I'm curious why I haven't seen any green splash builds. Ancient Stirrings seems like the nuts in this deck and Abrupt Decay is premium removal as well. Green also has some great sideboard options for Burn and Affinity.
Flaying Tendrils will be a big part going into oath against Fish, Elves, Slivers and other creature synergy decks.
Upon more testing preboard Elves is still pretty bad. The problem I've been running into so far is it really is a crap shoot with what cards to take from their hand since they have so many good ones. I'd almost say it is safe to take out most discard for them in favor of removal/sweepers.
I seem to have fewer issues than most against Elves, Fish and Slivers. Maybe that is because I am playing BW and have a few more options. The key for me is to have the spot removal for the important things and get them into topdeck mode. I do have a 1x Damnation out of my side and a 1x All is Dust in the main. If you can clear away their board once you tend to win. Otherwise I usually jump as much as possible with Lingering Souls and Blight Herder Scions til I get there.
Wow, I run BW and struggle with Elves and Merfolk. I have 1 Strangler and 3 Skites in main which I love for consistency, with 1 All is Dust main and 2 Damnation 2 Engineered Explosives SB. And I STILL think these matches are hard.
For me, BW Eldrazi Midrange struggles vs. Tron, fast aggro (esp. mono-color) and Burn, and not much else.
I know some people were talking about it earlier, but what ever happened to running 2-3 (or even 4) Surgical Extractions? That seems like a super powerful turn 1 discard into Extraction against a lot of decks and fits our game plan. Versus Tron: GQ UrzaTron land, Extract it and they are off Tron from the get go. Fish: Seas, Vial. Elves: Ezuri, Archdruid, etc. Plus can set us up for a turn 2 Strangler. I think we need more than 4 exile sources (Relics) to be effective. Sure there will be TKS but the earlier that can come down is turn 2. I think SE could potentially set us up for some good board states as early as turn 1. What does everyone else think?
GQ --> Extraction is definitely the best plan vs. Tron (and Scapeshift). I had two maindeck for a while and now have one man and three in the board. But you have to understand that in most circumstances it is a 0-for-1 unless you pull a true win con like a Tron land, Scpeshift, etc.
It can play in the Processor deck because it turns on Strangler and Herder, but in most builds it is a desperation play, not a strong crd choice.
GQ --> Extraction is definitely the best plan vs. Tron (and Scapeshift). I had two maindeck for a while and now have one man and three in the board. But you have to understand that in most circumstances it is a 0-for-1 unless you pull a true win con like a Tron land, Scpeshift, etc.
It can play in the Processor deck because it turns on Strangler and Herder, but in most builds it is a desperation play, not a strong crd choice.
What are the actual odds of not hitting an enabler or a wincon T1 though? Most of the time you should be hitting something good unless they kept a crap hand for some reason. I don't know if I'd run in in BW, but certainly Mono B and maybe B/R. My main concern in Mono B is enabling Strangler for T2 so even if you end up not hitting something amazing you can still usually cast a T2 strangler and that could be devastating.
It can play in the Processor deck because it turns on Strangler and Herder, but in most builds it is a desperation play, not a strong crd choice.
If you are on the processor plan, though, I think it could be a strong addition to the main deck. Even extracting a fetchland at the end of the opponent's first turn could disrupt their mana base, turn on your Stranglers, Herders and make future Sowers guaranteed to hit. And the best part is you get to look through their entire deck, which gives you perfect information about not only what deck you're facing, but what configuration it is (does this version of twin run Blood Moon, etc.). Just using it as exile-effect #5-8 in a mono-black deck seems like it could be clutch.
I'm certainly going to find room for some main board in my mono-black build.
The deck runs really fast and T2 Stranglers and Seers are not that uncommon. Kozilek has been superb in testing: since I drop hand pretty quick thanks to Tron Lands, he's always there to refill me. The manabase is a bit painful (as is any manabase running shocks + fetches) but it gets the job done. What I'm mainly missing are 2 Cavern of Souls to give my guys an extra oomph (counters aren't much of an issue, but they're present) and perhaps swap the All is Dust with 2 Conduit of Ruin, and maybe add 1 Ruin Processor to the MB against agressive matchups.
It's sitting at 62 cards, but I don't know what two cuts to make. I was hoping you guys could help.
I wouldn't play Tron without at least 4 Expedition Map. The strength of the current mana base is that we don't rely on having a combination of 3 different lands to power Eldrazi out reliably.
I guessed so, so I edited the post to include the 4 Expedition Map. Now I'm sitting at 62, but since I run a full playset of Thought-Knot Seer (which by the way is a pretty good card), I'm thinking in going down to 2 Inquisition of Kozilek and 3 Thoughtseize so I'd just have to cut 1 more. The 2 Conduit of Ruin + 1 Ruin Processor package to mitigate Aggro will have to wait though.
I know some people were talking about it earlier, but what ever happened to running 2-3 (or even 4) Surgical Extractions? That seems like a super powerful turn 1 discard into Extraction against a lot of decks and fits our game plan. Versus Tron: GQ UrzaTron land, Extract it and they are off Tron from the get go. Fish: Seas, Vial. Elves: Ezuri, Archdruid, etc. Plus can set us up for a turn 2 Strangler. I think we need more than 4 exile sources (Relics) to be effective. Sure there will be TKS but the earlier that can come down is turn 2. I think SE could potentially set us up for some good board states as early as turn 1. What does everyone else think?
I ran two main and another two side (maindeck having 4 Relic + 2 Scrabbling Claws as well) and it served me well. You don't really want it against some decks (mostly aggro ones), but against anything Combo it can be a major stomping, and it can neuter Control as well.
I also really like being able to Ghost Quarter + Extraction some nonbasics to set up for a really juicy Oblivion Sower.
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I know some people were talking about it earlier, but what ever happened to running 2-3 (or even 4) Surgical Extractions? That seems like a super powerful turn 1 discard into Extraction against a lot of decks and fits our game plan. Versus Tron: GQ UrzaTron land, Extract it and they are off Tron from the get go. Fish: Seas, Vial. Elves: Ezuri, Archdruid, etc. Plus can set us up for a turn 2 Strangler. I think we need more than 4 exile sources (Relics) to be effective. Sure there will be TKS but the earlier that can come down is turn 2. I think SE could potentially set us up for some good board states as early as turn 1. What does everyone else think?
I ran two main and another two side (maindeck having 4 Relic + 2 Scrabbling Claws as well) and it served me well. You don't really want it against some decks (mostly aggro ones), but against anything Combo it can be a major stomping, and it can neuter Control as well.
I also really like being able to Ghost Quarter + Extraction some nonbasics to set up for a really juicy Oblivion Sower.
Surgical is also sneaky good against burn since they use a lot of redundancy in their cards. Ripping a bolt turn 1 with discard and then paying 2 to extract it can save you a lot of damage. Also you can easily pick a card they have multiples of in hand to force them into topdeck mode sooner (increasing your chance of winning).
This is my thought as well. I just thought I missed something since people seem to have moved away from it. T1 discard into something like Glistener Elf, Plating, Seas, or Bolt followed up by an Extraction could hurt especially if they drew multiples.
I don't know, normally I trust Craig on his listings, but running the absolute max on legendary lands just doesn't seem like a good idea if that is how he is filling up those spaces that are normally taken up by expedition maps. Ideally, since we use primarily colorless mana I'd imagine we'd want a toolbox of unique lands that can give us different effects, from Shizo, Death's Storehouse to Sea Gate Wreckage or Corrupted crossroads. Sometimes even fetching a singleton Bojuka Bog might be what we need.
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I don't know, normally I trust Craig on his listings, but running the absolute max on legendary lands just doesn't seem like a good idea if that is how he is filling up those spaces that are normally taken up by expedition maps. Ideally, since we use primarily colorless mana I'd imagine we'd want a toolbox of unique lands that can give us different effects, from Shizo, Death's Storehouse to Sea Gate Wreckage or Corrupted crossroads. Sometimes even fetching a singleton Bojuka Bog might be what we need.
I like 4x Urborg though as it is arguably the most important land in the deck... but Eye is probably good at 2-3. In playtesting his version I didn't necessarily miss the maps as much as I did the extra exile effects. Just running 4 Relics was often not enough to ensure early exile. Also the Smashers were hit and miss, so I'd probably remove them all together and run 2x Claws and 2x Extractions. Mimics are surprisingly decent, although not sure if we need 4.
Edit: Also I think it is incorrect to completely drop Thoughtseize/IoK/Duress for Seer. T1 discard is too important so keeping 5-6 T1 discard seems correct to me.
I just don't think this deck wants to take off T1 and T2 to find a land. It's not like Tron-- we don't have anything exactly UNFAIR to put into play at turn 3, just well-costed. Turn 3 Oblivion Sower isn't winning any games by itself, and so I don't want to run my whole deck list on guaranteting it. I want T1 disruption, T2 Thought-Knot Seer, T3 Reality Smasher/Oblivion Sower/etc. If we're not applying pressure early on, we fall back into the "bad Tron" category. As another user explained here, our advantage over Tron is being able to play black cards especially hand disruption, which you can't with Expedition Maps.
Likewise, we *really* want to get the trifecta of lands into play, so you might as well run 4 of everything. In for a penny, in for a pound.
GQ --> Extraction is definitely the best plan vs. Tron (and Scapeshift). I had two maindeck for a while and now have one man and three in the board. But you have to understand that in most circumstances it is a 0-for-1 unless you pull a true win con like a Tron land, Scpeshift, etc.
It can play in the Processor deck because it turns on Strangler and Herder, but in most builds it is a desperation play, not a strong crd choice.
What are the actual odds of not hitting an enabler or a wincon T1 though? Most of the time you should be hitting something good unless they kept a crap hand for some reason. I don't know if I'd run in in BW, but certainly Mono B and maybe B/R. My main concern in Mono B is enabling Strangler for T2 so even if you end up not hitting something amazing you can still usually cast a T2 strangler and that could be devastating.
I know some people were talking about it earlier, but what ever happened to running 2-3 (or even 4) Surgical Extractions? That seems like a super powerful turn 1 discard into Extraction against a lot of decks and fits our game plan. Versus Tron: GQ UrzaTron land, Extract it and they are off Tron from the get go. Fish: Seas, Vial. Elves: Ezuri, Archdruid, etc. Plus can set us up for a turn 2 Strangler. I think we need more than 4 exile sources (Relics) to be effective. Sure there will be TKS but the earlier that can come down is turn 2. I think SE could potentially set us up for some good board states as early as turn 1. What does everyone else think?
I ran two main and another two side (maindeck having 4 Relic + 2 Scrabbling Claws as well) and it served me well. You don't really want it against some decks (mostly aggro ones), but against anything Combo it can be a major stomping, and it can neuter Control as well.
I also really like being able to Ghost Quarter + Extraction some nonbasics to set up for a really juicy Oblivion Sower.
Surgical is also sneaky good against burn since they use a lot of redundancy in their cards. Ripping a bolt turn 1 with discard and then paying 2 to extract it can save you a lot of damage. Also you can easily pick a card they have multiples of in hand to force them into topdeck mode sooner (increasing your chance of winning).
I disagree. Extraction's effect is objectively weak against decks with lots of redundancy like Zoo, Burn, Affinity etc, because you can't take away a very big piece of their important tools. If you Extract a Bolt, who's to say that the opponent would have even drawn a second one in the match? They can sure beat you without it. Odds are good that you might have just 0-for-1'ed yourself.
It is also weak against decks that don't themselves fill the graveyard, like mono-color aggro, because then you are relying on discard to set it up. It is too inconsistent. Lots of moving pieces and no guarantee of value = weak card.
It is a bad card in most deck builds, but for Processing it has a distinct upside because it turns on Herders and Stranglers. And against some decks it can be truly crippling. If there is a build where it makes sense, it's in a Processor build. Note however that it is anti-synergistic with Path and Relic.
It can play in the Processor deck because it turns on Strangler and Herder, but in most builds it is a desperation play, not a strong crd choice.
If you are on the processor plan, though, I think it could be a strong addition to the main deck. Even extracting a fetchland at the end of the opponent's first turn could disrupt their mana base, turn on your Stranglers, Herders and make future Sowers guaranteed to hit. And the best part is you get to look through their entire deck, which gives you perfect information about not only what deck you're facing, but what configuration it is (does this version of twin run Blood Moon, etc.). Just using it as exile-effect #5-8 in a mono-black deck seems like it could be clutch.
I'm certainly going to find room for some main board in my mono-black build.
Agreed. I have 1 main and 3 in the board for Tron and Scapeshift primarily. I would not main more than 2, personally.
I think one in the mainboard is the most I'd run, and even then I prefer them in the sideboard just to maintain the consistency of the rest of our pieces. Maybe I could be convinced to main one. Taking Monored's Lightning Bolt isn't really all that high impact, because they have like 14 other copies that do relatively similar things. Yes, you took the "best" version of it, but it cost you a card and a lot of set-up. However against combo it's usually GG, since those decks lack redundancy by their nature.
So I reworked the manabase to take out the Tron lands and make space for more fixing. I maximized the chance for a T1 Path to Exile into a T2 Wasteland Strangler against the super aggressive decks by running a full playset of both + playsets of fetches and shocks + 2 Caves of Koilos. This land configuration also allows to maximize the chances of a T1 Inquisition of Kozilek / Thoughtseize into a T2 Rest in Peace into a T3 Blight Herder against the slower decks. Ruin Processor is there as a concession against Burn and Affinity so we can gain life back before they steal a game from us. I'd like to add a second Conduit of Ruin to have a mini-toolbox of two Conduits and 1 of each Titan + 1 Ruin Processor.
Which sequence of lands allows you to T1 disruption into T2 Seer though? Also is Reality Smasher any good?
I know some people were talking about it earlier, but what ever happened to running 2-3 (or even 4) Surgical Extractions? That seems like a super powerful turn 1 discard into Extraction against a lot of decks and fits our game plan. Versus Tron: GQ UrzaTron land, Extract it and they are off Tron from the get go. Fish: Seas, Vial. Elves: Ezuri, Archdruid, etc. Plus can set us up for a turn 2 Strangler. I think we need more than 4 exile sources (Relics) to be effective. Sure there will be TKS but the earlier that can come down is turn 2. I think SE could potentially set us up for some good board states as early as turn 1. What does everyone else think?
I ran two main and another two side (maindeck having 4 Relic + 2 Scrabbling Claws as well) and it served me well. You don't really want it against some decks (mostly aggro ones), but against anything Combo it can be a major stomping, and it can neuter Control as well.
I also really like being able to Ghost Quarter + Extraction some nonbasics to set up for a really juicy Oblivion Sower.
Extraction is really really good versus burn. They cast a lot of spells which give you a wide selection of things in the yard. Lava spike, lightning bolt, swiftspear are all good targets imo. If you happen to IoK/TS turn 1, you can actually just rip apart their hand if they have multiple cards. I am thinking about ditching the maps in my BW build for 2 extraction in the main. I only have 2 on MTGO, so no others in the board for now, I guess I'll have to pick up some others.
Also, when playing against bloom, what lands are best to GQ? I was thinking that if you can hit the land they are bouncing, you can stall out their combo.
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No idea because my favorite decks keep getting banned or having the rules changed against them
The reason for use B/R is that my friends play mostly agro decks so i put 2x Languish to help but i dont know if will be enough, im not fan either for Expedition Map either in a mono black version, in B/R or B/W help to balance your mana, but dont seem have this issue in monoblak
Extraction is really really good versus burn. They cast a lot of spells which give you a wide selection of things in the yard. Lava spike, lightning bolt, swiftspear are all good targets imo. If you happen to IoK/TS turn 1, you can actually just rip apart their hand if they have multiple cards. I am thinking about ditching the maps in my BW build for 2 extraction in the main. I only have 2 on MTGO, so no others in the board for now, I guess I'll have to pick up some others.
I really do not agree with this. If you Extract any one of those cards you still left them with all of the others. Burn is about the last deck I would run Extraction against.
If you do run it, AND you get an early look at their hand with a discard effect, AND they happen to have two of the same spell in hand, THEN you can Extract and get 1-for-1 value (you used two cards to get two cards). Otherwise you played a card in the hopes that they would have drawn it in the match when maybe they wouldn't have, and even if they would have drawn the card you Extracted, well they just get to draw something else to kill you with instead.
You may be correct. I've been testing it and while it has come in handy a few times, it is probably best in the side board as a 2 or 3 of.
In other news, if Bloom survives past the 18th I have been testing against it for funsies and TKS turns that matchup around. He just takes over QUICK. It is a small sample size but thus far about 10 games in and I am yet to lose vs Bloom. It really is an insane card if you can peal Eye and Urborg for Turn 2 synergy.
I just don't think this deck wants to take off T1 and T2 to find a land. It's not like Tron-- we don't have anything exactly UNFAIR to put into play at turn 3, just well-costed. Turn 3 Oblivion Sower isn't winning any games by itself, and so I don't want to run my whole deck list on guaranteting it. I want T1 disruption, T2 Thought-Knot Seer, T3 Reality Smasher/Oblivion Sower/etc. If we're not applying pressure early on, we fall back into the "bad Tron" category. As another user explained here, our advantage over Tron is being able to play black cards especially hand disruption, which you can't with Expedition Maps.
Likewise, we *really* want to get the trifecta of lands into play, so you might as well run 4 of everything. In for a penny, in for a pound.
The line you said you want specifically requires Urborg into Eye on T1/T2. That just isn't going to happen always, and more generally you can't always mulligan into a Sol land. But the cards in this deck are way too costly to just naturally curve out without a Sol land, so you need something to make some hands that don't contain them acceptable. Expedition Map is that card. We have the great aggressive openers you were mentioning - which is where our free wins come from - and when that doesn't happen, we have defensive openings that roughly go like T1 discard/relic into T2 Map into T3 removal if we're under pressure or crack Map if we're not. This sets up for a longer game where we are still able to cast our top-end a turn or two ahead of schedule.
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Modern: UW Spirits
For me, BW Eldrazi Midrange struggles vs. Tron, fast aggro (esp. mono-color) and Burn, and not much else.
It can play in the Processor deck because it turns on Strangler and Herder, but in most builds it is a desperation play, not a strong crd choice.
If you are on the processor plan, though, I think it could be a strong addition to the main deck. Even extracting a fetchland at the end of the opponent's first turn could disrupt their mana base, turn on your Stranglers, Herders and make future Sowers guaranteed to hit. And the best part is you get to look through their entire deck, which gives you perfect information about not only what deck you're facing, but what configuration it is (does this version of twin run Blood Moon, etc.). Just using it as exile-effect #5-8 in a mono-black deck seems like it could be clutch.
I'm certainly going to find room for some main board in my mono-black build.
4 Wasteland Strangler
4 Thought-Knot Seer
4 Blight Herder
4 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
1 Kozilek, the Great Distortion
Artifact (8)
4 Expedition Map
4 Relic of Progenitus
Enchantment (2)
2 Rest in Peace
Instant (4)
4 Path to Exile
3 Thoughtseize
3 Inquisition of Kozilek
Land (24)
4 Urza's Power Plant
4 Urza's Tower
4 Urza's Mine
3 Eldrazi Temple
1 Eye of Ugin
1 Urborg, Tomb of Yawgmoth
4 Marsh Flats
3 Godless Shrine
4 Surgical Extraction
3 Ghost Quarter
2 All is Dust
2 Ruin Processor
2 Stony Silence
2 Leyline of Sanctity
The deck runs really fast and T2 Stranglers and Seers are not that uncommon. Kozilek has been superb in testing: since I drop hand pretty quick thanks to Tron Lands, he's always there to refill me. The manabase is a bit painful (as is any manabase running shocks + fetches) but it gets the job done. What I'm mainly missing are 2 Cavern of Souls to give my guys an extra oomph (counters aren't much of an issue, but they're present) and perhaps swap the All is Dust with 2 Conduit of Ruin, and maybe add 1 Ruin Processor to the MB against agressive matchups.
It's sitting at 62 cards, but I don't know what two cuts to make. I was hoping you guys could help.
Thanks to DNC from Heroes of the Plane Studios for the sig
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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
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I ran two main and another two side (maindeck having 4 Relic + 2 Scrabbling Claws as well) and it served me well. You don't really want it against some decks (mostly aggro ones), but against anything Combo it can be a major stomping, and it can neuter Control as well.
I also really like being able to Ghost Quarter + Extraction some nonbasics to set up for a really juicy Oblivion Sower.
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Surgical is also sneaky good against burn since they use a lot of redundancy in their cards. Ripping a bolt turn 1 with discard and then paying 2 to extract it can save you a lot of damage. Also you can easily pick a card they have multiples of in hand to force them into topdeck mode sooner (increasing your chance of winning).
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Edit: Also I think it is incorrect to completely drop Thoughtseize/IoK/Duress for Seer. T1 discard is too important so keeping 5-6 T1 discard seems correct to me.
Likewise, we *really* want to get the trifecta of lands into play, so you might as well run 4 of everything. In for a penny, in for a pound.
Modern: Eldrazi CB,
It is also weak against decks that don't themselves fill the graveyard, like mono-color aggro, because then you are relying on discard to set it up. It is too inconsistent. Lots of moving pieces and no guarantee of value = weak card.
It is a bad card in most deck builds, but for Processing it has a distinct upside because it turns on Herders and Stranglers. And against some decks it can be truly crippling. If there is a build where it makes sense, it's in a Processor build. Note however that it is anti-synergistic with Path and Relic. Agreed. I have 1 main and 3 in the board for Tron and Scapeshift primarily. I would not main more than 2, personally.
Modern: Eldrazi CB,
4 Relic of Progenitus
Creature (20)
4 Wasteland Strangler
4 Thought-Knot Seer
4 Blight Herder
4 Oblivion Sower
1 Conduit of Ruin
1 Ruin Processor
1 Kozilek, the Great Distortion
1 Ulamog, the Ceaseless Hunger
2 Rest in Peace
Instant (4)
4 Path to Exile
Sorcery (6)
3 Inquisition of Kozilek
3 Thoughtseize
Land (24)
4 Marsh Flats
3 Godless Shrine
2 Caves of Koilos
2 Urborg, Tomb of Yawgmoth
1 Swamp
1 Plains
4 Eldrazi Temple
3 Eye of Ugin
1 Sea Gate Wreckage
1 Vault of the Archangel
So I reworked the manabase to take out the Tron lands and make space for more fixing. I maximized the chance for a T1 Path to Exile into a T2 Wasteland Strangler against the super aggressive decks by running a full playset of both + playsets of fetches and shocks + 2 Caves of Koilos. This land configuration also allows to maximize the chances of a T1 Inquisition of Kozilek / Thoughtseize into a T2 Rest in Peace into a T3 Blight Herder against the slower decks. Ruin Processor is there as a concession against Burn and Affinity so we can gain life back before they steal a game from us. I'd like to add a second Conduit of Ruin to have a mini-toolbox of two Conduits and 1 of each Titan + 1 Ruin Processor.
Which sequence of lands allows you to T1 disruption into T2 Seer though? Also is Reality Smasher any good?
Thanks to DNC from Heroes of the Plane Studios for the sig
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Extraction is really really good versus burn. They cast a lot of spells which give you a wide selection of things in the yard. Lava spike, lightning bolt, swiftspear are all good targets imo. If you happen to IoK/TS turn 1, you can actually just rip apart their hand if they have multiple cards. I am thinking about ditching the maps in my BW build for 2 extraction in the main. I only have 2 on MTGO, so no others in the board for now, I guess I'll have to pick up some others.
Also, when playing against bloom, what lands are best to GQ? I was thinking that if you can hit the land they are bouncing, you can stall out their combo.
2x Urborg, Tomb of Yawgmoth
3x Eye of Ugin
4x Blood Crypt
4x Eldrazi Temple
4x Blackcleave Cliffs
2x Sulfurous Springs
1x Ghost Quarter
1x Bokuka Bog
2x Mountain
1x Swamp
2x Terminate
4x Inquisition of Kozilek
2x Anger of the Gods
4x Lightning Bolt
Artifacts
4x Relic of Progenitus
2x Scrabbing claws
2x Expedition Map
1x Ulamog, the Ceaseless Hunger
4x Oblivion Sower
4x Blight Herder
4x Thought-Knot Seer
3x Wasteland Strangler
And im thinking to purchase some extra Yawgmoth and morph it into B<>
4x Urborg, Tomb of Yawgmoth
4x Eye of Ugin
4x Eldrazi Temple
4x Ghost Quarter
1x Bokuka Bog
7x Swamp
2x Go for the throat
4x Inquisition of Kozilek
2x Languish
2x Dismember
1x All is Dust
Artifacts
4x Relic of Progenitus
2x Scrabbing claws
1x Nihi Spellbomb
1x Ulamog, the Ceaseless Hunger
1x Kozilek, the Great Distortion
4x Oblivion Sower
4x Blight Herder
4x Thought-Knot Seer
4x Wasteland Strangler
The reason for use B/R is that my friends play mostly agro decks so i put 2x Languish to help but i dont know if will be enough, im not fan either for Expedition Map either in a mono black version, in B/R or B/W help to balance your mana, but dont seem have this issue in monoblak
BWC Processors Eldrazi CWB
UBC Emerge EldraziCBU
C Tron Eldrazi C
RBC Meld Eldrazi CBR
GU Tokens Eldrazi UG
If you do run it, AND you get an early look at their hand with a discard effect, AND they happen to have two of the same spell in hand, THEN you can Extract and get 1-for-1 value (you used two cards to get two cards). Otherwise you played a card in the hopes that they would have drawn it in the match when maybe they wouldn't have, and even if they would have drawn the card you Extracted, well they just get to draw something else to kill you with instead.
http://www.channelfireball.com/home/in-development-how-to-waste-two-life-at-instant-speed/
It's good against combo and with Ghost Quarter to stop the land decks. Not good in other cases except as a Processor enabler.
In other news, if Bloom survives past the 18th I have been testing against it for funsies and TKS turns that matchup around. He just takes over QUICK. It is a small sample size but thus far about 10 games in and I am yet to lose vs Bloom. It really is an insane card if you can peal Eye and Urborg for Turn 2 synergy.
Edit: Not Urborg, Temple.
Legacy: UWR Miracles [https://deckstats.net/decks/44442/1092831-uwr-miracles-2]