I have not seen much, if any, official discussion about the potential for a green Eldrazi deck. I know that with the success of the Bx versions, gears have been turning for everyone, and I am certain that the potential for a Gx version has to be on some people's minds.
There are a few advantages and disadvantages to running a predominately green Eldrazi deck. First, the advantages:
This card is likely the first one that comes to mind when considering a green build. It is one of the most efficient dig spells ever conceived, and it was practically designed specifically for Eldrazi decks. The consistency that this card provides can't be overstated. Why we aren't seeing it in Bx versions of the deck with any consistency is a mystery to me. Similarly, green also gives the deck access to the new Oath of Nissa, which fills a similar role.
Green also provides us with more tutoring and ramp options in the form of:
As for disadvantages, running green means less access to removal and hand disruption, and it also means that we lose access to the crucial Wasteland Strangler.
Fortunately, Oath of the Gatewatch has provided us with some interesting, if slightly less efficient, tools for dealing with these setbacks in the form of Thought-knot Seer and Warping Wail. Additionally, green already has access to some slightly better than mediocre removal in Beast Within.
There are a few advantages and disadvantages to running a predominately green Eldrazi deck. First, the advantages:
Ancient Stirrings
This card is likely the first one that comes to mind when considering a green build. It is one of the most efficient dig spells ever conceived, and it was practically designed specifically for Eldrazi decks. The consistency that this card provides can't be overstated. Why we aren't seeing it in Bx versions of the deck with any consistency is a mystery to me. Similarly, green also gives the deck access to the new Oath of Nissa, which fills a similar role.
Green also provides us with more tutoring and ramp options in the form of:
1 Reap and Sow
1 Sylvan Scrying
1 Primeval Titan
As for disadvantages, running green means less access to removal and hand disruption, and it also means that we lose access to the crucial Wasteland Strangler.
Fortunately, Oath of the Gatewatch has provided us with some interesting, if slightly less efficient, tools for dealing with these setbacks in the form of Thought-knot Seer and Warping Wail. Additionally, green already has access to some slightly better than mediocre removal in Beast Within.
Other possible reasons to run a green build:
1 Wall of Roots
1 Primal Command
1 Chord of Calling
1 Tooth and Nail
Here's a sample deck:
3 Endless One
4 Thought-Knot Seer
4 Reality Smasher
2 Conduit of Ruin
2 World Breaker
1 Ulamog, the Ceaseless Hunger
4 Ancient Stirrings
4 Explore
2 Oath of Nissa
3 Warping Wail
2 Spatial Contortion
1 All Is Dust
4 Eldrazi Temple
8 Forest
3 Tectonic Edge
3 Llanowar Wastes
2 Shrine of the Forsaken Gods
1 Wastes
2 Beast Within
3 Creeping Corrosion
4 Feed the Clan
1 Void Winnower
1 All Is Dust
2 Natural State
2 Titan's Presence
CG