Can we define the shell of this Primer? Is it midrange or aggro? Dark Eldrazi or 3c Eldrazi? Wpuld rather not see this thread going in all different directions. Thanks
I think everyone is trying to give inputs which in a way takes it all over the place. The deck should be similar to Modern Jund, with Black and Colorless. This shell is basically made for a midrange deck w lotsa board control.
Can we define the shell of this Primer? Is it midrange or aggro? Dark Eldrazi or 3c Eldrazi? Wpuld rather not see this thread going in all different directions. Thanks
I think everyone is trying to give inputs which in a way takes it all over the place. The deck should be similar to Modern Jund, with Black and Colorless. This shell is basically made for a midrange deck w lotsa board control.
Ok thats fine but your original list looks more aggro with 20 + creatures and only 13 spells.
Can we define the shell of this Primer? Is it midrange or aggro? Dark Eldrazi or 3c Eldrazi? Wpuld rather not see this thread going in all different directions. Thanks
I think everyone is trying to give inputs which in a way takes it all over the place. The deck should be similar to Modern Jund, with Black and Colorless. This shell is basically made for a midrange deck w lotsa board control.
Ok thats fine but your original list looks more aggro with 20 + creatures and only 13 spells.
Can we define the shell of this Primer? Is it midrange or aggro? Dark Eldrazi or 3c Eldrazi? Wpuld rather not see this thread going in all different directions. Thanks
I think everyone is trying to give inputs which in a way takes it all over the place. The deck should be similar to Modern Jund, with Black and Colorless. This shell is basically made for a midrange deck w lotsa board control.
Ok thats fine but your original list looks more aggro with 20 + creatures and only 13 spells.
With Bearer's n TKS's etb, it can potentially be another 4 removals and 4 discards but i get what you mean. Alternatively, i can swap the 4 mimics with transgress the mind.
Thats cool. Build the deck however you want and I am not trying to tell you do go one way or another
My deck is taking an aggressive stance. Hopefully I can still post results here. But not sure if it will make much sense if everyone is on the midrange plan.
I played against an interesting version of this also splashing white which caused me to brew up a list and build it. I've been testing quite a bit on XMage and this is my current list.
Honestly, between Wasteland Strangler and Declaration in Stone, We're pretty good against "Go Wide" Strategies already. If you're really worried about it, a couple Virulent Plagues in the board will fix the token decks quite well and non token decks just can't go wide enough. If you really don't want to lose against them, you could also play Dead Weight. All of which seem much better than Flaying Tendrils main.
At the open in Baltimore yesterday it became apparent that the deck doesn't perform well against Reflector Mage. Last thing you want to do is resolve Reality Smasher or Thought Knot Seer and have your opponent then cast Collected Company and drop a Reflector Mage. That happened to me a lot yesterday.
I suppose you could run Infinite Obliteration in the board (multiple copies would be required IMO), this is something I would try. Aside from that, upping the discard (including Duress + Transgress) would be another option.
I lost against Humans going wide on me. Flaying Tendrils doesn't cut it because their humans grow quickly - the deck needs to run something like Languish, which firmly puts it in the direction of becoming more of a B/W control deck. I'd like to try something more like my original list, which ran Matter Reshapers and toyed with the idea of Languish. Problem again is CoCo gives them a solid out to spread removal.
My mistake ultimately was in thinking the manabases for the three color decks for this format wouldn't make them real, but Bant Humans is very real.
At the open in Baltimore yesterday it became apparent that the deck doesn't perform well against Reflector Mage. Last thing you want to do is resolve Reality Smasher or Thought Knot Seer and have your opponent then cast Collected Company and drop a Reflector Mage. That happened to me a lot yesterday.
I suppose you could run Infinite Obliteration in the board (multiple copies would be required IMO), this is something I would try. Aside from that, upping the discard (including Duress + Transgress) would be another option.
I lost against Humans going wide on me. Flaying Tendrils doesn't cut it because their humans grow quickly - the deck needs to run something like Languish, which firmly puts it in the direction of becoming more of a B/W control deck. I'd like to try something more like my original list, which ran Matter Reshapers and toyed with the idea of Languish. Problem again is CoCo gives them a solid out to spread removal.
My mistake ultimately was in thinking the manabases for the three color decks for this format wouldn't make them real, but Bant Humans is very real.
What u mentioned was exactly how i felt in regards to the direction the deck should head in to.
I will be slooting in 3x Languishes in mb. 2x Virulent Plague in sb and a couple of Infinite Obliteratio as well. Mimics will most probably be replaced with Transgress the Mind.
Westvale Abbey looks good but i doubt we can get the 5 creatures to sac and trigger the transformation. What do u guys thing?
It looks like the B/W Eldrazi from Baltimore is what this deck wants to evolve from, with changes of course. During the deck tech, Brad said he wasn't happy about Knight of the White Orchid and the card overall seemed meh, getting beat out by the quickly growing humans. Do you think Hangarback Walker would be a suitable replacement? Also I think a split of Archangel Avacyn and Reality Smasher in the main might be worth trying over just 4 of one or the other(especially with Archangel Avacyn showing how good she can be, but people will start planning and adjusting removal for her)?
Archangel Avacyn was the second most played creature after Knight of the White Orchid and Declaration in Stone was the most played removal. This will probably be the case going forward and this deck should definitely consider this when building.
I'm still trying to work on my other deck, but I like this as my second deck to shake things up, and when I dont feel like going to turns haha. I'd like to do something with mainly with a lot of hand/deck hate. I particularly like things like Infinite Obliteration and Pick the Brain (delirium) as pet cards, even if they arent the most competitive (just not good enough, and not enough room, for this deck, maybe next time). I want my main "finishers" so to speak to be Reality Smasher and Thought-Knot Seer.
I do like the certain synergies this sort of deck provides, mainly the hand hate + Reality Smasher, however there are quite a few others. I am planning to run Altar's Reap, which plays amazingly with Matter Reshaper. One of my big worries though is hitting the 5 lands on T5 though, as even though my deck will be slightly more of a midrange, I'd like to play it very aggressively.
A very rough draft of the deck would be something like
Its a bit wonky and awkward, especially the mana. I feel like I should have a pretty decent mana base, but there arent really that good of cards for it. All the mana is pseudo untapped due to Crumbling Vestige giving me a black when it ETB. So technically I have 16 untapped black mana on T1, which is enough for T1 Duress, however I only have 8 untapped (and 4 tapped) sources for a T3 Matter Reshaper, which is just enough according to Frank Karsten. I'd also need 20 black to run Grasp in mainboard, which I think I can get around regardless.
A few of the question/abnormal cards in there for me are: Altar's Reap, 1B instant speed for draw 2 is amazing, sacc'ing shouldnt be too bad with the Matter Reshapers and Hedron Crawlers. One is for awesome value, one is ok as I only really need it early game. Touch of Moonglove is another card I really like, though its usually considered bad. However, using that on a Matter Reshaper makes it trade with some big dudes, as well as sneaks in 2 life to the opponent. Using it on the mana dork is a good trick when they think its a chump block, and using it on a double blocked TKS or Smasher is amazing. My only worry is that 16 creatures isnt quite enough for it. Grotesque Mutation, my other trick I think is pretty solid in this deck. Its our only life-gain, but is pretty solid. It can also push Smasher into very dangerous territory for the opponent, though is usually used more as a trick on the lower guys. Killing a Sylvan Advocate and gaining 3 life with a Hedron Crawler is pretty nice. Duress and Transgress the Mind give good utility and provide Smasher extra safety for a T5 attack. Blighted Fen as a 4 drop may seem a bit strange, but we have 24 lands, and 4 dorks, so sacc'ing a land isnt horrible, and 5 mana is doable. Its also our only REAL removal. Shrine of the Forsaken Gods probably the oddest choice, but I figure untapped colorless, with the potential to give some bigger plays later on is nice, basically just a better Wastes Sea Gate Wreckage again, in case the game goes longer and I need some extra draw, a better Wastes. Crumbling Vestige counts as an untapped black source on turn it comes in and a tapped colorless after. With our first colorless requirement being T3, I think this is a good card.
Any thoughts or suggestions with keeping towards this type of playstyle?
You don't have any removal main board, while you do have a lot of combat tricks. Combat tricks function better in 1-for-1 slow formats like limited, but constructed formats tend to delve more into faster 2-for-1 games. W/X Humans tend to go wide and have a good amount of first strike(meaning they can get around your deathtouch and can swing with so many guys, having one Matter Reshaper a turn trying to hold them back will get you killed).
I would first suggest going into White for better removal and Eldrazi Displacer, but if you want to stick with Mono black:
Move at least the 4 Duress to the SB(it has few targets against aggro and if they get clumped in your hand gives aggro an easy win), add 3 Ruinous Path and 3 Ultimate Price to the MB. Remove the 4 Grotesque Mutation(between this and Touch of the Moonglove, I prefer the latter as leaving up one mana is easier than two). Add 2 Hangarback Walker to help clog up the board against aggro and give you another two drop. Switch out the 2 Shrine of the Forsaken Gods with a Painland that gives Black mana(the painland gives colorless mana and provides a black source at the cost of a life).
I'm still trying to work on my other deck, but I like this as my second deck to shake things up, and when I dont feel like going to turns haha. I'd like to do something with mainly with a lot of hand/deck hate. I particularly like things like Infinite Obliteration and Pick the Brain (delirium) as pet cards, even if they arent the most competitive (just not good enough, and not enough room, for this deck, maybe next time). I want my main "finishers" so to speak to be Reality Smasher and Thought-Knot Seer.
I do like the certain synergies this sort of deck provides, mainly the hand hate + Reality Smasher, however there are quite a few others. I am planning to run Altar's Reap, which plays amazingly with Matter Reshaper. One of my big worries though is hitting the 5 lands on T5 though, as even though my deck will be slightly more of a midrange, I'd like to play it very aggressively.
A very rough draft of the deck would be something like
Its a bit wonky and awkward, especially the mana. I feel like I should have a pretty decent mana base, but there arent really that good of cards for it. All the mana is pseudo untapped due to Crumbling Vestige giving me a black when it ETB. So technically I have 16 untapped black mana on T1, which is enough for T1 Duress, however I only have 8 untapped (and 4 tapped) sources for a T3 Matter Reshaper, which is just enough according to Frank Karsten. I'd also need 20 black to run Grasp in mainboard, which I think I can get around regardless.
A few of the question/abnormal cards in there for me are: Altar's Reap, 1B instant speed for draw 2 is amazing, sacc'ing shouldnt be too bad with the Matter Reshapers and Hedron Crawlers. One is for awesome value, one is ok as I only really need it early game. Touch of Moonglove is another card I really like, though its usually considered bad. However, using that on a Matter Reshaper makes it trade with some big dudes, as well as sneaks in 2 life to the opponent. Using it on the mana dork is a good trick when they think its a chump block, and using it on a double blocked TKS or Smasher is amazing. My only worry is that 16 creatures isnt quite enough for it. Grotesque Mutation, my other trick I think is pretty solid in this deck. Its our only life-gain, but is pretty solid. It can also push Smasher into very dangerous territory for the opponent, though is usually used more as a trick on the lower guys. Killing a Sylvan Advocate and gaining 3 life with a Hedron Crawler is pretty nice. Duress and Transgress the Mind give good utility and provide Smasher extra safety for a T5 attack. Blighted Fen as a 4 drop may seem a bit strange, but we have 24 lands, and 4 dorks, so sacc'ing a land isnt horrible, and 5 mana is doable. Its also our only REAL removal. Shrine of the Forsaken Gods probably the oddest choice, but I figure untapped colorless, with the potential to give some bigger plays later on is nice, basically just a better Wastes Sea Gate Wreckage again, in case the game goes longer and I need some extra draw, a better Wastes. Crumbling Vestige counts as an untapped black source on turn it comes in and a tapped colorless after. With our first colorless requirement being T3, I think this is a good card.
Any thoughts or suggestions with keeping towards this type of playstyle?
I'd recommend replacing the moongrove with 4x Languish. Replace 4x Swamps withcaves of koilos.Hangarback Walker is great for the flyers it produces when it dies.
Would I have any worries about life totals with my only lifegain cards dependent on doing damage with a creature? Other than that concern I'd definitely run them, and they're actually some of the only pain-lands I already have due to BW Warriors.
As far as Hangarback Walker, hes definitely good, but I dont know if hes fully worth it in my build. True fliers would hurt, but ideally, Transgress takes care of any that are too scary, and I should be able to out damage the ones it doesnt hit, except for maybe a Stormchaser Mage deck.
Languish is definitely needed in the 75, however I feel that despite my lack of early turn aggression, my deck is still more of an aggro deck, or at least a quick mid-range at heart, and that mainboard Languish would just sit in my hand usually. It does provide a way to kill Matter Reshaper in addition to Altar's Reap though, but also gives them a card off Thought-Knot Seer
Match 1 : 2-0 B/u Delerium Reanimator
Match 2 : 2-1 B/w Allies
Match 3 : 2-1 W/g Humans. 4x Archangel avacyn 4x Archangel of tithes. Ultimate price and Endbringer helped in an attrition battle in game 3.
Match 4 : 2-1 U/g/r Planeswalkers. The new Jace and Arlin. Very good draw engine in that deck.
Match 5 : 0-2 B/w Control. One of the better players at out LGS. Sorin, Gideon, and Archangle avacyn are a brutal team. I brought in 4x Transgress the mind and 2x Ruinous path. Didnt see any of them in game 2. Even had a muligan game 2.
Drana, Liberator of Malakir and Ruins of Oran-Rief were very effective at building a battlefield presence.
Match 1 : 2-0 B/u Delerium Reanimator
Match 2 : 2-1 B/w Allies
Match 3 : 2-1 W/g Humans. 4x Archangel avacyn 4x Archangel of tithes. Ultimate price and Endbringer helped in an attrition battle in game 3.
Match 4 : 2-1 U/g/r Planeswalkers. The new Jace and Arlin. Very good draw engine in that deck.
Match 5 : 0-2 B/w Control. One of the better players at out LGS. Sorin, Gideon, and Archangle avacyn are a brutal team. I brought in 4x Transgress the mind and 2x Ruinous path. Didnt see any of them in game 2. Even had a muligan game 2.
Drana, Liberator of Malakir and Ruins of Oran-Rief were very effective at building a battlefield presence.
How are the ruins compared to mirrorpool and why did you leave out the hedron crawlers?
Ruins have been really good. A case could be made for Mirrorpool. But since I am aggro, my deck does not want too many tap lands. Hedron crawler in my experience has not been good at all. It does not advance my strategy, does not pose a must answer threat, and it is terrible mid to late top deck. The occassional turn early TKS or Smasher is not beneficial enough to out weigh the negatives.
Hangarback Walker is very questionable currently. Because of declaration in stone, stasis snare, reflector mage, and eldrazi displacer make HBW completely dead. I talked myself into leaving the 4x in my main for last FNM becuase it does help early turn presence, it does eat removal, and because it gets discounted +1 / +1 counters from Ruins and Drana. But I am really considering removing them in favor of 2x Pitiless Horde and 2x Ruinous Path
Ruins have been really good. A case could be made for Mirrorpool. But since I am aggro, my deck does not want too many tap lands. Hedron crawler in my experience has not been good at all. It does not advance my strategy, does not pose a must answer threat, and it is terrible mid to late top deck. The occassional turn early TKS or Smasher is not beneficial enough to out weigh the negatives.
Hangarback Walker is very questionable currently. Because of declaration in stone, stasis snare, reflector mage, and eldrazi displacer make HBW completely dead. I talked myself into leaving the 4x in my main for last FNM becuase it does help early turn presence, it does eat removal, and because it gets discounted +1 / +1 counters from Ruins and Drana. But I am really considering removing them in favor of 2x Pitiless Horde and 2x Ruinous Path
Got 2-1 today.
Round 1: 0-2 Mono White Humans
Got mana screwed both games. No languish and was swarmed to death by pesky weenies.
Round 2: 2-1 BR Dragons
Game 1: Opponent kept a 5 lamd hand. T1 Duress & T2 Transgress helped me to discard a Chandra and Thunderbreak Regent.
Game 2: Lost to a Thunderbreak Regent & Foul Shriek.
Game 3: TKS and Reality Smasher combo.
Round 3: 2-0 GR Ramp
Game 1: Quick beatdown with TKS and RS. Duress helped remove Nissa's renewal.
Game 2: Transgressed Ulamog and beatdown w TKS & RS.
Duress has been great throughout. Being the only 1 drop in the deck, helped remove planeswalkers, while Transgress helped discard the bigger creatures.
I think everyone is trying to give inputs which in a way takes it all over the place. The deck should be similar to Modern Jund, with Black and Colorless. This shell is basically made for a midrange deck w lotsa board control.
C Long Live Eldrazi C
With Bearer's n TKS's etb, it can potentially be another 4 removals and 4 discards but i get what you mean. Alternatively, i can swap the 4 mimics with transgress the mind.
My deck is taking an aggressive stance. Hopefully I can still post results here. But not sure if it will make much sense if everyone is on the midrange plan.
A few hours away from the new Standard...
C Long Live Eldrazi C
C Long Live Eldrazi C
4 Bearer of Silence
4 Wasteland Strangler
3 Eldrazi Displacer
1 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
3 Declaration in Stone
2 Grasp of Darkness
3 Anguished Unmaking
4 Shambling Vent
4 Caves of Koilos
1 Llanowar Wastes
1 Battlefield Forge
4 Evolving Wilds
2 Crumbling Vestige
3 Blighted Fen
3 Swamp
1 Plains
1 Wastes
Modern: UW Spirits
Modern: UW Spirits
I suppose you could run Infinite Obliteration in the board (multiple copies would be required IMO), this is something I would try. Aside from that, upping the discard (including Duress + Transgress) would be another option.
I lost against Humans going wide on me. Flaying Tendrils doesn't cut it because their humans grow quickly - the deck needs to run something like Languish, which firmly puts it in the direction of becoming more of a B/W control deck. I'd like to try something more like my original list, which ran Matter Reshapers and toyed with the idea of Languish. Problem again is CoCo gives them a solid out to spread removal.
My mistake ultimately was in thinking the manabases for the three color decks for this format wouldn't make them real, but Bant Humans is very real.
What u mentioned was exactly how i felt in regards to the direction the deck should head in to.
I will be slooting in 3x Languishes in mb. 2x Virulent Plague in sb and a couple of Infinite Obliteratio as well. Mimics will most probably be replaced with Transgress the Mind.
Westvale Abbey looks good but i doubt we can get the 5 creatures to sac and trigger the transformation. What do u guys thing?
Also here is a breakdown of decks and cards from the open for the top 64: http://www.mtggoldfish.com/tournament/scg-standard-open-baltimore-2016-04-09#online
Archangel Avacyn was the second most played creature after Knight of the White Orchid and Declaration in Stone was the most played removal. This will probably be the case going forward and this deck should definitely consider this when building.
I Stream MTGO on Twitch: broodwarjc
I also post recordings of those streams on Youtube: broodwarjcavidgamer
Standard Deck:
BUPirates
Modern Deck:
B8-Rack
I'm still trying to work on my other deck, but I like this as my second deck to shake things up, and when I dont feel like going to turns haha. I'd like to do something with mainly with a lot of hand/deck hate.
I particularly like things like Infinite Obliteration and Pick the Brain (delirium) as pet cards, even if they arent the most competitive(just not good enough, and not enough room, for this deck, maybe next time). I want my main "finishers" so to speak to be Reality Smasher and Thought-Knot Seer.I do like the certain synergies this sort of deck provides, mainly the hand hate + Reality Smasher, however there are quite a few others. I am planning to run Altar's Reap, which plays amazingly with Matter Reshaper. One of my big worries though is hitting the 5 lands on T5 though, as even though my deck will be slightly more of a midrange, I'd like to play it very aggressively.
A very rough draft of the deck would be something like
4x Hedron Crawler
4x Matter Reshaper
4x Thought-Knot Seer
4x Reality Smasher
Draw (4)
4x Altar's Reap
Spells and Stuff (8)
4x Grotesque Mutation
4x Touch of Moonglove
4x Transgress the Mind
4x Duress
Lands (23)
12x Swamp
4x Blighted Fen
4x Crumbling Vestige
2x Shrine of the Forsaken Gods
2x Sea Gate Wreckage
3x Ruinous Path
3x Languish
3x Warping Wail
3x Grasp of Darkness
3x Pick the Brain
Thoughts?
Its a bit wonky and awkward, especially the mana. I feel like I should have a pretty decent mana base, but there arent really that good of cards for it. All the mana is pseudo untapped due to Crumbling Vestige giving me a black when it ETB. So technically I have 16 untapped black mana on T1, which is enough for T1 Duress, however I only have 8 untapped (and 4 tapped) sources for a T3 Matter Reshaper, which is just enough according to Frank Karsten. I'd also need 20 black to run Grasp in mainboard, which I think I can get around regardless.
A few of the question/abnormal cards in there for me are:
Altar's Reap, 1B instant speed for draw 2 is amazing, sacc'ing shouldnt be too bad with the Matter Reshapers and Hedron Crawlers. One is for awesome value, one is ok as I only really need it early game.
Touch of Moonglove is another card I really like, though its usually considered bad. However, using that on a Matter Reshaper makes it trade with some big dudes, as well as sneaks in 2 life to the opponent. Using it on the mana dork is a good trick when they think its a chump block, and using it on a double blocked TKS or Smasher is amazing. My only worry is that 16 creatures isnt quite enough for it.
Grotesque Mutation, my other trick I think is pretty solid in this deck. Its our only life-gain, but is pretty solid. It can also push Smasher into very dangerous territory for the opponent, though is usually used more as a trick on the lower guys. Killing a Sylvan Advocate and gaining 3 life with a Hedron Crawler is pretty nice.
Duress and Transgress the Mind give good utility and provide Smasher extra safety for a T5 attack.
Blighted Fen as a 4 drop may seem a bit strange, but we have 24 lands, and 4 dorks, so sacc'ing a land isnt horrible, and 5 mana is doable. Its also our only REAL removal.
Shrine of the Forsaken Gods probably the oddest choice, but I figure untapped colorless, with the potential to give some bigger plays later on is nice, basically just a better Wastes
Sea Gate Wreckage again, in case the game goes longer and I need some extra draw, a better Wastes.
Crumbling Vestige counts as an untapped black source on turn it comes in and a tapped colorless after. With our first colorless requirement being T3, I think this is a good card.
Any thoughts or suggestions with keeping towards this type of playstyle?
You don't have any removal main board, while you do have a lot of combat tricks. Combat tricks function better in 1-for-1 slow formats like limited, but constructed formats tend to delve more into faster 2-for-1 games. W/X Humans tend to go wide and have a good amount of first strike(meaning they can get around your deathtouch and can swing with so many guys, having one Matter Reshaper a turn trying to hold them back will get you killed).
I would first suggest going into White for better removal and Eldrazi Displacer, but if you want to stick with Mono black:
Move at least the 4 Duress to the SB(it has few targets against aggro and if they get clumped in your hand gives aggro an easy win), add 3 Ruinous Path and 3 Ultimate Price to the MB. Remove the 4 Grotesque Mutation(between this and Touch of the Moonglove, I prefer the latter as leaving up one mana is easier than two). Add 2 Hangarback Walker to help clog up the board against aggro and give you another two drop. Switch out the 2 Shrine of the Forsaken Gods with a Painland that gives Black mana(the painland gives colorless mana and provides a black source at the cost of a life).
Start with that and adjust to your meta, IMO.
I Stream MTGO on Twitch: broodwarjc
I also post recordings of those streams on Youtube: broodwarjcavidgamer
Standard Deck:
BUPirates
Modern Deck:
B8-Rack
I'd recommend replacing the moongrove with 4x Languish. Replace 4x Swamps withcaves of koilos.Hangarback Walker is great for the flyers it produces when it dies.
As far as Hangarback Walker, hes definitely good, but I dont know if hes fully worth it in my build. True fliers would hurt, but ideally, Transgress takes care of any that are too scary, and I should be able to out damage the ones it doesnt hit, except for maybe a Stormchaser Mage deck.
Languish is definitely needed in the 75, however I feel that despite my lack of early turn aggression, my deck is still more of an aggro deck, or at least a quick mid-range at heart, and that mainboard Languish would just sit in my hand usually. It does provide a way to kill Matter Reshaper in addition to Altar's Reap though, but also gives them a card off Thought-Knot Seer
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/687499-w-b-eldrazi
To keep this thread clean for Mono Black Eldrazi.
I Stream MTGO on Twitch: broodwarjc
I also post recordings of those streams on Youtube: broodwarjcavidgamer
Standard Deck:
BUPirates
Modern Deck:
B8-Rack
4 Eldrazi Mimic
4 Bearer of Silence
4 Hangarback Walker
3 Drana, Liberator of Malakir
4 Matter Reshaper
4 Thought-knot seer
4 Reality Smasher
1 Endbringer
4 Spatial Contortion
4 Grasp of Darkness
Land 24
10 swamp
4 llanowar wastes
4 caves of koilos
2 rogue's passage
2 sea gate wreckage
2 Ruins of Oran-rief
4 Transgress the Mind
2 Ruinous Path
2 Languish
4 Ultimate Price
3 Infinite Obliteration
C Long Live Eldrazi C
What were you up against?
Match 2 : 2-1 B/w Allies
Match 3 : 2-1 W/g Humans. 4x Archangel avacyn 4x Archangel of tithes. Ultimate price and Endbringer helped in an attrition battle in game 3.
Match 4 : 2-1 U/g/r Planeswalkers. The new Jace and Arlin. Very good draw engine in that deck.
Match 5 : 0-2 B/w Control. One of the better players at out LGS. Sorin, Gideon, and Archangle avacyn are a brutal team. I brought in 4x Transgress the mind and 2x Ruinous path. Didnt see any of them in game 2. Even had a muligan game 2.
Drana, Liberator of Malakir and Ruins of Oran-Rief were very effective at building a battlefield presence.
C Long Live Eldrazi C
How are the ruins compared to mirrorpool and why did you leave out the hedron crawlers?
Hedron crawler in my experience has not been good at all. It does not advance my strategy, does not pose a must answer threat, and it is terrible mid to late top deck. The occassional turn early TKS or Smasher is not beneficial enough to out weigh the negatives.
Hangarback Walker is very questionable currently. Because of declaration in stone, stasis snare, reflector mage, and eldrazi displacer make HBW completely dead. I talked myself into leaving the 4x in my main for last FNM becuase it does help early turn presence, it does eat removal, and because it gets discounted +1 / +1 counters from Ruins and Drana. But I am really considering removing them in favor of 2x Pitiless Horde and 2x Ruinous Path
C Long Live Eldrazi C
Got 2-1 today.
Round 1: 0-2 Mono White Humans
Got mana screwed both games. No languish and was swarmed to death by pesky weenies.
Round 2: 2-1 BR Dragons
Game 1: Opponent kept a 5 lamd hand. T1 Duress & T2 Transgress helped me to discard a Chandra and Thunderbreak Regent.
Game 2: Lost to a Thunderbreak Regent & Foul Shriek.
Game 3: TKS and Reality Smasher combo.
Round 3: 2-0 GR Ramp
Game 1: Quick beatdown with TKS and RS. Duress helped remove Nissa's renewal.
Game 2: Transgressed Ulamog and beatdown w TKS & RS.
Duress has been great throughout. Being the only 1 drop in the deck, helped remove planeswalkers, while Transgress helped discard the bigger creatures.
C Long Live Eldrazi C
Kpal, yup. Still trying to find the right balance. Added 2 Dranas in but didn't got to draw them in any of the games.
C Long Live Eldrazi C
Not balance per se, trying to get the pieces to fit. What's your thought on Matter Reshaper? Any better 2 or 3 drops around?