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  • posted a message on Zo-Zu the Punisher
    I've always wanted to use Zo-Zu the Punisher as a Commander but I never really knew what to do with him. So here's what I got. I know I'm probably gonna get a lot of ***** for having a deck like this but it's fine, I've always wanted to use him and I'm going to.

    Paper Version: $279.53 (10/22/2015)
    Online Version: 85.7 TIX (10/22/2015)

    Posted in: Multiplayer Commander Decklists
  • posted a message on Eldrazi (BFZ Standard)
    If you're running Black Lands you might as well run Catacomb Sifter you'll get Scry 1 every time you sacrifice an Eldrazi Scion Token. A good Sideboard option would be to run Transgress the Mind since it's an extremely good card against Control. Most Control threats are 3 CMC or higher especially their counter spells. Since it exiles it'll allow you to use any Processor Abilities you might have from other Eldrazi being cast.

    The main issue I currently have with any Eldrazi Deck is the lack of good threats it has. Sure they're big but like I said in a previous post if they get countered they'll just become very expensive sorcery speed removal spells or tutors depending. That's why control is such a terrible match up especially when they all run Disdainful Stroke in the sideboard. The deck currently as is doesn't stand a chance against Tier 1 Decks in Standard. They might win some games at an FNM because your opponent didn't get the right card or something along those lines, just general reasons people lose in magic. But when you think of the ideal hand between Eldrazi and all other Tier 1 and Tier 2 Decks Eldrazi doesn't have enough to ramp out a decent threat in time because A: Aggro Wins by Turn 4 and B: Control will lock you out as early as Turn 4.

    There is no play Eldrazi makes between Turns 1 - 5 that makes any difference on board other than Ramping. Maybe an Oblivion Sower or Blight Herder but I don't recommend playing Herder, it's not as good as it looks. I've completely removed it from my build because of that fact. But either way there needs to be Non-Eldrazi threats in the deck to make any kind of Impact to the game.

    I run 4 Gaea's Revenge in the Sideboard of my current version of Eldrazi as well as running Black for Catacomb Sifter and Transgress the Mind. I'd even go so far as saying just run an Abzan List to have Siege Rhino as an early threat so you at least have something to have on board by Turn 3 while you ramp into bigger threats.

    I biggest issue with the Eldrazi lists, all of them, so far, is the main threats are Eldrazi and there's no diversity in the decks what so ever. I've played with Ugin, the Spirit Dragon and he has not once let me down in any match up, Catacomb Sifter is probably one of the best Eldrazi in the game, and any color in addition to Green and Black makes the Eldrazi Deck better. Abzan and Jund are probably the best combination of colors if you're going for Midranged/Fatty Builds. Temur is the best colors for an Aggro Build. Sultai is the best for a Control Build. Keeping it 1 or 2 colors is a guaranteed failure. I have yet to make Mono-Green Work because the tools aren't there and any Duel-Combination available isn't strong enough. All the Tri-Color Combinations available to us so far have held their own but we're still missing something to make the deck better.

    I'll get back to you guys with whatever information I can get from all these annoyingly extensive games I've been playing these past few days.
    Posted in: Standard Archives
  • posted a message on Eldrazi (BFZ Standard)
    Quote from Sever »
    So what would you splash to make the deck more competitive?

    To answer your question it would either be color combination of Temur or Sultai. It depends on what build you want. You can make it an Aggro Build (Temur) or a Control Build (Sultai) but you still run into the issue of your bigger creatures being counterable. Since Control Decks seem to be the most popular currently in new standard you'll likely run into the issue of being unable to lay down any threats. There's likely no way to do anything about this. I haven't even enjoyed Ulamog all that much because of this fact. Not even the people forcing See the Unwritten down everyone's throat are safe because once you have the mana up to cast it in the control match up you're pretty much already dead.

    I personally would go with the Temur Build of Eldrazi but honestly I don't see a point in even trying to build Eldrazi when it's one of the weakest archetypes currently. As cool as it is it's not a competitive deck and won't be unless the next set gives it a lot of support so it can at least stand up to control decks even a little.

    Stick to G/R Landfall, Bring to Light Control, Esper Dragons, and Atarka Red. Those are currently the only viable options for a competitive decks in Standard until we've all figured out what works and what doesn't. I'm currently playing Atarka Red Goblin Tribal and I haven't lost too many match ups. I lost to Bring to Light Control once.
    Posted in: Standard Archives
  • posted a message on Eldrazi (BFZ Standard)
    Quote from Earthbound21 »
    Frankly, I don't care about your budget and neither does the rest of the internet. I want to build a competitive deck. Period.

    Listen, you need to cut the attitude. I've done nothing to offend you in any way. This is a "Deck Creation" Forum Thread not a "Competitive Deck Creation and Discussion" Forum Thread. I am allowed to create whatever kind of Deck I want on this Thread as long as it's Standard Legal. If I want to build a Nostalgic Mono-Green Eldrazi Deck for myself and those who were around during Zendikar Block I will. I'm also allowed to make that Deck Affordable for people who don't have a huge budget and want something decent to play with at FNM. So please do not come onto MY Thread telling me what YOU want. If you want to build a Competitive Eldrazi Deck Thread and discuss strategies with other Spikes please by all means do so. I'm not here to cater to you or anyone else.
    Quote from Sever »
    I'd quite like to see a deck like that. Nostalgia plus a deck which adds annihilation of puny mortals (and my meta) sounds good to me.

    I don't mind making a Competitive List however it won't be Mono-Green. Mono-Green Eldrazi isn't good enough to be competitive in any way, the tools aren't there and there are no Uncounterable Eldrazi currently in Standard which was the only reason Mono-Green Eldrazi was good in the past. Emrakul, the Aeons Torn was the biggest (No pun intended) reason Mono-Green Eldrazi made any kind of impact during that Standard Format.
    Quote from Karokk »
    Is it not better to play Explosive Vegetation rather than Nissa's Pilgrimage if your plan is to ramp to 4 mana on turn three?

    There are zero ways to get 4 Untapped Mana on Board before Turn 4. If we had something like Rampant Growth then it wouldn't be an issue but we don't. That's why I run Blighted Woodland, it's an Instant Speed Uncounterable Explosive Vegetation. Instant Speed Ramp is better than Sorcery Speed Ramp. You can use creatures like Leaf Gilder if you really want, but that takes spots away from Eldrazi and other more useful cards. If you drew a Gilder Turn 6 and up it's not useful anymore. You want to run useful cards in your deck that don't become useless later on. Ramp Spells are useful because they remove Land from your Library and make it so you draw Non-Land Cards more often.
    Quote from Singe »
    See the Unwritten would be helpful to get one or two 6+ CMC Eldrazi into play.

    You're the Second person to make that suggestion. However as someone stated earlier it's not good for a lot of reasons but the main reason being a majority of Eldrazi get value from casting them. Another big reason is the fact that you need to pitch every card you didn't choose to the Graveyard. If the deck ran Delve Cards I wouldn't see this as an issue but we don't run any. A third reason is because in my build I don't run enough creatures to get value from it. It's a similar effect to Collected Company but even with the Company you need at least 22 Creatures to make it usable. Even if See the Unwritten goes one card deeper than Company I'm still only running 19 Creatures. So it has the potential of whiffing, and if I don't have a creature with 4 or more Power I don't get two more creatures on board, if I even find two creatures. There's just a lot of reasons to not play the card but my biggest turn off is being unable to use the Cast Abilities of my Eldrazi.
    Posted in: Standard Archives
  • posted a message on Eldrazi (BFZ Standard)
    If you'd like to put Ugin in your list that's your prerogative. I don't have it in my list because I don't want more expensive cards in the deck to make the deck like $200. This isn't really meant to be a competitive deck, just a call back to old times. If you want I could make a super insane competitive Eldrazi List for like $100+ that'll probably roll over every other deck. But I mean, where's the nostalgia in that?
    Posted in: Standard Archives
  • posted a message on Eldrazi (BFZ Standard)
    Just played a few rounds with the deck online yesterday. Jaddi Offshoot surprisingly is one of our best cards in the deck. I didn't think it'd be so good even with all the ramp.
    Posted in: Standard Archives
  • posted a message on Eldrazi (BFZ Standard)
    @MrM0nd4y - I think 4 Oblivion Sower is a bit excessive. I get that it's good but I wouldn't want anymore than 3 and even that's pushing it. I'm just gonna leave it at 2 for now after the changes I made recently. We're still in the early stages of figuring this deck out. Some of the cards currently in it could be god awful and never see play ever again in the deck. Who knows. We'll just have to see.
    Posted in: Standard Archives
  • posted a message on Eldrazi (BFZ Standard)
    @MrM0nd4y - There is 1 Copy of Oblivion Sower in the deck already. If you meant to say "Not running MORE Oblivion Sower is wrong" that would make a lot more sense. There were 2 Oblivion Sower previously but I removed one for a Bane of Bala Ged, because I felt it was a needed addition. I don't know how well the deck will work yet since I haven't had the chance to test it but this is the prototype build for now. A lot may change in the coming weeks.
    Posted in: Standard Archives
  • posted a message on Eldrazi (BFZ Standard)
    This is my build of Mono-Green Eldrazi. I originally started playing Magic: The Gathering around the time Rise of Eldrazi was released. So I'm very well aquatinted with playing against the original Mono-Green deck back then, but I never played it myself. I decided that since I have a second chance I would this time around.

    Tapped Out Link: http://tappedout.net/mtg-decks/19-09-15-mono-green-eldrazi/

    Current Price: $67.85



    -Ramp Cards-

    Eyeless Watcher: At 4 CMC and a 1/1 Body it's not the best, but we don't really care about that. What we care about are the two Eldrazi Scion Tokens it drops on the board once it's entered.

    Blight Herder: With only Titan's Presence, Oblivion Sower, Bane of Bala Ged, and Ulamog, the Ceaseless Hunger there aren't many ways to turn on it's Processing Power but it's a good 4/5 body for 5 CMC or less. But when you do get to Processes you get a ton of ramp for bigger creatures.

    Oblivion Sower: This is probably our most reliable card to turn on Blight Herder since your opponent exiles cards from the top of their library when you cast it and not when it hits the field so even if it's countered they still need to exile the top four cards of their library. The ramp ability also triggers even if it's countered, to my understanding. It's one of the strongest cards we have in the deck and at times will be less than 6 CMC.

    Conduit of Ruin: One of your best tutors in the Mid to Late game. You can grab any of your finishers Breaker of Armies, Void Winnower, Bane of Bala Ged, or the great Ulamog, the Ceaseless Hunger. On top of that it makes your first creature spell cost two less colorless every turn allowing you to play all of your creatures for less than 10 Mana. If you manage to get two on board you're already winning and your opponent should scoop.

    Blighted Woodland: This is basically our Instant Speed Explosive Vegetation crack it on your opponents end step and start playing all your heavy hitters. With Eldrazi Scions you get to do it even sooner if you like.

    Fertile Thicket: Thankfully you don't need to trigger the ability every time you play it, you can if you want to but it's not forced on you. Early game this helps a lot if you're hurting for land. Think of it like a Temple from Theros Block, except you go five cards deep and only get a land out of it.

    From Beyond: Having two modes of being able to play Eldrazi Scion Tokens every turn and Cracking it for whatever Eldrazi card you need makes this almost a required addition if it weren't for for the 4 CMC. This is at 2 for now but you can play around with it and see where you like it.

    Natural Connection: This is our Instant Speed Rampant Growth for one more mana. Since this is instant speed you're able to play it at the end of your opponents turn instead of your own which makes it much more valuable.

    Seek the Wilds: Great card Early, Great card Late. Going four cards deep for a Land or Creature you might need for two mana, what more could you ask for? Unfortunately those cards don't hit the board once you find them. That's the only reason why I'm not running a full playset, but it's good enough to have a couple. Another reason I'm not running a full playset is because of it's ability to whiff, I want the deck to be as consistent as possible and having too many chance cards ruins that.

    Nissa's Pilgrimage: Since we're Mono-Green you'll have plenty of Forests to pick from. It's just Cultivate.

    Nissa's Renewal: A one of simply because it's 6 CMC. It's great when you use it but you don't want to many of them. One I feel is just fine.

    ---

    -Finishers-

    Ulamog, the Ceaseless Hunger: This is our absolute End Game creature. You get to Exile two threats when you cast him, or two lands if they have nothing on the field, even if it gets countered you got some value. Your opponent needs to answer it immediately and if they don't they'll almost always lose if you swing with it once.

    Void Winnower: This will absolutely crush a lot of decks if it gets to hit the field. If they can't get rid of it then they will have a hard time coming back.

    Bane of Bala Ged: Annihilator is back and this time it exiles. Another power house of the deck your opponent needs to answer before or after it hits the board. If the Bane sticks to the board and starts swinging your opponent is going to be behind every turn and will need to look for answer while you keep growing your board while killing them.

    Breaker of Armies: Against Control Decks this is wonderful, if they have something like a Dragonlord Ojutai it'll die since it's not being targeted, all creatures able to block do so, and there's nothing that says Ojutai doesn't need to block. Against Aggro decks once this hits the board it's pretty much over for them if they can't kill you the following turn. Against Mid-Ranged decks this is alright, you get rid of their biggest threats and amass a board presence they can't deal with.

    ---

    -Replacements-

    Ulamog, the Ceaseless Hunger can be replaced with Desolation Twin if you don't want to shell out the $20+ for the one copy. Desolation Twin is more reliable since you get a 10/10 body even if it gets countered but you don't get Indestructible or the ability to mill your opponent for 20 every attack.

    Seek the Wilds can be replaced with Animist's Awakening. It depends on what you want. Awakening needs you to pour mana into it but it has less a chance of whiffing with more mana.
    Posted in: Standard Archives
  • posted a message on Willbreaker Control (Help Wanted)
    I changed the title to fit the forums ruling. Sorry about that. I didn't know that wasn't allowed in discussion.
    Posted in: Standard Archives
  • posted a message on Willbreaker Control (Help Wanted)
    @Kaiseresc - Trust me, I know. I can't wait until Battle For Zendikar comes out, hopefully with things to help this deck get to a much much better position. Cause let me tell you, Theros Block and M15 have already gotten way way under my skin already. I need them to go bye bye, they've been around too long in my opinion, especially Theros Block.
    Posted in: Standard Archives
  • posted a message on Willbreaker Control (Help Wanted)
    @knto - I'm not super sure how the stack would work rules wise but I do believe once all creatures are targeted by Descent of the Dragons it will trigger Willbreaker and you'll be able to put all triggers on top of the stack taking all of your opponents creatures before they become 4/4 Dragons. Since you control them they should stay on your side of the board but I'm not super 100% if that's the case, however I don't see why not. As for a solid strategy I'm not super sure. Descent is 6 CMC so in the best possible Scenario you play Willbreaker Turn 5 and Descent of the Dragons Turn 6 and steal everything as well as turn everything into Dragons. The likelihood of that happening ever is very low though. There is a deck that is U/R running around that plays Descent of the Dragons as well as Battlefield Thaumaturge making Descent only cost RR instead of 4RR since you have cards like Dragon Fodder and Hordeling Outburst to give you more possible targets. So Descent is probably better suited for that deck instead of this one.
    Posted in: Standard Archives
  • posted a message on Willbreaker Control (Help Wanted)
    @svoight - Green has been on mind for awhile because of cards like Kiora's Follower and Bounding Krasis as well as Rattleclaw Mystic to get things out faster as well as be within the colors needed. But I just haven't found the right balance for anything just yet. Hopefully I will in the future and make Willbreaker destroy the format because she has the potential.

    @lajube - I tried breaking Disciple of the Ring originally and using Willbreaker as a secondary win condition in my U/B Control deck but it ended up not working out for me. That version wasn't playing with Post Rotation in mind since I obviously had the pieces already. The same issue occurred. Both of them being at 5 CMC made it difficult to have both on the field. Disciple of the Ring was obviously the much stronger of the two and stayed on the board more often. I'm not really sure why Sultai would be the better of the two between Sultai and Temur. I don't play Sultai personally so I don't know what's in it that's good enough to warrant the switch from U/R to U/B/G.
    Posted in: Standard Archives
  • posted a message on Competitive Budget G/U Infect
    I'd love to add the two Thought Scour but the PPTQ is tomorrow and that's the reason I built this deck in the first place. If that weren't the case I probably would have never put any effort into building this deck originally. I just wish I realized Living End was a much cheaper deck that I could have built in less time than this one, it also preforms better than infect. You live and you learn. That's all I can say.
    Posted in: Budget (Modern)
  • posted a message on Tremors Burn [Help Please]
    Ignore this post. I'm just putting this back on the "My Threads" section.
    Posted in: Standard Archives
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