Re: [DECK] Eldrazi Stompy
Suppression field works wonders against death and taxes. It severely hinders ports, wastelands, karakas, vials, stoneforges ability, and non-batterskull equipment. They don't usually have a lot of mana so it really slows them down. Flickerwisp is mostly useless against suppression field because they'll need to use most of their mana to cast / vial it in to temporarily remove it, which leaves little room from doing anything else that turn. Having moxes + talismans (GW route) makes it much easier to play suppression field if they try to deny your white sources.
Re: [DECK] Eldrazi Stompy
I'm not a fan of potentially taxing my Displacers/Factories/Karakas MD. I could see it having potential as a SB card, though. Question is in what other match-ups is it going to be relevant? I try to cover as many matches as possibe with high impact SB cards.
Re: [DECK] Eldrazi Stompy
The problem with suppression field is strictly a mana one. A colored non-creature spell that want to be casted as early as possible and isn't even black is a major headache in this deck. It's also incredibly hard to play it T1, and does nothing against some decks. Thorn may be even more situational but it has 0 strain on the manabase.
Re: [DECK] Eldrazi Stompy
I think suppression field is a very reasonable sideboard card for the GW build. Suppression Field never gets a lot of love. If that card was bought out and priced at $50,- everybody would be like "this is a chains of mephistopheles for activated abilities"
Re: [DECK] Eldrazi Stompy
I think most people understand that Chains is a "guilty pleasure" card, and like suppression field it doesn't really accomplish anything on its own. As stated earlier, you need to be more all-in on turn 0-1 slamming suppression field, b/c you're not always going to be able to have chalice in hand. Even if slammed on turn 1, suppression field is not likely to win a game on its own; having no turn 0-1 play of chalice/suppression is gonna be rough - and it's much easier to slam thorns turn 1.
Re: [DECK] Eldrazi Stompy
I don't think suppression field needs to come down on turn 1 to be effective, especially against D&T which runs zero fetchland. Getting it turn 1 is great, but it's consistently good over the course of the game, especially in a stompy style deck that tries to capitalize on its disruption / soft locks with a fast clock.
Suppression Field does get love in angel stompy lists. And the reason its the only stompy list that plays it is because that's the only stompy list that supports white.
Re: [DECK] Eldrazi Stompy
Quote:
1 from 28:
http://www.tcdecks.net/deck.php?id=19588&iddeck=149092
Nice Midrange Mix, featuring Mimics for faster starts and many other good stuff like: Displacer!, Revoker, Endbringer, Ulamog, 2 Karakas main and Plains for nice Sideboard-Stuff! The core of the build should cover a lot of annoying situations and the only add i would snap add is Crucible (because the Build also runs 4 Wastelands) - interesting to see no City of Traitors!
Played a bit with the linked
White-Build (see above). I like it so far! I would made some early (and only very small) changes so far:
Main: -1 Waste , -2 Bombs, -1 Ulamog, -2 Revoker, -1 Thorn (he used 61 cards)
Main: +2 Mishra, +1 Crucible, +1 Metamorph, +2 Endless One (overall slightly more stable and aggressive)
Side: -2 Trinisphere, -1 Null Rod, -3 Spatial Contortion (don't see the need of a spot removal that don't kill Gofy/Angler/Smasher)
Side: +1 Thalia, +1 Revoker, +2 Bomb, +1 Maze, +1 Priest (unsure if the white build needs revoker and stuff like maze, but Thalia and more Priest should work well)
Hi! I'm the dude who played this deck. It was 28 people tournament, but it was 6 suiss rounds + top 8 :laugh:. I'm very happy with the list, but I'd like to make some changes after the tournament:
Main Deck:
-1 Ulamog (I liked how it performed against control decks which take you to late game, but it should be in sideboard)
Sideboard:
+1 Ulamog (see above)
+1 All is dust (I want to try it!)
+1 Contaiment Priest (playing two seems to be the right number)
+2 Disenchant (against Blood Moon, Ensnaring Bridge, Moat, etc)
-1 Null rod (deck is already performing well against those decks)
-2 Trinishpere (Storm decks are beatable without them and aren't good enough in other match-ups)
-2 Oblivion Ring (because it "usually" targets the same than Disenchant)
First of all, I'd like to tell that in may metagame there are many Grixis Pyromancer decks, Team America, and other variants, and that is the reason of playing Spatial Contortion in sideboard.
I like Phyrexian Revoker main deck, there are great against almost every deck. The bombs are good against tempo decks, which usually are regular to bad match-ups.
I was planning to play a colorless version with: 3 City of Traitors, 3rd Eye, Urborg and Crucible of Worlds instead on white lands, and Endless One instead of Displacer. But I found that Displacer is too good in the format and deserves the splash for it.
My pairings were:
R1: Dark Depths (0-2)
No responses to DD in G1, and stuck with 1 land after mull to 5 in G2
R2: Miracles (2-0)
Cavern + Seer & Warping Wail to Entreat in G1, Opponent's bad hand and Revoker to his Top in G2
R3: ANT (2-0)
Too much hate
R4: Infect Stompy (1-1-1)
G1 I lost very fast, I won G2 thanks to removal, G3 was controlled by Displacer but no enough time to win
R5: Blade UWb (2-1)
G1 Displace controlled Batterskull until Mr. Ulamog arrived, G2 Lost against TTN + Jitte, G3 opponent had to go and conceded)
R6: Blade UWr (2-0)
G1 Endbringer giving card advantage after long game, G2 Displacer controlled until I could activate Eye of Ugin for a threat each turn
Quarters: 4cc Control (2-0)
Both games won with Ulamog.
Semifinal: ANT (2-0)
Too much hate, again
Final: Grixis Pyromancer (2-1)
G1 won with 3 Reality Smasher, G2 I was killed by 3 Wastelands, G3 early Chalice and Endbringer that controlled 2 Young Pyromancer it alone.
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
WinterN
Hi! I'm the dude who played this deck. It was 28 people tournament, but it was 6 suiss rounds + top 8 :laugh:. I'm very happy with the list, but I'd like to make some changes after the tournament:
Main Deck:
-1 Ulamog (I liked how it performed against control decks which take you to late game, but it should be in sideboard)
Sideboard:
+1 Ulamog (see above)
+1 All is dust (I want to try it!)
+1 Contaiment Priest (playing two seems to be the right number)
+2 Disenchant (against Blood Moon, Ensnaring Bridge, Moat, etc)
-1 Null rod (deck is already performing well against those decks)
-2 Trinishpere (Storm decks are beatable without them and aren't good enough in other match-ups)
-2 Oblivion Ring (because it "usually" targets the same than Disenchant)
First of all, I'd like to tell that in may metagame there are many Grixis Pyromancer decks, Team America, and other variants, and that is the reason of playing Spatial Contortion in sideboard.
I like Phyrexian Revoker main deck, there are great against almost every deck. The bombs are good against tempo decks, which usually are regular to bad match-ups.
I was planning to play a colorless version with: 3 City of Traitors, 3rd Eye, Urborg and Crucible of Worlds instead on white lands, and Endless One instead of Displacer. But I found that Displacer is too good in the format and deserves the splash for it.
My pairings were:
R1: Dark Depths (0-2)
No responses to DD in G1, and stuck with 1 land after mull to 5 in G2
R2: Miracles (2-0)
Cavern + Seer & Warping Wail to Entreat in G1, Opponent's bad hand and Revoker to his Top in G2
R3: ANT (2-0)
Too much hate
R4: Infect Stompy (1-1-1)
G1 I lost very fast, I won G2 thanks to removal, G3 was controlled by Displacer but no enough time to win
R5: Blade UWb (2-1)
G1 Displace controlled Batterskull until Mr. Ulamog arrived, G2 Lost against TTN + Jitte, G3 opponent had to go and conceded)
R6: Blade UWr (2-0)
G1 Endbringer giving card advantage after long game, G2 Displacer controlled until I could activate Eye of Ugin for a threat each turn
Quarters: 4cc Control (2-0)
Both games won with Ulamog.
Semifinal: ANT (2-0)
Too much hate, again
Final: Grixis Pyromancer (2-1)
G1 won with 3 Reality Smasher, G2 I was killed by 3 Wastelands, G3 early Chalice and Endbringer that controlled 2 Young Pyromancer it alone.
Glad you're here on The Source with feedback on the deck! Do you feel just going mono-white was worth it when you had access potentially to green with Talismans and Brusland over Plains? Basic Plains are strong though, as having Wasteland proof mana is always good.
I also love your SB options going forward. Disenchant seems very good as a reaction to Moon in your list since with Talismans and Plains it should very easy to cast (another benefit of no Brushland, I guess)
And how did it feel going City-less? I know Cities can be a pain in the butt at times, but I feel at least two minimum are warranted in most lists. Why did you feel it was cuttable in this white list? Just not enough land space?
Nonetheless, thanks for joining the discussion, and thanks for all the innovations you've made!
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
bruizar
I don't think suppression field needs to come down on turn 1 to be effective, especially against D&T which runs zero fetchland. Getting it turn 1 is great, but it's consistently good over the course of the game, especially in a stompy style deck that tries to capitalize on its disruption / soft locks with a fast clock.
Suppression Field does get love in angel stompy lists. And the reason its the only stompy list that plays it is because that's the only stompy list that supports white.
So the way I see this going is your deck's only big threat turn1 is chalice. Now let's say you don't have it:
-you put down a mimic.
-opponent goes volc, delver pass
-you go suppression field, they daze. you get in 2 dmg.
-they replay volc, hold bolt, get some dmg in.
-they FoW any threat you play and bolt your mimic.
-you kinda lose.
It is oversimplified, but you're not taxing opponent counterspells with suppression field. It's not even clear if they need to counter a field to operate. You just can't win against a lot of decks if you're waiting around till turn 4 to resolve your first game winning attacker or lock piece in a tomb deck if something as simple as a delver is turning sideways. The more you invest in then fixing that scenario with white removal, the further you get from putting on pressure in true eldrazi stompy fashion - and that's fine, but it's become more of an eldrazi control deck. Definitely experiment and give us some post-mortems on the GW eldrazi, but as you're playing think about how games may have looked different with more "counter this or else" shops-type back-to-back lock pieces, and why some games were better b/c you chose field over thorn-type effects.
Re: [DECK] Eldrazi Stompy
Whats the overall opinion on Grim monolith? Adding 3 Waste mana, making great t1 plays (like 3sphere) and avoiding moon seems like too much not to take into consideration.
I think is better than Mox Diamond, since we get a lot of value out of our lands and discarding them doesnt seem like a great idea specially if you are running no maindeck Crucible of Worlds
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
kkkant
Whats the overall opinion on Grim monolith? Adding 3 Waste mana, making great t1 plays (like 3sphere) and avoiding moon seems like too much not to take into consideration.
I think is better than Mox Diamond, since we get a lot of value out of our lands and discarding them doesnt seem like a great idea specially if you are running no maindeck Crucible of Worlds
Grim Monolith is strong, and a very viable acceleration option in colourless builds. I like it more when you're running Ulamog and etc. though, since you can take advantage of untapping it and then ramping out huge dudes. I think a lot of the reason why people are shying away from it is that most lists don't run 3Ball in the main (since its dissynergy with Eye and most people are on aggressive colourless builds) and Diamond helps particularly in the coloured builds. That being said, if you're running a midrange colourless version, I think Monolith is probably one of the best accelration options.
Also, I've been tinkering away and ended up with a new version. It's... Interesting.
Lands: (24)
4 Ancient Tomb
3 City of Traitors
3 Eye of Ugin
4 Eldrazi Temple
3 Cavern of Souls
7 Island
Creatures: (23)
4 Endless One
4 Eldrazi Mimic
4 Eldrazi Skyspawner
4 Reality Smasher
4 Thought-Knot Seer
3 Drowner of Hope
Non-Creature Spells: (13)
4 Mox Diamond
4 Chalice of the Void
3 Thorn of Amethyst
2 Warping Wail
Sideboard: (15)
3 Tormod's Crypt
3 Submerge
2 Arcane Laboratory
2 Phyrexian Revoker
2 Umezawa's Jitte
1 Echoing Truth
1 Flusterstorm
1 Warping Wail
Basically, I wanted to find the best aggressive Drowner of Hope shell. Turns out, its too hard to fit cards such as Vile Aggregate and etc. in the list, primarily because the mana base cannot accomodate it, and basic Island is actually very strong (who knew :P) for sideboard options.
This is essentially a port of all the typical aggressive colourless builds we've seen, but instead of the often clunky Endbringer, you get Drowner, who is basically everything you ever wanted from Endbringer. Drowner really crushes most fair matchups, allowing board stalls to be broken through and your opponent's combat step tampered with. Unlike Enbringer though, he can do this immediately.
What do we lose though? We lose the utility lands that have been super awesome, while having a basic-heavy mana base... That still sort of loses to Blood Moon (sure, we can Echoing Truth the Moon, but that's not amazing).
EDIT: Forgot to mention we get lots of Scion generators to cast things through Moon anyway, so that's nice.
We gain, as I said, Drowner, who is probably the best six drop Eldrazi I've played so far, but also gain Skyspawner who has overperformed. It looks so innocuous but gives us so much utility, being an evasive threat which we've really lacked, as well as giving us crucial ramp when we're bottlenecked. The sideboard also gives us some sweet things. Submerge is probably the most impressive, making tempo-ing BUG decks a reality while you beat them down, and is the reason why I've favoured basic Island over trying to fit in a second colour via Shivan Reef/Yavimaya Coast etc. Echoing Truth is nice catchall that also fulfils the Ratchet Bomb slot in a way, and Flusterstorm and Arcane Laboratory is additional combo defence which is probably unecessary, but still very reasonable.
I've had to run Diamond as my acceleration source here, and I still haven't been the happiest with it, and I might want to cut down to three, but I want to ensure I can cast my blue spells reliably per usual. I've also cut Wastelands but would love to find room for two of them. Maybe I'll change -1 Diamond -1 Island +2 Wasteland? Idk, blue sources are getting kind of sketchy now, and we need Island for Submerge.
I'm not sure if this is even better than existing colourless builds, but it fixes two problems I've had:
- Very middling additional cheap plays (Reshaper, Revokers slots etc.) who are very replaceable. Skyspawner takes this slot admirably.
- A six drop that immediately impacts the board via Drowner.
It doesn't add much to the sideboard other than additional combo disruption and Submerge, and cuts into utility lands (though I guess I can try squeeze some in) and maybe mono-white or GW builds still offer more.
That being said, casting Drowner of Hope is friggin' sweet.
I'll be testing this a little more.
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
kkkant
Whats the overall opinion on Grim monolith? Adding 3 Waste mana, making great t1 plays (like 3sphere) and avoiding moon seems like too much not to take into consideration.
I think is better than Mox Diamond, since we get a lot of value out of our lands and discarding them doesnt seem like a great idea specially if you are running no maindeck Crucible of Worlds
I've tried it extensively, and it's merely OK. Definitely better than Mox Diamond, but not much better than SSG. Most of the time, it's just a Lotus Petal that costs 2. The upside is that you get to dump your hand if you have Eye out, and the downside is that it's vulnerable to countermagic. Blood Moon, etc. is not a good reason to run it in my opinion, since even if you draw the Monolith against Moon, you still get mostly wrecked because it's so slow; under an early Moon, you are likely to have to spend a turn to play Monolith and then wait until next turn to use it, which really sucks.
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
iostream
I've tried it extensively, and it's merely OK. Definitely better than Mox Diamond, but not much better than SSG. Most of the time, it's just a Lotus Petal that costs 2. The upside is that you get to dump your hand if you have Eye out, and the downside is that it's vulnerable to countermagic. Blood Moon, etc. is not a good reason to run it in my opinion, since even if you draw the Monolith against Moon, you still get mostly wrecked because it's so slow; under an early Moon, you are likely to have to spend a turn to play Monolith and then wait until next turn to use it, which really sucks.
Adding to this, monolith goes with 3-ball while Eye and 3-ball don't play well together. Something to think about. You also should be heavily considering multiple Null Rods in the board, pushing you away from monolith. I am endlessly fascinated by those wanting to use activatable mana artifacts when you have access to: city of traitors, ancient tomb, eldrazi temple, eye of ugin, and crystal vein. [maybe I'm missing some key 3 mana play???]
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
Fox
Adding to this, monolith goes with 3-ball while Eye and 3-ball don't play well together. Something to think about. You also should be heavily considering multiple Null Rods in the board, pushing you away from monolith. I am endlessly fascinated by those wanting to use activatable mana artifacts when you have access to: city of traitors, ancient tomb, eldrazi temple, eye of ugin, and crystal vein. [maybe I'm missing some key 3 mana play???]
The reason behind playing activvable mana artifacts is simple: not automatically losing to blood moon.
On the 3sphere topic: I would just like to play it because its an autowin vs a very big portion of the meta, but maybe its not worth maindecking.
EDIT: After some consideration i guess iostream is right on the monolith, its not that its slow but facing an early moon youll get to activate it very few times. I think talismans can be better since we mostly dont need more than 1 waste mana.
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
Fox
So the way I see this going is your deck's only big threat turn1 is chalice. Now let's say you don't have it:
-you put down a mimic.
-opponent goes volc, delver pass
-you go suppression field, they daze. you get in 2 dmg.
-they replay volc, hold bolt, get some dmg in.
-they FoW any threat you play and bolt your mimic.
-you kinda lose.
It is oversimplified, but you're not taxing opponent counterspells with suppression field. It's not even clear if they need to counter a field to operate. You just can't win against a lot of decks if you're waiting around till turn 4 to resolve your first game winning attacker or lock piece in a tomb deck if something as simple as a delver is turning sideways. The more you invest in then fixing that scenario with white removal, the further you get from putting on pressure in true eldrazi stompy fashion - and that's fine, but it's become more of an eldrazi control deck. Definitely experiment and give us some post-mortems on the GW eldrazi, but as you're playing think about how games may have looked different with more "counter this or else" shops-type back-to-back lock pieces, and why some games were better b/c you chose field over thorn-type effects.
I totally agree with this assessment. I wouldn't play it main but as it stands I'm not playing the white version yet. I do think displacer is hot but I'm not sure what the best second splash color is yet (blue or green). I'm trying out the aggressive colorless/black list over the controlling list first.
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
ChemicalBurns
Also, updates on RG build:
Like your build so far, seems good enough for some test runs. I would only changes -1 PFire +1 K-Return, because i feel one more sweeper should be better, since once fired off (and trades >2:1) it doesnt matter if your opponent waste Grove&Co. After a lot of games, i don't feel to struggle against a single Creature, most of the time it is way better to kill all of the little dudes on the field (which is why a like All is Dust in other Mid-Lategame Builds). K-Return also "combo" well better with Trinisphere and the World Breaker&Friends Eldrazi, without any additional Mana/Support from Lands. The other change would be, try to find room for a 2nd Library, since that card is really strong even if you not draw additional cards. Cuts can be one Trinisphere, World Breaker or even Conduit - but yes it is hard to find some space in this deck. Are you thought about Mishra? I like it at the GW build from Barook, and RG seems quite similar at most core elements. I would try -1 Eye and 1 K-Forest for +2 Mishra, because Eye don't support the RG-Cards, it should be fine as late game option (think about it with 2 Library in mind).
Quote:
Originally Posted by
Barook
I cut one Rest in Peace from my Sideboard for a second Containment Priest.
I might move a 2nd Karakas to the MD in my flex land spot and leave the third in the board, opening up another SB slot.
I think we got some good working here, i am happy you also made the adjustments: 2nd Karakas Main, 2nd Priest Side Both will clearly improve some of the worst situations/matchups we can face.
Quote:
Originally Posted by
Fox
Think you've misread, the point I make is that DnT (and batterskull decks in general) - piloted like combo - is a very bad matchup for eldrazi.
Maybe i played the wrong eldrazi decks all the time, but i don't see DnT as a "very bad matchup". Sure Manadenial can be a real pain (most of the time if they also land a T1 Vial), but this deck can also burry DnT well enough. As you and others mentioned, more than enough cards will improve this matchup and all builds can use some of the avaible stuff already. If you mix also some colors for a Splash, you even get more cards (Displacer, ORing, Karakas, PFire, K-Return, K-Grip, Talisman/Mox, Metamorph) to gain advantage over the most ideas DnT Players (looking at Imperial Taxes with Magus) can have against Eldrazi. Even the core cards are good, because Mother can't stall the field and all creatures are easily outclassed vs 4/4, 5/5 or better. Sure, the worst case scenario (multiple Waste/Port) can happen (gladly the Tax of Thalia is useless most of the time), but i also won my last matchup vs 3! Wastelands, because i also hold a land heavy hand and take advantage from :2:Lands and Mox/Talisman and without a vial DnT can't deploy a real threat if the use their mana for manadenial. That is also the most common mistake all Wasteland.decks can do against Eldrazi: Blindly throw Wastelands/Ports against Eldrazi...sometimes it will work, but you can even fall quickly behind, if the Eldrazi pilot can use stuff like Mimic, Endless one. Even a small window (aka 2 landdrops) can result into a 4/4 Seer.
Quote:
Originally Posted by
bruizar
I think suppression field is a very reasonable sideboard card for the GW build. Suppression Field never gets a lot of love. If that card was bought out and priced at $50,- everybody would be like "this is a chains of mephistopheles for activated abilities"
As i mentioned before - i like the card Suppression Field - BUT: is it really better than using Eldrazi Displacer, Karakas, your own Jitte, Manlands etc? I don't think so yet, i would value all other lovely white cards for Eldrazi above the Field (but maybe i am wrong here).
Quote:
Originally Posted by
WinterN
Hi! I'm the dude who played this deck.
I was planning to play a colorless version with: 3 City of Traitors, 3rd Eye, Urborg and Crucible of Worlds instead on white lands, and Endless One instead of Displacer. But I found that Displacer is too good in the format and deserves the splash for it.
Nice to see you here. Thanks for the report and insights of your white build. I also thought about -2 O-Ring +2 Disenchant (want to play my full art cards, which reminds me that Celestial Purge is also a card!) but i like the O-Ring a little more, because you can also use it vs Mirror, Omnishow and overall some (even if it means minor stuff) more Matchups/Situations. Sure if you aim for Moon, Bridge & co Disenchant would still be fine and will profit from "Instant and -1 Mana". As Barook and i already mentioned, Displacer is the real deal for white and it covers many situations that can be problematic for a colorless build (which will be good if this deck become a real legacy contender and other decks will knew the matchup and will be prepared for it - which also means that i think that now is the best time to simply overrun them with aggressiv colorless builds, if you like that playstyle :tongue: )
Quote:
Originally Posted by
ChemicalBurns
Talismans and Brusland over Plains?
The "white only" build should be fine with Plains, because Brushland is only another Waste/Moon Target. If you not use stuff like World Breaker (or the UW ideas) it should be better to stay with Plains with opens up to all the good white sideboard cards.
Quote:
Originally Posted by
kkkant
Whats the overall opinion on Grim monolith? Adding 3 Waste mana, making great t1 plays (like 3sphere) and avoiding moon seems like too much not to take into consideration.
I think is better than Mox Diamond, since we get a lot of value out of our lands and discarding them doesnt seem like a great idea specially if you are running no maindeck Crucible of Worlds
As you can see from the discussion before, i was very successful at testing (build 3 from my spreadsheet) with a build of Cloudpost which also includes 3 Grim Monoliths. Overall i see Monoliths only in a build which aims for dropping stuff like Ulamog in Time or using All is Dust as the Sweeper of choice (can be cast Turn 3!). With Monoliths (and i also played 3 Talisman) you also gain advantage against Moon. Afterall the disadvantage is, that sometimes you are to slow, struggle against Softcounters (if your opponent is clever enough and take out the Artifact Ramp) and you waste valuable deckspace, which gets more complicated if you mix the build with sideboard cards etc.
I think fast Aggro or streamlined Midrange builds will not need Grim Monoliths.
Quote:
Originally Posted by
ChemicalBurns
That being said, casting Drowner of Hope is friggin' sweet.
I'll be testing this a little more.
I also brewed with U-Eldrazi, Drowner of Hope is nice (and yes it has immediately impact compared to Endbringer) and Skyspawner can also work well (can even block the 20/20 flying Token^^). I would start with 2 Drowner Main and maybe 1 more Side (afterall 6 Mana with 1 color! so no early bomb) The question is, why stay mono-U if Eldrazi Displacer works so well with both cards (thanks to the EtB Trigger)? Both can be combined with Talisman of Progress and Adarka Wastes. This will also lead to 1-2 Phyrexian Metamorph, which are very good with Smasher/Seer on the field, can copy stuff from your opponent and do some tricks with Displacer. Skyspawner is also a very good Target for Equipment, so Jitte should be also mixed in such a build. Afterall the biggest problem (as always) is to combine all the ideas well enough in a 60 card shell.
Re: [DECK] Eldrazi Stompy
If you play diamond I'd try gemstone caverns too because, even if it can't be used going first, it has the advantage of being nowhere as bad If topdecked and can still remove extra legendary lands from your hand . Also SSG which can carry equips.
Re: [DECK] Eldrazi Stompy
Mox diamond is almost always worse than spirit guide imho, mox + land is probably as good as simian this turn + land drop next one.
Am i missing something?
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
ChemicalBurns
Glad you're here on The Source with feedback on the deck! Do you feel just going mono-white was worth it when you had access potentially to green with Talismans and Brusland over Plains? Basic Plains are strong though, as having Wasteland proof mana is always good.
I think there is enough space for green or blue splash. The only advantage of playing basic plains over pain lands is Blood Moon. Wastelands are harmful even with basic lands. The reason I didn't splash a second color is because I just didn't feel the need.
Quote:
Originally Posted by
ChemicalBurns
And how did it feel going City-less? I know Cities can be a pain in the butt at times, but I feel at least two minimum are warranted in most lists. Why did you feel it was cuttable in this white list? Just not enough land space?
I would add it to a more aggro build, or a build with Mox Diamond and/or Crucible of Worlds. Cities work well when you don't mind to "lose" a land drop after reaching 4/5 mana curve. That isn't my case. I wanted to rearch 6 mana for Endbringer, keep Displacer active, activate Eye of Ugin, etc.
My first version of the deck had these mana base:
4x Eldrazi Temple
4x Ancient Tomb
4x Cavern of Souls
4x Cloudpost
4x Glimmerpost
2x Vesuva
2x Eye of Ugin
It worked well reaching the high curve fast, but it was very weak against Wastelands, and not playing my own Wastelands was a valuable loss.