@Zahar: Thanks for clarifying, i see what you are saying, right now all of this is on paper, so i will try to proxy and test
@Lockie: Your deck looks just fine however i often find lotus cobra to be auto removed and as such im trying to play the deck without mana dorks. I like how your deck puts good use to realms uncharted though.
Maybe i should post a mana dork version? It would have more targeted removal etc.
@pobabylon: Yea that sounds interesting seeing as they are good blockers too. I will try to fit in overgrown battlements
@ Harbinger: Against white its true that unless i play emrakul i may have a problem, however if i play kozilek then i will be able to draw 4 and probably draw another. Not against white i am fine because ulamog is indestructible
@Stygian: I don't think you realize i have to hard cast the eldrazi for their abilities
@Heron: yes Kargon Dragonlord and SoW are good cards for those decks. How does that mean they are really fast? Also I don't understand why you would think guys that make 0/1 mana dork tokens would speed up a meta
@Zahar: I believe the meta is going to slow down, just look at RoE. There are no incredibly fast cards. Level up is a slow mechanic and to be used will no doubt slow down standard somewhat. You cannot tell me that 248 cards won't do anything to standard. I would like to see where you are getting boros on the rise and white weenie on the rise.
Looking at recent tournament results in pro tour san diego, grand prix brussels, and grand prix kuala lumpur, white weenie and boros have a combined 2 placings, and neither have one. Oh and there are no vampires. So, you were saying? Jund isn't all that fast to a point where this deck can survive against with a sweep, and same goes with boss naya. Looking at top 8 at brussels which is the most recent standard tournament, there were 2 finest hour bants which is again pretty slow.
Sorry, I guess I'm just not impressed by big numbers like you are. Eldrazi are iteration 10000 of Colossus of Sardia / Leviathan / Polar Kraken. Those cards weren't playable back in the day just like Eldrazi aren't playable now. They are garbage meant to sell sets to people who don't know any better. The numbers just get bigger and bigger, the lines on the card increases but in the end they are the same CRAP.
A 15 mana creature? Does the card say "You win the game, the match, the whole tournament, and you get the girl" on it? If not then you shouldn't build a deck around it. Oh but you can include other goodies like the 8 mana enchant creature. I'm sure that card will be a powerhouse.
Hardcasting that 15 mana creature does win you the game though.... but whatever. I feel like what you are taking into account with these cards is that they don't fit in todays standard. Standard will change, there is no concievable way to print 248 cards and not have a new competitive deck or 2
Why not ramp into something that will win the game like Iona? All your Eldrazi walk right into Terminate / Maelstrom Pulse. You're going to be paying 10 mana for a draw 4 more times than not.
its funny because you just made a horrible generalization. Ulamog is indestructible so terminate maelstrom pulse sucks on that, and emrakul has protection. So, there are 3 eldrazi that will die. However, drawing 4 cards and getting them to play a removal spell isn't that bad. Chances are that the 5 cards you draw (4 plus normal draw) will contain another fattie. Also this deck beats iona, due to colorless and sweeps
Edit: Looking at gp brussels top 8, jund runs an average of 5 thing that kill only kozilek. i run 7 eldrazi. The chances that i draw two eldrazi is more likely than them drawing two removal spells that deal with kozilek. Not to mention if they fizzle out from a bloodbraid when i don't have anything on the field
Acidic slime seems like a bad choice, splash red and run the Eldrazi Siege gang commander.
Could you explain why acidic slime is a bad choice?
I see it as a way to keep consistency and stall for ramp. Playing that on turn 4 is a good way to keep your opponent at bay. Play it, screw them of mana and take away a manland, plus they won't want to attack due to deathtouch
Also, the Eldrazi Siege gang commander is not good. You would rather run invasion or dreamstone hedron. Hedron is 1 more mana for same production of mana but consistently.
I'd say dreamstone hedron > skittering invasion because you can use it every turn and continue powering out eldrazi.
That makes sense heres a quick pro con list
Skittering Invasion
Pros
Give 5 mana to be used once
Gives 5 0/1 bodies that can chump
Cons:
0/1 bodies destroyed by mass removal (although that can be a pro due to them wasting such removal)
Costs 1 more (unless temple is out)
Used once and done
Dreamstone Hedron
Pros
1 less mana
Draws 3
Re-usable
Cons
only nets 3 mana
Can't chump block
Wow, in my head those are practically even. If you use invasion, it gives more mana, which is good because you really only need to play 1 eldrazi to win or start winning. But with Dreamstone hedron, you can keep an otherwise meh hand, such as 4 land, the hedron, a rampant growth, and a harrow. It could go either way.
This deck likes to ramp and kill. I think it could be tier 2 after RoE because it looks as if standars is going to slow down. This decks best match-ups seem to be midrange and post sideboard control. Comments plz
t2 is so bad right now that you WANT TO over extend. cus after u overextend u play a BBE,ranger of eos, ruinblaster, or a planeswalker and chances are u win the game.
Im talking about monogreen here, so none of those colors match up...
If you are saying you need to race because people over extend with those, thats where the lifegain comes in and or those cards are meant to repair over extensions
Thats just it, ALL situations around this card are Hypothetical because you cant just Cast it and directly get some benefit like Harmonize. Of course there are some amazing opportunities for this card to be huge, I never said that there weren't. But I believe there are just as many for it to be dead. Tempo has value over card advantage some times, especially in Agro. This card is not ALWAYS good and thus wont be played in heavy multiples or become format defining. Black can just kill all of your threats before you untap with them. Then it will sit there in hand and by the time you get something on the board, untap with mana open waiting to play it advantageously you could be in a position where a few cards and life and no board presence is a losing prospect. Keeping 4 mana open to reap a benefit from losing a threat is not really what green wants to be doing, not to mention if it gets countered, flash freeze ouch.
What deck thats green are you playing where you don't have at least 1 fatty. If you ramp (you usually will) there will most likely be extra mana to play this card. "What if it gets countered" is practically the same argument as "it dies to removal". A way green loses is overextension, which is why you should be playing 1 fatty, holding others in your hand, and waiting for that fatty to run out of gas or be removed. Otherwise a sweep kills you. This card utilizes that and says to green "thanks for not over extending, now you can play me, and that little bit off life you lost is repaired, and here is some extra cards"
This card seems good ish but it suffers from that "best case scenario" sydrome.
YOU HAVE TO SAC A CREATURE, and one with at least 3 power to be worth it. Its not like a blue spell where you just get to draw. So its already a -2 for one. you are taking a TEMPO loss by playing this, where as if you had just cast vines for half the price on your leatherback you would be swinging for 8 and not have to cast a new summon sick dood again. Cascasde in its almighty broken nes is better than drawing cards because it also pays the Mana and plays a card for you. This card is a 2x MAX because it requires certain conditions to even be cast. Clunky draws with a couple of these would be aweful. ITs a nice spell and will see play in small numbers but its not "ZOMG best card in the set need playset asap".
You are using the card wrong in this hypothetical situation. You want to use it as a trick when your guy is gonna already die, but thats not all. What sounds better, a 4/5 bland guy or 5 life and 4 cards? green has fatties, thats what it does. This card is one of those cards that tests skill, and you seem under the curve of knowledge
@Lockie: Your deck looks just fine however i often find lotus cobra to be auto removed and as such im trying to play the deck without mana dorks. I like how your deck puts good use to realms uncharted though.
Maybe i should post a mana dork version? It would have more targeted removal etc.
@ Harbinger: Against white its true that unless i play emrakul i may have a problem, however if i play kozilek then i will be able to draw 4 and probably draw another. Not against white i am fine because ulamog is indestructible
@Stygian: I don't think you realize i have to hard cast the eldrazi for their abilities
Looking at recent tournament results in pro tour san diego, grand prix brussels, and grand prix kuala lumpur, white weenie and boros have a combined 2 placings, and neither have one. Oh and there are no vampires. So, you were saying? Jund isn't all that fast to a point where this deck can survive against with a sweep, and same goes with boss naya. Looking at top 8 at brussels which is the most recent standard tournament, there were 2 finest hour bants which is again pretty slow.
All of those are sub optimal to iona when polymorphed except maybe emrakul. They need to be cast for their abilities to work.
However, this deck can beat iona i believe as i've said b4 due to the all is dust
Hardcasting that 15 mana creature does win you the game though.... but whatever. I feel like what you are taking into account with these cards is that they don't fit in todays standard. Standard will change, there is no concievable way to print 248 cards and not have a new competitive deck or 2
its funny because you just made a horrible generalization. Ulamog is indestructible so terminate maelstrom pulse sucks on that, and emrakul has protection. So, there are 3 eldrazi that will die. However, drawing 4 cards and getting them to play a removal spell isn't that bad. Chances are that the 5 cards you draw (4 plus normal draw) will contain another fattie. Also this deck beats iona, due to colorless and sweeps
Edit: Looking at gp brussels top 8, jund runs an average of 5 thing that kill only kozilek. i run 7 eldrazi. The chances that i draw two eldrazi is more likely than them drawing two removal spells that deal with kozilek. Not to mention if they fizzle out from a bloodbraid when i don't have anything on the field
Could you explain why acidic slime is a bad choice?
I see it as a way to keep consistency and stall for ramp. Playing that on turn 4 is a good way to keep your opponent at bay. Play it, screw them of mana and take away a manland, plus they won't want to attack due to deathtouch
Also, the Eldrazi Siege gang commander is not good. You would rather run invasion or dreamstone hedron. Hedron is 1 more mana for same production of mana but consistently.
That makes sense heres a quick pro con list
Skittering Invasion
Pros
Give 5 mana to be used once
Gives 5 0/1 bodies that can chump
Cons:
0/1 bodies destroyed by mass removal (although that can be a pro due to them wasting such removal)
Costs 1 more (unless temple is out)
Used once and done
Dreamstone Hedron
Pros
1 less mana
Draws 3
Re-usable
Cons
only nets 3 mana
Can't chump block
Wow, in my head those are practically even. If you use invasion, it gives more mana, which is good because you really only need to play 1 eldrazi to win or start winning. But with Dreamstone hedron, you can keep an otherwise meh hand, such as 4 land, the hedron, a rampant growth, and a harrow. It could go either way.
So how do we get them out? Ramp
Lookie here
Green Ramp:
4 Rampant Growth
4 Harrow
3 Acidic Slime
Eldrazi Spells
4 All is Dust
3 Kozilek
2 Ulamog
2 Emrakul
4 Everflowing Chalice
3 Explorers Map
4 Skittering Invasion
White Spells
4 Day of Judgement
Lands
1 Eye of Ugin
4 Eldrazi Temple
10 Forest
8 Plains
4 Angelsong
2 Fog
4 Oblivion Ring
2 Pithing Needle
1 Acidic Slime
2 Mold Shambler
This deck likes to ramp and kill. I think it could be tier 2 after RoE because it looks as if standars is going to slow down. This decks best match-ups seem to be midrange and post sideboard control. Comments plz
UPDATE: Manadorks Version
Green Ramp:
4 Overgrown Battlements
4 Joraga Treespeaker
4 Lotus Cobra
3 Realms Uncharted
Eldrazi Spells
3 Kozilek
2 Ulamog
2 Emrakul
Colorless Ramp
3 Everflowing Chalice
3 Explorers Map
3 Dreamstone Hedron
3 Oblivion Ring
3 Path To Exile
Lands
2 Eye of Ugin
4 Eldrazi Temple
4 Verdant Catacombs
1 Marsh Flats
6 Forest
4 Sunpetal Grove
3 Plains
4 Angelsong
4 Perimeter Captain
4 Acidic Slime
3 Dauntless Escort
Im talking about monogreen here, so none of those colors match up...
If you are saying you need to race because people over extend with those, thats where the lifegain comes in and or those cards are meant to repair over extensions
What deck thats green are you playing where you don't have at least 1 fatty. If you ramp (you usually will) there will most likely be extra mana to play this card. "What if it gets countered" is practically the same argument as "it dies to removal". A way green loses is overextension, which is why you should be playing 1 fatty, holding others in your hand, and waiting for that fatty to run out of gas or be removed. Otherwise a sweep kills you. This card utilizes that and says to green "thanks for not over extending, now you can play me, and that little bit off life you lost is repaired, and here is some extra cards"
You are using the card wrong in this hypothetical situation. You want to use it as a trick when your guy is gonna already die, but thats not all. What sounds better, a 4/5 bland guy or 5 life and 4 cards? green has fatties, thats what it does. This card is one of those cards that tests skill, and you seem under the curve of knowledge