It requires a two card combo to get that "Mishra's Workshop" going and it can only be used on eldrazi spells. It's strong, but pretty far from being broken. And It's not like modern decks aren't playing Ghost Quarter or Tectonic Edge.
I could see Warping Wail as a 1-of main deck card. It is relevant in most matchups, enables processing, and is very good in a few matchups. The card is never useless. Sort of how many UR twin decks run 1-2 Izzet Charm, or Jund often runs a singleton Jund Charm. This is our eldrazi charm.
The surprising number of things that Warping Wail Kills is just... well... surprising. On first glance it looks meh until you realize the utility it has. And that is what it is - a utility spell. It is three relevant things that are sub par on their own, but all on one card provides options the deck wants.
It seems best against Affinity, Infect, Twin, Scapeshift (as mentioned):
Here is the list of things it hits that I could come up with (some redundant with lists above):
everything in infect, including lands
most of affinity, including lands
all of twin
scapeshift
Dark Confidant
Monastery Swiftspear
Spellskite
Mana dorks
Snapcaster mage
V. Clique
young pyromancer
delver of secrets
Grim Lavamancer
Ancient stirrings and other ramp, including summer bloom
Misc draw spells (serum visions and friends)
and if all else fails you just make a dude to help accelerate into your bigger plays.
Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
I didn't say full grip, but Im almost never hellbent. Start taking note of how many times you actually run out of cards completely. This deck doesn't dump its hand. It typically plays 1 giant threat at a time. Also, as for LotV, you should really test her in the BW version. She's an additional discard spell and an additional removal spell stapled together, but I don't think I really need to be explaining how good the best PW in modern is.
Seems to me it makes the painlands even better. Time to cash in on Underground Rivers?
I just got a playset of Caves of Koilos - can't hurt.
Cap - that's all fine, I just disagree. I'm not sure how you're always running a full grip of cards with almost no card draw, but it's fine. LOTV seems like a win more card here, not one that shores up any of the actual problems.
I have to echo Caps experience. There are a lot of times where I maintain ~3 cards in hand at all times simply because its hard, even with this deck, to pump out multiple 6cmc creatures in a single turn. The deck almost forces you to hold cards simply because of the speed at which you play them. It is possible that certain color combos dump hands or hold cards more often. Example: I could see Mono-B and UB being slower to empty the grip than RB and WB which run 1cmc removal and have other things, such as Lingering Souls they can lay out prior to reaching Eldrazi mana thus emptying the hand much quicker. I have more experience with Mono-B and U/B than I do R/B or W/B (although I have played all four variants) so "mileage may vary". I could very well be wrong or just suck at playing this deck lol.
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Seems to me it makes the painlands even better. Time to cash in on Underground Rivers?
I just got a playset of Caves of Koilos - can't hurt.
Cap - that's all fine, I just disagree. I'm not sure how you're always running a full grip of cards with almost no card draw, but it's fine. LOTV seems like a win more card here, not one that shores up any of the actual problems.
I have to echo Caps experience. There are a lot of times where I maintain ~3 cards in hand at all times simply because its hard, even with this deck, to pump out multiple 6cmc creatures in a single turn. The deck almost forces you to hold cards simply because of the speed at which you play them. It is possible that certain color combos dump hands or hold cards more often. Example: I could see Mono-B and UB being slower to empty the grip than RB and WB which run 1cmc removal and have other things, such as Lingering Souls they can lay out prior to reaching Eldrazi mana thus emptying the hand much quicker. I have more experience with Mono-B and U/B than I do R/B or W/B (although I have played all four variants) so "mileage may vary". I could very well be wrong or just suck at playing this deck lol.
If you have cards in hand it's not just lands, then Sea-Gate isn't necessary and that's fine and you're probably winning. For times when you're hellbent though (probably 40% of matches) what downside is there to reusable card draw on a land that taps for your colors? The land seems like 100% upside as at least a 1-of (having maps is wonderful to be able to toolbox).
Id consider a basic wastes to be a pretty big downside in lots of matchups, actually.
I'm only speaking on behalf of mono-B here, but what downside is there to including one wastes in any one individual matchup?
An entire turn's worth of tempo. As a fish deck, we want to put higher value on the board than our opponent can deal with. We do this by synergizing our lands with our creatures such that we can get 6 CMC of creature on the board for as little as 3 lands. A basic wastes instantly bumps this to 4 at which point our opponents have their own 4 mana worth of answers. Our creatures aren't all that good on a natural curve. There are many more busted things to be doing with natural 5/6 mana. The closer you push our creatures to being naturally on curve, the less explosive and threatening they are. Wastes is an on curve land in an off curve deck, and unless you have some way of turning this sea gate land on, it is a worse wastes. My testing has shown that dumping our hand is a very difficult task.
If it entered tapped I think I would be more against it as a one-of but I think its fine as is for a one-of. I think the only downside is the susceptibility to non-basic land hate but quite frankly, our deck has enough targets that it really isn't that big of a deal.
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Testing will tell. Anyone have any thoughts on this? I think Warping Wail is the real deal. Wrecks Twin, is good against Affinity and Scapeshift, and even has applications against Burn and Amulet Bloom. The only strong decks it's dead against are Zoo and Merfolk. I'd like to fit Flaying Tendrils in there, but black sources are getting dangerously low.
I also like how this is never entirely dead because of the eldrazi scion mode. Landing our guys a turn earlier is a big deal, some people play mind stone for that (although a scion is worst than a rock i think). I also like how this is castable with eldrazi scions from blight herder. This means you can tap out for it vs twin and have removal up (in addition to dismember in my case).
It can also hit a few merfolks, a few hatebears, unflipped delver of secrets, any token producing sorcery like lingering souls, all of the soul sisters, every discard spells if you really like your hand, every wrath effect, living end, summer bloom, a few burn spells, etc.
Not sure if main deck but i'll gladly pick up a few for my sideboard at the very least!
If it entered tapped I think I would be more against it as a one-of but I think its fine as is for a one-of. I think the only downside is the susceptibility to non-basic land hate but quite frankly, our deck has enough targets that it really isn't that big of a deal.
The only reason why you'd include it is as a little insurance against blood moon because it IS a basic land.
Id consider a basic wastes to be a pretty big downside in lots of matchups, actually.
I'm only speaking on behalf of mono-B here, but what downside is there to including one wastes in any one individual matchup?
None (CAVEAT: If we're talking post OGW BC builds) it actually provides help for path and GQ protection if more colorless gets incorporated.
Also: Hello everyone. New here. Just waiting for my eldrazi deck to arrive in the mail so I can jump on board here with you all after some real playing.
If it entered tapped I think I would be more against it as a one-of but I think its fine as is for a one-of. I think the only downside is the susceptibility to non-basic land hate but quite frankly, our deck has enough targets that it really isn't that big of a deal.
The only reason why you'd include it is as a little insurance against blood moon because it IS a basic land.
I also like how this is never entirely dead because of the eldrazi scion mode. Landing our guys a turn earlier is a big deal, some people play mind stone for that (although a scion is worst than a rock i think). I also like how this is castable with eldrazi scions from blight herder. This means you can tap out for it vs twin and have removal up (in addition to dismember in my case).
It can also hit a few merfolks, a few hatebears, unflipped delver of secrets, any token producing sorcery like lingering souls, all of the soul sisters, every discard spells if you really like your hand, every wrath effect, living end, summer bloom, a few burn spells, etc.
Not sure if main deck but i'll gladly pick up a few for my sideboard at the very least!
It also reduces your reliance on having access to B. This should make mulliganing easier.
Testing will tell. Anyone have any thoughts on this? I think Warping Wail is the real deal. Wrecks Twin, is good against Affinity and Scapeshift, and even has applications against Burn and Amulet Bloom. The only strong decks it's dead against are Zoo and Merfolk. I'd like to fit Flaying Tendrils in there, but black sources are getting dangerously low.
This is pretty close to what I'm going to be playing as well. I don't think I'm going to go to 4 Wailing Wall but I definitely want it somewhere in the 75 and the rest of your setup looks similar to what I'm doing now. I'd probably make the GFTTs Dismembers and drop one of the warping wails for an Endless one.
If it entered tapped I think I would be more against it as a one-of but I think its fine as is for a one-of. I think the only downside is the susceptibility to non-basic land hate but quite frankly, our deck has enough targets that it really isn't that big of a deal.
The only reason why you'd include it is as a little insurance against blood moon because it IS a basic land.
If it entered tapped I think I would be more against it as a one-of but I think its fine as is for a one-of. I think the only downside is the susceptibility to non-basic land hate but quite frankly, our deck has enough targets that it really isn't that big of a deal.
The only reason why you'd include it is as a little insurance against blood moon because it IS a basic land.
We are talking about sea gate.
Question about sea gate. Is this really necessary? I feel like using eye of ugin tutor is enough if we are trying to get card advantage from a land. Maybe use this as a one of in place of the 4th eye...
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
This is pretty close to what I'm going to be playing as well. I don't think I'm going to go to 4 Wailing Wall but I definitely want it somewhere in the 75 and the rest of your setup looks similar to what I'm doing now. I'd probably make the GFTTs Dismembers and drop one of the warping wails for an Endless one.
Perhaps. I want to start with 4 and see what it's like, however. I know I feel that Endless One is mediocre, so hopefully Warping Wail... isn't. Dismember might be stronger than Go for the Throat, sure. Neither one seems great, honestly.
Have any thoughts on Thought-Knot Seer or the correct number of Expedition Maps to run visa-v the correct number of Relics/Claws/Spellbombs?
Don't forget that Warping Wail blanks Liliana's -2.
This is pretty close to what I'm going to be playing as well. I don't think I'm going to go to 4 Wailing Wall but I definitely want it somewhere in the 75 and the rest of your setup looks similar to what I'm doing now. I'd probably make the GFTTs Dismembers and drop one of the warping wails for an Endless one.
Perhaps. I want to start with 4 and see what it's like, however. I know I feel that Endless One is mediocre, so hopefully Warping Wail... isn't. Dismember might be stronger than Go for the Throat, sure. Neither one seems great, honestly.
Have any thoughts on Thought-Knot Seer or the correct number of Expedition Maps to run visa-v the correct number of Relics/Claws/Spellbombs?
Don't forget that Warping Wail blanks Liliana's -2.
Endless one has been FANTASTIC. You can drop a turn one 2/2 off of eye to stop aggro, a turn 2 4/4 to apply extreme pressure, and in a topdeck war it can just be massive. It's an EXTREMELY versatile card and I've never been unhappy to see it.
Dismember is just a little more versatile than GFTT - I think I'd rather run smother than gftt because of the affinity matchup.
I currently run three endless ones, I was just going to drop two and slot TKS in their place for testing.
I run two maps, 3 Eyes, 2 Urborg, 4 Relic, 2 Spellbomb, 2 surgical. I've really been happy with this setup. I feel like Relic/Spellbomb are both almost strictly better than claws.
Blanking a liliana -2 is big game I hadn't thought of. Just more versatility, sweet.
Dismember has been great for me and as we rely more and more on having C mana it just becomes better. I am now 100% sure it will remain my instant speed removal of choice moving on.
To make it short, it kills most stuff we care about and allows us to tap out with oblivion sower and blight herder and still have mana up for removal. Being able to tap out without fears is HUGE vs some decks (like twin).
This is pretty close to what I'm going to be playing as well. I don't think I'm going to go to 4 Wailing Wall but I definitely want it somewhere in the 75 and the rest of your setup looks similar to what I'm doing now. I'd probably make the GFTTs Dismembers and drop one of the warping wails for an Endless one.
Perhaps. I want to start with 4 and see what it's like, however. I know I feel that Endless One is mediocre, so hopefully Warping Wail... isn't. Dismember might be stronger than Go for the Throat, sure. Neither one seems great, honestly.
Have any thoughts on Thought-Knot Seer or the correct number of Expedition Maps to run visa-v the correct number of Relics/Claws/Spellbombs?
Don't forget that Warping Wail blanks Liliana's -2.
Endless one has been FANTASTIC. You can drop a turn one 2/2 off of eye to stop aggro, a turn 2 4/4 to apply extreme pressure, and in a topdeck war it can just be massive. It's an EXTREMELY versatile card and I've never been unhappy to see it.
Dismember is just a little more versatile than GFTT - I think I'd rather run smother than gftt because of the affinity matchup.
I currently run three endless ones, I was just going to drop two and slot TKS in their place for testing.
I run two maps, 3 Eyes, 2 Urborg, 4 Relic, 2 Spellbomb, 2 surgical. I've really been happy with this setup. I feel like Relic/Spellbomb are both almost strictly better than claws.
Blanking a liliana -2 is big game I hadn't thought of. Just more versatility, sweet.
Interesting thoughts on Endless One. I hadn't tested it because it seemed so meh without Eye or Temple — and even with them it's just a vanilla dude. But I see how it can get big fast. I'll give it more consideration.
Same goes to Dismember. I don't like losing the life but it is easy to cast.
Why not 3 Urborg? If you run 3 Ugin, you might as well just bite the bullet and risk it.
This is pretty close to what I'm going to be playing as well. I don't think I'm going to go to 4 Wailing Wall but I definitely want it somewhere in the 75 and the rest of your setup looks similar to what I'm doing now. I'd probably make the GFTTs Dismembers and drop one of the warping wails for an Endless one.
Perhaps. I want to start with 4 and see what it's like, however. I know I feel that Endless One is mediocre, so hopefully Warping Wail... isn't. Dismember might be stronger than Go for the Throat, sure. Neither one seems great, honestly.
Have any thoughts on Thought-Knot Seer or the correct number of Expedition Maps to run visa-v the correct number of Relics/Claws/Spellbombs?
Don't forget that Warping Wail blanks Liliana's -2.
Endless one has been FANTASTIC. You can drop a turn one 2/2 off of eye to stop aggro, a turn 2 4/4 to apply extreme pressure, and in a topdeck war it can just be massive. It's an EXTREMELY versatile card and I've never been unhappy to see it.
Dismember is just a little more versatile than GFTT - I think I'd rather run smother than gftt because of the affinity matchup.
I currently run three endless ones, I was just going to drop two and slot TKS in their place for testing.
I run two maps, 3 Eyes, 2 Urborg, 4 Relic, 2 Spellbomb, 2 surgical. I've really been happy with this setup. I feel like Relic/Spellbomb are both almost strictly better than claws.
Blanking a liliana -2 is big game I hadn't thought of. Just more versatility, sweet.
Do you mind posting/linking to your current Mono Black list? I've been playtesting both B/R and B/W; both seem a little clunky at times.
I have been toying around with mono black and not sure how I want to fit the new cards in yet. I currently have the following core that I'm not changing up just yet:
23 lands: (4 temple, 3 eye, 3 urborg, 4 ghost quarter, 1 bojuka bog, 8 swamp)
Might switch 1 swamp for a single Sea Gate Wreckage.
13 creatures: (4 strangler, 4 blight herder, 4 sower, 1 ulamog)
17 spells: (4 relic of progenitus, 2 scrabbling claws, 4 expedition map, 5 discard spells, 2 dismember)
This leaves me with 7 slots (so far of which 4 have been mind stone, but I think I want to try Warping Wail instead)
2, maybe 3 warping wail (seems like a decent number for MD, with possible more copies in the board) I have also been toying around with Drown in Sorrow/the new version maindeck but I think I will move that to the sideboard as warping wail is good against most decks the card is good at with added versatility and easier casting cost.
And then my real dilemma is Thought-Knot Seer or Reality Crusher. I simply cannot decide because both seem very very strong, what do you guys think of this?
Regarding pyxis of pandemonium i think it is a pretty neat card.
First of all, it does NOT require a graveyard, it puts it to exile without the step in-between.
Secondly, it can be a neat lategame option. You will process the cards from your opponent, so he will not get back anything. When searching your library with Eye, you can actually count what cards are missing and then evaluate if cracking the Pyxis is an option.
Im actually intrigued to try this over the Scrabbling Claws....
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It requires a two card combo to get that "Mishra's Workshop" going and it can only be used on eldrazi spells. It's strong, but pretty far from being broken. And It's not like modern decks aren't playing Ghost Quarter or Tectonic Edge.
The surprising number of things that Warping Wail Kills is just... well... surprising. On first glance it looks meh until you realize the utility it has. And that is what it is - a utility spell. It is three relevant things that are sub par on their own, but all on one card provides options the deck wants.
It seems best against Affinity, Infect, Twin, Scapeshift (as mentioned):
Here is the list of things it hits that I could come up with (some redundant with lists above):
I very much so look forward to this deck post OGW
+1 for BC as the future of this deck.
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
I have to echo Caps experience. There are a lot of times where I maintain ~3 cards in hand at all times simply because its hard, even with this deck, to pump out multiple 6cmc creatures in a single turn. The deck almost forces you to hold cards simply because of the speed at which you play them. It is possible that certain color combos dump hands or hold cards more often. Example: I could see Mono-B and UB being slower to empty the grip than RB and WB which run 1cmc removal and have other things, such as Lingering Souls they can lay out prior to reaching Eldrazi mana thus emptying the hand much quicker. I have more experience with Mono-B and U/B than I do R/B or W/B (although I have played all four variants) so "mileage may vary". I could very well be wrong or just suck at playing this deck lol.
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If you have cards in hand it's not just lands, then Sea-Gate isn't necessary and that's fine and you're probably winning. For times when you're hellbent though (probably 40% of matches) what downside is there to reusable card draw on a land that taps for your colors? The land seems like 100% upside as at least a 1-of (having maps is wonderful to be able to toolbox).
I'm only speaking on behalf of mono-B here, but what downside is there to including one wastes in any one individual matchup?
An entire turn's worth of tempo. As a fish deck, we want to put higher value on the board than our opponent can deal with. We do this by synergizing our lands with our creatures such that we can get 6 CMC of creature on the board for as little as 3 lands. A basic wastes instantly bumps this to 4 at which point our opponents have their own 4 mana worth of answers. Our creatures aren't all that good on a natural curve. There are many more busted things to be doing with natural 5/6 mana. The closer you push our creatures to being naturally on curve, the less explosive and threatening they are. Wastes is an on curve land in an off curve deck, and unless you have some way of turning this sea gate land on, it is a worse wastes. My testing has shown that dumping our hand is a very difficult task.
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4 Blight Herder
4 Oblivion Sower
3 Thought-Knot Seer
1 Ulamog, The Ceaseless Hunger
4 Relic of Progenitus
2 Nihil Spellbomb
2 Expedition Map
1 Scrabbling Claws
1 Thoughtseize
4 Warping Wail
2 Go for the Throat
10 Swamp
4 Eldrazi Temple
3 Urborg, Tomb of Yawgmoth
3 Eye of Ugin
3 Ghost Quarter
1 Sea Gate Wreckage
1 Cavern of Souls
1 Bojuku Bog
Testing will tell. Anyone have any thoughts on this? I think Warping Wail is the real deal. Wrecks Twin, is good against Affinity and Scapeshift, and even has applications against Burn and Amulet Bloom. The only strong decks it's dead against are Zoo and Merfolk. I'd like to fit Flaying Tendrils in there, but black sources are getting dangerously low.
I also like how this is never entirely dead because of the eldrazi scion mode. Landing our guys a turn earlier is a big deal, some people play mind stone for that (although a scion is worst than a rock i think). I also like how this is castable with eldrazi scions from blight herder. This means you can tap out for it vs twin and have removal up (in addition to dismember in my case).
It can also hit a few merfolks, a few hatebears, unflipped delver of secrets, any token producing sorcery like lingering souls, all of the soul sisters, every discard spells if you really like your hand, every wrath effect, living end, summer bloom, a few burn spells, etc.
Not sure if main deck but i'll gladly pick up a few for my sideboard at the very least!
The only reason why you'd include it is as a little insurance against blood moon because it IS a basic land.
None (CAVEAT: If we're talking post OGW BC builds) it actually provides help for path and GQ protection if more colorless gets incorporated.
Also: Hello everyone. New here. Just waiting for my eldrazi deck to arrive in the mail so I can jump on board here with you all after some real playing.
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
We are talking about sea gate.
It also reduces your reliance on having access to B. This should make mulliganing easier.
This is pretty close to what I'm going to be playing as well. I don't think I'm going to go to 4 Wailing Wall but I definitely want it somewhere in the 75 and the rest of your setup looks similar to what I'm doing now. I'd probably make the GFTTs Dismembers and drop one of the warping wails for an Endless one.
Ah, my mistake.
Question about sea gate. Is this really necessary? I feel like using eye of ugin tutor is enough if we are trying to get card advantage from a land. Maybe use this as a one of in place of the 4th eye...
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
Perhaps. I want to start with 4 and see what it's like, however. I know I feel that Endless One is mediocre, so hopefully Warping Wail... isn't. Dismember might be stronger than Go for the Throat, sure. Neither one seems great, honestly.
Have any thoughts on Thought-Knot Seer or the correct number of Expedition Maps to run visa-v the correct number of Relics/Claws/Spellbombs?
Don't forget that Warping Wail blanks Liliana's -2.
Endless one has been FANTASTIC. You can drop a turn one 2/2 off of eye to stop aggro, a turn 2 4/4 to apply extreme pressure, and in a topdeck war it can just be massive. It's an EXTREMELY versatile card and I've never been unhappy to see it.
Dismember is just a little more versatile than GFTT - I think I'd rather run smother than gftt because of the affinity matchup.
I currently run three endless ones, I was just going to drop two and slot TKS in their place for testing.
I run two maps, 3 Eyes, 2 Urborg, 4 Relic, 2 Spellbomb, 2 surgical. I've really been happy with this setup. I feel like Relic/Spellbomb are both almost strictly better than claws.
Blanking a liliana -2 is big game I hadn't thought of. Just more versatility, sweet.
Dismember has been great for me and as we rely more and more on having C mana it just becomes better. I am now 100% sure it will remain my instant speed removal of choice moving on.
To make it short, it kills most stuff we care about and allows us to tap out with oblivion sower and blight herder and still have mana up for removal. Being able to tap out without fears is HUGE vs some decks (like twin).
Interesting thoughts on Endless One. I hadn't tested it because it seemed so meh without Eye or Temple — and even with them it's just a vanilla dude. But I see how it can get big fast. I'll give it more consideration.
Same goes to Dismember. I don't like losing the life but it is easy to cast.
Why not 3 Urborg? If you run 3 Ugin, you might as well just bite the bullet and risk it.
23 lands: (4 temple, 3 eye, 3 urborg, 4 ghost quarter, 1 bojuka bog, 8 swamp)
Might switch 1 swamp for a single Sea Gate Wreckage.
13 creatures: (4 strangler, 4 blight herder, 4 sower, 1 ulamog)
17 spells: (4 relic of progenitus, 2 scrabbling claws, 4 expedition map, 5 discard spells, 2 dismember)
This leaves me with 7 slots (so far of which 4 have been mind stone, but I think I want to try Warping Wail instead)
2, maybe 3 warping wail (seems like a decent number for MD, with possible more copies in the board) I have also been toying around with Drown in Sorrow/the new version maindeck but I think I will move that to the sideboard as warping wail is good against most decks the card is good at with added versatility and easier casting cost.
And then my real dilemma is Thought-Knot Seer or Reality Crusher. I simply cannot decide because both seem very very strong, what do you guys think of this?
First of all, it does NOT require a graveyard, it puts it to exile without the step in-between.
Secondly, it can be a neat lategame option. You will process the cards from your opponent, so he will not get back anything. When searching your library with Eye, you can actually count what cards are missing and then evaluate if cracking the Pyxis is an option.
Im actually intrigued to try this over the Scrabbling Claws....