With so many good targets in this deck what do you think about playing Phyrexian Metamorph ?
It can also combo nicely with Eldrazi Displacer to copy new targets.
It seems more suited to faster decks with cheap creatures that empty their hand quickly (like Elves or Allies) but it would probably work in any creature-dense deck.
The question is whether or not it is worth the card slots in the deck which could be used for something else.
For a similar pupose a card like Duskwatch Recruiter can be decent as a mana-sink to draw creatures/reduce their cost or take removal away from eldrazi creatures.
It seems more suited to faster decks with cheap creatures that empty their hand quickly (like Elves or Allies) but it would probably work in any creature-dense deck.
The question is whether or not it is worth the card slots in the deck which could be used for something else.
For a similar pupose a card like Duskwatch Recruiter can be decent as a mana-sink to draw creatures/reduce their cost or take removal away from eldrazi creatures.
Played with 2x Duskwatch as well. But right now i'm just think it's still missing something.
I noticed that i keep getting flooded with lands on this deck. what if we reduced the nbr of lands to 22 instead of 24?
You can certainly try it. I didn't have many problems flooding out at Dallas but that doesn't mean the deck isn't prone to it. I also welcomed the extra lands if it was a displacer matchup. I would be cautious in messing with the lands to reduce the odds of you casting a turn two thought-knot and a turn three smasher. This becomes problematic if you decide to add lands that come into play tapped like man lands.
I noticed that i keep getting flooded with lands on this deck. what if we reduced the nbr of lands to 22 instead of 24?
You can certainly try it. I didn't have many problems flooding out at Dallas but that doesn't mean the deck isn't prone to it. I also welcomed the extra lands if it was a displacer matchup. I would be cautious in messing with the lands to reduce the odds of you casting a turn two thought-knot and a turn three smasher. This becomes problematic if you decide to add lands that come into play tapped like man lands.
I was thinking of a 1 off man-land. Cos i've encountered mana flooding too often, it would be good if we could have a mana sink. Sea-gate wreckage or Mirrorpool also comes to mind.
I noticed that i keep getting flooded with lands on this deck. what if we reduced the nbr of lands to 22 instead of 24?
You can certainly try it. I didn't have many problems flooding out at Dallas but that doesn't mean the deck isn't prone to it. I also welcomed the extra lands if it was a displacer matchup. I would be cautious in messing with the lands to reduce the odds of you casting a turn two thought-knot and a turn three smasher. This becomes problematic if you decide to add lands that come into play tapped like man lands.
I was thinking of a 1 off man-land. Cos i've encountered mana flooding too often, it would be good if we could have a mana sink. Sea-gate wreckage or Mirrorpool also comes to mind.
sea gate works for grindy late game match ups, but you definitely don't want to be running tapped lands. this deck is already slow when we don't draw the temples/dorks, adding tapped lands cripple us.
"sea gate works for grindy late game match ups, but you definitely don't want to be running tapped lands. this deck is already slow when we don't draw the temples/dorks, adding tapped lands cripple us."
I agree with this. I don't think you want to slow the deck down even more.
Well I attended a Modern 1k on Saturday. Here is a very very brief tournament report as I was sick Sunday and Monday and misplaced my notes I took during the event.
Round 1: Grixis Control (1-2)[0-1]: Game 1 went according to plan. I dropped hard to deal with threats, ground him out of answers, eventually swung in for lethal. Game 2 I got stuck on 3 lands through the entire game and kept drawing Drowner of Hope (drew 3 in a row). Game 3 I got flooded and by the time I started to draw lands I was stuck under Cryptic Snap Cryptic Snap Cryptic lock.
Round 2: Jeskai Nahiri (0-2)[0-2]: Game 1 I got my opponent down to 0 actual cards in hand when I played a TKS and took their Snapcaster. He topdecks a Path to Exile into Cryptic Command my next Threat into Nahiri to exile the Smasher and then I drew all lands the rest of the way.. Game 2 I kept 4 spells 3 land hand and by the time I died to bolts and Clique I had gotten 20/23 lands and only 2 more spells.. just not my day at all apparently. These were back to back good matchups that my deck totally decided to punt on me with variance (I was 17-0-1 against control going into the day.. to start 0-2 against control tilted me a bit). It didn't help that I dropped an early Grafdiggers Cage and my opponent drew into 0 Snapcasters and 0 Nahiri's in game 2. Man I'd love to have had that kind of luck with dead draws on the day.
Round 3: BTL Scapeshift (2-1)[1-2]: Game 1 He started off with Steam Vents, Steam Vents, Island. I had a path in opening hand and drew into 2 more.. not great against control but maybe he was a delver deck on a bad draw (or so I thought). I play a T3 TKS to see what's up.. that's when I see he is on Scapeshift and was just failing on green mana. I took a ramp spell because at this point I had to keep him off mana if he did draw into a green source. Low and behold queue perfect topdeck of a fetch into more ramp and he killed me while I was stuck with 3 dead Paths in hand. Game 2 I landed TKS with Displacer and kept him from ever being able to combo off. Game 3 he stalled a turn on lands and it allowed me to play a turn 4 World Breaker and exile one of his green sources (since he only had 2). I knew he had the Cryptic so he countered. This allowed me to get it back and hit another land, all the while applying beats. He bought a lot of turns drawing into what felt like a million Cryptics to tap my team but I still managed to pull it out.
Round 4: Esper Control (1-1-1)[1-2-1]: Game 1 I had to mull to 5 (7 lander and no lander) and he had perfect answers for my threats and managed to kill me with Lingering Souls in the air. Game 2 went more according to plan. I dropped a Reality Smasher and Displacer which kept him from stabilizing onboard and I lethaled him quickly. Game 3 we drew because I got extremely flooded again. He found a Batterskull and equipped it to a Lingering Souls token. I knew he didn't have a path in hand due to how he played the last few turns so I sacrificed a Scion, 2 Cleric tokens, Noble Heirarch and Matter Reshaper to Westvale Abbey and we each gained life until turns had been exhausted. If I could have found a single Displacer I could have killed him.
Round 5: No Show (BYE)[2-2-1]: I got paired down with an X-3 and my opponent decided not to show up. I'll take the free win even though I knew I was likely out of prizes for the day and was sticking around to root for friends and actually play magic. Sigh.. I ran and got some food though so that was nice.
Round 6: 4C Tokens (2-0)[3-2-1]: You know what is really good against tokens? Reality Smasher and Eldrazi Displacer. Engineered Explosives did a lot of work clearing up his YP tokens as well.
Round 7: Eldrazi & Taxes (1-2)[3-3-1]: Game 1, no land in mulls down to a 3 card hand. I opt not to play anything and scoop to his turn 2 Tidehollow Sculler (that way I knew what he was playing and gave him no information). Game 2 I drew the absolute nuts. Turn 2 and 3 TKS followed by T4 Smasher. Game 3 I missed a land drop and it cost me dearly as being on the draw his T3 TKS took my T3 TKS and while I was able to drop a turn 4 Smasher his turn 5 smasher put me on a faster clock. I think we are generally favored in this match if they don't get the nuts (on both LD front as well as Eldrazi front). Still another awful variant game.
Afterthoughts: Based on the matchups i played and those I saw around as a whole for the meta... Bant Eldrazi WAS a correct choice. The deck didn't want to work with me today and actively screwed me multiple games which cost me the day. Fun side note there was a bunch of other Eldrazi players there (2 other Bant, 1 RG (made top 8), 2 D&T). All in all each had mixed results but all had at least middling days.
thanks for the writeup. was curious you don't mention world breaker in your notes, was that because you never drew him or was he not very impactful? seems interesting in the main.
thanks for the writeup. was curious you don't mention world breaker in your notes, was that because you never drew him or was he not very impactful? seems interesting in the main.
I did mention him. He won me the scapeshift matchup because I ramped into him and punished my opponent for keeping a land light ramp heavy hand (bought me enough turns to draw a TKS and rip his Scapeshift). I haven't drawn him a ton though and don't think he is really required though. Eldrazi Skyspawner has been very nice though. The added ramp and flier has made my life easier. I drew triple Heirarch in the 2nd Tokens match and swung with him as a 5/4 flier into his Lingering Souls. Followed it up with a Smasher that I had tricked him into Remanding the previous turn and it was pretty gg (which is why I didn't go too much into that match). I liked not having to worry about the spellskites and they never came in during the day. I think they are great out of the sideboard for the matchups they are good for but not needed otherwise.
Im not sold on 2 spellskite md, what do you guys think could best take their place?
I like Eldrazi Skyspawner. It comes down on turn 2 a LOT and can enable T3 Smasher more frequently. The added bonus of having a 2/1 flier and an extra scion when Drowner comes down has been noticed a lot. I don't like things like Duskwatch Recruiter because he is another whiff on Anchient Stirrings.
Im not sold on 2 spellskite md, what do you guys think could best take their place?
I like Eldrazi Skyspawner. It comes down on turn 2 a LOT and can enable T3 Smasher more frequently. The added bonus of having a 2/1 flier and an extra scion when Drowner comes down has been noticed a lot. I don't like things like Duskwatch Recruiter because he is another whiff on Anchient Stirrings.
yah spells kites have been okay for me too. I've been trying Stubborn Denial in the main as some do like Todd Stevens old list minus the goyfs and have been quite impressed.
with this deck it's just a straight up 1 mana negate that saved me so many times and stole games that just surprises the opponent game 1.
When evaluating the card, you realistically have to view it as uncastable outside of emerge at least 90% of the time. The question then becomes, are you reliably going to have a 3-cmc creature to sacrifice on turn 3 or 4? Assuming you cast it on the opponent's upkeep, it's effectively a pseudo-time walk stapled unto a 5/6 body, which is obviously great, even if you have to sacrifice a creature. The problem is, if your opponent kills your 3-drop, the card might as well be blank. Yes, you can cast it later in the game, but you pretty much never want to sacrifice your TKS or Smasher to cast it.
It has a lot of potential, but I think the variance is so high that it ultimately won't make the cut. Probably worth testing though. You'd definitely run Reshapers and probably as many Skyspawners as possible.
They left out the part where Yawgmoth is resurrected,but has been cleansed as Yawgmoth the Redeemed,and now must awaken Chromium so that Karn can fuse with him and create what can only be known as : the ultimate taco.
It can also combo nicely with Eldrazi Displacer to copy new targets.
The question is whether or not it is worth the card slots in the deck which could be used for something else.
For a similar pupose a card like Duskwatch Recruiter can be decent as a mana-sink to draw creatures/reduce their cost or take removal away from eldrazi creatures.
Played with 2x Duskwatch as well. But right now i'm just think it's still missing something.
I'm also putting in 1x Treetop Village.
Another option can be Grove of the Guardian as a late game creature-land.
I think that's perfect. Thx!
You can certainly try it. I didn't have many problems flooding out at Dallas but that doesn't mean the deck isn't prone to it. I also welcomed the extra lands if it was a displacer matchup. I would be cautious in messing with the lands to reduce the odds of you casting a turn two thought-knot and a turn three smasher. This becomes problematic if you decide to add lands that come into play tapped like man lands.
I was thinking of a 1 off man-land. Cos i've encountered mana flooding too often, it would be good if we could have a mana sink. Sea-gate wreckage or Mirrorpool also comes to mind.
sea gate works for grindy late game match ups, but you definitely don't want to be running tapped lands. this deck is already slow when we don't draw the temples/dorks, adding tapped lands cripple us.
I agree with this. I don't think you want to slow the deck down even more.
4x Noble Hierarch
1x Bird of Paradise
2x Eldrazi Skyspawner
4x Matter Reshaper
4x Eldrazi Displacer
4x Thought-knot Seer
4x Reality Smasher
4x Drowner of Hope
1x World Breaker
Instants/Sorceries:
4x Ancient Stirrings
4x Path to Exile
4x Windswept Heath
4x Eldrazi Temple
3x Cavern of Souls
3x Brushlands
2x Yavamaya Coast
1x Westvale Abbey
1x Hallowed Fountain
1x Temple Garden
1x Breeding Pool
1x Forest
1x Plains
1x Ghost Quarter
2x Engineered Explosives
3x Stubborn Denial
3x Grafdigger's Cage
2x Stony Silence
2x Pithing Needle
2x Spellskite
1x Thragtusk
Round 1: Grixis Control (1-2)[0-1]: Game 1 went according to plan. I dropped hard to deal with threats, ground him out of answers, eventually swung in for lethal. Game 2 I got stuck on 3 lands through the entire game and kept drawing Drowner of Hope (drew 3 in a row). Game 3 I got flooded and by the time I started to draw lands I was stuck under Cryptic Snap Cryptic Snap Cryptic lock.
Round 2: Jeskai Nahiri (0-2)[0-2]: Game 1 I got my opponent down to 0 actual cards in hand when I played a TKS and took their Snapcaster. He topdecks a Path to Exile into Cryptic Command my next Threat into Nahiri to exile the Smasher and then I drew all lands the rest of the way.. Game 2 I kept 4 spells 3 land hand and by the time I died to bolts and Clique I had gotten 20/23 lands and only 2 more spells.. just not my day at all apparently. These were back to back good matchups that my deck totally decided to punt on me with variance (I was 17-0-1 against control going into the day.. to start 0-2 against control tilted me a bit). It didn't help that I dropped an early Grafdiggers Cage and my opponent drew into 0 Snapcasters and 0 Nahiri's in game 2. Man I'd love to have had that kind of luck with dead draws on the day.
Round 3: BTL Scapeshift (2-1)[1-2]: Game 1 He started off with Steam Vents, Steam Vents, Island. I had a path in opening hand and drew into 2 more.. not great against control but maybe he was a delver deck on a bad draw (or so I thought). I play a T3 TKS to see what's up.. that's when I see he is on Scapeshift and was just failing on green mana. I took a ramp spell because at this point I had to keep him off mana if he did draw into a green source. Low and behold queue perfect topdeck of a fetch into more ramp and he killed me while I was stuck with 3 dead Paths in hand. Game 2 I landed TKS with Displacer and kept him from ever being able to combo off. Game 3 he stalled a turn on lands and it allowed me to play a turn 4 World Breaker and exile one of his green sources (since he only had 2). I knew he had the Cryptic so he countered. This allowed me to get it back and hit another land, all the while applying beats. He bought a lot of turns drawing into what felt like a million Cryptics to tap my team but I still managed to pull it out.
Round 4: Esper Control (1-1-1)[1-2-1]: Game 1 I had to mull to 5 (7 lander and no lander) and he had perfect answers for my threats and managed to kill me with Lingering Souls in the air. Game 2 went more according to plan. I dropped a Reality Smasher and Displacer which kept him from stabilizing onboard and I lethaled him quickly. Game 3 we drew because I got extremely flooded again. He found a Batterskull and equipped it to a Lingering Souls token. I knew he didn't have a path in hand due to how he played the last few turns so I sacrificed a Scion, 2 Cleric tokens, Noble Heirarch and Matter Reshaper to Westvale Abbey and we each gained life until turns had been exhausted. If I could have found a single Displacer I could have killed him.
Round 5: No Show (BYE)[2-2-1]: I got paired down with an X-3 and my opponent decided not to show up. I'll take the free win even though I knew I was likely out of prizes for the day and was sticking around to root for friends and actually play magic. Sigh.. I ran and got some food though so that was nice.
Round 6: 4C Tokens (2-0)[3-2-1]: You know what is really good against tokens? Reality Smasher and Eldrazi Displacer. Engineered Explosives did a lot of work clearing up his YP tokens as well.
Round 7: Eldrazi & Taxes (1-2)[3-3-1]: Game 1, no land in mulls down to a 3 card hand. I opt not to play anything and scoop to his turn 2 Tidehollow Sculler (that way I knew what he was playing and gave him no information). Game 2 I drew the absolute nuts. Turn 2 and 3 TKS followed by T4 Smasher. Game 3 I missed a land drop and it cost me dearly as being on the draw his T3 TKS took my T3 TKS and while I was able to drop a turn 4 Smasher his turn 5 smasher put me on a faster clock. I think we are generally favored in this match if they don't get the nuts (on both LD front as well as Eldrazi front). Still another awful variant game.
Afterthoughts: Based on the matchups i played and those I saw around as a whole for the meta... Bant Eldrazi WAS a correct choice. The deck didn't want to work with me today and actively screwed me multiple games which cost me the day. Fun side note there was a bunch of other Eldrazi players there (2 other Bant, 1 RG (made top 8), 2 D&T). All in all each had mixed results but all had at least middling days.
I did mention him. He won me the scapeshift matchup because I ramped into him and punished my opponent for keeping a land light ramp heavy hand (bought me enough turns to draw a TKS and rip his Scapeshift). I haven't drawn him a ton though and don't think he is really required though. Eldrazi Skyspawner has been very nice though. The added ramp and flier has made my life easier. I drew triple Heirarch in the 2nd Tokens match and swung with him as a 5/4 flier into his Lingering Souls. Followed it up with a Smasher that I had tricked him into Remanding the previous turn and it was pretty gg (which is why I didn't go too much into that match). I liked not having to worry about the spellskites and they never came in during the day. I think they are great out of the sideboard for the matchups they are good for but not needed otherwise.
I'm trying out dusckwatch recruiter or lead the stampede. Lots of 2 drops around to test with.
I like Eldrazi Skyspawner. It comes down on turn 2 a LOT and can enable T3 Smasher more frequently. The added bonus of having a 2/1 flier and an extra scion when Drowner comes down has been noticed a lot. I don't like things like Duskwatch Recruiter because he is another whiff on Anchient Stirrings.
yah spells kites have been okay for me too. I've been trying Stubborn Denial in the main as some do like Todd Stevens old list minus the goyfs and have been quite impressed.
with this deck it's just a straight up 1 mana negate that saved me so many times and stole games that just surprises the opponent game 1.
It has a lot of potential, but I think the variance is so high that it ultimately won't make the cut. Probably worth testing though. You'd definitely run Reshapers and probably as many Skyspawners as possible.