No silly convoluted combo like the elf plan or Awakening Zone x 3
Simple and easy. Now you just need a way to search for the lands... I recommend KotR or Sylvan Scrying.
I made sure to include Garruk Wildspeaker, I think Eye of Ugin is mostly unnecessary IMO. It needs to ramp in more than one way. Counting on the Planewalker and the land as a combo piece to play a spell from your hand is kinda fragile, don't ya think?
eye of ugin is great. I think the special part of it is the "fetch" ability - once you have it out you can fetch for whichever eldrazi you want and hopefully cast it next turn.
eye of ugin is great. I think the special part of it is the "fetch" ability - once you have it out you can fetch for whichever eldrazi you want and hopefully cast it next turn.
Eye of Ugin is a GREAT red herring, too, especially using it in conjunction with Realms Uncharted. That's why there are 2 in the deck (of each) on the decklist I posted on the last page.
You can search it up, and they CAN'T give it to you. You can get 3 other lands you can really use, and then basically mindtrick them into it. And if they end up giving it to you, even better!
4 chalices are a must imo. I mean heck even in early turns you can make it into a "sol ring" and that boost is enough to get an eldrazi out turn 5.
1. land
2. battlement, land
3. awakening zone/defender,land
4. make chalice for 4
5. crusher
crusher is not the best out of the bunch but having it out turn 5 is still pretty sick considering with a little luck turn 6/7 will be butcher/ulamog/etc.
OK, was at the DC qualifier yesterday with my Eldrazi deck... some battle reports:
round 1:
Against UW control - elspeth,jace, and draw power + removals.
Won 2-1. First game he spreading sea'd and O -ringed tons of my stuff... then elspethed me to death. 2nd game he got mana screwed and i got Kozilek out turn 5. 3rd game was longer - i managed to get Ulamog out turn 6 followed by kozilek. He had DOJ when i had Ulamog out but it was useless and once i got kozilek in it was gg.
Round 2:
against Jund
lost 0-2. mana screwed 1 game and another was 1 turn too late.
Round 3:
against Jund
lost 1-2. First game almost got him but topped decked removal on my butcher. Second game got ulamog out turn 5 and that was it. 3rd game i had 3 zones and 3 walls out and he had 2 leeches, elf, commander and 3 goblins. I kept drawing land for 6-7 turns before it was too late. I had enough mana to use the 20 ability for spawnsire if i had him... I think turning point was he blightinged me twice in a row and got rid of 3 eldrazi i had - one i was gonna cast the turn after...
I think those were the only jund there and i had the luck of getting both... the top 3 was vampire,jund,UW control(the person i beat...)
Things i noticed:
Pros:
the wall synergy i have is great - i can pretty much live off of 2 mana as long as they are 1 W 1G - sadly times i got screwed i missed one of the mana...
Chalice is great- 4 is very much needed - even getting one out early with 1 charge is good and saved me a few times.
Eldrazi "casting bonus" - it is pretty cool that eldrazi with "when you cast" ability resolves regardless whether it was countered or not so it is totally cool!
Cons:
It that betrays is totally useless - sure the ability is nice but i think it really doesnt matter at that point if you get the permanents or not.
Spawnsire looked good on paper and i had a couple of games that i couldve used his ability but realistically it is not good...
4 tectonic edge is needed especially the low colored mana curve i have. totally kills jund.
Here's my new deck for testing. I added 4 tectonic edges and got 3 artisans. I find that although the mythics are nice but the "meat and potatoes" should be the turn 4 crusher and artisans. It is especially sick when you get artisan out which can reanimate a crusher or whatever. Also added iona - i think the tri-white *might* be problematic but she can shut down a color and that could be huge especially against Jund and some control decks. I thought about garruk I guess even if he is a magnet it might be good? What would i take out instead of him though? the cups?
1 Emrakul, the Aeons Torn
2 Kozilek, Butcher of Truth
4 Kozilek's Predator
2 Ulamog, the Infinite Gyre
9 creatures
4 All Is Dust
4 Ancient Stirrings
4 Expedition Map
4 Explore
4 Growth Spasm
2 Rampant Growth
4 Skittering Invasion
26 other spells
This deck has been remarkably consistent, usually pulling out an Eldrazi by turn 4 (sometimes turn 3) with a secondary win-con in Garruk. I have yet to test it against the full meta, but against slower decks (except control, which proves a big problem) this deck will usually destroy their board presence with Annihilator before they get to set up. It's also a lot of fun, but that's beside the point. I would love any critique on either the mainboard or sideboard.
Turn 3 Eldrazi:
T1: Forest, Joraga Treespeaker
T2: Forest, Level Up, Tap for mana, 2 Mana Dorks
T3: Eldrazi Temple, Ulamog's Crusher
This happens rather frequently, actually. By turn 4 you *should* have an Eldrazi on the board.
Card Choices:
Joraga Treespeaker
This is probably one of the best mana dorks available early game, enabling a turn 3 Eldrazi if you play her first turn.
Birds of Paradise
This should seem obvious: this deck needs all the help it can get vs. flyers. These guys can at least chump block if the game is running long.
Llanowar Elves
I've been debating running these guys vs. Noble Hierarch for quite awhile, and in my playtesting the Elves get removed far less often than the Hierarchs. The extra 1 power is also nice when you overrun with Garruk.
Overgrown Battlement
This deck obviously won't always get an Eldrazi out immediately, so it needs some defense. These guys give you mana AND block most of the meta by themselves. If you get more than one on the field at once, you'll be producing crazy amounts of mana very quickly.
River Boa
This card is the other main defender you'll be running until you can get an Eldrazi out. Islandwalk also really helps vs. Control, which (again) is probably this deck's hardest match-up. However, the main reason he's in this deck is to be Conscripted, creating a 12/11 Trample Annihilator 2 Regenerate. If you manage to Conscript a River Boa (and this happens a lot), it's *usually* game.
Vines of Vastwood
This is your only real protection for your Eldrazi once they hit the field, but thankfully Vines is very cheap (you'll almost always have an extra G floating around). It can also be used as a blocking tech if absolutely necessary by kicking it.
Ancient Stirrings
I debated for a long time how many of these I wanted in my deck, but after enough playtesting I've concluded that these are mandatory for this deck. As one of your only tutors, you can nab that Eldrazi you can't seem to draw, a Forest if you're tight on land, or a Temple in order to cast that Eldrazi you've had since turn 1.
Growth Spasm
This is another card I debated for a long time, mostly against Rampant Growth for obvious reasons. In testing, I have found that getting the Eldrazi Spawn token you can immediately sac actually makes this faster than Rampant Growth, and if you can wait a turn you get two mana sources instead of one.
Garruk Wildspeaker
This one should seem obvious. His ultimate is an alternate win-con if you simply aren't drawing Eldrazi (you'll have a ton of creatures on the field if things are going well), and untapping Eldrazi Temple makes casting even Ulamog a breeze.
Ulamog's Crusher
This is an 8 drop Annihilator 2 that instantly demands a response from your opponent. In this deck, 8 is very "cheap," meaning you can use the Crusher to eat your opponent's removal (after destroying two of their permanents) while you ramp into your other Eldrazi.
Eldrazi Conscription
This card is just stupid. +10/+10 Trample Annihilator 2 for 8 is absolutely absurd, turning your Llanowar Elves into utter beasts. The main thing you want to Conscript, as already stated, is one of your River Boas, so that you'll get Regenerate (I'm sure I don't have to remind anyone, but if River Boa gets Regened, the Conscription stays). This card is a definite win-con, and should be out by turn 4.
Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre
These are your fatties. I limited them to 2 because it can sometimes be hard to ramp past 9, but when you can these things are incredible. Kozilek is mostly there for the card advantage and Annihilator 4 for 10. Ulamog is a win-con in himself thanks to indestructibility. *One* of the only things Ulamog should have to worry about is Path to Exile, but that's where Vines of Vastwood comes into play. If you swing with either of these guys (which should be out turn 4, 5, or 6 at latest, provided you draw/tutor them), Annihilator 4 usually means game.
SIDEBOARD
Great Sable Stag
This card is for Control match-ups and Vampires (which is still a large part of my meta around here). Conscript one against Blue or Black and you're golden.
Windstorm
One of the main problems with this deck is an inability to deal with flyers. This card deals with flyers.
Jaddi Lifestrider
This card is useful due to the fact that it is the only way this deck can gain life. Against aggro, this helps you come back if you've been eating some hits because you don't want to chump block with your dorks.
Naturalize
This one should be obvious. Low-cost, destroys any Equipment or the rare Umbra; perfect side-board card.
SOME THINGS I'VE TRIED
Lotus Cobra and Fetch Lands
This kinda works, but ultimately it is slower than the other dorks in the deck, and without any life gain, the damage from the fetches begins to add up. This was in my first build, but I took it out after practically causing my own suicide vs. aggro. I haven't missed them yet.
Nest Invader
I actually miss this card. The mana it produced was fast, and it gave me something else to chump block with/Conscript instead of my mana dorks. I ended up taking them out for Garruk and two more Stirrings, and so far things have been running fine (if not better) without them.
Control. Control eats this deck for breakfast; it has no way to deal with counter spells. This is the match-up that prompted me to post here; I need help.
Flyers. Windstorm is in the sideboard, obviously, but sometimes that doesn't even help.
Wraith effects. A single Day of Judgement or Consume the Meek is practically an instant loss for this deck. Strangely enough, I haven't had to deal with this very often with this deck, thanks to an early Crusher or Conscription destroying their board presence (read: lands) before they can cast them.
Please, comment/critique. I plan to take this to Game Day and see how it fares then, and I'd love any improvement I could make before then.
It did very well at FNM; went 3-1. Only a few competitive decks were present but my deck went off very quickly each match with Crushers and Ulamogs out around turn 4-5. The only deck I lost to was Polymorph (0-2) due to having terrible draws each game and not having Vines in the sideboard yet.
At the tourney I went 2-2 but against much more competitive decks. WRG planewalker/control (2-0), U/W control (0-2), Elfdrazi (2-0), and Jund (1-2). Like the above poster said, it deck is trounced by U/W control; removing most big threats before you can attack and Spreading Seas'ing your Eldrazi Temple and Eye of Ugin. I felt that I had a good match up against Jund and was able to take it out quickly the first game, but had poor draws game 2 and had to mulligan to 4 cards in game 3.
The next time I play I'm going to swap out the Crushers for Eldrazi Conscriptions. I think this should give the deck more speed and surprise to be able to drop a Conscription and attack with it on the same turn. That gets around non-instant removal, too. I do like the idea of Conscripting a River Boa, but I can't find a place for them in my deck. I am looking to main-deck some Vines of Vastwood also.
Just to throw this out there, I replaced my Growth Spasms with Harrows at the recommendation of a friend, and I can safely say it's infinitely better. I liked Growth Spasm because you could sac the token the same turn you played it, making it "fast"; Harrow, however, gives you two sources of mana, and they're G, which is a lot more helpful (in my deck, anyway).
To the poster above: how often do you really ramp into Emrakul? I could never do it with mine consistently (read: fast enough). And definitely try to work Vines in; once you do, you'll never look back. It's AMAZING at protecting your Eldrazi.
Just to throw this out there, I replaced my Growth Spasms with Harrows at the recommendation of a friend, and I can safely say it's infinitely better. I liked Growth Spasm because you could sac the token the same turn you played it, making it "fast"; Harrow, however, gives you two sources of mana, and they're G, which is a lot more helpful (in my deck, anyway).
To the poster above: how often do you really ramp into Emrakul? I could never do it with mine consistently (read: fast enough). And definitely try to work Vines in; once you do, you'll never look back. It's AMAZING at protecting your Eldrazi.
True about Emrakul, I cast him against a mill deck (which can't really beat an Eldrazi deck anyway) and was one mana away from casting it vs Jund, but a Kozilek or Ulamog would be more useful. And Harrows do sound like a better idea to me now. It would be useful for getting rid of lands ruined by a Spreading Seas, too.
Are any of these decks competitive at all? It seems like all the spawn ramp and elf ramp decks would just get demolished by a single Day of Judgment.
I haven't come up with a great competitive eldrazi deck yet. The best I could come up with can beat Mythic Bant but dies to Jund mostly due to Thrinax not being able to be killed by All is Dust or Day of Judgment.
I like the Garruk Wildspeaker + Expedition Map + Eldrazi Temple idea. The only problem is Garruk's interaction with All is Dust. I haven't tested extensively with Garruk but I'm going to try to fit him in there and see how he works.
It also seems to me that Eye of Ugin is insanely important in any competitive deck because even Emrakul can be removed by an ORing.
This is the best I've come up with so far, but again, it can't beat Jund, but does decent against Mythic Bant and Conscription.
Harabaz Druid can get you there. With a little help from her ally friends, of course.
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Modern: GRB Jund RGB Legacy: B The Gate B U Mermaids & Ninja Faeries U Vintage: BBB Dark Depths featuring Bob and friends BBB Elder Dragon Highlander: URR Jhoira of the Eldrazi ApocalypseRUU
I would like to share some of my thoughts along with some of my friends discussion on fixing this concept of hard casting Eldrazi.
I search through this form about six weeks ago. I found a deck I liked the concept on, and built it. Play tested the deck at three FNM's and then took it this weekend to Gameday at the local magic event. I altered it slightly for my local meta and gave it a run.
First round match was against Blue/White allies. 2/1 win for Eldrazi. Winning cards were the Cache and Day of Judgment. Kept me ahead of cards and allies off the board. The round I lost I had no Day.
Second round match was against Jund, and the best player in the local meta. 2/1 win for Eldrazi. Sideboarding in Slimes and Path were decisive in this match. Early walls also controlled the tempo of the game. Only time I used the Hymn was in this round, but going back over life damage, it wasn't needed in the one game I used it.
Third round match was against White splashing red. 2/0 win for Eldrazi. From what I was told after the match by the on lookers, it seemed like the other player made some mistakes. I had won this match-up before, and the player didn't want to face the deck.
Fourth round match was against Chapin control. 2/1 win for Chapin. First match win with Edge doing the damage on blue mana. Jace, the Mind Sculpter in hand. Next rounds were his skill and knowlege of the deck beating me. He was better at using Edge controling my board and keeping from the elusive 10 mana I needed. I had Jace out with Needle, but U/W manland picked me off. Third match similar results, Jace ultimate and U/W manland. Card that I liked in this match was Cache, kept me early on with card advantage or equal cards. Wish I had more Needles and one more Trap.
Cut to top 4 and I made it with 10 participants there.
First round, Cruel Control wins 2/1. First round Edge was great and things went well. Second round mistake of taking out Day's cost me as I got smoked by 2 Bloodwitch, and consuming vapors. Third round Cruel did me in. He had so many opening hand counters. He hit 2 Omens and a Cache to knock out my replacement cards then never got back on track.
Jund wins going 2/0 2/0 over Chapin and Cruel.
Some things I like to add. Slimes are great when I side them in. Rampant Growth was usually the card I pulled out to side in cards. First time using Cache but really liked the feel and use of this card. 4 life and 2 cards for 3 mana was great in most cases.
Nice thing about the guys. We had time to work on some adjustments that I plan on trying for this next FMN. The Jund player suggested to remove the Rampant Growth, as it is a card that does not help later in the game when it is shuffled back into the deck. Replacement card Awakening Zone. Invincible Hymn is out as it did almost nothing. Replacing it will be Windstorm. This can bail me out against flyers (Nocturnus, Bloodwitch, Iona). Also testing one Dreamstone Hedron for a Chalice. Card draw if needed, doesn't hurt if it is shuffled back in. Adding back a fourth Summoning Trap. I have had this card do crazy things like EOT I found an Eldrazi, mana ramp, or card advantage creature. I have even come up empty on seven cards sending spells and mana to the bottom of my deck, which allowed me to draw into creatures. It also provides nice protection against turn two wall countering. Yes, I did get a turn two Kozilek against Cruel, but met a turn 3 removal.
I would like to share some of my thoughts along with some of my friends discussion on fixing this concept of hard casting Eldrazi.
I search through this form about six weeks ago. I found a deck I liked the concept on, and built it. Play tested the deck at three FNM's and then took it this weekend to Gameday at the local magic event. I altered it slightly for my local meta and gave it a run.
Please leave constructive comments as this deck continues to evolve.
I took your deck for a 50 game testdrive on MTGO yesterday and today in 2 player booster tournaments. I have to say, the deck is surprisingly consistent. I can't believe I'm using the word "Consistent" in reference to hardcasting Eldrazi.
The deck went 36 and 14. Here's some breakdowns against popular decks:
Against Jund (My Garruk is bigger than your Garruk): 14-8.
Heh. You would be shocked and dismayed how many Jund players try to Maelstrom Pulse Eldrazi Drones. Makes me giggle every time. Feeds into my thesis that playing Jund in the current meta makes you fat and lazy.
The matchup is pretty favorable. They tend to assume we're Allies or something and the early walls do well. Don't be afraid to sac them to Leech if you have backup.
Discard Eldrazi to Blightning for a minimal loss of card advantage unless you're planning on casting in the next turn or two.
Sideboarding in all four Acidic slimes makes this matchup a snap. I take out DoJs. Kill all their sources of black and you more or less win.
UG Polymorph (Ready, Set, Emrakul!) 3-2.
It's a race to Eldrazi! His Polymorph is 4 mana and an assured hit. Your polymorph is 6 mana and only searches your top 7 cards. He has Jace 2.0 to bounce your Eldrazi. You have Garruk and a slower, more defensive clock.
I hate this matchup.
Anyway, game 1 you pray you manage to go off without him doing so first or without him dropping a jace 2.0.
Game 2 you side in all your PtEs and I also have 4 Vines in my side for Poly and other anti-Eldrazi control. Then you play chicken with the poly player all while waiting for an end-of-turn summoning trap. Vines or path his polys. Kill 4 of them and you win!
RDW, BDW and AIR (Declaring Blockers!): 7-3
These decks are fast...but all your early spells are walls and for some nutty reason none of these decks pack Earthquake either in their MD or SB. They'd almost always take me down to about 4-8 before the deck went off. Survival Cache is a surprising all-star in this situation. The matchup will generally favor you unless they get a god hand. Your deck is more forgiving.
All in all the deck is a blast to play and viable. Not Tier 1, of course, but good and off-the-wall enough that it can surprise Tier 1 decks in the current Meta.
I'd love a way to work some red into it for Haste. In fact, the decklist is saved on my computer as "NeedsHaste.dek"
I've been using Hellcarver Demon with some success. Playing B/G token generators and then dropping a demon in turn 5. I usually hit one of the big Eldrazi on my first 6 cards. And then its game over.
I've been using Hellcarver Demon with some success. Playing B/G token generators and then dropping a demon in turn 5. I usually hit one of the big Eldrazi on my first 6 cards. And then its game over.
They don't pulse/terminate/judgment/path/ring/etc your Eldrazi the next turn leaving you with a Demon and no permanents?
I find my Eldrazi often get removed...but their "When you cast" benefits tend to give me the advantage.
im not sure of the best way of hard casting the eldrazi but this is an decklist that a friend of mine crushed me with the other night (maybe because I didnt know what was happening but owel)
it uses tutors and draw to get the combo peices: training grounds+kalani gem+filigree sages to go infinite mana and draw your deck bar 2-3 with mind spring and hard cast emrakul+ulamog and win. it gets the artifacts easily but strungles to find the training grounds some times
im not sure of the best way of hard casting the eldrazi but this is an decklist that a friend of mine crushed me with the other night (maybe because I didnt know what was happening but owel)
it uses tutors and draw to get the combo peices: training grounds+kalani gem+filigree sages to go infinite mana and draw your deck bar 2-3 with mind spring and hard cast emrakul+ulamog and win. it gets the artifacts easily but strungles to find the training grounds some times
Neat idea but with infinite mana why wouldn't you just cast Banefire?
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Garruk Wildspeaker + Eye of Ugin + Eldrazi Temple = 8 mana to hardcast the monsters.
No silly convoluted combo like the elf plan or Awakening Zone x 3
Simple and easy. Now you just need a way to search for the lands... I recommend KotR or Sylvan Scrying.
http://forums.mtgsalvation.com/showthread.php?p=5401186#post5401186
I made sure to include Garruk Wildspeaker, I think Eye of Ugin is mostly unnecessary IMO. It needs to ramp in more than one way. Counting on the Planewalker and the land as a combo piece to play a spell from your hand is kinda fragile, don't ya think?
If you need to choose between the 2, always go with Eldrazi Temple before Eye of Ugin, and even then limit how many eyes you play.
Eye of Ugin is a GREAT red herring, too, especially using it in conjunction with Realms Uncharted. That's why there are 2 in the deck (of each) on the decklist I posted on the last page.
You can search it up, and they CAN'T give it to you. You can get 3 other lands you can really use, and then basically mindtrick them into it. And if they end up giving it to you, even better!
Plus, you should have it to battle other ones.
1. land
2. battlement, land
3. awakening zone/defender,land
4. make chalice for 4
5. crusher
crusher is not the best out of the bunch but having it out turn 5 is still pretty sick considering with a little luck turn 6/7 will be butcher/ulamog/etc.
round 1:
Against UW control - elspeth,jace, and draw power + removals.
Won 2-1. First game he spreading sea'd and O -ringed tons of my stuff... then elspethed me to death. 2nd game he got mana screwed and i got Kozilek out turn 5. 3rd game was longer - i managed to get Ulamog out turn 6 followed by kozilek. He had DOJ when i had Ulamog out but it was useless and once i got kozilek in it was gg.
Round 2:
against Jund
lost 0-2. mana screwed 1 game and another was 1 turn too late.
Round 3:
against Jund
lost 1-2. First game almost got him but topped decked removal on my butcher. Second game got ulamog out turn 5 and that was it. 3rd game i had 3 zones and 3 walls out and he had 2 leeches, elf, commander and 3 goblins. I kept drawing land for 6-7 turns before it was too late. I had enough mana to use the 20 ability for spawnsire if i had him... I think turning point was he blightinged me twice in a row and got rid of 3 eldrazi i had - one i was gonna cast the turn after...
I think those were the only jund there and i had the luck of getting both... the top 3 was vampire,jund,UW control(the person i beat...)
Things i noticed:
Pros:
the wall synergy i have is great - i can pretty much live off of 2 mana as long as they are 1 W 1G - sadly times i got screwed i missed one of the mana...
Chalice is great- 4 is very much needed - even getting one out early with 1 charge is good and saved me a few times.
Eldrazi "casting bonus" - it is pretty cool that eldrazi with "when you cast" ability resolves regardless whether it was countered or not so it is totally cool!
Cons:
It that betrays is totally useless - sure the ability is nice but i think it really doesnt matter at that point if you get the permanents or not.
Spawnsire looked good on paper and i had a couple of games that i couldve used his ability but realistically it is not good...
4 tectonic edge is needed especially the low colored mana curve i have. totally kills jund.
Here's my new deck for testing. I added 4 tectonic edges and got 3 artisans. I find that although the mythics are nice but the "meat and potatoes" should be the turn 4 crusher and artisans. It is especially sick when you get artisan out which can reanimate a crusher or whatever. Also added iona - i think the tri-white *might* be problematic but she can shut down a color and that could be huge especially against Jund and some control decks. I thought about garruk I guess even if he is a magnet it might be good? What would i take out instead of him though? the cups?
2 kozilek, butcher of truth
1 ulamog, the infinite gyre
1 Emrakul, the Aeons Torn
1 Iona, shield of emeria
2 Artisan of Kozilek
2 ulamog's crusher
4 Overgrown Battlement
4 wall of omen
4 all is dust
4 awakening zone
4 growth spasm
4 path to exile
plainswalker:
2 garruk wildspeaker
misc.2
2 eye of ugin
4 eldrazi temple
2 tectonic edge
7 forest
8 plains
Artifact:4
2 everflowing chalice
any suggestion on Tectonic edge and Garruk and Iona?
2 Ulamog, the Infinite Gyre
2 Emrakul, the Aeons Torn
4 Elvish Archdruid
4 Arbor Elf
4 Elvish Visionary
4 Llanowar Elves
4 Joraga Treespeaker
4 Explore
4 Eldrazi Temple
2 Eye of Ugin
20 Forest
3 Pelakka Wurm
4 Naturalize
4 Fog
4 Ancient Stirrings
4 Overgrown Battlement
4 Llanowar Elf
2 Nest Invader
1 Arbor Elf
Spell Ramp
3 Everflowing Chalice
3 Growth Spasm
3 Everflowing Chalice
3 Harrow
1 Rampant Growth
2 Ancient Stirrings
Cantrip
3 Elvish Visionary
1 Explore
Removal
1 All is Dust
Fatties
2 Pelakka Wurm
1 Ulamog, The Infinite Gyre
1 Emrakul, the Aeons Torn
1 Kozilek, Butcher of Truth
2 Ulamogs Crusher
1 Hand of Emrakul
21 Forest
2 Tectonic Edge
1 Evolving Wilds
4 Overgrown Battlement
3 Pelakka Wurm
3 Llanowar Elf
3 Elvish Visionary
2 Joraga Treespeaker
2 Nest Invader
2 Ulamogs Crusher
1 Ulamog, The Infinite Gyre
1 Emrakul, the Aeons Torn
1 Kozilek, Butcher of Truth
3 Growth Spasm
3 Everflowing Chalice
2 Harrow
2 Ancient Stirrings
2 Garruk Wildspeaker
1 Momentous Fall
18 Forest
3 Eldrazi Temple
2 Tectonic Edge
1 Eye of Ugin
4 Overgrown Battlement
4 Wall of Omens
4 Bird of Paradise
3 Pelakka Wurm
2 Nest Invader
2 Ulamogs Crusher
1 Ulamog, The Infinite Gyre
1 Emrakul, the Aeons Torn
1 Kozilek, Butcher of Truth
3 Growth Spasm
3 Everflowing Chalice
2 Harrow
2 Ancient Stirrings
2 Garruk Wildspeaker
Lands
10 Forest
4 Sunpetal Grove
3 Stirring WIldwood
3 Eldrazi Temple
2 Tectonic Edge
1 Eye of Ugin
1 Plains
I'd like to squeeze 1 or 2 All is Dust into the main deck. Any ideas on what to cut?
T2
B Maga, Traitor to MortalsB
My decklist above, man do I wanna play it. Just ramping a Locus into a massive WolfBrier or an Eldrazi seems to much fun.
4 Eldrazi Temple
3 Eye of Ugin
10 Forest
4 Khalni Garden
4 Tectonic Edge
25 lands
1 Emrakul, the Aeons Torn
2 Kozilek, Butcher of Truth
4 Kozilek's Predator
2 Ulamog, the Infinite Gyre
9 creatures
4 All Is Dust
4 Ancient Stirrings
4 Expedition Map
4 Explore
4 Growth Spasm
2 Rampant Growth
4 Skittering Invasion
26 other spells
This deck has been remarkably consistent, usually pulling out an Eldrazi by turn 4 (sometimes turn 3) with a secondary win-con in Garruk. I have yet to test it against the full meta, but against slower decks (except control, which proves a big problem) this deck will usually destroy their board presence with Annihilator before they get to set up. It's also a lot of fun, but that's beside the point. I would love any critique on either the mainboard or sideboard.
4x Joraga Treespeaker
4x Llanowar Elves
4x Birds of Paradise
4x Overgrown Battlement
4x River Boa
Spells - 10
4x Vines of Vastwood
4x Ancient Stirrings
2x Growth Spasm
2x Garruk Wildspeaker
Eldrazi - 10
4x Ulamog's Crusher
4x Eldrazi Conscription
1x Kozilek, Butcher of Truth
1x Ulamog, the Infinite Gyre
Land - 18
1x Eye of Ugin
4x Eldrazi Temple
13x Forest
4x Great Sable Stag
4x Windstorm
4x Jaddi Lifestrider
3x Naturalize
Turn 3 Eldrazi:
T1: Forest, Joraga Treespeaker
T2: Forest, Level Up, Tap for mana, 2 Mana Dorks
T3: Eldrazi Temple, Ulamog's Crusher
This happens rather frequently, actually. By turn 4 you *should* have an Eldrazi on the board.
Card Choices:
Joraga Treespeaker
This is probably one of the best mana dorks available early game, enabling a turn 3 Eldrazi if you play her first turn.
Birds of Paradise
This should seem obvious: this deck needs all the help it can get vs. flyers. These guys can at least chump block if the game is running long.
Llanowar Elves
I've been debating running these guys vs. Noble Hierarch for quite awhile, and in my playtesting the Elves get removed far less often than the Hierarchs. The extra 1 power is also nice when you overrun with Garruk.
Overgrown Battlement
This deck obviously won't always get an Eldrazi out immediately, so it needs some defense. These guys give you mana AND block most of the meta by themselves. If you get more than one on the field at once, you'll be producing crazy amounts of mana very quickly.
River Boa
This card is the other main defender you'll be running until you can get an Eldrazi out. Islandwalk also really helps vs. Control, which (again) is probably this deck's hardest match-up. However, the main reason he's in this deck is to be Conscripted, creating a 12/11 Trample Annihilator 2 Regenerate. If you manage to Conscript a River Boa (and this happens a lot), it's *usually* game.
Vines of Vastwood
This is your only real protection for your Eldrazi once they hit the field, but thankfully Vines is very cheap (you'll almost always have an extra G floating around). It can also be used as a blocking tech if absolutely necessary by kicking it.
Ancient Stirrings
I debated for a long time how many of these I wanted in my deck, but after enough playtesting I've concluded that these are mandatory for this deck. As one of your only tutors, you can nab that Eldrazi you can't seem to draw, a Forest if you're tight on land, or a Temple in order to cast that Eldrazi you've had since turn 1.
Growth Spasm
This is another card I debated for a long time, mostly against Rampant Growth for obvious reasons. In testing, I have found that getting the Eldrazi Spawn token you can immediately sac actually makes this faster than Rampant Growth, and if you can wait a turn you get two mana sources instead of one.
Garruk Wildspeaker
This one should seem obvious. His ultimate is an alternate win-con if you simply aren't drawing Eldrazi (you'll have a ton of creatures on the field if things are going well), and untapping Eldrazi Temple makes casting even Ulamog a breeze.
Ulamog's Crusher
This is an 8 drop Annihilator 2 that instantly demands a response from your opponent. In this deck, 8 is very "cheap," meaning you can use the Crusher to eat your opponent's removal (after destroying two of their permanents) while you ramp into your other Eldrazi.
Eldrazi Conscription
This card is just stupid. +10/+10 Trample Annihilator 2 for 8 is absolutely absurd, turning your Llanowar Elves into utter beasts. The main thing you want to Conscript, as already stated, is one of your River Boas, so that you'll get Regenerate (I'm sure I don't have to remind anyone, but if River Boa gets Regened, the Conscription stays). This card is a definite win-con, and should be out by turn 4.
Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre
These are your fatties. I limited them to 2 because it can sometimes be hard to ramp past 9, but when you can these things are incredible. Kozilek is mostly there for the card advantage and Annihilator 4 for 10. Ulamog is a win-con in himself thanks to indestructibility. *One* of the only things Ulamog should have to worry about is Path to Exile, but that's where Vines of Vastwood comes into play. If you swing with either of these guys (which should be out turn 4, 5, or 6 at latest, provided you draw/tutor them), Annihilator 4 usually means game.
SIDEBOARD
Great Sable Stag
This card is for Control match-ups and Vampires (which is still a large part of my meta around here). Conscript one against Blue or Black and you're golden.
Windstorm
One of the main problems with this deck is an inability to deal with flyers. This card deals with flyers.
Jaddi Lifestrider
This card is useful due to the fact that it is the only way this deck can gain life. Against aggro, this helps you come back if you've been eating some hits because you don't want to chump block with your dorks.
Naturalize
This one should be obvious. Low-cost, destroys any Equipment or the rare Umbra; perfect side-board card.
SOME THINGS I'VE TRIED
Lotus Cobra and Fetch Lands
This kinda works, but ultimately it is slower than the other dorks in the deck, and without any life gain, the damage from the fetches begins to add up. This was in my first build, but I took it out after practically causing my own suicide vs. aggro. I haven't missed them yet.
Nest Invader
I actually miss this card. The mana it produced was fast, and it gave me something else to chump block with/Conscript instead of my mana dorks. I ended up taking them out for Garruk and two more Stirrings, and so far things have been running fine (if not better) without them.
Emrakul, the Aeons Torn
Simply put, I never ramped into 15 quick enough.
PROBLEMS WITH THIS DECK (that I'd like help with)
Control. Control eats this deck for breakfast; it has no way to deal with counter spells. This is the match-up that prompted me to post here; I need help.
Flyers. Windstorm is in the sideboard, obviously, but sometimes that doesn't even help.
Wraith effects. A single Day of Judgement or Consume the Meek is practically an instant loss for this deck. Strangely enough, I haven't had to deal with this very often with this deck, thanks to an early Crusher or Conscription destroying their board presence (read: lands) before they can cast them.
Please, comment/critique. I plan to take this to Game Day and see how it fares then, and I'd love any improvement I could make before then.
13x Forest
4x Khalni Garden
4x Eldrazi Temple
2x Tectonic Edge
1x Eye of Ugin
Creatures
4x Joraga Treespeaker
4x Overgrown Battlement
3x Ulamog's Crusher
2x Ulamog, the Infinite Gyre
1x Emrakul, the Aeons Torn
4x Ancient Stirrings
4x Everflowing Chalice
3x Expedition Map
4x Growth Spasm
3x All is Dust
2x Skittering Invasion
2x Garruk Wildspeaker
4x Vines of Vastwood
4x Fog
3x Acidic Slime
2x Kozilek, Butcher of Truth
1x Ulamog, the Infinite Gyre
1x All is Dust
It did very well at FNM; went 3-1. Only a few competitive decks were present but my deck went off very quickly each match with Crushers and Ulamogs out around turn 4-5. The only deck I lost to was Polymorph (0-2) due to having terrible draws each game and not having Vines in the sideboard yet.
At the tourney I went 2-2 but against much more competitive decks. WRG planewalker/control (2-0), U/W control (0-2), Elfdrazi (2-0), and Jund (1-2). Like the above poster said, it deck is trounced by U/W control; removing most big threats before you can attack and Spreading Seas'ing your Eldrazi Temple and Eye of Ugin. I felt that I had a good match up against Jund and was able to take it out quickly the first game, but had poor draws game 2 and had to mulligan to 4 cards in game 3.
The next time I play I'm going to swap out the Crushers for Eldrazi Conscriptions. I think this should give the deck more speed and surprise to be able to drop a Conscription and attack with it on the same turn. That gets around non-instant removal, too. I do like the idea of Conscripting a River Boa, but I can't find a place for them in my deck. I am looking to main-deck some Vines of Vastwood also.
To the poster above: how often do you really ramp into Emrakul? I could never do it with mine consistently (read: fast enough). And definitely try to work Vines in; once you do, you'll never look back. It's AMAZING at protecting your Eldrazi.
True about Emrakul, I cast him against a mill deck (which can't really beat an Eldrazi deck anyway) and was one mana away from casting it vs Jund, but a Kozilek or Ulamog would be more useful. And Harrows do sound like a better idea to me now. It would be useful for getting rid of lands ruined by a Spreading Seas, too.
I haven't come up with a great competitive eldrazi deck yet. The best I could come up with can beat Mythic Bant but dies to Jund mostly due to Thrinax not being able to be killed by All is Dust or Day of Judgment.
I like the Garruk Wildspeaker + Expedition Map + Eldrazi Temple idea. The only problem is Garruk's interaction with All is Dust. I haven't tested extensively with Garruk but I'm going to try to fit him in there and see how he works.
It also seems to me that Eye of Ugin is insanely important in any competitive deck because even Emrakul can be removed by an ORing.
This is the best I've come up with so far, but again, it can't beat Jund, but does decent against Mythic Bant and Conscription.
2x Artisan of Kozilek
4x Day of Judgment
4x Eldrazi Temple
3x Everflowing Chalice
4x Expedition Map
1x Eye of Ugin
6x Forest
3x Kor Skyfisher
1x Kozilek, Butcher of Truth
4x Ondu Giant
4x Path to Exile
14x Plains
2x Ulamog's Crusher
1x Ulamog, the Infinite Gyre
4x Wall of Omens
:bicycle::bicycle::teamwork::bicycle::bicycle:
Modern:
GRB Jund RGB
Legacy:
B The Gate B
U Mermaids & Ninja Faeries U
Vintage:
BBB Dark Depths featuring Bob and friends BBB
Elder Dragon Highlander:
URR Jhoira of the Eldrazi ApocalypseRUU
I search through this form about six weeks ago. I found a deck I liked the concept on, and built it. Play tested the deck at three FNM's and then took it this weekend to Gameday at the local magic event. I altered it slightly for my local meta and gave it a run.
4 Wall of Omen
4 Overgrown Battlement
3 Kozilek's Preditor
4 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
2 Emrakul, the Aeons Torn
Spells:
3 Everflowing Chalice
3 Rampant Growth
3 Survival Cache
4 Day of Judgment
2 Garruk Wildspeaker
3 Summoning Trap
4 Eldrazi Temple
1 Eye of Ugin
4 Tectonic Edge
4 Stirring Wildwood
4 Sunpetal Grove
4 Forest
3 Plains
2 Pithing Needle
4 Path to Exile
2 Oblivion Ring
4 Acidic Slime
3 Invincible Hymn
First round match was against Blue/White allies. 2/1 win for Eldrazi. Winning cards were the Cache and Day of Judgment. Kept me ahead of cards and allies off the board. The round I lost I had no Day.
Second round match was against Jund, and the best player in the local meta. 2/1 win for Eldrazi. Sideboarding in Slimes and Path were decisive in this match. Early walls also controlled the tempo of the game. Only time I used the Hymn was in this round, but going back over life damage, it wasn't needed in the one game I used it.
Third round match was against White splashing red. 2/0 win for Eldrazi. From what I was told after the match by the on lookers, it seemed like the other player made some mistakes. I had won this match-up before, and the player didn't want to face the deck.
Fourth round match was against Chapin control. 2/1 win for Chapin. First match win with Edge doing the damage on blue mana. Jace, the Mind Sculpter in hand. Next rounds were his skill and knowlege of the deck beating me. He was better at using Edge controling my board and keeping from the elusive 10 mana I needed. I had Jace out with Needle, but U/W manland picked me off. Third match similar results, Jace ultimate and U/W manland. Card that I liked in this match was Cache, kept me early on with card advantage or equal cards. Wish I had more Needles and one more Trap.
Cut to top 4 and I made it with 10 participants there.
First round, Cruel Control wins 2/1. First round Edge was great and things went well. Second round mistake of taking out Day's cost me as I got smoked by 2 Bloodwitch, and consuming vapors. Third round Cruel did me in. He had so many opening hand counters. He hit 2 Omens and a Cache to knock out my replacement cards then never got back on track.
Jund wins going 2/0 2/0 over Chapin and Cruel.
Some things I like to add. Slimes are great when I side them in. Rampant Growth was usually the card I pulled out to side in cards. First time using Cache but really liked the feel and use of this card. 4 life and 2 cards for 3 mana was great in most cases.
Nice thing about the guys. We had time to work on some adjustments that I plan on trying for this next FMN. The Jund player suggested to remove the Rampant Growth, as it is a card that does not help later in the game when it is shuffled back into the deck. Replacement card Awakening Zone. Invincible Hymn is out as it did almost nothing. Replacing it will be Windstorm. This can bail me out against flyers (Nocturnus, Bloodwitch, Iona). Also testing one Dreamstone Hedron for a Chalice. Card draw if needed, doesn't hurt if it is shuffled back in. Adding back a fourth Summoning Trap. I have had this card do crazy things like EOT I found an Eldrazi, mana ramp, or card advantage creature. I have even come up empty on seven cards sending spells and mana to the bottom of my deck, which allowed me to draw into creatures. It also provides nice protection against turn two wall countering. Yes, I did get a turn two Kozilek against Cruel, but met a turn 3 removal.
So new adjustments are:
-1 Everflowing Chalice for +1 Dreamstone Hedron
-3 Rampant Growth for +3 Awakening Zone
-3 Invincible Hymn for +3 Windstorm
-1 Wall/Cache for +1 Summoning Trap Play testing will make my determination.
Please leave constructive comments as this deck continues to evolve.
I took your deck for a 50 game testdrive on MTGO yesterday and today in 2 player booster tournaments. I have to say, the deck is surprisingly consistent. I can't believe I'm using the word "Consistent" in reference to hardcasting Eldrazi.
The deck went 36 and 14. Here's some breakdowns against popular decks:
Against Jund (My Garruk is bigger than your Garruk): 14-8.
Heh. You would be shocked and dismayed how many Jund players try to Maelstrom Pulse Eldrazi Drones. Makes me giggle every time. Feeds into my thesis that playing Jund in the current meta makes you fat and lazy.
The matchup is pretty favorable. They tend to assume we're Allies or something and the early walls do well. Don't be afraid to sac them to Leech if you have backup.
Discard Eldrazi to Blightning for a minimal loss of card advantage unless you're planning on casting in the next turn or two.
Sideboarding in all four Acidic slimes makes this matchup a snap. I take out DoJs. Kill all their sources of black and you more or less win.
UG Polymorph (Ready, Set, Emrakul!) 3-2.
It's a race to Eldrazi! His Polymorph is 4 mana and an assured hit. Your polymorph is 6 mana and only searches your top 7 cards. He has Jace 2.0 to bounce your Eldrazi. You have Garruk and a slower, more defensive clock.
I hate this matchup.
Anyway, game 1 you pray you manage to go off without him doing so first or without him dropping a jace 2.0.
Game 2 you side in all your PtEs and I also have 4 Vines in my side for Poly and other anti-Eldrazi control. Then you play chicken with the poly player all while waiting for an end-of-turn summoning trap. Vines or path his polys. Kill 4 of them and you win!
RDW, BDW and AIR (Declaring Blockers!): 7-3
These decks are fast...but all your early spells are walls and for some nutty reason none of these decks pack Earthquake either in their MD or SB. They'd almost always take me down to about 4-8 before the deck went off. Survival Cache is a surprising all-star in this situation. The matchup will generally favor you unless they get a god hand. Your deck is more forgiving.
All in all the deck is a blast to play and viable. Not Tier 1, of course, but good and off-the-wall enough that it can surprise Tier 1 decks in the current Meta.
I'd love a way to work some red into it for Haste. In fact, the decklist is saved on my computer as "NeedsHaste.dek"
They don't pulse/terminate/judgment/path/ring/etc your Eldrazi the next turn leaving you with a Demon and no permanents?
I find my Eldrazi often get removed...but their "When you cast" benefits tend to give me the advantage.
4x halimar depths
20x island
creatures - 8
4x etherium sculptor
2x filigree sages
1x emrakul, the eons torn
1x ulamog, the infinite gyre
spells – 28
4x time warp
2x tezzeret, the seeker
3x jace the mind sculptor
4x mind spring
3x fabricate
4x khalni gem
4x everflowing chalice
4x training grounds
4x negate
1x pithing needle
it uses tutors and draw to get the combo peices: training grounds+kalani gem+filigree sages to go infinite mana and draw your deck bar 2-3 with mind spring and hard cast emrakul+ulamog and win. it gets the artifacts easily but strungles to find the training grounds some times
Neat idea but with infinite mana why wouldn't you just cast Banefire?