Quote Originally Posted by Ephemeron View Post
Play MUD.

That's obviously glib, but I think the difference between MUD and Eldrazi helps to show why Shardless is a fundamentally bad matchup for Eldrazi. One of your main weapons is Chalice, but out of all the blue decks in Legacy, Shardless cares about Chalice the least. The other problem is that all of your low-end threats die to Abrupt Decay and all of your high-end threats look pathetic attacking into Baleful Strix and get roadblocked and eventually outclassed by Tarmogoyf.

Eldrazi has been successful because it's a riff on the normal stompy class of decks but gets to play the most sol lands and is overall the least clunky because there's a nice curve of 2-6 mana threats. However, since shardless isn't going to kill you quickly, clunkiness matters less than overall threat quality. MUD is a crappy matchup for Shardless because the threats are so over the top: Wurmcoil and Ugin and stuff like that are just in another stratosphere from goyf. TKS and Reality Smasher are awesome and efficient, but cant get over the top of Goyf or Strix like that.

I guess what I'm trying to say is that big stupid creatures that don't get outclassed by Tarmogyf and Strix are probably what you need. Stuff like Endbringer and Worldbreaker would be the best threats against Shardless. Does this make your deck too clunky against faster delver strategies? I dunno, maybe, but I think that's a price you'll have to pay if you want to do better against Shardless. You could also try Swords to Plowshares I guess since the cards you're having trouble with are creatures. I dunno how consistently your deck is able to produce white mana though.
I'm surprised you feel this way - I think MUD is actually a slightly better matchup than Eldrazi since their threats are more expensive and their fast hands are far more vulnerable to our interaction. Wurmcoil is scary but still pretty beatable, while Ugin is usually embarrassing against decks with Hymn, Wasteland, Liliana, Jace, and Force. They have to get to 8 mana, which only the Post versions can do reliably without Metalworker, and not only are those versions about a turn slower than the regular Sol Land versions, and then they have to draw it in a window where you aren't Fatesealing them (or runner-runnering things that you can't beat with a Jace out), can't make them discard it, can't Force it, and aren't beating them to death with giant Goyfs.