that the Sculler builds have seems like a good angle from where I sit.
Thanks! This is exactly the advice I needed
There newest tech is 4x Ceremonious Rejection out of their sideboard, which is a real pain in the A**.
I think i'll need 2 Cavern of Souls to bait this.
On the Ghost Quarter subject:
Since infect has gone i literally run into 0 Inkmoth Nexus which was the reason i cut it.
I ran 2x Tidehollow Sculler while cutting 2 colorless Utility-Lands for more colored sources.
It's pretty solid against all kinds of decks that doesn't run super-much removal (Tron, EldraziTron, Bant Eldrazi, Merfolk),
but awkward against all kind of midrange-deck (Grixis, Jund, Junk).
It dodges Whipflare, allows better curving (nothing feels as good as putting Thoughtseize into Sculler into TKS) and disrupts my opponent.
My updated list is on the very bottom of this post.
Edit
There is a brand new 4-Game Series by Tcgplayer online running hot with the GP Kobe winning list:BW Eldrazi - GP Kobe winner list
Don't get irritated by the title, it's not Eldrazi and TAxes, it's Eldrazi Processor.
Green @ it's best
4 Concealed Courtyard
4 Eldrazi Temple
1 Godless Shrine
4 Marsh Flats
4 Mutavault
1 Plains
1 Swamp
4 Path to Exile
1 Dismember
3 Fatal Push
1 Collective Brutality
3 Inquisition of Kozilek
1 Thoughtseize
4 Lingering Souls
1 Ratchet Bomb
4 Relic of Progenitus
4 Thought-Knot Seer
4 Tidehollow Sculler
4 Wasteland Strangler
2 Blessed Alliance
2 Cast Out
1 Collective Brutality
2 Disenchant
2 Ghost Quarter
3 Stony Silence
2 Surgical Extraction
1 Thoughtseize
https://www.mtggoldfish.com/deck/666643#paper
Thinking to test a similar version with Marsh Flats with Blight Herders instead Smashers and 2 Sorins instead the Glory-Bound.
BWC Processors Eldrazi CWB
UBC Emerge EldraziCBU
C Tron Eldrazi C
RBC Meld Eldrazi CBR
GU Tokens Eldrazi UG
Joh Sohs version is more aggro and trying to curve out.
Iguanas is more control