So far I've had some mixed results with this deck this week. Jammed several games against Grixis control, and won all but 1, only to lose 3 games in a row to scapeshift.
I believe that Wasteland Strangler is vital to the deck. There aren't many cards in our deck that can get a cheap 2 for 1 except the Strangler. The Sower and Herder both can take some work to get their engines going. It's why I'm a proponent for map because if your opponent isn't fetching or casting on the first 2-3 turns, and we don't have disruption, we need a mana sink to set up our lands right.
We need a K-Command, or some other utility spell that can do just some general work. There are just too many games so far in my testing where I feel like I need to turn the corner, or 1 more turn to gain the advantage to win the game.
A couple cards I'm thinking about trying are Bitterblossom and Monestary Mentor. I also think Mutavault is worth trying, and could be very interesting in this deck.
So far I've had some mixed results with this deck this week. Jammed several games against Grixis control, and won all but 1, only to lose 3 games in a row to scapeshift.
I believe that Wasteland Strangler is vital to the deck. There aren't many cards in our deck that can get a cheap 2 for 1 except the Strangler. The Sower and Herder both can take some work to get their engines going. It's why I'm a proponent for map because if your opponent isn't fetching or casting on the first 2-3 turns, and we don't have disruption, we need a mana sink to set up our lands right.
We need a K-Command, or some other utility spell that can do just some general work. There are just too many games so far in my testing where I feel like I need to turn the corner, or 1 more turn to gain the advantage to win the game.
A couple cards I'm thinking about trying are Bitterblossom and Monestary Mentor. I also think Mutavault is worth trying, and could be very interesting in this deck.
Wasteland Strangler is a star, on turn 2 you can drop 2 of them hahah... with Eye Urborg and Surgical
Bitterblossom is like the Lingering Plan its to slow them down, but we already have great 241's so just wait till Thought-Knot and Matter Reshaper are out, then things will change a bit! I feel this deck strength lies in its creatures and slowing them down is slowing us down...
As for scapeshift, can you thoughtseize + surgical to screw them?
It's so perfect for what this deck wants to do. No durdleing, just straight ramp. Getting Newlamog out turn 4 was fantastic to watch against Twin. Loved it!
After a decent amount of testing, I really feel like we need another card like Caves of Koilos (Post-OGW). It really is the tri-land for this deck, it's always so good to draw. I've been thinking about using Mirrodin's Core as Caves 5-8. It doesn't give you the color you need on turn 1, but it does stop you from getting color/colorless screwed. My current landbase looks like this, thoughts? (Note that I'm too poor to get Marsh Flats)
Alright guys, I present the first new deck idea in a while: BW Eldrazi Midrange. The new creatures we've gotten have little to no setup required and provide a lot of value. Reshaper grabs another card, Thought-Knot is a delayed clique, and Smasher... Well, he smashes things. As well, Warping Wail, Path to Exile, and Thought-Knot Seer all setup Strangler. The idea is to drop all the situational stuff, and play a faster deck with less setup required. Relic of Progenitus, Blight Herder, and Oblivion Sower are all cut for lower cost creatures. Against Aggro, we now have early creatures to trade or block. Against midrange, our creatures still provide enough value to make it an easy matchup. Against combo and control, we have a much faster clock now, so we can simply race them. Let me know what you all think, this is quite a drastic change. And I know that some of you are very against dropping Herder, Sower, and Relics, but I feel like this is a direction very much worth exploring. Maybe it won't work out, but we should at least think about it and give it a shot. I mean hey, Heartless Summoning made an appearance at SCG this weekend.
After a decent amount of testing, I really feel like we need another card like Caves of Koilos (Post-OGW). It really is the tri-land for this deck, it's always so good to draw. I've been thinking about using Mirrodin's Core as Caves 5-8. It doesn't give you the color you need on turn 1, but it does stop you from getting color/colorless screwed. My current landbase looks like this, thoughts? (Note that I'm too poor to get Marsh Flats)
I think Mirrodin's Core is terrible because you can't use it immediately (would feel awful to topdeck), and because you have to waste a turn tapping it to build counters. Someone in the main Eldrazi thread mentioned using Tendo Ice Bridge, which I think is a better solution. I would also be running more Godless Shrines in a fetchless build. You have 7 sources of untapped white mana in a deck that wants access to white early for path. I would cut the Cores for maybe 3 godless, 2 tendo?
I think Mirrodin's Core is terrible because you can't use it immediately (would feel awful to topdeck), and because you have to waste a turn tapping it to build counters. Someone in the main Eldrazi thread mentioned using Tendo Ice Bridge, which I think is a better solution. I would also be running more Godless Shrines in a fetchless build. You have 7 sources of untapped white mana in a deck that wants access to white early for path. I would cut the Cores for maybe 3 godless, 2 tendo?
Not bad ideas, I'll try that out. The manabase is gonna take some time to figure out ratios that work.
The problem with Jester's Cap (awesome idea btw) is that it seems really slow. I'd be more inclined to try Sadistic Sacrament (though it's really tough to get BBB without an active Urborg) or Memoricide (can't handle all their wincons at once). We wouldn't be able to activate Jester's Cap til turn 5, which by then they've probably already reached stupid mana to cast whatever they want. Hell, even a turn 4 Memoricide might be too late. In any scenario, they have multiple varied win conditions and we can't neutralize all of them. Tron is just brutal. I almost don't want to dedicate SB space and just hope I never run into it (probable in my meta).
Could also splash red for Crumble to Dust if Tron infests your lgs.
Alright guys, I present the first new deck idea in a while: BW Eldrazi Midrange. The new creatures we've gotten have little to no setup required and provide a lot of value. Reshaper grabs another card, Thought-Knot is a delayed clique, and Smasher... Well, he smashes things. As well, Warping Wail, Path to Exile, and Thought-Knot Seer all setup Strangler. The idea is to drop all the situational stuff, and play a faster deck with less setup required. Relic of Progenitus, Blight Herder, and Oblivion Sower are all cut for lower cost creatures. Against Aggro, we now have early creatures to trade or block. Against midrange, our creatures still provide enough value to make it an easy matchup. Against combo and control, we have a much faster clock now, so we can simply race them. Let me know what you all think, this is quite a drastic change. And I know that some of you are very against dropping Herder, Sower, and Relics, but I feel like this is a direction very much worth exploring. Maybe it won't work out, but we should at least think about it and give it a shot. I mean hey, Heartless Summoning made an appearance at SCG this weekend.
Manabase is still very much in the works. I might want to find room in the main for Thoughtseize, Eldrazi Displacer might get the axe again.
Came up with a similar idea last night to amend my current B/W eldrazi with the new cards, basically taking the Processing out of the deck:
The one-of Wastes is Blood Moon insurance, fetchable by Map and Ghost Quarter in emergencies. Map provides a minor toolbox approach for the lands, not only getting the main engine but providing some long game activity and protection against counter spells.
How does cavern of souls work with the new eldrazi? im guessing that it doesnt add C so you add a random color and pay C with another colorless producing land to get the desired uncouterable effect?
Also if we drop the processor mechanics then we can try another color instead of white. For example, green has ancient stirrings and world breaker.
To those talking about Jester's Cap, why not play Memoricide / Cranial Extraction instead? Cap costs a total of 6 to use, and you only get to choose 3 cards from the player's library to exile. Memoricide / Cranial only cost a total of 4 and look at graveyard, hand, and library to exile up to 4 of a given card.
I believe that Wasteland Strangler is vital to the deck. There aren't many cards in our deck that can get a cheap 2 for 1 except the Strangler. The Sower and Herder both can take some work to get their engines going. It's why I'm a proponent for map because if your opponent isn't fetching or casting on the first 2-3 turns, and we don't have disruption, we need a mana sink to set up our lands right.
We need a K-Command, or some other utility spell that can do just some general work. There are just too many games so far in my testing where I feel like I need to turn the corner, or 1 more turn to gain the advantage to win the game.
A couple cards I'm thinking about trying are Bitterblossom and Monestary Mentor. I also think Mutavault is worth trying, and could be very interesting in this deck.
Wasteland Strangler is a star, on turn 2 you can drop 2 of them hahah... with Eye Urborg and Surgical
Bitterblossom is like the Lingering Plan its to slow them down, but we already have great 241's so just wait till Thought-Knot and Matter Reshaper are out, then things will change a bit! I feel this deck strength lies in its creatures and slowing them down is slowing us down...
As for scapeshift, can you thoughtseize + surgical to screw them?
Legacy: Dark Depths, Pox, Eldrazi Agro
Vintage: Dark Depths, Grey Orge
Pauper: Faerie Ninja
7pt Highlander: BW Combo
EDH: Horobi, (t)Toshiro, (t)Isamaru
4 Eldrazi Temple
2 Urborg, Tomb of Yawgmoth
2 Eye of Ugin
4 Caves of Koilos
4 Mirrodin's Core
1 Vault of the Archangel
1 Ghost Quarter
1 Godless Shrine
1 Shambling Vent
2 Plains
2 Swamp
I've considered it, but it's very easy to open it without any color source and then it's just dead completely.
4 Matter Reshaper
4 Reality Smasher
3 Wasteland Strangler
3 Thought-Knot Seer
2 Eldrazi Displacer
1 Ulamog, the Ceaseless Hunger
Spells (19)
4 Inquisition of Kozilek
4 Lingering Souls
4 Path to Exile
4 Warping Wail
2 Go for the Throat
1 Slaughter Pact
4 Eldrazi Temple
2 Eye of Ugin
2 Urborg, Tomb of Yawgmoth
4 Caves of Koilos
2 Mirrodin's Core
1 Vault of the Archangel
1 Shambling Vent
1 Ghost Quarter
1 Godless Shrine
3 Plains
3 Swamp
2 Aven Mindcensor
3 Timely Reinforcements
2 Stony Silence
2 Languish
2 Disenchant
1 Kozilek, the Great Distortion
1 All Is Dust
2 Chalice of the Void
Manabase is still very much in the works. I might want to find room in the main for Thoughtseize, Eldrazi Displacer might get the axe again.
I think Mirrodin's Core is terrible because you can't use it immediately (would feel awful to topdeck), and because you have to waste a turn tapping it to build counters. Someone in the main Eldrazi thread mentioned using Tendo Ice Bridge, which I think is a better solution. I would also be running more Godless Shrines in a fetchless build. You have 7 sources of untapped white mana in a deck that wants access to white early for path. I would cut the Cores for maybe 3 godless, 2 tendo?
Not bad ideas, I'll try that out. The manabase is gonna take some time to figure out ratios that work.
Could also splash red for Crumble to Dust if Tron infests your lgs.
Came up with a similar idea last night to amend my current B/W eldrazi with the new cards, basically taking the Processing out of the deck:
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
Spells (19)
3 Expedition Map
4 Inquisition of Kozilek
4 Lingering Souls
4 Path to Exile
1 Slaughter Pact
1 Thoughtseize
1 Liliana of the Veil
4 Eldrazi Temple
2 Eye of Ugin
2 Urborg, Tomb of Yawgmoth
4 Marsh Flats
3 Ghost Quarter
2 Godless Shrine
2 Plains
2 Swamp
1 Mirrorpool
1 Sea Gate Wreckage
1 Wastes
1 Cavern of Souls
1 Crucible of Worlds
1 Slaughter Pact
2 Celestial Purge
2 Spellskite
1 Duress
1 Liliana of the Veil
2 Engineered Explosives
2 Flaying Tendrils
2 Stony Silence
1 Timely Reinforcements
The one-of Wastes is Blood Moon insurance, fetchable by Map and Ghost Quarter in emergencies. Map provides a minor toolbox approach for the lands, not only getting the main engine but providing some long game activity and protection against counter spells.
Also if we drop the processor mechanics then we can try another color instead of white. For example, green has ancient stirrings and world breaker.
EDH: Rakdos, Lord of Riots
This is false. Colorless is not a color of mana. JaceTheMetaSculptor had it correct.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
Green is definitely worth considering. We have Stirrings and Breaker, as you said, and also Abrupt Decay. However, white brings us Path to Exile, Lingering Souls, Vault of the Archangel, and a whole bunch of sideboard options such as Stony Silence, Timely Reinforcements, Disenchant, and Aven Mindcensor. I'm really attached to all of these cards and they are definitely all-stars in the deck, but I am interested to see how green works out for people.