The deck is pretty simple, it takes advantage of putting in Ninjutsu creatures in after an attack from a 1/1 flyer. Then with the extra mana, emerges a Wretched Gryff or an Elder Deep Fiend. I've managed to get some EDF on turn 3 or 4 pretty consistently, and of course with the added bonus of Eldrazi Temple and the bonus dude from Skyspawner, it really can disrupt the board pretty quickly. I'm thinking of playing it at FNM and would like some extra suggestions to get a bit more help. I think the mana base may be off to splash for W or not having enough Coloress mana (I'm thinking Blinkmoth Nexus as a 2 of to get in more creatures that fly to get ninjutsu). And I think masoleum wanderer might be better, but at the same time, i'm not spirit centric. Any help would be greatly appreciated.
I also want to fit in Eldrazi Displacer somewhere. I think having every turn tapping down 4 permanents would be insanely strong or even drawing a card with Wretched Gryff or making a quick token with Eldrazi Skyspawner sounds great
I like your deck idea! Unfortunately, tapping down 4 permanents every turn by displacing Elder Deep-Fiend won't work, because Elder Deep-Fiend only triggers when it's cast. Maybe something like Distortion Strike could be good in this deck? It can make your ninjas or your big eldrazis unblockable.
That's good to know about the on cast trigger! I'll keep them in mind.
I don't really care about the eldrazi's being unblockable, I will gladly smash my Deep-Fiend into a Reality Smasher or Gurmag Angular any day of the week. And the other guys have flying, so they'll get in since Modern really lacks flying creatures save a Flickerwisp or Restoration angel or bunch of Lingering souls.
I changed the manabase a bit more to include ipnu rivulet. It's basically another 4 dual lands! I got rid of the Seachrome Coasts and Wastes for them.
Besides 4 paths and occasionally tapping guys out, I honestly don't find Eldrazi Displacer to be of much use at this point. I'm looking at Benthic Infiltrator for some unblockable stuff or Cultivator Drone to get a manarock. Not to sure if White is the right color now. But I'll need to test it some more.
What an interesting deck this turned out to be. I went 3-1 wining GW Company, Burn, and Affinity, losing to Jeskai Queller.
Pros:
1. I really enjoyed how the deck feels. It has some really insane explosive starts that just comes out of nowhere and although you lose some tempo, you gain it back incredibly quickly. A turn 3 or 4 Eldrazi Deep Fiend and/or Wretched Gryff is a must answer, and I felt often times the opponent wont' be able to at that stage of the game.
2. The Ninjas are pretty unexpected, and many players don't know how to adapt to it. Getting a dude bounced by Mistveil Sninobi is oddly backbreaking to players like Burn. Or they waste a burn spell on the ninja.
3. Oddly resilient. I won multiple games without the eldrazi but just a bunch of flying men pecking away.
4. Preys on the lack of flyers in the format.
5. Ninja's are really annoying for many decks. Too bad I don't have a good method to get them back to Ninjutsu again.
Cons:
1. Can't deal with swarming decks that well. The G/W company deck was a pain the first game because this deck doesn't deal with Collected Company all that well. Either that or I'm just so bad and don't know what I'm doing.
2. Like the Eldrazi Tron deck, it durdles and does nothing sometimes
3. Ninjas are horribly underpowered.
4. Need more kill spells. It could just because I hated the GW company matchup.
5. It's hard to deal with grindy creature based matchup. I can see this deck having a ton of problems with Jund.
Anyways, here was a great highlight against the Affinity matchup.
Turn 4, I was nearly dead, all I had was a Ninja of the Deep Hours and an Eldrazi Skyspawner out. I also had 1 Eldrazi Temple, 1 Hallowed Fountain, 1 Ipnu Rivulet, and an Adarkar wastes. I used mana to cast Kataki War's Wage on my turn hoping they didn't have a removal. They didn't luckily. And on their upkeep, I Emerged Ninja of the Deep Hours with Elder Deep-Fiend using Temple and I think the Ipnu tapping down their 2 lands Opal and Springleaf Drum. They couldn't pay for Kataki's upkeep cost and had to sacrifice nearly their entire board! That was my highlight of the night.
I still need to play some more to get a better feel for the deck and play against people that start to become more familiar with it. It's the first night so who knows, it could be competitive or be like 99% of other decks and dismantled. But it's still really fun to play. I like it more than Eldrazi Tron right now, just because it more or less does the same thing, but you get more disruptive.
This deck is freaking hilarious. I never thought having a chain of Elder Deepfiends on turn 3 becomes completely backbreaking for many decks like Burn. Too bad it's just explosive. It does seem to durdle around a lot. I did win like 3 games with just the 1/1 fliers though, so that's something.
I might try this build look like a ton of fun. Do you use the counter effect of your fliers often?
Yes and no. the biggest advantage is that it forces opponents to always need to play around the dudes. I want to try Siren Stormtamer instead of so many Force Spike Flyers. I don't know if that'll help or not though.
As for last night, I went 2-2, losing to burn and troll worship, and beating Death and Taxes and Eldrazi Tron. I think my biggest problem is keeping bad hands against Burn and especially the Troll Worship deck, which i have no idea how to beat. And weaknesses are starting to appear in the deck as I continue to play, the vast majority of the deck has some pretty weak creatures, and if Deepfiend can't get it done, it's hard to come back. Just a huge explosion then it fizzles away, there isn't really a late game. I need a way to return the ninja back to my hand outside of combat. And taking Bant Eldrazi's playbook of Displacer and Skyspawner was great. I take it back about Displacer, I should add another one if my mana can fit it, take out another Reshaper.
I might try this build look like a ton of fun. Do you use the counter effect of your fliers often?
Yes and no. the biggest advantage is that it forces opponents to always need to play around the dudes. I want to try Siren Stormtamer instead of so many Force Spike Flyers. I don't know if that'll help or not though.
As for last night, I went 2-2, losing to burn and troll worship, and beating Death and Taxes and Eldrazi Tron. I think my biggest problem is keeping bad hands against Burn and especially the Troll Worship deck, which i have no idea how to beat. And weaknesses are starting to appear in the deck as I continue to play, the vast majority of the deck has some pretty weak creatures, and if Deepfiend can't get it done, it's hard to come back. Just a huge explosion then it fizzles away, there isn't really a late game. I need a way to return the ninja back to my hand outside of combat. And taking Bant Eldrazi's playbook of Displacer and Skyspawner was great. I take it back about Displacer, I should add another one if my mana can fit it, take out another Reshaper.
Do you need to return them from the grave or from play? Maybe something like saving grasp would work if your trying to grab it from the field
I might try this build look like a ton of fun. Do you use the counter effect of your fliers often?
Yes and no. the biggest advantage is that it forces opponents to always need to play around the dudes. I want to try Siren Stormtamer instead of so many Force Spike Flyers. I don't know if that'll help or not though.
As for last night, I went 2-2, losing to burn and troll worship, and beating Death and Taxes and Eldrazi Tron. I think my biggest problem is keeping bad hands against Burn and especially the Troll Worship deck, which i have no idea how to beat. And weaknesses are starting to appear in the deck as I continue to play, the vast majority of the deck has some pretty weak creatures, and if Deepfiend can't get it done, it's hard to come back. Just a huge explosion then it fizzles away, there isn't really a late game. I need a way to return the ninja back to my hand outside of combat. And taking Bant Eldrazi's playbook of Displacer and Skyspawner was great. I take it back about Displacer, I should add another one if my mana can fit it, take out another Reshaper.
Do you need to return them from the grave or from play? Maybe something like saving grasp would work if your trying to grab it from the field
From the field. And Saving Grasp is way too gimmicky and doesn't help with board presence. You still need to be able to get some pressure in. The best card is probably Faerie Impostor if I really needed something. I just haven't really tested it out.
... Ninja's are really annoying for many decks. Too bad I don't have a good method to get them back to Ninjutsu again.
... I used mana to cast Kataki, War's Wage on my turn hoping they didn't have a removal. They didn't luckily. And on their upkeep, I Emerged Ninja of the Deep Hours with Elder Deep-Fiend using Temple and I think the Ipnu tapping down their 2 lands Opal and Springleaf Drum. They couldn't pay for Kataki's upkeep cost and had to sacrifice nearly their entire board! That was my highlight of the night.
I don't think your Deep-Fiend example works against an experienced player, unless I misunderstand. I think you flashed in Deep-Fiend in response to the Kataki trigger, tapping down the opponent's mana sources? A good opponent would have tapped those in response to the Deep-Fiend targeting and simply floated the mana, then used it to pay the cost. Since it's all happening on the same phase the mana pool wouldn't empty. Maybe I'm missing something though.
... Ninja's are really annoying for many decks. Too bad I don't have a good method to get them back to Ninjutsu again.
... I used mana to cast Kataki, War's Wage on my turn hoping they didn't have a removal. They didn't luckily. And on their upkeep, I Emerged Ninja of the Deep Hours with Elder Deep-Fiend using Temple and I think the Ipnu tapping down their 2 lands Opal and Springleaf Drum. They couldn't pay for Kataki's upkeep cost and had to sacrifice nearly their entire board! That was my highlight of the night.
I don't think your Deep-Fiend example works against an experienced player, unless I misunderstand. I think you flashed in Deep-Fiend in response to the Kataki trigger, tapping down the opponent's mana sources? A good opponent would have tapped those in response to the Deep-Fiend targeting and simply floated the mana, then used it to pay the cost. Since it's all happening on the same phase the mana pool wouldn't empty. Maybe I'm missing something though.
I might try this build look like a ton of fun. Do you use the counter effect of your fliers often?
Yes and no. the biggest advantage is that it forces opponents to always need to play around the dudes. I want to try Siren Stormtamer instead of so many Force Spike Flyers. I don't know if that'll help or not though.
As for last night, I went 2-2, losing to burn and troll worship, and beating Death and Taxes and Eldrazi Tron. I think my biggest problem is keeping bad hands against Burn and especially the Troll Worship deck, which i have no idea how to beat. And weaknesses are starting to appear in the deck as I continue to play, the vast majority of the deck has some pretty weak creatures, and if Deepfiend can't get it done, it's hard to come back. Just a huge explosion then it fizzles away, there isn't really a late game. I need a way to return the ninja back to my hand outside of combat. And taking Bant Eldrazi's playbook of Displacer and Skyspawner was great. I take it back about Displacer, I should add another one if my mana can fit it, take out another Reshaper.
Do you need to return them from the grave or from play? Maybe something like saving grasp would work if your trying to grab it from the field
From the field. And Saving Grasp is way too gimmicky and doesn't help with board presence. You still need to be able to get some pressure in. The best card is probably Faerie Impostor if I really needed something. I just haven't really tested it out.
You may want flash to save from removal kind of like Deputy of Acquittals or vapor snag to Target your opponents. saving grasp sounded interesting due to flashback
Pests are effectively flying so they need to stay since they reduce the clock.
Yes, only a bad player would allow the tapping of their lands during upkeep to kill off their things to a kitaki.
If you want bounce then probably vapor snag or Echoing Truth is where you want to be. Snag is tempo echo is good at destroying tokens like lingering souls that might get in your way or bouncing multiple bridges, worships, or leylines, etc.
Signal Pests are pretty useful as a plan B and they get under bridges. It makes a pretty fast clock if you can't out tempo them with Deepfiends. It's surprising how fast a bunch of 1/1's and Skyspawners can get in with Battle Cry. I'm going to try 2 storm tamers and 1 Faerie Impostor instead of Judge's Familiar, and take out the two reshapers for 2 Echoing Truths. That might work.
Another 3-1 Finish! And thank you Megatog with the Echoing Truths suggestion. It won me a game! Not so much bouncing my dude, but bouncing their things. I took down Burn, Burn, E-Tron, and finally lost to Death and Taxes due to a few punts on my end, such as forgetting to sac the eldrazi skyspawner token to deepfiend on their upkeep.
The first burn game I lost game 1, then came back game 2 and 3, the echoing truth helped bounce two guides away, and then tapping them down with a Deepfiend, and afterthat they couldn't really deal with the 5/6 octopus.
The second burn game he did plenty of misplays such as tapping out and not playing around my forcespikers. It's okay though, we all screw up.
As for E-Tron, I got some insane nut draw both games with Double Temple into TKS, then Skyspawner on turn 3 with 2 temples and 1 Ipnu, then on their upkeep, flashed in Deepfiend, for 25 damage by turn 4. Turn 2 attack for 4, turn 3 attack for 8, turn 4 attack for 13. And all he got to put down was 2 urza lands and a expedition map.
as for Faerie Imposter, I never drew it, so I wouldn't know how well it fairs so far. I really should grind this out on MTGO instead.
Not may played this Friday, so I only got in 3 games and tons of brews were around this week. Soulflayer Chromaticore, Mono U Merfolk, and some strange mill deck that used Fraying Sanity.
I lost to Soulflayer and Merfolk, but beat the mill deck. The soulflayer matchup was fun, and went 1-2, losing twice due to not finding my gravehate and mulling to 5. The Oddly the game I did win i couldn't find any grave hate either, but my deck seemed to lined up well enough to take him out. That said, a resolved Soulflayer is a real pain since I don't have much removal to combat some hexproof/flying/doublestrike/trample 4/4 monster. But I can trade with Deepfiends so that's pretty good.
Merfolk just did its thing with flooding out the board and attacking with lords on top of more lords. Again 2-1, with Elder Deepfiend tapping down their vial to do some serious work.
2-0 the Fraying Sanity deck, and it wasn't much of a match to be honest. Just slap some big eldrazi down and went to town.
The deck is definitely fun, and I think Elder Deep Fiend has a place in modern. However after talking with some friends, they said to put back in Matter Reshaper since the value in emerging it is just too good to pass up. They also say I'm very weak to bloodmoon. But I guess everything has to have some weakness. here's my updated list.
I've been brainstorming on a U/B combination instead to take advantage of Distended Mindbender which is pretty good itself as well as more ninjutsu guys like Throat Slitter. It also opens up some cards like Vampire Cutthroat or even recursion guys like Bloodghast or Gravecrawler What do you guys think? It seems stronger on paper.
I'm liking this deck more and more. I went 2-2 last night beating Affinity and E-Tron, and losing to Elves and Scapeshift. I'm going to try the U/B version. I think it'll be stronger to discard and disrupt against the combo decks. and i can expand my colors a bit more with Throat Slitter and possibly gain some life with Vampire Cutthroat
tried this concept for a while some cards i found that do a lot of work are Wingcrafter ninja enabler, evasion provider to ninja and when you emerge a ninja this losses the soul bound on cast so can be rebound to the eldrazi
.
I can see the use for bone picker. And I do like the Evoke use with muddrifter as well. It's just a lot of mana to get to. Shriekmaw not so much, but there's just nothing but black and artifact creatures right now. muldrifter into deepfiend is pretty gross. Draw 2, tap down 4 permanents, put a 5/6 into play. Just need 5 lands though, which seems too slow.
I do like Bone Picker idea though. That's easily doable.
I've tried a bit of the ninja's from modern horizon. I don't know if black is still worth it though. Ninjas are very weak, but Ingenious Infiltrator replaces Deep Hours, and I really like the Naga ninja. Right now modern is so fast and unfair right now, I'm not willing to test and retest and spend the time to do so.
I also want to fit in Eldrazi Displacer somewhere. I think having every turn tapping down 4 permanents would be insanely strong or even drawing a card with Wretched Gryff or making a quick token with Eldrazi Skyspawner sounds great
NEW DECK UPDATE - 3/15/18!
4 Adarkar Wastes
5 Island
4 Ipnu Rivulet
4 Eldrazi Temple
1 Moorland Haunt
1 Seagate Wreckage
1 Sanctum of Ugin
Creatures
4 Eldrazi Skyspawner
4 Siren Stormtamer
4 Elder Deep-Fiend
4 Reality Smasher
3 Ninja of the Deep Hours
3 Mistblade Shinobi
4 Matter Reshaper
4 Thought-Knot Seer
1 Vendilion Clique
3 Talisman of Progress
Spells
4 Stubborn Denial
4 Path to Exile
2 Unified Will
2 Disenchant
2 Rest in Piece
2 Stony Silence
3 Warping Wail
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That's good to know about the on cast trigger! I'll keep them in mind.
I don't really care about the eldrazi's being unblockable, I will gladly smash my Deep-Fiend into a Reality Smasher or Gurmag Angular any day of the week. And the other guys have flying, so they'll get in since Modern really lacks flying creatures save a Flickerwisp or Restoration angel or bunch of Lingering souls.
I changed the manabase a bit more to include ipnu rivulet. It's basically another 4 dual lands! I got rid of the Seachrome Coasts and Wastes for them.
Besides 4 paths and occasionally tapping guys out, I honestly don't find Eldrazi Displacer to be of much use at this point. I'm looking at Benthic Infiltrator for some unblockable stuff or Cultivator Drone to get a manarock. Not to sure if White is the right color now. But I'll need to test it some more.
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What an interesting deck this turned out to be. I went 3-1 wining GW Company, Burn, and Affinity, losing to Jeskai Queller.
Pros:
1. I really enjoyed how the deck feels. It has some really insane explosive starts that just comes out of nowhere and although you lose some tempo, you gain it back incredibly quickly. A turn 3 or 4 Eldrazi Deep Fiend and/or Wretched Gryff is a must answer, and I felt often times the opponent wont' be able to at that stage of the game.
2. The Ninjas are pretty unexpected, and many players don't know how to adapt to it. Getting a dude bounced by Mistveil Sninobi is oddly backbreaking to players like Burn. Or they waste a burn spell on the ninja.
3. Oddly resilient. I won multiple games without the eldrazi but just a bunch of flying men pecking away.
4. Preys on the lack of flyers in the format.
5. Ninja's are really annoying for many decks. Too bad I don't have a good method to get them back to Ninjutsu again.
Cons:
1. Can't deal with swarming decks that well. The G/W company deck was a pain the first game because this deck doesn't deal with Collected Company all that well. Either that or I'm just so bad and don't know what I'm doing.
2. Like the Eldrazi Tron deck, it durdles and does nothing sometimes
3. Ninjas are horribly underpowered.
4. Need more kill spells. It could just because I hated the GW company matchup.
5. It's hard to deal with grindy creature based matchup. I can see this deck having a ton of problems with Jund.
Anyways, here was a great highlight against the Affinity matchup.
Turn 4, I was nearly dead, all I had was a Ninja of the Deep Hours and an Eldrazi Skyspawner out. I also had 1 Eldrazi Temple, 1 Hallowed Fountain, 1 Ipnu Rivulet, and an Adarkar wastes. I used mana to cast Kataki War's Wage on my turn hoping they didn't have a removal. They didn't luckily. And on their upkeep, I Emerged Ninja of the Deep Hours with Elder Deep-Fiend using Temple and I think the Ipnu tapping down their 2 lands Opal and Springleaf Drum. They couldn't pay for Kataki's upkeep cost and had to sacrifice nearly their entire board! That was my highlight of the night.
I still need to play some more to get a better feel for the deck and play against people that start to become more familiar with it. It's the first night so who knows, it could be competitive or be like 99% of other decks and dismantled. But it's still really fun to play. I like it more than Eldrazi Tron right now, just because it more or less does the same thing, but you get more disruptive.
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Yes and no. the biggest advantage is that it forces opponents to always need to play around the dudes. I want to try Siren Stormtamer instead of so many Force Spike Flyers. I don't know if that'll help or not though.
As for last night, I went 2-2, losing to burn and troll worship, and beating Death and Taxes and Eldrazi Tron. I think my biggest problem is keeping bad hands against Burn and especially the Troll Worship deck, which i have no idea how to beat. And weaknesses are starting to appear in the deck as I continue to play, the vast majority of the deck has some pretty weak creatures, and if Deepfiend can't get it done, it's hard to come back. Just a huge explosion then it fizzles away, there isn't really a late game. I need a way to return the ninja back to my hand outside of combat. And taking Bant Eldrazi's playbook of Displacer and Skyspawner was great. I take it back about Displacer, I should add another one if my mana can fit it, take out another Reshaper.
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Do you need to return them from the grave or from play? Maybe something like saving grasp would work if your trying to grab it from the field
From the field. And Saving Grasp is way too gimmicky and doesn't help with board presence. You still need to be able to get some pressure in. The best card is probably Faerie Impostor if I really needed something. I just haven't really tested it out.
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Vapor Snag would be good for your deck, maybe.
I don't think your Deep-Fiend example works against an experienced player, unless I misunderstand. I think you flashed in Deep-Fiend in response to the Kataki trigger, tapping down the opponent's mana sources? A good opponent would have tapped those in response to the Deep-Fiend targeting and simply floated the mana, then used it to pay the cost. Since it's all happening on the same phase the mana pool wouldn't empty. Maybe I'm missing something though.
I got lucky then!
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You may want flash to save from removal kind of like
Deputy of Acquittals or vapor snag to Target your opponents. saving grasp sounded interesting due to flashback
I also wonder if some Repeal (or other Permanent Bounce Effect) might not be helpful to remove blockers or the occasional Worship, etc.
Yes, only a bad player would allow the tapping of their lands during upkeep to kill off their things to a kitaki.
If you want bounce then probably vapor snag or Echoing Truth is where you want to be. Snag is tempo echo is good at destroying tokens like lingering souls that might get in your way or bouncing multiple bridges, worships, or leylines, etc.
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The first burn game I lost game 1, then came back game 2 and 3, the echoing truth helped bounce two guides away, and then tapping them down with a Deepfiend, and afterthat they couldn't really deal with the 5/6 octopus.
The second burn game he did plenty of misplays such as tapping out and not playing around my forcespikers. It's okay though, we all screw up.
As for E-Tron, I got some insane nut draw both games with Double Temple into TKS, then Skyspawner on turn 3 with 2 temples and 1 Ipnu, then on their upkeep, flashed in Deepfiend, for 25 damage by turn 4. Turn 2 attack for 4, turn 3 attack for 8, turn 4 attack for 13. And all he got to put down was 2 urza lands and a expedition map.
as for Faerie Imposter, I never drew it, so I wouldn't know how well it fairs so far. I really should grind this out on MTGO instead.
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I lost to Soulflayer and Merfolk, but beat the mill deck. The soulflayer matchup was fun, and went 1-2, losing twice due to not finding my gravehate and mulling to 5. The Oddly the game I did win i couldn't find any grave hate either, but my deck seemed to lined up well enough to take him out. That said, a resolved Soulflayer is a real pain since I don't have much removal to combat some hexproof/flying/doublestrike/trample 4/4 monster. But I can trade with Deepfiends so that's pretty good.
Merfolk just did its thing with flooding out the board and attacking with lords on top of more lords. Again 2-1, with Elder Deepfiend tapping down their vial to do some serious work.
2-0 the Fraying Sanity deck, and it wasn't much of a match to be honest. Just slap some big eldrazi down and went to town.
The deck is definitely fun, and I think Elder Deep Fiend has a place in modern. However after talking with some friends, they said to put back in Matter Reshaper since the value in emerging it is just too good to pass up. They also say I'm very weak to bloodmoon. But I guess everything has to have some weakness. here's my updated list.
4 Eldrazi Temple
1 Sanctum of Ugin
4 Hallowed Fountain
2 Island
4 Ipnu Rivulet
2 Shefet Dunes
1 Ghost Quarter
3 Mistblade Shinobi
3 Ninja of the Deep Hours
2 Siren Stormtamer
1 Faerie Impostor
4 Elder Deep-Fiend
2 Wretched Gryff
4 Thought-Knot Seer
4 Eldrazi Skyspawner
2 Eldrazi Displacer
3 Matter Reshaper
4 Path to Exile
2 Echoing Truth
2 Stony Silence
2 Negate
2 Spell Pierce
3 Relic of Progenitus
2 Rest in Peace
1 Detention Sphere
3 Warping Wail
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4 Eldrazi Temple
1 Sanctum of Ugin
4 Watery Grave
2 Island
2 Ipnu Rivulet
2 Ifnir Deadlands
2 Swamp
1 Urborg, Tomb of Yawgmoth
3 Throat Slitter
3 Ninja of the Deep Hours
4 Elder Deep-Fiend
2 Distended Mindbender
4 Thought-Knot Seer
4 Eldrazi Skyspawner
4 Matter Reshaper
2 Shriekmaw
4 Fatal Push
1 Thoughtseize
3 Inquisition of Kozilek
2 Thoughtsieze
2 Negate
2 Spell Pierce
3 Relic of Progenitus
2 Ceremonious Rejection
1 Go for the Throat
3 Warping Wail
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I can see the use for bone picker. And I do like the Evoke use with muddrifter as well. It's just a lot of mana to get to. Shriekmaw not so much, but there's just nothing but black and artifact creatures right now. muldrifter into deepfiend is pretty gross. Draw 2, tap down 4 permanents, put a 5/6 into play. Just need 5 lands though, which seems too slow.
I do like Bone Picker idea though. That's easily doable.
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