// 60 Maindeck
// 14 Creature
4 Elder Deep-Fiend
4 Spire Golem
4 Matter Reshaper
2 Vexing Scuttler
// 3 Enchantment
3 Search for Azcanta
// 15 Instant
4 Kozilek's Return
3 Cryptic Command
4 Thought Scour
4 Opt
// 23 Land
4 Eldrazi Temple
1 Sanctum of Ugin
4 Scalding Tarn
4 Steam Vents
8 Island
2 Misty Rainforest
// 1 Planeswalker
1 Jace Beleren
// 4 Sorcery
1 All Is Dust
3 Coax from the Blind Eternities
// Coax-Board
SB: 1 Deepfathom Skulker
SB: 1 Drowner of Hope
SB: 1 Emrakul, the Promised End
SB: 1 Thought-Knot Seer
SB: 1 Vexing Scuttler
SB: 1 Wretched Gryff
- Spire Golem is pretty good at paying for emerge cards, doesn't die to hardcast Kozilek's Return
- In modern you have Eldrazi Temple to help you hardcast the emerge cards
- Azcanta helps you ramp into hardcasting emerge cards and also synergizes well with the flash gameplan, while putting Kozilek's Return in your graveyard and being an enchantment for the Emrakul in your sideboard
- Coax can get Vexing Scuttler which can get back the Coax (because unlike other 'wishes' it doesn't exile itself)
- Scuttler getting back Cryptic is pretty cool
- Coax is like a creature you can hit with Azcanta
- 1 All is Dust for Tribal type for the Emrakul but also a powerful 1-of to bring back with Scuttler
- The Jace is basically just for the Emrakul though, it could probably be something else instead
- Deepfathom Skulker in the sideboard is probably too silly (Eldrazi Obligator could be ok maybe)
Edit: I think it wants Ceaseless Hunger in the SB as an out to e.g. Ensnaring Bridge
Edit again: Sea Gate Oracle might be better than Matter Reshaper in this deck
Last edited by kombatkiwi; 10-19-2017 at 08:55 AM.
You may want to use the CARDS tags since you're using a lot of pretty obscure tech.
All Is Dust is an Eldrazi card and can be gotten with Coax which could be a nice consideration in the board.
Fixed.
EDIT: So it's essentially a Living Wish-type of toolbox deck using blue eldrazi. Spire Golem is really cool tech, and I'm guessing you'd use more effects like that if you had them available. Eldrazi Temple does a lot of work here.
How do you feel about flash creatures, or creatures that have persist? Vendilion Clique seems to go with the tempo-ish approach, gives you a different angle of disruption, and then reduces your costs by 3. Venser, Shaper Savant can do a similar function and then drop costs by 4. It could make for some nasty t4-5 plays. Glen Elendra Archmage also seems very good; countering a key spell and coming back so you can repeat that, or just reduce your costs by 4 mana and coming back so you still have a Negate available. Last thought: with the etb abilities on some of your cards, Ninja of the Deep Hours seems good. You end up hitting for less damage, but Elder-Deep Fiend becomes almost a soft lock at that point.
Just some thoughts. Interesting interaction, cool synergy.
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
Cryptic Command aside, does the deck really need that many blue sources? If you cut Cryptic Command, you could modify the manabase to include the Tron lands while still consistently producing enough blue. If you did that, you would be able to more consistenty cast All is Dust, or to hardcast the Eldrazi later on. I get that the point is to abuse the emerge cost, but still. I don't play much Modern, so I'm probably way off base here.
EDIT: Ignore my entire post. I didn't know Spire Golem had Affinity for Islands until after I posted it. I'll learn from this gaffe and read all of the cards first next time.
EDIT2: On the other hand, this Emerge does open up other interesting options, such as Cryptic Serpent, Gurmag Angler (with a black splash), Bedlam Reveler, or possibly even dipping into a slightly artifact heavy approach with Frogmite, Myr Enforcer, Qumulox, Somber Hoverguard, Thoughtcast, etc... but then again, that may just be better off as an Affinity deck. There are other creatures like Spire Golem though, i.e basic land Affinity... so maybe going heavy into two colors could increase consistency (Oxidda Golem in this case, since you are splashing red).
EDIT3: You'd probably need to run Serum Visions or some more cheap Instants to make Cryptic Serpent worth it, and it's overkill right now without running the more powerful/expensive emerge Eldrazi, so it might not be worth it here, but I still like the idea. Also, I agree with Mr. Safety that you should run Ninja of the Deep hours.
Good idea, I forgot about this.
I would like Eldrazi Conscription to be good too but that's probably another option that's slightly too silly.
Yeah, I was considering this tension when I was building the deck (this is the reason why I'm only playing 1 Sanctum of Ugin, for example). Eldrazi Temple seems strong enough to be worth being non-island, but having maximum islands is important because having 4 islands on turn 4 lets you play Spire Golem and then immediately emerge a Deep Fiend out of it. Because you have so many cantrips and other ways to use your mana like Azcanta etc there's often a noticeable difference casting Spire Golem for 0 vs 1 vs 2 etc at all points of the game.Cryptic Command aside, does the deck really need that many blue sources? If you cut Cryptic Command, you could modify the manabase to include the Tron lands while still consistently producing enough blue. If you did that, you would be able to more consistenty cast All is Dust, or to hardcast the Eldrazi later on. I get that the point is to abuse the emerge cost, but still. I don't play much Modern, so I'm probably way off base here.
EDIT: Ignore my entire post. I didn't know Spire Golem had Affinity for Islands until after I posted it. I'll learn from this gaffe and read all of the cards first next time.
I don't think playing additional golems like Oxidda Golem is a good idea, because you can't reliably have enough dual lands to make them both cheaper (and it would involve you shocking yourself a lot), and also because they are kind of low-power cards by themselves, so while they do let you make some very efficient plays you never want to draw too many at once.
Something like Venser and Clique could be okay, the problem with these kind of Tempo cards (especially Clique) is that the benefit of being an efficient attacker is mostly lost when you're going to end up either eating it for an emerge card or killing it with your own K return. The thing I found when I played Temurge in standard was that the Emrakul lategame basically beats everything, so even though on the surface you could play this 'Faeries' game with Deep Fiends, in most situations you ended up being more like a ramp deck where the Emerge cards were speedbumps for your opponent rather than actual win conditionsHow do you feel about flash creatures, or creatures that have persist? Vendilion Clique seems to go with the tempo-ish approach, gives you a different angle of disruption, and then reduces your costs by 3. Venser, Shaper Savant can do a similar function and then drop costs by 4. It could make for some nasty t4-5 plays. Glen Elendra Archmage also seems very good; countering a key spell and coming back so you can repeat that, or just reduce your costs by 4 mana and coming back so you still have a Negate available. Last thought: with the etb abilities on some of your cards, Ninja of the Deep Hours seems good. You end up hitting for less damage, but Elder-Deep Fiend becomes almost a soft lock at that point.
Ninja of the Deep Hours could be really good.
The kind of 3 drop I would be really interested in is one that can recur from the graveyard; Eternal Scourge seems like it has potential but the most obvious enabler for that is Relic which is a complete nonbo with the rest of the deck. Maybe some kind of Phoenix or Unearth card? Skaab Ruinator?
After some more testing I decided that Spire Golem isn't very good, which enables the manabase to be improved with the addition of more Sanctum of Ugin and Field of Ruin
Additionally, I realised that Scrabbling Claws acts as a good Eternal Scourge enabler (like Relic) while still disrupting the opponent's graveyard and not affecting your own Azcanta / Kozilek's Return / Emrakul if you want to crack it (it even puts an artifact in the graveyard for Emrakul, which is useful now that I cut Spire Golem).
Because I put more colorless lands in the manabase now that I don't need a ton of Islands for Spire Golem, Cryptic Command becomes harder to cast, so I cut it for Remand, which is a better tempo card (and helps to cycle early for fueling Azcanta). It's interesting that you can potentially do stupid tricks where you cast Deep Fiend to get all the different triggers, and then Remand it, but I don't expect this to ever happen. (If you have Vexing Scuttler in hand and Remand in the GY you can pay 10 mana to draw a card, wow)
4 Elder Deep Fiend
4 Eternal Scourge
4 Matter Reshaper
1 Vexing Scuttler
4 K Return
4 Thought Scour
3 Remand
3 Lightning Bolt
2 Coax from the Blind Eternities
1 All is Dust
2 Azcanta
1 JTMS
4 Scrabbling Claws
4 Shivan Reef
3 Sanctum of Ugin
1 Wastes
1 Geier Reach Sanitarium
2 Steam Vents
3 Island
2 Scalding Tarn
4 Eldrazi Temple
3 Field of Ruin
Sanitarium could possibly just be another Island but I thought it was a nice way to loot Scourge/K-Return into the grave. It's also possible that the manabase should have some number of Cavern of Souls in it.
I have seen other 'Big Eldrazi' builds with Heartless Summoning but I'm not quite sure how to combine this strategy with what I have:
Giving your creatures -1/-1 is bad for the Aggro/Tempo gameplan so it makes EDF much worse, I think you have to emphasize the card advantage / ramp aspect by playing Distended Mindbender and other things with big etb effects rather than other things that are simply large-sized for their cost. You can still use Kozilek's Return potentially (and I think K-return is good) but I don't know that you can afford to play 3 colors. I think I still like the Coax/Azcanta/Thought Scour shell in this hypothetical deck and obviously you would still want to be playing Eldrazi Temple and Sanctum of Ugin so the manabase would be stretched very far.
Heartless summoning is great with Eternal Scourge and the Heartless Summoning ramp deck could definitely take advantage of Oblivion Sower (Scrabbling Claws then would not only power Scourge but also help to exile the opponent's lands), but then you would want reliable access to Urborg to get mana from the opponent's fetches and now you are stretching your mana even further... It's a challenging puzzle to solve
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