That's one greedy mana base. If you look at the terrible budget list I posted a few posts back I only had 9 lands that allowed me to cast turn 1 discard. I managed to go 6-1 in swiss (loss was to pod but I also beat a pod deck in the swiss). I really can only contribute that to being lucky though. I wouldn't recommend it. If the tournament was 15 rounds I surely would've lost a few just to not being able to play my spells. The format has only gotten faster since then and made it even more crucial to be able to play your spells on time.
It is probably fine for an FNM event but it is clearly not maximizing your percentage points over a long tournament. If you think the games you lose to consistency issues are outweighed by the games you win due to the increase in power then that is a decision only you can make, but I'd be skeptical that mathematically it is the correct one.
It will lead to more mulligans than necessary and some outright non games. I just don't see the need for 4 caverns in a deck with less than 20 creatures, not even all of which share a creature type. Especially in this meta where the most played counterspell stubborn denial doesn't hit the threats anyway.
I also can't get behind 4 fetches/4 targets. You seem pretty convinced on it so go for it but it has screwed me way too many times. I've learned my lesson. This is a deck that will gladly play with 6 or 7 mana if we get to that point.
14 black sources is Karsten's minimum recommendation for reliable T1 Thoughtseizes, and BGx has historically run around 16, so 13 is not not super far off. However, I think you are definitely right that I am probably overestimating the importance of playing through Ceremonious Rejection and random other blue permission, but I want at least a couple Caverns to at least make it possible to play around it.
As for fetches/targets, I've almost never found myself in a situation where I had somehow managed to land all my targets and yet was stuck on 4 or 5 lands, nevermind the situation where that happened and 4 or 5 lands was not enough to play out my hand as I wished. I guess I just feel like the marginal value of a useful land over a dead fetch is pretty small when you already have 4-5+ lands, whereas the marginal value of a fetch over a target is very high in the early game. In any case, if I were to add targets, I'd sooner play another basic than a second Shrine. In my years of experience playing BGx midrange decks, I have often found myself in situations where I've drawn early multiple shocks against an aggressive deck and wished the second shock was literally any other land.
This is where I want my mana base to be 4 Caves of Koilos, 4 Concealed Courtyard, 2 Swamp, 1 plains, 4 Eldrazi Temple, 4 Mutavaults, 1 godless shrine, 2 marsh flats, 1 Fetid heath( this could be Urborg to)It is possible I want to drop a mutavault for another godless shrine in this build what do you all think? I think this is fine against blood moon decks but could be a bit weak to land destruction. However I don't think any combination makes me stronger to land destruction. My current mana base is 2 swamps, 2 plains, 1 urborg, 4 temples, 4 caves, 4 concealed courtyards, 4 mutavaults, 2 godless shrines. I do run into mana issue with current base but it is rare though mulligans have happened because wrong cards with wrong lands in hand. The color I struggle with the most to find does appear to be colorless for some strange reason. I honestly just don't have room for a wastes I am generally looking at opponents hands before turn 2 and discarding something I rely on my discard to get rid of bloodmoon before it hits the field.
I am running 3 tidehollow scullers main and 5 t1 discard spells, so its a heavy mana requirement build. I have a number of starts that go t1 dicard, turn 2 sculler, turn 3 brutality/thought knot. These are kind of the nut draws but they do happen frequently.
In regards to control I consider this deck favoured against grixis/jeskai control and weaker to UW. Lingering souls is just such a pain in the ass for control decks that it really helps out our percentages there. Personally I don't think caverns are needed. Very few decks side board ceremonious rejection and i don't care about to many other counters myself.
Remember that Cavern of Souls doesn't only get creatures through permission. More importantly, it is a "tri-land" of sorts, that produces the mana we need for any of our creatures.
Though the main plan against Blood Moon with this build is to rip it out of our opponent's hand, that is not going to be possible all the time. And if it resolves with no Plains on deck, then that is a game we will almost certainly lose. I hate that a lot. So I want fetches. I also hate playing out dead fetches, and feel I need at least five lands on deck to feel happy, so I definitely feel strongly that it's important to balance fetch lands against fetch targets. Three fetches to five targets has been perfect in my experience, and I have often had to play a dead fetch in the past with a higher ratio that that. The second (and third) Godless Shrine is painful, true, but the damage can often be minimized by sequencing. (Sequencing like that is harder against fast decks, and I lost on Monday to an 8-Whack deck because of a shock land I sequenced incorrectly.) But I want reliable Sculler mana on T2 as often as possible, so I am willing to take the hit for a Shrine rather than roll the dice with extra basics. Weakening the resilience of the deck to Path and GQ is also not great, but tradeoffs have to be made for a greedy T2 play like Tidehollow Sculler.
Urborg could mitigate dead fetches by allowing them to tap for B, but unless you run Liliana or some other BB-cost spell in the main deck, it will not help with color fixing. Damnation and Flaying Tendrils et al. out of the SB are not reason enough to play one. After the Eye of Ugin ban, I don't think this is the deck for Urborg at all, actually.
Having reliable T2 BW makes me want to run Zealous Persecution again, which is an excellent sweeper against decks like Affinity, Company decks, Elves, and Goblin builds, and also would let Sculler and Strangler (plus obviously Spirit tokens) punch way above their weight in combat. Probably room for one in the side but I'm damned if I know where right now.
Eternal Scourge is amazing against Uxx control decks, doubly so when backed up by Cavern of Souls and/or Relic to keep it out of the graveyard.
EDIT: The all-in disruption Sculler build does seem better than the more generalized way I've been running it. Eighteen unconditional sources for Sculler on T2 seems to work fine, and I really like the Mutavaults, which can add enough juice to close out on key turns. Seeing and disrupting an opponent's plans throughout the game is extremely powerful--I don't know of any other decks (including 8-Rack and classic Jund) that feature anything like as much hand disruption as this build does.
Just beat up on a bunch of decks on cockatrice (8-0 in games), as well as having a pretty good overall record at my past three FNM-type events, where I am 9-3-1. My LGS is filled with lots of good players on tiered decks, and regularly pulls 30-40+ players twice weekly, so it is pretty competitive.
This is the MB im testing right now, but only had in Paper so no MTGO, i change the mana base to have 23 lands and add the 4th TS, still in the control side using Blight Herders + Sorin, maybe i will purchase some mutavaults to test the agro version, but righ now with the rise of Eldrazi Tron, and the victory from Affinity in GP Vegas after people "forgot it" i didnt want to take off the GQ.
This one can eat Tidehollow Sculler or Mutavault and has
bonus synergy with Wasteland Strangler (exiling Cards). Also i do need
an additional Creature with Lifelink because my Meta is Merfolk, Goblins, Burn,
Death's Shadow and Affinity
Hey guys. Im new to this deck. So far I really like it. I have a couple of questions. First, I was just wondering how were you dealing with Blood Moon or Valakut ? There is many Ponza, Storm (with Blood Moon) and Valakut in my meta. Seem pretty rough...
Also, Im playing a list with no Mutavault but with GQ and Shambling. Which MU would be improve if I switch for the Mutavault decklist? Here is my decklist. Any advices would be appreciated. Thanks
This is the MB im testing right now, but only had in Paper so no MTGO, i change the mana base to have 23 lands and add the 4th TS, still in the control side using Blight Herders + Sorin, maybe i will purchase some mutavaults to test the agro version, but righ now with the rise of Eldrazi Tron, and the victory from Affinity in GP Vegas after people "forgot it" i didnt want to take off the GQ.
How is the remove of fetchlands working in the manabase for the people who take them out ? Budget reason or 4x Concealed Courtyard work better ?
I presonaly like 3-4 marsh flats because they help with fatal push, thin our deck, and help with blood moon. Concealed Courtyard is great if your run a lot of discard, but is pretty disappointing mid game. I run a 3/4 split with flats/courtyard.
This one can eat Tidehollow Sculler or Mutavault and has
bonus synergy with Wasteland Strangler (exiling Cards). Also i do need
an additional Creature with Lifelink because my Meta is Merfolk, Goblins, Burn,
Death's Shadow and Affinity
Kalitas, Traitor of Ghet is a great card, but has horrible synnergy with path and anguished. You are probably better off adding a single planeswalker (either liliana, the new gideon, etc.) to give your deck more depth and the ability to attack from different angles.
Hey guys. Im new to this deck. So far I really like it. I have a couple of questions. First, I was just wondering how were you dealing with Blood Moon or Valakut ? There is many Ponza, Storm (with Blood Moon) and Valakut in my meta. Seem pretty rough...
Also, Im playing a list with no Mutavault but with GQ and Shambling. Which MU would be improve if I switch for the Mutavault decklist? Here is my decklist. Any advices would be appreciated. Thanks
Ponza is a complete nightmare. I have played against the deck 4 or 5 times and lost handley every time.
Valakut is also a nightmare, but not as bad as ponza.
The key against those decks is to disrupt them turn 1 (and hopefully turn 2 with tidehollow sculler) then apply as much pressure as possible. Your best play would be: turn 1 iok, turn 2 tidehollow, turn 3 reality smasher or thought-knot seer.
I would put more thoughtseize in your main deck (probably 4) and if you don't have them, put some appetite for brains (or even duress). Maybe even try out gideon of the trials. I figure that card would be decent against valakut.
I would also cut ratchet bomb from the mainboard. Unless you have a lot of wide creature decks at your LGS.
I think 2 Kalitas are becoming the staple in the majority of the winning lists, so I wouldn't be to quick to cut that. Kalitas fills a very needed role in this deck. I am adding two kalitas to my 75 for the go wide agro decks and the burn. I will also use it in the midrange match ups to help with breaking open board states. I mean we play stony silence with ratchet bombs and relics so I really don't see an issue with kalitas and paths.
I'd probably put in another Swamp since you seldom need to find the Wastes off of Path and then with another black source swap the Wraths for Damnations. Fragmentize is probably worse than Disenchant. Sorcery speed hurts a lot versus Affinity, which is its primary use. Maybe cut a Thoughtseize or two for more threats, you already have 8 creatures that disrupt your opponent's hand, and these are the worst topdecks. Otherwise looks more or less fine.
Got creamed last night going 2-3. The deck kinda crapped out on me though, more variance than anything else I'd say. I beat Bant Eldrazi and Grixis Midrange/Control easily, both 2-0, and lost in a rout to Dredge, Grishoalbrand,and Skred. For example, in the Dredge match I mulled to 5 in G2 and saw only one Relic, on about T4. Vs. both Skred and Grishoalbrand, my opponents simply topdecked the exact card they needed while dead on board the following turn... in all four games.
Topdecks are a real thing with hand disruption and so we need additional control angles. Fragmentize is not great but I think its biggest downside is actually that it can't hit Chalice of the Void on one. Personally I don't find the Eldrazi Tron matchup easy at all.
Think I might put Smasher #4 back in over Scourge, since Smasher is such an important win con for the deck. Maybe I'll try a Herder in that slot instead just for kicks though.
FanTan444, I think the manlands are pretty important actually. The build is a little threat-light without them, IMO.
His general opinions about the list going forward:
- He seems really high on Kalitas! Even wanted to play one main.
- Wanted another Thoughtseize main.
- Wanted to play more Fatal Push but didn't have enough enablers for Revolt. Maybe we can play more Push in the 4 Marsh Flats version of the deck. I have always thought Path is super awkward in midrange decks but you just kinda had to play it if you didn't have access to Terminate. Maybe Push is close enough.
- Likes the Ratchet Bomb as a maindeck out to random nonsense like Blood Moon, but is Cast Out just better?
- Surprisingly cuts Smasher for Kalitas in the midrange matchups, not at all what I would have thought. I just don't see the logic here, anyone have any ideas? Usually you just cut all the discard for threats if you expect to be in the classic midrange topdeck war.
- Feels that the big mana decks are not totally hopeless; Fulminator Mage is in the sideboard!
I've cutted Tidehollow Sculler totally, which has been absolutely right.
Placed 5th and won and Aether Vial in Foil + Store Credit.
Congrats Polymorph! Can you post your deck list? Can you give a brief synopsis of your matches and sideboarding? Which cards were all-stars? thanks
My decklist is attached to this reply.
Round 1: Eldrazi Tron
Guess what happened. walking ballista + basilisk collar sealed the deal pretty quickly.
Ugin and Ulamog crushed me too, but my openers has been totally crap - even after mulliganing to 5.
0-1
Game 2 and 3 my opponent didn't find the right lands and therefore was stuck with many cards in hand. Sorin, Solemn Visitor closed one Game, the other was decided by Sea GAte Wreckage.
1-1
Round 3: Abzan Liege
We both kept a slow hand, remaining on 2 Lands for 4 turns or so.
He put a Voice of Resurgence which hit me for 6. I handled an Ooze, drawing an Eldrazi Temple
for TKS and then just put the game away.
GAme 2 we traded Lingering Souls, but Sorin was the game-breaker on my side.
I handled his threats and put the game away.
2-1
Round 4: UB Tron
Crazy Tron variant. GAme 1 i got blown away by Wurmcoil Engine and BAtterskull with literally 0 business.
Game 2 and 3 were taken away with Stony Silence. I had slow clocks, but he can't overcome the lock and therfore loses.
3-1
Round 5: Living End
Game 1 i got Relic of Progenitus, which took the game by itself. A couple of discards later the game was mine.
Game 2 i chained 4 Discard-Spells, but he topdecked Violent Outburst ftw.
Game 3 he mulled to 3 and i had Relic. With 2 Matter Reshaper my opponent had no cards in his grave but cascaded into Living End.
I found another Reshaper and Strangler ftw.
4-1
Round 6: Naya Breach
Game 1 got me there with a couple of Discard Spells and pressure on board.
My opponent was bricking, but i found all necessary disruption at the right time.
Game 3 i curved Reshaper, drew a 2nd Eldrazi Temple into Turn 3 Reality Smasher.
My opponent chumped with a Tribe-Elder, going down to 15. One more swing brought him down to 7.
Round 7: Junk Midrange
Game 1 i've lost to playing a couple of Thoughtseize and not drawing any Removal.
He had 2x Push, 2x Grim Flayer, Maelstrom Pulse and Rhino.
Game 2 Sorin put my opponent under serious pressure. Lingering Souls gave him some gas, but he couldn't break the stall
and after a bunch of turns fighting for Sorin i've put away the Game with him.
Game 3 Sorin took the Game again. My opponent had Liliana first, which got handled by Spirit Tokens. I've followed up with sorin and
some Drazi's. My enemy had Shambling Vent and Stirring wildwood which i had no removal for.
After TKS got handled by him i followed up with a 2nd one, stripping the rightly drawn Path to Exile. An Elspeth, Sun's Champion wiped my board. I got rid of her with Unmaking and ticking Sorin further which selead the deal in a super-exciting Final Game.
6-1
So 6-1 at all and fealing super-great after struggling a bit in the last 4 couple of weeks with the deck.
MVP's / Gamebreakers had been Sorin + Anguished Unmaking.
The least impressive Cards has been Cavern of Souls and Ghost Quarter.
A single more Mutavault is absolutely necessary to compete with the top of the Meta.
Hi Polymorph, thanks for the report. Can you say a little more about how Matter Reshaper performed? Was it awkward having no 2-drop threat? Sculler fills the curve kind of nicely IMO
I've tested Sculler for 2 weeks and it was super-awkward and plain bad.
This Deck doesn't aim to out-tempo or heavily disrupt your opponent, hoping to dodge Removal and beat down with a 2/2.
The untold truth is - Reality Smasher is what this decks aims to get to.
You want to smash faces. 4-of Smasher is essential for winning games out of nowhere!
This deck try to bridge the gap till Tunr 3-5 with disruption until teh way is clear for our Bombs.
This bombs should end teh game in a couple of turns. Sculler is a lot of durdling around - it does nothing really well, is a horrendous topdeck and has to trade with Snapcaster Mage, Dark Confidant or even worse gets stonewalled by Goyf, Tasigur etc.
I know that Tidehollow Sculler gave us more disruption against Combo and Ramp-Decks.
But believe me, it's not worth it - they rip there combo-pieces of the top of there deck leaving you with the feeling that even the 10th Discard spell couldn't change that (so it is).
I'm willing to die against a T3 Karn Liberated instead of a Turn 5 Karn with a 2/2 on board.
The amassement of Discard will leave you with many dead Cards in the deck, especially past Turn 4, 5 and 6.
I'm a big believer in the fact that this deck is winning on the back of keeping a good oening hand instead of Durdle-Hatebears.
All of my threats must have an impact on the board.
Because of this Matter Reshaper is awesome.
Giving me necessary Cards, chumping, defending Sorin, being aggressive, giving me Value out of a Damnation / Living ENd.
It is probably fine for an FNM event but it is clearly not maximizing your percentage points over a long tournament. If you think the games you lose to consistency issues are outweighed by the games you win due to the increase in power then that is a decision only you can make, but I'd be skeptical that mathematically it is the correct one.
It will lead to more mulligans than necessary and some outright non games. I just don't see the need for 4 caverns in a deck with less than 20 creatures, not even all of which share a creature type. Especially in this meta where the most played counterspell stubborn denial doesn't hit the threats anyway.
I also can't get behind 4 fetches/4 targets. You seem pretty convinced on it so go for it but it has screwed me way too many times. I've learned my lesson. This is a deck that will gladly play with 6 or 7 mana if we get to that point.
As for fetches/targets, I've almost never found myself in a situation where I had somehow managed to land all my targets and yet was stuck on 4 or 5 lands, nevermind the situation where that happened and 4 or 5 lands was not enough to play out my hand as I wished. I guess I just feel like the marginal value of a useful land over a dead fetch is pretty small when you already have 4-5+ lands, whereas the marginal value of a fetch over a target is very high in the early game. In any case, if I were to add targets, I'd sooner play another basic than a second Shrine. In my years of experience playing BGx midrange decks, I have often found myself in situations where I've drawn early multiple shocks against an aggressive deck and wished the second shock was literally any other land.
I am running 3 tidehollow scullers main and 5 t1 discard spells, so its a heavy mana requirement build. I have a number of starts that go t1 dicard, turn 2 sculler, turn 3 brutality/thought knot. These are kind of the nut draws but they do happen frequently.
In regards to control I consider this deck favoured against grixis/jeskai control and weaker to UW. Lingering souls is just such a pain in the ass for control decks that it really helps out our percentages there. Personally I don't think caverns are needed. Very few decks side board ceremonious rejection and i don't care about to many other counters myself.
Though the main plan against Blood Moon with this build is to rip it out of our opponent's hand, that is not going to be possible all the time. And if it resolves with no Plains on deck, then that is a game we will almost certainly lose. I hate that a lot. So I want fetches. I also hate playing out dead fetches, and feel I need at least five lands on deck to feel happy, so I definitely feel strongly that it's important to balance fetch lands against fetch targets. Three fetches to five targets has been perfect in my experience, and I have often had to play a dead fetch in the past with a higher ratio that that. The second (and third) Godless Shrine is painful, true, but the damage can often be minimized by sequencing. (Sequencing like that is harder against fast decks, and I lost on Monday to an 8-Whack deck because of a shock land I sequenced incorrectly.) But I want reliable Sculler mana on T2 as often as possible, so I am willing to take the hit for a Shrine rather than roll the dice with extra basics. Weakening the resilience of the deck to Path and GQ is also not great, but tradeoffs have to be made for a greedy T2 play like Tidehollow Sculler.
Urborg could mitigate dead fetches by allowing them to tap for B, but unless you run Liliana or some other BB-cost spell in the main deck, it will not help with color fixing. Damnation and Flaying Tendrils et al. out of the SB are not reason enough to play one. After the Eye of Ugin ban, I don't think this is the deck for Urborg at all, actually.
Having reliable T2 BW makes me want to run Zealous Persecution again, which is an excellent sweeper against decks like Affinity, Company decks, Elves, and Goblin builds, and also would let Sculler and Strangler (plus obviously Spirit tokens) punch way above their weight in combat. Probably room for one in the side but I'm damned if I know where right now.
Eternal Scourge is amazing against Uxx control decks, doubly so when backed up by Cavern of Souls and/or Relic to keep it out of the graveyard.
EDIT: The all-in disruption Sculler build does seem better than the more generalized way I've been running it. Eighteen unconditional sources for Sculler on T2 seems to work fine, and I really like the Mutavaults, which can add enough juice to close out on key turns. Seeing and disrupting an opponent's plans throughout the game is extremely powerful--I don't know of any other decks (including 8-Rack and classic Jund) that feature anything like as much hand disruption as this build does.
Just beat up on a bunch of decks on cockatrice (8-0 in games), as well as having a pretty good overall record at my past three FNM-type events, where I am 9-3-1. My LGS is filled with lots of good players on tiered decks, and regularly pulls 30-40+ players twice weekly, so it is pretty competitive.
2x Godless Shrine
2x Concealed Courtyard
4x Eldrazi Temple
2x Shambling Vents
4x Caves of Koilos
2x Ghost Quarter
1x Plain
2x Swamp
3x Inquisition of Kozilek
2x Thoughtseize
1x Collective Brutality
4x Path to exile
2x Fatal Push
4x Lingering Souls
Artifacts
4x Relic of Progenitus
2x Sorin, Solemn Visitor
Creatures
3x Blight Herder
4x Thought-Knot Seer
4x Tidehollow Sculler
4x Wasteland Strangler
How is the remove of fetchlands working in the manabase for the people who take them out ? Budget reason or 4x Concealed Courtyard work better ?
BWC Processors Eldrazi CWB
UBC Emerge EldraziCBU
C Tron Eldrazi C
RBC Meld Eldrazi CBR
GU Tokens Eldrazi UG
I'll try that one too with a single card in between:
Kalitas, Traitor of Ghet will replace Eternal Scourge
This one can eat Tidehollow Sculler or Mutavault and has
bonus synergy with Wasteland Strangler (exiling Cards). Also i do need
an additional Creature with Lifelink because my Meta is Merfolk, Goblins, Burn,
Death's Shadow and Affinity
Green @ it's best
Also, Im playing a list with no Mutavault but with GQ and Shambling. Which MU would be improve if I switch for the Mutavault decklist? Here is my decklist. Any advices would be appreciated. Thanks
Deck: BW Eldrazi.dec
Counts : 60 main / 15 sideboard
Creatures:15
4 Tidehollow Sculler
4 Wasteland Strangler
4 Thought-Knot Seer
3 Reality Smasher
Spells:22
2 Fatal Push
3 Inquisition of Kozilek
4 Path to Exile
4 Relic of Progenitus
1 Thoughtseize
1 Collective Brutality
1 Ratchet Bomb
1 Dismember
4 Lingering Souls
1 Sorin, Solemn Visitor
Lands:23
4 Caves of Koilos
4 Concealed Courtyard
4 Eldrazi Temple
3 Ghost Quarter
1 Godless Shrine
2 Plains
2 Shambling Vent
3 Swamp
Sideboard:15
2 Mirran Crusader
1 Kalitas, Traitor of Ghet
2 Surgical Extraction
2 Blessed Alliance
2 Disenchant
3 Stony Silence
1 Zealous Persecution
2 Anguished Unmaking
I presonaly like 3-4 marsh flats because they help with fatal push, thin our deck, and help with blood moon. Concealed Courtyard is great if your run a lot of discard, but is pretty disappointing mid game. I run a 3/4 split with flats/courtyard.
Kalitas, Traitor of Ghet is a great card, but has horrible synnergy with path and anguished. You are probably better off adding a single planeswalker (either liliana, the new gideon, etc.) to give your deck more depth and the ability to attack from different angles.
If you have a lot of blood moon at your LGS, you need to run 4 marsh flats.
Ponza is a complete nightmare. I have played against the deck 4 or 5 times and lost handley every time.
Valakut is also a nightmare, but not as bad as ponza.
The key against those decks is to disrupt them turn 1 (and hopefully turn 2 with tidehollow sculler) then apply as much pressure as possible. Your best play would be: turn 1 iok, turn 2 tidehollow, turn 3 reality smasher or thought-knot seer.
I would put more thoughtseize in your main deck (probably 4) and if you don't have them, put some appetite for brains (or even duress). Maybe even try out gideon of the trials. I figure that card would be decent against valakut.
I would also cut ratchet bomb from the mainboard. Unless you have a lot of wide creature decks at your LGS.
CBW midrange deck
CBW eldrazi processor deck
CBW bw eldrazi shadow midrange
Topdecks are a real thing with hand disruption and so we need additional control angles. Fragmentize is not great but I think its biggest downside is actually that it can't hit Chalice of the Void on one. Personally I don't find the Eldrazi Tron matchup easy at all.
Think I might put Smasher #4 back in over Scourge, since Smasher is such an important win con for the deck. Maybe I'll try a Herder in that slot instead just for kicks though.
FanTan444, I think the manlands are pretty important actually. The build is a little threat-light without them, IMO.
His general opinions about the list going forward:
- He seems really high on Kalitas! Even wanted to play one main.
- Wanted another Thoughtseize main.
- Wanted to play more Fatal Push but didn't have enough enablers for Revolt. Maybe we can play more Push in the 4 Marsh Flats version of the deck. I have always thought Path is super awkward in midrange decks but you just kinda had to play it if you didn't have access to Terminate. Maybe Push is close enough.
- Likes the Ratchet Bomb as a maindeck out to random nonsense like Blood Moon, but is Cast Out just better?
- Surprisingly cuts Smasher for Kalitas in the midrange matchups, not at all what I would have thought. I just don't see the logic here, anyone have any ideas? Usually you just cut all the discard for threats if you expect to be in the classic midrange topdeck war.
- Feels that the big mana decks are not totally hopeless; Fulminator Mage is in the sideboard!
I've cutted Tidehollow Sculler totally, which has been absolutely right.
Placed 5th and won and Aether Vial in Foil + Store Credit.
Green @ it's best
In case you missed it: Merriam Ross' had a run with a BW Eldrazi (non E & Taxes list).
Though, I prefer the Blight Herder list.
My decklist is attached to this reply.
Round 1: Eldrazi Tron
Guess what happened. walking ballista + basilisk collar sealed the deal pretty quickly.
Ugin and Ulamog crushed me too, but my openers has been totally crap - even after mulliganing to 5.
0-1
Round 2: 4C/5C Chord
Game 1 was smashed by Eldritch Evolution into Magus of the Moon!
I was screwed completely - easy win for my opponent.
Game 2 and 3 my opponent didn't find the right lands and therefore was stuck with many cards in hand.
Sorin, Solemn Visitor closed one Game, the other was decided by Sea GAte Wreckage.
1-1
Round 3: Abzan Liege
We both kept a slow hand, remaining on 2 Lands for 4 turns or so.
He put a Voice of Resurgence which hit me for 6. I handled an Ooze, drawing an Eldrazi Temple
for TKS and then just put the game away.
GAme 2 we traded Lingering Souls, but Sorin was the game-breaker on my side.
I handled his threats and put the game away.
2-1
Round 4: UB Tron
Crazy Tron variant. GAme 1 i got blown away by Wurmcoil Engine and BAtterskull with literally 0 business.
Game 2 and 3 were taken away with Stony Silence. I had slow clocks, but he can't overcome the lock and therfore loses.
3-1
Round 5: Living End
Game 1 i got Relic of Progenitus, which took the game by itself. A couple of discards later the game was mine.
Game 2 i chained 4 Discard-Spells, but he topdecked Violent Outburst ftw.
Game 3 he mulled to 3 and i had Relic. With 2 Matter Reshaper my opponent had no cards in his grave but cascaded into Living End.
I found another Reshaper and Strangler ftw.
4-1
Round 6: Naya Breach
Game 1 got me there with a couple of Discard Spells and pressure on board.
My opponent was bricking, but i found all necessary disruption at the right time.
Game 2 i had to handel a Tunr 2 Nahiri, the Harbinger, which cost me the game.
Game 3 i curved Reshaper, drew a 2nd Eldrazi Temple into Turn 3 Reality Smasher.
My opponent chumped with a Tribe-Elder, going down to 15. One more swing brought him down to 7.
On his turn he played Primeval Titan, killing Smasher. I Anguished Unmaking Titan.
My turn, topdeck Smasher (!!!!!) ftw.
5-1
Round 7: Junk Midrange
Game 1 i've lost to playing a couple of Thoughtseize and not drawing any Removal.
He had 2x Push, 2x Grim Flayer, Maelstrom Pulse and Rhino.
A Siege Rhino selaed the deal within 2 turns.
Game 2 Sorin put my opponent under serious pressure. Lingering Souls gave him some gas, but he couldn't break the stall
and after a bunch of turns fighting for Sorin i've put away the Game with him.
Game 3 Sorin took the Game again. My opponent had Liliana first, which got handled by Spirit Tokens. I've followed up with sorin and
some Drazi's. My enemy had Shambling Vent and Stirring wildwood which i had no removal for.
After TKS got handled by him i followed up with a 2nd one, stripping the rightly drawn Path to Exile. An Elspeth, Sun's Champion wiped my board. I got rid of her with Unmaking and ticking Sorin further which selead the deal in a super-exciting Final Game.
6-1
So 6-1 at all and fealing super-great after struggling a bit in the last 4 couple of weeks with the deck.
MVP's / Gamebreakers had been Sorin + Anguished Unmaking.
The least impressive Cards has been Cavern of Souls and Ghost Quarter.
A single more Mutavault is absolutely necessary to compete with the top of the Meta.
Green @ it's best
This Deck doesn't aim to out-tempo or heavily disrupt your opponent, hoping to dodge Removal and beat down with a 2/2.
The untold truth is - Reality Smasher is what this decks aims to get to.
You want to smash faces. 4-of Smasher is essential for winning games out of nowhere!
This deck try to bridge the gap till Tunr 3-5 with disruption until teh way is clear for our Bombs.
This bombs should end teh game in a couple of turns. Sculler is a lot of durdling around - it does nothing really well, is a horrendous topdeck and has to trade with Snapcaster Mage, Dark Confidant or even worse gets stonewalled by Goyf, Tasigur etc.
I know that Tidehollow Sculler gave us more disruption against Combo and Ramp-Decks.
But believe me, it's not worth it - they rip there combo-pieces of the top of there deck leaving you with the feeling that even the 10th Discard spell couldn't change that (so it is).
I'm willing to die against a T3 Karn Liberated instead of a Turn 5 Karn with a 2/2 on board.
The amassement of Discard will leave you with many dead Cards in the deck, especially past Turn 4, 5 and 6.
I'm a big believer in the fact that this deck is winning on the back of keeping a good oening hand instead of Durdle-Hatebears.
All of my threats must have an impact on the board.
Because of this Matter Reshaper is awesome.
Giving me necessary Cards, chumping, defending Sorin, being aggressive, giving me Value out of a Damnation / Living ENd.
Green @ it's best