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Gheizen64
03-07-2016, 06:17 AM
This is my latest list:


Eldrazi beaters (18)
4 Endless One
4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
2 Matter Reshaper

Lock Pieces (9)
4 Chalice of the Void
3 Thorn of Amethyst
2 Phyrexian Revoker

Removal and Utility (5)
3 Warping Wail
1 Dismember
1 Umezawa's Jitte

Accelleration:
4 Simian Spirit Guide

Lands (24)
4 Mishra's Factory
4 Eldrazi Temple
2 Eye of Ugin
4 Ancient Tomb
4 Cavern of Souls
2 City of Traitors
4 Wasteland

SB: 2 Tormod's Crypt
SB: 1 Ratchet Bomb
SB: 1 Duplicant
SB: 1 Dismember
SB: 2 Ravenous Trap
SB: 1 Surgical Extraction
SB: 2 Spatial Contortion
SB: 1 Endbringer
SB: 1 Warping Wail
SB: 2 Pithing Needle
SB: 1 Umezawa's Jitte


My biggest doubts are in the SB tbh. I think we need Needle, chalice or not, to fight lands, miracles and other random backbreaking abilities. Sure it's a dead draw if you draw chalice first, but it's 2 dead draws against 15+ you gave to your opponent. You also can go needle into chalice which is seriously backbreaking. This list , however, has 0 out to bridge except Endbringer pings and bomb on 3.

I also moved back the spirit guides because i find them the best accelleration, giving you that crucial T1 2 mana, and doubling as a beater late game. Going more lands was nice, but having 2 slightly worse topdecks make me feel better when playing the list, as well as being able to cast smashers and TKS T2 more often. With only 2 traitors and 2 Ugin, the amount of dead topdecks and shitty hands is reduced to the minimum, but you retain the explosiveness of those sol lands with the apes. The ability to counter dazes is also extremely important vs delver decks , as daze is the best card they have against you.

Rest is pretty stock, with 2 matter reshapers as the last 2 eldrazis. I've found out that i win more games where i can just flood the board early than games where i go long and Endbringer give me the win. So even if Matter reshapers are generally bad, they're decent as 1 mana 3/2s pressuring the board , and they cantrip often vs non-miracle decks, especially if u can land chalice on 1. Playing wastelands fit in with this reasoning. Pressuring the board early and fast with eldrazis, then coupling it with wastelands early, and finishing with factories later. I honestly think this is the best mana base of all those i've tried. It basically never feel awkward, and each land either is a 2 mana land or give you important things, incounterability, beaters against mass sweepers or mana denial if you have fast starts and have to close out your opponent from developing in conjunction with your lock pieces. Plus drawing 2 cities or 2 ugin early is really rare.

RhoxWarMonk
03-07-2016, 08:38 AM
This is my latest list:


Eldrazi beaters (18)
4 Endless One
4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
2 Matter Reshaper

Lock Pieces (9)
4 Chalice of the Void
3 Thorn of Amethyst
2 Phyrexian Revoker

Removal and Utility (5)
3 Warping Wail
1 Dismember
1 Umezawa's Jitte

Accelleration:
4 Simian Spirit Guide

Lands (24)
4 Mishra's Factory
4 Eldrazi Temple
2 Eye of Ugin
4 Ancient Tomb
4 Cavern of Souls
2 City of Traitors
4 Wasteland

SB: 2 Tormod's Crypt
SB: 1 Ratchet Bomb
SB: 1 Duplicant
SB: 1 Dismember
SB: 2 Ravenous Trap
SB: 1 Surgical Extraction
SB: 2 Spatial Contortion
SB: 1 Endbringer
SB: 1 Warping Wail
SB: 2 Pithing Needle
SB: 1 Umezawa's Jitte


My biggest doubts are in the SB tbh. I think we need Needle, chalice or not, to fight lands, miracles and other random backbreaking abilities. Sure it's a dead draw if you draw chalice first, but it's 2 dead draws against 15+ you gave to your opponent. You also can go needle into chalice which is seriously backbreaking. This list , however, has 0 out to bridge except Endbringer pings and bomb on 3.

I also moved back the spirit guides because i find them the best accelleration, giving you that crucial T1 2 mana, and doubling as a beater late game. Going more lands was nice, but having 2 slightly worse topdecks make me feel better when playing the list, as well as being able to cast smashers and TKS T2 more often. With only 2 traitors and 2 Ugin, the amount of dead topdecks and shitty hands is reduced to the minimum, but you retain the explosiveness of those sol lands with the apes. The ability to counter dazes is also extremely important vs delver decks , as daze is the best card they have against you.

Rest is pretty stock, with 2 matter reshapers as the last 2 eldrazis. I've found out that i win more games where i can just flood the board early than games where i go long and Endbringer give me the win. So even if Matter reshapers are generally bad, they're decent as 1 mana 3/2s pressuring the board , and they cantrip often vs non-miracle decks, especially if u can land chalice on 1. Playing wastelands fit in with this reasoning. Pressuring the board early and fast with eldrazis, then coupling it with wastelands early, and finishing with factories later. I honestly think this is the best mana base of all those i've tried. It basically never feel awkward, and each land either is a 2 mana land or give you important things, incounterability, beaters against mass sweepers or mana denial if you have fast starts and have to close out your opponent from developing in conjunction with your lock pieces. Plus drawing 2 cities or 2 ugin early is really rare.

I really like your list. How are you finding only 2 cities and 2 eyes working out? I'm on 3 of each atm and obviously both are amazing when in your opening hand but very underwhelming later. I've also found 2 cities in your opener is very harsh and forces tough decisions on how to play correctly, so been debating going down to 2 as well. How are the factories playset working?

Also fully agree with the spirit guides, much better than mox diamonds and still allows the explosive start. As a minor comment, I see everyone running ssg over esg, any real reason why? Esg at least gives you a chance to cast world breaker if you run a copy in the sb but otherwise they feel basically the same.

Alex_UNLIMITED
03-07-2016, 08:49 AM
Oblivion Stone/Nevinyrral's Disk (if TNN is a problem, your board isnt strong enough, so it is ok if something dies)

I think Oblivion Stone is very good even against Miracles. After they play Terminus and then Blood Moon or Moat, it can destroy everything. It can be more faster than Ratchet Bomb, that is too easy to fail under a Counterbalance or die from Engineered Explosives.

Gheizen64
03-07-2016, 09:05 AM
I really like your list. How are you finding only 2 cities and 2 eyes working out? I'm on 3 of each atm and obviously both are amazing when in your opening hand but very underwhelming later. I've also found 2 cities in your opener is very harsh and forces tough decisions on how to play correctly, so been debating going down to 2 as well. How are the factories playset working?

Also fully agree with the spirit guides, much better than mox diamonds and still allows the explosive start. As a minor comment, I see everyone running ssg over esg, any real reason why? Esg at least gives you a chance to cast world breaker if you run a copy in the sb but otherwise they feel basically the same.

I don't run World Breakers in the SB and Blood Moon is a card that is being played more and more so i'd rather play SSG.

I'm finding myself fine with 2 cities. Honestly, i feel like Eye is probably the more correct card to bring up to 3 especially in an aggressive lists.

RhoxWarMonk
03-07-2016, 09:16 AM
I don't run World Breakers in the SB and Blood Moon is a card that is being played more and more so i'd rather play SSG.

I'm finding myself fine with 2 cities. Honestly, i feel like Eye is probably the more correct card to bring up to 3 especially in an aggressive lists.

Good point on the blood moon argument, especially in a aggro list - I wasn't thinking about that.

I think I'll try the 2 cities/3 eye plan and see how that works. This would allow me to play the entire set of Mishra's factories as well (I'm currently running 25 lands). I find factories have been very underrated, especially with equipment in the main deck. Most decks seem to be running anywhere from 0-4 in their lists but IMO they can replace the utility lands (Karakas/Urborg) over the Wastelands, which I think are a staple here above all else.

MD.Ghost
03-07-2016, 09:29 AM
I don't run World Breakers in the SB and Blood Moon is a card that is being played more and more so i'd rather play SSG.


If i would play with Spirit Guides it would clearly the elvish one, because it is much better (at least have the option)to kill Moon (and all the other stuff like Bridges; Moat etc.) than a similar situation where i want to cast a 2/2 Ape with my Mountains... It is ok to play Guides over Moxen in a colorless deck, but normally Simian Spirit Guide will not win you the game. Ask a Dragon Stompy player how good Guides are without any Equipment etc. If anyone fear Painter/Dragon Stompy, (according to my opinion) it would be more useful to play some Manastones or Wastes to floor the accelerator with Smasher, Seers etc. (aka real pressure) If it's a Moon from Miracle-Side, i would gladly run a 5/7 reach Body, that destroy the Moon (most Sideboards contain only 1-2) uncounterable on cast over any 2/2 "Hope i see no Swords/Snapcaster/Terminus/WinCon" Ape.

Sure - if you only run Spirit Guides without World Breaker in mind, then it doesn't matter at all and in that case the Ape is slightly "better" - but since it is so simply (and wise) to also include 1-2 World Breaker (since all other decks brainstorm over "Eldrazi Hate" like Moon, Bridge, Moat etc.) in your 75 card pile you should run the green mana over the red.

Holly
03-07-2016, 11:58 AM
Alright here we go.
I tried to remove my bias though theres still probably plenty in, please point it out so I can correct it.
A picture is coming when I find a good one and find out how to add them properly.
Matchups are coming during the week.

Introduction
Eldrazi Stompy also known as Eldrazis Shops is the newest deck in the Legacy and Modern pool. It plays similar to other stompy Decks like “Dragon Stompy” but makes use of the new Eldrazi creatures from Oath of the Gatewatch which had a lot of impact for the following reasons:
- The most important ones are completely colorless, thus making the „Sol-Lands“ (Ancient Tomb & City of Traitors) stronger as those now could cast the lock-pieces and the threats without additional manafixing needed.
- They’re pretty good on the cost/power ratio while having additional benefits.
- Compared to the beaters MUD plays (f.e. Wurmcoil Engine) they can make use of 2 further „Sol-Lands“ in Eye of Ugin & Eldrazi Temple thus having an overall more stable manabase which is a little bit more difficult to disrupt and just more consistent while lessening the need of other acceleration pieces thus lessening the chance of a hand consisting of all mana and no pressure.

Since the deck is still new there isn’t one list to play, everything apart from a few card choices is still in flux and depends on your general strategy and expected matchups.
You can play a straight colorless version or splash different colors which opens up new maindeck and even more important sideboard choices, though as usual at the cost of a weaker manabase.
In general a „Stompy“ deck trys to play a lock piece, followed by a threat which is now protected/cant be answered and kill the opponent with it.
There are 2 camps of Eldrazi players, one who favor a more aggressive approach, trying to keep the curve as low as possible and attack the opponent before he has any chance to recover from the first dropped lock piece.
The other camp favors a higher end manacurve to play the most powerful Eldrazis, making use of the lock pieces to get in the actual mid/lategame and dominate the board.
Those 2 variants share a lot of cards in common, but there are several cards one list would play while the other does not. In each cards description I’m going to add which variant profits more from the inclusion of each card.


Card choices
24-26 Lands
The correct land count hasn’t been figured out yet and always does depend on the rest of your list and also on the use of other acceleration.

Ancient Tomb
The best land in the deck and the oldest „Solland“, yes sometimes the damage will kill you but those 2 colorless mana enable you to play your (for Legacy) high costed creatures as well as dropping your important lock pieces on turn 1. Play 4.

City of Traitors
The disadvantage of the City is clear but the risk is well worth it to give you a higher chance to drop your lock pieces t1, followed by a huge threat turn 2.
Depending on your actual decklist you might want to play fewer or more of those as it matters a lot whether you want them mostly to drop Chalice/Thorn on turn 1 (which can be helped out in other ways) or need them to cast non-Eldrazi threats.
Most people try a balanced approach and play 3 Cities, depending on your decklist you can argue for 2 or 4.

Eye of Ugin
Its a legendary which sucks. It doesn’t add mana for your non-Eldrazi spells which sucks. The ability needs you to have 7 mana which rarely happens.
But it makes some of your most broken starts possible as it „taps“ for 2 for all your Eldrazi creatures without hurting you.
If you can actually play 2 or more creatures in a turn it effectily makes 4 or 6 mana !
When playing a more aggressive approach of Eldrazi-Stompy you want to max out on those Eyes, as the disadvantage of it being legendary wont come up as often in shorter games. If you’re playing a lot of non-Eldrazi cards you might want to settle on 2.

Eldrazi Temple
Similar to Eye it allows you to drop your Eldrazi threats way faster than usual though is restricted to a maximum of 2 mana per turn unlike Eye. On the other hand it doesn’t suck in multiples and can cast your non Eldrazi cards aswell. The first Eye will be better than the first Temple more often than not but you rather draw more Temples than Eye’s.
Depending on your decklist you probably want to play a mix of 4-8 copies of Temple/Eye. Aggressive versions favoring more copies of both for the maximum chance of broken starts.

Cavern of Souls
As most or all creatures in the deck share the „Eldrazi“ type Cavern of Souls ability to make your threats uncounterable is a great way to get a edge in control-matchups as you reduce their outs to just their removal.
Even when you’re playing non Eldrazi creatures and name them with cavern it wont hinder your manabase as its still produces colorless for your Eldrazis!
But more than that the Caverns allow you to fix your mana in case you’re splashing one or more colors. But be careful when splashing non-Eldrazi creatures as its still gonna be the most common announced creature type.
Note: If you want to make use of the „uncounterable clause“ the mana added can’t be the colorless one you need to spent for casting f.e. Thought-Knot Seer.

Crystal Vein
Some people like it better than City of Traitors as you don’t have to sacrifice it when playing the next land, other hate it as its gonna be even more awkward to play it turn 1 into Chalice/Thorn than City is gonna be.
Most use them when they want more ways of having 2 mana on turn 1 without overloading on City of Traitors (thus reducing the chance of drawing multiples) and without playing other acceleration.

Wasteland
Depending wether you have room for more colorless-only lands or not Wasteland is a great choice. While the deck is mana hungry and you won’t always use it to hinder your opponent it helps a lot against annoying lands of your opponents (Tabernacle, Maze of Ith, Rishadan Port, Thespian Stage).
Aggressive colorless variants could want the full 4 as they have the room for it, other variants most likely still want to play some number of them to battle the mentioned problem-lands. In any case the use of it should be carefully considered, as the deck is very mana hungry and losing a land is a huge cost. Take some seconds to think whether its worth it or not before destroying your opponents land.

Ghostquarter
Poor mans Wasteland but good enough for those who want the extra land destruction. It’s possible you’ll find them in a super-fast list as a 2 of. A decent choice if you expect a lond of land or mirror matchups.

Mishra’s Factory
Most likely played in the more aggressive variant, the deck builder probably has to chose some mix of those and Wasteland depending on the valuation. Definitely do getbetter when you’re playing equipment.
Inkmoth Nexus is an alternative for the ability to fly over with equipment during board stalls, but therefore is weaker on its own.

Corrupted Crossroads
It’s here to fix your mana for Eldrazi-Creatures, between Cavern and it you could be looking at 8 sources of every color for each Eldrazi, its hard to find room for all those good lands but if you’re seriously thinking about playing 3 or even 4 colors of Eldrazi you should try to fit some of those in. If you’re playing the colorless variant or just splash for one color skip on those, there’re better alternatives.

Wastes
Allows you to play through Bloodmoon and From the Ashes. Helps a lot against Back to Basics. Otherwise a useless land. You can’t fetch for those which makes playing only 1 or 2 most likely a waste of effort. Most decks don’t want to afford to waste their land slots on Wastes, but if you expect the above cards you can/should try to make some room for those.

Urborg, Tomb of Yawgmoth
Another legendary land which doesn’t even accelerate you like Eye of Ugin does..doesnt it? It actually can make you 2 mana in combination with said Eye of Ugin (letting you tap the Eye for B), giving you another possibility of having 4 mana on turn 2 (note those 4 mana can’t cast Thought-Knot Seer).
Its also a great way to reduce damage from Ancient Tomb in the lategame when you only need them to tap for 1 mana and it fixes your mana in case you’re running a black splash. If you make use of all those abilities you should consider running 3 or 4 but otherwise don’t overload on it for the chance to make Eye of Ugin tap for mana, its still a good 1-2 of if you have the slot.

Karakas
Yet another legendary land. It helps you in different matchups (Reanimator, SneakShow and Lands most commonly) which without it are some of the more problematic matchups. If you’re splashing white it even fixes your mana and then there’s no reason to not play at least one copy.

Grove of the Burnwillows
If you're playing at least one of those colors this land will fix your colors while still providing colorless mana. The lifegain is not irrelevant but as you won't need much colored mana negligible. Also the obvious combo with Punishing Fire.

Painlands
Those are just here to fix your mana in case you splash some color and can’t use better lands for those colors.
Specially worth mentioning Horizon Canopy as it not only fixes 2 colors while still providing colorless. It’s also helping smoothing out your draws in case you’re getting flooded.

Gemstone Cavern
For those of you feeling lucky, on the play it’s a worse Waste, on the draw its pretty much a Chrome Mox which you can pitch any card to. I haven’t any experience with it yet but I’m eager to try it as a 1-of.


Acceleration
Some shy away from acceleration for the card disadvantage they bring with them or for being to slow to actually matter. But if you want to maximize your chance of a turn 1 lock piece without mulligans and/or want to diminish the number of the worse sollands you play you might want to opt for the inclusion of some of those. People who use them found out 3 to be a good number between constistenly getting speed without ruining your deck, although it heavily depends on your goal (for example landing turn 1 a lockpiece or fix your mana) and landbase.

Mox Diamond
On the plus side its free, fixes your mana stays in the game and can give you even 3 mana on the first turn, all while getting rid of those extra copies of lands the lands you rather only draw once (legendary lands, City of Traitors). On the other hand its only better as an additional land while you’re still hitting your land drops, can lead to awkward starting hands and is card disadvantage. If your curve goes rather high or you try to splash multiple colors you should strongly think about adding some of those in your list. Colorless variants are better of with other options.

Simian Spirit Guide / Elvish Spirit Guide
One time acceleration for your turn 1 lock piece for card disadvantage. Mostly used in case you want to stay at 8-9 ways of having 2 mana on turn 1 without playing 4 City of Traitors. If you play Worldbreaker you should chose the Elf as it fixes your mana and can get you out of Bloodmoon. If you don’t chose the Ape as you can still cast it during a Bloodmoon (gets slightly better when playing equipment).

Mindstone/Talismans
Both help you ramp, though the focus here is to ramp in your mid/lategame and not for your t1 lock piece. Lists which might be interested in playing those cards are top-heavy lists or lists playing some non-Eldrazi threats while maxing out on Temples. Note that those mana rocks also help you play around Bloodmoon. The Talismans will fix your mana for splashes, the Mindstone can be cashed in for a card if you don’t need the manafixing.


7+ Lock pieces
General conses is that you want to play at least 7 lock pieces to give you a decent chance of having access to at least one without mulliganing to oblivion.
As you want them to be playable on turn 1 many people feel they should cost 2 mana. While 3 mana can be done with Mox’es/Spirit Guide’s those will severely hamper your win % against decks where its boom or bust on turn 1 (f.e. fastcombo). Though feel free to add some of the more expansive ones as piece number 8-10. Despite being very important to the decks core, the more aggressive version doesn’t want to overload on those as drawing just lock pieces without threats is bad and will give opponents the chance to overcome them.

Chalice of the Void
This is your first and from now on your favorite lock piece. The whole decks wraps
around it and just its inclusion determines the rest of the deck enormously. It’s well worth it. A lot of decks simply fold to a turn 1 chalice on 1 and even later Chalices lock out a good portion of most decks. It’s the best thing you can do turn 1 by a whole lot.

Thorns of Amethyst
Most commonly this is the second lock piece as it hits most decks in Legacy.
It does stop some decks completely game 1, makes it very hard for others, is decent against yet another portion of the metagame and unfortunately there are also some matchups its weak against. Most people favor Thorns over the next mentioned Sphere as the latter does hinder you aswell.
If you expect lots of decks like Maverick, Elves, Death and Taxes and other creature centric decks you should skip on those Thorns and play something else.



Sphere of Resistance
Here is your other choice of 2 drop and while it hits pretty much every matchup
(apart from MUD and Affinity) it also severely hampers you, a trade-off most people do not find worth it. It is however a worthy consideration if you expect lots of creature-centric matchups (as a Thorns replacement), if you want even more disruption playable on turn 1 or as a sideboard choice.

Trinisphere
A mighty weapon, able to shut off your opponent completely allowing you to play
solitaire. Its still not a necessary maindeck choice as we can’t (or only rarely) have 3 mana on turn 1 and its dissynergy with Eye of Ugin. In the matchups where Thorn is weak Trinisphere is most likely as weak and thus most people have shied away from it, maybe making room in their sideboards. Some still swear on it though, but the (nearly) inability to pump it out turn 1 makes it much weaker than in a deck like “MUD” or “Dragon “Stompy.

Winterorb
Another 2 drop lock piece but bad enough in enough matchups (Combo decks) while also being annoying for yourself its most likely just a sideboard choice for some matchups. Then again the aggressive approach could combine its synergy with [card]Eye of Ugin to good effect.


Tangle wire
So far no successful deck included it, but some people are trying to combine this
magnificent piece with an aggressive strategy. I’d like to see it work out, if you’re playing it some strategy involving Eldrazi Spawns might work out for you.

Smokestack
While playing similar lock pieces Eldrazi Stompy/Shops is not a “Staxx” deck and you should stay away from including this in your list. Its way to slow for what we’re trying to do and apart from a combination with [card]Crucible of Worlds we can’t abuse it in any way.

Creatures
When lock pieces are your bread of the deck then those creatures are your favorite topping of choice, whether its peanut butter, nutella, cheese, bacon or even marmite. They’re your win conditions and can add another layer of disruption while smothering your opponent.

Thought-Knot-Seer
The card which had most attention before the set was released and for a good
reason. As a 4 mana 4/4 its decent sized and doesn’t die to the common non white
removal. Its colorless and as such compeltly castable of sol-lands. Its an Eldrazi thus giving you a maximum of 16 sol-lands for it and more to boot: It’s an awesome piece of disruption ! Yes they get a card back when this dies and sometimes they won’t have anything thus getting card advantage on a kill. But those occasions are far enough apart and do not undermine this creatures strength ! Play 4 end of discussion.

Reality Smasher
5 mana is a whole lot for nothing but a dump 5/5 beater in Legacy. But when that guy is castable on turn 3, has haste, trample and some sort of protection its well worth it. This guy is going to close out the games you’ve been locking before and he’s going to do that fast. You should have a good reason to not include 4 of those bad boy.

Eldrazi Mimic
Now we have the first creature which hugely determines the rest of your build. If you favor an aggressive strategy play 4 and be happy turning 2 of those sideways on turn 3 after playing a Reality Smasher[/carsd]. Even most “slower” decks want them as it’s the only Eldrazi 2-drop (apart from Endless one) and is free with an Eye of Ugin in play.
However it’s a weak stand alone card, even a 0 mana [cards]Goblin Piker is just that and as such a weak topdeck. At first its seemed to be an auto inclusion but in the past couple of weeks decks experimenting without them have been seen. In the future this card might be a splitting point between the 2 different variants.

Endless One
As a x-mana x/x its always unexciting but it will always fill your curve, can be super fast if you have the according opening hand and makes Eldrazi Mimic that much stronger. Aggressive colorless variants will want/have to play it, those decks splashing a color or two might have other choices.

Matter Reshaper
Don’t let you fool yourself into thinking this is the colorless Baleful Strix. It isn’t. What it does is filling the 3-mana slot which looks rather empty without it. With Eye of Ugin out it’s a Wild Nacatl which cantrips when it dies. That’s something aggressive decks do like, but it matches up poorly against a lot of other creatures (Thalia, Guardian of Thraben, Tarmogoyf, Knight of the Reliquary, Eldrazi-Mirror).
Note: The ability to put something with cmc <=3 onto the battlefield is a may, so if you reveal a Chalice of the Void or an Endless One you can simply draw them.

Endbringer
We’re getting to the top of the curve, 6 mana is a lot even when having access to 16 sol-lands so the question is whether what we’re getting is worth it. As a 5/5 this not-so-little guy can bring the end to your opponent by smashing, though that’s what we have the actual Reality Smasher for.
The pinging is helpful for annoying opposing creatures like Dark Confidant or Young Pyromancer, it can put a stop to Thalia-attack-with-first-trike-while-being-equipped-with-Jitte-then-bounced-by-Karakas shenanigans which already is good.
Further this ability gives you an out to a resolved Ensnaring Bridge / Moat game 1.
Its also a good card to put into play against SneakShow as the tap ability can win you the game easily.
But wait! There’s more! He can even let you draw some cards in case non of the
above options is any good, that’s a fair amount of value for one card. Though as 6
mana is a steep step to pay you’ll only see some copies of him in the slower decks.

Oblivion Sower
Another 6 drop but without as much impact as the Endbringer. What it does offer you is a great body, matching up well against opposing Reality Smasher and Tarmogoyf. As processing is not as much of a deal in Legacy the exiling part isn’t interesting. Getting some lands on the other hand is nice as it can accelerate you into Eye of Ugin activations.

Blight Herder
It’s a 5 mana 4/5. Not exiting.
If you warp your deck around processing it would be worth it and I could see some use of him against creature heavy decks while also boarding Rest in Piece, but overall its weaker then other cards you get for 5-6 mana.

Phyrexian Revoker
The first non Eldrazi Creature I’m going to cover and while he’s flexible and can help you out in a lot of matchups, there are several others where he’s just a Goblin Piker.
The more aggressive versions will have enough 2 drops between the lock pieces and Eldrazi Mimic but those decks which opt to not include the mimic and play a more controlling/taxing deck will want a playset of this little phyrexian.

Lodestone Golem
Now we’re getting in Staxx territorial, 4 mana and hinders you nearly as much but its just a beating against most deck. You have to adjust your manabase as Eldrazi Tempel only adds 1 while Eye of Ugin adds 0 for casting this bad guy, but between him, Phyrexian Revoker and Thought Knot Seer you can deliver hard disruption while beating your opponent to death.

Phyrexian Metamorph
The only reason its not super awesome is that it costs 3 and 2 life (life which will be low for all those [card]Ancient Tomb usings) and being useless alone. But being able to copy Thorn of Amethyst, Thougt-Knot-Seer, Reality Smasher, Lodestone Golem and much more it’s just brilliant. As you can’t deny its disadvantages however most lists run 0-2.
Note: It also works with Eldrazi Mimic when copying a colorless creature.

Ulamog, the Ceaseless Hunger
Not really a thing as 10 mana is way to expensive even with all those sol-lands. But for some matchup its good to have as a searchable way of getting rid of annoying permanents. Better in your sideboard then in your maindeck though as most matchups won’t give you enough time to cast him.

Holly
03-07-2016, 12:00 PM
Other Cards
Between the many lands and the need for a good mixture of disruption/lock pieces and threats there’s not much room left in the deck for other cards. Still, after building the mainframe of your deck you will end up with a couple of flex spots, here are some of the more common used cards to fill up those spots to round up the deck.
Because there are so few spots for removal spells you’ll have to carefully chose which to play and in a game don’t mindlessly try to kill every creature your opponent plays. Our creatures are mostly big enough that you just have to take care of a small subset (Tarmogoyf, Tasigur, Gurmag Angler, Knight of the Reliquary)

Dismember
Playing colorless comes at a cost, you don’t have access to some of the more efficient removal spells. Nonetheless Dismember is a very powerful one, 1 mana to kill pretty much 95% of the creatures in Legacy. -5/-5 is often enough to kill the opposing creature to let your Thought-Knot Seer’s attack again though sometimes you will have to use it as a combat trick.
On the negative side costing 4 life when playing Ancient Tomb will be awkward at times and makes it pretty much impossible to run a playset. If you’re playing Urborg, Tomb of Yawghmoth it gets slighty better as it will happen that you’re able to pay with more mana for it.

Spatial Contortion
The lack of flex slots means that most decks only play 2 or 3 removal spells, as such they favor Dismember since -3/-3 is enough worse than Dismember and when playing only some copies the lifeloss doesn’t matter as much.
The problem with Spatial Contortion is that most of the time the creatures we care about are bigger than our Thought-Knot Seer or Reality Smasher, thus can’t be killed by the spell alone (making it pretty much a glorified Giant Growth) or they’re so small that other cards can take care of it while providing other benefits.
If you wan’t more removal for medium sized creatures and can’t play more Dismember it’s worth a consideration.

Umezawas Jitte
4 non Eldrazi mana before you get the first effect from it is much, but well worth it.
Not only allows it your creatures to battle and win against large Tarmogoyf, it can also kill pesky creatures (Young Pyromancer, Baleful Strix, Delver of Secrets) and even offset the damage you dealt yourself through Ancient Tomb.
Its legendary and useless without any creatures which is why most lists contempt themselves playing this as a 2 of.
It does get better when you’re playing creatures which sometimes might be near useless (Phyrexian Revoker) as even those will find a use when equipped with this sword.

Warping Wail
Also known as Kozileks Charm, a jack of all trades master of none.
What it gives you is a turn 1 cast able Envelop against combo decks. The possibility to counter late game enders like Show and Tell, Natural Order or Terminus. A way to get rid of small creatures similar to Umezawas Jitte . The Eldrazi Spawn is by far the least used mode but every other match there’s a point where its going to safe your day, be it as a suspended Lotus Petal, as a chump blocker or even as a way to play one more spell around Bloodmoon.
For its very versatile it’s liked in the maindeck, though as none of those modes are super efficient you’ll rarely see a playset. The counter mode is pretty non replaceable with our self-made restrictions which leads to some players having a full set in their 75, most commonly 2 maindeck and 2 sideboard.

All is Dust
This card is pretty much a one-sided boardwipe and will lead to your win a huge amount of the time you can play it. Which is exactly the point, IF you can play it. 7 mana is a lot, even for an Eldrazi spell (only Temple or Eye works). Between the manacost making it to slow in matchups you want it and being useless in some matchups even if you could cast it (Mirror, MUD, Affinity, non-Elves-Combo in general, […]) most people shy away from maindecking it.
Nonetheless it’s a mighty weapon which finds it way into some sideboards for its use against board-heavy midrange decks.

Ratchet Bomb
Ratchet Bomb is another way to eventually get rid of any permanent making you problems. It can kill a huge amount of tokens efficiently but is otherwise a slow card. The good side of it is, as our mana curve is well above the Legacy average, you’ll rarely run in the problem of destroying your own cards while getting rid of the troublesome permanent of your opponent.
If you want to be prepared for everything this is your card.

Ugin, the Spirit Dragon
Is a All is Dust with a planeswalker attached to it for 1 more mana (though it being non-Eldrazi makes it feel like 3 mana more). Even harder to cast, more powerful and can be used in more matchups (vs control decks). Since it is very narrow you only want it in your sideboard as a 1 of, if at all.

Karn Liberated
Similar to Ugin, a tad cheaper but can’t wipe the board if you’re behind. Therefore he can get rid of any annoying permanent not just colored ones (some lands, Ensnaring Bridge).

Crucible of Worlds
Helps to fight through Wasteland and other land destruction, get's better if you play Wasteland yourself or some manlands which could die.
Not useful in every matchup but nice to have in some.



Sideboard
Again I’m not going to give you 15 cards and tell you this is your sideboard. That would be pretty pointless as every sideboard has to adjust itself to the played maindeck as the anticipated matches you’re going to face. As such I’ll like you to outline your options so you can chose what’s going to be the best for you.
For some cards above I’ve already written about their possible uses in the sideboard so I’m going to skip to repeat those and instead focus of cards which see pretty much only sideboard play.

Faerie Macabre
0 mana, doesn’t conflict with any of your lock pieces and gets the job done if you want to get rid of specific cards. It’s good against Reanimator and Lands, can be okayish against ANT.
Don’t board it in against opposing Tarmogoyf or delve-creatures.

Tormod’s Crypt
Similar to Faerie Macabre, you have to play it preemptively therefore it wont be discarded. Can be destroyed or bounced before you want to activate it though. Better against dredge.
Again don’t board it in against opposing Tarmogoyf or delve-creatures.

Surgical Extration
Another clash with Chalice of the Void, much like Pithing Needle hardly a problem in the lands matchup but will bite your butt when boarding it against Reanimator.
Some people hate this cards while others are fans of it. What are you?


Sword of X and Y
As a maindeck choice inferior to Umezawas Jitte those are sideboard choices worth considering.
Sword of Light and Shadow do help against the lifeloss of Ancient Tomb while also protection your creature from Swords to Plowshare, it also helps fighting against Batterskull.
The other choice is Sword of Fire and Ice for its ability to let you attack through True Name Nemesis while also giving you some card advantage and shocking creatures.
Reality Smasher is the most obvious choice for equipment, thanks to trample its able to often get 1 damage on the opponent, triggering the swords.

Pithing Needle
Clashes with Chalice of the Void for 1 big times. Still sees play in most sideboards, why is that?
The effect is just that good and needed. While Phyrexian Revoker can turn of most stuff it leaves out the most important card type we care about; lands.
Wasteland, Rishadan Port and Thespian Stage to name the most important ones, followed by Maze of Ith.
There’s one deck in Legacy playing all 4 of those and such is a bad matchup. To make things worse Chalice of the Void x=1 only stops Exploration/Manabond/Gamble and thus gets drastically worse on the draw (or whenever you can’t play it turn 1 on the play). More to that in the matchup section.


Mindbreak Trap:
What you read is what you get, 0 mana counterspell against Storm/Belcher/Rogue Hermit (Oops all spells).

Leyline of the Void
Leylines do make for awkward situations whenever they’re not in your starting hand. Since we’re very dependent on ours and have to aggressively mulligan to a hand of “mana, threat, disruption” adding Leyline to the equation will lead to unhappy faces.
However one can’t deny the power a turn 0 Leyline has as it can win games on its own.

Leyline of Sanctuary
Has the same problem as Leyline of the Void but only can singlehandedly win in the Burn matchup. You could board it in against heavy discard decks (Shardless BUG). While I doubt that’s where you want to be, I haven’t tested it yet.

Sun Droplet
Another card to shore up the aggressive matchups. It helps to offset damage dealt yourself via Ancient Tomb, makes Delver of Secrets more bearable and can help in the Burn matchup.
Unfortunately you can’t rely to much on it against Burn as they can just burst you down in 1-2 turns between Price of Progress and Fireblast thus reducing its effect.
Note: If you have 2 Sun Droplet in play Ancient Tomb starts to slowly gain you life.


Weakness of Eldrazi Stompy/Shops
While the deck is strong and cards like Chalice of the Void or Thorn of Amethyst can win games on their own on turn 1, the deck also has weaknesses which are exploitable. Some of those can be helped out with the above sideboard cards, others can’t be covered by colorless cards which is one reason people tend to splash one or more colors into their deck.

Painter Servant – shuts off Eye of Ugin and the good part of Eldrazi Temple as both lands specify “colorless” cards.
Can be answered by Dismember, Spatial Consortion and Warping Wail.

Big creatures – Tarmogoyf gets easily to 4/5 thus blocking our Thought-Knot Seer which drastly slows us down. Often enough it can also be a 5/6 nullyfing our attacks completely. Other big creatures: Knight of the Reliquary (also land destruction!) Tasigur, Gurmag Angler.
All those get answered by Dismember to a certain degree, sometimes in combination with an attack/block. Endbringer can also tap those down.

True Name Nemesis – This fish spells hard time. You can however trample over him with Reality Smasher but he’s going to blank a lot of your other creatures. Ratchet Bomb is a (slow) way of getting rid of him, so is All is Dust. As long as hes not equipped you can win through him with Smasher or just by attacking with a lot of huge creatures (Eldrazi Mimic, Endless One) if he gets equipment only it’s going to be ugly.

Manadisruption – Wasteland, Rishadan Port are all going to “destroy” 2 mana of ours and thus can be hard to overcome or slow us down while the opponent advances their board through Aether Vial or Exploration.
Can be answered by extra lands, Wasteland of your own or Pithing Needle. Playing other mana acceleration like Mox Diamond, Mindstone or Talismans will help you aswell.
Armageddon effects like From the Ashes, there’s not much you can do about them apart from playing other acceleration, playing Wastes, countering it or having a good enough board presence already.

Fast combo – Belcher, Stormdecks aiming for t1 kills etc. can’t be stopped by our lock pieces on the draw. It doesn’t even have to be the worst case. T1 discard on our single lock piece into t2 win is quite possible aswell. Reanimator could also go for the t1 Entomb in response to our Chalice of the Void or t1 Entomb t2 Reanimate through Thorn of Amethyst.
Answers: More lock pieces to fight the discard into win, Mindbreak Trap, Warping Wail, in case of Reanimator: graveyard hate & Karakas and in theory Endbringer though that’s more often than not going to be to slow.

Bloodmoon – “Shuts off” every land making you unable to play your best cards.
Warping Wail can get you one more mana if cast in response, otherwise if you’re not playing the above mentioned mana acceleration or Wastes you’re pretty much done and have to hope your board presence is good enough. Ratchet Bomb can get it but is still going to give your opponent quite some time if you haven’t been ticking it up already.

Ensnaring Bridge, Moat, Humility – There is not much you can do, Ratchet Bomb can answer them. Endbringer can win through the first two but is going to be slow. Humility..go in with your 1/1’s and pray for the best.

Lack of deck manipulation – You’re going to take some mulligans. Its part of the deck and inevitable, make the best of it and learn when to take a mulligan and when not. You’re looking for mana, disruption and threats. Sometimes mana and one those will get there.
Note that this time I did say disruption not lockpiece, turn1 Phyrexian Revoker on Lion’s Eye Diamond or Sneak Attack into turn2 Thought Knot Seer[/card]s might be good enough against Storm/SneakShow for example.


Splashing colors
There are various reasons you can decide to splash one or more colors. It can be to supplement your overall strategy or make up for weaknesses with impactful sideboard cards.
Whatever your reasons might be you have to carefully adjust your mana.
[cards]Cavern of Souls (and if you’re playing Corrupted Crossroads) generate mana of each color but only for your Eldrazi creatures, making splashing those easily. However they won’t help you at all if you’re trying to cast sideboard cards like Rest in Piece!
In general you should make sure every card you splash only costs 1 colored mana, generating for example BG or WW will be very difficult and might do too much damage to your manabase to be worth it.
More often then not you see decks splashing 2 colors as the painlands fix mana for 2 colors, making it as easy as just splashing 1 color, while still providing the much needed colorless mana.

White:
Splashing White offers you a lot of splendid hate cards as in Rest in Piece for graveyard hate, Containment Priest for unfair strategies orDisenchant (see weaknesses above, a lot of those cards are artifacts or enchantments!). Karakas also gets better if you splash white. Those alone would be a good enough reason to splash white, yet still the main reason is this guy: Eldrazi Displacer
As a 3/3 for 3 he’s filling the low spot in your curve which previously could only be taken by Matter Reshaper & Endless One, both of which are only good in aggressive strategies. The main appeal however is his ability, for 3 mana you can blink another creature, what’s important to realize: the creature comes back tapped! Here are some tricks this guy can do for you:
- Protect other creatures from removal
- Stop creatures from attacking (good against Show and Tell, Reanimator, sometimes Sneak Attack (the creature will however stay in play!) and sometimes just a big Tarmogoyf)
-Kills tokens (Batterskull, Marit Lage!)
- Solves the problem of opposing equipment
- Triggers Eldrazi Mimic again without the need to play another creature.
- If you flicker a Thought Knot Seer you can chose the order you stack your triggers, meaning most commonly you let your opponent draw a card and then chose one to remove from his hand. This can remove a just miracle’d Terminus before they can cast it!
Sometimes you can also change the order of the triggers, your opponent is empty handed and has an Ensnaring Bridge in play. You flicker your Thought Knot Seer, you stack the trigger as following “draw” “remove”, you remove nothing. Now you flicker TKS again stacking the triggers the same way. The result: your opponent draws 2 cards and you can attack with your Eldrazi Mimic again !
-“Rebuys” other triggers of your creature, lets say something which creates Eldrazi Spawns?!
-Can kill creatures permanently in combination with Containment Priest
- If you play Russians greatest love machine (Rasputin Dreamweaver) you can make infinite mana.
As you can see he offers you a great deal of diversity and board control.
Note: Eldrazi Temple adds 2 mana for his ability!

Blue
Flusterstorm is worth a consideration as it’s a cc1 counter which works around Chalice of the Void and can hit instants compared to Warping Wail.
Phyrexian Metamorph gets a minimal upgrade as you can sometimes hardcast him to save a point of damage.
Those are minor points, the main reasons are the Eldrazi creatures blue offers:
Drowner of Hope brings a lot of beef on the table for 6 mana and a great ability to boot. Similar to Eldrazi Displacer offers you board control; lets you attack through big creatures, can stop Sneak Attack, buys time against Show and Tell, stops equipped creatures from dealing damage..
Last but not least blue offers you limited allstar Eldrazi Skyspawner.
This guy ramps you at a valid point in time, making it easier to have 3 mana on turn 5. The flying body is relevant trading with Delver of Secrets (and sometimes chumpblocking Marit Lage) and is a good body for your own equipment.
Those two creatures work well together as Drowner doesn’t care where the spawns come from. As a added benefit the Spawns also help playing around Bloodmoon.
Thanks to all those spawns a blue splash works well with playing Umezawas Jitte and maybe even a sideboard SoXaY.
Blue is often splashed together with white as they share a Talisman and Eldrazi Displacer is quite happy to flicker some token-maker.


Black
Black offers you Toxic Deluge which often enough is a one sided sweeper and is a great way to get rid of True Name Nemesis or a swarm of tokens blocking your big Eldrazis, take care of your life total though. Speaking of: Urborg, Tomb of Yawgmoth gets better, helping you to preserve your life total from Ancient Tomb and Dismember can be more often cast with mana.
Bearer of Silence is also a way to get card advantage going, the edict-effect is matchup dependent. Unfortunately it can’t block Delver of Secrets which would make it great but it’s a good equipment-carrier.
Note that its on cast so counterspells won’t stop it but you can’t put it into play for much use against Show and Tell.
Eye of Ugin won’t reduce the cost of the trigger, making it total cost still B+1C.
Another creature black offers you is Wasteland Strangler, between Thought Knot Seer, Warping Wail, opposing Force of Will & Deathrite Shaman its not too difficult to get the processing going and he can be a great way to kill before mentioned DRS or something like a Delver of Secrets, Baleful Strix etc.
As there are matchups in which he’s useless and some matchups in which he’s harder to turn on, it’s probably more of a sideboard card.

Red:
Red offers some artifact destruction similar to Green and white though lacks enchantment removal. Therefore you gain Pyroclasm or Kozileks Return, latter lends itself into playing a more top heavy version but be careful as it does kill your Thought Knot Seer.
Red also gives you access to Vile Aggregate which not only has a huge butt for 3 mana but can grow to Tarmogoyf size. The trample isn’t irrelevant and gives you more creatures which can easily attack through True Name Nemesis. Swords of XaY get slighty better aswell.
You also gain the possibility to play Eldrazi Obligator, which can end games very fast. Worst case scenario it’s a 2 mana 3/1 haste which is nothing to scoff at and helps rebuilding pressure after a sweeper.
Vile Aggregate gives you small an impulse to splash blue as your second color as Eldrazi Skyspawner suddenly adds 5 power to the board with an Aggregate in play.



Green
Green offers you a better Disenchant in Krosan Grip and World Breaker. Splashing the latter is relatively easy as it’s a 7 drop which can be cast from Cavern of Souls. He’s an out to those annoying Enchantments/Artifacts, when playing Mox Diamond or Elvish Spirit Guide he can even be an answer to Bloodmoon.
I found his ability to destroy lands to slow in the actual Lands matchup to matter much apart from some random games but its worth noting, as is his ability to return to your hand from your graveyard.
His huge body helps to fight through big creatures and his reach can catch the one or other Delver of Secrets not paying attention.
Note: Eldrazi Temple doesn’t add 2 mana for his recursion ability.

Holly
03-07-2016, 12:00 PM
Sample Decklists inc.

More Matchup Analysis inc.
A perfect matchup analysis is difficult as it depends on your decklist, your sideboard aswell as their decklist. Even than every game can play out totally different.
As such I’m not a fan of win percentages, instead I’m going to indicate who tends to be favored while providing some infos on how those decks are going to win against us, what we can do against it and which cards are even more important than others.

Miracles – Favors Eldrazi
Miracles is a control deck which utilizes Counterbalance in combination with Sensei’s Divining Top to control the stack while Terminus clears the board.
Thanks to our high mana curve Counterbalance is pretty ineffective, adding to that we play several Cavern of Souls so we hardly need to fear it or their other Counterspells.
Snapcaster Mage can’t trade for any of our creatures but non-triggered Eldrazi Mimic, Matter Reshaper and Phyrexian Revoker which makes it less effective than it could be. It’s still going to flashback a Swords to Plowshares if possible. It’s important to put them under pressure but not overextend into Terminus, always try to have a backup creature. The way they’re going to beat you is a Terminus to wipe the board into a Monastery Mentor whose army can outclass us.
As games can easily go long this is one of the rarer matchups in which we actually can use the ability of Eye of Ugin which will turn the game in our favor.
In sideboard games you have to be careful of Blood Moon and From the Ashes, some lists also include Moat and rarer Humility.
Important cards for the matchup:
Chalice of the Void x=1 as most Miracle lists rely on cantrips to hit their landdrops, also protection from Swords to Plowshares.
Phyrexian Revoker for Sensei’s Divining Top (2nd target Jace). Their deck heavily depends on it to set up Terminus /hit land drops. Never attack with a Revoker into 2+ mana, you don’t want to trade it for a Snapcaster Mage !
Reality Smasher’s haste is relevant after a Terminus into Jace, the Mind Sculptor.
Warping Wail counters Terminus/Entreat the Angels and can kill a Vendilion Clique trying to race us.
Winterorb is going to be a beating against them aswell.
Thorns of Amethyst depends heavily on their decklist, if they favor high cantrips, lots of Snapcaster Mage and low amount of lands it taxes their mana pretty good. If they play more lands, less Snapcaster and rarely try to play more than 1 spell per turn it loses much of its power.
The white splash is good as Eldrazi Displacer can protect other creatures from Swords to Plowshares and can in combination with Thought-Knot Seer prevent Terminus from getting miracle’d.
Green provides the useful World Breaker who can get us out of their enchantment hate or Karakas shenanigans. The red splash can take care of a Monastery Mentor army, the other splashes do not provide anything overwhelming.
Bad cards in the matchup: Matter Reshaper, Endless One

Death and Taxes – Favors slighty Death and Taxes
Is another control deck, this time utilizing dozens of annoying creatures.
They have mana disruption in form of Wasteland and Rishadan Port (while progressing their board thanks to Aether Vial).
Mother of Runes is useless against us, Thalia, Guardian of Thraben barely taxes us.
Our Thorn of Amethyst are useless, Chalice of the Void is just a minor annoyance for them and can be made useless by Flickerwisp.
Stoneforge Mystic into Batterskull is a huge problem and can’t be raced by Reality Smasher.
Thalia equipped with an active Umezawa’s Jitte will block everything we throw at her and kill our Eldrazi Mimic’s.
Flickerwisp can also kill Endless One.
Some lists also include Imperial Recruiter for Magus of the Moon making it even harder.
How are we going to win: Kill them before they get going, have Thought-Knot Seer for their equipment before it gets online, an active Jitte is also going to be game over.
Important cards for the matchup:
Umezawa’s Jitte will kill every creature of theirs.
Phyrexian Revoker on Aether Vial will make it hard for them to tax our mana while developing their board, also stops lots of their little tricks. Another potent target is Stoneforge Mystic in case we can’t grab the equipment with our Thought-Knot Seer.
Wastes if you play them, this is the matchup they’re for. Other permanent mana acceleration is also going to be golden.
Sideboard cards which help: Tsabo’s Web, Sword of Light and Shadow.
The red splash is splendid here, it can wipe their board, Vile Aggregate can smash through their defense easily. White offers you Eldrazi Displacer who can shut down their equipped creatures (as long as its not revokered) and Batterskull. Containment Priest is another way to shut of Aether Vial but makes their Flickerwisp even more lethal.
Bad cards in the matchup: Thorn of Amethyst, Chalice of the Void to a certain degree (play it when you’re on the play as shutting of Vial is just so good, on the draw its definitely cuttable). The value of Endless One heavily depends on the amount of Flickerwisp they play and you can never expect it to be large.


Canadian ******** (RUG Delver, Temur Delver) – Favor slighty Eldrazi
Is THE definition of a tempo deck, low costed aggressive creatures, backed up by free counterspells and supported by cheap burn. All glued together through the use of cheap efficient cantrips.
Lighting Bolt hardly kills anything relevant and Nimble Mungoose is pretty bad against our creatures.
A Chalice of the Void x=1 restricts their deck to Tarmogoyf, Daze and Force of Will.
As they do run a low amount of lands (14 + 4 Wasteland) Thorn of Amethyst is devastating.
How they’re going to beat you is by landing a Delver of Secrets and riding it to victory, countering the first lock piece for free, disturbing out mana with [cards]Wasteland and maybe even land a Tarmogoyf (normally going to be a 5/6 in this matchup) to block our attacks or add even more pressure. Between Ancient Tomb and Delver of Secrets we’re getting low so one or two Lightning Bolts will spell K.O.
We’re going to beat them if we land an early lock piece or they can’t put us under pressure early. While Tarmogoyf is going to be a roadblock he can’t attack into us well as we will have to much power on board to attack back.
After boarding they might have more burn (Price of Progress) and artifact destruction for our lock pieces.
Important cards for the matchup:
Our lock pieces as said above.
Removal, Dismember for Tarmogoyf and Delver of Secrets, add Spatial Contortion for the later. Ratchet Bomb is also a way to kill those two.
Umezawa’s Jitte to kill Delver of Secrets and stabilize our life total.
Endless One can be bigger than everything they have and they can’t kill it.
The black splash adds Bearer of Silence, the blue splash Eldrazi Skyspawner to block Delver. The red Splash has Vile Aggregate to (maybe) trade with Tarmogoyf and Eldrazi Obligator will turn a Tarmogoyf for a turn, likely enough to win.
White splash adds Rest in Peace, though Nimble Mungoose is medicore against us, still going to make a laugh out of Tarmogoyf.
Bad cards in the matchup: Everything cmc6+, Phyrexian Revoker, Warping Wail

Grixis Delver – Favors none
Similar to Canadian ********, but this deck cut their bad cards against us (Stifle, Nimble Mongoose) and added ones good versus us.
They will win in a similar manner against us, though Young Pyromancer gives them another angle of attack by going wide and can give them a lot of time. Tarmogoyf just got replaced by Tasigur or Gurmag Angler so the lack of green is no cause for joy.
Our lock pieces are premium here, though on the draw they will be even harder to land thanks to Cabal Therapy.
The same cards as against Canadian ******** are going to be good (apart from Endless One who’s now going to be chump blocked by Elemental tokens), but their splash also changes our splash.
Black gets worse as Bearer of Silence is crap against Young Pyromancer, though if you play Toxic Deluge you can easily destroy their board. Red gets better as Vile Aggregate can trample through their tokens and can’t be killed by Tasigur alone.
White is thanks to Rest in Peace still good, blocking their delve-creatures as well as flashbacks.
Bad cards: Matter Reshaper matches up poorly against the tokens. Phyrexian Revoker has no targets apart from Deathrite Shaman. Compared to Canadian ***** Endbringer gets better as it kills Young Pyromancer and Warping Wail is actually good between him and Deathrite Shaman.

Team America (BUG Delver, Sultai Delver) – slighty favors them.
The slowest of the Delver decks (well there’s patriot but that one doesn’t see much play anymore) and might be the hardest.
While their lack of reach is good news for us, Abrupt Decay can mean they’re able to get out of our lock.
In addition to Tarmogoyf lists often play 2 from True-Name Nemesis, Tasigur, Gurmag Angler or rarer Tombstalker. The Nemesis will have no equipment which means Reality Smasher can still trample through it but our outs to Tombstalker are rare.
Abrupt Decay also means they have an answer to Endless One.
Hymn to Tourach can leave us empty handed, getting additional support from a most likely 1-of Liliana of the Veil.
After sideboarding expect a little bit more removal and if they fear Eldrazis maybe even Sower of Temptation. Vendilion Clique to fly over as the ground gums up are also a possibility.
How do we beat them? Our lock pieces, while they can get out of them, are still good and will be obstacles they have to overcome.
As they’re slower they will struggle with early pressure from one or more Eldrazi Mimic followed by any threat. A turn 2 Thought-Knot Seer removing their Tarmogoyf can also win games alone.
They struggle with killing our larger Eldrazi’s, most list play only about 3 from Dismember or Liliana of the Veil.
Umezawa’s Jitte is good when its online, but it’s a risky play – you invest 4 mana which can be turn to dust by a timely Abrupt Decay.
Splashwise white is great (Rest in Peace & Eldrazi Displacer) blue is good (Drowner of Hope & Eldrazi Skyspawner), black is good (Bearer of Silence and Wasteland Strangler (who will be nearly always online). Green doesn’t add much, though World Breaker is bigger than anything they do and is even an out to the uncommon Tombstalker. Red’s Eldrazi Obligator can turn the tide, Vile Aggregate can be killed by Abrupt Decay but that’s just a card we have to overwhelm with targets.
Bad cards: Phyrexian Revoker can get Deathrite Shamans and their 0-2 Liliana of the Veil they play but that’s about it. Matter Reshaper matches up poorly with their creatures. Equipments can lead to blowouts because of Abrupt Decay so be careful with those. Warping Wail gets Deathrite Shamans and unflipped Delver of Secrets but can’t counter anything useful.

Shardless BUG (Shardless Sultai) – favors them
Similar to Team America but they trade their tempo cards (Delver of Secrets, Daze) for more grinding power in Shardless Agent and Ancestral Vision.
Why is that matchup much more difficult than Team America?
Their higher mana curve makes Chalice of the Void less attractive, they do play more creatures which weakens Thorn of Amethyst. Baleful Strix is a road block and between it and Tarmogoyf profitable attacks are rare.
Toxic Deluge can reset the board if we press the advantage.
While our ways of generating card advantage (mostly Chalice) are getting disabled, they will draw tons of extra cards and overwhelm us. Lines of T2 Hymn to Tourach into T3 Liliana of the Veil are very hard to beat on the draw.
How do we win? We have to try to be faster than they are and aggro them out before their card advantages matters, or we have to make sure we have a better lategame then they do. Apart from some Toxic Deluges their removal will be restricted to Baleful Strix and Abrupt Decay which means they can’t interact with our big guys unless we let them. If we can take care of Tarmogoyf (regularly 5/6) they won’t be able to stand trough the stampede.
Important cards in the matchup:
Endbringer shines here in killing the dreaded Baleful Strix before letting our team swing by their Tarmogoyf.
Warping Wail kills Strix, Deathrite Shaman and counters Ancestral Vision & Toxic Deluge.
Crucible of Worlds together with Wasteland can do serious damage to their manabase.
Matter Reshaper can actually profitable attack into everything but Tarmogoyf.
Sword of Fire and Ice can let us swing pass their Baleful Strix but can lead to blowouts against Abrupt Decay.
The Black splash is awesome here, Bearer of Silence is medium against Shardless Agent but most of the time we don’t hate them sacrificing Baleful Strix. The true powerhouse is Wasteland Strangler though. We have the usual Thought-Knot Seer & Warping Wail to turn him on, they have Force of Will + Deathrite Shaman and even more delicious to eat: Ancestral Vision.
Drowner of Hope will also do heavy lifting here and as in every creature-heavy matchup Eldrazi Displacers can provide an unmatched board control.
Bad cards: Thorn of Amethyst. Chalice of the Void is actually very medium, too.






Elves - no favourites
A creature heavy combo deck. It can overwhelm you with Glimpse of Nature into hundreds of little green 1/1’s or a Green’s Sun Zenith / Natural Order into Craterhoof Behemoth to turn those 1/1’s into Eldrazi-like-powerhouses. A 3rd angle of attack would be their grind plan, similar to Glimpse they will end up with dozens of small creatures, this time by drawing extra cards with Elvish Visionary & Wirewood Symbiote. Thankfully there won’t be enough instants/sorceries to burn us out with Deathrite Shaman.
Another card they can beat us with is Wren’s Run Packmaster
Chalice of the Void x=1 IS awesome against them but far from an auto-win, specially on the draw, as they can search up Reclamation Sage to get rid of it.
Sphere of Resistance is very good against them while Thorns of Amethyst does pretty much nothing. Trinisphere tends to be overrated, it is good against the Glimpse plan but still loses to Natural Order.
After boarding expect Cabal Therapy and Abrupt Decay as ways to get rid of our locks.
Other good cards:
Thought-Knot Seer doesn’t need explanation.
Phyrexian Revoker, most likely to be naming Wirewood Symbiote or Heritage Druid but in a pinch can be set on any mana producer they have.
Warping Wail if on the play can slow them down by killing their 1-drop and counters their scary sorceries.
Umezawa’s Jitte is backbreaking once activated, but remember they can block and bounce with Symbiote so you won’t get any counters on it.
Black splash offers you Toxic Deluge to whipe their board but nothing else.
Red offers you boardwipes too, in addition to Vile Aggregate to nullify their chump-block-bounce-with-Symbiote-tricks.
Eldrazi Skyspawner lets you get through with Jitte more easily.
White has Containment Priest to stop Natural Order & Green’s Sun Zenith.


Storm – ANT – Favored / TES dice roll dependent.
While they’re different decks and play out slighty different, our way to combat them is the same.
Both decks are trying to cast at least 9 spells in a turn followed by a Tendrils of Agony. To reach those 9+ spells they generate mana and chain Infernal Tutor or abuse Past in Flames or Ad Nauseam.
TES is faster as it plays Chrome Mox and Rite of Flame instead of the slower Cabal Ritual and uses Burning Wish to have naturally more business spells. ANT is slower, using cantrips and more tutors (Dark Petition) and favors Past in Flames over Ad Nauseam as an engine.
Chalice of the Void x=1 is preboard pretty much game over for TES, ANT can still get enough mana to scrap out a win but it will be difficult. Both decks can win through a [cards]Thorn of Amethiyst / Sphere of Resistance but those can easily turn into a win. If you open a hand with Chalice and Thorn, set the Chalice on 0 to block Lotus Petal, Lion’s Eye Diamond and an eventual Chrome Mox.
Later Chalice’s can be set for x=2 to block Infernal Tutor and Burning Wish or Cabal Ritual.
After boarding they will bring in ways to combat our locks, be it artifact destruction or bounce.
Sometimes preboard (especially TES) or not uncommonly postboard (ANT) they try to go wide with a large Empty the Warrens since apart from our tramplers no further damage will get through and we have hardly anything to interact with a huge amount of tokens. Add to that, that its a faster way to victory (10 tokens on turn 1 are going to race us and any lockpiece we have). If you play Ratchet Bomb you should probably bring it in as an answer to the tokens. Another (rarer) use is blowing up their mana artifacts which they will play down beforehand to save mana against Thorns and get them before Chalice lands. But be careful to not blow you own Chalice up unless you need/can afford to.
Our goal is to lock them out while applying pressure making the most important creatures:
Phyrexian Revoker (when in doubt: Lion’s Eye Diamond > Lotus Petal > Chrome Mox)
Thought-Knot Seer
Lodestone Golem
Phyrexian Metamorph copying any of the above.
Other good cards:
Trinisphere gives them a really hard time.
Warping Wail is a hard counter for the important Tutor/Wish or Past in Flames.
If you sideboard Mindbreak Trap, that’s the matchup.
Rest in Peace is decent against ANT as it abuses the graveyard but lackluster against TES.
Bad cards: removal, equipment, every big dumb creature (cc5+), Matter Reshaper

SneakShow: Aggro lists without Revokers will have a bad time game 1. With them its going to be relatively even (slightly favor them). A certain splash can turn this matchup HEAVILY in our favor.
They try to cheat in Griselbrand or the mother of Eldrazis: Emrakul via Show and Tell or Sneak Attack to win the game. Between sol lands and sometimes Lotus Petal they go for it as soon as turn 1. More commonly after playing some cantrips on turn 2-3.
Chalice of the Void blocks their cantrips but can’t stop them from winning. Thorn of Amethyst / Sphere of Resistance delay everything by a turn but again, won’t stop them from winning.
Our big dumb beaters won’t be able to race them.
The colorless version has as good cards:
Phyrexian Revoker (Sneak Attack, naming Griselbrand is an option but we’re not going to beat a 7/7 lifelinker anyway under normal circumstances).
Thought-Knot Seer is going to provide early pressure and is awesome to disturb their 2 card combo.
Lodestone Golem do apply pressure while delaying them.
Endbringer who can tap down their sneaked in creature (which dies end of turn) or repeatedly taps down their Show and Tell’ed creature.
After boarding expect Blood Moon which rarely will be game over for us, as at the time it hits we hopfefully have some pressure in play, but will slow us down and can shut of our Karakas
In the board we should have some Pithing Needles which will come in for Sneak Attack.
Most splashes don’t provide anything useful, red can steal a win with Eldrazi Obligator now and then. Worldbreaker might be useful once in a while as Show and Tell target to destroy Sneak Attack before they can use it. Black has Bearer of Silence as an possible answer after Show and Tell (but you have to cast it, don’t put it into play please!). Drowner of Hope can buy some turns against Show and Tell or Sneak Attack.
But the splash color to really change the match completely is white. Karakas is a problem card for them, as is Containment Priest.
Eldrazi Displacer can buy enough time for a win as well (careful when displacing [cards]Sneak Attack targets as those won’t be sacrificed at the end of turn anymore).
Bad cards: Dumb beater like Reality Smasher, Matter Reshaper, Endless One, equipment, removal. You probably have more bad cards than good cards to side in, so some of those beaters have to stay in. Try to build some curve to build up pressure as fast as possible and keep it up.

Lands - favors them
Lands is a combo/control deck, I’ll cover the rg-combo-heavy version as that one is by know the more commonly played one. It’s going to slow you down with mana disruption in the form of Wasteland and Rishadan Port, stabilizing with Maze of Ith and The Tabernacle at Pendrell Vale before killing you with Marit Lage.
Chalice of the Void x=1 on the play is brilliant as its shutting of Exploration (their card to pull them ahead) and Gamble, on the draw its way worse since Exploration will already be in play. On x=2 its still going to be good to stop Life from the Loam, but getting to the 4 necessary mana can be hard.
Thorn of Amethyst / Sphere of Resistance do nothing, Winterorb if played can be good but can backfire quite as easily.
If you’re playing Mox Diamond or any Talisman/Mindstone it’s going to be a bit easier.
Preboard we can pretty much only win if they have a slow start and we can aggro them out as most of our disruption is subpar. If you’re playing Wastelands of your own it gets a little bit easier as that can buy you another turn.
A successful cast Endbringer is good as it’s impossible for them to remove and you can tap Marit Lage down, but getting to 6 mana is a challenge on its own.
Crucible of Worlds is also good as it does allow us to recover, we will still be grinded out eventually if they can pull ahead with Exploration.
The sideboard gives us Pithing Needle which is very much needed. Graveyard hate in any form is also good to slow their loam engine down.
White splash offers us Karakas (good against Marit Lage though will be the target of Wasteland/Rishadan Port eventually) and Eldrazi Displacer who is able to kill Marit Lage, or at least until they destroyed every land we have which gives us time.
Blue offers a 1 time chumpblocker in Eldrazi Skyspawner, who will also help out your mana a little bit, and 2 turns time with Drowner of Hope.
Red can steal some wins with Eldrazi Obligator if you force them to make Marit Lage in their turn and they don’t have a Maze of Ith, that’s about as cornercase as it gets.
Greens World breaker has been to slow for me in the matchup to matter but is worth mentioning.

Dice_Box
03-07-2016, 12:05 PM
Dark Dpeths
Dark Depths

Your missing the s.

Morte
03-07-2016, 12:17 PM
Grove of the Burnwillows deserves a mention as a colorless land + colorfixer with the valuable added functionality of Punishing Fire.

Holly
03-07-2016, 12:28 PM
Grove of the Burnwillows deserves a mention as a colorless land + colorfixer with the valuable added functionality of Punishing Fire.

You're right, will be added immediately.

Cire
03-07-2016, 12:38 PM
I never really thought about Punishing Fires in Eldrazi - has anyone tested it yet?

darkgh0st
03-07-2016, 04:34 PM
@Holly: Thank you. You've pretty much written the primer!

I've seen some versions run Leyline of the Void from lists running Urborgs.
There's always the cheesiness of having Helm of Obedience with it or in White splashes with Rest in Peace, as an alt-win con. Getting to 5/6 mana might be a problem though.

Admiral_Arzar
03-07-2016, 04:51 PM
I never really thought about Punishing Fires in Eldrazi - has anyone tested it yet?

Shortly after OGW came out I saw a 12-post list with Punishing Fire, Kozilek's Return, and I think World Breaker. Not sure I've seen a more aggressive Eldrazi list with it though.

korstructure
03-07-2016, 05:10 PM
With the emergence of Spirit Guides as a more viable route, I'd like to run 2-4 copies of Eldrazi Obligator (2R). I think it's one of the best cards for the aggro-variety of this deck. 3 hasted power is fine on its own and taking a blocker, a Goyf, a flipped Delver, or a Marit Lage is stunning.

How many red sources would we need to reliably cast them? How many Obligators would 4x Simian Spirit Guide and 4x Cavern of Souls support?

Cire
03-07-2016, 05:11 PM
Shortly after OGW came out I saw a 12-post list with Punishing Fire, Kozilek's Return, and I think World Breaker. Not sure I've seen a more aggressive Eldrazi list with it though.

I guess if I would make such a list it would be this:

4 Cavern of Souls
4 Eldrazi Temple
4 Ancient Tomb
3 City of Traitors
3 Eye of Ugin
3 Mishra’s Factory
3 Grove of the Burnwillows
2 Urborg, Tomb of Yawgmoth

4 Chalice of the Void
3 Thorn of Amethyst
3 Punishing Fire
3 Mox Diamond
2 Warping Wail
2 Umezawa’s Jitte
1 Dismember

4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
2 Worldbreaker
2 Endbringer

But I'm unsure what Punishing fire really adds to this deck, or if it really helps shore up weak matchups.

Gheizen64
03-07-2016, 05:34 PM
With the emergence of Spirit Guides as a more viable route, I'd like to run 2-4 copies of Eldrazi Obligator (2R). I think it's one of the best cards for the aggro-variety of this deck. 3 hasted power is fine on its own and taking a blocker, a Goyf, a flipped Delver, or a Marit Lage is stunning.

How many red sources would we need to reliably cast them? How many Obligators would 4x Simian Spirit Guide and 4x Cavern of Souls support?

No one sadly. I've tested them and only 8 sources of which 4 are temporary is nowhere enough. Which is sad cause they are amazing Vs a lot of things

Edit : i guess with 4 groves too you could support two or even three. Not sure the punishing fire build is useful for the deck though. Merit some testing for sure.

Barook
03-07-2016, 09:37 PM
I guess if I would make such a list it would be this:

4 Cavern of Souls
4 Eldrazi Temple
4 Ancient Tomb
3 City of Traitors
3 Eye of Ugin
3 Mishra’s Factory
3 Grove of the Burnwillows
2 Urborg, Tomb of Yawgmoth

4 Chalice of the Void
3 Thorn of Amethyst
3 Punishing Fire
3 Mox Diamond
2 Warping Wail
2 Umezawa’s Jitte
1 Dismember

4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
2 Worldbreaker
2 Endbringer

But I'm unsure what Punishing fire really adds to this deck, or if it really helps shore up weak matchups.
PF plays rather poorly with Thorn.

What problematic/annoying cards can PF attack? Flipped Delvers, YP, Baleful Strix, D&T creatures/SFM, DRS, Planeswalkers, among other things.

@Gheizen64: I do like your manabase. Although I would probably run ESG and try to run at least one World Breaker in the 75.

On a slightly different note: Has anybody tried out Unstable Obelisk as a SB card? It helps getting around Blood Moon and could blow up problematic permanents, assuming you have the mana.

Water_Wizard
03-07-2016, 11:19 PM
Nice Job Holly! Very thorough description and I like that you include both pros and cons of most of the card options!

Water_Wizard
03-08-2016, 12:46 AM
I 5-0'd a MTGO Legacy league (10-3 games). I'm going to post my deck and discuss my decisions for the MTGO meta and common changes that I would make based upon your meta. Here it goes!

OPTIMIZED ELDRAZI
4 Phyrexian Revoker
4 Eldrazi Mimic
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Endless One

4 Chalice of the Void
3 Trinisphere

2 Warping Wail
3 Dismember

2 Crystal Vein
2 Urborg, Tomb of Yawgmoth
4 Eldrazi Temple
4 Eye of Ugin
4 Ancient Tomb
4 Cavern of Souls
4 City of Traitors

SB: 4 Leyline of the Void
SB: 2 All is Dust
SB: 2 Ratchet Bomb
SB: 1 Dismember
SB: 2 Spatial Contortion
SB: 1 Endbringer
SB: 2 Warping Wail
SB: 1 Umezawa's Jitte

I think the mana base of this deck is optimized for speed. I intentionally added the 4th CoT and the 2 Crystal Veins after I decided to use Trinisphere as my lock piece. The extra sol lands help ensure timely 2 and 3 drops, because this deck is playing a full playset of Phyrexian Revoker, Eldrazi Mimic, and Matter Reshaper because I realized that these cards are all good vs. certain match-ups and bad vs. others, so usually 4-8 of them are boarded out. I slimmed down on maindeck removal, opting for the extra creatures (my list runs 24, most run 21), because I found too many games where I had removal sitting in my hand that I wished was a creature.

Of the 3 small creatures (Revoker, Mimic, and Reshaper, they are good in that order), Revoker is the best. Revoker stops STP and Jace (Miracles), DRS and SFM, Elves, Lion's Eye Diamond, Mox Diamond, Lotus Petal, Chrome Mox, Liliana, Noble Heirarch (although unfortunately not Inkmoth Nexus), and Jitte, Batterskull, and Sword of X and Y, plus painter, Grislebrand, and Sneak Attack. There's no reason not to be running 4 Revoker, but they do come out in certain match-ups (see final paragraph for an explanation).

Mimic is a good attacker, but a poor defender. Attacking, Mimic is 4/4 on turn 2, 5/5 on turn 3, and 6/6 on turn 4 (and then the game is over), but Mimic always blocks as a 2/1. Therefore, Mimic is sideboarded out for extra removal when you face aggressive decks (Tribal, Delver, and when you are on the draw against decks like Death and Taxes, Shardless Bug, Maverick (is that still a thing? ;), Junk, etc. I leave Mimic in vs. Miracles and Combo because he quickly closes out games.

Matter Reshaper is the worst creature in the deck most of the time, but he is the best against Aggro because you always get a 2 for 1 (as long as they are not running white removal - STP/PTE). Reshaper is very bad vs. Miracles because both Terminus and STP and Jace and Venser do not cause his ability to trigger. Reshaper also is the first creature out vs. combo because he is so slow and they are never going to put him into your graveyard

Trinisphere is the best lock-piece vs. fair tempo and mid-range decks because it effects creatures and double-taxes their 1 spells. When they cast a 1 spell, 3sphere acts like 2 Thorns. My theory is this: if you expect non-combo decks with over half of their spells at 0, 1, or 2 CC, then Trinisphere is your best lock piece. If you expect Combo, go with Thorn, because it comes down a turn earlier. If you expect non-combo decks with average casting cost's equal to or greater than yours, than you don't need a lock piece or run Winter Orb. I think Winter Orb has potential with Mox Diamond and Sol lands, because with Sol lands, each untap is two of your opponent's, so long as they don't have mana creatures.

My list is optimized for the MTGO meta, with is almost all fair decks, ranging from Infect to Miracles. If I expected Combo, I would remove 3 Trinispheres, 1-2 Dismembers, and 0-4 Matter Reshapers and add 4 Thorns, 1-2 Warping Wail, and 2-4 pieces of mana acceleration (mana acceleration = more keepable hands vs. combo i.e. more turn 1 plays).

If you wanted to add Mishra's Factory, which is a good 3/3 blocker vs. faster aggro decks and a good 2/2 attacker vs. decks with sweepers like Miracles, and Toxic Deluge, and Standstill (does anyone still play this anymore?), I would go -1 CoT, -2 Crystal Vein, -1 Urborg, ToY. I think running 3-4 Factories is fine, some people run as few as 2, but using them together, you can add +1/+1 and make them quite formidable.

If you wanted to run Wasteland, I would do the same as above, maybe even keeping the 2nd Urborg for a 25th land and dropping another card. I would like to see a Wasteland / Mox Diamond / Crucible of Worlds / Mishra's Factory version work, because it makes our graveyard a resource to recur land destruction and creatures.

The sideboard has been good, but parts of it remain unused.
I never brought in the 4 Leylines. They are there for the Lands, Reanimator, and Dredge match-ups, that's the only time I could see bringing them in. Not worth it vs. Storm imo. I would consider 3 Faerie Macabre, which opens up a spot. Macabre isn't as good vs. Life from the Loam, though. Tormod's Crypt is another option, but they can Decay it EOT. They can also force you to sac it and then re-dredge or entomb or cast another LftL. Leyline avoids Abrupt Decay, but you may have to mulligan for it, which is difficult, although perhaps necessary.

2 Warping Wail is really solid and I would include 4 in your list. I was running 4 maindeck, which I think is okay if you expect a lot of sorceries and 1/x or x/1 creatures, but too many Wails can also clog up your hand. I bring them in vs. Miracles (Terminus, Ponder, EtA, V. Clique, SCM), Infect, Combo (Show and Tell, Burning Wish, Infernal Tutor, discard, Ponder, Preordain, G. Probe), Shardless (Toxic Deluge, Hymn, DRS, Baleful Strix), Elves (everything except that pesky Nettle Sentinel), SFM decks, Dark Confidant decks, and Young Pyromancer decks. They come out vs. the Mirror, Lands, and other decks that lack sorceries/small creatures.

2 Spatial Contortion is great vs. flipped Delver, Monastery Mentor, Goblin Guide / Eidolon (there is lots of burn online), Venser (in response to Karakas bounce), and also as a finishing booster for your own x/4+ guys. If mid-range aggro decks like Death and Taxes and Maverick become popular, I would up the count to 3, possibly 4 Spatial Contortion.

1 Dismember is great vs. the Mirror, Goyf, Gurmag Angler, flipped Delver, Batterskull, and any larger threats. I would include 4 between your maindeck and sideboard, right now, I think 2 is is low as I would go in the main.

2 Ratchet Bomb is solid and could perhaps use a 3rd copy. Be careful not to blow up your own Chalices of the Void and Endless One's because they both sit at 0. Vs. Miracles, keep Ratchet Bomb at 0 to destroy Angel tokens or Mentor tokens or tick it higher to destroy permanents depending upon the situation. Ratchet Bomb is great vs. anything faster than you (Elves, delver decks, Death and Taxes) and it is one of our only answers to TNN.

2 All is Dust is solid. With Eye in play, it costs 5, with is an amazing casting cost for a 1-sided creature/enchantment/planeswalker destroyer. The only downside is that sometimes it comes too late, especially when you consider opponent's Wastelanding your lands, counterspells, and Ancient Tomb activations, you can be dead by turn 4 or 5 with All is Dust sitting in your hand. That being said, I really like 2 of them.

1 Endbringer - this guy is really solid and usually within a few turns of him being around, you've won the game. I could see running 2 of them, however, 6 casting cost is actually relatively hard for this deck to accomplish, even though you could potentially do it on turn 3. Endbringer is good vs. Elves, Miracles, Young Pyromancer, and lots of other stuff. He's also a beefy body to block and can do his block/attack tricks plus card draw and damage ping. I could see running 0 (and some lists do- he is oftentimes a win-more) or I could see running 1 or 2 in the sideboard, or even maindeck, if you expected a slower, fair meta.

1 Umezawa's Jitte - in theory, this card should be house, as it's this deck's only way to gain life, and you lose a lot of it through Dismember and Ancient Tomb. Jitte is also permanent removal at the possibility of 2 creatures removed per turn (and 4 if you re-equip to an untapped creature and they attack into it). However, I rarely, if ever, got it online. You have to have a creature in play to use it (for that reason I think it is better in versions that run Mishra's Factory). TNN can block without a Jitte trigger, so can Legend/Karakas bounce or Elf/bounce, so you aren't guaranteed to get an effect. Finally, you'll run into the issue of wanting to name your opponent's Jitte with with Revoker, but not wanting to because you could draw one of your own. For that reason, I am going to include a 3rd Ratchet Bomb.

I played 3 leagues in total - 15 matches - I was 3-2 in my first league (8-5 games), and 2-3 in my second league (7-6 games including losing 2 rounds in which I lost the flip - it's a big deal with this deck, a game I lost to top-decked Lightning Bolt, and a Merfolk game I lost on turn 5 after he got off 2 counterspells). Anyhow, 3rd league was 5-0 (10-3 games), so overall, 25-14 in games. I feel this deck does pretty well vs. fair decks. Miracles seemed good, I think it really depends upon the Miracle's player and how they approach the match-up. Delver decks are slightly favorable. Just need to land a fatty and swing - they get you if they land early delvers / threats (and) counterspell/discard your spells (and) destroy your land (and) burn you out - pick 2 out of 4. We win if we can land a fatty (through countermagic and land destruction) and we have enough turns to swing with it before we get burned out.

Price of Progress is really bad for this deck. VS. UR Delver or Grixis Delver, our m/u is favorable if they don't find/use Price of Progress and unfavorable if they cast it because usually it costs us 10-12 life. If you can set Chalice at 1 and 2 (NOTE: you have to set the Chalice @ 1 first- if Chalice @ 2 is in play, casting Chalice @ 1 will counter) you can lock out some of these decks.

Revoker vs. Shardless is good (DRS, Liliana, Jace), but Revoker vs. DRS Tempo decks is not so good. When they need DRS for mana acceleration / fixing, Revoker is good. However, vs. the tempo decks with DRS, Revoker and DRS too often end up in a staredown (you don't want to attack and neither do they) and they build their army and they attack and you end up blocking another creature with Revoker, freeing DRS, or they burn out Revoker EOT and activate DRS, causing you to lose your last few life. Keep Revoker in vs. Shardless / Esper Delver, but take it out, especially on the draw, vs. Tempo-Delver-Shaman for extra removal. Vs. the Tempo Delver decks, we have to beat them with our large creatures before they can deal us flying / burn damage. That's why Chalices / Spatial Contortion / TKS, and RS are all house vs. Tempo-Delver-DRS.

MD.Ghost
03-08-2016, 03:49 AM
2 All is Dust is solid and is tutorable with Eye of Ugin.

Nope! Sadly, Eye only tutors for a creature - but hey, since it's not only for Eldrazi it can tutor up a Revoker, Metamorph or other stuff as well.

Thanks for your report and gratz to your solid 5:0 run!

Hopo
03-08-2016, 04:03 AM
Nope! Sadly, Eye only tutors for a creature - but hey, since it's not only for Eldrazi it can tutor up a Revoker, Metamorph or other stuff as well.



The feeling when you correct someone and have to be corrected yourself:)

Metamorph can't be tutored with Eye of Ugin.

hofzge
03-08-2016, 04:35 AM
OPTIMIZED ELDRAZI
3 Trinisphere
4 Eye of Ugin

I think the mana base of this deck is optimized for speed.


Even posting the tenth list with 4 Eye of Ugin and Trinisphere does not make this more synergistic. Your List may be optimized to play fast creatures, but 4 Eye can only cast your creatures (20) but none of your spells (16):
4 Phyrexian Revoker
4 Chalice of the Void
3 Trinisphere
2 Warping Wail
3 Dismember

I would rather play at least a third Crystal Vein or some Spirit Guides before the 4th Eye.

Water_Wizard
03-08-2016, 04:45 AM
Even posting the tenth list with 4 Eye of Ugin and Trinisphere does not make this more synergistic. Your List may be optimized to play fast creatures, but 4 Eye can only cast your creatures (20) but none of your spells (16):
4 Phyrexian Revoker
4 Chalice of the Void
3 Trinisphere
2 Warping Wail
3 Dismember

I would rather play at least a third Crystal Vein or some Spirit Guides before the 4th Eye.

That's why I play the second Urborg {can tap Eye for B].

You play four Eye so you can do crazy things with Mimic and Shaper. If you are running two or less Shaper's, I would run three Eyes.

Water_Wizard
03-08-2016, 06:44 AM
I just 5-0'd another league [10-1 games], although the deck ran very well and I faced some inexperienced opponents plus won most of my die rolls.

Round 1 was vs. Esper Stoneblade. I won the first, which was a grind. The ultimate turn had him at 4 life, 3 land and an SFM in play, and a Batterskull in hand {one of his land's produced W]. I had two Mimics, a revoker {on DRS because I played it after only seeing UGS and Thoughtseize- in retrospect, not the best decision], and 3sphere in play and I just cast Endless One for 4, potentially turning both of my Mimics into 4/4's and ending the game. He counters with FOW, but has to tap out to pay for the 3sphere, so he can't bring his Batterskull into play. This is a game that I most likely won because I won the roll and was able to drop two Mimics into play T1 off an Eye.

He won game 2 and I won game 3 quickly after landing T1 Chalice on 1.

Round 2 was vs. budget Shallow Grave / Goryo's Vengeance / Emrakul / Griselbrand - Tin Fins - I won game 1 with TKS on Shallow Grave and quick beats. Game 2 the Leyline of the Voids come in and I am able to find one on a mull to 6. He never finds his bounce spell and I win.

Round 3 was BUG Midrange with Baleful Strix, DRS, etc. Game 1 I won the roll and I am able to beat him before he stabilizes. He dies on turn 6 and I have Warping Wail for his Baleful Strix. Game 2 he is able to counter some of my early threats, but I stabilize and am able to play around Abrupt Decay [he has three in hand and I have TKS and RS on board]

Round 4 was Elves. I again won the roll and got Chalice on 1 down turn 1. I am able to get 3sphere down on turn 2. On turn 3, I dismember a dryad arbor. I TKS a Wren's Packmaster. He brings Ooze into play, but I have another Dismember.
Game 2, he leads with Dryad Arbor, which I dismember. He then plays Gaea's Cradle, I drop 3Sphere, he misses his next land drop and concedes.

Round 5 was vs. UW Miracles. I again win the flip and I have a first-turn Mimic, second turn TKS hand, so I am able to plan around his hand accordingly. Game 2 I am able to dodge Back to Basics because he has to pitch it to FOW to keep RS off the board. He has Batterskull, which I am able to grab with TKS when he is at 4 land. Revoker on SDT is good in the match-up. I also like Mimic because they tend to let him go and next thing you know he is a 4/4 or 5/5.

I ran very well in this league. I believe that I won 4/5 of my flips. I also had to mulligan very few times- I think once to find Leyline.

Admiral_Arzar
03-08-2016, 10:43 AM
Played colorless in another local last night. Got the bye round one, beat Esper Stoneblade in 2, and lost in a close 3 to Miracles. I kept a questionable hand in game one against Miracles, and narrowly lost the race to Clique + Mentor game 3 (he was able to hit me for exactsies the turn before I had lethal, I potentially could have won this one if I had left Reality Smasher back to trade with his attacking Mentor). Game two I was locked out by Blood Moon and Jace but eventually drew enough lands to cast my postboard Ulamog exiling both of them. Next turn I played double uncounterable Smasher and Warping Wail'd a Terminus for the win. I played this list:

4 Endless One
4 Eldrazi Mimic
2 Elvish Spirit Guide
3 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
2 Endbringer

4 Chalice of the Void
4 Thorn of Amethyst

2 Warping Wail
2 Dismember

4 Ancient Tomb
3 City of Traitors
4 Eldrazi Temple
3 Eye of Ugin
4 Cavern of Souls
4 Wasteland
2 Karakas
1 Urborg, Tomb of Yawgmoth

Sideboard

1 Karakas
4 Tormod's Crypt
3 Phyrexian Revoker
2 Ratchet Bomb
2 Umezawa's Jitte
2 Faerie Macabre
1 Ulamog, the Ceaseless Hunger

Elvish Spirit Guide needs to be Simian because Moon. I've also been getting more and more unhappy with Matter Reshaper, that card is bad and I never want to draw it. I will likely test -3 Reshaper, +1 Dismember, +1 Spirit Guide, +1 Phyrexian Metamorph. A third Endbringer might also be good but also might be too slow. Boarding out Dismember against Miracles was likely a mistake because Mentor must die - if Miracles is able to answer your lock piece (they usually are if the game goes any length of time) he becomes a massive threat.

Cire
03-08-2016, 10:45 AM
PF plays rather poorly with Thorn.



And I didn't include nearly enough Red non-eldrazi mana (caverns doesn't work for PF). Not sure if it's worth running PF if we need to include even more non-colorless lands. Personally, i'm going to declare the PF route bust. In fact I think splashing colors for any non-edlrazi non-SB cards BUT metamorph (which can be cast without blue) and dismember (urborg is run even without black and dismember can be cast without black) should be completely written off.

CovenantElite30
03-08-2016, 11:57 AM
Has anyone tried running Eldrazi Obligator? Seems like it would fit perfect in the aggressive builds running spirit guide. I'm going to try and test running 4.

Sent from my STV100-1 using Tapatalk

Holly
03-08-2016, 01:06 PM
I did the matchup analysis for Miracles, DnT, Canadian, Grixis Delver, Team America, Shardless, Elves, Storm and Sneakshow, edited them in my post on page 38.
http://www.mtgthesource.com/forums/showthread.php?30299-DECK-Eldrazi-Stompy&p=936562&viewfull=1#post936562
What do you think mods? Is that so far good enough as a primer so we can move it to the established part of the Forum?
Or do I need to finish with the other matches?

I still need to chose sample decklists, which splashes should I show in those? One will be colorless obviously.

Barook
03-08-2016, 02:31 PM
Has anyone tried running Eldrazi Obligator? Seems like it would fit perfect in the aggressive builds running spirit guide. I'm going to try and test running 4.
I just imagined how running a W/R build with both Eldrazi Obligator and Displacer sounds like a hilarious way to dominate creatures (shame Obligator is on-cast instead of ETB).

Manabase could look somewhat like this:

1 Karakas
3 Battlefield Forge
4 Eldrazi Temple
2 Eye of Ugin
4 Ancient Tomb
4 Cavern of Souls
2 City of Traitors
4 Wasteland
2 Mox Diamond
3 Simian Spirit Guide

With additional SB Karakas, even Containment Priest might still work as a board card thanks to Cavern (not RiP, though).

EDIT:
If Obligator works (regardless of my silly R/W idea), I would consider lands that tap for C and allow you to sac creatures, like Phyrexian Tower or High Market.

korstructure
03-08-2016, 03:37 PM
Has anyone tried running Eldrazi Obligator? Seems like it would fit perfect in the aggressive builds running spirit guide. I'm going to try and test running 4.

Sent from my STV100-1 using Tapatalk

I asked about this one page earlier. The (excellent) response was that it would take something like the addition of 4x Grove of the Burnwillows to make the red splash reliable.

Also, I played this at my LGS last night. My two losses were close games against Nic Fit varieties. These results made me want Winter Orb very badly. It seems like we've given up on discussion around Winter Orb. Has anyone had any new thoughts or results with the card?

Barook
03-08-2016, 03:55 PM
Discussing the GW build with MD.Ghost made me reconsider some choices and update my build with "proven" cards and some of the latest tech:

4 Cavern of Souls
4 Eldrazi Temple
4 Ancient Tomb
3 City of Traitors
3 Eye of Ugin
2 Karakas
4 Brushland
2 Mox Diamond
3 Elvish Spirit Guide

4 Eldrazi Mimic
4 Eldrazi Displacer
4 Reality Smasher
4 Thought-Knot Seer
1 Conduit of Ruin
2 World Breaker

4 Thorn of Amethyst
4 Chalice of the Void
3 Dismember
1 Umezawa's Jitte

With the Cities and ESGs, it becomes alot faster compared to my older build, while also packing more disruption in form of MD Thorn. It still retains its strenghts of Displacer and access to World Breakers. Dismember helps me answering the mirror better.

Not sure about the SB options. Containment Priest might still be runable due to Caverns, but Rest in Peace becomes clunky with the lower amount of white sources. I consider Faerie Macabre as GY hate of choice. A 3rd Karakas is a must (especially with Priest). A 4th Dismember goes into the board. Jitte #2 and All is Dust are options, just like Krosan Grips to get more outs against troublesome permanents.

Ellomdian
03-08-2016, 04:39 PM
I did the matchup analysis for Miracles, DnT, Canadian, Grixis Delver, Team America, Shardless, Elves, Storm and Sneakshow, edited them in my post on page 38.
http://www.mtgthesource.com/forums/showthread.php?30299-DECK-Eldrazi-Stompy&p=936562&viewfull=1#post936562
What do you think mods? Is that so far good enough as a primer so we can move it to the established part of the Forum?
Or do I need to finish with the other matches?

I still need to chose sample decklists, which splashes should I show in those? One will be colorless obviously.

I despise this archetype, and sadly don't think that they will touch it in Legacy, but your primer seems well written and should be promoted to the Established decks at this point.

I'd like to see a breakdown of the Lands and Infect matchup myself.

Cire
03-08-2016, 04:46 PM
Holly is a Saint! Great Job!

alphacat
03-09-2016, 12:54 AM
Has there been a consensus on what the ideal number of City of Traitors is? I see lists with 3 and lists with 4, seems like 4 is a bit more common.

MD.Ghost
03-09-2016, 02:31 AM
Has there been a consensus on what the ideal number of City of Traitors is? I see lists with 3 and lists with 4, seems like 4 is a bit more common.

I checked http://www.tcdecks.net/archetype.php?archetype=Eldrazi&format=Legacy for the numbers.

As i mentioned 3 City of Traitors seems to be the "balanced" number for colorless builds.

I see 11 decks with 3x City of Traitors, 7 decks with the Playset and 1 deck with only two copies and one with 0x City. Since it is not common for everyone to play Spirit Guides or Mox Diamond, runing the full Playset seems like a Gamble.

So 3 copies are ok, if you try a color splash 2x City should be ok, since you need more colored mana (and Mox/Guides).

Delvis
03-09-2016, 08:36 AM
I asked about this one page earlier. The (excellent) response was that it would take something like the addition of 4x Grove of the Burnwillows to make the red splash reliable.

Also, I played this at my LGS last night. My two losses were close games against Nic Fit varieties. These results made me want Winter Orb very badly. It seems like we've given up on discussion around Winter Orb. Has anyone had any new thoughts or results with the card?

Harlan Firer's team (Next Ridge Gaming) played 2 in their sideboard at the Open. I think it's a viable choice. I especially like it with a set of Thorns, which I may return to playing soon since Trinisphere has underwhelmed.

==============

If we're moving this to the Established forum, I'd like to file a motion. Since there's a number of different builds of this deck, including Stompy-like decks and Shops-like decks and ramp-style decks. I move we consolidate them into one name - but rather than it just being "Eldrazi," can we call the deck "My Tentacle Romance"?

This would just make me the happiest.

Holly
03-09-2016, 08:45 AM
Today I'm going to add some sample decklists, remove the errors with card tagging because I mispelled the cards (did everything out of memory) and rewrite some minor parts of the matchups-analysis after some feedback.

I guess if no mod is going to move its, I'm just going to repost everything in the established part :)

Anyway which matchups would you like to see covered next?
Infect, Painter, Jund, Bladedecks, Reanimator, Burn and Dredge would be my next choices otherwises.

Delvis
03-09-2016, 08:49 AM
I guess if no mod is going to move its, I'm just going to repost everything in the established part :)

Anyway which matchups would you like to see covered next?
Infect, Painter, Jund, Bladedecks, Reanimator, Burn and Dredge would be my next choices otherwises.

Just PM Dice_Box, if he feels the primer is adequate I think he'll move it. He might also just be reading the thread.

Gheizen64
03-09-2016, 09:36 AM
The deck called "No U" would also fit!

But sadly Eldrazi Stompy is just too widespread by now. Gone are the days with amusing legacy names.

Tentacle Stompy
Modern Smasher
No U
Tentacles in a cup

Clark Kant
03-09-2016, 01:23 PM
I have tried a huge number of variations of the deck over the past 2 months but always keep going back to the original cloudpost based build I used as the strongest performance, due to it's more consistent and resilient mana development, and stronger mid/late game.

For reference, here is the current list I'm playing...


4 Eldrazi Temple
4 Eye of Ugin
4 Ancient Tomb
4 City of Traitors
4 Cloudpost
3 Glimmerpost
3 Vesuva
1 Urborg, Tomb of Yawgmoth

4 Endless One
4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
4 Conduit of Ruin
1 Ulamog's Crusher
1 Ulamog, the Ceaseless Hunger

4 Chalice of the Void
3 Phyrexian Revoker
2 Dismember
2 All is Dust

SB:
3 Trinisphere
2 Wastes
2 Surgical Extraction
2 Faerie Macabre
2 Dismember
2 Oblivion Sower
1 Phyrexian Revoker
1 Kozilek, Butcher of Truth

I would love to get feedback on this build. Thanks.

Explanation of some of the more controversial decisions.

Yes, Eye is legendary but it's such a powerful land for our mana development, it's tutoring effect is so useful in this build, and its always the first target of Wasteland that I don't mind playing 4 even if it means the occasional opening hand with 2 Eye of Ugins.

Glimmerpost while solid is the only land the list plays that doesn't on average produce atleast two mana, this makes it the land I prefer as a 3 of.

The large land count both gives the deck resiliency to wastelands and between Conduit, Eye, All is Dust and the two Ulamog's you rarely mind having tons of mana.

I continue to feel that Conduit of Ruin is the most underrated and underutilized Eldrazi. It's a beater, a mana accelerant and a tutor all in one card.

The sideboard is a metagame choice. The mirror and slower controllish matchups are common and the Oblivion Sowers are solid beaters there and Kozileks are great to side in vs controllish matches. Tendrils sees little play so main deck Thorns aren't worthwhile and Trinisphere is the far more potent mana denial card in all other situations.




Thoughts?

Barook
03-09-2016, 04:04 PM
4 Cavern of Souls
4 Eldrazi Temple
4 Ancient Tomb
3 City of Traitors
3 Eye of Ugin
2 Karakas
4 Brushland
2 Mox Diamond
3 Elvish Spirit Guide

4 Eldrazi Mimic
4 Eldrazi Displacer
4 Reality Smasher
4 Thought-Knot Seer
1 Conduit of Ruin
2 World Breaker

4 Thorn of Amethyst
4 Chalice of the Void
3 Dismember
1 Umezawa's Jitte
First impression after playing a few games yesterday and today with this list, I do think it has the potential to be very strong. It retains most of the speed of the colorless aggro lists while playing high impact cards like Displacer instead of underwhelming filler like Matter Reshaper. Running City and ESG solves previous speed issues.

After the suggestion of MD.Ghost, I'm gonna try out 2 Conduit/1 World Breaker. I still think Conduit is pretty good if you pair it up with World Breaker, although the accel aspect is kinda overrated since Conduit already costs 6 fucking mana. Depending on how further playtesting turns out, I might also go

-1 City
-1 Eye
-1 Mox Diamond
+3 Wasteland

which would give the deck the Wasteland angle of attack back the colorless version possesses. But first I need to ensure that 4 Displacer still havr enough mana to be reliably castable, since it's a core part of the deck.

While the MD looks promising, I'm still puzzled about the board. It somehow feels unsatisfying, but I can't point my finger onto the issue. It currently looks like this:
3 Containment Priest
1 Dismember
3 Faerie Macabre
2 Krosan Grip
2 Warping Wail
1 Karakas
1 Umezawa's Jitte
2 All is Dust

If Priest is too hard to cast with the current white mana, I might go down to 2 copies. I want a certain amount of GY hate, be it Faerie or otherwise. 3rd Karakas is also pretty much set, just as the 4th Dismember.

I'm still looking for more catch-all solutions. Krosan Grip could catch alot of problematic cards (Blood Moon, Moat, Ensnaring Bridge, equipment, SDT, etc). A second World Breaker is a consideration. All is Dust might be another keeper due to its goodness vs control. I'm not completely sold on Wail and 2nd Jitte yet. Revoker might be another card I might want against various decks.

Thoughts?

Cire
03-09-2016, 04:50 PM
Why 2/1 split of conduit/World breaker instead of 1/2, what's the point of the intermediate step?

.Ix
03-09-2016, 09:17 PM
-1 City
-1 Eye
-1 Mox Diamond
+3 Wasteland

which would give the deck the Wasteland angle of attack back the colorless version possesses. But first I need to ensure that 4 Displacer still havr enough mana to be reliably castable, since it's a core part of the deck.


I have died way too many times to 3 City of Traitors now. I have to go down to 2.


I have tried a huge number of variations of the deck over the past 2 months but always keep going back to the original cloudpost based build I used as the strongest performance, due to it's more consistent and resilient mana development, and stronger mid/late game.

Thoughts?

Don't you think Endbringer deserves a place in your list? It's been incredible every time I've cast it, and it seems really easy to cast with your mana base.

Clark Kant
03-09-2016, 11:09 PM
Don't you think Endbringer deserves a place in your list? It's been incredible every time I've cast it, and it seems really easy to cast with your mana base.

I've played Endbringer a lot and its been pretty slow everytime I resolved it but I'm willing to give the card another chance. Conduit usually wins the game within a turn or two after it's cast so I'm not willing to cut it. Given that, what card would you cut from my list below to make room for an Endbringer? Dismember? All is Dust? Revoker? Mimic?

4 Eldrazi Temple
4 Eye of Ugin
4 Ancient Tomb
4 City of Traitors
4 Cloudpost
3 Glimmerpost
3 Vesuva
1 Urborg, Tomb of Yawgmoth

4 Endless One
4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
4 Conduit of Ruin
1 Ulamog's Crusher
1 Ulamog, the Ceaseless Hunger

4 Chalice of the Void
3 Phyrexian Revoker
2 Dismember
2 All is Dust

SB:
2 Trinisphere
2 Thorn of Amethyst
2 Wastes
2 Surgical Extraction
2 Faerie Macabre
2 Dismember
2 Oblivion Sower
1 Phyrexian Revoker
1 Kozilek, Butcher of Truth

Water_Wizard
03-10-2016, 12:34 AM
I've played Endbringer a lot and its been pretty slow everytime I resolved it but I'm willing to give the card another chance. Conduit usually wins the game within a turn or two after it's cast so I'm not willing to cut it. Given that, what card would you cut from my list below to make room for an Endbringer? Dismember? All is Dust? Revoker? Mimic?

4 Eldrazi Temple
4 Eye of Ugin
4 Ancient Tomb
4 City of Traitors
4 Cloudpost
3 Glimmerpost
3 Vesuva
1 Urborg, Tomb of Yawgmoth

4 Endless One
4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
4 Conduit of Ruin
1 Ulamog's Crusher
1 Ulamog, the Ceaseless Hunger

4 Chalice of the Void
3 Phyrexian Revoker
2 Dismember
2 All is Dust

SB:
2 Trinisphere
2 Thorn of Amethyst
2 Wastes
2 Surgical Extraction
2 Faerie Macabre
2 Dismember
2 Oblivion Sower
1 Phyrexian Revoker
1 Kozilek, Butcher of Truth

I would cut Mimic. If you are going for fatties, then you are on a different plan from beatdown. "Traditional" Eldrazi Stompy wants to beat down and win turn 4-6. The Cloudpost version is more like standard 12-post and wants to make land drops and land a fatty and win turns 6-8 on the back of a resolved fatty along with disruption.

I think your list is lacking disruption - I don't think 2 Dismember is enough.

I also think you want 4 of each Cloud land [Cloudpost, Glimmerpost, and Vesuva] because the lands work better with multiples in play - if you could you would just run 20 Cloudposts, so anything less than 4x seems counterproductive. You are also running 27 lands, so I would cut at least 1 and add some removal.

My land suggestion:
4 Cloudpost
4 Glimmerpost
4 Vesuva
4 Eldrazi Temple
3 Eye of Ugin
4 Ancient Tomb
3 City of Traitors

That's 26 land, which is still a lot. 25 might be better. Colorless mana {not generic} is going to be a problem with the Cloudposts lists, unless there is a shift to generic-mana-only Eldrazi Expedition Map is an option that would allow you to run fewer silver-bullet lands like Eye of Ugin and Urborg, ToY.

Another thought on the twelve post list is to drop Eye all together because the Cloudposts provide a lot of generic mana and you need more colorless mana producers like Eldrazi Temple, Ancient Tomb, City of Traitors, Crystal Vein Wasteland, Mishra's Factory, and Cavern of Souls. I think you need at least 14 colorless sources, so with 12 12-post lands, you can't run Eye

4 Cloudpost
4 Glimmerpost
4 Vesuva
4 Eldrazi Temple
4 Ancient Tomb
5 of the following - Crystal Vein, Wasteland, Mishra's Factory, Cavern of Souls, Eye of Ugin, Karakas, Tabernacle of the Veil, Glacial Chasm, Urborg, Tomb of Yawgmoth, {and you're getting into colorless 12 post here...}
4 Expedition Map

or

4 Cloudpost
4 Glimmerpost
4 Vesuva
4 Eldrazi Temple
4 Ancient Tomb
4 City of Traitors
2 Crystal Vein

iostream
03-10-2016, 12:55 AM
First impression after playing a few games yesterday and today with this list, I do think it has the potential to be very strong. It retains most of the speed of the colorless aggro lists while playing high impact cards like Displacer instead of underwhelming filler like Matter Reshaper. Running City and ESG solves previous speed issues.

After the suggestion of MD.Ghost, I'm gonna try out 2 Conduit/1 World Breaker. I still think Conduit is pretty good if you pair it up with World Breaker, although the accel aspect is kinda overrated since Conduit already costs 6 fucking mana. Depending on how further playtesting turns out, I might also go

-1 City
-1 Eye
-1 Mox Diamond
+3 Wasteland

which would give the deck the Wasteland angle of attack back the colorless version possesses. But first I need to ensure that 4 Displacer still havr enough mana to be reliably castable, since it's a core part of the deck.

While the MD looks promising, I'm still puzzled about the board. It somehow feels unsatisfying, but I can't point my finger onto the issue. It currently looks like this:
3 Containment Priest
1 Dismember
3 Faerie Macabre
2 Krosan Grip
2 Warping Wail
1 Karakas
1 Umezawa's Jitte
2 All is Dust

If Priest is too hard to cast with the current white mana, I might go down to 2 copies. I want a certain amount of GY hate, be it Faerie or otherwise. 3rd Karakas is also pretty much set, just as the 4th Dismember.

I'm still looking for more catch-all solutions. Krosan Grip could catch alot of problematic cards (Blood Moon, Moat, Ensnaring Bridge, equipment, SDT, etc). A second World Breaker is a consideration. All is Dust might be another keeper due to its goodness vs control. I'm not completely sold on Wail and 2nd Jitte yet. Revoker might be another card I might want against various decks.

Thoughts?I have played the colorless version of this deck to death and achieved moderate success with it. From my perspective, I basically don't know why people who are interested in the colored lists are trying to splash so heavily. For instance, why Containment Priest? We have a lot of fine colorless graveyard hate options, Sneak/Show is already pretty favorable, especially if you're packing a significant amount of Endbringer, and Aether Vial is not the reason why D+T and Maverick are hard matchups. Similarly, Ensnaring Bridge and Moat are just as well handled by World Breaker as they are by Krosan Grip (I realize Blood Moon isn't handled as cleanly because of the 7 CMC issue, but let's be honest: Blood Moon is not a common card in the format right now).

The colorless version has completely perfect mana, and you really don't want to mess that up if you can help it. The point of splashing should be to fix some weaknesses of the colorless list, ideally in a way that doesn't introduce new problems (i.e. horrible mana! inability to cast one's own sideboard!). So what are the colorless Eldrazi deck's weaknesses? The three biggest ones that clearly need to be addressed are: problematic utility lands (Maze of Ith, Thespian's Stage, Rishadan Port, opposing Wastelands), Stoneforge Mystic, and Tarmogoyf. Eldrazi Displacer and World Breaker have clear applications in those situations. Aside from those two, no other colored card that has been suggested seems to have anything to do with those problems at all.

If the only cards you really want to splash are Eldrazi Displacer and World Breaker, then playing Brushlands and Corrupted Crossroads is the way to go. It will give you many easy sources of mana to cast all your cards, Eldrazi and non-Eldrazi, alongside Cavern of Souls, Karakas, and Elvish Spirit Guide. The question is then: is this better than Wasteland and Mishra's Factory? Mishra's Factory is just a nice-to-have, I'll grant that. But Wasteland plays an extremely key role, since it's one of the few precious forms of maindeck counterplay you have against Rishadan Port, Maze of Ith, Thespian's Stage, etc. If you cut those to enable Displacer and World Breaker, are you really fixing that problem?

One last thing I want to mention is that Matter Reshaper sucks compared to all the other Eldrazi, but it's still pretty good versus the decks that don't have StP. It usually costs them a card, and the fact that it's yet another way to neutralize Liliana is actually somewhat relevant (since the Liliana decks are among our worst matchups). I think the card is underrated, and I've come around to it despite being a hater for a long time.

ESG
03-10-2016, 02:36 AM
I've played Endbringer a lot and its been pretty slow everytime I resolved it but I'm willing to give the card another chance. Conduit usually wins the game within a turn or two after it's cast so I'm not willing to cut it. Given that, what card would you cut from my list below to make room for an Endbringer? Dismember? All is Dust? Revoker? Mimic?

4 Eldrazi Temple
4 Eye of Ugin
4 Ancient Tomb
4 City of Traitors
4 Cloudpost
3 Glimmerpost
3 Vesuva
1 Urborg, Tomb of Yawgmoth

4 Endless One
4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
4 Conduit of Ruin
1 Ulamog's Crusher
1 Ulamog, the Ceaseless Hunger

4 Chalice of the Void
3 Phyrexian Revoker
2 Dismember
2 All is Dust

SB:
2 Trinisphere
2 Thorn of Amethyst
2 Wastes
2 Surgical Extraction
2 Faerie Macabre
2 Dismember
2 Oblivion Sower
1 Phyrexian Revoker
1 Kozilek, Butcher of Truth


@Clark Kant: Intriguing list. I don’t think you need Endbringer at all. Your endgame is to tutor up and cast Ulamog, either via Conduit of Ruin or Eye of Ugin.

I agree with Water Wizard’s assessment of your list lacking disruption. Given your life gain from Glimmerposts, I would run another Dismember. I do not agree with his other points. You don't need four Vesuvas. They’re dreadful in multiples in an opening hand, and unlike 12-Post (which also doesn’t run a full playset of that card), your list can’t tutor for Cloudpost. Also, the comparison of other lands to Cloudpost is inaccurate: If you could play 20 Cloudposts, clearly that would be the best, but Glimmerpost is not Cloudpost. Vesuva is not Cloudpost unless you already have Cloudpost in play. Also, there's no way that cutting Eye of Ugin from the deck would make sense, since it helps you speed up powering out Ulamog and finds the Ulamog.

I like Mimic because it enables your fastest starts, thus allowing you to have two game plans. The first is the standard plan of surviving to the midgame to cast Ulamog; the second is the fast rush that Eldrazi Stompy can achieve on the play with an Eye of Ugin. I like your build because it has the capacity for both.

If I made any changes, it would be to run Cavern of Souls instead of City of Traitors and to run one or two more ways to kill troublesome creatures. I would be inclined to trim back a Revoker.

Clark Kant
03-10-2016, 02:57 AM
I would cut Mimic. If you are going for fatties, then you are on a different plan from beatdown. "Traditional" Eldrazi Stompy wants to beat down and win turn 4-6. The Cloudpost version is more like standard 12-post and wants to make land drops and land a fatty and win turns 6-8 on the back of a resolved fatty along with disruption.

That's a mischaracterization of the deck. The list I'm running still plans to beat down and win by turn 4-6. And it is more than capable of doing that fairly often. It just also happens to have a back up plan to win in the mid/late game to win via Conduit->Ulamog (which also allows for turn 4-6 wins btw) if the opponent manages to stabilize from the initial Mimic, Seer, Smasher beatdown plan.





I also think you want 4 of each Cloud land [Cloudpost, Glimmerpost, and Vesuva] because the lands work better with multiples in play - if you could you would just run 20 Cloudposts, so anything less than 4x seems counterproductive. You are also running 27 lands, so I would cut at least 1 and add some removal.

My land suggestion:
4 Cloudpost
4 Glimmerpost
4 Vesuva
4 Eldrazi Temple
3 Eye of Ugin
4 Ancient Tomb
3 City of Traitors


You suggested manabase is far too reliant on a cloudpost on the board to be decent. The manabase I'm playing functions just fine without cloudpost. However, going up to 4 Glimmerpost and 4 Vesuva makes the deck overly reliant on cloudpost, which is a mistake. Cloudpost is best used here as just another sol land, not as the core of mana production that the rest of the manabase revolves around.



Colorless mana {not generic} is going to be a problem with the Cloudposts lists, unless there is a shift to generic-mana-only Eldrazi Expedition Map is an option that would allow you to run fewer silver-bullet lands like Eye of Ugin and Urborg, ToY.

Another thought on the twelve post list is to drop Eye all together because the Cloudposts provide a lot of generic mana and you need more colorless mana producers like Eldrazi Temple, Ancient Tomb, City of Traitors, Crystal Vein Wasteland, Mishra's Factory, and Cavern of Souls.

You're mistaken. Cloudpost doesn't make generic mana, it makes colorless mana, the same as all of the other lands you just listed.





@Clark Kant: Intriguing list. I don’t think you need Endbringer at all. Your endgame is to tutor up and cast Ulamog, either via Conduit of Ruin or Eye of Ugin.

I agree with Water Wizard’s assessment of your list lacking disruption. Given your life gain from Glimmerposts, I would run another Dismember. I do not agree with his other points. You don't need four Vesuvas. They’re dreadful in multiples in an opening hand, and unlike 12-Post (which also doesn’t run a full playset of that card), your list can’t tutor for Cloudpost. Also, the comparison of other lands to Cloudpost is inaccurate: If you could play 20 Cloudposts, clearly that would be the best, but Glimmerpost is not Cloudpost. Vesuva is not Cloudpost unless you already have Cloudpost in play. Also, there's no way that cutting Eye of Ugin from the deck would make sense, since it helps you speed up powering out Ulamog and finds the Ulamog.

I like Mimic because it enables your fastest starts, thus allowing you to have two game plans. The first is the standard plan of surviving to the midgame to cast Ulamog; the second is the fast rush that Eldrazi Stompy can achieve on the play with an Eye of Ugin. I like your build because it has the capacity for both.

If I made any changes, it would be to run Cavern of Souls instead of City of Traitors and to run one or two more ways to kill troublesome creatures. I would be inclined to trim back a Revoker.

I agree completely with everything you said.

Yes, the deck doesn't need Endbringer, it doesn't add anything to the deck. Cutting an All is Dust or a Revoker for a Dismember probably does make sense.

Barook
03-10-2016, 08:21 AM
I have played the colorless version of this deck to death and achieved moderate success with it. From my perspective, I basically don't know why people who are interested in the colored lists are trying to splash so heavily. For instance, why Containment Priest? We have a lot of fine colorless graveyard hate options, Sneak/Show is already pretty favorable, especially if you're packing a significant amount of Endbringer, and Aether Vial is not the reason why D+T and Maverick are hard matchups. Similarly, Ensnaring Bridge and Moat are just as well handled by World Breaker as they are by Krosan Grip (I realize Blood Moon isn't handled as cleanly because of the 7 CMC issue, but let's be honest: Blood Moon is not a common card in the format right now).

The colorless version has completely perfect mana, and you really don't want to mess that up if you can help it. The point of splashing should be to fix some weaknesses of the colorless list, ideally in a way that doesn't introduce new problems (i.e. horrible mana! inability to cast one's own sideboard!). So what are the colorless Eldrazi deck's weaknesses? The three biggest ones that clearly need to be addressed are: problematic utility lands (Maze of Ith, Thespian's Stage, Rishadan Port, opposing Wastelands), Stoneforge Mystic, and Tarmogoyf. Eldrazi Displacer and World Breaker have clear applications in those situations. Aside from those two, no other colored card that has been suggested seems to have anything to do with those problems at all.

If the only cards you really want to splash are Eldrazi Displacer and World Breaker, then playing Brushlands and Corrupted Crossroads is the way to go. It will give you many easy sources of mana to cast all your cards, Eldrazi and non-Eldrazi, alongside Cavern of Souls, Karakas, and Elvish Spirit Guide. The question is then: is this better than Wasteland and Mishra's Factory? Mishra's Factory is just a nice-to-have, I'll grant that. But Wasteland plays an extremely key role, since it's one of the few precious forms of maindeck counterplay you have against Rishadan Port, Maze of Ith, Thespian's Stage, etc. If you cut those to enable Displacer and World Breaker, are you really fixing that problem?

One last thing I want to mention is that Matter Reshaper sucks compared to all the other Eldrazi, but it's still pretty good versus the decks that don't have StP. It usually costs them a card, and the fact that it's yet another way to neutralize Liliana is actually somewhat relevant (since the Liliana decks are among our worst matchups). I think the card is underrated, and I've come around to it despite being a hater for a long time.
Thanks for the feedback. Discussing the matter is definitely helpful.

About Priest: You're forgetting about the combo with Displacer, which is relevant in various creature-based match-ups. Aside from Dredge, Reanimator and Sneak/Show, Priest also slows down Elves and other random things like GSZ. It's an high-impact card in way more match-ups and it isn't just another GY hate card. I don't think at this point that cutting it is a good decision.
As for Vial and D&T, it is a critical card because it allows them to deploy their creatures while they use their mana to deny your's. I don't know if Containment Priest is good in this match-up due to the interaction with Flickerwisp.

Krosan Grip is a cheap solution compared to World Breaker's 7 mana cost. Aside from handling Moat, Bridge and Moon, it can also handle Equipment and random stuff like SDT. What is debatable is the number of cards to get the answers consistently enough when you need them and at a mana cost where you can reliable cast them before it's too late.

I disagree that SFM, Goyf and Lands are the only big problems - more people start to run stuff like MD Bridge, Moat or Moon effects to wreck us. The longer Eldrazi is in the meta, the more people will adapt. The splash manabase could probably still run a couple of Wastelands (see suggestion above for including 3 copies). While Factory is nice to have, I believe that the splash covers more weaknesses compared to it.

Given your feedback, running some copies of Pithing Needle (I'm thinking about two) might be worth it despite the anti-synergy with CotV. They handle problematic lands, Planeswalkers, SDT, etc. - what are the experiences other people have made with it? Revoker doesn't stop the "bad" lands, though it can block Storm's mana artifacts.

EDIT:
What's people's experience with Bearer of Silence? Has anybody seriously tested it yet? After getting crushed against Bant Something (either Blade or Retreat) by KotR in game 1 and G2 by KotR + TNN while Dismember was sitting in my hand dead, I'm reconsidering my options. I cut my colored non-Eldrazi cards and replace Brushland with Corrupted Crossroads (which are functionally 100% exactly the same for Eldrazi) to throw in some SB Bearers to deal with such big creatures, including the mirror. Between Crossroads, Mox, Cavern and maybe Urborg (I would rather add Wastelands to the manabase before that, though), casting it should be very doable - even despite the anti-synergy of its cost with Temple/Eye. But I'm not eager about abandoning Containment Priest.

Kronicler
03-11-2016, 01:40 AM
EDIT:
What's people's experience with Bearer of Silence? Has anybody seriously tested it yet? After getting crushed against Bant Something (either Blade or Retreat) by KotR in game 1 and G2 by KotR + TNN while Dismember was sitting in my hand dead, I'm reconsidering my options. I cut my colored non-Eldrazi cards and replace Brushland with Corrupted Crossroads (which are functionally 100% exactly the same for Eldrazi) to throw in some SB Bearers to deal with such big creatures, including the mirror. Between Crossroads, Mox, Cavern and maybe Urborg (I would rather add Wastelands to the manabase before that, though), casting it should be very doable - even despite the anti-synergy of its cost with Temple/Eye. But I'm not eager about abandoning Containment Priest.

Haven't tested it, but I did see this list on MTGTop8:

http://www.mtgtop8.com/event?e=11813&d=267534&f=LE

Gheizen64
03-11-2016, 05:33 AM
Bearer is cute, but again, remember that you need 10+ colored source to play it and you can't pay for the on-cast trigger with temple cause it's only for activated abilities (another example: tabernacle is a triggered ability of your eldrazis so you can't pay for it with temple :2: )

10+ for black is easier, with 3 urborg and possibly 3 petals.

On another note, i've been playing my latest list with no changes, and i can't seems to optimize it further. I always find that i'd never want different cards that the ones i draw, or at least i find that different cards wouldn't make a difference more than my own cards.

On the other hand, i still have lots of doubts about my SB, and i think it's the part that need the most work. Some grave removal is necessary. I'm liking the ravenous traps as they kill combo tricks on T0, and differently from Leyline it isn't as bad as a topdeck, and opponent going off T0 won't play around it, unlike Leyline where he see that you have that in play. It's a bit tricky against reanimator (work only if they used a fetch to entomb for example), and not as good vs dredge obviously. Needle and or Karakas are decent vs Lands and Show and Tell, with needle being probably better in a vacuum because it's immune to wasteland. I'm playing 2 in the SB. Ratchet bomb is so slow but it's our only out to a lot of things, and can double as removal for delvers.

EDIT: my favourite trick up to now is probably having a factory untapped, pyromancer attacking me, pitch spirit guide block and pump to kill. SSG so good.

EDIT2: another thing to remember is if you play duplicant in your SB, to stack the trigger from mimic first so you get a huge mimic instead of a 2/4.

EDIT3: another problem that ravenous has compared to leyline is that it can be discarded and hurkylled whereas leyline can't, which make it a worse card vs combo.

Barook
03-11-2016, 07:47 AM
Bearer is cute, but again, remember that you need 10+ colored source to play it and you can't pay for the on-cast trigger with temple cause it's only for activated abilities (another example: tabernacle is a triggered ability of your eldrazis so you can't pay for it with temple :2: )

10+ for black is easier, with 3 urborg and possibly 3 petals.

On another note, i've been playing my latest list with no changes, and i can't seems to optimize it further. I always find that i'd never want different cards that the ones i draw, or at least i find that different cards wouldn't make a difference more than my own cards.

On the other hand, i still have lots of doubts about my SB, and i think it's the part that need the most work. Some grave removal is necessary. I'm liking the ravenous traps as they kill combo tricks on T0, and differently from Leyline it isn't as bad as a topdeck, and opponent going off T0 won't play around it, unlike Leyline where he see that you have that in play. It's a bit tricky against reanimator (work only if they used a fetch to entomb for example), and not as good vs dredge obviously. Needle and or Karakas are decent vs Lands and Show and Tell, with needle being probably better in a vacuum because it's immune to wasteland. I'm playing 2 in the SB. Ratchet bomb is so slow but it's our only out to a lot of things, and can double as removal for delvers.

EDIT: my favourite trick up to now is probably having a factory untapped, pyromancer attacking me, pitch spirit guide block and pump to kill. SSG so good.

EDIT2: another thing to remember is if you play duplicant in your SB, to stack the trigger from mimic first so you get a huge mimic instead of a 2/4.

EDIT3: another problem that ravenous has compared to leyline is that it can be discarded and hurkylled whereas leyline can't, which make it a worse card vs combo.
How has Duplicant been for you, considering it's a 6 mana non-Eldrazi? Seems like a hefty price. I'm interested since it's another card that plays well with Displacer.

One of the beauties of splashing heavily white is that you can run RiP, which is the all aroundbest GY hate that also combats Goyf, KotR and the likes. Other hate cards feel kinda unsatisfying after using it since they aren't catch-all like RiP. Since I'm currently already experimenting with one-shot accel (ESG), why not go balls deep into white to support the "proper" SB cards via Lotus Petal instead? I'm thinking about something like this:

4 Ancient Tomb
4 Eldrazi Temple
2 City of Traitors
2 Eye of Ugin
3 Wasteland
4 Cavern of Souls
4 Brushland
2 Karakas

4 Eldrazi Mimic
4 Eldrazi Displacer
4 Thought-Knot Seer
4 Reality Smasher
1 Conduit of Ruin
2 World Breaker

2 Mox Diamond
3 Lotus Petal
4 Chalice of the Void
3 Thorn of Amethyst
3 Dismember
1 Umezawa's Jitte

Sideboard:
2 All Is Dust
3 Rest in Peace
3 Containment Priest
1 Karakas
1 Dismember
2 Stoneforge Mystic
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of War and Peace
or
1 Sword of Light and Shadow
That's white 11 sources (12 with SB Karakas) - 5 which are playable on T1 (hello there, T1 RiP!)

I still want to find room for 2 Pithing Needles in the SB. The SFM SB package is just an idea because many of our problems are creature-based - and SFM+equipment trumps creature-based strategies for the most part. Those 5 slots could be filled with anything else, though.

Crimhead
03-11-2016, 07:54 AM
Painlands
Those are just here to fix your mana in case you splash some color and can’t use better lands for those colors.
Specially worth mentioning Horizon Canopy as it not only fixes 2 colors while still providing colorless. It’s also helping smoothing out your draws in case you’re getting flooded.

Excellent work Holly - this will be in the DTB section before long I think. (MTG Top8 has it as 9% of the meta, Goldfish has it at 9.86% -
10.92% if you count the version with a :w: splash for Displacer).

As a small nit-pick, Horizon Canopy cannot produce :<>: :(
Otherwise this is fantastic!

Gheizen64
03-11-2016, 08:06 AM
The single duplicant in my sb always came in vs SnT and often vs things like more midrangey aggro builds running anglers and goyfs, and sometimes even in the mirror. 6 is a bit steep but it come in MUs where you either cheat it in or the board often end in stalls with huge creatures on both sides which can't attack . Vs SnT i had one game where i revokered griselbrand and then duplicant-'d it after some turns of stall which also gave me lethal with Mimic and was pretty nice.

It come out extremely rarely but it seems to do what it need to. It still has to be seen if it's better than Ashen Rider (which remove Omniscience) or if the added utility vs midrangey decks and even the mirror potentially is more significant. I tend toward the latter for now.

bruizar
03-11-2016, 08:12 AM
This belongs in the realm of speculation, but I expect one big eldrazi to be printed (possibly a black eldrazi) given dark depths produces a black token and marit lage is probably emrakul in disguise. If this is true, and if the card is castable (kozilk and ulamog got a CC discount too), Urborg becomes even more essential.

RhoxWarMonk
03-11-2016, 04:40 PM
Bearer is cute, but again, remember that you need 10+ colored source to play it and you can't pay for the on-cast trigger with temple cause it's only for activated abilities (another example: tabernacle is a triggered ability of your eldrazis so you can't pay for it with temple :2: )

10+ for black is easier, with 3 urborg and possibly 3 petals.

On another note, i've been playing my latest list with no changes, and i can't seems to optimize it further. I always find that i'd never want different cards that the ones i draw, or at least i find that different cards wouldn't make a difference more than my own cards.

On the other hand, i still have lots of doubts about my SB, and i think it's the part that need the most work. Some grave removal is necessary. I'm liking the ravenous traps as they kill combo tricks on T0, and differently from Leyline it isn't as bad as a topdeck, and opponent going off T0 won't play around it, unlike Leyline where he see that you have that in play. It's a bit tricky against reanimator (work only if they used a fetch to entomb for example), and not as good vs dredge obviously. Needle and or Karakas are decent vs Lands and Show and Tell, with needle being probably better in a vacuum because it's immune to wasteland. I'm playing 2 in the SB. Ratchet bomb is so slow but it's our only out to a lot of things, and can double as removal for delvers.

EDIT: my favourite trick up to now is probably having a factory untapped, pyromancer attacking me, pitch spirit guide block and pump to kill. SSG so good.

EDIT2: another thing to remember is if you play duplicant in your SB, to stack the trigger from mimic first so you get a huge mimic instead of a 2/4.

EDIT3: another problem that ravenous has compared to leyline is that it can be discarded and hurkylled whereas leyline can't, which make it a worse card vs combo.

Is your list the same as you posted a few pages back? Are you still using 2 cities/2 eyes in your manabase with 4 mishra's?

The mishra's look like a good inclusion but are they better when running equipment? Are you still liking the SSGs as a 4 of?

Barook
03-11-2016, 06:05 PM
With the Legacy Challenge coming up on MTGO tomorrow, I wish I had more time to hammer out my new, more white-heavy list posted above (aside from finding somebody who could lend me 3 Wastelands/Petals).

I also just noticed a rather nifty interaction between Sword of Feast and Famine and Eye of Ugin: You can tap your mana during combat, use the untap trigger, tap for more mana still during combat and then activate Eye. That lowers the threshold of 7 actual mana to 4 land mana (or 3 land mana + a nonland source) - something far more doable. Not sure how often that would actually come up, but it's something to keep in mind.

mistercakes
03-11-2016, 06:37 PM
With the Legacy Challenge coming up on MTGO tomorrow, I wish I had more time to hammer out my new, more white-heavy list posted above (aside from finding somebody who could lend me 3 Wastelands/Petals).

I also just noticed a rather nifty interaction between Sword of Feast and Famine and Eye of Ugin: You can tap your mana during combat, use the untap trigger, tap for more mana still during combat and then activate Eye. That lowers the threshold of 7 actual mana to 4 land mana (or 3 land mana + a nonland source) - something far more doable. Not sure how often that would actually come up, but it's something to keep in mind.


feast and famine is also pretty cool with mishra's factories.

Hi, please use proper capitalization. Not trying to be a dick, it's just site rules. Thanks. -zilla

darkgh0st
03-12-2016, 01:27 AM
Not entirely Eldrazi but if anyone wants to read a Colorless Stompy LGS FNM report is here (http://www.mtgthesource.com/forums/showthread.php?30490-Colorless-Stompy-3-0-split-LGS-FNM&p=937853)

Poron
03-12-2016, 02:07 AM
I think that is the natural "future" of this deck.

Pure Eldrazi has a lot of weaknesses. Card disadvantage, no permanent control, no stack control, no hand protection.

MUD has some cards to keep those problems in check like Coercitive Portal, Ugin, Bottled Cloister (very good in the mirror, also).

The point is to drop the "Eldrazi-mana" to get instead the 12 post mana.
It's also much cheaper by the way. You lose some explosive turn 1 Mimic, Turn 2 TKS, but you gain so much more in terms of reliability.

Ugin can come in turn 3-4 and you become a Mid range deck from there.

Also, Karn Liberated is a card

Gheizen64
03-12-2016, 04:41 AM
Is your list the same as you posted a few pages back? Are you still using 2 cities/2 eyes in your manabase with 4 mishra's?

The mishra's look like a good inclusion but are they better when running equipment? Are you still liking the SSGs as a 4 of?

Yes to both.

Mishra as a 4-of allow you to never overextend vs miracles and give you some nice tricks vs pyromancers for example (use SSG to activate factory with no untapped mana and kill pyromancer). I found them really useful in a lot of MUs, shortening our clock significantly as you dump your hand.

SSG also make the MU vs 4c Delver bearable by itself being a counter to dazes and allowing us more consistent T1 chalices and thorns that don't kill your mana base afterward (aka City of traitors).

Mishra are probably better on the back of equipments, but Jitte is really, really slow in this deck. In all of my games, i equipped jitte on mishra maybe once. I still think it's better than the second dismember vs delvers and D&T though so i'm not removing it from the deck.

Poron
03-12-2016, 05:05 AM
Miracle plays Mentor for chump block. Factories do nothing to him.

Miracle fears Trinisphere and Chalice, more than anything else.

Gheizen64
03-12-2016, 06:01 AM
Miracle plays Mentor for chump block. Factories do nothing to him.

Miracle fears Trinisphere and Chalice, more than anything else.

For what it's worth, i've played more often vs Batterskull than Mentor in miracles. Card seems heavily underplayed, and it's pretty soft to all the rest of the deck basically.

Crimhead
03-12-2016, 07:25 AM
I think that is the natural "future" of this deck...

...The point is to drop the "Eldrazi-mana" to get instead the 12 post mana.
I'd be surprised. Those extra Sol Lands go a long way towads fixing the consistency issues in traditional MUD lists. Having to run all those mana rocks makes for a lot of all-mana-no-business situations.

Zombie
03-12-2016, 08:18 AM
I'd be surprised. Those extra Sol Lands go a long way towads fixing the consistency issues in traditional MUD lists. Having to run all those mana rocks makes for a lot of all-mana-no-business situations.

Elves has the same problem. The deck has a half dozen slots more than Storm dedicated to mana instead of disruption, and it stings. You just end up vomiting unimpressive boards on the table. Shittons of mana and nothing broken to do with it.

Dice_Box
03-12-2016, 08:32 AM
The point is to drop the "Eldrazi-mana" to get instead the 12 post mana.
It's also much cheaper by the way. You lose some explosive turn 1 Mimic, Turn 2 TKS, but you gain so much more in terms of reliability.
That somewhat undermines the point of playing Eldrazi as a deck. The reason to play these creatures is because you are able to drop them fast with a level of consistency that a deck like MUD does not have. A lot of that consistency comes from the overwhelming mana advantage created by the extra Sol lands in this deck. Cut them and you might as well just go back to MUD.

Also, 12 Post is not the answer. I played with MUD post for a while and I did not enjoy it. Mostly because it is a mana Base of two halves. You either get the 12 post mana and your gold, or you get the Sol lands and your gold, but if you get a mix of one and the other your in for a rough time. You have issues when the only thing you can copy is a Tomb, piling on the damage. It hurts when you look at a Sol opening, then draw Vesuva and Glimmerpost but no Cloudpost. It hurts when you draw the wrong half of your Mana base or you draw the right parts too late. I would trade inconsistent overwhelming power for consistent restrained power almost every time. Because while sometimes you will do crazy things with overwhelming power, most of the time you are just better off toning down that dial and just making sure the road is smooth.

Poron
03-12-2016, 08:38 AM
in a deck were you can play Conduit of Ruin/Eye of Ugin into Emrakul you have mana that you complain of?

if you get to 13 mana quickly, cast immediatly your Emrakul through Conduit or Eye of Ugin.

I'd go for the 12 post mana base with 4 Conduit of Ruin and no Eyes

You lose explosivity, yes. Be bigger on the lock cards. 4 CotV 3 Thorns 3 Trinisphere MD

you can chain a turn 3 Conduit into a turn 4 Kozilek 1.0 or Ulamog 2.0..

Dice_Box
03-12-2016, 08:49 AM
in a deck were you can play Conduit of Ruin/Eye of Ugin into Emrakul you have mana that you complain of?

if you get to 13 mana quickly, cast immediatly your Emrakul through Conduit or Eye of Ugin.

I'd go for the 12 post mana base with 4 Conduit of Ruin and no Eyes

You lose explosivity, yes. Be bigger on the lock cards. 4 CotV 3 Thorns 3 Trinisphere MD

you can chain a turn 3 Conduit into a turn 4 Kozilek 1.0 or Ulamog 2.0..

That sounds like it's own deck. If it is going to be a thing, it would be something that exists alongside this build not replacing it.

Barook
03-12-2016, 10:24 AM
I'll test the list posted above (except with 3 Factories instead of Wastelands - for budget reasons and because I'm intrigued by the Factory + equipment plan). What I do like about SFM SB package so far is that you can customize alot of match-ups in an actual helpful manner.

I do wonder what equipment configurations I should run for certain match-ups. Keep in mind, my 75 have Jitte, SoFaI, SoWaP & SoFaF each. My thoughts so far:

Miracles:
SoFaI, SoWaP

Eldrazi:
Jitte, maybe something else

Grixis Delver:
Jitte, SoFaI, maybe SoWaP?

Shardless BUG:
SoFaF, SoFaI (?), Jitte (?)

Storm:
SoFaI, SoWaP

Elves:
Jitte, SoFaF, maybe something else?

BUG Delver:
SoFaF, SoFaI (?), Jitte (?)

Sneak & Show:
If anything, SoFaI, maybe SoWaP for a fast clock

D&T:
Jitte, SoWaP, maybe SoFaI

Lands:
???

Dredge:
Jitte (?), SoFaF for ignoring Zombie tokens (maybe due to being also an discard outlet for them, but from what I've seen so far, they don't like it)

Burn:
Jitte, SoFaI, SoWaP

Infect:
Jitte, maybe SoFaF?

Reanimator:
If anything, SoFaI/SoWaP for clock

I'd appreciate feedback regarding the equipment boarding strategy.

Captain Hammer
03-12-2016, 03:10 PM
in a deck were you can play Conduit of Ruin/Eye of Ugin into Emrakul you have mana that you complain of?

if you get to 13 mana quickly, cast immediatly your Emrakul through Conduit or Eye of Ugin.

I'd go for the 12 post mana base with 4 Conduit of Ruin and no Eyes

You lose explosivity, yes. Be bigger on the lock cards. 4 CotV 3 Thorns 3 Trinisphere MD

you can chain a turn 3 Conduit into a turn 4 Kozilek 1.0 or Ulamog 2.0..


That sounds like it's own deck. If it is going to be a thing, it would be something that exists alongside this build not replacing it.

Yes it is it's own deck, and a rather powerful one at that. Here is the thread for that deck... http://www.mtgthesource.com/forums/showthread.php?30484-Primer-Tentacle-Smash-%96-Eldrazi-Aggro-Feat-10-Post

Dice_Box
03-13-2016, 01:42 AM
It's not quite what he is looking for. His claim is that Temple and Eye are wasted space in an Eldrazi deck, a claim that is in a word, idiotic.

Poron
03-13-2016, 04:53 AM
My opinion is that the most important cards of this deck are the lock pieces: Chalice, 3sphere, Thorn.

If you have a stellar turn 1 and 2 with lock pieces, normally you can win with a TKS and nothing else.
If you don't see a lock piece, normally you lose also with 4 creatures because the opponent can dig to Bridge/Moon or Terminus.

Neither Temple or Eye allow you to cast lock pieces so, yes, my first choice is the post-mana.

This said: this deck needs 25 lands, so after the first 10 posts, you have to add the 6 Sol Lands and Cavern of Souls, and, then, as a residual choice, Eye and Temple.

I have to play them because they are necessary, but, to me, they are a third choice.

Also, I much prefer Ugin over All is Dust, and for obvious reason. That's also a win condition under Bridge.

Without Ugin or Karn how do you get out of a Meddling Mage on Ulamog and Bridge on the field? Really. All your removal is confined to "anticolor" removals.

How do we win against a Forcefield or a Bridge? Just Ulamog? Planeswalkers give you a new attack angle. It's just too easy to block a deck if he is focused on just 1 strategy.

Barook
03-13-2016, 05:59 AM
3-0 in Leagues so far with my new "Xenoblade" list from page 41 (http://i.imgur.com/x7C0qXU.jpg)

The SB Swords were especially helpful G2 and G3 after losing rather uneventfully to a mull to 5 into T1 Thoughtseize. The Swords really shined G3 where I had to weather a hail of removal (4 StPs + 1 Council's Judgment) since everything (including my SFMs and Factory) became must-answer threats.

I'll investigate this list further, as I might be on to something here.

Poron
03-13-2016, 06:09 AM
that's exactly what I'm talking about. He untaps, Ensaring Bridge, and do you shake your hands?

Ugin and Karn give you an answear to that as well as card advantage in a neutral case

Additionally, post mana base helps you to cast efficiently all the equipments and Revokers while you can't with Temple, Eye of Ugin, Wasteland, Factories, ecc.

In the end I am suggesting 10 post mana base in place of 4 Wastelands, 3 Factories, and some Canopies, Karakas or whatever fancy you're playing.

I keep my 4 Eldrazi Temple and 3 Eyes

Dice_Box
03-13-2016, 06:30 AM
Fish Dies to Moat and Bridge, people stop playing Fish. DnT hurts when you cast Dread of night so it is time to stop playing DnT. Elves hurts badly if someone drops Night of Souls' Betrayal, time to stop playing that too. Oh and AnT has a rough time with Chalice, time to stop playing Ant. Oh oh and while we are at it, Lands almost folds to Moon, let's stop playing Lands.

Everyone, Fish, DnT, Elves, AnT and Lands suck because there are answers to these decks, stop playing these decks, they are shit now.

Barook
03-13-2016, 06:31 AM
He untaps, Ensaring Bridge, and do you shake your hands?
Or I just cast an uncounterable World Breaker and laugh at his misery. :laugh:

While I do agree that the colorless version, while effective, is pretty easy to counter, I don't think that the very expensive Planeswalkers are the correct answer. Since you can't tutor for your Cloudposts due to running Chalice, you're at the mercy of random draws while also having to deal with random hiccups from ETB tapped lands. If it works, it's great, but when it doesn't, not so much.

Fox
03-13-2016, 07:15 AM
It's not quite what he is looking for. His claim is that Temple and Eye are wasted space in an Eldrazi deck, a claim that is in a word, idiotic.
The argument is certainly valid as it pertains to Temple, but it requires a deckbuilding shift away from any mimics in deck. The whole point here would be to have half [literally] of your land base able to make 2mana on turn one, and ~16-18 plays at 2 mana [lock pieces]. Followup being metamorphs, crucible, TKS (and maybe lodestone...maybe), then the bigger guys with eye tutoring (some copies of smasher, endbringer, and a 1x ulamog).
There's two ways to go with colorless Eldrazi; either you're powering up a modern deck (going for the mimic smasher alpha strike) or you're more ideologically similar to other Eye inevitability decks [like 12-post] except that you get there by opening more like a Shops deck.

@poron chalice, thorn, and thorn [aka metamorph]. Trinisphere is pretty suspect in eldrazi, you're going to get wasted under it giving opponents time to stabilize. You should not need 3-ball on top of all the other hate to beat storm. The deck you are talking about isn't eldrazi, it's classic MUD with TKS added (and it's a good addition). The two approaches to eldrazi outlined above try to do very different things than MUD, and that plan does not include playing lands that come in tapped, especially since they generally incorporate Winter Orb.

Barook
03-13-2016, 09:01 AM
And I finished the league 5-0 - not too shabby for the first run of my new list.

R1: Storm (no idea if ANT or TES, didn't see enough, probably ANT) - got wrecked by my lock pieces
R2: Infect - Displacer MVP
R3: Esper Stoneblade - MVP: Stoneforge equipment plan post-board
R4: Aggro Eldrazi - MVP - Displacer: Killed 2 Endless One G1 and won me G3 thanks to the combo with Priest
R5: Bantblade - MVP - Chalice + Displacer/Priest: This match-up was nothing short of a nightmare - Wasteland, SFM, KotR, TNN, you name it. Still pulled through thanks to T1 Chalice with Priest + Displacer combo follow-up G2 and G3

Overall, I'm very pleased with my new list since it still contains all the high impact white cards that I loved in my original GW build, but also has more speed due to Petals, City & Mimic. The post-board Stoneforge plan is definitely something I'll keep testing as it looks very promising due its high impact and amount of customization. The amount of white mana I run seems stable enough.

One thing I noticed is that the Esper & Bant Stoneblade and the Eldrazi match were all decisively decided by white SB cards.

Before people ask, here's the list again:

4 Ancient Tomb
4 Eldrazi Temple
2 City of Traitors
2 Eye of Ugin
3 Mishra's Factory
4 Cavern of Souls
4 Brushland
2 Karakas

4 Eldrazi Mimic
4 Eldrazi Displacer
4 Thought-Knot Seer
4 Reality Smasher
1 Conduit of Ruin
2 World Breaker

2 Mox Diamond
3 Lotus Petal
4 Chalice of the Void
3 Thorn of Amethyst
3 Dismember
1 Umezawa's Jitte

Sideboard:
2 All Is Dust
3 Rest in Peace
3 Containment Priest
1 Karakas
1 Dismember
2 Stoneforge Mystic
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of War and Peace

Fox
03-13-2016, 09:07 AM
Overall, I'm very pleased with my new list since it still contains all the high impact white cards that I loved in my original GW build, but also has more speed due to Petals, City & Mimic. The post-board Stoneforge plan is definitely something I'll keep testing as it looks very promising due its high impact and amount of customization. The amount of white mana I run seems stable enough.
Out of curiosity, is the equipment plan really helping against non-SFM decks? If not, you may consider saving slots and just copying their SFMs with Metamorphs?

Barook
03-13-2016, 09:17 AM
Out of curiosity, is the equipment plan really helping against non-SFM decks?
I do think so, although it's debatable which equipment is necessary against which deck (see my post on top of the page). I won't be able to do extensive testing before next week, but my theory behind the whole SFM plan is adaption against any colored strategy via the Swords. Thus, Metamorph doesn't really fit into this plan.

Riehu
03-13-2016, 12:05 PM
First post ever so here we go.

Haven’t been playing legacy for more than bit over a month now (limit has been my thing). Got excited about constructed Magic in general after playing in a local modern tournament a while ago. So now playing 95% modo preparing for GP Prague.

Had a lot of success with mono color Eldrazi for some time and after it started feeling not a great choice (at least for me) I started tinkering with GR version (still need to test W(x) version).

My current build is below. I’ve been doing quite well with it (several 4-1) but 5-0 has eluded me still. I feel like it has potential but thought more experienced players could give some feedback perhaps. I’ll write my own analysis and experiences then.


4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
4 Endless One
1 Endbringer
1 World Breaker
2 Phyrexian Metamorph

4 Chalice of the Void
2 Trinisphere
3 Mox Diamond

2 Warping Wail
2 Dismember
2 Punishing Fire

4 Eldrazi Temple
3 Eye of Ugin
4 Ancient Tomb
4 Cavern of Souls
3 City of Traitors
3 Wasteland
4 Grove of the Burnwillows

4 Leyline of the Void
2 Krosan Grip
2 Kozilek’s Return
1 Dismember
1 Warping Wail
2 Pithing Needle
3 Sphere of Resistance

josch6083
03-14-2016, 04:09 AM
As a few guys in here mentioned, I think to build a adequite SB is a really tricky.
What really sucks are Goyfs, Anglers, Knights, flipped delvers .... I really would love to play Toxic deluge. But how to realize the needed mana. What about playing 2 Urborg and 1 Bojuka Bog main and another 1-2 Bojuka Bog in the SB.
This way we got enough black sources and additionally hate against Goyf (Bojuka bog) and Reanimator/Dredge ...
I think playing black gives us new possibilities.
- dismember becomes less harmful
- Toxic deluge is playable (fantastic against a lot of decks)
- infest (against elves or Dnt) => the 2 black could be a problem though
- perish (against Maverick and Elves) => maybe not good enough in the current meta

Mana Base: 25-26 Lands
4 Eldrazi Temple
4 Ancient Tomb
3 Cities
3 Wastelands
4 Cavern of souls
2 Urborg
1 Bojuka Bog
3-4 Eye of Ugin


would appreciate comments. thanks

MD.Ghost
03-14-2016, 04:36 AM
As a few guys in here mentioned, I think to build a adequite SB is a really tricky.
What really sucks are Goyfs, Anglers, Knights, flipped delvers .... I really would love to play Toxic deluge. But how to realize the needed mana. What about playing 2 Urborg and 1 Bojuka Bog main and another 1-2 Bojuka Bog in the SB.
This way we got enough black sources and additionally hate against Goyf (Bojuka bog) and Reanimator/Dredge ...
I think playing black gives us new possibilities.
- dismember becomes less harmful
- Toxic deluge is playable (fantastic against a lot of decks)
- infest (against elves or Dnt) => the 2 black could be a problem though
- perish (against Maverick and Elves) => maybe not good enough in the current meta

Mana Base: 25-26 Lands
4 Eldrazi Temple
4 Ancient Tomb
3 Cities
3 Wastelands
4 Cavern of souls
2 Urborg
1 Bojuka Bog
3-4 Eye of Ugin


would appreciate comments. thanks

Currently i tinker with a Junk-Build: gbW-Devoid with Displacer, Bearer and World Breaker (and Dismember etc.) looks solid so far and addresses a wide range of problematic creatures from Mirror-Stuff, Gofy, Angler, Knights, TNN to BigOnes like Emrakul or Marit Lage.

Barook and i already mentioned, that it isn't easy to include Non-Eldrazi cards with a color. 2 Urborg and 1 Bojuka Bog is not enough to support cards like Toxic Deluge, unless you are really lucky.
For reference:
http://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/
http://magic.wizards.com/en/articles/archive/level-one/building-mana-base-2014-11-24 (little more casual from Wizards^^)

If we only talk about Devoid-Spells, Corrupted Crossroads is an option (with the common 4 of Cavern!) otherwise you have to mix Mox Diamond, stuff like Brushland or follow Barooks Ideas for (g)W with spicy lands like Karakas.

Yesterday i faced Miracle with Maindeck Moat+Moon+EE and Side Humility - i was capable to stay in the game, but it was very grindy and i needed a lot of Answer vs the Hate. I expect we see more adjustments like this, so (as i always mentioned) playing with a strict colorless build can be problematic once the meta full adapt to Eldrazi.

Delvis
03-14-2016, 09:12 AM
I tried out GerryT's 75 from two weeks ago on Friday. I lost the first round against Esper Stoneblade by drawing infinite lands. In both games, I got to a point where I had about four or five turns to draw a significant Eldrazi and win, and drew nothing but lands - including THREE Reshaper death triggers which flipped lands. Hell, Eye of Ugin would have been live for three of those turns, but that was like the one land in the deck I didn't draw.

So I tilted pretty badly. Told my friends in no uncertain terms I was tired of this deck doing that to me.

I then went 2-0-1 for the rest of the tournament, drawing against a slow Merfolk player who is new to the format, and I had the winning card on the top of my library at the end of extra turns. My wins were against Miracles and Grixis Delver, both of which I sort of just crushed.

This deck is so frustrating. Just when I thought it was time to put it down...


I liked Gerry's build. I think it's pretty well-built, although it could use some tuning. One thing I will say: I'm really tempted to start playing World Breakers as time ticks by. A lot of people are trying to use lock pieces to shut down the deck, and these lock pieces tend to take the form of artifacts and enchantments. I'm not sure if World Breaker is the answer, because it costs a lot of mana, but I do think we need to start playing some kind of dedicated answer to these cards (Bridge, Moat, Moon, etc).

janluis1
03-14-2016, 09:18 AM
I liked Gerry's build. I think it's pretty well-built, although it could use some tuning.

You need to mulligan aggressively with this deck.Flooding is normal with a 24/25 lands deck.
Your starting hand makes the difference between winning and loosing the game.

Delvis
03-14-2016, 10:27 AM
You need to mulligan aggressively with this deck.Flooding is normal with a 24/25 lands deck.
Your starting hand makes the difference between winning and loosing the game.

I know. I did.

It was an excessive amount of flooding, concentrated in two specific games. I've played Stompy (both Eldrazi and Angel) basically every week for the past two months or so, so I have some experience with it now, and I've experienced my fair share of flooding and drought. It's the drawback of not playing Brainstorm and Ponder.

What I was saying is, that drawback was occurring too frequently for me to justify continuing to play the deck, and I was ready to put it down. And then it ran hot.

I don't know why you snipped out that part of my post. I wasn't saying his deck could use tuning in the mana department, although I suppose I could see how you would think that. The sideboard was a little clunky, and some of the maindeck counts were sort of awkward.

janluis1
03-14-2016, 10:38 AM
What I was saying is, that drawback was occurring too frequently for me to justify continuing to play the deck, and I was ready to put it down. And then it ran hot.

.


I understand your frustration, I also had bad draws in 2 rounds during the BOM event 2 weeks ago, determining my exclusion from top 8.
If you prefer piloting a deck with less variance I suggest you playing blue I guess. Playing eldrazi is like playing poker. You can get an Ace king hand or a 7/2 and you have to deal with it.

Gheizen64
03-14-2016, 10:44 AM
That 's why i like 2 traitors /ugin and 4 factories+ 4 wastelands. Feel like while u lose a bit of explosiveness you always do something with your lands. Haven' t wanted to change my manabase anymore after trying that configuration (with 4 ssg)

keys
03-14-2016, 10:58 AM
What's the reasoning behind SSG over ESG as fast mana?

Do you have red SB cards or is it so you can hard cast a 2/2 under Blood Moon?

Just seems like the ability to play for G in World Breaker (sideboard or maindeck) would be more valuable.

Captain Hammer
03-14-2016, 11:02 AM
How good has Thorn been for you guys?

MD Thorn has honestly been very weak for me since it does nothing against other creature based decks like Nic Fit, Maverick, D&T, Goblins, very little against Lands etc.

I now play it in the sideboard and only bring it in vs. combo decks.

This is why I've switched out to 2-3 Trinisphere MD instead, it's all around a much stronger card.

However, Tangle Wire has been very solid and it's making me take a second look at trying Thorn again due to it's natural synergy with Tangle Wire.

Has 4 Thorn really been worth it maindeck for you guys?

RhoxWarMonk
03-14-2016, 11:13 AM
How good has Thorn been for you guys?

MD Thorn has honestly been very weak for me since it does nothing against other creature based decks like Nic Fit, Maverick, D&T, Goblins, very little against Lands etc.

I now play it in the sideboard and only bring it in vs. combo decks.

This is why I've switched out to 2-3 Trinisphere MD instead, it's all around a much stronger card.

However, Tangle Wire has been very solid and it's making me take a second look at trying Thorn again due to it's natural synergy with Tangle Wire.

Has 4 Thorn really been worth it maindeck for you guys?

I'm testing a 2/2 split with Trinisphere/Thrones but to be honest don't have enough experience yet to tell you if it's good one way or the other.

I've based mine off this list: http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=99550

Thinking of cutting an Endbringer for another Dismember.

Also, it looks like some decks (Miracles, for example) are starting to main deck blood moons, likely not a coincidence lol. That's gonna be trouble, I have issues with enchantments, even post board. Ratchet Bomb is super slow .... anyone having issues with this and have found ways around it?

Dice_Box
03-14-2016, 11:50 AM
Tomorrow I do the update, how is that Primer coming along?

Crimhead
03-14-2016, 11:52 AM
Tomorrow I do the update, how is that Primer coming along?
Are we going Established, or do we have the points for DTB?

Dice_Box
03-14-2016, 11:53 AM
are we going established, or do we have the points for DTB?

DTB, unless something drastic happens.

Delvis
03-14-2016, 12:08 PM
Tomorrow I do the update, how is that Primer coming along?

Holly has been working on one piece by piece: http://www.mtgthesource.com/forums/showthread.php?30299-DECK-Eldrazi-Stompy&p=936559&highlight=#post936559

I don't know if this meets the criteria or not, but it's the most complete primer I've seen so far.

Dice_Box
03-14-2016, 12:20 PM
Thats why I need. Holly if you are willing, can you make that the start of a new thread and update it from there onwards? Some time in the next 22 hours would be best. I will have the update done this time tomorrow. If not I will update the OP with links to those posts and move this over as a stop gap.

Barook
03-14-2016, 01:51 PM
Also, it looks like some decks (Miracles, for example) are starting to main deck blood moons, likely not a coincidence lol. That's gonna be trouble, I have issues with enchantments, even post board. Ratchet Bomb is super slow .... anyone having issues with this and have found ways around it?
That's why both MD.Geist and me are working on the Wg splash. The colorless build is effective, but also easy to counter. I believe that color splashes to deal with the meta adaptions to Eldrazi are inevitable. Question is how deep are you willing to go down the rabbit hole?

That's why I fling as much shit as possible and see what sticks (like Displacer, World Breaker and several white SB cards). As for Spirit Guides, I don't believe Gray Ogres are going to help you win the game under a Blood Moon. ESG into World Breaker can, though.

Captain Hammer
03-14-2016, 01:56 PM
As for Spirit Guides, I don't believe Gray Ogres are going to help you win the game under a Blood Moon.

Unless you're playing maindeck equipment that is. But if no MD Jittes and MD Worldbreakers instead then ESG is definitely the better route to go.

Gheizen64
03-15-2016, 08:54 AM
Played Vs md. Ghost on cockatrice and his colored build Did some work damn. I was testing RB annex reanimator and lost a game where i reanimated chancellor of the annex T1 and had double chancellor at one point! Damn displacer lol

Admiral_Arzar
03-15-2016, 09:44 AM
Split the finals at another small local with this deck. My current list is:

4 Endless One
4 Eldrazi Mimic
2 Simian Spirit Guide
1 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
3 Endbringer

4 Chalice of the Void
4 Thorn of Amethyst

2 Warping Wail
3 Dismember

4 Ancient Tomb
3 City of Traitors
4 Eldrazi Temple
3 Eye of Ugin
4 Cavern of Souls
4 Wasteland
2 Karakas
1 Urborg, Tomb of Yawgmoth

Sideboard

1 Karakas
4 Tormod's Crypt
3 Phyrexian Revoker
2 Ratchet Bomb
2 Umezawa's Jitte
2 Faerie Macabre
1 Ulamog, the Ceaseless Hunger

I cut 2 more Matter Reshapers for a 3rd Endbringer and a 3rd Dismember. Matter Reshaper is filler, and the last one will likely get replaced by a Phyrexian Metamorph. The deck continues to be extremely powerful - I beat Shardless BUG and Bant, and then played out an ID against U/R Delver and beat that as well. Shardless BUG is still IMO not a very good matchup, but my hands were pretty explosive in both games and sometimes you just have too many big dudes for them to deal with. Endbringer is nuts and I only regretted adding a third when I was testing against Lands after the tournament, otherwise it was great all evening. I will likely mess around with a color-splash list next, but this deck has proven to be very strong. I just wish there was one more colorless Eldrazi to replace Reshaper, I guess Metamorph is probably the best thing we're going to get.

Dice_Box
03-15-2016, 12:35 PM
I have edited the opening post as a quick fix for the time being. If there are any questions, please shoot me a message.

Congrats, you are one of a very small group of decks that has gone right for Developing to DTB but you hold the record in time taken to do it.

Ephemeron
03-15-2016, 01:27 PM
Congrats, you are one of a very small group of decks that has gone right for Developing to DTB but you hold the record in time taken to do it.

Out of curiosity, which are the other ones?

Dice_Box
03-15-2016, 01:29 PM
Out of curiosity, which are the other ones?
Jund and Lands.

Holly
03-15-2016, 01:30 PM
@Dice_Box
Wrote you a pm, as I don't know where exactly I should start the new thread now.

@Ephemeron
Grixis Control was one if I remember correctly.

@all
Sorry I didnt update it further, got some new deadlines because of some law-changes etc. Probably not able to do the rest until the 23th of march. Sorry for the delay !

Dice_Box
03-15-2016, 01:31 PM
Responded. It doesn't matter where you put it, it will end up in here anyway.

Cire
03-15-2016, 01:34 PM
Wow! Didn't expect the jump right into DTB :laugh:.