A week or two ago I came across a pretty unusual list while I was streaming. It was sort of a mash-up between classic 12-Post strategies and the Eldrazi Stompy lists that are picking up steam. I won the match but I liked the list enough that I wrote it down in the hopes of trying it later. This week, I figured I might as well go for it, changed the existing list slightly and ran with it, winning my weekly. I don't remember the name of the opponent, so if you were that opponent I played against on Cockatrice, feel free to post here and I'll give you credit.
3
Ancient Tomb
3
Cavern of Souls
4
Cloudpost
4
Eldrazi Temple
2
Eye of Ugin
4
Glimmerpost
3
Vesuva
4
Expedition Map
4
Pithing Needle
4
Relic of Progenitus
4
Trinisphere
1
Emrakul, the Aeons Torn
2
Endbringer
1
Kozilek, the Great Distortion
3
Oblivion Sower
4
Thought-Knot Seer
1
Ulamog, the Ceaseless Hunger
3
Wurmcoil Engine
2
Karn Liberated
2
Ugin, the Spirit Dragon
2
All is Dust
SIDEBOARD
3
Chalice of the Void
2
Grafdigger's Cage
2
Phyrexian Revoker
3
Ratchet Bomb
4
Thorn of Amethyst
1
Wurmcoil Engine
Matchups were Imperial Taxes (2-1), LED Dredge (2-0), Mono-green 12-Post (2-1), and Shardless BUG (2-1). I had one win against Dredge and one against Post on mulligans to 4.
Overall, the deck was a huge surprise and a lot of fun to play. Maindeck Relics fight
Deathrite Shaman very well and give you an outside shot of beating fast combo since
Crop Rotation is no longer an option. Relic also plays really nice with
Oblivion Sower. Talk about a pleasant surprise; I was really impressed with Sower. Against Imperial Taxes I ripped a
Wasteland and a
Karakas, and the second game I got rid of most of his answers. Past that, it's a big enough body that pretty much no Legacy-playable creature will ever kill it in combat without deathtouch or a few friends.
Eldrazi Temple just felt unfair: being able to cast
Thought-Knot Seer on turn 2 and
Oblivion Sower on turn 3 is absolutely nuts and can cause the game to spiral out of control very quickly. Kozinext actually makes more sense in this build than his older brother: this deck is a slave to its topdecks, but other than lands it tends to play out its hand extremely quickly. Because of this, being able to restock and protect what you do have is more useful than recursion and a guaranteed four cards. There is a little flexibility in the main:
Endbringer is good, but not fantastic, and there are definitely arguments for the fourth Sower or even an
Urborg, Tomb of Yawgmoth to give you more value off grabbing fetchlands and the like. As this deck is entirely colorless, Karn actually makes a lot of sense as a form of spot removal, and with a slightly higher creature density he's a little easier to protect. This deck can also comfortably run
Chalice of the Void, which can cause headaches for a lot of decks; including more traditional Post builds. I could see adding a fourth to the board and cutting the fourth Wurmcoil or something.
All in all, I definitely plan on playing a list like this again to see where it can go.