@zirzhas Liliana has always felt really good to me. It's highly possible I'm biased towards the card as I almost always play it in my decks. Most of the time it's an edict machine. Most of the time that alone is good enough. I've never been too afraid to plus her though. A lot of our cards aren't that overly important. I want to get us both to topdecks and rely on the fact that any of my threats are better than most decks will have. Lili the last hope is also great in this aspect as any eldrazi killed or discarded can come back.
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Modern: BG eldrazi midrange BWG Abzan value evolution BUG BUG Midrange
Hey guys, I've been following this thread for the last six months or so, and in the last couple of months I've had the chance to take the deck to three FNM-level events (my 2nd, 3rd, and 4th modern events ever). Two of these are in the rear-view far enough that I can't recall the details so I'll just mention a few (probably obvious) conclusions.
Processing with Wasteland Strangler is available more often than I thought it would be, and it's deceptively relevant in a lot of matchups.
Strangler is such a great card, it lets you interact in such an unexpected way. My favourite one has been eating the card out from under an isochron scepter, but the traditional "process rift bolt, kill swiftspear" against burn is also great. There a lot of cards that say "exile" on them that you don't really think about.
Flats are unfortunatly incredibly needed in this deck. I wouldn't ever recommend playing other fetches, unlike other decks that can get away using, say, windswept Heath. It boosts up a lot. Cavern of souls is the last implement I will do to my 75, but I think 95% of my draws with Grixis decks were to unresolved smashers...
Regarding ghost quarter, it is mainly there as a utility colorless that can fetch you a much needed basic, or wastes, at the right time (namely blood moon), and the only reliable way to deal with tron and valakut, our nightmares.
Also, have you guys faced the new all-boys-favourite Eldrazitron? I feel this matchup may be even harder than all the Gx versions out there, as they are not all that dependant of tron and play a night creature count than we do... Have yet to face one of those though
I is always nice to see more adepts to this wonderful deck! Good luck!
Hello I just got into magic about a month ago and built a standard deck. Now I have just constructed my first modern deck and it was this one! I went through the last 20 pages of discussion on here and this deck seemed really cool, was a style of play I like, and you all seemed pleased with the results. But also another important factor is that this deck was a lot more affordable than a lot of the other modern decks I looked at haha.
But I guess since this is a rogue deck it's hard to find much content on it besides this thread. So I been kind of sad that no one has posted in 5 days. So I just wanted to say, please keep the discussion going and it has been very helpful to me to see how the deck is played and where its strengths and weaknesses are.
I hope to take it to events as well and I am hopeful I can contribute here to.
We play a slow start building up resources, such as [relic of progenitus], [mind stone] and discards, and then proceed to a very strong midgame with thought knot seers and reality smashers, which are more explosive than Jund threats. Also, the deck has som golden starts with double temple, TKS and smasher on turns 2 and 3 that often leads to a win. Also, lingering souls keeps us alive against lots of midrange, also being a beater with sorin. Full of removal, value creatures, discards, the deck is really strong being suceptible only to combos (like valakut) and trons...
This deck is a classic black midrange deck. It does play pretty similar to jund in that you have discard, removal and beaters with a smattering of walkers. This deck, depending on the build, usually has more play to it than jund. With TKS, Strangler, relic, stones (if one is playing those), souls are all 2 for 1s essentially as they do more than 1 thing. It is rather slowish deck so decks that prey on midrange decks WILL be a problem. You typically don't have much pressure till t3-4 usually. The lack of a good 2 drop is a real issue with this deck. But the deck is very flexible and fights on a few different angles. Relic, discard, souls some life gain and processing give it a solid edge where other decks do not.
I brought my version to FNM last week, haven't been able to play an event since then but I went an easy 3-1 losing to mono-U tron as I didn't see cavern and had no pressure at all until way too late then he just countered everything I did. It is a winnable matchup though.
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Modern: BG eldrazi midrange BWG Abzan value evolution BUG BUG Midrange
This deck is a classic black midrange deck. It does play pretty similar to jund in that you have discard, removal and beaters with a smattering of walkers. This deck, depending on the build, usually has more play to it than jund. With TKS, Strangler, relic, stones (if one is playing those), souls are all 2 for 1s essentially as they do more than 1 thing. It is rather slowish deck so decks that prey on midrange decks WILL be a problem. You typically don't have much pressure till t3-4 usually. The lack of a good 2 drop is a real issue with this deck. But the deck is very flexible and fights on a few different angles. Relic, discard, souls some life gain and processing give it a solid edge where other decks do not.
This is a pretty good summary. I'd add that attacking the opponent's exile zone is very unusual and can be super fun and pretty powerful when it's relevant.
Been playing Bant for a couple of weeks--feels more powerful but less interesting. It's definitely way more consistent with ramping than this deck is. Not sure how much I like it.
I run 1-of displacer maindecks and, despite it being a great target for our opponents, I never find it a bad draw. I have won countless unwinnable games topdecking a displacer and holding of kalithas, goyfs, legions of afinity threats, when my removals wouldn't be enough to or have already been used. It is almost never used to flicker my creatures, but always theirs. It also gives a LOT of trouble to remove a TKS or Smasher when you land a displacer... Suddenly they HAVE to kill displacer, so they will need 3 cards to get rid of smasher... Perhaps spellskite would be better to hose removal, but hosing attackers/blockers is were displacer shines at our list.
Regarding rest in peace, it is the only card that can shut off graveyard based decks like Jund, Grixis, living end, dredge and so. Relic is very good, but it can be easily played around. I am playing 1 RIP on the SB, 1 surgical MD and 3 relics and am satisfied with it. Even noboing with lingering souls, the upside of negating goyfs and flayers is often greater than the downside of only playing two spirits off a Souls.
Hah, funny. I'm kind of new to the modern archetype and I'm sitting here with a bunch of Rest in Peace in my binder looking at it and thinking holy ***** is there a deck this card does *not* hose. Then realizing of course there is, but it's still a brutal card against a lot of the top archetypes. I really want to build a deck that makes it shine in the mainboard, the tricky thing is it hoses SO many cards you don't leave yourself a lot to play with.
My initial thoughts are somewhat similar to B/W eldrazi, so I hope it's alright to ponder here. I'd probably be inclined to splash green for reasons that shall be given shortly.
I'd keep the core of cheap removal while adding some disruption as well (probably go with a mix of Path, abrupt decay, inquisition and thought-seize)
I'd have to tweak the creature base somewhat as I self-hose Matter Reshaper and Lingering Souls. Blight Herder, Thought-Knot Seer and Wasteland Strangler are obviously still core. Stepping away from Eldrazi,Flickerwisp or Restoration Angel for their mix of evasiveness and response-speed power. Displacer just seems a little slow to me, while these two are utterly filthy combined with the ETB processors. Mind Raker might need to be a consideration over TKS because of a slower, less colourless-friendly 3 color mana base.
Last of all, I think this deck would benefit from some ramp tools to get the RIP Rolling. I'm unsure whether ramp spells or mana dorks would be best, leaning towards the former (or a compromise with sakura tribe elder). Mind Stone is another possible compromise between the two.
In summary, the basic differences between this deck and the straight up B/W one would be
stronger emphasis on heavy disruption and locking out any kind of graveyard based value/plays ASAP.
smaller proactive creature pool but playing creatures that are reliable 2-f-1s into creatures that will likely be yielding far less value than normal
lots of flexibility when it comes to picking and hitting hate cards.
while i like the idea, i think you are actually over valuing RIP. Unless your meta is basically all GY decks, dredge, abzan, etc. Many decks will easily play through RIP. Sure, some decks will lose to it g1 not knowing you are playing it. You will certainly hurt a lot of decks, no doubt but My real problem with this style is I doubt you are really shoring up bad matches of this archetype by having a tutor package. Here's a list of decks that really don't care about RIP:
Jund Death's shadow (grixis may have more of a problem vs rip admittedly)
eldrazi decks
affinity
burn
aggro zoo decks
Ux control decks
Faeries
Tron
Storm most likely
elves
coco decks
merfolk
Some of these lists are obviously rare and you probably won't see but they still exist. I do like the idea of some of the other enchantments. Aura of Silence, ghostly prison and more importantly suppression field can be absolutely brutal. I can definitely get behind using suppression field even though it would take a lot of reconfiguring to play
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Modern: BG eldrazi midrange BWG Abzan value evolution BUG BUG Midrange
I admit I'm a rookie to the format and I'm not 100% sure how quickly/smoothly a lot of decks play out. My initial thought is that the deck would be weakest against Tron and R/G/X zoo type decks and Tron. Burn I'm not so worried about due to being able to play super efficiently with leyline of sanctity. As far as I know storm tends to rely on flashback to go off efficiently, so RIP combined with hand disruption ought to keep it in check.
I don't really know how capable a cheap removal package combined with hand disruption is at messing with Tron or Zoo's early game, how much extra time it gives you to get into that 3/4 mana range and start blowing them out with wasteland stranglers and thought-knot seers. My feeling is that against Tron I'd need some kind of more heavily pro-active plan supported by maximizing land disruption/hand disruption.
Coco combo and much of their value creatures are hosed by RiP, Elves and merfolk I haven't seen in action enough to know their curve/points of disruption.
I've read a little more, RIP seems to have been considered and tested in the very early iterations of this build with less success, though the primary reason seems to be people felt it constricted their own ability to play cards like lingering souls that RIP shuts down symmetrically. I'm enough of a Johnny not to care about that overmuch.
@FanTan444, I reckon my best bet against valakut strategies is going to be digging for my maindeck Leyline plus going up to 4 from the sideboard while doing the standard black-X hand disruption. I have 6 ways to ping a scapeshift or titan out of the hand if needed, admittedly most of those at 4 mana.
Here's where I'm at so far with a brew, no sideboard included.
What does green get me in this? I get to run Abrupt Decay, which is such a good tool for reliably clearing out whatever random tech an opponent sees fit to plop down, anything from a Chalice of the Void to a Lord of Atlantis. I get to run explore. Mindstone is ok, but I'd far prefer to get an Eldrazi temple, Ghost quarter or possibly a Cavern of souls (if I can figure out my sideboard) on the field. Commune with the Gods is mediocre, but it's one of the very few enchantment hunting tools in the format and card selection feels pretty invaluable to smoothing out some of the rougher edges on this thing.
Green also gives some extra sideboarding possibilities, though most of the sideboard is likely to be quality white enchantment tech. Still, I have an urge to see what a pocket Nylea, God of the Hunt might do to token strategies...
RiP isn't some kind of amazing game-winning enchantment to the point you're building it up to. Unlike Relic, it doesn't become better grave hate in multiples--instead, multiples are dead cards, which is presumably why you're only planning for three right now.
Overall, I think your deck idea is too defensive and not proactive enough. Twelve threats is nowhere near enough--the standard BW Eldrazi builds run a minimum of 18 threats (14-15 Eldrazi plus 4 Lingering Souls). If you're gonna plan for landing RiP in most games then I don't know why you wouldn't run Eternal Scoourge, either. I really think your Explores and enchantment tutors are gonna be a big pile of do-nothing in most games and you should be beefing up your threat roster. I suggest going to 4 RiPs and losing the Prison, Leyline, and all the tutors. This frees up slots to add Scourge and either Matter Reshaper or Reality Smasher, and you may be able to find room in the side for the other enchantment options.
Lastly, I strongly encourage you to playtest the green splash--adding green to the CBW land package has proven very troublesome in earlier attempts. It's extremely tough to get reliable T1 B for hand disruption plus reliable T2 G for Explore or Decay, plus all the mana you want for the Eldrazi and the white spells. With only six sources for C, you're gonna have a ton of games where your Thought-Knot Seers are uncastable because you just never saw a colorless land. In general I'd venture to say that if you're building an Eldrazi deck with fewer than four Eldrazi Temples, then you might be overthinking things.
RiP isn't some kind of amazing game-winning enchantment to the point you're building it up to. Unlike Relic, it doesn't become better grave hate in multiples--instead, multiples are dead cards, which is presumably why you're only planning for three right now.
Overall, I think your deck idea is too defensive and not proactive enough. Twelve threats is nowhere near enough--the standard BW Eldrazi builds run a minimum of 18 threats (14-15 Eldrazi plus 4 Lingering Souls). If you're gonna plan for landing RiP in most games then I don't know why you wouldn't run Eternal Scoourge, either. I really think your Explores and enchantment tutors are gonna be a big pile of do-nothing in most games and you should be beefing up your threat roster. I suggest going to 4 RiPs and losing the Prison, Leyline, and all the tutors. This frees up slots to add Scourge and either Matter Reshaper or Reality Smasher, and you may be able to find room in the side for the other enchantment options.
Lastly, I strongly encourage you to playtest the green splash--adding green to the CBW land package has proven very troublesome in earlier attempts. It's extremely tough to get reliable T1 B for hand disruption plus reliable T2 G for Explore or Decay, plus all the mana you want for the Eldrazi and the white spells. With only six sources for C, you're gonna have a ton of games where your Thought-Knot Seers are uncastable because you just never saw a colorless land. In general I'd venture to say that if you're building an Eldrazi deck with fewer than four Eldrazi Temples, then you might be overthinking things.
Rest In peace is a hoser. You really don't want to play defensive in an Eldrazi shell. There are several times I cast a relic turn 1 and then sit with a rip in hand doing nothing (at least relic can be sac'ed... Or could, if we didn't have lingering souls). If you want to play green for abrupt decay, go the BG route Deadlift suggested a few pages pack and play 4 leylines of the void, which will be better than RIP maindecks. I really like to think otherwise - if our opponents really so much on graveyard tricks, why couldn't we safely play things like Emrakul, the promised end in a green Eldrazi shell, as they will probably avoid hitting graveyards? Just wondering while I look to my BG decklist...
Ive just read last 20 pages of this BW Eldrazi Processor... I might play this deck this coming GPT Richmond in our area.. any Update List of this deck from DEADDRIFT and RIDETHEIGUANA?
Hi makoy27. Welcome to the site and the thread. If I remember correctly, using script tags in your post to call out other forum members (like I just did with your username) will alert them when they next log in, and will help ensure they see your post.
I have been on Bant Eldrazi lately, but haven't been winning too much with it actually. However it has made me realize that the inconsistency of Processors is a problem. The deck can be very good in many matchups. But, when you draw a hand full of Seers and Smashers, but only 2-3 lands with no Temples or Mind Stones, then it can be very hard to play out your hand. And this happens often enough that mulliganing often won't help as much as we would like.
Nevertheless, the deck is fun to play, and lot more interesting and complex than Bant is. And the maindeck graveyard hate plus the addition of Fatal Push to the format makes it look like it might be positioned OK going forward--I'll probably bring Processors to the next couple of weekly events I attend. Don't know what I'll do about the GPT this weekend though.
In other news, Amonkhet has a card that looks very interesting for our deck:
This compares pretty well to Relic in some ways--like Relic it cycles for 1 mana, and like Relic it is cheap graveyard interaction. The downside is obviously that it doesn't get everything in all yards, making it much worse against Goyf, for instance. But it has the upside that opponents probably won't see it coming, so it lends itself far better to disruption and combat tricks in some ways. If it didn't have cycling I would never consider it, but for only B to cast it either of two ways, it might be worth a look. I'll probably test it by running a 2/2 split with Relic to start.
For 3W, Cast Out should hit lands. Cycling for W isn't good enough to make this card playable, I don't think.
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Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
First of all, here's my take on the deck:
1x Aether Hub
4x Caves of Koilos
3x Concealed Courtyard
4x Eldrazi Temple
3x Ghost Quarter
1x Sea Gate Wreckage
1x Godless Shrine
1x Plains
2x Shambling Vent
1x Swamp
1x Urborg, Tomb of Yawgmoth
1x Vault of the Archangel
1x Wastes
1x Mind Stone
4x Relic of Progenitus
Instant (7)
1x Anguished Unmaking
2x Fatal Push
4x Path to Exile
Sorcery (9)
1x Collective Brutality
2x Inquisition of Kozilek
4x Lingering Souls
2x Thoughtseize
Creature (14)
2x Matter Reshaper
4x Reality Smasher
4x Thought-Knot Seer
4x Wasteland Strangler
1x Sorin, Solemn Visitor
2x Blessed Alliance
1x Burrenton Forge-Tender
1x Ghostly Prison
1x Grafdigger's Cage
1x Pithing Needle
2x Ratchet Bomb
2x Rest in Peace
1x Stony Silence
1x Thoughtseize
1x Timely Reinforcements
1x Warping Wail
1x Worship
And here are the results:
Event 1 (2-2):
Lantern Control (0-2)
Slightly-Rogueish Grixis Control (2-0)
Infect (1-2)
Abzan Goodstuff (2-1)
Event 2 (3-1):
Battle of Wits (2-1)
Naya Burn (2-1)
BUG Midrange (2-1)
Slivers (1-2)
Event 3 (2-0-1):
Jund (2-1)
Jeskai Nahiri (2-1)
Kiki-Chord (1-1-1)
Conclusions so far:
Looking forward, I want to add some Marsh Flats and a singleton Cavern of Souls so I was really glad to see the inclusion of both in MM17. I'm toying with the idea of replacing Sorin, Solemn Visitor with Elspeth, Knight-Errant.
edit: Decklist error - I don't have a Go for the Throat in there right now, Sea Gate Wreckage was missing.
BWCBW Eldrazi ProcessorCWB
Strangler is such a great card, it lets you interact in such an unexpected way. My favourite one has been eating the card out from under an isochron scepter, but the traditional "process rift bolt, kill swiftspear" against burn is also great. There a lot of cards that say "exile" on them that you don't really think about.
Regarding ghost quarter, it is mainly there as a utility colorless that can fetch you a much needed basic, or wastes, at the right time (namely blood moon), and the only reliable way to deal with tron and valakut, our nightmares.
Also, have you guys faced the new all-boys-favourite Eldrazitron? I feel this matchup may be even harder than all the Gx versions out there, as they are not all that dependant of tron and play a night creature count than we do... Have yet to face one of those though
I is always nice to see more adepts to this wonderful deck! Good luck!
But I guess since this is a rogue deck it's hard to find much content on it besides this thread. So I been kind of sad that no one has posted in 5 days. So I just wanted to say, please keep the discussion going and it has been very helpful to me to see how the deck is played and where its strengths and weaknesses are.
I hope to take it to events as well and I am hopeful I can contribute here to.
How does it play like? More like a grindy jund style?
I brought my version to FNM last week, haven't been able to play an event since then but I went an easy 3-1 losing to mono-U tron as I didn't see cavern and had no pressure at all until way too late then he just countered everything I did. It is a winnable matchup though.
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
Been playing Bant for a couple of weeks--feels more powerful but less interesting. It's definitely way more consistent with ramping than this deck is. Not sure how much I like it.
I've tried to go with a more aggro version of the deck a while ago:
4x Tidehollow Sculler
4x Eldrazi Displacer
4x Eternal Scourge
4x Wasteland Strangler
4x Thought-Knot Seer
4x Reality Smasher
Instant (6)
4x Path to Exile
2x Anguished Unmaking
Sorcery (3)
3x Lingering Souls
4x Relic of Progenitus
Land (23)
4x Marsh Flats
3x Godless Shrine
4x Caves of Koilos
4x Eldrazi Temple
3x Shambling Vent
2x Ghost Quarter
1x Sea Gate Wreckage
1x Plains
1x Swamp
1x Kambal, Consul of Allocation
2x Blight Herder
2x Blessed Alliance
1x Ratchet Bomb
2x Declaration in Stone
1x Anguished Unmaking
2x Lost Legacy
4x Thoughtseize
Regarding rest in peace, it is the only card that can shut off graveyard based decks like Jund, Grixis, living end, dredge and so. Relic is very good, but it can be easily played around. I am playing 1 RIP on the SB, 1 surgical MD and 3 relics and am satisfied with it. Even noboing with lingering souls, the upside of negating goyfs and flayers is often greater than the downside of only playing two spirits off a Souls.
My initial thoughts are somewhat similar to B/W eldrazi, so I hope it's alright to ponder here. I'd probably be inclined to splash green for reasons that shall be given shortly.
I'd keep the core of cheap removal while adding some disruption as well (probably go with a mix of Path, abrupt decay, inquisition and thought-seize)
I'd have to tweak the creature base somewhat as I self-hose Matter Reshaper and Lingering Souls. Blight Herder, Thought-Knot Seer and Wasteland Strangler are obviously still core. Stepping away from Eldrazi,Flickerwisp or Restoration Angel for their mix of evasiveness and response-speed power. Displacer just seems a little slow to me, while these two are utterly filthy combined with the ETB processors. Mind Raker might need to be a consideration over TKS because of a slower, less colourless-friendly 3 color mana base.
Next up the core control suite of Rest in Peace supported by some mix of Commune with the Gods and Idyllic Tutor to hasten it out. Since we're digging for enchantments we could also go grab a Leyline of Sanctity against Burn and improve the effectiveness of sideboarded Stony Silence. You can also mess around with whatever kind of crazy sideboard enchantments you can come up with, fromAura of Silence to Suppression Field.
Last of all, I think this deck would benefit from some ramp tools to get the RIP Rolling. I'm unsure whether ramp spells or mana dorks would be best, leaning towards the former (or a compromise with sakura tribe elder). Mind Stone is another possible compromise between the two.
In summary, the basic differences between this deck and the straight up B/W one would be
Shell:
3-4 ramp spells
4-7 hand disruption
6-8 kill
14-16 creatures (70/30 processor/flicker)
3 RIP
2-4 enchantment digging
1-3 tech enchantments
Jund Death's shadow (grixis may have more of a problem vs rip admittedly)
eldrazi decks
affinity
burn
aggro zoo decks
Ux control decks
Faeries
Tron
Storm most likely
elves
coco decks
merfolk
Some of these lists are obviously rare and you probably won't see but they still exist. I do like the idea of some of the other enchantments. Aura of Silence, ghostly prison and more importantly suppression field can be absolutely brutal. I can definitely get behind using suppression field even though it would take a lot of reconfiguring to play
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
I don't really know how capable a cheap removal package combined with hand disruption is at messing with Tron or Zoo's early game, how much extra time it gives you to get into that 3/4 mana range and start blowing them out with wasteland stranglers and thought-knot seers. My feeling is that against Tron I'd need some kind of more heavily pro-active plan supported by maximizing land disruption/hand disruption.
Coco combo and much of their value creatures are hosed by RiP, Elves and merfolk I haven't seen in action enough to know their curve/points of disruption.
@FanTan444, I reckon my best bet against valakut strategies is going to be digging for my maindeck Leyline plus going up to 4 from the sideboard while doing the standard black-X hand disruption. I have 6 ways to ping a scapeshift or titan out of the hand if needed, admittedly most of those at 4 mana.
Here's where I'm at so far with a brew, no sideboard included.
4 Thought-Knot Seer
4 Wasteland Strangler
2 Blight Herder
2 Restoration Angel
Instants (8)
2 Fatal Push
2 Abrupt Decay
4 Path to Exile
Sorceries (13)
2 Idyllic tutor
2 Commune with the Gods
4 Explore
2 Thoughtseize
3 Inquisition of Kozilek
3 Rest in Peace
1 Leyline of Sanctity
1 Ghostly Prison
Lands (22)
2 Eldrazi Temple
4 Ghost Quarter
3 Overgrown Tomb
2 Godless Shrine
1 Temple Garden
2 Windswept Heath
2 Marsh Flats
3 Verdant catacombs
1 Plains
1 Forest
1 Swamp
What does green get me in this? I get to run Abrupt Decay, which is such a good tool for reliably clearing out whatever random tech an opponent sees fit to plop down, anything from a Chalice of the Void to a Lord of Atlantis. I get to run explore. Mindstone is ok, but I'd far prefer to get an Eldrazi temple, Ghost quarter or possibly a Cavern of souls (if I can figure out my sideboard) on the field. Commune with the Gods is mediocre, but it's one of the very few enchantment hunting tools in the format and card selection feels pretty invaluable to smoothing out some of the rougher edges on this thing.
Green also gives some extra sideboarding possibilities, though most of the sideboard is likely to be quality white enchantment tech. Still, I have an urge to see what a pocket Nylea, God of the Hunt might do to token strategies...
Overall, I think your deck idea is too defensive and not proactive enough. Twelve threats is nowhere near enough--the standard BW Eldrazi builds run a minimum of 18 threats (14-15 Eldrazi plus 4 Lingering Souls). If you're gonna plan for landing RiP in most games then I don't know why you wouldn't run Eternal Scoourge, either. I really think your Explores and enchantment tutors are gonna be a big pile of do-nothing in most games and you should be beefing up your threat roster. I suggest going to 4 RiPs and losing the Prison, Leyline, and all the tutors. This frees up slots to add Scourge and either Matter Reshaper or Reality Smasher, and you may be able to find room in the side for the other enchantment options.
Lastly, I strongly encourage you to playtest the green splash--adding green to the CBW land package has proven very troublesome in earlier attempts. It's extremely tough to get reliable T1 B for hand disruption plus reliable T2 G for Explore or Decay, plus all the mana you want for the Eldrazi and the white spells. With only six sources for C, you're gonna have a ton of games where your Thought-Knot Seers are uncastable because you just never saw a colorless land. In general I'd venture to say that if you're building an Eldrazi deck with fewer than four Eldrazi Temples, then you might be overthinking things.
Rest In peace is a hoser. You really don't want to play defensive in an Eldrazi shell. There are several times I cast a relic turn 1 and then sit with a rip in hand doing nothing (at least relic can be sac'ed... Or could, if we didn't have lingering souls). If you want to play green for abrupt decay, go the BG route Deadlift suggested a few pages pack and play 4 leylines of the void, which will be better than RIP maindecks. I really like to think otherwise - if our opponents really so much on graveyard tricks, why couldn't we safely play things like Emrakul, the promised end in a green Eldrazi shell, as they will probably avoid hitting graveyards? Just wondering while I look to my BG decklist...
I have been on Bant Eldrazi lately, but haven't been winning too much with it actually. However it has made me realize that the inconsistency of Processors is a problem. The deck can be very good in many matchups. But, when you draw a hand full of Seers and Smashers, but only 2-3 lands with no Temples or Mind Stones, then it can be very hard to play out your hand. And this happens often enough that mulliganing often won't help as much as we would like.
Nevertheless, the deck is fun to play, and lot more interesting and complex than Bant is. And the maindeck graveyard hate plus the addition of Fatal Push to the format makes it look like it might be positioned OK going forward--I'll probably bring Processors to the next couple of weekly events I attend. Don't know what I'll do about the GPT this weekend though.
In other news, Amonkhet has a card that looks very interesting for our deck:
This compares pretty well to Relic in some ways--like Relic it cycles for 1 mana, and like Relic it is cheap graveyard interaction. The downside is obviously that it doesn't get everything in all yards, making it much worse against Goyf, for instance. But it has the upside that opponents probably won't see it coming, so it lends itself far better to disruption and combat tricks in some ways. If it didn't have cycling I would never consider it, but for only B to cast it either of two ways, it might be worth a look. I'll probably test it by running a 2/2 split with Relic to start.
For 3W, Cast Out should hit lands. Cycling for W isn't good enough to make this card playable, I don't think.