I've done some testing with the new emerge Eldrazi, and I am very impressed with them. They should've banned Eldrazi Temple because we abuse that card hard. Having Temple in the deck allows us to run a lower land count and still be able to curve out. The way this deck can curve out is simply beautiful. Maps are in here because we want Temples ASAP. They let us do things like turn 3 Eldrazi Skyspawner and mana open for counterspell or turn 3 Elder-Deep Fiend. Everyone knows what Drowner of Hope does. Clique is a four of in here because they are emerge fodder. Wretched Gryff has incredible stats and draws a card. Mulldrifter's evoke etb trigger can be responded to with Elder Deep-Fiend's emerge cast. Overall the quality of the creatures are very good and the deck feels like it can handle anything thrown at it.
I really like this list, made some changes for my own variation in the form of taking out Wretched Gryff and putting in Thought-Knot Seer. What are your thoughts on sideboard? I'm running 1 Relic of Progenitus, 2 Phyrexian Revoker (i used these instead of Pithing Needle because they can be fed into Emerge), 1 Orbs of Warding, 2 Ghost Quarter, 2 Spatial Contortion (Could use Dismember instead), 1 Silent Arbiter, 2 Ratchet Bomb, 2 Spell Burst and 2 Repeal.
So I saw this thread here while browsing through the Deck Creation forum and I was immediately intrigued by it. I've been playing some Standard lately and getting Elder Deep-Fiend'd during my upkeep was awful and back breaking... and I thought to myself, why can't I be doing this in Modern?
Lo and Behold here was my answer! I sleeved up my take on this on Friday morning and took it to FNM that day.
I went 2-2 which is better than I expected coming to an event without any previous experience and basically sleeveing it up right before FNM. I'll do a short report here.
Round 1: 1-2 Infect
Game 1 - Win
Turn 1 Island, Turn 2 Temple Matter Reshaper, Turn 3 Elder Deep-Fiend. His face dropped and I shut him out of the game.
Game 2 - He turn 2'd me. It's Infect
GAme 3 - He turn 3'd me. It's Infect...
Round 2: 0-2 Jeskai Nahiri
Game 1 - Loss: A long grindy game, we traded a lot of counters. I Thought-knot Seer'd his Emrakul, The Aeons Torn but flooded out and he burned me to death. I did Unsubstantiate his Celestial Colonnade a couple times, basically time walking him as he had to tap out and play it again tapped which is sweet.
Game 2 - Loss: Very similarly grindy game. I actually hard casted Deep-Fiend a couple times. I think I made a few misplays with my counters as I'm not super used to playing blue (mostly play Jund/Jund colours) and eventually got Colonade'd/Vendilion Clique beatdown to death.
It was a good learning experience there, and I used it to great effect.
Round 3: 2-1 Mono Black Devotion
Game 1 - Loss: Another long grindy game, I managed to do the Mulldrifter into Elder Deep-Fiend a couple times and frustrated the hell out of my opponent. He however, was able to draw all the answers to my threats and I ran out of gas.
Game 3 - Win: Chained some Elder Deep-Fiend's countered everything he tried to play otherwise and beat him down with Fiend's and Matter Reshapers.
Round 4 - 2-0 Jeskai Nahiri
I hit another Jeskai Nahiri deck, who happened to play the other one round 1 and drew with him.
Round 1 - Win:
As expected, a grindy counter battle, but I got there. I hit his Emrakul, The Aeons Torn with Thought-knot Seer as well, and beat him down with Drowner's and Skyspawners
Round 2 - Win:
Boarded in Stubborn Denial and Spreading Seas and was largely (I think at least) much smarter with my counters. I turned his early mana fixing (a Celestial Colonnade and Steam Vents) into Islands and he never got more Mana. Beat him down fast with Fiend and company.
Overall I think it was a good run, I cut the Vendilion Cliques and Solemn Simulacrum from your original list and made it more Eldrazi focused. I also put in more colourless sources in the form of Ghost Quarter. Ideally I'd play Cavern of Souls as well, but budget is a restraint there.
Mainboard Dismember seemed like the right call for me as I have an aggro heavy Meta where I'm at (although I ran into mostly control decks...)
I'm thinking of maybe cutting some Maps as I rarely had trouble finding or stalling time into Colourless sources or Temples specifically. Possibly more counter's or removal (either Vapor Snag or more Dismember).
The board is a work in progress, I think I need more game against aggro and may include some Echoing Truth in the board. There's been more Dredge in my meta recently, hence the 3x Relic 2x Graggdigger's.
One thing I want to try is Familiar's Ruse. I found myself wanting more hard counter's against Jeskai Control, and being able to counter something outright and bring back a Deep-Fiend or Skyspawner or Drowner for more value seems pretty good.... We'll see I guess.
Hopefully more people look at this, I think Elder Deep-Fiend is my new pet favourite card and I look forward to more ideas on this deck!
the other things that i changed was the manabase, you should defenitly include a playset of thespian's stage for eldrazi temple and 1 or 2 vesuva for the same reason.
Hi Guys. Love what you're brewing up here! Thinking of sleeving up the following mainboard. Please let me know if you have any criticisms and suggestions on the list.
My sideboard needs some work but overall, it was mediocre. Spellskite never got boarded in, dispel is mediocre, and Relic of Progenitus was very underwhelming.
Here's my new updated list. Condescend helped out on turns 1 and 2. allowing my to counter a spell and fix my draw was HUGE. It's really good on turn 2 and any turns after your hand runs out of gas. All around it was solid. I moved the Pongifys to the board because the only time I really needed them was against creature combo decks.
The deck is still a little weak to affinity and probably needs a little more help. Maybe the 4th Hurkyl's Recall in the board or possibly an Ætherspouts
I think Field of Ruin Is a strict upgrade to Ghost Quarter for this deck. Not setting us back a land and getting our much needed second U source makes the deck flow a bit smoother.
I also think that the deck will operate a little smother with Walking Ballista in the board instead of Hurkyl's Recall. Recall was a good card but ultimately it was too narrow. Yes it helped out the bad match up (Affinity) but I think Ballista can do that better and also provide removal against other decks as well.
I put the Vendilion Cliques in the board as well since I think Filigree Familiar does a better job in the main. The card is obviously not as strong as Clique but it is much easier to cast. I figure Clique can come in against control and combo and still be super powerful in those matchups though.
I moved to (4) Serum Visions in the main as well just to help smooth out the late game draws if we ever start falling behind. Honestly, this is the card that almost pushed me into green for Ancient Stirrings. I'd prefer to just stay Mono U but there's a huge arguement that this should just be UG and run Noble Hierarch instead of map and stirrings instead of visions. Thats on the user I suppose. I just don't wanna do the mana base.
The main reason I am dusting this deck of is because with everyone fumbling around with Jace, the Mind Sculptor and Bloodbraid Elf decks, I think this deck is primed to punish them to the max. That's all I'm really after. Anyways, Hope someone else enjoys looking at the list and wants to give it a try. Honestly I'm just happy of someone else sees the list.
#Also the deck probably needs some form of removal and Dismember is probably the best option.
A more fringe option can be Pongify/Rapid Hybridization which can have some utility by targeting your own creatures.
Stubborn Denial is probably better as a SB card.
Another counterspell which works well with big creatures is Spell Rupture but it is probably a bit too cute/gimmicky rather than reliable.
So the common misconception of map is that I have to play/crack it asap but most of the time I'm not cracking it until I know what land I want/need. Most of the time it gets a Sanctum of Ugin but it comes up in other spots where I need the second blue source or I want a cavern of souls. Most of the time though, I don't actually cast it or crack it until I need too.
I know about the green. I'm just too lazy to switch and figure it all out. It probably upgrades the deck but whatever lol.
I had considered Eternal Scourge as well but I think I ultimately ended up cutting it due to having to run Relic in the main.
I also REALLY like the idea of Reality Shift as a removal and cutting Stubs and putting them in the board. The whole reason I stayed away from Dismember is because of the life loss. There's a lot of aggressive match ups that I can't afford to give up 4 life to kill a creature but I still need to remove the creature. Pongify was goo a while ago but Reality Shift seems way cooler.
The reason why I chose Mirrorpool over Sea Gate Wreckage was simply to help close games out quicker or provide the additional creature Or help combat spot removal. Ultimately, I cold be wrong but it was a card that had crossed my mind.
I'm just happy someone actually chimed in and gave me some criticism! I thought for sure this was going to go unseen. Thanks for the response though!
The Sideboard probably still needs some work but this is probably fine for now. I think Unclaimed Territory smooths out the mana for the deck a little bit.
Eternal Scourge also allows me to more consistently cast my spells on turn 2 and with the addition of Relic of Progenitus, I can sometimes hose other decks along with recurring Scourge in the late game.
I'm still liking Reality Shift against a lot of decks. Being able to get rid of a problematic creature has been pretty helpful.
The maindeck looks solid though I'd still prefer Talisman/Stone over Map.
As for the SB I see you have some off-color eldrazi there which are meant to be cast with Cavern and Territory but those seems a bit too slow imho for SB cards.
I'd probably just play Ratchet Bomb and Echoing Truth instead and add a couple of Dismember for creature removal.
I'd prefer Negate to Denial to have an unconditional counter.
Also, how good has Walking Ballista been ?
Without ramp or Tron lands it probably won't be bigger than a 2/2 in most games so I'm not sure if it is really worth it.
Ballista is necessary in orfeer to beat Affinity. Without it, There slim to no chance of winning. The Abundant maw is also necessary in order to hedge against Burn. Again, Without it, the match up is 50/50 and based strictly on you draws not theirs.
As for the mana rocks and negates, I still want turn one plays. That why I play map. Not to mention that maps are still active throughout the game so placing it and ignoring i t for a while is fine.
Affinity isn't a bad matchup actually especially with Skyspawner which is great against their deck (and also Gryff if you can cast it early enough) and Etched Champion is an overcosted bear against the Eldrazi.
In the SB Ratchet Bomb does a good job as well also dealing with Cranial Plating as well as Ravager/Skirge.
Against Burn you pretty much need to curve out and pressure them and the deck usually faires well against Eidolon. Abundant Maw would probably come too late most of the time anyway and might get hit by Skullcrack if they see you tutoring for it with Sanctum.
I'm not sure if this match-up deserves dedicated SB slots those could also be: Dragon's Claw, Sun Droplet, Elixir of Immortality and Bottle Gnomes/Filigree Familiar.
I find the rocks necessary to smooth out the mana and cast the Smashers consistently and I've also gone down to 22x lands with them.
Having a turn 1-play isn't that crucial (especially if it is a map that does nothing) and Relic is good enough there.
Well since this sort of looks like my Eldrazi Ninja's deck I may as well post it here. It's actually quite nice and wins out of pure power from the Eldrazi as well as Elder Deep Fiend is just a powerful card without a home.
Found some Wretched Gyrffs in my collection that reminded me of this deck. What does your build look like now Gen0syde86? Saffron Olive's version doesn't have the blue spells, just eldrazi.
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4 Drowner of Hope
4 Elder Deep-Fiend
4 Wretched Gryff
4 Eldrazi Skyspawner
4 Mulldrifter
2 Solemn Simulacrum
4 Vendilion Clique
4 Mana Leak
4 Remand
*Artifacts*
4 Expedition Map
*Land*
4 Eldrazi Temple
18 Island
Lo and Behold here was my answer! I sleeved up my take on this on Friday morning and took it to FNM that day.
4x Eldrazi Temple
4x Ghost Quarter
1x Wastes
13x Island
Creatures
4x Elder Deep-Fiend
3x Drowner of Hope
4x Thought-knot Seer
4x Matter Reshaper
4x Eldrazi Skyspawner
3x Mulldrifter
2x Reality Smasher
4x Expedition Map
Instants
3x Mana Leak
3x Remand
2x Unsubstantiate
2x Dismember
Board
3x Relic of Progenitus
2x Grafdigger's Cage
1x Dismember
2x Ratchet Bomb
3x Stubborn Denial
2x Spreading Seas
2x Dragon's Claw
I went 2-2 which is better than I expected coming to an event without any previous experience and basically sleeveing it up right before FNM. I'll do a short report here.
Round 1: 1-2 Infect
Game 1 - Win
Turn 1 Island, Turn 2 Temple Matter Reshaper, Turn 3 Elder Deep-Fiend. His face dropped and I shut him out of the game.
Game 2 - He turn 2'd me. It's Infect
GAme 3 - He turn 3'd me. It's Infect...
Round 2: 0-2 Jeskai Nahiri
Game 1 - Loss: A long grindy game, we traded a lot of counters. I Thought-knot Seer'd his Emrakul, The Aeons Torn but flooded out and he burned me to death. I did Unsubstantiate his Celestial Colonnade a couple times, basically time walking him as he had to tap out and play it again tapped which is sweet.
Game 2 - Loss: Very similarly grindy game. I actually hard casted Deep-Fiend a couple times. I think I made a few misplays with my counters as I'm not super used to playing blue (mostly play Jund/Jund colours) and eventually got Colonade'd/Vendilion Clique beatdown to death.
It was a good learning experience there, and I used it to great effect.
Round 3: 2-1 Mono Black Devotion
Game 1 - Loss: Another long grindy game, I managed to do the Mulldrifter into Elder Deep-Fiend a couple times and frustrated the hell out of my opponent. He however, was able to draw all the answers to my threats and I ran out of gas.
Game 2 - Win: I had a quick start, Eldrazi Skyspawner into Thought-knot Seer into Drowner of Hope. He boarded in Memoricide which i saw in his hand, but took his removal instead. As expected he took Elder Deep-Fiend out of my deck, but I top decked Reality Smasher and easily overwhelmed him.
Game 3 - Win: Chained some Elder Deep-Fiend's countered everything he tried to play otherwise and beat him down with Fiend's and Matter Reshapers.
Round 4 - 2-0 Jeskai Nahiri
I hit another Jeskai Nahiri deck, who happened to play the other one round 1 and drew with him.
Round 1 - Win:
As expected, a grindy counter battle, but I got there. I hit his Emrakul, The Aeons Torn with Thought-knot Seer as well, and beat him down with Drowner's and Skyspawners
Round 2 - Win:
Boarded in Stubborn Denial and Spreading Seas and was largely (I think at least) much smarter with my counters. I turned his early mana fixing (a Celestial Colonnade and Steam Vents) into Islands and he never got more Mana. Beat him down fast with Fiend and company.
Overall I think it was a good run, I cut the Vendilion Cliques and Solemn Simulacrum from your original list and made it more Eldrazi focused. I also put in more colourless sources in the form of Ghost Quarter. Ideally I'd play Cavern of Souls as well, but budget is a restraint there.
Mainboard Dismember seemed like the right call for me as I have an aggro heavy Meta where I'm at (although I ran into mostly control decks...)
I'm thinking of maybe cutting some Maps as I rarely had trouble finding or stalling time into Colourless sources or Temples specifically. Possibly more counter's or removal (either Vapor Snag or more Dismember).
The board is a work in progress, I think I need more game against aggro and may include some Echoing Truth in the board. There's been more Dredge in my meta recently, hence the 3x Relic 2x Graggdigger's.
One thing I want to try is Familiar's Ruse. I found myself wanting more hard counter's against Jeskai Control, and being able to counter something outright and bring back a Deep-Fiend or Skyspawner or Drowner for more value seems pretty good.... We'll see I guess.
Hopefully more people look at this, I think Elder Deep-Fiend is my new pet favourite card and I look forward to more ideas on this deck!
the other things that i changed was the manabase, you should defenitly include a playset of thespian's stage for eldrazi temple and 1 or 2 vesuva for the same reason.
next thing i might include is gemstone caverns
really love the deck so far and its really bether than what i thought it would be.
top 5 anime of all time (tv, not books because dragon ball would be first)
1. Sword art online 2. Fairy tail 3. Naruto(shipuden) 4. Bleach 5. Claymore
13 Island
4 Eldrazi Temple
3 Ghost Quarter
2 Sea Gate Wreckage
Creatures:
4 Tide Drifter
4 Ruination Guide
4 Eldrazi Skyspawner
4 Matter reshaper
3 Simian Spirit Guide
3 Drowner of Hope
3 Wretched Gryff
3 Elder Deep-Fiend
4 Dismember
3 Vapor Snag
Artifacts:
3 Simian Spirit Guide
I'm considering using Aetherize, cryptic command or warping wail in place of vapor snag.
4 Elder Deep-Fiend
4 Thought-Knot Seer
4 Reality Smasher
4 Matter Reshaper
4 Eldrazi Skyspawner
2 Wretched Gryff
1 Vexing Scuttler
2 Vendilion Clique
Instants:
3 Pongify
2 Serum Visions
1 Cyclonic Rift
2 Unsubstantiate
4 Expedition map
Lands:
4 Cavern of Souls
4 Eldrazi Temple
3 Ghost Quarter
3 Sanctum of Ugin
9 Island
2 Grafdigger's Cage
3 Hurkyl's Recall
1 Crucible of Worlds
2 Dispel
3 Abundant Maw
2 Relic of Progenitus
2 Spellskite
Pongify was absolutely amazing. Unsubstantiate is awesome. Elder Deep-Fiend is bonkers. The card that stood out the most to me (and really the reason the whole deck works) was Sanctum of Ugin.
Sanctum of Ugin is a tutor that costs 0 and gives you a mana. I can't explain how good it was to cast Elder Deep-Fiend at end of turn and trigger the Sanctum of Ugin and fetch out either another Elder Deep-Fiend or Reality Smasher. The card just gives you more gas for the low low price of free.
My sideboard needs some work but overall, it was mediocre. Spellskite never got boarded in, dispel is mediocre, and Relic of Progenitus was very underwhelming.
In this deck, it was also very hard to cast Vendilion Clique consistently. Once Filigree Familiar is legal, I will be replacing 2 Vendilion Clique and probably the Wretched Gryff for it.
The deck is still a little weak to affinity and probably needs a little more help. Maybe the 4th Hurkyl's Recall in the board or possibly an Ætherspouts
4 Elder Deep-Fiend
4 Thought-Knot Seer
4 Reality Smasher
4 Matter Reshaper
4 Eldrazi Skyspawner
3 Wretched Gryff
2 Vendilion Clique
Instants:
3 Stubborn Denial
2 Condescend
1 Cyclonic Rift
2 Unsubstantiate
4 Expedition map
Lands:
4 Cavern of Souls
4 Eldrazi Temple
3 Ghost Quarter
3 Sanctum of Ugin
9 Island
2 Grafdigger's Cage
3 Hurkyl's Recall
1 Crucible of Worlds
3 Pongify
3 Abundant Maw
1 Relic of Progenitus
1 World breaker
1 Spellskite
4 Elder Deep-Fiend
3 Wretched Gryff
4 Reality Smasher
4 Thought-Knot Seer
4 Matter Reshaper
4 Eldrazi Skyspawner
3 Filigree Familiar
Instant/Sorcery:
4 Serum Visions
3 Stubborn Denial
4 Expedition Map
Lands:
9 Island
3 Sanctum of Ugin
4 Eldrazi Temple
4 Field of Ruin
2 Cavern of Souls
1 Mirrorpool
3 Abundant Maw
3 Walking Ballista
1 World Breaker
3 Vendilion Clique
1 Scavenger Grounds
1 Grafdigger's Cage
1 Cyclonic Rift
1 Ratchet Bomb
1 Spellskite
I think Field of Ruin Is a strict upgrade to Ghost Quarter for this deck. Not setting us back a land and getting our much needed second U source makes the deck flow a bit smoother.
I also think that the deck will operate a little smother with Walking Ballista in the board instead of Hurkyl's Recall. Recall was a good card but ultimately it was too narrow. Yes it helped out the bad match up (Affinity) but I think Ballista can do that better and also provide removal against other decks as well.
I put the Vendilion Cliques in the board as well since I think Filigree Familiar does a better job in the main. The card is obviously not as strong as Clique but it is much easier to cast. I figure Clique can come in against control and combo and still be super powerful in those matchups though.
I moved to (4) Serum Visions in the main as well just to help smooth out the late game draws if we ever start falling behind. Honestly, this is the card that almost pushed me into green for Ancient Stirrings. I'd prefer to just stay Mono U but there's a huge arguement that this should just be UG and run Noble Hierarch instead of map and stirrings instead of visions. Thats on the user I suppose. I just don't wanna do the mana base.
The main reason I am dusting this deck of is because with everyone fumbling around with Jace, the Mind Sculptor and Bloodbraid Elf decks, I think this deck is primed to punish them to the max. That's all I'm really after. Anyways, Hope someone else enjoys looking at the list and wants to give it a try. Honestly I'm just happy of someone else sees the list.
#Expedition Map seems really slow outside of Tron/E.Tron, I'd probably go with Mind Stone (or Talisman of Dominance) instead.
Adding green will indeed improve the deck significantly, Stirrings is a huge upgrade and Hierarch is as well.
#There are probably better options than Filigree Familiar as it is functional but mediocre.
Eternal Scourge can be pretty good in this slot, especially paired with Relic of Progenitus (or Reality Shift as removal) in the maindeck to recycle it.
At 4-mana Glen Elendra Archmage, Venser, Shaper Savant and Whirler Rogue are good options but the curve is pretty high as it is.
#Also the deck probably needs some form of removal and Dismember is probably the best option.
A more fringe option can be Pongify/Rapid Hybridization which can have some utility by targeting your own creatures.
Stubborn Denial is probably better as a SB card.
Another counterspell which works well with big creatures is Spell Rupture but it is probably a bit too cute/gimmicky rather than reliable.
As far as utility lands go I'd prefer Sea Gate Wreckage to Mirrorpool.
I know about the green. I'm just too lazy to switch and figure it all out. It probably upgrades the deck but whatever lol.
I had considered Eternal Scourge as well but I think I ultimately ended up cutting it due to having to run Relic in the main.
I also REALLY like the idea of Reality Shift as a removal and cutting Stubs and putting them in the board. The whole reason I stayed away from Dismember is because of the life loss. There's a lot of aggressive match ups that I can't afford to give up 4 life to kill a creature but I still need to remove the creature. Pongify was goo a while ago but Reality Shift seems way cooler.
The reason why I chose Mirrorpool over Sea Gate Wreckage was simply to help close games out quicker or provide the additional creature Or help combat spot removal. Ultimately, I cold be wrong but it was a card that had crossed my mind.
I'm just happy someone actually chimed in and gave me some criticism! I thought for sure this was going to go unseen. Thanks for the response though!
3 Eternal Scourge
4 Matter Reshaper
4 Eldrazi Skyspawner
4 Thought-Knot Seer
4 Reality Smasher
3 Wretched Gryff
4 Elder Deep-Fiend
Instants:
4 Reality Shift
3 Relic of Progenitus
4 Expedition Map
Lands:
4 Cavern of Souls
4 Eldrazi Temple
4 Field of Ruin
3 Sanctum of Ugin
2 Unclaimed Territory
5 Island
1 Mirrorpool
3 Abundant Maw
4 Walking Ballista
2 World Breaker
3 Stubborn Denial
1 Phyrexian Revoker
2 Grafdigger's Cage
The Sideboard probably still needs some work but this is probably fine for now. I think Unclaimed Territory smooths out the mana for the deck a little bit.
Eternal Scourge also allows me to more consistently cast my spells on turn 2 and with the addition of Relic of Progenitus, I can sometimes hose other decks along with recurring Scourge in the late game.
I'm still liking Reality Shift against a lot of decks. Being able to get rid of a problematic creature has been pretty helpful.
As for the SB I see you have some off-color eldrazi there which are meant to be cast with Cavern and Territory but those seems a bit too slow imho for SB cards.
I'd probably just play Ratchet Bomb and Echoing Truth instead and add a couple of Dismember for creature removal.
I'd prefer Negate to Denial to have an unconditional counter.
Also, how good has Walking Ballista been ?
Without ramp or Tron lands it probably won't be bigger than a 2/2 in most games so I'm not sure if it is really worth it.
As for the mana rocks and negates, I still want turn one plays. That why I play map. Not to mention that maps are still active throughout the game so placing it and ignoring i t for a while is fine.
In the SB Ratchet Bomb does a good job as well also dealing with Cranial Plating as well as Ravager/Skirge.
Against Burn you pretty much need to curve out and pressure them and the deck usually faires well against Eidolon.
Abundant Maw would probably come too late most of the time anyway and might get hit by Skullcrack if they see you tutoring for it with Sanctum.
I'm not sure if this match-up deserves dedicated SB slots those could also be: Dragon's Claw, Sun Droplet, Elixir of Immortality and Bottle Gnomes/Filigree Familiar.
I find the rocks necessary to smooth out the mana and cast the Smashers consistently and I've also gone down to 22x lands with them.
Having a turn 1-play isn't that crucial (especially if it is a map that does nothing) and Relic is good enough there.
4 Adarkar Wastes
6 Island
4 Ipnu Rivulet
4 Eldrazi Temple
1 Moorland Haunt
1 Seagate Wreckage
2 Sanctum of Ugin
Creatures
4 Eldrazi Skyspawner
4 Siren Stormtamer
4 Elder Deep-Fiend
4 Reality Smasher
3 Ninja of the Deep Hours
3 Mistblade Shinobi
4 Matter Reshaper
4 Thought-Knot Seer
1 Vendilion Clique
3 Talisman of Progress
Spells
4 Stubborn Denial
4 Path to Exile
2 Unified Will
2 Disenchant
2 Rest in Piece
2 Stony Silence
3 Warping Wail
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Here is an interesting new build of the deck which takes elements from the colorless version (Chalice, Serum Powder) and utilizes the tribal lands to cast the emerge monsters with Distended Mindbender in the place of Gryff.
https://www.mtggoldfish.com/archetype/modern-u-47701