Below is a list I brew independently before finding this thread. It performed well for me at the local modern tourney and I didn't miss the loss of Eye of Ugin at all.
Here is the list I'm fairly sure is close to optimal. But suggestions to refine it further are much appreciated.
As you can see, this list is a bit more top heavy that most Eldrazi Aggro decks you're probably used to. The more powerful threat-base is enabled by playing a lot more mana ramp which wasn't playable before because Eye of Ugin wouldn't help you cast any of the potential rampers.
Rampers allow you to plop down on turn 4 a gamebreaking card like Wurmcoil Engine (another excellent card that was also unplayable in a deck that housed 4 Eye of Ugin). By going this route, you're able to play a much higher density of gamebreaking threats.
Expedition Map allows you to assemble the tron combo by turn 3. Just as useful, Map can fetch up an Eldrazi Temple on turn 2 which is often all you need to start laying down your game winning threats starting turn 3.
Conduit of Ruin is a tutor, ramper, and threat all in one card.
Radiant Fountain both helps you survive long enough to take control of the board, and offers up a juicy target for Vesuva to copy when it doesn't have an Eldrazi Temple to copy and you don't have the tron combo assembled yet.
Why Radiant Fountain? The deck being slower costs you to lose games to aggro that you were a turn away from winning. Gaining 2 life can often buy you that extra turn against very fast aggro. In addition, it's a great target for Vesuva as well gaining you 4 life. In a bind, you can even tutor it up with Expedition Map. I've been very happy with the life gain the 4 Radiant Fountain I run has been giving me.
Why all the rampers? Without Eye, the deck needs to run some ramp spells. Counting on assembling Tron every game is not a smart plan, especially with all the Ghost Quarters running around. The deck can't even support Sylvan Scrying. The deck needs enough ramp that it can function and cast Ulamogs even if Tron doesn't get assembled. Conduit of Ruin is a solid ramper, but I've found that Mind Stone and Palladium Myr supplement it very well, ramping you into a turn 4 Conduit and a turn 5 breaker of worlds (one sided sweepers are always awesome).
If you're not happy with the available colorless rampers, the other option is to splash green to play Boreal Druids, Sylvan Scrying and World Breakers. But I couldn't find a consistent way to make that happen without running 28+ lands.
The only other problem with the colorless rampers is their dysnergy with Oblivion Stone. I've had success cutting Stone completely and relying on Dismembers and Spatial Contortions to provide adequate early game removal to buy time till you ramp into a Wurmcoil Engine or an Ulamog or a postboard All is Dust.
Kozilek is fantastic against mill strategies btw. Just a singleton wins games vs that matchup. I love playing 1 in my 75.
Why Radiant Fountain? The deck being slower costs you to lose games to aggro that you were a turn away from winning. Gaining 2 life can often buy you that extra turn against very fast aggro. In addition, it's a great target for Vesuva as well gaining you 4 life. In a bind, you can even tutor it up with Expedition Map. I've been very happy with the life gain the 4 Radiant Fountain I run has been giving me.
Why all the rampers? Without Eye, the deck needs to run some ramp spells. Counting on assembling Tron every game is not a smart plan, especially with all the Ghost Quarters running around. The deck can't even support Sylvan Scrying. The deck needs enough ramp that it can function and cast Ulamogs even if Tron doesn't get assembled. Conduit of Ruin is a solid ramper, but I've found that Mind Stone and Palladium Myr supplement it very well, ramping you into a turn 4 Conduit and a turn 5 breaker of worlds (one sided sweepers are always awesome).
If you're not happy with the available colorless rampers, the other option is to splash green to play Boreal Druids, Sylvan Scrying and World Breakers. But I couldn't find a consistent way to make that happen without running 28+ lands.
The only other problem with the colorless rampers is their dysnergy with Oblivion Stone. I've had success cutting Stone completely and relying on Dismembers and Spatial Contortions to provide adequate early game removal to buy time till you ramp into a Wurmcoil Engine or an Ulamog or a postboard All is Dust.
Kozilek is fantastic against mill strategies btw. Just a singleton wins games vs that matchup. I love playing 1 in my 75.
sorry man, that list is off-piste.
i count a whopping 12 cards that don't do anything by themselves, and an additional 10 cards which are too high in the mana curve for the colourless eldrazi aggro deck.
you gotta streamline your deck brews man. tapping out for mana rocks when you could be tapping out for threats or a game-winning bomb (like chalice) is the wrong direction.
you want to be slamming a chalice on turn 1, or a similarly disruptive thing (I chose Thorn of Amethyst), and then playing threat-threat-threat while your opponent catches up.
i can understand the confusion due to some colourless versions kind of "splashing" the Tron lands pre-banning... but that was because the deck was still crazily aggro, and played all the same aggro cards. now, the Tron-Lands version is way slower, so the two have necessarily become separate entities. this version relies heavily on manlands such as Mutavault to get things done in a timely manner. the tron version can't afford the deckspace, and dilutes the aggro shell with do-nothings like expedition map.
it may be the case that TronDrazi ends up being ultimately the better version, but in an aggro-ish meta (with infect, burn, bogles and the like) I would put money on this variant being the top-dog dues to the ability to slam a T1 chalice of the void.
the gemstone caverns act as an additional "cost reducer" for your spells, quickening your curve significantly. Simian Spirit guide provides similar acceleration, allowing the turn 1 disruption.
I have 7 disruptive spells and 7 "accelerants" which can either get your creatures out quicker or stunt your opponent's development, allowing you to aggro them out.
you don't need Radiant Fountain in this version. Chalice and Thorn do all the heavy lifting. follow that up with a thought-knot and any burn opponent will be floundering. you have a good matchup against them.
so this is a different take on it and I've never played it in modern .this is just me having a place to bounce ideas around. this however is not colorless ,it also doesn't fit into any of the other subs either so sorry if this post makes anyone mad.
this is just a theory crafting session. so the basic thought behind it is to make the deck playable as an aggro/midrange deck I could see a case for matter reshaper for sure . My thoughts behind the thopter sword was that its probably wrong to be playing artifacts and blue/white and not be playing it..Sorry for posting in your thread . Don't hate me.
there's a UW Eldrazi thread. not sure where but it exists. UW was the most dominant variant immediately before the bannings, so you should be able to find it somewhere.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
for eldrazi tron players: there is the primer for that, don't mix the things
Please link us to this, as searching has not come up with any results that are from this year.
I believe the Eldrazi Tron variants should go here, it is not that different of a deck. I have been continually playing Eldrazi Tron and I have to say it I don't miss Eye of Ugin that much. I still land t4 and t5 Ulamog left and right, believe it or not the deck is still very strong. I believe there is little enough activity in this thread to justify the inclusion of both archetypes in this discussion, its not like there is pages/day being added to this thread.. We all have good insight for the archetype, why not cooperate to maximize the deck's performance?
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"It's not a matter of deserving. It's a matter of strength. The power to hold versus the power to take."
-Sygg, River Cutthroat
for eldrazi tron players: there is the primer for that, don't mix the things
Please link us to this, as searching has not come up with any results that are from this year.
I believe the Eldrazi Tron variants should go here, it is not that different of a deck. I have been continually playing Eldrazi Tron and I have to say it I don't miss Eye of Ugin that much. I still land t4 and t5 Ulamog left and right, believe it or not the deck is still very strong. I believe there is little enough activity in this thread to justify the inclusion of both archetypes in this discussion, its not like there is pages/day being added to this thread.. We all have good insight for the archetype, why not cooperate to maximize the deck's performance?
So, looking at the amount of Storm, Bogles, Burn, and Infect that we may see here soon. I'm thinking this is still a thing, and I have begun testing. Has anyone else with the same thought had any success in testing? I'm not talking about all of the other eldrazi decks that get mentioned here, I'm talking specifically of the one this thread is devoted to: The pro-tour colorless variant.
So, looking at the amount of Storm, Bogles, Burn, and Infect that we may see here soon. I'm thinking this is still a thing, and I have begun testing. Has anyone else with the same thought had any success in testing? I'm not talking about all of the other eldrazi decks that get mentioned here, I'm talking specifically of the one this thread is devoted to: The pro-tour colorless variant.
I had some success with this version yes. I found the merfolk and elves matchups basically impossible though.
Burn is fairly easy, as is infect. You lose out a lot against the big midrange aggro decks that go wide.
For what it's worth, I have (through testing) reached my own conclusion that the tron version of this deck is more consistently better. I have had much more consistent results with it against the wider metagame, at least.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
I have been playing this deck ever since the eye ban, and I have found it to be quite resilient against most decks. I have always been impressed by eldrazi obligator as it slips through blood moon and is a great tech against creature decks, most of my opponents never see it coming. My best steal would be an opponent playing tron and I stole his ulamog to attack for the win.
Ghostfire blade is actually quite good as a turn 1 drop and can also pump your mutavaults later when they wipe your board. It sometimes gets through board stalls with reality smasher even late in the game facing opposing smasher/goyf.
The deck runs mainboard 4 ghost quarters so tron/eldrazi variants have a harder matchup against us.
Sideboard can fight against most of the grindier matchups like jund/coco/control and against aggressive decks our maindeck actually function well enough and we only require to sb a few cards in to deal with it.
SSG, Eldrazi Temple, and Gemstone Caverns give me 9 ways to cheat on mana. Relic, Powder, and Caverns gives me 9 ways to exile Eternal Scourge (5 for value, 4 repeatedly with hate applications).
Almost all of the lands carry utility, making my draws pretty live. The Eternal Scourge and lands let me buckle in for the long game when the acceleration doesn't quite get there.
Post board the Serum Powder makes digging for SB hate crazy effective
It seems like eternal scourge + gemstone caverns warrants adding a second gemstone caverns? I know 2 in the opener is painful, but with only 2-of it may be statistically low enough to be worth the extra card advantage.
Its a good idea, if you run 4 eternal scourge. He's good, but, for me, not better than Matter Reshaper. I replaced the 2 spellskite md with eternal, and I think its a good number. Cut other cards are very difficult.
I have also been testing -2 Mutavault, -2 Matter Reshaper, -4 Relic, +4 Simian Guide, +4 Chalice in the main, and moving the Relics to the board. Not sure which configuration is best yet.
Edit---seems like headley is on something very similar. Good on you bro!
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
^^
The deck looks really interesting.
On the one hand explosive potential of fast mana and on the other hand the ability to grind out with Relic+E.Scourge.
After playing some games with the deck it seems really powerfull and I'm surprised it is not more popular.
It is rather consistent in casting turn 3 Smashers and threatening lethal on turn 4 and also plays rather well on the draw thanks to Gemstone Caverns+Eternal Scourge.
A problem that I've encountered is flooding out (playing 24 lands without fetches might be problematic).
I wonder if I should take out a land or two and maybe put in some Gut Shots as they have been rather good for the SB.
To who is playing the deck I would be interested in your sideboarding plan.
After playing some games with the deck it seems really powerfull and I'm surprised it is not more popular.
It is rather consistent in casting turn 3 Smashers and threatening lethal on turn 4 and also plays rather well on the draw thanks to Gemstone Caverns+Eternal Scourge.
A problem that I've encountered is flooding out (playing 24 lands without fetches might be problematic).
I wonder if I should take out a land or two and maybe put in some Gut Shots as they have been rather good for the SB.
To who is playing the deck I would be interested in your sideboarding plan.
I tried going as low as 22 and eventually came back up to 24 lands. When you mull/powder down to 4 or 5 you really just want to open lands so that you can be casting the Scourges you exiled. I can see cutting one though. Spare lands also let us loop Scourges while casting other cards and we have a pair of Sea Gate Wreckage and four Quarters to help with the flooding. Between all that I haven't found it to be an issue.
Lately I have been playing Chalice and Guide over Relic and Reshaper. I hate how Chalice interacts with Scourge but the card is a lot stronger in Game 1 than Relic. Still 4 Relics in the side.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
That is exactly what I did (I play 4x Reshaper, 4x Relic and 4x SSG), M.Reshaper is much better here as another threat which provides value when it dies.
I'm not sure that Chalice should be in the maindeck as it is not good against everything so I prefer to run Relic in the main becuase of the synergy with E.Scourge and the cantrip when it is not needed.
I haven't played competitively with the deck yet (I'm still missing the expensive pieces: Cavern and Chalice) so I only got playtest in cockatrice with whole deck and won close to 75% of my games which seemed really impressive for a rogue deck imho.
I didn't test Serum Powder because I don't think it is necessary for the deck as it reduces the threat density.
1 Gemstone Caverns
3 Mutavault
3 Wastes
2 Sea Gate Wreckage
4 Blinkmoth Nexus
4 Ghost Quarter
4 Eldrazi Temple
4 Reality Smasher
2 Spellskite
4 Simian Spirit Guide
4 Eldrazi Mimic
4 Endless One
4 Matter Reshaper
4 Thought-Knot Seer
4 Chalice of the Void
4 Dismember
2 Phyrexian Revoker
2 Ratchet Bomb
2 Spatial Contortion
1 Endbringer
1 Tomb of the Spirit Dragon
1 Grafdigger's Cage
2 Warping Wail
4 Relic of Progenitus
anyone still trying this?
Here is the list I'm fairly sure is close to optimal. But suggestions to refine it further are much appreciated.
Blind Eldrazi
4 Urza's Tower
4 Urza's Mine
4 Radiant Fountain
4 Eldrazi Temple
2 Vesuva
2 Wastes
4 Expedition Map
4 Mind Stone
3 Spatial Contortion
3 Dismember
4 Thought-Knot Seer
4 Reality Smasher
4 Wurmcoil Engine
4 Conduit of Ruin
1 Breaker of Armies
1 Ulamog, the Ceaseless Hunger
4 Chalice of the Void
2 Damping Matrix
2 Relic of Progenitus
2 Grafdigger's Cage
2 Gut Shot
1 All is Dust
1 Void Winnower
1 Kozilek, Butcher of Truth
As you can see, this list is a bit more top heavy that most Eldrazi Aggro decks you're probably used to. The more powerful threat-base is enabled by playing a lot more mana ramp which wasn't playable before because Eye of Ugin wouldn't help you cast any of the potential rampers.
Rampers allow you to plop down on turn 4 a gamebreaking card like Wurmcoil Engine (another excellent card that was also unplayable in a deck that housed 4 Eye of Ugin). By going this route, you're able to play a much higher density of gamebreaking threats.
Expedition Map allows you to assemble the tron combo by turn 3. Just as useful, Map can fetch up an Eldrazi Temple on turn 2 which is often all you need to start laying down your game winning threats starting turn 3.
Conduit of Ruin is a tutor, ramper, and threat all in one card.
Radiant Fountain both helps you survive long enough to take control of the board, and offers up a juicy target for Vesuva to copy when it doesn't have an Eldrazi Temple to copy and you don't have the tron combo assembled yet.
How would you suggest improving on this list?
Why Radiant Fountain? The deck being slower costs you to lose games to aggro that you were a turn away from winning. Gaining 2 life can often buy you that extra turn against very fast aggro. In addition, it's a great target for Vesuva as well gaining you 4 life. In a bind, you can even tutor it up with Expedition Map. I've been very happy with the life gain the 4 Radiant Fountain I run has been giving me.
Why all the rampers? Without Eye, the deck needs to run some ramp spells. Counting on assembling Tron every game is not a smart plan, especially with all the Ghost Quarters running around. The deck can't even support Sylvan Scrying. The deck needs enough ramp that it can function and cast Ulamogs even if Tron doesn't get assembled. Conduit of Ruin is a solid ramper, but I've found that Mind Stone and Palladium Myr supplement it very well, ramping you into a turn 4 Conduit and a turn 5 breaker of worlds (one sided sweepers are always awesome).
If you're not happy with the available colorless rampers, the other option is to splash green to play Boreal Druids, Sylvan Scrying and World Breakers. But I couldn't find a consistent way to make that happen without running 28+ lands.
The only other problem with the colorless rampers is their dysnergy with Oblivion Stone. I've had success cutting Stone completely and relying on Dismembers and Spatial Contortions to provide adequate early game removal to buy time till you ramp into a Wurmcoil Engine or an Ulamog or a postboard All is Dust.
Kozilek is fantastic against mill strategies btw. Just a singleton wins games vs that matchup. I love playing 1 in my 75.
sorry man, that list is off-piste.
i count a whopping 12 cards that don't do anything by themselves, and an additional 10 cards which are too high in the mana curve for the colourless eldrazi aggro deck.
you gotta streamline your deck brews man. tapping out for mana rocks when you could be tapping out for threats or a game-winning bomb (like chalice) is the wrong direction.
you want to be slamming a chalice on turn 1, or a similarly disruptive thing (I chose Thorn of Amethyst), and then playing threat-threat-threat while your opponent catches up.
i can understand the confusion due to some colourless versions kind of "splashing" the Tron lands pre-banning... but that was because the deck was still crazily aggro, and played all the same aggro cards. now, the Tron-Lands version is way slower, so the two have necessarily become separate entities. this version relies heavily on manlands such as Mutavault to get things done in a timely manner. the tron version can't afford the deckspace, and dilutes the aggro shell with do-nothings like expedition map.
it may be the case that TronDrazi ends up being ultimately the better version, but in an aggro-ish meta (with infect, burn, bogles and the like) I would put money on this variant being the top-dog dues to the ability to slam a T1 chalice of the void.
here's an example list, for reference:
4x endless one
4x matter reshaper
4x thought-knot seer
4x reality smasher
1x endbringer
4x simian spirit guide
4x chalice of the void
3x thorn of amethyst
2x dismember
2x Ratchet Bomb
4x vesuva
4x Mutavault
4x Blinkmoth Nexus
4x Ghost Quarter
3x Gemstone Caverns
1x Wastes
2x grafdigger's cage
1x all is dust
1x spatial contortion
3x gut shot
1x ratchet bomb
3x faerie Macabre
4x flex slots
the gemstone caverns act as an additional "cost reducer" for your spells, quickening your curve significantly. Simian Spirit guide provides similar acceleration, allowing the turn 1 disruption.
I have 7 disruptive spells and 7 "accelerants" which can either get your creatures out quicker or stunt your opponent's development, allowing you to aggro them out.
you don't need Radiant Fountain in this version. Chalice and Thorn do all the heavy lifting. follow that up with a thought-knot and any burn opponent will be floundering. you have a good matchup against them.
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
4 displacer
4 skyspawner
4 thoughtknot
3 smasher
3 phyrexian revoker
2 phyrexian metamorph
2 spellskite
4 simian spirit guide
4 chalice of the void
2 ratchet bomb
3 thopter foundry
2 sword of the meek
4 eldrazi temple
4 adarkar waste
4 blinkmoth nexus
3 vesuva
3 cavern of souls
3 ghost quarter
1 waste
1 island
1 plains.
this is just a theory crafting session. so the basic thought behind it is to make the deck playable as an aggro/midrange deck I could see a case for matter reshaper for sure . My thoughts behind the thopter sword was that its probably wrong to be playing artifacts and blue/white and not be playing it..Sorry for posting in your thread . Don't hate me.
Please link us to this, as searching has not come up with any results that are from this year.
I believe the Eldrazi Tron variants should go here, it is not that different of a deck. I have been continually playing Eldrazi Tron and I have to say it I don't miss Eye of Ugin that much. I still land t4 and t5 Ulamog left and right, believe it or not the deck is still very strong. I believe there is little enough activity in this thread to justify the inclusion of both archetypes in this discussion, its not like there is pages/day being added to this thread.. We all have good insight for the archetype, why not cooperate to maximize the deck's performance?
-Sygg, River Cutthroat
I play all Cavern of Souls decks
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/663065-colorless-eldrazitron
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
Burn is fairly easy, as is infect. You lose out a lot against the big midrange aggro decks that go wide.
For what it's worth, I have (through testing) reached my own conclusion that the tron version of this deck is more consistently better. I have had much more consistent results with it against the wider metagame, at least.
It´s been pretty good. Chalice turn 1 followed by Matter Reshaper is a good strategie. Don´t get me started on Turn 1 Chailice, Turn 2 TKS.
I love this deck and i have to tell you, this deck can certainly win, and it has some good Tier 1 matchups like Infect and RG Tron.
Has anyone been playing some kind of Colorless Eldrazi?.
I think this can work and be at least Tier 2.
4 Eldrazi Mimic
4 Endless One
4 Matter Reshaper
4 Reality Smasher
4 Thought-Knot Seer
4 Eldrazi Obligator
4 Dismember
4 Ghostfire Blade
1 Warping Wail
2 Ratchet Bomb
1 Tendo Ice Bridge
1 Gemstone Caverns
4 Ghost Quarter
4 Cavern of Souls
4 Corrupted Crossroads
4 Mutavault
2 Wastes
1 Urborg, Tomb of Yawgmoth
1 Shrine of the Forsaken Gods
1 Ulamog, the Ceaseless Hunger
1 Kozilek, the Great Distortion
1 World Breaker
1 Grafdigger's Cage
1 Ratchet Bomb
2 Thorn of Amethyst
3 Warping Wail
4 Relic of Progenitus
I have been playing this deck ever since the eye ban, and I have found it to be quite resilient against most decks. I have always been impressed by eldrazi obligator as it slips through blood moon and is a great tech against creature decks, most of my opponents never see it coming. My best steal would be an opponent playing tron and I stole his ulamog to attack for the win.
Ghostfire blade is actually quite good as a turn 1 drop and can also pump your mutavaults later when they wipe your board. It sometimes gets through board stalls with reality smasher even late in the game facing opposing smasher/goyf.
The deck runs mainboard 4 ghost quarters so tron/eldrazi variants have a harder matchup against us.
Sideboard can fight against most of the grindier matchups like jund/coco/control and against aggressive decks our maindeck actually function well enough and we only require to sb a few cards in to deal with it.
4 Cavern of Souls
4 Mutavault
1 Gemstone Caverns
3 Wastes
3 Sea Gate Wreckage
4 Ghost Quarter
4 Eldrazi Temple
4 Reality Smasher
4 Simian Spirit Guide
2 Eternal Scourge
4 Eldrazi Mimic
4 Endless One
4 Matter Reshaper
4 Thought-Knot Seer
4 Chalice of the Void
4 Dismember
1 Mind Stone
2 Spellskite
2 Phyrexian Revoker
1 Ratchet Bomb
2 Spatial Contortion
4 Tormod's Crypt
3 Warping Wail
1 Torpor Orb
4 Eldrazi Mimic
4 Endless One
2 Phyrexian Revoker
4 Simian Spirit Guide
2 Matter Reshaper
4 Eternal Scourge
4 Thought-Knot Seer
4 Reality Smasher
9 Spells
4 Relic of Progenitus
4 Serum Powder
1 Dismember
4 Eldrazi Temple
3 Cavern of Souls
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
3 Radiant Fountain
1 Waste
1 Sea Gate Wreckage
1 Gemstone Caverns
4 Chalice of the Void
1 Dismember
2 Gut Shot
3 Spellskite
2 Pithing Needle
3 Grafdigger's Cage
SSG, Eldrazi Temple, and Gemstone Caverns give me 9 ways to cheat on mana. Relic, Powder, and Caverns gives me 9 ways to exile Eternal Scourge (5 for value, 4 repeatedly with hate applications).
Almost all of the lands carry utility, making my draws pretty live. The Eternal Scourge and lands let me buckle in for the long game when the acceleration doesn't quite get there.
Post board the Serum Powder makes digging for SB hate crazy effective
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
4 Reality Smasher
4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Thought-Knot Seer
4 Endless One
Artifacts (8)
4 Serum Powder
4 Relic of Progenitus
Instants (4)
4 Dismember
4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
2 Sea Gate Wreckage
2 Cavern of Souls
1 Urborg, Tomb of Yawgmoth
2 Wastes
2 Endbringer
3 Chalice of the Void
2 Ratchet Bomb
1 Pithing Needle
1 Grafdigger’s Cage
2 Warping Wail
2 Spatial Contortion
1 Gut Shot
1 All Is Dust
And 2000 words of text about it: http://modernnexus.com/rebuilding-colorless-eldrazi-stompy/
I have also been testing -2 Mutavault, -2 Matter Reshaper, -4 Relic, +4 Simian Guide, +4 Chalice in the main, and moving the Relics to the board. Not sure which configuration is best yet.
Edit---seems like headley is on something very similar. Good on you bro!
Counter-Cat
Colorless Eldrazi Stompy
The deck looks really interesting.
On the one hand explosive potential of fast mana and on the other hand the ability to grind out with Relic+E.Scourge.
I'm not sure about Serum Powder (seems too cute) though and would probably go with Simian Spirit Guide instead
(another option is Mind Stone/Expedition Map but it is probably a bit slow).
If I want to add a couple of Blight Herder (which seem very good with 4x mainboard relics) to the deck, what should I replace ?
Does the deck really need 24 lands or can it function with less (22/23 with SSG) ?
It is rather consistent in casting turn 3 Smashers and threatening lethal on turn 4 and also plays rather well on the draw thanks to Gemstone Caverns+Eternal Scourge.
A problem that I've encountered is flooding out (playing 24 lands without fetches might be problematic).
I wonder if I should take out a land or two and maybe put in some Gut Shots as they have been rather good for the SB.
To who is playing the deck I would be interested in your sideboarding plan.
Lately I have been playing Chalice and Guide over Relic and Reshaper. I hate how Chalice interacts with Scourge but the card is a lot stronger in Game 1 than Relic. Still 4 Relics in the side.
Counter-Cat
Colorless Eldrazi Stompy
I'm not sure that Chalice should be in the maindeck as it is not good against everything so I prefer to run Relic in the main becuase of the synergy with E.Scourge and the cantrip when it is not needed.
I didn't test Serum Powder because I don't think it is necessary for the deck as it reduces the threat density.