Overview
<>Bx Processing first appeared when ETERNALLYRAMZA went 5-0 with the BR variant on MTGO. The deck was further given legitimacy when Zac Elsik accrued a 4-0 FNM victory and endorsed the deck as having an immense amount of potential. The deck plays a midrangey-control game, by keeping opponents' graveyards locked down with exiling abilities such as Relic of Progenitus and Nihil Spellbomb. The deck then utilizes the new Battle for Zendikar Eldrazi's Processor abilities to "process" cards in the exile zone and move them to the graveyard to achieve card and mana advantage (with the Eldrazi scions). The deck has an excellent matchup against graveyard based decks and most other fair midrange decks. The other advantage is the deck's current surprise factor as a newly competitive deck, though that can easily change if it gains substantial player growth.
Wasteland Strangler - Reason #1 we have black as our main color. This guy will continually net you card advantage as long as he can process a card. -3/-3 will remove almost everything in the meta other than delve fatties (which the deck naturally nerfs) and Rhinos/Wurmcoils. Run 4 Blight Herder - Disgusting amount of value. First of all it triggers on cast, so even if it gets countered it will still supply you with three 1/1s who are conveniently also 3 mana for your pool. Great synergy with Temple and Eye, either of them causing it to immediately replace its own value with the scions. 4/5 body is nothing to scoff at either. Run 4 Oblivion Sower - Just like Herder, it triggers on cast. You will frequently gain 1-2 lands off it if your opponent never delved or fetched. 5/8 body for 6 (though often cheated out for less because of our mana ramp). Run 4 Relic of Progenitus - Absolutely ridiculous card in this deck. Can slowly set up your processes, or just bomb the graves and cantrip for you. Absolutely must Run 4 Nihil Spellbomb - Reason #2 we're running black. An extra few Relics that only hit our opponent's grave? Please. Run 2-4 Ulamog, The Ceaseless Hunger - Our big bad. Fetchable with Eye and pseudo-fetchable with Conduit. If he comes down successfully you will most likely just win the game. Remember that his exile effect is on cast, not ETB. Run 1-2 Thoughtseize, Inquisition of Kozilek, Duress - Reason #3 for black. Seeing your opponent's hand and then dropping the biggest threat (that you can then exile most of the time) is a huge boon. In any combination you prefer: Run 6 Eldrazi Temple - Our most important land. Effectively reduces every Eldrazi in your deck's cost by 1. Must Run 4 Eye of Ugin - Even though it doesn't tap for mana (on its own, see below) it drops a good chunk of our deck's cost down by 2. Your Blight Herders refund themselves while this is out. Late game can search out Ulamog. Run 1-2 Urborg, Tomb of Yawgmoth - All those colorless lands you have? They can tap for your main color now. Oh, did I mention that Eye of Ugin can tap for mana now too? Pretty great stuff. Run 1-2 Cavern of Souls - Keeps your Eldrazi nice and safe from those mean dirty counterspells. Run 1-4
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Conduit of Ruin - A beater who can slow tutor a huge guy then make them cost 2 less when you get to them. Not a terrible choice since it often comes in as just a 5/5 body for 3 mana. Run 0-2 Void Winnower - Good sideboard tech for matchups like Twin. Can be maindecked if your meta leans towards decks that Winnower hoses. Run 0-1 All is Dust - Board clear (that also hits enchantments) with a tribal bonus. Can become very undercosted thanks to Eye and Temple and doesn't hit your devoid stuff. Run 0-2 Emrakul, The Aeons Torn - Do I need to actually describe Emrakul? If you love her or your build is meant to support her, then Run 0-1 Ghost Quarter, Tectonic Edge - Nothing wrong with some land destruction, especially if you're going to exile it then steal it with Sower. In any combination of preference: Run 0-4 Miren, The Moaning Well - Good sac outlet to stop aggro and Scapeshift from finishing us off, or to get value out of something getting removed anyway. Run 0-2 Spellskite - Extremely versatile card. Can help block against small aggro, steal away enchantments, and protect your other creatures. Excellent all around piece of tech. Run 0-3 Pithing Needle - Catch all to an assortment of the meta. Run 2 in the side
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Doom Blade, Go for the Throat - Solid removal option, pick whichever is better for your local meta and go with it. Run 1-3 Dismember - Solid removal that can actually be used no matter your color splashes. Hits all the big fatties that Strangler doesn't. Run 2-4 Bojuka Bog - Do you REALLY HATE GRAVEYARDS? Well here's your next few Relics/Spellbombs. Run 0-4 Damnation - Black's absolute board wipe. Great against decks like Merfolk and Elves that can go wide and large. Depending on your meta: Run 0-2 Surgical Extraction - Something to deal with anything the deck can't normally deal with. Also a great catch-all side option when you just want to take stuff out and don't know what to put in. Run 0-3
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Lightning Bolt - It's bolt. Run 4 Magma Spray - It's shocks that exile so you can process. Alternatively you can run Pillar of Flame if you feel the instant speed is worth sacrificing for the player targets. Run 0-3 Rakdos Charm - More Relic/Spellbomb effects? Kill a cranial plating? Make Twin lose the game? Sign me up. Run 1-3 Crumble to Dust - Your one card answer to Tron and Scapeshift. Great against any land based deck really. Run 0-3 Pyroclasm, Anger of the Gods - Absolutely wreck aggro decks. Only hurts your Scions (which you can sack in response) and your Stranglers (which probably already got their value). Run 4 in some combination Shatterstorm - Affinity is disgusting. So we'll match them. Run 0-2 in the side for your meta Blackcleave Cliffs - Fastlands are good. Run 4
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Ancient Stirrings - A mini tutor for 90% of your deck. Even Tron players have to be a bit jealous of how much value we can get out of it. Run 4 Abrupt Decay - I'm not going to bother explaining why Abrupt Decay is a good excuse to run BG. Run 4 Scavenging Ooze - Scooze is good in other decks, but it's amazing here. Heal to slow aggro's clock? Check. Exile potential processing targets? Check. On curve body that can become a beater? Check. Never a bad topdeck? Check. Run 4 Evolutionary Leap - Effective way to put creatures that are about to be removed (or your scions) to use. Doesn't really need to be built around in this deck. Run 0-2 if it's your thing From Beyond - If only it said "Tribal Enchantment - Eldrazi". But then it might be too good. Essentially a Bitterblossom for us that we can sack to find whatever Eldrazi SPELL we need (All is Dust is searchable). Still testing with it to figure out what the optimal number to run is, the 4 CMC is a bit of a harsh downside. Run 0-4 Garruk Wildspeaker - Green's signature walker works fantastically in any deck that has a land that can tap for multiple mana. Luckily we happen to run 4 of them. Also synergizes perfectly with the two cards mentioned below. Run 1-3 Utopia Sprawl, Abundant Growth - Utopia Sprawl is for direct ramping, but can only be put on the few forests you run. Abundant growth will cantrip and can be placed on Eye of Ugin so it can tap for any mana. Remember not to stack them or land destruction will deal a huge blow. Run 4 in any combination if you're going for a ramping strategy. Feed the Clan - Green's answer to aggro. 5 life is nothing to scoff at, but coupled with a Herder/Sower and you put yourself out of instant death range from Affinity, Burn, and Scapeshift. Run 1-2 in side Nature's Claim - Cheap, instant speed, catch-all removal in green. Run 2-4 in the side depending on your meta. Void Attendant - Dies to bolt, but can consistently convert your mana and exiled cards into an overwhelming force. Personal preference kind of card. Run 0-3\ Awakening Zone - No search function like From Beyond, and the spawns don't have power. But being able to come down a turn earlier and having a 3 drop in green is huge. Run 0-4
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Rest in Peace - A great excuse to splash white. Constant graveyard hate in the mainboard is just ruthless and many decks will scoop to it if it resolves. Run 0-3 Path to Exile - Path is great in any deck. And it exiles, which we love. Run 4 Lingering Souls - If you're in the colors you might as well run one of the highest value cards in modern. Don't run it alongside RIP as the two conflict. Run 2-4 with no RIP Oblivion Ring (and any similar variant) - Exile their stuff then process it so it doesn't matter if they remove the ring. Run 1-4 Sorin, Lord of Innistrad - The lifelink token is highly relevant since we have a somewhat hard time against aggro. The emblem synergizes fantastically with the scions, and the ultimate is never bad to have. Run 1-2 Tidehollow Sculler - More hand hate that can be combined with processing to permanently take your opponent's stuff. Also gives you an on curve body for 2. Run 0-4 depending on how much you love it Stony Silence - White's big artifact hate card. Wins the Affinity matchup by itself, but remember to take out your Relics and Spellbombs. Run 0-3 in the side Rest for the Weary - Your best answer for aggro. Play it on a landfall and effectively -2 their card economy. Run 1-3 depending on how burn heavy your meta is Ghostly Prison - A great answer to all creature based decks. Slows them down to a point that you can usually just chump with scions and live forever. Run 0-3 Leyline of Sanctity - Another great reason to dip into white (though technically you can run it even without the splash). If you're going to run it, Run 3-4 in side or main Shambling Vent - Coming in tapped hurts it a lot, but the manland can help give you a clock late game when it turns into top deck mode. The lifelink is also relevant against our bad matchups like burn. Run 1-2 Vault of the Archangel - Big utility late game, we care less about tapping for a colorless than BW tokens does. Run 1
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Thoughtscour - Cantrip and put stuff in the grave to get exiled? Sounds like a plan. Don't forget to hit things your opponents scry and leave on top. Run 2-4 Mana Leak, Remand, Dispel - If you're running blue and not running counterspells then what are you doing with your life? Run 4-10 in any combination you please. Fathom Feeder - Tribal Baleful Strix in modern? Doesn't cantrip, but the effect becomes significantly easier to cast with temples and will probably force removal spells. Probably the best reason to play the blue splash. Run 3-4 Sire of Stagnation - A massive body that nets you free card advantage or just stops your opponent from playing more lands. Unfortunately the CMC of 6 means he might not come down in time to get value off his effect, but we are the one deck that can cheat him in earlier. Run 0-2 Ashiok, Nightmare Weaver - A Planeswalker that does everything we want. Exiles creatures, steals exiled creatures, and mass exiles. Run 1-3 Ulamog's Reclaimer - Process for some recursion? Not bad, but depends on if your build supports it. Run 0-2 Drowner of Hope - Good outlet to use your scions for clearing a path to swing for game. Comes with two for free, but doesn't process anything. If it's your thing: Run 0-2 Ulamog's Nullifier - Tribal counter with a body. Needs some processing setup, and the cost is a bit steep for the body. Run 0-2 based on personal preference Delay - A more easily castable counterspell. Counterspell isn't modern legal so I'll let you do the math. Run 1-4 Darkslick Shores - Fastlands are good. Run 4
For the green version I have been testing Garruk Wildspeaker. Untaping 2 Eldrazi Temple allow you to cast a 8 mana Eldrazi at least. If it was not good enough he provides trample to your fat army.
I was thinking of splashing green in my currently mono black deck. Green gives us ancient stirrings, like somebody here already pointed out, but also scavenging ooze. Processing exiled creatures and feeding the ooze over and over seems hilarious!
Looks like the current consensus for Green splash is Stirrings, Abundant Growth/Utopia Sprawl, Garruk, and Scooze. It would also provide you with Beast Within and Abrupt Decay for catch all removal, and other ramp sources to get titans out. Any other clever things that would work exceptionally well here? I liked the suggestion of Delay for blue (it's essentially counterspell in this deck)
I posted this in the other thread, but Appetite for Brains is like Inquisition with upside against decks like Tron or Scapeshift. Another (although admittedly unimpressive) black card your could run is Dimir Machinations which tutors Strangler/Ashiok/etc and can start the exiling against decks that don't put much in the graveyard.
Also, how good has Fathom Feeder been? You compare to Baleful Strix, but it loses a lot without the flying or free cantripping.
Private Mod Note
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"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Nullifier is perfectly fine if you're only running 1 or 2.
Fathom Feeder has been testing fantastically. It either gets blocked (and trades favorably 80% of the time), or it sticks around and gets some free ingests off the top until you reach the point where it draws you cards. At that point it usually gets removed, but that's one removal spell not there to hit Blight Herders or Oblivion Sowers.
Been testing the Green version today. Really like it a lot. I think From Beyond is super underrated and want to see if someone can make it work efficiently.
Im building exactly the B/R version of the deck to test against friends changing the second Ulamog for a Void Winowwer, no serious games for now, but i will comment when complet it
Eldrazi are my favorite MTG race since Zendikar, im trying to build 5 Eldrazi decks of each color ( Colorless one instead White )
Yeah i know, too many eldrazi XD, maybe not the most competitive decks but is something that i always wanted to do when Zendikar launched, now left a Red deck Eldrazi one, i just wait to see the new red eldarzi in Oath to try build a red agro deck with, white eldrazi will be impossible so Colorless instead white.
Hey all,
Was directed here from a different forum, didn't even realize this existed which is awesome! I honestly think this deck type has got legs and I'm looking forward to playing it some more. This is basically a copy and paste from a previous post, but I'll repost here.
I tried BG, or as I like to call it Eldrazi Rock went 2-2.
Beat UR Twin and a budget Sun Titan control deck, lost to Naya Burn and BW Tokens. Here's the list:
Couple of things:
BW Tokens was the first person I had ever played the deck against, and it was a bad match up pre-board as I have no sweepers in the deck other than All Is Dust. Post board with Damnation, Night of Souls' Betrayal, Drown in Sorrow and Golgari Charm it becomes much better. Still processing + Lingering Souls = bad interaction.
Burn was a straight race, she got me, I boarded life gain got her, she got me.
Card selection notes:
Some of the cards I went with because of money/didn't have them (only 1 Ulamog, the Ceaseless Hunger and no Cavern of Souls. Although I did get a Cavern when I Oblivion Sower'ed the Twin deck :))
I took out Nihil Spellbomb and put in Sylvan Scrying instead to help get Temples and Eye with more consistency. I think the real win (at least with the version) is ramping with Oblivion Sowers into bigger guys and overwhelming them while keeping them at bay with removal and hand disruption. The 4 Relics and surprisingly effective Titan's Presence gave me enough exiled cards along with the Sowers to power the Blight Herders and Wasteland Stranglers.
The permanent removal is excellent against cards that try and screw with our manabase like Blood Moon or Spreading Seas and also gets rid of Planeswalkers.
I put in a couple Man Lands as well as a GQ for insurance. Treetop Village is excellent and can be tutored up by Sylvan Scrying. Although... I feel like if I had any Cavern of Souls they would be the cards I cut for them.
Overall it seemed promising and I'm going to try it again. Been tinkering with a B/W version like the one above (and also mentioned by Frank Lepore in his article on TCG Player http://magic.tcgplayer.com/db/article.asp?ID=12990&writer=Frank Lepore the video is pretty interesting to watch how it works)
Changes:
I'm taking the Kozilek out and putting in Emrakul, the Aeons Torn. In almost all of the games I played, I got to nearly 15 mana with stolen lands, Scion tokens and Temples. It is great inevitability and is pretty much a win if the game get's past turn 8 I'd say.
Thinking of tinkering with the removal suite, possibly take out Titan's Presence (although it did well I think) in favor of Dismember, another pulse and another Go for the Throat or faster removal like Disfigure or Darkblast.
Or alternatively add another land (probably a Woodland Cemetery) and take out a Presence or both and add another Pulse.
Also the Sideboard needs a lot of work.
Someone also suggested trying Descendants' Path which could be interesting, but would require a big rework.
*Edit:
I'm not sure why I didn't think of Ancient Stirrings... I'm going to 100% cut Sylvan Scrying and a presence for 4 of them.
I had Scooze in a previous version... I dunno I found myself underwhelmed. I'll try him again but I'll have to think of what to cut.
Conduit of Ruin felt a bit rubbish... if you have 10 mana to cast Ulamog, wouldn't Conduit be better as a 3rd Ulamog? If you don't have 10 mana, do you want to put a 10-mana spell on top of your library that you can't cast until you hit more land drops? My gut instinct is that you don't. I believe Conduit either needs a mini toolbox (so Ulamog + Void Winnowed/Kozilek Butcher would be my choice), or it may as well just be another 10 drop.
Conduit of ruin ramps you, don't forget. You don't need to 10 mana for an Ulamog if you have a Conduit out, you need 8.
This is a different brew that I came up with after seeing the BR version go 5-0 in League. I know it might be much different take but overall same concept. Looking for thoughts.
Against some decks I like to play surgical Extraction turn 0 removing their first fetch land so it works like a ramp 4 if you have a urborg, Tomb of Yawgmoth + Oblivion Sower. Along side you just have information of what you are playing against. Versus Tron it works nice with Ghost Quarter and since our ramp is better we can recover faster. Against basic land decks you can side board surgical Extraction easily.
Since urborg, Tomb of Yawgmoth is probably a must in most of BX builds I'm testing a pet card that is Sadistic Sacrament. It reads: "Choose 1: Ramp 3 (with Oblivion Sower) or Remove their win conditions/combo pieces" and Late game you can pay it's kicker cost with the lands you stole from your opponent.
After some playing I've found Bojuka Bog to be an uncounterable all-star, especially with Expedition Map. I think 4x Bog and 4x Relic is the right combination of exilers. Its also particularly good with Wasteland Strangler.
the only problem i believe is that bojuka bog comes in to play tapped. And i wanted to play a version with expedition map, but your eldrazi are underwhelming so actually you want to have access to more quality card because slamind a oblivion sower is not the same as slaming a wurmcoil. I like a lot surgical, because you can use it anytime of the game, and also it's the only source against combo that works well (ghost quarter to surgical, against tron, or just discard to surgical.)
Nobody gived any credit to the endless one, the first time i heard about the deck he was mentionned, and actually i don't dislike a 4/4 on turn 2. What's the problem with him ?
After watching these videos, it made me wonder if lightning bolt and magma spray are really worth the red color. From what I saw Crumble to Dust is the card you want. Its interaction with oblivion sower is just incredible, but that is magical xmas land against tron. So, my question is why do I want red? As far as I can tell the main reason to want read is Crumble to Dust and Slaughter Games. In Frank Lepore's article he talks about this as well, as red in the main was mostly used for the burn which was never really useful in the decks game play. He mentions that he started looking into a BW version, which seems have the main attractions of Oblivion Ring and Path to Exile and maybe Rest in Peace. I feel like these cards are a trap though.
Honestly the card I want along side Relic of Progenitus is Scavenging Ooze. The biggest problem is it is hard to just splash for scooze as you need mana to support it, which is a little rough considering 6 of the lands in this deck produce only colorless or no mana at all. If Deathrite Shaman magically gets unbanned he will be perfect in this deck. I also think that 4 exile tools is too few, so maybe a mix of spellbombs, relics and scoozes is the way to go.
Also, profane command could be really interesting in the setting of ramp. Do X damage and make x of your creatures unblockable could end games really really fast.
Too bad there's no repeatable processing effect. Endless One doesn't look too shabby, it's certainly a way to utilise all the excess mana. I don't think this deck can afford to play a full playset of Bojuka Bogs. Part of the reason why Relic of Progenitus is much better than Pyxis of Pandemonium is that it deals with all the graveyard synergies on its own.
The sideboard is not final, i'm trying to include as many colorless cards as possible so that i have easy access to them via ancient stirrings.
So far the mana has been ok. Some pointed out the land base might be an issue with 2 color versions, but most of the times it is fine. I'll probably take out 1 forest and 1 swamp for 2 overgrown tomb. This would put me with 15 black sources and 15 green sources, which is good. Running 24 lands allows the mana to be decent, and i think this is where we want to be with all the high cost cards we run.
The 4 basic forests are here to balance the urborgs and also because they allow me to cast seal of primordium through a blood moon.
I was previously running a mono-black version with 4x bojuka bog and honestly the etb tapped doesn't matter a lot of the times. In my current g/b version i'm running temple of malady. My fetchless land base was inspired by lantern control. Since we never shuffle our deck every card we put on the bottom of our library with temple scry and ancient stirrings never get shuffled back in our library (until we activate eye of ugin but at that point it doesn't really matter anymore).
Lastly, a very minor detail that might not end up mattering is that if there are any good cards in the next set with the <> mana symbol in the cost, having pain lands in addition to eldrazi temples could help cast them.
The 4 basic forests are here to balance the Urborgs and also because they allow me to cast seal of primordium through a blood moon.
I think Blood Moon combined w/ the large G requirement would be two strikes against Scavenging Ooze. Without it you can (nearly) ignore Blood Moon (esp. if you run 2-3 fetches.)
Do you find Scavenging Ooze to be that great vs. having a less constricted manabase?
The 4 basic forests are here to balance the Urborgs and also because they allow me to cast seal of primordium through a blood moon.
I think Blood Moon combined w/ the large G requirement would be two strikes against Scavenging Ooze. Without it you can (nearly) ignore Blood Moon (esp. if you run 2-3 fetches.)
Do you find Scavenging Ooze to be that great vs. having a less constricted manabase?
This is simply not true. Even when i played the mono black version blood moon is still bad news. It turns off all our eldrazi temples and eye of ugin, and also bojuka bogs (especially if they are your processor enablers #5-8). Green gives me means to get rid of blood moon, via seal of primordium (which you can cast one turn before moon lands and not have to worry about it/holding man anymore), golgari charm and abrupt decays (which i will also include in the main eventually). Ancient stirrings can also help find basics.
So blood moon is bad no matter what but green is probably the best color to fight it.
I was thinking to add the new Kozilek instead the second Ulamog un the deck, so for budge treasons is a good option exchange the 4xCavern of souls for 4 filterlands/painlands to have access to more <> mana ? Or with the eldrazi temples will be enough ?
Hey guys tested a updated list last night at FNM, again went 2-2. Beat a Delver and a RB Discard deck, lost 2-0 to Affinity (my board has no artifact hate, definitely needs work) and a very close 2-1 to Abzan. The guy actually said after the game he was surprised he won.
I also in between matches beat a Burn deck and an Esper Control/Midrange deck in casual play.
If you have any questions on how the matches went please feel free to ask.
Here's the updated list:
The Ancient Stirrings is HUGE, and an amazing way to filter the deck and get the cards I needed. I also had no trouble at all ramping into Emrakul or Ulamog. I cast Ulamog nearly every game, and Emrakul maybe 4 times.
For my next build I think I may cut Dismember for a second Maelstrom Pulse I think more permanent hate is something I want to look at. Also, I'm going to cut the Manlands and try Shrine of the Forsaken Gods I have no problem at all getting to 7 lands by as early as turn 4, and 2 mana is nothing to scoff at. Man I wish Temple of the False God was Modern legal...
I don't know what do you guys think? Also any suggestions for the board?
Tested the RB version vs Jund, Infect and Affinity a bit. The deck plays very well against Jund. However, I found the deck is kinda weak vs evasion beats. We don't race fast enough and Blightherder is not good vs Inkmoth Nexus or Vault Skirge.
I start to like at least 1 Ghost Quarter in the deck, cutting down to only 2 [/card]Cavern of Souls[/card].
CBEldrazi ProcessorsBC
Overview
<>Bx Processing first appeared when ETERNALLYRAMZA went 5-0 with the BR variant on MTGO. The deck was further given legitimacy when Zac Elsik accrued a 4-0 FNM victory and endorsed the deck as having an immense amount of potential. The deck plays a midrangey-control game, by keeping opponents' graveyards locked down with exiling abilities such as Relic of Progenitus and Nihil Spellbomb. The deck then utilizes the new Battle for Zendikar Eldrazi's Processor abilities to "process" cards in the exile zone and move them to the graveyard to achieve card and mana advantage (with the Eldrazi scions). The deck has an excellent matchup against graveyard based decks and most other fair midrange decks. The other advantage is the deck's current surprise factor as a newly competitive deck, though that can easily change if it gains substantial player growth.
Cards
Blight Herder - Disgusting amount of value. First of all it triggers on cast, so even if it gets countered it will still supply you with three 1/1s who are conveniently also 3 mana for your pool. Great synergy with Temple and Eye, either of them causing it to immediately replace its own value with the scions. 4/5 body is nothing to scoff at either. Run 4
Oblivion Sower - Just like Herder, it triggers on cast. You will frequently gain 1-2 lands off it if your opponent never delved or fetched. 5/8 body for 6 (though often cheated out for less because of our mana ramp). Run 4
Relic of Progenitus - Absolutely ridiculous card in this deck. Can slowly set up your processes, or just bomb the graves and cantrip for you. Absolutely must Run 4
Nihil Spellbomb - Reason #2 we're running black. An extra few Relics that only hit our opponent's grave? Please. Run 2-4
Ulamog, The Ceaseless Hunger - Our big bad. Fetchable with Eye and pseudo-fetchable with Conduit. If he comes down successfully you will most likely just win the game. Remember that his exile effect is on cast, not ETB. Run 1-2
Thoughtseize, Inquisition of Kozilek, Duress - Reason #3 for black. Seeing your opponent's hand and then dropping the biggest threat (that you can then exile most of the time) is a huge boon. In any combination you prefer: Run 6
Eldrazi Temple - Our most important land. Effectively reduces every Eldrazi in your deck's cost by 1. Must Run 4
Eye of Ugin - Even though it doesn't tap for mana (on its own, see below) it drops a good chunk of our deck's cost down by 2. Your Blight Herders refund themselves while this is out. Late game can search out Ulamog. Run 1-2
Urborg, Tomb of Yawgmoth - All those colorless lands you have? They can tap for your main color now. Oh, did I mention that Eye of Ugin can tap for mana now too? Pretty great stuff. Run 1-2
Cavern of Souls - Keeps your Eldrazi nice and safe from those mean dirty counterspells. Run 1-4
Void Winnower - Good sideboard tech for matchups like Twin. Can be maindecked if your meta leans towards decks that Winnower hoses. Run 0-1
All is Dust - Board clear (that also hits enchantments) with a tribal bonus. Can become very undercosted thanks to Eye and Temple and doesn't hit your devoid stuff. Run 0-2
Emrakul, The Aeons Torn - Do I need to actually describe Emrakul? If you love her or your build is meant to support her, then Run 0-1
Ghost Quarter, Tectonic Edge - Nothing wrong with some land destruction, especially if you're going to exile it then steal it with Sower. In any combination of preference: Run 0-4
Miren, The Moaning Well - Good sac outlet to stop aggro and Scapeshift from finishing us off, or to get value out of something getting removed anyway. Run 0-2
Spellskite - Extremely versatile card. Can help block against small aggro, steal away enchantments, and protect your other creatures. Excellent all around piece of tech. Run 0-3
Pithing Needle - Catch all to an assortment of the meta. Run 2 in the side
Dismember - Solid removal that can actually be used no matter your color splashes. Hits all the big fatties that Strangler doesn't. Run 2-4
Bojuka Bog - Do you REALLY HATE GRAVEYARDS? Well here's your next few Relics/Spellbombs. Run 0-4
Damnation - Black's absolute board wipe. Great against decks like Merfolk and Elves that can go wide and large. Depending on your meta: Run 0-2
Surgical Extraction - Something to deal with anything the deck can't normally deal with. Also a great catch-all side option when you just want to take stuff out and don't know what to put in. Run 0-3
Magma Spray - It's shocks that exile so you can process. Alternatively you can run Pillar of Flame if you feel the instant speed is worth sacrificing for the player targets. Run 0-3
Rakdos Charm - More Relic/Spellbomb effects? Kill a cranial plating? Make Twin lose the game? Sign me up. Run 1-3
Crumble to Dust - Your one card answer to Tron and Scapeshift. Great against any land based deck really. Run 0-3
Pyroclasm, Anger of the Gods - Absolutely wreck aggro decks. Only hurts your Scions (which you can sack in response) and your Stranglers (which probably already got their value). Run 4 in some combination
Shatterstorm - Affinity is disgusting. So we'll match them. Run 0-2 in the side for your meta
Blackcleave Cliffs - Fastlands are good. Run 4
Abrupt Decay - I'm not going to bother explaining why Abrupt Decay is a good excuse to run BG. Run 4
Scavenging Ooze - Scooze is good in other decks, but it's amazing here. Heal to slow aggro's clock? Check. Exile potential processing targets? Check. On curve body that can become a beater? Check. Never a bad topdeck? Check. Run 4
Evolutionary Leap - Effective way to put creatures that are about to be removed (or your scions) to use. Doesn't really need to be built around in this deck. Run 0-2 if it's your thing
From Beyond - If only it said "Tribal Enchantment - Eldrazi". But then it might be too good. Essentially a Bitterblossom for us that we can sack to find whatever Eldrazi SPELL we need (All is Dust is searchable). Still testing with it to figure out what the optimal number to run is, the 4 CMC is a bit of a harsh downside. Run 0-4
Garruk Wildspeaker - Green's signature walker works fantastically in any deck that has a land that can tap for multiple mana. Luckily we happen to run 4 of them. Also synergizes perfectly with the two cards mentioned below. Run 1-3
Utopia Sprawl, Abundant Growth - Utopia Sprawl is for direct ramping, but can only be put on the few forests you run. Abundant growth will cantrip and can be placed on Eye of Ugin so it can tap for any mana. Remember not to stack them or land destruction will deal a huge blow. Run 4 in any combination if you're going for a ramping strategy.
Feed the Clan - Green's answer to aggro. 5 life is nothing to scoff at, but coupled with a Herder/Sower and you put yourself out of instant death range from Affinity, Burn, and Scapeshift. Run 1-2 in side
Nature's Claim - Cheap, instant speed, catch-all removal in green. Run 2-4 in the side depending on your meta.
Void Attendant - Dies to bolt, but can consistently convert your mana and exiled cards into an overwhelming force. Personal preference kind of card. Run 0-3\
Awakening Zone - No search function like From Beyond, and the spawns don't have power. But being able to come down a turn earlier and having a 3 drop in green is huge. Run 0-4
Path to Exile - Path is great in any deck. And it exiles, which we love. Run 4
Lingering Souls - If you're in the colors you might as well run one of the highest value cards in modern. Don't run it alongside RIP as the two conflict. Run 2-4 with no RIP
Oblivion Ring (and any similar variant) - Exile their stuff then process it so it doesn't matter if they remove the ring. Run 1-4
Sorin, Lord of Innistrad - The lifelink token is highly relevant since we have a somewhat hard time against aggro. The emblem synergizes fantastically with the scions, and the ultimate is never bad to have. Run 1-2
Tidehollow Sculler - More hand hate that can be combined with processing to permanently take your opponent's stuff. Also gives you an on curve body for 2. Run 0-4 depending on how much you love it
Stony Silence - White's big artifact hate card. Wins the Affinity matchup by itself, but remember to take out your Relics and Spellbombs. Run 0-3 in the side
Rest for the Weary - Your best answer for aggro. Play it on a landfall and effectively -2 their card economy. Run 1-3 depending on how burn heavy your meta is
Ghostly Prison - A great answer to all creature based decks. Slows them down to a point that you can usually just chump with scions and live forever. Run 0-3
Leyline of Sanctity - Another great reason to dip into white (though technically you can run it even without the splash). If you're going to run it, Run 3-4 in side or main
Shambling Vent - Coming in tapped hurts it a lot, but the manland can help give you a clock late game when it turns into top deck mode. The lifelink is also relevant against our bad matchups like burn. Run 1-2
Vault of the Archangel - Big utility late game, we care less about tapping for a colorless than BW tokens does. Run 1
Mana Leak, Remand, Dispel - If you're running blue and not running counterspells then what are you doing with your life? Run 4-10 in any combination you please.
Fathom Feeder - Tribal Baleful Strix in modern? Doesn't cantrip, but the effect becomes significantly easier to cast with temples and will probably force removal spells. Probably the best reason to play the blue splash. Run 3-4
Sire of Stagnation - A massive body that nets you free card advantage or just stops your opponent from playing more lands. Unfortunately the CMC of 6 means he might not come down in time to get value off his effect, but we are the one deck that can cheat him in earlier. Run 0-2
Ashiok, Nightmare Weaver - A Planeswalker that does everything we want. Exiles creatures, steals exiled creatures, and mass exiles. Run 1-3
Ulamog's Reclaimer - Process for some recursion? Not bad, but depends on if your build supports it. Run 0-2
Drowner of Hope - Good outlet to use your scions for clearing a path to swing for game. Comes with two for free, but doesn't process anything. If it's your thing: Run 0-2
Ulamog's Nullifier - Tribal counter with a body. Needs some processing setup, and the cost is a bit steep for the body. Run 0-2 based on personal preference
Delay - A more easily castable counterspell. Counterspell isn't modern legal so I'll let you do the math. Run 1-4
Darkslick Shores - Fastlands are good. Run 4
Matchups
Easy
Medium
Hard
More in depth descriptions coming soon
Tier 1:
*RG Tron
*Bloomtitan
*Affinity
*Burn
*Jund
*Junk
*Infect
*Grixis
*Twin
Tier 1.5:
*Naya Zoo
*Bogles
*Merfolk
*Scapeshift
Tier 2:
*BW Tokens
*Ad Nauseum
*GW Hatebears
*UWx Control
*Soul Sisters
*CoCo Slivers
*Elves
*Dredgevine
*Living End
*CoCo Abzan
*UB Fairies
*RWx Allies
*URx Delver
*Reanimator (Footsteps Hulk/Vengeance)
*Eggs
*Storm
*Lantern Control
*Knightfall
*Skred
*Kiki Chord
Sample Decks
Also, what do you think of Drowner of Hope?
UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
Not a final version but just to test:
4 Eye of Ugin
4 Vesuva
4 Eldrazi Temple
2 Sanctum of Ugin
4 Expedition Map
4 Relic of Progenitus
4 Ancient Stirrings
4 Abundant Growth
4 Oblivion Sower
3 Blight Herder
1 Kozilek, Butcher of Truth
4 Endless One
1 Conduit of Ruin
1 Void Winnower
2 Ulamog, the Ceaseless Hunger
4 Garruk Wildspeaker
The thing about vesuva is to play like a 12 posts deck. Abundant Growth is here to enchant Eye of Ugin but it could be Utopia Sprawl to ramp Garruk third turn.
Thoughts?
Also, how good has Fathom Feeder been? You compare to Baleful Strix, but it loses a lot without the flying or free cantripping.
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Fathom Feeder has been testing fantastically. It either gets blocked (and trades favorably 80% of the time), or it sticks around and gets some free ingests off the top until you reach the point where it draws you cards. At that point it usually gets removed, but that's one removal spell not there to hit Blight Herders or Oblivion Sowers.
Been testing the Green version today. Really like it a lot. I think From Beyond is super underrated and want to see if someone can make it work efficiently.
Im building exactly the B/R version of the deck to test against friends changing the second Ulamog for a Void Winowwer, no serious games for now, but i will comment when complet it
Eldrazi are my favorite MTG race since Zendikar, im trying to build 5 Eldrazi decks of each color ( Colorless one instead White )
The B/R will be the Black based deck.
Alredy have the Blue deck:
4x Eldrazi Temple
1x Eye of Ugin
4x Drowned Catacomb
4x Darkslick Shores
3x Watery Grave
2x Creeping Tar Pit
3x Island
3x Swamp
Spells
1x Spell Pierce
1x Remand
2x Mana Leak
2x Cryptic Command
1x Doom Blade
2x Go for the Throat
1x Murderous Cut
1x Disfigure
1x Dismember
3x Surgical Extraction
2x Inquisition of Kozilek
2x Duress
1x All is dust
2x Ashiok,Nightmare Weaver
Artifacts
3x Relic of Progenitus
Creatures
3x Fathom Feeder
3x Wasteland Strangler
3x Ulamog's Nullifier
2x Sire of Stagnation
Colorless Deck:
4x Urza's Mine
4x Urza's Tower
4x Urza's Power Plant
2x Academy Ruin
1x Eye of Ugin
10x Island
Spells
2x All is Dust
4x Condescend
3x Repeal
3x Remand
3x Thirst for Knowledge
1x Spell Burst
1x Cyclonic Rift
4x Expediton Map
2x Mindslaver
2x Chalice of the Void
Planeswalkers
1x Ugin, the Spirit Dragon
Creatures
3x Conduit of Ruin
2x Bane of Bala Ged
1x Emrakul, the Aeons Torn
1x Kozilek, Butcher of Truth
1x Ulamog, the Ceaseless Hunger
Green Deck
4x Rootbound Crag
4x Copperline Gorge
4x Stomping Ground
3x Mountain
7x Forest
3x Beastmaster Ascension
3x Shared Animosity
4x Lightning Bolt
3x Brood Birthing
3x Fresh Meat
4x From Beyond
3x Eldrazi Monument
Creatures
4x Nest Invader
4x Blisterpod
4x Bird of Paradise
3x Kozilek's Predator
Yeah i know, too many eldrazi XD, maybe not the most competitive decks but is something that i always wanted to do when Zendikar launched, now left a Red deck Eldrazi one, i just wait to see the new red eldarzi in Oath to try build a red agro deck with, white eldrazi will be impossible so Colorless instead white.
BWC Processors Eldrazi CWB
UBC Emerge EldraziCBU
C Tron Eldrazi C
RBC Meld Eldrazi CBR
GU Tokens Eldrazi UG
Was directed here from a different forum, didn't even realize this existed which is awesome! I honestly think this deck type has got legs and I'm looking forward to playing it some more. This is basically a copy and paste from a previous post, but I'll repost here.
I tried BG, or as I like to call it Eldrazi Rock went 2-2.
Beat UR Twin and a budget Sun Titan control deck, lost to Naya Burn and BW Tokens. Here's the list:
4x Blight Herder
1x Conduit of Ruin
1x Kozilek, Butcher of Truth
4x Oblivion Sower
1x Ulamog, the Ceaseless Hunger
4x Wasteland Strangler
Artifacts (4)
4x Relic of Progenitus
Instants and Sorceries (18)
3x Abrupt Decay
1x All Is Dust
2x Go for the Throat
4x Inquisition of Kozilek
1x Maelstrom Pulse
3x Sylvan Scrying
2x Thoughtseize
2x Titan's Presence
4x Eldrazi Temple
2x Eye of Ugin
2x Forest
1x Ghost Quarter
3x Overgrown Tomb
2x Swamp
2x Treetop Village
2x Urborg, Tomb of Yawgmoth
4x Verdant Catacombs
1x Woodland Cemetery
1x Damnation
1x Dismember
1x Drown in Sorrow
1x Maelstrom Pulse
1x Night of Souls' Betrayal
1x Feed the Clan
2x Kitchen Finks
1x Ruin Processor
1x Golgari Charm
1x Grafdigger's Cage
2x Disfigure
1x Duress
Couple of things:
BW Tokens was the first person I had ever played the deck against, and it was a bad match up pre-board as I have no sweepers in the deck other than All Is Dust. Post board with Damnation, Night of Souls' Betrayal, Drown in Sorrow and Golgari Charm it becomes much better. Still processing + Lingering Souls = bad interaction.
Burn was a straight race, she got me, I boarded life gain got her, she got me.
Card selection notes:
Some of the cards I went with because of money/didn't have them (only 1 Ulamog, the Ceaseless Hunger and no Cavern of Souls. Although I did get a Cavern when I Oblivion Sower'ed the Twin deck :))
I took out Nihil Spellbomb and put in Sylvan Scrying instead to help get Temples and Eye with more consistency. I think the real win (at least with the version) is ramping with Oblivion Sowers into bigger guys and overwhelming them while keeping them at bay with removal and hand disruption. The 4 Relics and surprisingly effective Titan's Presence gave me enough exiled cards along with the Sowers to power the Blight Herders and Wasteland Stranglers.
The permanent removal is excellent against cards that try and screw with our manabase like Blood Moon or Spreading Seas and also gets rid of Planeswalkers.
I put in a couple Man Lands as well as a GQ for insurance. Treetop Village is excellent and can be tutored up by Sylvan Scrying. Although... I feel like if I had any Cavern of Souls they would be the cards I cut for them.
Overall it seemed promising and I'm going to try it again. Been tinkering with a B/W version like the one above (and also mentioned by Frank Lepore in his article on TCG Player http://magic.tcgplayer.com/db/article.asp?ID=12990&writer=Frank Lepore the video is pretty interesting to watch how it works)
Changes:
I'm taking the Kozilek out and putting in Emrakul, the Aeons Torn. In almost all of the games I played, I got to nearly 15 mana with stolen lands, Scion tokens and Temples. It is great inevitability and is pretty much a win if the game get's past turn 8 I'd say.
Thinking of tinkering with the removal suite, possibly take out Titan's Presence (although it did well I think) in favor of Dismember, another pulse and another Go for the Throat or faster removal like Disfigure or Darkblast.
Or alternatively add another land (probably a Woodland Cemetery) and take out a Presence or both and add another Pulse.
Also the Sideboard needs a lot of work.
Someone also suggested trying Descendants' Path which could be interesting, but would require a big rework.
*Edit:
I'm not sure why I didn't think of Ancient Stirrings... I'm going to 100% cut Sylvan Scrying and a presence for 4 of them.
I had Scooze in a previous version... I dunno I found myself underwhelmed. I'll try him again but I'll have to think of what to cut.
I don't like how RB has no lifegain (outside of Vampiric Link) and no solution against Leyline of Sanctity
And i prefer just Llanowar Wastes over the shock/fetch base
Conduit of ruin ramps you, don't forget. You don't need to 10 mana for an Ulamog if you have a Conduit out, you need 8.
4x Oblivion Sower
4x Wurmcoil Engine
3x Ulamog, the Ceaseless Hunger
2x Solemn Simulacrum
Artifacts (8)
4x Relic of Progenitus
4x Chromatic Sphere
Instants (4)
2x Go for the Throat
2x Hero's Downfall
Sorceries (9)
3x Inquisition of Kozilek
2x Thoughtseize
4x Ancient Stirrings
4x Heartless Summoning
Lands (22)
5x Snow-Covered Swamp
1x Snow-Covered Forest
4x Overgrown Tomb
4x Verdant Catacombs
4x Eldrazi Temple
1x Eye of Ugin
1x Cavern of Souls
2x Urborg, Tomb of Yawgmoth
3x Feed the Clan
1x Melira, Sylvok Outcast
3x Creeping Corrosion
1x Thragtusk
2x Ghost Quarter
2x Spellskite
1x All is Dust
1x Sundering Titan
1x Surgical Extraction
This is a different brew that I came up with after seeing the BR version go 5-0 in League. I know it might be much different take but overall same concept. Looking for thoughts.
Turn one you have food for a turn 2 Wasteland Strangler. Provides food for turn 3 Blight Herder.
Since you are removing the drawback of Pyxis of Pandemonium (returning face down cards) you can combo with Conduit of Ruin and place Emrakul, the Aeons Torn on top of your deck. Exile it with Pandemonium then pay It's cost with 4 lands + 3 tokens from Blight Herder. If you are playing against twin or something like this you can top Void Winnower or something like Platinum Angel/Platinum Emperion.
Against some decks I like to play surgical Extraction turn 0 removing their first fetch land so it works like a ramp 4 if you have a urborg, Tomb of Yawgmoth + Oblivion Sower. Along side you just have information of what you are playing against. Versus Tron it works nice with Ghost Quarter and since our ramp is better we can recover faster. Against basic land decks you can side board surgical Extraction easily.
Since urborg, Tomb of Yawgmoth is probably a must in most of BX builds I'm testing a pet card that is Sadistic Sacrament. It reads: "Choose 1: Ramp 3 (with Oblivion Sower) or Remove their win conditions/combo pieces" and Late game you can pay it's kicker cost with the lands you stole from your opponent.
Nobody gived any credit to the endless one, the first time i heard about the deck he was mentionned, and actually i don't dislike a 4/4 on turn 2. What's the problem with him ?
After watching these videos, it made me wonder if lightning bolt and magma spray are really worth the red color. From what I saw Crumble to Dust is the card you want. Its interaction with oblivion sower is just incredible, but that is magical xmas land against tron. So, my question is why do I want red? As far as I can tell the main reason to want read is Crumble to Dust and Slaughter Games. In Frank Lepore's article he talks about this as well, as red in the main was mostly used for the burn which was never really useful in the decks game play. He mentions that he started looking into a BW version, which seems have the main attractions of Oblivion Ring and Path to Exile and maybe Rest in Peace. I feel like these cards are a trap though.
Honestly the card I want along side Relic of Progenitus is Scavenging Ooze. The biggest problem is it is hard to just splash for scooze as you need mana to support it, which is a little rough considering 6 of the lands in this deck produce only colorless or no mana at all. If Deathrite Shaman magically gets unbanned he will be perfect in this deck. I also think that 4 exile tools is too few, so maybe a mix of spellbombs, relics and scoozes is the way to go.
Also, profane command could be really interesting in the setting of ramp. Do X damage and make x of your creatures unblockable could end games really really fast.
there is: void attendant
it just isn't very good.
4 endless one
4 scavenging ooze
4 wasteland strangler
4 blight herder
3 oblivion sower
1 void winnower
instants : 4
4 dismember
sorceries : 8
4 inquisition of kozilek
4 ancient stirrings
4 relic of progenitus
lands : 24
2 eye of ugin
2 urborg, tomb of yawgmoth
4 eldrazi temple
2 overgrown tomb
4 temple of malady
4 llanowar wastes
4 forest
2 swamp
4 duress
2 seal of primordium
2 golgari charm
2 ghost quarter
2 pithing needle
2 spellskite
1 elixir of immortality
Void winnower will likely become ulamog, the ceaseless hunger once i get one.
The sideboard is not final, i'm trying to include as many colorless cards as possible so that i have easy access to them via ancient stirrings.
So far the mana has been ok. Some pointed out the land base might be an issue with 2 color versions, but most of the times it is fine. I'll probably take out 1 forest and 1 swamp for 2 overgrown tomb. This would put me with 15 black sources and 15 green sources, which is good. Running 24 lands allows the mana to be decent, and i think this is where we want to be with all the high cost cards we run.
The 4 basic forests are here to balance the urborgs and also because they allow me to cast seal of primordium through a blood moon.
I was previously running a mono-black version with 4x bojuka bog and honestly the etb tapped doesn't matter a lot of the times. In my current g/b version i'm running temple of malady. My fetchless land base was inspired by lantern control. Since we never shuffle our deck every card we put on the bottom of our library with temple scry and ancient stirrings never get shuffled back in our library (until we activate eye of ugin but at that point it doesn't really matter anymore).
Lastly, a very minor detail that might not end up mattering is that if there are any good cards in the next set with the <> mana symbol in the cost, having pain lands in addition to eldrazi temples could help cast them.
I think Blood Moon combined w/ the large G requirement would be two strikes against Scavenging Ooze. Without it you can (nearly) ignore Blood Moon (esp. if you run 2-3 fetches.)
Do you find Scavenging Ooze to be that great vs. having a less constricted manabase?
This is simply not true. Even when i played the mono black version blood moon is still bad news. It turns off all our eldrazi temples and eye of ugin, and also bojuka bogs (especially if they are your processor enablers #5-8). Green gives me means to get rid of blood moon, via seal of primordium (which you can cast one turn before moon lands and not have to worry about it/holding man anymore), golgari charm and abrupt decays (which i will also include in the main eventually). Ancient stirrings can also help find basics.
So blood moon is bad no matter what but green is probably the best color to fight it.
Also yes scavenging ooze is totally worth the trouble.
Thx
BWC Processors Eldrazi CWB
UBC Emerge EldraziCBU
C Tron Eldrazi C
RBC Meld Eldrazi CBR
GU Tokens Eldrazi UG
I also in between matches beat a Burn deck and an Esper Control/Midrange deck in casual play.
If you have any questions on how the matches went please feel free to ask.
Here's the updated list:
4x Blight Herder
1x Conduit of Ruin
1x Emrakul, the Aeons Torn
4x Oblivion Sower
1x Ulamog, the Ceaseless Hunger
4x Wasteland Strangler
Artifacts (4)
4x Relic of Progenitus
Instants and Sorceries (18)
3x Abrupt Decay
1x All Is Dust
4x Ancient Stirrings
1x Dismember
2x Go for the Throat
4x Inquisition of Kozilek
1x Maelstrom Pulse
2x Thoughtseize
4x Eldrazi Temple
2x Eye of Ugin
2x Forest
1x Ghost Quarter
3x Overgrown Tomb
2x Swamp
2x Treetop Village
2x Urborg, Tomb of Yawgmoth
3x Verdant Catacombs
2x Woodland Cemetery
1x Damnation
1x Drown in Sorrow
1x Maelstrom Pulse
1x Night of Souls' Betrayal
1x Feed the Clan
2x Kitchen Finks
1x Ruin Processor
1x Golgari Charm
2x Disfigure
1x Duress
1x Void Winnower
1x Titan's Presence
1x Surgical Extraction
The Ancient Stirrings is HUGE, and an amazing way to filter the deck and get the cards I needed. I also had no trouble at all ramping into Emrakul or Ulamog. I cast Ulamog nearly every game, and Emrakul maybe 4 times.
For my next build I think I may cut Dismember for a second Maelstrom Pulse I think more permanent hate is something I want to look at. Also, I'm going to cut the Manlands and try Shrine of the Forsaken Gods I have no problem at all getting to 7 lands by as early as turn 4, and 2 mana is nothing to scoff at. Man I wish Temple of the False God was Modern legal...
I don't know what do you guys think? Also any suggestions for the board?
I start to like at least 1 Ghost Quarter in the deck, cutting down to only 2 [/card]Cavern of Souls[/card].
Is Conduit of Ruin really that good? I'm looking to just play a maindeck Kolaghan's Command for Cranial Plating.