My bad, you're right. Well I checked the list and what I said is basically what I'd do against them.
Pretty much, just -1 Urborg + Karakas MD // -1 Endbringer (thinking about cutting the other one, but for what ?) + 1 All is Dust SB. Testing it ?
12-Post Big Eldrazi darkghost Lands (26) Creatures (11) Spells (23) Sideboard 4x Ancient Tomb
4x City of Traitors
4x Cloudpost
3x Eldrazi Temple
2x Eye of Ugin
4x Glimmerpost
1x Karakas
2x Urborg, Tomb of Yawgmoth
2x Vesuva4x Endbringer
4x Thought-Knot Seer
3x Ulamog, the Ceaseless Hunger4x Chalice of the Void
3x Trinisphere
2x Basalt Monolith
4x Grim Monolith
4x Voltaic Key
3x Thran Dynamo
3x Ugin, the Spirit Dragon4x Pithing Needle
3x Warping Wail
1x Walking Ballista
2x All is Dust
1x Emrakul, the Aeons Torn
4x Leyline of the Void
I slotted in cards for what I didn't have.
The Endbringers were great when I got to untap with them, but they were crappy when they met removal right away. I picked up the rest of the missing pieces except the Bridges.
My problems with Reality Smashers is that they don't solve the Baleful Strix problem, which is quite a dominant creature in legacy.
ChrisDissent and caprino, how do you handle the lack of Basalt Monolith? They were the difference of me being able to cast my spells vs DnT and Revoker shutting down multiple cards (2 Grim Monolith and 2 Voltaic Key in one of my games) and losing. They also bridged the early game to mid game for me quite well.
Vs DnT, it could be a problem, yes. It's a tricky match up, favourable but grindy cause they have a lot of resources. To avoid the Revoker trap, I keep, as possible it can be, a Warping Wail or a Spatial Contortion ready for Revoker, by not directly tap my mana rocks.
Talking about Basalt, the only good point for it (except for being Monolith n° 5/6) is this particular situation. Otherwise, it's a less efficient mana rock, and I would likely run another Dynamo than this one.
On Smasher's case, I don't want to advocate for our Smasher build, but he has an impact as soon he hits the ground, and forces your opponent to card disadvantage to get rid of him. 1 mana less is a thing. And he's a Planeswalker killer.
Endbringer is nice as a drawing engine and at freezing big dudes on the opponent's board, but as you said, it will likely eat all the removal before you can take any advantage of him.
How are your testing so far with this list ?
Death and taxes is good matchup...revoker is a problem ok...g1 is 50/50 depending you oppo see more wasteland, Port ecc...post side is different warping wail spatial and neddle is very good. 60 /40 for you.
I play basalt last time...i think is a good cards ramp...is problem is decay. Basalt is good when you have a dynamo in play. My conclusion is grim monolith and dynano and 3 voltaic is best combination for ramp.
The build is a good example why we discuss different ideas - you can't expect a deck that runs solid vs every matchup, heck even blue shells have good and bad matchups. The build above is - for my taste - simply overloaded with to many mid-endgame cards. It is okay if you face other fair midrange decks or stomp control decks that cant disrupt you well (against combo we all can struggle since "BigEldrazi" owns answer like Chalice, TKS etc. but have a slower T1 Manabase than other Stompy-Decks). If you want to beat DnT/Grixis Delver etc aka Decks that disrupt your Mana&Gameplan and kill you with a few little dudes you need cards that interact with your opponent befor you reach 8-10 mana for bombs like Ulamog&Ugin...I like Walking Ballista at Main, because it will allow to interact with a lot of Decks and is still a card that can win you the game if you have a lot of mana - its simply never a dead and a nice mana sink too - your opponent (unless a combo player) must answer it and you can still interact in response with it. Cards like Matter Reshaper, Smasher etc. will also allow you to interact with the field and at least give your opponent something to do. Its also not bad to catch some counter&removal before you drop the real bombs.
Overall if you want to improve matchup vs fast disruptive creature decks you must cut some endgame stuff, because in a lot of games you will never reach the amount of mana to cast them or it is too late. That is also the reason i dont like all the list with 3-4 Ugins + 5or more Endgame Eldrazis. It will tend to a lot of dead draws, mulligans and games you skip because you cant do anything with the cards in hand while your opponent play alone.
@ChrisDissent: Blight Herder wasnt to bad at all. Five Mana is more or less low enough to have impact even under disruption. Smasher would be good to, but in this Deck Herder feels better because in most cases it doesnt matter if he gets countered or catch removal. His job is to defend the field and allow to ramp into a bigger Eldrazi the following turns - he can do both well, if you can attack you still have 7 power on 4 bodies. But you need O.Sower (besides TKS) too to get enough exile effects. With leyline, Warping Wail at side its even better.
@Manarocks: I am with caprino here, Grim Monolith and Thran Dynamo with Key are solid enough. You only need more if you pack more high end bombs which - for me - doesnt seemed right because you will still skip some games and the deck have not the problem to win long games or pick up the win after a bomb hit the field. Its always about find the right mix of mana, speed and stuff that overwhelm the opponent. Its nice to draw Ulamog&Ugin if you reach the mana, but its bad to draw them if you need mana and/or defense and its also bad to draw more manarocks like basalt monolith if you need a creature to stay in the game.
TEAM MtG Berlin
@ChrisDissent: side guide vs dark depht,omnitell,infect,bant. thanks
I'm liking the base a lot, having 26 lands, 13 mana rocks (with Basalt). It feels resilient enough vs Moon Stompy, Lands, and DnT. My meta is widely varied (about 12 different decks) with combo, tempo, control so I don't really want to interact much. I'm just looking for the right cards and proper balance of mid to end game based on my meta.
Yup, I hear ya.
The original list had 4 10ccs and 4 8ccs. I cut one 10cc and 8cc, and flows a lot better. I can understand cutting another Ulamog.
I tested 4 Walling Ballistas, he is amazing, but not as a 4 off for me. He can be dead in a lot of matchups still (fast combo) and I'd rather be casting Ugin at 8 mana and Ulamog at 10. I'll try to find which is the right number for me. If I wanted to interact with my opponent I would just play a midrange eldrazi deck. Blight Herder might be possible with Oblivion Sower and maybe Scavenger Grounds, but land slots would be tight. He is a great creature for mid-range.
It makes it feel like a real MUD deck that way.
It's not MUD if you can't blame the deck for half the losses.
@ChrisDissent: vs 4c,4c controll,bug shardless,bug delver,bug controll you side same bug you write in side guide? thanks
@ChrisDissent: side guide vs all spell,affinity,tezzeret controll, thalia stompy. thanks
Warping Wail won't help much against Goryo's Vengeance and Shallow Grave...
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