Overview of the Deck CBW Processors was originally inspired by a BR version, created and piloted by EternallyRamza, that 5-0'ed an MTGO event. The original deck strongly committed to Eye of Ugin and Urborg, Tomb of Yawgmoth in the land base, and to Relic of Progenitus and Scrabbling Claws maindeck, in order to quickly ramp into Blight Herder, Oblivion Sower, and finally Ulamog himself. Since then the build has changed significantly, losing the late-game inevitability package provided by Eye of Ugin and Ulamog, and modifying the curve, while eagerly adopting the best of the pushed Eldrazi from Oath of the Gatewatch.
Processors is a highly interactive, control-oriented, midrange deck. It is currently very low profile, despite having many favorable matchups, many close or even matchups, and only a few distinctly poor matchups. It uses abundant hand disruption and targeted removal to control the opponent’s game, while beating face mid-to-late game with large, powerful creatures and lots of 1/1 tokens. It attacks on many axes, including maindeck graveyard hate, manlands backed up by mainboard land destruction, and even interaction with the opponent’s exile zone (why hello there, Ancestral Vision!). Several lifegain sources offset the sometimes-painful land and spell mix.
Why to play this deck:
You like a grindy, fair deck that can occasionally play as if it was extremely unfair
You like direct interaction with many aspects of an opponent’s game plan
You like having some of the bigger creatures (and many of the smaller creatures) in the format on your side of the table
You want to fly under the radar playing a powerful but little-known deck with unusual lines of attack
You don’t mind playing defense early, turning the corner mid-to-late, and games going long sometimes
Why not to play this deck:
You prefer combo, linear decks, and/or T4-5 wins
You’re not attracted to the sometimes subtle art of hand disruption using Thoughtseize-type effects
You don’t like damaging your own life total, sometimes even to the point of game loss
You don't feel comfortable with a high curve on a tight manabase
Card Choices
Lands: A note about lands: There are 11 turn one sources for B, and by turn two there are 14 lands that can supply B, with 13 each for C and W. Having the right balance of mana sources is challenging and the manabase is very tight. When modifying, it is essential to carefully consider and fully playtest any changes to the color mix. Conversely, cards with double color requirements should be minimized wherever possible. A great article outlining proper color balance for casting spells on-time can be found here.
Caves of Koilos Our tri-land. Makes all the mana types we need. A mandatory 4-of but can really hurt a lot if it’s the only BW source you draw.
Eldrazi Temple Our Sol land, ramping into our fat creatures. Always run no less than the full four.
Marsh Flats Running these gives a workaround for Blood Moon effects as well as fixing our mana base. Run zero to three.
Godless Shrine The staple dual. Run at least two and as many as four.
Shambling Vent Lifelink is necessary in this build and the manland is a good way to get it. ETB tapped is not great but this card’s late game presence is extremely important. Run two to three.
Ghost Quarter This card is necessary (but not sufficient) for the challenging Tron matchup. It is invaluable against Gavony Township, Kessig Wolf Run, and opposing manlands in general. Having it main greatly improves the game one matchups against Infect and Affinity. Run a minimum of two.
Vault of the Archangel This gives important lifegain options mid-to-late game to help turn the corner. When combined with Lingering Souls, the threat of deathtouch can shut down the board until we draw a fatty or some other answer. Run one.
Westvale Abbey Flex-slot late game mana sink for token generation/possible massive beater. 0-1.
Bojuka Bog Bog is an additional option for graveyard hate. As with the other 1-ofs, this might be best played in a build with Expedition Map. 0-1.
Basics Run 3-4 for Path, Ghost Quarter, and Blood Moon. Most decks skew towards black because of the desire to be able to cast Thoughtseize on turn 1. A Wastes should be considered because the deck must have a way to generate C even under a Moon.
Creatures:
Wasteland Strangler Part of the deck’s Processor namesake. Acts as creature removal and can often two-for-one an opponent, by removing one of their creatures and then eating removal itself. Can three-for-one if it processes a suspended card. This is an early game play for us; run 2-4.
Blight Herder The other half of the namesake. One of two cards in the deck that can make four bodies by itself. It fixes mana for Seer and Smasher under Blood Moon and walls Tasigur, Kalitas, and Siege Rhino while also chumping the ground battle. Run 2-4.
Reality Smasher A hasty 5/5 trampler that is removal-resistant is amazing and we can (rarely) cast it as early as turn 3, more frequently turn 4. One of the major win conditions. Run at least two, and probably a playset is called for in most builds.
Thought-Knot Seer This card is unbelievable and is the main reason to play Eldrazi in Modern. Exile powers Strangler and Herder and even if it whiffs it is still a 4/4 body, though it also gives the opponent a card when it dies. Run four.
Eldrazi Displacer Flickers Seer and Strangler for value, is a great late game mana sink. Unlike most of the creatures it dies to Bolt and Abrupt Decay, and is removable with Inquisition. Competes with Strangler and Lingering Souls for the 3 CMC spot. Run 0-2.
Matter Reshaper Also competes at 3 CMC but replaces itself when it dies. Like Strangler it is vulnerable to sweepers like Pyroclasm. Run 0-2.
Lingering Souls This is absolutely one of the best cards in the format and a huge part of the reason the deck is so strong against Infect and Affinity. It gives permission decks and one-for-one removal fits, with its flashback and multiple bodies, and it chumps for days while we set up the late game fatties. Flyers push through clogged ground states. Mandatory four-of.
Thoughtseize/Inquisition of Kozilek Early hand disruption is important for many black builds and this is no exception. Run some mix, between 4-6 cards total.
Path to Exile The second most popular removal spell in the format, it turns on Strangler and Herder for one measly mana by removing just about any creature that sees play (well not Bogles, or Geist). Run four but be aware it is not a great T1-3 play in many cases.
Go for the Throat/Dismember/Doom Blade etc. Backup removal, run 1-3. Each card has strengths and weaknesses; players should consider their local meta and playstyle to identify the cards and quantities that work best for them. Don't forget that Wasteland Strangler is also removal for us, so don't go too deep here. Note that Go for the Throat cannot be redirected to Spellskite.
Anguished Unmaking/Oblivion Ring Exilers that target non-creatures as well as creatures. Run 0-1 mainboard and another 1-2 in the side.
Relic of Progenitus Powers Strangler and Herder. Maindecking graveyard hate is part of what sets this build apart and makes it so powerful. There are a large number of decks in Modern that are using the graveyard to a greater or lesser degree, and this card can ruin their day. Cantripping when needed is huge.
Scrabbling Claws Relics 5-6. Few decks run these anymore. Run 0-1 if you have room and a lot of graveyard decks at your LGS.
Mind Stone Eldrazi Temple 5-6. Ramps and cantrips. Gets colorless mana for TKS and Smasher. Run 0-2.
Expedition Map Makes sure we get to 5 Eldrazi mana in time. Tutors for tools like Ghost Quarter and Cavern of Souls. Run 0-2.
Sorin, Solemn Visitor We really want his +1 here but his other two abilities are, rarely, useful too. Makes Spirit tokens amazing. Run a singleton.
Axes of Interaction Lands: The land package is an important interactive axis for Processors. Fully a third of the land package can tamper with an opponent’s plans. Cavern of Souls wrecks the blue decks, Shambling Vent beats face while Ghost Quarter shuts down inconvenient opposing lands, and Vault swings late games, period. Sea Gate Wreckage and Westvale Abbey also do work in some builds. Playing utility lands as one of our “colors” is a major strength of this deck.
Graveyard: Graveyard hate is relevant against loads of builds. In the current meta it is powerful against BGx (Goyf, Scooze), URx (Snapcaster, Kolaghan’s Command, flashback in general), Abzan CoCo (can stop the combo if mana is up to activate Relic), Kiki Chord (stops Eternal Witness and Reveillark shenanigans), as well as more peripheral but still not uncommon decks like Dredge, Living End, Storm, Gifts Ungiven builds, UW Tron, Thopter/Sword, etc. It is important to note that in the current format, the maindeck Relics are good all by themselves; they are not there simply to power Strangler and Herder. They cantrip too so they are never completely dead.
Exile: Exile zone hate comes into play rarely but is always very satisfying when it does. There is nothing quite like the feeling of casting a T2 Strangler, processing a suspended Rift Bolt, killing a Goblin Guide, and then watching it eat a Bolt itself as a 3-for-1 play. Greatly improves the matchup against Ad Nauseam and any deck with Ancestral Vision while sometimes getting an early Search for Tomorrow or a suspended Living End. However, getting two cards into exile for Herder is not always possible, and sometimes Strangler needs to be played before he has a card to process or a target to hit.
Creatures: The large majority of the creatures are Bolt, Abrupt Decay, and Inquisition of Kozilek-proof. They also tend to be bigger and more numerous than most opponents’ big creatures. With lots of tokens as well, the deck plays both tall and wide, powerfully taxing opponents’ removal.
Hand Disruption: Thoughtseize/IoK/Thought-Knot Seer are a key aspect of the gameplan. Knowing when to cast these and what to take is a skill developed through lots of practice, and players will benefit from extensive knowledge of the format and opposing decks’ gameplans. A seminal article on the topic can be found here.
Card Advantage: Though not strictly interactive, CA is worth discussing. Blight Herder and Lingering Souls both create multiple bodies. Relic and Mind Stone cantrip. Reality Smasher requires discard to remove. Strangler can frequently be a 2-for-1 and sometimes even a 3-for-1. Reshaper replaces itself when it dies. There are several sweepers in the sideboard.
Matchups Note: The Modern meta is wide open right now with tons of decks around, some changing significantly, and new decks cropping up frequently. I have tried to cover the matchups I am familiar with. I encourage other players to contribute their matchup notes to the discussion in the comments and will update this section periodically when needed.
BGx builds: Processors is strongly favored. Relic takes care of Goyf and Scooze while Spirit tokens resist removal and push through damage. Lingering Souls discards to Liliana while our Eldrazi are as big or bigger than their creatures and are resistant to many forms of their removal. Ghost Quarter takes care of Raging Ravine and Stirring Wildwood.
URx/UWx builds: Processors is strongly favored. These decks’ generally slow gameplan allows us to develop our own resources with plenty of time--Shambling Vent shines in these matches. Relic nukes Snapcaster Mage, K Command, and flashback in general, while Lingering Souls and Blight Herder push tokens through counterspells. When they delve their graveyards away they turn on our processors for us. Landing a Cavern of Souls can be game over because resolved Eldrazi can be hard to remove for these decks. Ghost Quarter answers their main late-game manlands, Celestial Colonnade and Creeping Tar Pit. Watch out not to overextend into sweepers. Thoughtseize is always a live draw against these decks and clears the way for our actual threats.
Graveyard decks (Living End, Dredge, Storm etc.): Processors is strongly favored. Four maindeck Relics, plus some number of Surgical Extraction out of the side, means we are pre-boarded in G1 and then very strongly boarded in G2/3. Never tap out when Relic is on the table.
Ad Nauseam: Processors is strongly favored. Ad Nauseam is weak to us because they are slow and vulnerable to hand disruption, processing and Stony Silence. Prioritize taking their protective spells, Angel's Grace and Phyrexian Unlife. Surgical Extraction is great out of the side, as with combo matchups in general.
Affinity/Infect: Processors is favored. Though fast starts from these decks can be tough to handle, our Ghost Quarters are very good against Inkmoth Nexus, and our Spirit tokens defend us very effectively. Abundant targeted removal deals with their important creatures. Both matchups get even better in G2/3; bring in Pithing Needle for both, if you have it. The top removal targets in Affinity are Arcbound Ravager and Steel Overseer, as Etched Champion is very bad against us. While playing Infect you should prioritize removing Blighted Agent. Our deck makes Apostle's Blessing a near-dead draw for them.
Burn: Even matchup. Careful management of life is important and mulling for lifegain in G2/3 is not a bad idea if the opening seven has none and isn’t otherwise amazing (e.g., two Temples plus a Thought-Knot Seer and a Smasher). Side out pain cards like Thoughtseize and Unmaking in this match.
Abzan CoCo/Kiki Chord/Bant CoCo: Even matchup. Graveyard hate is relevant against all three decks and sweepers from the board improve G2/3. It is smart to sandbag a Path, if possible, to stop the combo plans of the first couple of decks. Pithing Needle can be very good in these matchups--name a combo enabler, Spellskite, or even a fetchland. Ghost Quarter is relevant for Gavony Township.
Bant Eldrazi/RG Eldrazi: I haven't played against these builds very much yet, but right now my sense is that they are roughly even--Damnation will be a big help post-board. Tokens are terrible against opposing Reality Smashers but we have a lot more hand disruption and our removal outperforms their limited (Bant's four Paths) or small-scale (RG's four Bolts) removal options.
Death and Taxes variants: Variable; if they get Vial T1 and a good mix of creatures this can be quite tough; on the other hand, if they miss their Vial drop and we get early hand disruption they are usually pretty easy to beat. Pithing Needle and Ratchet Bomb are stars here but it is probably not right to side in Stony Silence for Vial.
Tron Variants: Favorable to somewhat unfavorable for Processors. Mono-U and UW Tron are considerably easier because of their slowness and over-reliance on counterspells. RG Tron is very unfavorable G1 without a very fast clock and a good amount of hand disruption; Lingering Souls is very bad against RG Tron, though it's great against the blue Tron builds. Hand disruption is very good in all cases vs. Tron. In G2/3, Stony Silence, Surgical Extraction, Pithing Needle and Anguished Unmaking/O-Ring are all all-stars, and greatly improve all the Tron matchups. Important note: Ghost Quarter is not enough by itself! They are too consistent, and they can easily fight through one or even two removed Tron lands unless we can both strongly pressure their life total and keep Karn from resolving. However GQ into Extraction is backbreaking if you can put it together.
Elves/Merfolk/Zoo/BW Tokens: Variably close-to-slightly-unfavorable for Processors. Elves and Fish tend not to fill the graveyard, making Relic (and Herder and Strangler) much worse. Tokens neuters our targeted removal plans. All these matchups obviously get better with more sweeper effects in the board. Damnation is better than Flaying Tendrils for Fish and Zoo, but Tendrils can be better against Tokens and Elves. Damnation may be a surer bet, as a general rule. Ratchet Bomb and Zealous Persecution are great against all these decks, while Pithing Needle shines against Fish and against Ezuri, Renegade Leader, and may be useful against Naya Zoo builds (name a fetch land, Ooze, or possibly Grim Lavamancer). Hard G1s, and we are hoping to find our sweeper sideboard hate G2/3 in most cases.
Scapeshift and RG Titan/Land Ramp variants: Unfavorable for Processors. Save hand disruption for later to try for Primetime or Scapeshift itself. In G2/3, try to sandbag Ghost Quarter in case they play an early Valakut that you might be able to Extract. Scapeshift comes in several versions that require different approaches, and can be hard to disrupt when piloted well.
Lantern Control: Unfavorable for Processors. We need to remove their Ensnaring Bridge which is their main win con against us. Stony Silence, Ratchet Bomb (though a nonbo with Stony), Pithing Needle and Anguished Unmaking/O-Ring are strong out of the board, but you want them in your opening hand so they don’t get milled away. A little trick here is Pathing your own Thought-Knot Seer, making them draw so you can get a swing in under their Bridge with your Spirit and Scion tokens.
8-Whack: Unfavorable for Processors. They can be very fast and wide and are killing us while we are still setting up. Legion Loyalist is a nightmare for our chump-blocker plan and our sweepers can be too slow. Flaying Tendrils, Zealous Persecution, and Ratchet Bomb are much better than Damnation in this match.
Bogles: Strongly unfavorable for Processors. This match gets a lot better if you side a couple Spellskites and/or more Ratchet Bombs or even Engineered Explosives. Zealous Persecution can get a guy in response to an enchantment when we have the play. Best hope here is to Thoughtseize away their guy after winning the die roll.
RG Land Destruction/RW Prison: Strongly unfavorable for Processors. If these decks see play in your meta, consider Crucible of Worlds and/or Sacred Ground. But these cards are probably too narrow for a general meta.
Sideboarding Overview Sweepers: Sweepers to run include Damnation, Wrath of God, Flaying Tendrils, Ratchet Bomb, Declaration in Stone, and/or Zealous Persecution. Damnation and Wrath hit every creature, but leave behind Persist/Undying creatures, are slow, and cost WW or BB. Tendrils exiles, which is good, but misses important X/3+ creatures and also needs BB. Persecution is a nasty combat trick and is amazing both with and against tokens. Ratchet Bomb is slow, but can get Blood Moon and Ensnaring Bridge and is also very good against tokens and mana dorks. In this deck, Engineered Explosives can only get to 2 in most circumstances and should be avoided. Play 2-4 sweepers depending on meta expectations.
Artifact Hate:Stony Silence is invaluable against Affinity, Tron, Lantern Control, and Thopter Foundry builds. Like other white decks, we should play 2-3. Watch out for nerfing your own artifacts like Relic, Mind Stone, Ratchet Bomb, etc. Also see the "Utility" section below for more cards that deal with problem artifacts.
Lifegain:Timely Reinforcements can help against aggro, while both it and Rest for the Weary come in against Burn. Rest works better in a deck that runs fetch lands. Run at least three; early iterations of Processors had as many as five of these effects.
Combo Hate:Surgical Extraction is a good way to get key cards out of play altogether. Use with Ghost Quarter for Tron or Scapeshift, and with Thoughtseize for all combo decks. Run 2-4 in the 75.
Other sideboard options: Depending on local meta and personal play style, you may want to consider Ghostly Prison for metas with lots of aggro, or Spellskite for Bogles and/or lots of targeted removal (but this is not usually necessary, because Processors already taxes removal with lots of tokens and big creatures). More peripheral choices like Worship, Runed Halo, or Aven Mindcensor might make sense for some players. White has a ton of good SB options to tune the deck for small and/or unique local metagames.
BW Eldrazi Processor is a mid-late range deck that utilizes all the best modern removal spells to control hand - field - graveyard - exile zone until we can cast our big eldrazi creatures to finish the game. The goal is to start with our hand discard spells (Thoughtseize/Inquisition of Kozilek) them play our silver bullet hate cards like Relic of Progenitus/Nihil Spellbomb/Scrabbling Claws to control grave and provide food for processors. At the same time we play Eldrazi Temple & Eye of Ugin as quickly as possible to ramp into our wide threats like Blight Herder/Oblivion Sower and Ulamog, the Ceaseless Hunger. These creatures generate advantage upon casting and often processing, regardless of resolution. The trump card and end goal of ramping is to get to Ulamog, the Ceaseless Hunger occasionally on turn four, more often on five & six and seal the game.
Here is the original inspiration for this deck by EternallyRamza he 5-0 a league with a version.
One of the main eldrazi processors with a build in removal. Can kill most of the main modern threats and has a decent body for it's cost/effect. If you have a Eye of Ugin on the field It'll only cost a single . Definitely a staple in most builds.
Staple in every Eldrazi build. It's ability triggers when you cast so you will get value even if It gets countered. One card that gives more 3 versatile tokens that can be used for chump block or ramp for big threats. Being a 4/5 body can survive against most removals/creatures and if left alone can finish the game by itself.
Other Staple of the deck. 5/8 is a huge body and It's ability trigger when you cast so you can get some value if grab some lands but even if you don't you just have 4 card for processors. Can enter as soon as turn 3 if you get the right combination of lands.
Can enter as a 2/2 first turn or a even a 4/4 second turn. Mid/Lategame is a bomb. Interesting if you want to play a more aggro version with early pressure. Just be careful against Abrupt Decay.
Can be a interesting choice since all abilities are great. The only concern is what to remove from main deck to play it? Need some test but is very promising.
Both cards interacts with opponent's hand and combo very well with processors. The only problem is the fragile body susceptible to removals. Great if you can remove their drawback by processing the exiled card but not so much if you can't.
A new addition from Oath of the Gatewatch. A 3/3 for (if you have Eye of Ugin on the field) that not only has a good body for it's cost but can blink opponent's creatures from attacking or blocking. Can blink your own Wasteland Strangler for extra removal or can save your creatures from target removal. Versatile creature for a decent cost.
Interesting card has draw until 7 when cast and has a build in Disrupting Shoal. The only problem is that Kozilek competes with Ulamog, the Ceaseless Hunger for deck space. Both cards play very different roles, Ulamog is a better finisher and has a strong cast trigger when you are in a bad board position. Kozilek plays a more control position, healing your hand and controling what your opponent will cast. So that is it, Ulamog controls field and Kozilek controls hand. Both cards are strong so if you want to play them just balance your deck to fit both or choose one of them.
Modern staple discards. Control the hand early turns helping you to remove combo pieces or annoying treats. A mix of 5-6 discard spells probably is the best number for most builds.
Interesting choice against burn/control. Most of the time a sideboard card (if you want to prevent damage from Thoughtseize) but It's a choice if you want to go budget.
By far the best white removal modern has to offer and It would not be different in this deck. Not only removes a treat but gives food for processors. Run 4 if you are playing BW.
Interesting as a "colorless" removal but has not so much space in this deck since we play Path to Exile. Not a bad card but only run if you want more ways to deal against Infect or Twin.
The new incarnation of Drown in Sorrow but instead of scry we have an exile effect. Could be interesting sweeper against affinity or other creature heavy decks. A definitive removal against Kitchen Finks or Elves. The only thing is why would we play it if we are not even playing Drown in Sorrow? Not a bad card but maybe don't fit in our build.
Rest in Peace was the original card that let this thread exist but after some tests we notice how it limits the cards we could play. The problem is that running multiples of this card just don't add any value on the board and since it can't cantrip stucking with copies in your hand is also bad. It's not a bad card, really not but It needs to run in a different build that we are playing here at least the main one.
Eldrazi Charm very versatile. Deals against mana dorks. cards like Spellskite and small threats like Delver of Secrets. Fight disruption and even some combo cards like Scapeshift. Or you can use it to ramp or chump block if you need.
The best modern planeswalker works here too. If you want to play a more "control" game you can play her since you can discard spare copies of legendary lands and have minimum drawback.
Not a popular choice and don't have too much synergy with the main theme but it is a interesting card against aggros. Since opponent will not side artifact hate against us (unless they play stony silence) It could be interesting a singleton.
Interesting flash flyer creature that can buy back your Blight Herder/Oblivion Sower to recast them for extra value or even to save them from removal. Not only that but it has a built in Purify the Grave effect for extra value.
Interesting tech to pump your tokens and sometimes kill your opponent stuff at the same time. Since this deck plays Lingering Souls and Blight Herder. This card can be really good in some matchups. 1 or 2 probably is the number if you want to play it.
Combos with Eye of Ugin so you can tap it for mana. Not counting that you can steal your opponent's [card=flooded strand]fetch lands[/cards] and give some utilities to them. Just be careful to balance It's number since it is legendary.
What I can say about fetchs? Smooth your deck and searchs for your plains if you are suspecting a early blood moon. Run them if you have the opportunity but if you can't there are other interesting choices (see below).
Interesting card to run if you want another treat and a way to recover some life point. The only drawback is entering tapped but otherwise provides and saves some space if you don't want to run Miren, the Moaning Well.
Main or sideboard running Ghost Quarter is a strong choice against Tron, greed mana decks and man lands. Combine it with Surgical Extraction to get most value with Oblivion Sower at the same time your screw their mana bases.
Since most of our eldrazis are big they provide a good amount of life point to let us survive a little more. The problem is the cost (mana and sacrifice) that sometimes works more as a desperate move to survive or to get some value against removals. Running 1 is the right number if you want to run it.
Another answer against burn and aggro. Enters 1 turn later than the card above but can give you some value if you need some life and chump blockers to survive.
Another board sweeper if you need. The cost can be a little harsh specially when you want to play if fast against fast decks. Otherwise it is a good side against decks like Elves.
Board Sweeper a little limited but do a good job in this deck if you want to play it. Can remove some creatures with color protection, creatures with hexproof but the main reason to use this over Damnation is because most of the time It will not kill your own creatures (except tokens but who cares?).
Other card some plays main but others just don't play neither sideboard. Probably is the best answer this deck can have against tron pairing Ghost Quarter. Removing a combo piece with a discard spell and Surgical Extraction is also a good movie (specially against Scapeshift).
Affinity - Having colorless answers to champion as well as plenty of removal and MD ghost quarter go a long way, they're nut draw can still get you if you keep a slower hand in the dark but this is a solid match up and it gets better post board with disenchant, revoke, spellskite, stony & ratchet bomb (often on two or 0 if early enough and opal presents a solid target)
Burn - This is one of the more challenging match ups if they keep a creature heavy hand and we keep a slower hand in the dark but there are MD shambling vents to gain life. Post we get access to rest for the weary, purge and spellskite.
Jund - Any grindy midrange deck BW swallows whole, even Liliannas ultimate isn't enough to truly slow you down, you can often control the size of their goyfs and if lili lands, her +1 often only gets half a card in souls. Post celestial purge provides a lot of utility and you tend to shave some of the top end.
RG Tron - Again a challenge but by no means a horrible match up, MD ghost quarter goes a long in addition to having clean answers for wurmcoil and early hand disruption. Even if they get Karn out on three naturally they're likely going to have to tick down and that brings them into scion token and strangler range or if they go up they've often got 3-7 power on the table to deal with, Ugin is a bit of a blank against us, They can natural Ulamog more commonly than us but just like us they're running one copy in their 60. Post you often have surgical to pair with your disruption and GQ and stony silence to slow down their looks at tron.
Merfolk - They need to turn on their lords by having spreading seas if they don't have that we often are able to gum up the board with souls. Turning on processing for blight herder early can be a challenge because of the nature of merfolk as a deck it similar to affinity in that it really doesn't use its grave yard, we can often race them with herder, sower and souls. Post you bring in ratchet bomb (often on 2), disenchant and revoke for vial and seas, don't forget you can GQ your own land if it has seas on it mid combat to create better blocks.
Infect - really enjoy this match up, non damage based removal, souls and GQ goes a long way here, don't remove their infector until after combat unless the game is on the line. Post spellskite, ratchet bomb (often on 1) and disenchant come in.
Sebastian Stückl[/i] aka [i]Magus of the Moon[/i]]Note: The following gameplays belongs to [i]Sebastian Stückl[/i] aka [i]Magus of the Moon[/i]. So all credits for playing the deck belongs to him. For more of his gameplays subscribe to his twitch account: http://www.twitch.tv/magus_of_the_moon
You don't want to play surgical + rest in peace. I would also recommend only running 2 RiP, 4 seems excessive. They don't cantrip like Relics do.
I personally don't like Ghost Quarter in this build, would rather be running the full playset of cavern of souls which are important as well as a single Miren, the Moaning Well. This land helps a lot against aggro decks or decks that just want to deal 18-21 damage to us.
Six discard spells is the sweet spot. 7 can be too many and 5 too few. Having one or two of these in your opening hand is one of the best things any deck can do in any format. I can confirm these numbers from the amount of testing I've done with lantern control. 3 IoK / 3 TS split is what I recommend.
Vampiric Link is not that great of a card, even against Burn. Up Leylines to 3 and run a Rest for the Weary instead. +8 life is a bit rough to overcome.
Swap the two disenchants for Stony Silence, this helps our tron and lantern matchups.
I would also like to fit in 3 or so Ghostly Prison into the sideboard. This gives us more game against the hyper aggressive decks like Elves, Zoo, Merfolk. Cutting red we lose Pyroclasm which is a powerful modern card.
Thanks for all the insight Zac; I was going to tweet you with regards to this list. I agree 4 RIP is 2 too many after an exhaustive day of testing, 6 of that ability is more than enough.
I like ghost quarter in this build and the interaction with oblivion sower and the hedge against amulet, tron, scapeshift and man lands. As for Miren, the Moaning Well, wouldn't Tomb of the spirit dragon be better and faster? With a processed blight herder out you're gaining 4 life and you get to keep your creature, which seems optimal in those match ups. I don't its think crazy to go up to 25 lands with the inclusion of the moaning well or tomb.
As for slots available by taking out 2 RIP and 1 Surgical, upping the discard spells to 6 makes sense, in addition to adding 1 more utility land. I really like endless one as an additional one of, since it scales as the game progresses and the interactions with Eye and temple.
After some consideration here is what my sideboard looks like now.
You may want to consider Appetite for Brains as a sideboard version of Inquisition (for Tron, Scapeshift) with upside. Alternatively, Tidehollow Sculler might just be better than both if it lives long enough to process whatever it eats, but the mana may not be so easy.
As a note on card suggestions, you really don't need to process that many cards. As such, you don't need many cards to exile. I would rather stick to 4 Relic + 2 Nihil Spellbomb + maybe a Scrabbling Claws. That is enough effects. These are the best effects because they cantrip. Over the course of a game, exiling 4 cards total is plenty. Later on your Sower will help you out and exile some more if needed, but usually not needed.
With that said and after some testing, I'm not a fan of Rest in Peace (it doesn't cantrip) and would rather have bolt over path (don't *need* the exile here).
Back after some more testing and great conversations from the primer thread all though thats getting a bit crowded because there isn't a consensus on the best pairing with Bx.
Having said all that while rest in peace is incredibly powerful and after even more testing it isn't quite what the deck wants. I still feel white offers more than red in these builds so i will be concentrating my effort here. I think Oath will provide a fair amount of new cards that will need to be tested but this isn't the place for that yet.
I think ZealotX is onto something with lingering souls, and taking out rest in peace takes away the nonbo and provides us with one of the most powerful cards in modern. Below is his build he 5-0'd two leagues with. I Don't agree with some selections of his mana base and hopefully he can commentate on his choices.
Also Max Mitchell streamed with this deck tonight you can find part one here & part two here feel free to hit him up on twitter as well here @maxmitchell3000
- Mana Base -
Cavern - You want your threats to resolves and you want the fixing at first i was skeptical but now I fully understand why you play 4 and not a split of any sort with ghost quarter.
Caves - The fixing is really nice, this deck doesn't hurt itself too much like grixis for example and colorless is going to matter in the near future.
Shambling - Another card i was skeptical of, but post board bolt should be coming out against you, the life gain is very nice and in grindy match ups manlands go a very long way also color fixing, having two CIPT lands isn't the worst.
- Creatures -
I think endbringer will be a game changer and in the not too distant future there will be some split with sower while also cutting ulamog down to 1, with another possibly in the board.
- Spells -
With rest in peace no longer a part of this deck, that allows us to play souls and surgical extraction. Sometimes you live in magical christmas land and T1 thoughtseize and extract their win con or you see their hand they're holding a few of the same fetches that they just cracked and you get to live the dream. Other times if gives you the bridge to sower so you get value off of wasteland and herder if you haven't drawn a relic. To Zac's earlier point 6 MD discard does feel like the sweet spot but in my meta i want to be a little less painful so i opted for 4/2 split between IoK and TS. Utter end is a flex spot right and i can understand why people would play slaughter pact over it, but for me personally utter end has over performed in my testing and pact has felt underwhelming.
- sideboard -
this is influx, but Porphyry Nodes & Memoricide have impressed. Ghostly prison has been so so in my testing and some combination of Rest for the Weary & Spellskite will likely be upped.
Spellskite out of the board has been really good for me as an ace against combo and an early wall against aggro, I would go up to 2. I'm personally not sold on Cavern of souls in this deck but I think it may be a meta decision for cavern vs ghost quarter. I would personally replace two copies of Ghostly Prison with Celestial Purge since it can stop twin while also hitting Blood Moon and big delve dudes. Still going to be looking at the <>B thread for ideas but good to have a thread dedicated to focusing on the BW version, thanks!
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My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
Thanks for coming back! =)
I like to have a place dedicated to Eldrazi. The X Eldrazi thread is cool for ideas and discussion but there are too many versions running there and ideas are just getting lost over the pages.
I still like rest in peace version but I understand the choice for cutting it. I need to test more the Rest version but I think that running 4 copies of rest in peace and cutting Relic of Progenitus for other cards is not really a bad idea. I mean relic would only work as a cantrip with rest in peace on the field and since white removals are all about exiling stuff I think that you would have food for processors until you find a rest in peace.
Maybe some Greater Auramancy to protect rest in peace and since your side board runs a lot of enchantments it ha some synergy. To be honest It gives me some ideas to run an Eldrazi Enchantment version since most of the enchantments exile something like Oblivion Ring/Journey to Nowhere/Stasis Snare.
Relic & Lingering Souls are unlikely to affect each other. You are the one in control of when each gets used.
Rest in Peace just doesn't cut it in this deck. That is a hard nonbo with Souls. Souls are sooo good I'm switching back to white from red for them. They are strong against so many aggressive decks like infect/affinity/etc.
Windbrisk heights appears to be overkill. For example, it's more likely an untapped land like Cavern of Souls will come in handy.
Yeah even without lingering souls RIP is not what this deck wants. I only know because my first tests w/ processors were all built around RIP XD. Basically, unless you're playing a gy dependant deck that RIP would hose anyway, it's too much of a tempo loss. What makes relic good for us is it can cantrip, comes down for only 1 mana, and getting stuck w/ multiples doesn't necessarily suck. On all fronts the opposite is true with RIP. I really want to build a deck that revolves around RIP but i don't think this is that deck.
My lgs does a monday night modern thing so i'm going to test my build tonight, i'll post here w/ the matchups and results
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My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
Thanks, I agree its nice to have a concise spot to talk about the BW version.
Souls has been incredible, you can control how you create your board position with it and with relic as Zac stated below it affords you the ability to control how you use those resources. The card just grinds especially against all the midrange decks and aggro. Some might get the impression that this deck is a jankier version of BW tokens and they would be sorely mistaken. Souls can close out of nowhere or buy you time before you get online with your eldrazi.
After a lot of testing and moving beyond my biases and pet cards, it has led me to believe that you really only need 3 cards processed in the early to mid game to create immense value and even if you don't process; a 3/2 on turn 2 and a 4/5 on turn 3 is still really good. With 4 relics 4 Path and 1 Surgical that gives you a bridge to the mid to late game where Sower will take over. As stated above by moving beyond RIP it opens up Souls and Extraction and they're both very powerful.
I think Windbrisk is a win more card in this build because of our threat density and ability to go tall and wide, if a land is going to come into play tapped in my opinion it is going to have to offer value mid to late if we flood out(which again isn't the worst thing because of eye and vents).
White with souls seems to hedge our worst matchups, anyways. Burn, infect, and heavy aggro can be a beating for some of our slower draws. While we lose our board wipes out of the side, I think access to some lifegain and other powerful white sideboard cards is enough to make the matchup back in our favor. There really is no catch all effective way to side in against us, and I think that gives us a huge advantage in most post board games. Blood moon can be rough, but it doesn't really end our plan, and can sometimes just turn on dead fetches.
Easy match-up, early relic took game one and in game two iok/extirpate on Living End took out his combo, he conceded after an Oblivion Sower came out.
Game 2: 2-0 vs Mono Green infect
Moderate, Souls, Strangler, and having main deck Ghost Quarters for Ink Moth did work in these games. Game 1 I managed to run him out of creatures and killed him even though I was at 8 poison. Game 2 (Post Sideboard) I got an early skite and took the game because he couldn't play his pump spells
Game 3: 2-1 vs Burn
Game one he got me w/ a main deck Blood Moon and then burned me out before I could find a basic. Game too I sided in Celestial purge, ruin processor, Forge-tender, skite and witchbane orb and took the next two games with all the hate I had for red (there's burn, skred, and storm in my meta so I came prepared)
Game 4: 2-1 vs Temur Twin
Game one I kept his goyfs small and stalled w/ relic and souls and took out his combo w/ thoughtsieze/surgical extraction on splinter twin. After that my big creatures loomed over his and took the game. Game two he bolted the sculler that was hiding his deciever exarch before I could process it and I got twinned out. Game 3 I pathed his twin target and he never recovered.
Conclusion: I feel this deck is really quite powerful, and the BW version in particular can have a decent match-up against almost anything. Once the list is tuned I could easily see eldrazi moving up the tiers. In the mean time if anyone has any advice on how to improve my list I'd appreciate any feedback. Thanks in advance!
Solid report Kruphix. Lets start with your manabase is that due to budget? if so no worries, if not please elaborate. I think Double BB or BW can be a challenge for this deck early on how has sculler been working out for you? if you're looking for that ability have you given consideration to brain maggot? Sideboard is interesting again is witchbane a budget consideration? break down some of your choices.
I just finished watching Sebastian Stückl aka Magus of the Moon's stream where he went 6-2 in the mocs with BW below is his decklist. There is also a lot of league play, and you can see some of the strengths and challenges this deck faces.
Kruphix7 were you the only Eldrazi player at that event or did you find other players trying this deck?
I would like to hear your opinions about Wasteland Strangler if he is really really crucial in this deck or
have you already faced a situation where he was not strong enough. For example against Tasigur, the Golden Fang/Tarmogoyf or even a swarm of tokens.
interestingly, i've killed numerous tarmogoyfs with wasteland strangler.
of course the -3/-3 is useless in some matchups, but it is the best card against the others. the overall percentage points vs the field is way higher with strangler.
Mana base is intentional, I wanted maindeck GQ for manlands and tron, single Godless shrine is to reduce shock-pain/bloodmoon impact, and three Caves of Koilos is partially in anticipation of OGW and maybe needing colorless sources, and partially to act as lands that can enter untapped and give mana, but still give B or W if absolutely necessary. I'll admit I haven't tested w/ them but I'm really not sure if Cavern of Souls is necessary. Strangler tends to come down before counters do, and if they remand herder or sower it kind of works in our favor since we get their effect all over again. I would rather have the GQ's overs Cavern.
Sculler has actually been surprisingly powerful, I have always been easily able to get BW to cast it and it has been working out. A typical play has been: turn 2 sculler takes their removal. Turn three Strangler processes the removal and kills their dude, sculler swings in for 2. It sounds like Christmas land but it's been happening a lot. Against decks that play a lot of cheap sweepers and spot removal they should definitely be sided out but the majority of the time they do a surprising amount of work. That said, I could definitely see moving down to 3 and switching to Brain Maggot for the affect. The difference between 2/2 and 1/1 in modern isn't really that big since the affect is the same.
Sideboard: I have a lot of Burn/Skred/Storm in my mata and no affinity so I don't need artifact hate. Going into a larger event I think you definitely want Stony Silence. Witchbane orb is there due to budget and me not owning Leyline of Sanctity (which I feel is all around better). Celestial Purge does work against a surprisingly large amount of decks, I think running less than 2 in the SB is a mistake. Dismember is for aggro but I could see switching out 1 or 2 for Drown in Sorrow
Card Choices: Extirpate and Surgical Extraction are really good, I will probably move up to 3 MD or keep 2 but put a third in the board. I have been switching back and forth between O-Ring and Utter End and can't decide if the lower mana-cost is worth sorcery speed and potentially not being permanent. Thoughts on this?
@Master_Hades
First, thanks for formatting the deck! is their a place on the forums that explains how to do it? I was the only eldrazi player that night but one of them said he is working on an esper list.
Second, 4 MD Stranglers is essential, I was skeptical at first too but he's worth it the majority of the time. Relic frequently keeps Goyfs small enough to be killed by it, and rhinos and delve dudes can be strangled post combat. (Additionally, from playing against Grixis and Abzan, my experience has been that by the time big delve dudes come out you have a herder or sower ready to rumble with them). Against token swarms he takes out one and presents a threat while your souls and scions match the others. I agree w/ you that Maggot should be switched for sculler.
Final thoughts, I think we're really onto something here. The ability of this deck to come back from behind w/ souls, herder or all is dust is incredible, and not as available to the other versions of processors. I also feel, since WB seems to be slower and grind more that the other variations, that we are less reliant on the eldrazi lands than BR and monoB, which is a strength in and of itself.
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My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
i'm more trying Tidehollow Sculler in the sideboard for combo matchups as extra discard effects. Playing an artifact creature vs jund/grixis feels pretty scary to me. I guess you always take Kolaghan's Command, but still...
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Many thanks to Beautox and Master_Hades for the banner and the excellent original primer, which first sold me on this deck at the end of 2015.
CBW Processors was originally inspired by a BR version, created and piloted by EternallyRamza, that 5-0'ed an MTGO event. The original deck strongly committed to Eye of Ugin and Urborg, Tomb of Yawgmoth in the land base, and to Relic of Progenitus and Scrabbling Claws maindeck, in order to quickly ramp into Blight Herder, Oblivion Sower, and finally Ulamog himself. Since then the build has changed significantly, losing the late-game inevitability package provided by Eye of Ugin and Ulamog, and modifying the curve, while eagerly adopting the best of the pushed Eldrazi from Oath of the Gatewatch.
Processors is a highly interactive, control-oriented, midrange deck. It is currently very low profile, despite having many favorable matchups, many close or even matchups, and only a few distinctly poor matchups. It uses abundant hand disruption and targeted removal to control the opponent’s game, while beating face mid-to-late game with large, powerful creatures and lots of 1/1 tokens. It attacks on many axes, including maindeck graveyard hate, manlands backed up by mainboard land destruction, and even interaction with the opponent’s exile zone (why hello there, Ancestral Vision!). Several lifegain sources offset the sometimes-painful land and spell mix.
Why to play this deck:
Sample Decklist
1x Cavern of Souls
4x Caves of Koilos
4x Eldrazi Temple
3x Ghost Quarter
2x Godless Shrine
3x Marsh Flats
1x Plains
3x Shambling Vent
2x Swamp
1x Vault of the Archangel
Planeswalker (1)
1x Sorin, Solemn Visitor
3x Blight Herder
1x Matter Reshaper
4x Reality Smasher
4x Thought-Knot Seer
3x Wasteland Strangler
Instant (5)
1x Go for the Throat
4x Path to Exile
Sorcery (8)
4x Lingering Souls
4x Thoughtseize
Enchantment (1)
1x Oblivion Ring
Artifact (7)
2x Mind Stone
4x Relic of Progenitus
1x Anguished Unmaking
2x Damnation
1x Pithing Needle
2x Ratchet Bomb
2x Rest for the Weary
2x Stony Silence
3x Surgical Extraction
1x Timely Reinforcements
1x Zealous Persecution
Card Choices
Lands:
A note about lands: There are 11 turn one sources for B, and by turn two there are 14 lands that can supply B, with 13 each for C and W. Having the right balance of mana sources is challenging and the manabase is very tight. When modifying, it is essential to carefully consider and fully playtest any changes to the color mix. Conversely, cards with double color requirements should be minimized wherever possible. A great article outlining proper color balance for casting spells on-time can be found here.
Creatures:
Axes of Interaction
Lands: The land package is an important interactive axis for Processors. Fully a third of the land package can tamper with an opponent’s plans. Cavern of Souls wrecks the blue decks, Shambling Vent beats face while Ghost Quarter shuts down inconvenient opposing lands, and Vault swings late games, period. Sea Gate Wreckage and Westvale Abbey also do work in some builds. Playing utility lands as one of our “colors” is a major strength of this deck.
Graveyard: Graveyard hate is relevant against loads of builds. In the current meta it is powerful against BGx (Goyf, Scooze), URx (Snapcaster, Kolaghan’s Command, flashback in general), Abzan CoCo (can stop the combo if mana is up to activate Relic), Kiki Chord (stops Eternal Witness and Reveillark shenanigans), as well as more peripheral but still not uncommon decks like Dredge, Living End, Storm, Gifts Ungiven builds, UW Tron, Thopter/Sword, etc. It is important to note that in the current format, the maindeck Relics are good all by themselves; they are not there simply to power Strangler and Herder. They cantrip too so they are never completely dead.
Exile: Exile zone hate comes into play rarely but is always very satisfying when it does. There is nothing quite like the feeling of casting a T2 Strangler, processing a suspended Rift Bolt, killing a Goblin Guide, and then watching it eat a Bolt itself as a 3-for-1 play. Greatly improves the matchup against Ad Nauseam and any deck with Ancestral Vision while sometimes getting an early Search for Tomorrow or a suspended Living End. However, getting two cards into exile for Herder is not always possible, and sometimes Strangler needs to be played before he has a card to process or a target to hit.
Creatures: The large majority of the creatures are Bolt, Abrupt Decay, and Inquisition of Kozilek-proof. They also tend to be bigger and more numerous than most opponents’ big creatures. With lots of tokens as well, the deck plays both tall and wide, powerfully taxing opponents’ removal.
Hand Disruption: Thoughtseize/IoK/Thought-Knot Seer are a key aspect of the gameplan. Knowing when to cast these and what to take is a skill developed through lots of practice, and players will benefit from extensive knowledge of the format and opposing decks’ gameplans. A seminal article on the topic can be found here.
Card Advantage: Though not strictly interactive, CA is worth discussing. Blight Herder and Lingering Souls both create multiple bodies. Relic and Mind Stone cantrip. Reality Smasher requires discard to remove. Strangler can frequently be a 2-for-1 and sometimes even a 3-for-1. Reshaper replaces itself when it dies. There are several sweepers in the sideboard.
Guide to Playing the Deck
See this post for a general overview of what the deck is trying to do in the first several turns.
Matchups
Note: The Modern meta is wide open right now with tons of decks around, some changing significantly, and new decks cropping up frequently. I have tried to cover the matchups I am familiar with. I encourage other players to contribute their matchup notes to the discussion in the comments and will update this section periodically when needed.
BGx builds: Processors is strongly favored. Relic takes care of Goyf and Scooze while Spirit tokens resist removal and push through damage. Lingering Souls discards to Liliana while our Eldrazi are as big or bigger than their creatures and are resistant to many forms of their removal. Ghost Quarter takes care of Raging Ravine and Stirring Wildwood.
URx/UWx builds: Processors is strongly favored. These decks’ generally slow gameplan allows us to develop our own resources with plenty of time--Shambling Vent shines in these matches. Relic nukes Snapcaster Mage, K Command, and flashback in general, while Lingering Souls and Blight Herder push tokens through counterspells. When they delve their graveyards away they turn on our processors for us. Landing a Cavern of Souls can be game over because resolved Eldrazi can be hard to remove for these decks. Ghost Quarter answers their main late-game manlands, Celestial Colonnade and Creeping Tar Pit. Watch out not to overextend into sweepers. Thoughtseize is always a live draw against these decks and clears the way for our actual threats.
Graveyard decks (Living End, Dredge, Storm etc.): Processors is strongly favored. Four maindeck Relics, plus some number of Surgical Extraction out of the side, means we are pre-boarded in G1 and then very strongly boarded in G2/3. Never tap out when Relic is on the table.
Ad Nauseam: Processors is strongly favored. Ad Nauseam is weak to us because they are slow and vulnerable to hand disruption, processing and Stony Silence. Prioritize taking their protective spells, Angel's Grace and Phyrexian Unlife. Surgical Extraction is great out of the side, as with combo matchups in general.
Affinity/Infect: Processors is favored. Though fast starts from these decks can be tough to handle, our Ghost Quarters are very good against Inkmoth Nexus, and our Spirit tokens defend us very effectively. Abundant targeted removal deals with their important creatures. Both matchups get even better in G2/3; bring in Pithing Needle for both, if you have it. The top removal targets in Affinity are Arcbound Ravager and Steel Overseer, as Etched Champion is very bad against us. While playing Infect you should prioritize removing Blighted Agent. Our deck makes Apostle's Blessing a near-dead draw for them.
Burn: Even matchup. Careful management of life is important and mulling for lifegain in G2/3 is not a bad idea if the opening seven has none and isn’t otherwise amazing (e.g., two Temples plus a Thought-Knot Seer and a Smasher). Side out pain cards like Thoughtseize and Unmaking in this match.
Abzan CoCo/Kiki Chord/Bant CoCo: Even matchup. Graveyard hate is relevant against all three decks and sweepers from the board improve G2/3. It is smart to sandbag a Path, if possible, to stop the combo plans of the first couple of decks. Pithing Needle can be very good in these matchups--name a combo enabler, Spellskite, or even a fetchland. Ghost Quarter is relevant for Gavony Township.
Bant Eldrazi/RG Eldrazi: I haven't played against these builds very much yet, but right now my sense is that they are roughly even--Damnation will be a big help post-board. Tokens are terrible against opposing Reality Smashers but we have a lot more hand disruption and our removal outperforms their limited (Bant's four Paths) or small-scale (RG's four Bolts) removal options.
Death and Taxes variants: Variable; if they get Vial T1 and a good mix of creatures this can be quite tough; on the other hand, if they miss their Vial drop and we get early hand disruption they are usually pretty easy to beat. Pithing Needle and Ratchet Bomb are stars here but it is probably not right to side in Stony Silence for Vial.
Tron Variants: Favorable to somewhat unfavorable for Processors. Mono-U and UW Tron are considerably easier because of their slowness and over-reliance on counterspells. RG Tron is very unfavorable G1 without a very fast clock and a good amount of hand disruption; Lingering Souls is very bad against RG Tron, though it's great against the blue Tron builds. Hand disruption is very good in all cases vs. Tron. In G2/3, Stony Silence, Surgical Extraction, Pithing Needle and Anguished Unmaking/O-Ring are all all-stars, and greatly improve all the Tron matchups. Important note: Ghost Quarter is not enough by itself! They are too consistent, and they can easily fight through one or even two removed Tron lands unless we can both strongly pressure their life total and keep Karn from resolving. However GQ into Extraction is backbreaking if you can put it together.
Elves/Merfolk/Zoo/BW Tokens: Variably close-to-slightly-unfavorable for Processors. Elves and Fish tend not to fill the graveyard, making Relic (and Herder and Strangler) much worse. Tokens neuters our targeted removal plans. All these matchups obviously get better with more sweeper effects in the board. Damnation is better than Flaying Tendrils for Fish and Zoo, but Tendrils can be better against Tokens and Elves. Damnation may be a surer bet, as a general rule. Ratchet Bomb and Zealous Persecution are great against all these decks, while Pithing Needle shines against Fish and against Ezuri, Renegade Leader, and may be useful against Naya Zoo builds (name a fetch land, Ooze, or possibly Grim Lavamancer). Hard G1s, and we are hoping to find our sweeper sideboard hate G2/3 in most cases.
Scapeshift and RG Titan/Land Ramp variants: Unfavorable for Processors. Save hand disruption for later to try for Primetime or Scapeshift itself. In G2/3, try to sandbag Ghost Quarter in case they play an early Valakut that you might be able to Extract. Scapeshift comes in several versions that require different approaches, and can be hard to disrupt when piloted well.
Lantern Control: Unfavorable for Processors. We need to remove their Ensnaring Bridge which is their main win con against us. Stony Silence, Ratchet Bomb (though a nonbo with Stony), Pithing Needle and Anguished Unmaking/O-Ring are strong out of the board, but you want them in your opening hand so they don’t get milled away. A little trick here is Pathing your own Thought-Knot Seer, making them draw so you can get a swing in under their Bridge with your Spirit and Scion tokens.
8-Whack: Unfavorable for Processors. They can be very fast and wide and are killing us while we are still setting up. Legion Loyalist is a nightmare for our chump-blocker plan and our sweepers can be too slow. Flaying Tendrils, Zealous Persecution, and Ratchet Bomb are much better than Damnation in this match.
Bogles: Strongly unfavorable for Processors. This match gets a lot better if you side a couple Spellskites and/or more Ratchet Bombs or even Engineered Explosives. Zealous Persecution can get a guy in response to an enchantment when we have the play. Best hope here is to Thoughtseize away their guy after winning the die roll.
RG Land Destruction/RW Prison: Strongly unfavorable for Processors. If these decks see play in your meta, consider Crucible of Worlds and/or Sacred Ground. But these cards are probably too narrow for a general meta.
Sideboarding Overview
Sweepers: Sweepers to run include Damnation, Wrath of God, Flaying Tendrils, Ratchet Bomb, Declaration in Stone, and/or Zealous Persecution. Damnation and Wrath hit every creature, but leave behind Persist/Undying creatures, are slow, and cost WW or BB. Tendrils exiles, which is good, but misses important X/3+ creatures and also needs BB. Persecution is a nasty combat trick and is amazing both with and against tokens. Ratchet Bomb is slow, but can get Blood Moon and Ensnaring Bridge and is also very good against tokens and mana dorks. In this deck, Engineered Explosives can only get to 2 in most circumstances and should be avoided. Play 2-4 sweepers depending on meta expectations.
Artifact Hate: Stony Silence is invaluable against Affinity, Tron, Lantern Control, and Thopter Foundry builds. Like other white decks, we should play 2-3. Watch out for nerfing your own artifacts like Relic, Mind Stone, Ratchet Bomb, etc. Also see the "Utility" section below for more cards that deal with problem artifacts.
Lifegain: Timely Reinforcements can help against aggro, while both it and Rest for the Weary come in against Burn. Rest works better in a deck that runs fetch lands. Run at least three; early iterations of Processors had as many as five of these effects.
Combo Hate: Surgical Extraction is a good way to get key cards out of play altogether. Use with Ghost Quarter for Tron or Scapeshift, and with Thoughtseize for all combo decks. Run 2-4 in the 75.
Utility: Anguished Unmaking, Oblivion Ring, Disenchant, Celestial Purge, Pithing Needle, and Ratchet Bomb can all come in for a wide variety of catch-all reasons. Some mix of these cards should be present in the 75 in at least a quantity of 3-4.
Other sideboard options: Depending on local meta and personal play style, you may want to consider Ghostly Prison for metas with lots of aggro, or Spellskite for Bogles and/or lots of targeted removal (but this is not usually necessary, because Processors already taxes removal with lots of tokens and big creatures). More peripheral choices like Worship, Runed Halo, or Aven Mindcensor might make sense for some players. White has a ton of good SB options to tune the deck for small and/or unique local metagames.
thanks to Master_Hades for the banners and all the help turning this thread into a proper primer
1 - What is BW Eldrazi Processor?
BW Eldrazi Processor is a mid-late range deck that utilizes all the best modern removal spells to control hand - field - graveyard - exile zone until we can cast our big eldrazi creatures to finish the game. The goal is to start with our hand discard spells (Thoughtseize/Inquisition of Kozilek) them play our silver bullet hate cards like Relic of Progenitus/Nihil Spellbomb/Scrabbling Claws to control grave and provide food for processors. At the same time we play Eldrazi Temple & Eye of Ugin as quickly as possible to ramp into our wide threats like Blight Herder/Oblivion Sower and Ulamog, the Ceaseless Hunger. These creatures generate advantage upon casting and often processing, regardless of resolution. The trump card and end goal of ramping is to get to Ulamog, the Ceaseless Hunger occasionally on turn four, more often on five & six and seal the game.
Here is the original inspiration for this deck by EternallyRamza he 5-0 a league with a
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2 - Card Choices
One of the main eldrazi processors with a build in removal. Can kill most of the main modern threats and has a decent body for it's cost/effect. If you have a Eye of Ugin on the field It'll only cost a single
Blight Herder
Staple in every Eldrazi build. It's ability triggers when you cast so you will get value even if It gets countered. One card that gives more 3 versatile tokens that can be used for chump block or ramp for big threats. Being a 4/5 body can survive against most removals/creatures and if left alone can finish the game by itself.
Oblivion Sower
Other Staple of the deck. 5/8 is a huge body and It's ability trigger when you cast so you can get some value if grab some lands but even if you don't you just have 4 card for processors. Can enter as soon as turn 3 if you get the right combination of lands.
Ulamog, the Ceaseless Hunger
The main finisher of the deck. Exiling two cards when cast is a strong ability. Few cards can deal against It when It hits the ground.
Conduit of Ruin
Has a interesting body but competes mana cost against Oblivion Sower and Endbringer. It's main utility is to search for your finisher.
Endless One
Can enter as a 2/2 first turn or a even a 4/4 second turn. Mid/Lategame is a bomb. Interesting if you want to play a more aggro version with early pressure. Just be careful against Abrupt Decay.
Endbringer
Can be a interesting choice since all abilities are great. The only concern is what to remove from main deck to play it? Need some test but is very promising.
Tidehollow Sculler/Brain Maggot
Both cards interacts with opponent's hand and combo very well with processors. The only problem is the fragile body susceptible to removals. Great if you can remove their drawback by processing the exiled card but not so much if you can't.
Eldrazi Displacer
A new addition from Oath of the Gatewatch. A 3/3 for
Kozilek, the Great Distortion
Interesting card has draw until 7 when cast and has a build in Disrupting Shoal. The only problem is that Kozilek competes with Ulamog, the Ceaseless Hunger for deck space. Both cards play very different roles, Ulamog is a better finisher and has a strong cast trigger when you are in a bad board position. Kozilek plays a more control position, healing your hand and controling what your opponent will cast. So that is it, Ulamog controls field and Kozilek controls hand. Both cards are strong so if you want to play them just balance your deck to fit both or choose one of them.
Modern staple discards. Control the hand early turns helping you to remove combo pieces or annoying treats. A mix of 5-6 discard spells probably is the best number for most builds.
Duress
Interesting choice against burn/control. Most of the time a sideboard card (if you want to prevent damage from Thoughtseize) but It's a choice if you want to go budget.
Appetite for Brains/Despise
Only run if you want to play a budget version since they are not so versatile like the cards above.
Transgress the Mind
Don't let the exile part of the text mislead you. Casting cost 2 for a Appetite for Brains? Better no.
By far the best white removal modern has to offer and It would not be different in this deck. Not only removes a treat but gives food for processors. Run 4 if you are playing BW.
Go For the Throat
Versatile removal against most treats. Do nothing against affinity but just sideboard It for disenchant game 2.
Dismember
Interesting as a "colorless" removal but has not so much space in this deck since we play Path to Exile. Not a bad card but only run if you want more ways to deal against Infect or Twin.
Slaughter Pact
Strong surprise removal against twin/infect. Just be careful with the drawback. Running one main/sideboard is enough if you want to play it.
All is Dust
A sweeper that hits only your opponent. The only concern is the casting cost and It's a blank card against tron/affinity and mirror.
Skinning Tendrils
The new incarnation of Drown in Sorrow but instead of scry we have an exile effect. Could be interesting sweeper against affinity or other creature heavy decks. A definitive removal against Kitchen Finks or Elves. The only thing is why would we play it if we are not even playing Drown in Sorrow? Not a bad card but maybe don't fit in our build.
Titan's Presence
Unfortunately this card not fit in this deck since 3 mana is very high for a effect that is very situational (reveal a colorless creature).
The main exile enabler of the deck. Slowdown delvers, shrink Tarmogoyf, screw graveyard strategies and cantrips. Just control when you clean grave to not remove your own Lingering Souls.
Nihil Spellbomb/Scrabbling Claws
Other alternatives for Relic of Progenitus. Both have the "same abilities" of relic. Run them if you want more artifact exiler cantrips.
Rest in Peace
Rest in Peace was the original card that let this thread exist but after some tests we notice how it limits the cards we could play. The problem is that running multiples of this card just don't add any value on the board and since it can't cantrip stucking with copies in your hand is also bad. It's not a bad card, really not but It needs to run in a different build that we are playing here at least the main one.
One of the main utilities we play in this deck. Can win the game if left unchecked but the main purpose is to chump block against early treats.
Expedition Map
Helps to find your Eldrazi Temple/Eye of Ugin early game and for searching specific singles like Bojuka Bog or Miren, the Moaning Well. Probably run 2 copies if you are playing BW.
Warping Wail
Eldrazi Charm very versatile. Deals against mana dorks. cards like Spellskite and small threats like Delver of Secrets. Fight disruption and even some combo cards like Scapeshift. Or you can use it to ramp or chump block if you need.
Liliana of the Veil
The best
Batterskull
Not a popular choice and don't have too much synergy with the main theme but it is a interesting card against aggros. Since opponent will not side artifact hate against us (unless they play stony silence) It could be interesting a singleton.
StoneCloaker
Interesting flash flyer creature that can buy back your Blight Herder/Oblivion Sower to recast them for extra value or even to save them from removal. Not only that but it has a built in Purify the Grave effect for extra value.
Zealous Persecution
Interesting tech to pump your tokens and sometimes kill your opponent stuff at the same time. Since this deck plays Lingering Souls and Blight Herder. This card can be really good in some matchups. 1 or 2 probably is the number if you want to play it.
Crucible of Worlds
Interesting choice as a singleton since you can keep playing your ghost quarter and destroying greed mana bases.
The core of any Eldrazi modern deck. They let you to play Oblivion Sower as soon as turn 3 and Ulamog, the Ceaseless Hunger as soon as possible.
Urborg, Tomb of Yawgmoth
Combos with Eye of Ugin so you can tap it for mana. Not counting that you can steal your opponent's [card=flooded strand]fetch lands[/cards] and give some utilities to them. Just be careful to balance It's number since it is legendary.
Marsh Flats/Windswept Heath
What I can say about fetchs? Smooth your deck and searchs for your plains if you are suspecting a early blood moon. Run them if you have the opportunity but if you can't there are other interesting choices (see below).
Godless Shrine/Swamp/Plains
Shambling Vent
Interesting card to run if you want another treat and a way to recover some life point. The only drawback is entering tapped but otherwise provides
Bojuka Bog
Most of the time a singleton because the drawback but being able to free remove your opponent's graveyard is a good play.
Ghost Quarter
Main or sideboard running Ghost Quarter is a strong choice against Tron, greed mana decks and man lands. Combine it with Surgical Extraction to get most value with Oblivion Sower at the same time your screw their mana bases.
Miren, the Moaning Well
Since most of our eldrazis are big they provide a good amount of life point to let us survive a little more. The problem is the cost (mana and sacrifice) that sometimes works more as a desperate move to survive or to get some value against removals. Running 1 is the right number if you want to run it.
Tomb of the Spirit Dragon
Interesting if you want to gain some value from Blight Herder and It's tokens. Could be interesting a singleton if you are not running Shambling Vent.
Vault of the Archangel
It's a interesting tech with Lingering Souls/Blight Herder tokens. If you want a interesting mid-late game tech run a singleton.
Caves of Koilos
A choice if you want to go budget or just don't want to play fetch lands. Also allows you to play
One of the best answer against multiple format staple like Liliana of the Veil, Splinter Twin, Blood Moon, Keranos, God of Storms, Tasigur, the Golden Fang and others.
Disenchant
Another way to deal against Twin, Ensnaring Bridge but principle against Affinity.
Stony Silence
Slow down affinity, Tron and random Restore Balance with borderposts. Just don't forget to side out Relic of Progenitus.
Leyline of Sanctity
Can be a sideboard against burn or hand disruption strategies.
Pithing Needle
Pithing Needle can shut down some "unfair" strategies like twin (if you name let's say Deceiver Exarch), planeswalkers and Æther Vial.
Rest for the Weary
Against burn or fast aggros this card can save you until they run out of gas. Better if you are playing with fetchs.
Timely Reinforcements
Another answer against burn and aggro. Enters 1 turn later than the card above but can give you some value if you need some life and chump blockers to survive.
Spellskite
In some decks this is a main deck card. It's resilient against most of creatures and slow down infect,twin,boggles at the same time.
Damnation
Another board sweeper if you need. The cost can be a little harsh specially when you want to play if fast against fast decks. Otherwise it is a good side against decks like Elves.
Languish
Board Sweeper a little limited but do a good job in this deck if you want to play it. Can remove some creatures with color protection, creatures with hexproof but the main reason to use this over Damnation is because most of the time It will not kill your own creatures (except tokens but who cares?).
Engineered Explosives
A versatile sideboard against small threats like merfolks, affinity or even tokens.
Aven Mindcensor
Sidedboard against Tron, Scapeshift, Amulet Bloom and even against mirror match since It will make Eye of Ugin less efficient.
Surgical Extraction
Other card some plays main but others just don't play neither sideboard. Probably is the best answer this deck can have against tron pairing Ghost Quarter. Removing a combo piece with a discard spell and Surgical Extraction is also a good movie (specially against Scapeshift).
Torpor Orb
Can be played against Twin, Snapcaster Mage, Soul Sisters, Abzan and has little drawback against us since most of our creatures have cast triggers. Just be careful to not mistake and play your Wasteland Strangler.
Ruin Processor
Some decks run it sideboard. It could be good against some aggros but too much slow against burn.
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3 - SampleDecklists
Here is my current decklist:
1 Spellskite
2 Wasteland Strangler
2 Thought-Knot Seer
2 Realtiy Smasher
3 Blight Herder
2 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
Instant (7)
4 Path to Exile
2 Warping Wail
1 Surgical Extraction
Sorcery (9)
4 Lingering Souls
3 Inquisition of Kozilek
2 Thoughtseize
4 Relic of Progenitus
2 Expedition Map
Lands (25)
4 Caves of Koilos
3 Godless Shrine
4 Eldrazi Temple
2 Eye of Ugin
2 Swamp
1 Plains
4 Ghost Quarter
2 Urborg, Tomb of Yawgmoth
3 Shambling Vent
3 Rest for the Weary
2 Stony Silence
2 Disenchant
1 Celestial Purge
1 Surgical Extraction
2 Ratchet Bomb
1 Flaying Tendrils
1 Pithing Needle
1 Memoricide
1 Crucible of Worlds
Deck lists having some great results at Magic Online Modern Leagues/Other Tournaments:
4 Wasteland Strangler
4 Thought-Knot Seer
4 Blight Herder
2 Reality Smasher
2 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
Spells (18)
4 Relic of Progenitus
4 Path to Exile
1 Dismember
3 Inquisition of Kozilek
3 Lingering Souls
2 Thoughtseize
1 Go for the Throat
2 Caves of Koilos
1 Plains
2 Swamp
1 Shambling Vent
4 Eldrazi Temple
3 Ghost Quarter
3 Godless Shrine
3 Marsh Flats
1 Vault of the Archangel
3 Eye of Ugin
2 Urborg, Tomb of Yawgmoth
2 Spellskite
2 Surgical Extraction
2 Stony Silence
1 Celestial Purge
2 Disenchant
1 Eldrazi Displacer
2 Flaying Tendrils
1 All Is Dust
2 Timely Reinforcements
4 Blight Herder
4 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
4 Wasteland Strangler
Spells (22)
3 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
2 Go for the Throat
4 Path to Exile
1 Slaughter Pact
2 Expedition Map
4 Relic of Progenitus
1 Bojuka Bog
4 Eldrazi Temple
3 Eye of Ugin
1 Ghost Quarter
2 Godless Shrine
4 Marsh Flats
2 Plains
3 Shambling Vent
2 Swamp
2 Urborg, Tomb of Yawgmoth
1 Windswept Heath
2 Ghost Quarter
2 Celestial Purge
2 Disenchant
3 Rest for the Weary
2 Spellskite
2 Stony Silence
2 Surgical Extraction
4 Blight Herder
4 Oblivion Sower
4 Wasteland Strangler
2 Ulamog, the Ceaseless Hunger
Spells (22)
3 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
2 Go for the Throat
4 Path to Exile
1 Slaughter Pact
2 Expedition Map
4 Relic of Progenitus
1 Bojuka Bog
2 Caves of Koilos
4 Eldrazi Temple
3 Eye of Ugin
1 Ghost Quarter
4 Godless Shrine
2 Plains
2 Shambling Vent
2 Swamp
2 Urborg, Tomb of Yawgmoth
1 Windswept Heath
1 Slaughter Pact
2 Celestial Purge
2 Damnation
2 Disenchant
2 Spellskite
3 Stony Silence
3 Timely Reinforcements
4 Blight Herder
4 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
4 Wasteland Strangler
Spells (22)
3 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
2 Go for the Throat
4 Path to Exile
1 Slaughter Pact
2 Expedition Map
4 Relic of Progenitus
1 Bojuka Bog
4 Eldrazi Temple
3 Eye of Ugin
1 Ghost Quarter
2 Godless Shrine
4 Marsh Flats
2 Plains
3 Shambling Vent
2 Swamp
2 Urborg, Tomb of Yawgmoth
1 Windswept Heath
2 Ghost Quarter
2 Celestial Purge
2 Disenchant
3 Rest for the Weary
2 Spellskite
2 Stony Silence
2 Surgical Extraction
4 Blight Herder
4 Oblivion Sower
2 Ulamog, the Ceaseless Hunger
4 Wasteland Strangler
Spells (21)
1 All Is Dust
3 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
2 Go for the Throat
4 Path to Exile
1 Slaughter Pact
4 Relic of Progenitus
1 Bojuka Bog
4 Eldrazi Temple
3 Eye of Ugin
4 Ghost Quarter
3 Godless Shrine
2 Plains
2 Shambling Vent
2 Swamp
2 Temple of Silence
2 Urborg, Tomb of Yawgmoth
1 Slaughter Pact
2 Celestial Purge
2 Damnation
2 Disenchant
1 Duress
2 Spellskite
2 Stony Silence
3 Timely Reinforcements
4 Blight Herder
4 Oblivion Sower
2 Spellskite
1 Ulamog, the Ceaseless Hunger
4 Wasteland Strangler
Spells (20)
4 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
4 Path to Exile
2 Expedition Map
4 Relic of Progenitus
1 Bojuka Bog
1 Cavern of Souls
4 Eldrazi Temple
2 Eye of Ugin
4 Ghost Quarter
2 Godless Shrine
4 Marsh Flats
2 Plains
2 Swamp
2 Urborg, Tomb of Yawgmoth
1 Vault of the Archangel
2 Celestial Purge
2 Disenchant
2 Duress
2 Rest for the Weary
1 Secure the Wastes
3 Surgical Extraction
3 Timely Reinforcements
1 Spellskite
4 Blight Herder
4 Oblivion Sower
4 Wasteland Strangler
1 Ulamog, the Ceaseless Hunger
Spells (21)
2 Expedition Map
4 Relic of Progenitus
4 Path to Exile
1 Slaughter Pact
4 Inquisition of Kozilek
4 Lingering Souls
1 Thoughtseize
1 Liliana of The Veil
2 Plains
2 Swamp
1 Bojuka Bog
1 Cavern of Souls
4 Eldrazi Temple
4 Ghost Quarter
2 Godless Shrine
4 Marsh Flats
1 Vault of the Archangel
2 Eye of Ugin
2 Urborg, Tomb of Yawgmoth
1 Crucible Of Worlds
2 Engineered Explosives
2 Stony Silence
2 Celestial Purge
2 Disenchant
1 Slaughter Pact
1 Liliana of the Veil
1 Duress
3 Timely Reinforcements
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4 - Matchups
Affinity -
Burn -
Jund -
RG Tron -
Merfolk -
Infect -
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5 - Videos
http://www.twitch.tv/mtgcm_live/v/37234423
http://www.twitch.tv/mtgcm_live/v/37234849
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You don't want to play surgical + rest in peace. I would also recommend only running 2 RiP, 4 seems excessive. They don't cantrip like Relics do.
I personally don't like Ghost Quarter in this build, would rather be running the full playset of cavern of souls which are important as well as a single Miren, the Moaning Well. This land helps a lot against aggro decks or decks that just want to deal 18-21 damage to us.
Six discard spells is the sweet spot. 7 can be too many and 5 too few. Having one or two of these in your opening hand is one of the best things any deck can do in any format. I can confirm these numbers from the amount of testing I've done with lantern control. 3 IoK / 3 TS split is what I recommend.
Vampiric Link is not that great of a card, even against Burn. Up Leylines to 3 and run a Rest for the Weary instead. +8 life is a bit rough to overcome.
Swap the two disenchants for Stony Silence, this helps our tron and lantern matchups.
I would also like to fit in 3 or so Ghostly Prison into the sideboard. This gives us more game against the hyper aggressive decks like Elves, Zoo, Merfolk. Cutting red we lose Pyroclasm which is a powerful modern card.
I like ghost quarter in this build and the interaction with oblivion sower and the hedge against amulet, tron, scapeshift and man lands. As for Miren, the Moaning Well, wouldn't Tomb of the spirit dragon be better and faster? With a processed blight herder out you're gaining 4 life and you get to keep your creature, which seems optimal in those match ups. I don't its think crazy to go up to 25 lands with the inclusion of the moaning well or tomb.
As for slots available by taking out 2 RIP and 1 Surgical, upping the discard spells to 6 makes sense, in addition to adding 1 more utility land. I really like endless one as an additional one of, since it scales as the game progresses and the interactions with Eye and temple.
After some consideration here is what my sideboard looks like now.
1 Spellskite
3 Leyline of Sanctity
2 Porphyry Nodes
1 Memoricide
1 Rest for the Weary
2 Stony Silence
3 Ghostly Prison
With that said and after some testing, I'm not a fan of Rest in Peace (it doesn't cantrip) and would rather have bolt over path (don't *need* the exile here).
Turn 1 Eldrazi Temple + Altar of the Brood
Turn 2 Plains + Rest in Peace
Turn 3 Eldrazi Temple/Eye of Ugin + Blight Herder (Exile Mill 4 cards)
Turn 4 Oblivion Sower (bring back a lot of lands and each one entering the field will mill more cards)
Having said all that while rest in peace is incredibly powerful and after even more testing it isn't quite what the deck wants. I still feel white offers more than red in these builds so i will be concentrating my effort here. I think Oath will provide a fair amount of new cards that will need to be tested but this isn't the place for that yet.
I think ZealotX is onto something with lingering souls, and taking out rest in peace takes away the nonbo and provides us with one of the most powerful cards in modern. Below is his build he 5-0'd two leagues with. I Don't agree with some selections of his mana base and hopefully he can commentate on his choices.
2 Caves of Koilos
4 Eldrazi Temple
3 Eye of Ugin
4 Godless Shrine
1 ghost quarter
1 bojuka bog
1 windswept heath
2 urborg, tomb of yawgmoth
2 swamp
2 shambling vent
2 plains
4 Wasteland Strangler
4 Blight herder
4 Oblivion Sower
2 Ulamog, the Ceaseless Hunger
Spells 22
4 Path To Exile
3 Inquisition of Kozilek
2 Thoughtseize
4 Relic of Progenitus
2 Expedition Map
2 Go For the Throat
1 Slaughter Pact
4 Lingering Souls
2 Celestial Purge
2 Disenchant
3 Stony Silence
3 Timely Reinforcements
1 Slaughter Pact
2 Damnation
2 Spellskite
Also Max Mitchell streamed with this deck tonight you can find part one here & part two here feel free to hit him up on twitter as well here @maxmitchell3000
here is his list from that stream
Here is where my current decklist looks like.
4 Cavern of Souls
4 Eldrazi Temple
4 Godless Shrine
2 Marsh Flats
2 Caves of Koilos
2 Shambling Vent
2 Eye of Ugin
2 Plains
1 Urborg, Tomb of Yawgmoth
1 Swamp
Creatures 14
4 Wasteland Strangler
4 Blight Herder
4 Oblivion Sower
2 Ulamog, the Ceaseless Hunger
4 Lingering Souls
4 Path to Exile
4 Inquisition of Kozilek
4 Relic of Progenitus
2 Go for the Throat
2 Thoughtseize
1 Utter End
1 Surgical Extraction
3 Leyline of Sanctity
3 Ghostly Prison
2 Stony Silence
2 Duress
2 Porphyry Nodes
1 Memoricide
1 Rest for the Weary
1 Spellskite
- Mana Base -
Cavern - You want your threats to resolves and you want the fixing at first i was skeptical but now I fully understand why you play 4 and not a split of any sort with ghost quarter.
Caves - The fixing is really nice, this deck doesn't hurt itself too much like grixis for example and colorless is going to matter in the near future.
Shambling - Another card i was skeptical of, but post board bolt should be coming out against you, the life gain is very nice and in grindy match ups manlands go a very long way also color fixing, having two CIPT lands isn't the worst.
- Creatures -
I think endbringer will be a game changer and in the not too distant future there will be some split with sower while also cutting ulamog down to 1, with another possibly in the board.
- Spells -
With rest in peace no longer a part of this deck, that allows us to play souls and surgical extraction. Sometimes you live in magical christmas land and T1 thoughtseize and extract their win con or you see their hand they're holding a few of the same fetches that they just cracked and you get to live the dream. Other times if gives you the bridge to sower so you get value off of wasteland and herder if you haven't drawn a relic. To Zac's earlier point 6 MD discard does feel like the sweet spot but in my meta i want to be a little less painful so i opted for 4/2 split between IoK and TS. Utter end is a flex spot right and i can understand why people would play slaughter pact over it, but for me personally utter end has over performed in my testing and pact has felt underwhelming.
- sideboard -
this is influx, but Porphyry Nodes & Memoricide have impressed. Ghostly prison has been so so in my testing and some combination of Rest for the Weary & Spellskite will likely be upped.
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
I like to have a place dedicated to
How good Lingering Souls are running in this deck (will watch the stream soon)? I'm a little worried about it with Relic of Progenitus in the same deck. What do you think about Scrabbling Claws or/and nihil spellbomb instead? Nihil spellbomb is a one-shot but Claws could help if you just need to cantrip without loosing your Lingering Souls.
I still like rest in peace version but I understand the choice for cutting it. I need to test more the Rest version but I think that running 4 copies of rest in peace and cutting Relic of Progenitus for other cards is not really a bad idea. I mean relic would only work as a cantrip with rest in peace on the field and since white removals are all about exiling stuff I think that you would have food for processors until you find a rest in peace.
Maybe some Greater Auramancy to protect rest in peace and since your side board runs a lot of enchantments it ha some synergy. To be honest It gives me some ideas to run an Eldrazi
What do you think about Windbrisk heights with Blight Herder or even with Lingering Souls?
Rest in Peace just doesn't cut it in this deck. That is a hard nonbo with Souls. Souls are sooo good I'm switching back to white from red for them. They are strong against so many aggressive decks like infect/affinity/etc.
Windbrisk heights appears to be overkill. For example, it's more likely an untapped land like Cavern of Souls will come in handy.
My lgs does a monday night modern thing so i'm going to test my build tonight, i'll post here w/ the matchups and results
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
Souls has been incredible, you can control how you create your board position with it and with relic as Zac stated below it affords you the ability to control how you use those resources. The card just grinds especially against all the midrange decks and aggro. Some might get the impression that this deck is a jankier version of BW tokens and they would be sorely mistaken. Souls can close out of nowhere or buy you time before you get online with your eldrazi.
After a lot of testing and moving beyond my biases and pet cards, it has led me to believe that you really only need 3 cards processed in the early to mid game to create immense value and even if you don't process; a 3/2 on turn 2 and a 4/5 on turn 3 is still really good. With 4 relics 4 Path and 1 Surgical that gives you a bridge to the mid to late game where Sower will take over. As stated above by moving beyond RIP it opens up Souls and Extraction and they're both very powerful.
I think Windbrisk is a win more card in this build because of our threat density and ability to go tall and wide, if a land is going to come into play tapped in my opinion it is going to have to offer value mid to late if we flood out(which again isn't the worst thing because of eye and vents).
(I haven't ever tried to post a deck list to MTG Salvation before so my apologies if it comes out looking weird)
Kruphix7's BW Eldrazi
Sideboard
Match-ups
Game 1: 2-0 vs living end
Easy match-up, early relic took game one and in game two iok/extirpate on Living End took out his combo, he conceded after an Oblivion Sower came out.
Game 2: 2-0 vs Mono Green infect
Moderate, Souls, Strangler, and having main deck Ghost Quarters for Ink Moth did work in these games. Game 1 I managed to run him out of creatures and killed him even though I was at 8 poison. Game 2 (Post Sideboard) I got an early skite and took the game because he couldn't play his pump spells
Game 3: 2-1 vs Burn
Game one he got me w/ a main deck Blood Moon and then burned me out before I could find a basic. Game too I sided in Celestial purge, ruin processor, Forge-tender, skite and witchbane orb and took the next two games with all the hate I had for red (there's burn, skred, and storm in my meta so I came prepared)
Game 4: 2-1 vs Temur Twin
Game one I kept his goyfs small and stalled w/ relic and souls and took out his combo w/ thoughtsieze/surgical extraction on splinter twin. After that my big creatures loomed over his and took the game. Game two he bolted the sculler that was hiding his deciever exarch before I could process it and I got twinned out. Game 3 I pathed his twin target and he never recovered.
Conclusion: I feel this deck is really quite powerful, and the BW version in particular can have a decent match-up against almost anything. Once the list is tuned I could easily see eldrazi moving up the tiers. In the mean time if anyone has any advice on how to improve my list I'd appreciate any feedback. Thanks in advance!
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
I just finished watching Sebastian Stückl aka Magus of the Moon's stream where he went 6-2 in the mocs with BW below is his decklist. There is also a lot of league play, and you can see some of the strengths and challenges this deck faces.
here you can find part 1, part 2 & part 3
Lastly here is his explanation on how the deck is currently positioned in the meta as well as his sideboarding choices.
4 Plains
4 Swamps
2 Eye of Ugin
4 Eldrazi Temple
2 Ghost Quarter
1 Godless Shrine
4 Marsh Flats
3 Caves of Koilos
Creatures
4 Tidehollow Sculler
4 Wasteland Strangler
4 Blight Herder
3 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
2 Inquisition of Kozilek
2 Thoughtseize
Removal/Utility
1 All is Dust
1 Oblivion Ring
4 Path to Exile
4 Lingering Souls
Exilers
1 Extirpate
1 Surgical Extraction
4 Relic of Progenitus
2 Spellskite
2 Burrenton Forge-tender
3 Witchbane Orb
2 Celestial Purge
3 Dismember
2 Ruin Processor
1 Duress
And yes after your opinions and thinking better Lingering Souls is very strong in this non Rest in Peace version. =)
About Tidehollow Sculler and Brain Maggot comparison I think Maggot probably is better for the mana cost specially for the early turns.
Kruphix7 were you the only Eldrazi player at that event or did you find other players trying this deck?
I would like to hear your opinions about Wasteland Strangler if he is really really crucial in this deck or
have you already faced a situation where he was not strong enough. For example against Tasigur, the Golden Fang/Tarmogoyf or even a swarm of tokens.
of course the -3/-3 is useless in some matchups, but it is the best card against the others. the overall percentage points vs the field is way higher with strangler.
@Beautox:
Mana base is intentional, I wanted maindeck GQ for manlands and tron, single Godless shrine is to reduce shock-pain/bloodmoon impact, and three Caves of Koilos is partially in anticipation of OGW and maybe needing colorless sources, and partially to act as lands that can enter untapped and give mana, but still give B or W if absolutely necessary. I'll admit I haven't tested w/ them but I'm really not sure if Cavern of Souls is necessary. Strangler tends to come down before counters do, and if they remand herder or sower it kind of works in our favor since we get their effect all over again. I would rather have the GQ's overs Cavern.
Sculler has actually been surprisingly powerful, I have always been easily able to get BW to cast it and it has been working out. A typical play has been: turn 2 sculler takes their removal. Turn three Strangler processes the removal and kills their dude, sculler swings in for 2. It sounds like Christmas land but it's been happening a lot. Against decks that play a lot of cheap sweepers and spot removal they should definitely be sided out but the majority of the time they do a surprising amount of work. That said, I could definitely see moving down to 3 and switching to Brain Maggot for the affect. The difference between 2/2 and 1/1 in modern isn't really that big since the affect is the same.
Sideboard: I have a lot of Burn/Skred/Storm in my mata and no affinity so I don't need artifact hate. Going into a larger event I think you definitely want Stony Silence. Witchbane orb is there due to budget and me not owning Leyline of Sanctity (which I feel is all around better). Celestial Purge does work against a surprisingly large amount of decks, I think running less than 2 in the SB is a mistake. Dismember is for aggro but I could see switching out 1 or 2 for Drown in Sorrow
Card Choices: Extirpate and Surgical Extraction are really good, I will probably move up to 3 MD or keep 2 but put a third in the board. I have been switching back and forth between O-Ring and Utter End and can't decide if the lower mana-cost is worth sorcery speed and potentially not being permanent. Thoughts on this?
@Master_Hades
First, thanks for formatting the deck! is their a place on the forums that explains how to do it? I was the only eldrazi player that night but one of them said he is working on an esper list.
Second, 4 MD Stranglers is essential, I was skeptical at first too but he's worth it the majority of the time. Relic frequently keeps Goyfs small enough to be killed by it, and rhinos and delve dudes can be strangled post combat. (Additionally, from playing against Grixis and Abzan, my experience has been that by the time big delve dudes come out you have a herder or sower ready to rumble with them). Against token swarms he takes out one and presents a threat while your souls and scions match the others. I agree w/ you that Maggot should be switched for sculler.
Final thoughts, I think we're really onto something here. The ability of this deck to come back from behind w/ souls, herder or all is dust is incredible, and not as available to the other versions of processors. I also feel, since WB seems to be slower and grind more that the other variations, that we are less reliant on the eldrazi lands than BR and monoB, which is a strength in and of itself.
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"