Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
Barook
Lejay's list
Does he still run a playset of Thorns MD? 3 Cities sound alot more reasonable. I hate Cities, but they're a necessary evil imho.
I also fail to see how Ghost Quarters are supposed to be better than Mishra's Factory.
1 Ghost Quarter and two Karakas with access to another Karakas from the side. Only two Thorns. He seems rather blase on the topic of Factories because they don't "...solve any problems..." I believe the idea behind Karakas and GQ is to shore up the horrible Lands matchup. Also I just realized that a big difference between this list and Lejay's is the use of Revokers, Gerry seems to think that voker is a bit weak because it is often too afraid to go into the red zone. I feel like a doofus having to dance around this so much-- I'm sure someone will place on modo with something very similar to this list at some point in the next few days.
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
Cire
Might be tech against the mirror?
If he also play wastes they are anti-moon tech. Still, factories look just better to me.
Re: [DECK] Eldrazi Stompy
The problem with the lock artifacts in general is that they're all rather situational, except for Chalice, which is good versus nearly everything except for the Stoneforge Mystic decks. For instance, Trinisphere can often be completely ignored by Sneak and Show, even though it's backbreaking versus Storm. You can cook up examples like this for basically every lock piece that anyone has ever suggested in this thread.
I'm not convinced you need any more lock pieces than just 4 Chalices in the main. I ran that and 2 Trinisphere for a while, which was/still is pretty standard, and I shaved it to 1 without feeling like I lost much of an edge versus combo, and I wouldn't be surprised if 0 is the right number. It may be correct that instead of running sideboard spheres, you address the combo matchups using more targeted kinds of hate (Mindbreak Trap, Grafdigger's Cage, etc.)
Re: [DECK] Eldrazi Stompy
So what are the major changes Gerry made to the list? Besides cutting Mox Diamond, I presume?
Re: [DECK] Eldrazi Stompy
completly agree with him when he refuses Factories.
80% of the time, useless.
I do prefer Horizon Canopy/Karakas
Re: [DECK] Eldrazi Stompy
Hello everyone,
as I do like writing I started with a primer..
So far I've only covered lands, colorless creatures and lock pieces.
If I get somewhat positive resonance and you want me to write the rest (all 5 splashes, matchups, mulligan decisions etc.) I'd do it.
Also I would obviously rework on what I've written, fix spelling and grammatical errors along with adding card tags...
Edit: Just saw that the formatting is horrible after copy & paste.. will getting fixed aswell.
Edit2: Reposted together with the rest.
Re: [DECK] Eldrazi Stompy
You forgot World Breaker.
Re: [DECK] Eldrazi Stompy
World Breaker is green and as such will have his part written when talking about splashing green.
Same reason I didn't mentioned Displacer yet or Skyspawner or various others.
Re: [DECK] Eldrazi Stompy
Really like the list so far! In terms of lands you might want to include Horizon Canopy which is played in the W, G and W/G versions. Also I guess Ghost Quarter as Wasteland 5-6 against bloodmoon.dec and mirror.
Re: [DECK] Eldrazi Stompy
Ghostquarter is included.
You're right about Canopy though that kinda falls in the category of "painland" though for sure deserves special mention.
Also gonna add Sea Gate Wreckage.
Re: [DECK] Eldrazi Stompy
Additionally even without covering the splashes you might want to cover the common removal pieces:
Dismember
Warping Wail
Jitte
All is Dust
Re: [DECK] Eldrazi Stompy
As I said, I restricted myself to lands, creatures and lockpieces to get some feedback wether you actually want me to write more :)
If so then yes those and other colorless options would be analyzed aswell as sideboard choices before going over the benefit each color adds.
Re: [DECK] Eldrazi Stompy
Re: [DECK] Eldrazi Stompy
@Holly: That list great! As a suggestion I would try to remove the bias in some card descriptions and keep the description of each card choice as standalone pros and cons. This would mean avoiding cross-card value judgments. An example of this is when you use Thorn as the baseline comparison for some of the other disruptive elements, and the other disruptive element descriptions sort of read "but you should probably just be playing Thorns." Your description of Ghost Quarter is another example of this. Overall just try to be completely objective on the costs and benefits on the card choices and matchups where they are good and bad. Thanks for putting time into this!
Also I would vote on this as the "untouchable" core of the aggro version of this deck, which I am assuming is going to be what this archetype is. I have't seen any list without these 28 cards. It's worth noting that there is already a thread in established for rampy versions, so this is truly the aggro Eldrazi deck we are discussing here.
4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
4 Chalice of the Void
4 Ancient Tomb
4 Eldrazi Temple
2 Eye of Ugin
2 City of Traitors
Re: [DECK] Eldrazi Stompy
@ Patrunkenphat7 - I would subtract 1 Temple as some people are debating going down to 3 Temples, and I would eliminate Mimic as some decks go more midrange and use 4 displacers and more distruption instead of mimic (or splash blue for other cards).
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
Cire
@ Patrunkenphat7 - I would subtract 1 Temple as some people are debating going down to 3 Temples, and I would eliminate Mimic as some decks go more midrange and use 4 displacers and more distruption instead of mimic (or splash blue for other cards).
That is a good suggestion on Mimics if they are not being run in color-heavy versions. I can't believe people are running less than 4 Temple, but I guess if they are then it can't be stock!
Re: [DECK] Eldrazi Stompy
Also, I would pullout the part relating this to MUD, the only way they are similar is that you are trying to land a t1 lock piece. Otherwise MUD is much more of a combo-control, silver bullet based deck. We play no rocks, no metalworker accel and no 8+cmc creatures. This is stompy through and through.
But I also agree with Pat, less bias in the descriptions. Also be specific, ex. The thorn description. Be specific about the fact that it's crap against creature decks and loses power in the late game unless played out in multiples.
Re: [DECK] Eldrazi Stompy
@Holly, Great Work, will PM you till monday.
Quote:
Originally Posted by
Patrunkenphat7
Also I would vote on this as the "untouchable" core of the aggro version of this deck, which I am assuming is going to be what this archetype is. I have't seen any list without these 28 cards. It's worth noting that there is already a thread in established for rampy versions, so this is truly the aggro Eldrazi deck we are discussing here.
4 Eldrazi Mimic
4 Thought-Knot Seer
4 Reality Smasher
4 Chalice of the Void
4 Ancient Tomb
4 Eldrazi Temple
2 Eye of Ugin
2 City of Traitors
I would Add 3rd City and 3rd Eye if we talk about a core (for Aggro) , which also allow you to go further.
Any Aggro build need 4 Mimics and want to drop them (and lockpieces) as fast as possible.
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Cutting Temple is a no go, if your build contains less Eldrazi (i mentioned a White Build with Stoneforge, or Barooks GW build or builds with Lodestone Golem) the first Land that is reduced is Eye, because you can't cast non Eldrazi stuff with it. Temple at worst is 1 Mana and since we talk about an Eldrazi deck, this Land should be a 4off.
Re: [DECK] Eldrazi Stompy
Quote:
Originally Posted by
MD.Ghost
@Holly, Great Work, will PM you till monday.
I would Add 3rd City and 3rd Eye if we talk about a core (for Aggro) , which also allow you to go further.
Any Aggro build need 4 Mimics and want to drop them (and lockpieces) as fast as possible.
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Cutting Temple is a no go, if your build contains less Eldrazi (i mentioned a White Build with Stoneforge, or Barooks GW build or builds with Lodestone Golem) the first Land that is reduced is Eye, because you can't cast non Eldrazi stuff with it. Temple at worst is 1 Mana and since we talk about an Eldrazi deck, this Land should be a 4off.
I agree with everything you said; the only reason I didn't include 3rd City or 3rd Eye is that I have seen some high performing lists playing 2 of one. I think 3rd City is safe to consider "stock," but Paul Lynch and crew are some of the originators of the deck, and they are running 2 Eye right now. I personally like 3 Eye though.
Re: [DECK] Eldrazi Stompy
Alright, I'm going to write the rest and try to keep it as unbiased as possible.
Will post again once I've got everything (probably around Tuesday) so you can help me point out more bias/mistakes/oversees and it'll be finished during the week :)