If it were till end of turn the card would be so busted, though. It would completely shore up our burn and aggro plan. I actually think this card is easily maindeckable. It is better than the 4th Strangler, for sure, and it might be better than the 4th sower as well. Not sure. Would need to test. Im mainly looking at it as a way to completely stomp affinity and twin with the added benefit of killing tokens. Think of it this way, the card can be maze of ith, mother of runes, and vines of the vastwood all for the low commitment of 1.5 lands per activation. Vs infect, you can bounce their creature and they can't even apostles blessing you in response. Vs affinity, you can make a cranial plating fall off mid combat, or force them into dumping all of their ravager counters super early. Vs burn, you can block GG and flicker another, not to mention reusing your own strangler triggers. Vs twin, you have combo protection. This card is just good at every single stage of the game in any matchup that plays creatures or removal. So good.
Id like to add that it can be activated the same turn it comes down, as well. Also, it can be activated multiple times a turn late game to push through damage. So versatile. This is the kind of card I like to play.
I think a sculler/Displacer package should help the Tron matchup slightly as well, since Karn is much easier to deal with if we already have a body or two down when he drops, since he'll want to -3 immediately. More hand disruption in general also help us make sure Karn never happens as well, plus it should help the combo matchups too. Displacer even survives Pyroclasm and can hold off Wurmcoil. What do you guys think of this as a (very) tentative BW list post OGW? I know it's a bit early since we don't have all the spoilers, but it can't hurt to brainstorm a little with what we have.
The Sculler/Strangler/Displacer ratio might be better as some combination of 4/3/2 or 3/3/2 (with either a 4th Sower or an Endbringer) but obviously that would require testing to determine. Vents might be better off as Isolated Chapels or just more Godless Shrines, but whatever. Side can probably be more or less ignored.
EDIT: Should probably have some number of Caves of Koilos in there, since they make all "3" of our colors.
For me it would move endless one out of the 75. That has been a decent card, but a 3/3 on turn 2, that causes havoc is definitely nice. 2 may be right after all.
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No idea because my favorite decks keep getting banned or having the rules changed against them
EDIT: Should probably have some number of Caves of Koilos in there, since they make all "3" of our colors.
Someone on reddit mentioned cutting fetches for caves in light of this spoiler. Considering we are likely to get even more cards from OGW that require <> for activation, what do you all think about this? Maybe going 4 caves, and bumping up on the number of Godless shrines? In an absolute pinch we can map or even GC one of our own lands for a basic to get out from under a Blood Moon.
I really don't think combo is the direction this deck wants to go. The infinite one you posted is a 3 card combo in 3 colors with sorcery speed mana costs of 2, 3, and 5. Yikes. Thrag seems like a decent sideboard option if you somehow manage a stable <>BGW mana base. Otherwise, he just comes down on a normal curve. Super not what this deck is trying to do.
So with kozilek's return officially spoiled, ill probably have to add it mainboard being a BR build. I'll be replacing anger of the gods and probably a thoughtseize. Sound about right?
I split Marsh flats and Caves of Koilos and play 4 Ghost quarter.
This way in theory i have 10 colorless, 10 white and 12 black sources (and of course 2 Expedition Maps) and feel comfortable to be able to cast discard, sculler and activate displacer when needed.
Is it really that much better than Anger's extra damage or Pyroclasm's reduced cost if Ulamog's your only 7+ CMC? He already exiles 2 cards when he comes down, the return's nuke seems rather unnecessary to take over the game at that point.
Idea - why continue running Oblivion Sowers? Displacer + strangler takes care of creatures, Displacer + sculler takes care of cards in hand. Displace by itself is just so versatile. . . I don't think you need to make room for it by cutting other important spells.
This might be a good place to start: It's controlling, but keeps the Ulmog's for wham I win moments.
Sower is a huge body we can drop t3-4 that ramps us into Ulamog and Eye activations, I wouldn't drop below 3 (MAYBE 2 if another really good 5+ drop is spoiled). Displacer has awesome utility, but it needs other creatures to shine and extra copies are basically vanillas so I would go with 2-3 depending on how many scullers/stranglers you have.
On another note, with more early creatures Map might be a little bit slow. Tutoring 1-of lands and ramp is really nice, but maybe it should be more interaction or mind stone or something. I dunno, I really like it but I'm not sure it's where we want to be t1-2 anymore.
Sower is hands down my favorite creature to see. It doesn't require anything to set up or exile beforehand, it has a huge body, it exiles things if you have no enablers in play, it fetches lands so you can put other things in play on the same turn, even with fetchlands if uborg is in play, and you get even MORE value if you use it in conjunction with blight herder tokens. Even if it goes down as a vanilla it's still putting in work and exiling chunks of your opponents library. I think it's the best creature in the deck and wins games. I'd play 2 more of I could. I couldn't imagine cutting it. As was said I'd only cut ot of another creature was that good to put on it's place, but for now it's a key piece for me.
Is it really that much better than Anger's extra damage or Pyroclasm's reduced cost if Ulamog's your only 7+ CMC? He already exiles 2 cards when he comes down, the return's nuke seems rather unnecessary to take over the game at that point.
Instant speed over sorcery, less mana intensive, can use it twice, 2nd time stronger and for free. Also not sure how many relevant creatures I miss from hitting for 2 rather than 3 (ill have to look into that). Coming back and wiping the board allows ulamog to get rid of lands, artifacts, whatever I want without worrying about creatures.
Yeah, cutting sower is almost undeniably incorrect. If there were a vanilla 5/8 creature for 3 mana in the format, I can guarantee, lots of decks would be playing it. Sower is that plus an exile enabler plus ramp. Blight Herder is certainly the best card in the deck, but sower is very very close in second place, without a doubt.
Is there a specific reason to run a single Spellskite other then that its overall just a good card?
Like... is there synergy somewhere I'm not seeing?
I figured the answer to this question out. (I don't think I saw this response from another poster, but if I missed it, my apologies.) You want to run a 1-of Spellskite to tutor with Eye, protecting Ulamog from Path or Liliana.
Off the top of my head it misses Merfolk if they have a lord out, since most of them are 2/2s.
They need to have more than 1 lord for Pyroclasm/Return to miss. The lords don't pump themselves, so taking out a lord will take out the buff of the other creatures.
I really like this new W Eldrazi Eldrazi Displacer, but i dont think we want to go this blinking shenanigans path, with a lot of Displacers and Scullers, what i would do, using the list from Matthew Dilks, is replacing the single Liliana of the Veil or 1 Wasteland Strangler, and adding 1 or 2 to the SB.
Idea - why continue running Oblivion Sowers? Displacer + strangler takes care of creatures, Displacer + sculler takes care of cards in hand. Displace by itself is just so versatile. . . I don't think you need to make room for it by cutting other important spells.
This might be a good place to start: It's controlling, but keeps the Ulmog's for wham I win moments.
-28 Spells
4 Relic of Progenitus
2 Expedition Map Sorceries
3 Inquisition of Kozilek
3 Thoughtseize
4 Lingering Souls
4 Path to Exile
23 Lands
23 lands feels really bad in this deck. Unless colorless, fetchable dual lands magically appear, dropping your land count is incorrect, even in spite of dropping a 6 drop from your list.
This is a midrange deck with ramp built into its game plan that accelerates into very large nasty creatures. Eldrazi Displacer is a tool box creature that allows for strong combos, but not game ended combos. On top of that it dies to virtually all removal in the format, so relying on it and its ability which is hopefully costing C and not 2C is shaky to me. During the commentary when the BC deck was on camera was that it was very resilient to Eldrazi Temple being exiled from the deck. Part of what allowed this was Herder and Sower locking down the board and allowing the deck to recover its mana. This deck is far from solved, and Oath is going to change things, but the 3 pillars which the deck is based, Wasteland Stranger, Blight Herder and Oblivion Sower, should not be so quickly, completely removed from the deck.
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No idea because my favorite decks keep getting banned or having the rules changed against them
Oblivion Sower is one of the best cards in this deck. I don't think it's correct to run less than 4. If anything, I'd cut Herder before Sower. Sower gives you uncounterable mana ramp regardless of what's in the opponent's graveyard or exile zone. It's unconditional ramp, essentially, with a fat body left over.
Oblivion Sower is one of the best cards in this deck. I don't think it's correct to run less than 4. If anything, I'd cut Herder before Sower. Sower gives you uncounterable mana ramp regardless of what's in the opponent's graveyard or exile zone. It's unconditional ramp, essentially, with a fat body left over.
Agreed. The only Eldrazi I am looking to improve on is Strangler, who feels hard to cast for value way too often.
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3x Wasteland Strangler
3x Eldrazi Displacer
3x Tidehollow Sculler
4x Blight Herder
3x Oblivion Sower
1x Ulamog, the Ceaseless Hunger
Artifact (6)
4x Relic of Progenitus
2x Expedition Map
Sorceries (7)
2x Inquisition of Kozilek
2x Thoughtseize
3x Lingering Souls
4x Path to Exile
1x Slaughter Pact
Lands (25)
4x Marsh Flats
2x Godless Shrine
2x Plains
2x Swamp
2x Urborg, Tomb of Yawgmoth
3x Eye of Ugin
4x Eldrazi Temple
1x Bojuka Bog
1x Cavern of Souls
1x Vault of the Archangel
2x Shambling Vent
2x Ghost Quarter
3x Timely Reinforcements
2x Disenchant
2x Celestial Purge
1x Ghost Quarter
2x Duress
2x Surgical Extraction
2x Stony Silence
1x Engineered Explosives
The Sculler/Strangler/Displacer ratio might be better as some combination of 4/3/2 or 3/3/2 (with either a 4th Sower or an Endbringer) but obviously that would require testing to determine. Vents might be better off as Isolated Chapels or just more Godless Shrines, but whatever. Side can probably be more or less ignored.
EDIT: Should probably have some number of Caves of Koilos in there, since they make all "3" of our colors.
Someone on reddit mentioned cutting fetches for caves in light of this spoiler. Considering we are likely to get even more cards from OGW that require <> for activation, what do you all think about this? Maybe going 4 caves, and bumping up on the number of Godless shrines? In an absolute pinch we can map or even GC one of our own lands for a basic to get out from under a Blood Moon.
So with kozilek's return officially spoiled, ill probably have to add it mainboard being a BR build. I'll be replacing anger of the gods and probably a thoughtseize. Sound about right?
3x Wasteland Strangler
2x Eldrazi Displacer
3x Tidehollow Sculler
4x Blight Herder
4x Oblivion Sower
1x Ulamog, the Ceaseless Hunger
1x Kozilek, the great Distortion
Artifact (6)
4x Relic of Progenitus
2x Expedition Map
Sorceries (6)
2x Inquisition of Kozilek
2x Thoughtseize
2x Lingering Souls
4x Path to Exile
1x Slaughter Pact
Lands (25)
4x Godless Shrine
2x Plains
2x Swamp
2x Marsh Flats
2x Caves of Koilos
2x Urborg, Tomb of Yawgmoth
3x Eye of Ugin
4x Eldrazi Temple
4x Ghost Quarter
3x Timely Reinforcements
2x Disenchant
2x Celestial Purge
1x Zealous Persecution
1x Duress
3x Surgical Extraction
2x Stony Silence
1x Ratchet Bomb
I split Marsh flats and Caves of Koilos and play 4 Ghost quarter.
This way in theory i have 10 colorless, 10 white and 12 black sources (and of course 2 Expedition Maps) and feel comfortable to be able to cast discard, sculler and activate displacer when needed.
This might be a good place to start: It's controlling, but keeps the Ulmog's for wham I win moments.
-17 Creatures
4 Displacer
4 Sculler
4 Herder
3 Stangler
2 Ulmog
-28 Spells
4 Relic of Progenitus
2 Expedition Map Sorceries
3 Inquisition of Kozilek
3 Thoughtseize
4 Lingering Souls
4 Path to Exile
23 Lands
On another note, with more early creatures Map might be a little bit slow. Tutoring 1-of lands and ramp is really nice, but maybe it should be more interaction or mind stone or something. I dunno, I really like it but I'm not sure it's where we want to be t1-2 anymore.
Instant speed over sorcery, less mana intensive, can use it twice, 2nd time stronger and for free. Also not sure how many relevant creatures I miss from hitting for 2 rather than 3 (ill have to look into that). Coming back and wiping the board allows ulamog to get rid of lands, artifacts, whatever I want without worrying about creatures.
They need to have more than 1 lord for Pyroclasm/Return to miss. The lords don't pump themselves, so taking out a lord will take out the buff of the other creatures.
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
GXTronGX
RWxBurnRWx
23 lands feels really bad in this deck. Unless colorless, fetchable dual lands magically appear, dropping your land count is incorrect, even in spite of dropping a 6 drop from your list.
This is a midrange deck with ramp built into its game plan that accelerates into very large nasty creatures. Eldrazi Displacer is a tool box creature that allows for strong combos, but not game ended combos. On top of that it dies to virtually all removal in the format, so relying on it and its ability which is hopefully costing C and not 2C is shaky to me. During the commentary when the BC deck was on camera was that it was very resilient to Eldrazi Temple being exiled from the deck. Part of what allowed this was Herder and Sower locking down the board and allowing the deck to recover its mana. This deck is far from solved, and Oath is going to change things, but the 3 pillars which the deck is based, Wasteland Stranger, Blight Herder and Oblivion Sower, should not be so quickly, completely removed from the deck.