There was some thought given to using Descendants' Path+ Eldrazi into Eldrazi Titan (through either Worldy tutor or brainstorm if the titan was in your hand.
After some games with the path version some observations and thoughts - wail should be included since it could be a 2 mana instant eldrazi or counter/removal. We need to run at least 15 non-titan eldrazi to deal with discard and STP. We still lose to blood moon.
My solution was to slow it down and try to incorporate my lessons from earlier in this thread - that a turn 1 disruption event into a turn 2 thought knot is fantastic. The ideal turn order should be:
Turn 1 -
B Producing Land - Discard/Kill
CB Producing Land - Discard/Kill
Ancient Tomb - Warping Wail/Mimic
Other Sol land - Mimic
Turn 2 -
If B Producing Land --> non-eye "Sol Land" - Accel - Thought Knot
If CB Producing Land --> "Sol Land" - Accel - Thought Knot
Any Land --> non-eye Land or Accel - Warping Wail/Mimic
If Previous Sol land --> "Sol Land" - Thought-knot
If Previous Sol land --> "Sol Land" - Accel - Smasher
Turn 3
played a G source - Path in hand --> Path
played a U source - S&T in hand --> Cast S&T and Titan
Haven't played a G source - Path in hand --> G producing land --> Path
Haven't played a U source - S&T in hand --> U producing land --> Cast S&T and Titan
Turn 4
If Path --> & If Worldly Tutor in hand - respond to upkeep trigger - search for Emrakul
If Path --> & If If Brainstorm + Titan in hand - respond to upkeep trigger - put Titan on top of Library.
This would require:
Mana-base
8 Black sources (including 4 CB sources)
15 "Sol Lands"
7 G sources
7 U sources
15 Eldrazi
8 "Black Disruption"
6 Brainstorm/Tutor
7 S&T/Path
7 Titans
8 Accel
Best I can come up with for the mana base that fits those requirements is 25 cards - but that still leaves us with still leaves us with 76 cards. . . The only real solution is to make it slower and take away the acceleration. That takes away from us the explosive turn 1 S&T--> titan play but opens us up to play the disruption. That still means we are 8 cards over. Hard to figure out what to cut. . . really the game plan can be simplified to (note - we lose the turn 1- distruption - turn 2 accel into thought knot)
Turn 1 - Black Land - Disruption
Turn 2 - Sol Land - Eldrazi
Turn 3 - Sol Land - Eldrazi
Turn 4 - Green and/or Blue land - Path/S&T
Turn 5 - Storm/Tutor
That bare bones idea should allow us to cut 2 eldrazi (since we only need 13 due to turn 2-3 instead of 1/2). . . Path/S&T on turn 4 lets us cut 1 path and 1 titan, and Storm/Tutor on turn 5 lets us cut one tutor - So we are down to 3 cards that need to be cut. Looking at the above mana base requirements the following are needed:
8 Black sources
13 "Sol Lands"
6 G sources
6 U sources
Which can be done in 22 cards. . .
Additionally I was consistently disappointed with Mimic. Really, it is only there to be played turn 2 (either it or wail). . . It can be replaced with any eldrazi that costs 3 mana (2C or 2B - since turn 1 is a B or CB land and turn 2 is a sol land):
These are the best options:
Bearer of Silence - pretty good option actually - it can come down turn 2 to Path something into play turn 4 or it can be held back to kill something later.
Matter Reshaper - Plays well with therapy
Wasteland Strangler - we have no exile cards but I guess they could FOW or DRS something that we can pay them back with.
I decided to go with an even split between Bearer and Reshaper - and put Stranglers in the board.
Which leaves us this mess:
After some games with the path version some observations and thoughts - wail should be included since it could be a 2 mana instant eldrazi or counter/removal. We need to run at least 15 non-titan eldrazi to deal with discard and STP. We still lose to blood moon.
My solution was to slow it down and try to incorporate my lessons from earlier in this thread - that a turn 1 disruption event into a turn 2 thought knot is fantastic. The ideal turn order should be:
Turn 1 -
B Producing Land - Discard/Kill
CB Producing Land - Discard/Kill
Ancient Tomb - Warping Wail/Mimic
Other Sol land - Mimic
Turn 2 -
If B Producing Land --> non-eye "Sol Land" - Accel - Thought Knot
If CB Producing Land --> "Sol Land" - Accel - Thought Knot
Any Land --> non-eye Land or Accel - Warping Wail/Mimic
If Previous Sol land --> "Sol Land" - Thought-knot
If Previous Sol land --> "Sol Land" - Accel - Smasher
Turn 3
played a G source - Path in hand --> Path
played a U source - S&T in hand --> Cast S&T and Titan
Haven't played a G source - Path in hand --> G producing land --> Path
Haven't played a U source - S&T in hand --> U producing land --> Cast S&T and Titan
Turn 4
If Path --> & If Worldly Tutor in hand - respond to upkeep trigger - search for Emrakul
If Path --> & If If Brainstorm + Titan in hand - respond to upkeep trigger - put Titan on top of Library.
This would require:
Mana-base
8 Black sources (including 4 CB sources)
15 "Sol Lands"
7 G sources
7 U sources
15 Eldrazi
8 "Black Disruption"
6 Brainstorm/Tutor
7 S&T/Path
7 Titans
8 Accel
Best I can come up with for the mana base that fits those requirements is 25 cards - but that still leaves us with still leaves us with 76 cards. . . The only real solution is to make it slower and take away the acceleration. That takes away from us the explosive turn 1 S&T--> titan play but opens us up to play the disruption. That still means we are 8 cards over. Hard to figure out what to cut. . . really the game plan can be simplified to (note - we lose the turn 1- distruption - turn 2 accel into thought knot)
Turn 1 - Black Land - Disruption
Turn 2 - Sol Land - Eldrazi
Turn 3 - Sol Land - Eldrazi
Turn 4 - Green and/or Blue land - Path/S&T
Turn 5 - Storm/Tutor
That bare bones idea should allow us to cut 2 eldrazi (since we only need 13 due to turn 2-3 instead of 1/2). . . Path/S&T on turn 4 lets us cut 1 path and 1 titan, and Storm/Tutor on turn 5 lets us cut one tutor - So we are down to 3 cards that need to be cut. Looking at the above mana base requirements the following are needed:
8 Black sources
13 "Sol Lands"
6 G sources
6 U sources
Which can be done in 22 cards. . .
Additionally I was consistently disappointed with Mimic. Really, it is only there to be played turn 2 (either it or wail). . . It can be replaced with any eldrazi that costs 3 mana (2C or 2B - since turn 1 is a B or CB land and turn 2 is a sol land):
These are the best options:
Bearer of Silence - pretty good option actually - it can come down turn 2 to Path something into play turn 4 or it can be held back to kill something later.
Matter Reshaper - Plays well with therapy
Wasteland Strangler - we have no exile cards but I guess they could FOW or DRS something that we can pay them back with.
I decided to go with an even split between Bearer and Reshaper - and put Stranglers in the board.
Which leaves us this mess:
4 Ancient Tomb
3 Yavimaya Coast
3 Llanowar Wastes
3 Underground River
3 Eye of Ugin
2 Urborg, Tomb of Yagmoth
4 Emrakul, the Aeons Torn
2 Bearer of Silence
2 Matter Reshaper
2 Ulamog, the Ceaseless Hunger
1 Reality Smasher
4 Cabal Therapy
4 Thoughtseize
4 Brainstorm
4 Show and Tell
2 Descendants' Path
1 Worldly tutor