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Thread: [Deck] 12 Post

  1. #3881

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Neko448 View Post
    Sacred Ground will unfortunately not save you from extirpate and its ilk, since Sacred Ground uses a triggered ability instead of a replacement effect, so the land will spend a priority swap in the graveyard. (e.g. Surgical Extraction on Emrakul)
    loool, this is true!! So I still don't understand why TWO sacred XD.

  2. #3882

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by MtgVector View Post
    Elves has become such unwinnable match up now that they play Shaman of the Pack.

    I used to be that we could drop Chasm, sit back and assemble the Eldrazi. Now, they "go off" and keep playing and replaying SotP. My only answer so far is Sphere of Resistance / Trinisphere. Anyone has tested other cards?
    All Is Dust, Ugin, and Oblivion Stone are all great against Elves. It's usually very difficult for them to recover from a well-timed board wipe.


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  3. #3883
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    Re: [Deck] Turbo Eldrazi

    General observations
    • White splash is not what the deck needs. A well tuned UG list should be able to beat fair matchups g1 and unfair g2/3 if not g1. Also it is just too greedy to play three colors + a lot of colorless (a key factor in the deck). We also have plenty of options for combo matchups in UG.
    • In testing I realized that the deck has shifts between two aspects and balancing both is the key to create a strong list.
      The first is the blue-general-utility aspect of the deck represented by cards like FoW, Stifle / Trickbind, Spell Pierce, Repeal and so on. These spells are very flexible, but not as powerful as more specialized cards. We are also limited in the amount of colored spells we can support by the manabase as said.
      The second aspect is the specialized land (and artifact) utility cards we can run like Tabernacle, Bojuka Bog, Needle etc. The problem is that they are dead in some matchups, make draws less consistent and require special tutor cards like Expedition Map (and maybe Trinket Mage). Cuteness and slowness also characterizes these builds.
    • Currently I tend towards the first approach, which was demonstrated by the Ugw list to a certain extend. We beat Miracles handily, so lets concentrate on Omni, D&T and Delver variants (while keeping Loam and other combo decks in mind).


    Individual card discussion
    • FoW fits in the deck very well, because we need spells with wide applications in the main deck. Tim's list runs too few blue cards for my taste. A healthy 20 blue cards seem like a fine number (needs number crunching as backup).
    • Trinket Mage package is the epitome of cuteness and slowness. Currently I would be even more radical and say, that the same is true for Expedition Map + utility lands. Which leads to the approach of stripping away 'all' 'conditional' cards and concentrate on the main game plan, supported by wide-array answers and then add single purpose cards back in if need be.
    • As we cannot support UU for Dig, I think we have to run 2 better 3 Relics in the main deck. Dig is just too strong, to not account for it and Relic is an extremely flexible card.
    • This one may sound strange, but I am not convinced by running Candelabra, because it requires to have both the right lands in play and something to do with these lands. It allows us to go nuts, but in my view the critical point is to reach this game state in the first place. I might play it in the future, because it also allows us to wash colorless into colored mana before we go nuts. I gladly get proven otherwise, but wanted to touch it and not treat it as a holy cow.
    • Kozilek and Emperion compete for the same slot imo. I like Emperion more currently, because he is game ending in quite a bit of matchups and also stabilizes the game more than Kozilek, which is stronger in the face of counters (if hardcasted!).
    • Ugin is a strange card. It is extremly strong against fair decks, but cannot be cheated in by S&T or searched for, which makes him far worse imo. I considered a build with Intuition -> Loam, Ugin, Haven, but this is again pretty slow. I am not sure if he is really needed in the main deck. Same is true for Tidespout Tyrant. He is strong in certain matchups, but incredible weak in others.
    • I am not sure about Repeal. I still run it as a 3of, because I cant think of a better card in its slot (which is also blue!). Metashift is a valid argument against it. It also cannot destroy Chalice on 1 unlike EE. It might get cut down to max out my other blue cards. Have to test more.

      EDIT: I can see a Trinket Mage package instead of Repeal. While slow TM gives us a much stronger mid / late game. The trinkets are also good in a wider array of matchups than the utility lands. As said it is the twist between the two aspects.
    Last edited by deadlock; 09-03-2015 at 01:17 PM.
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  4. #3884
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    Re: [Deck] Turbo Eldrazi

    Currrent list I have gotten 1st, 1st, 2nd in my last 3 weekly legacy events with:

    // Lands
    4 [ZEN] Misty Rainforest
    4 [FNM] Cloudpost
    4 [SOM] Glimmerpost
    1 [WWK] Eye of Ugin
    4 [R] Tropical Island
    2 [OD] Island (4)
    1 [LG] Karakas
    1 [IA] Glacial Chasm
    1 [WWK] Bojuka Bog
    1 [ALA] Forest (1)
    2 [AVR] Cavern of Souls
    1 [TSP] Vesuva

    // Creatures
    1 [ROE] Emrakul, the Aeons Torn
    4 [M12] Primeval Titan
    3 [SOM] Platinum Emperion

    // Spells
    4 [MM] Brainstorm
    4 [CHK] Sensei's Divining Top
    4 [US] Show and Tell
    3 [ZEN] Expedition Map
    4 [TSP] Trickbind
    3 [UL] Crop Rotation
    2 [AQ] Candelabra of Tawnos
    2 [TSP] Wipe Away

    // Sideboard
    SB: 2 [NPH] Surgical Extraction
    SB: 2 [U] Blue Elemental Blast
    SB: 3 [TSP] Krosan Grip
    SB: 3 [CMD] Flusterstorm
    SB: 3 [WWK] Nature's Claim
    SB: 2 [FD] Engineered Explosives

    When I start to stabilize on a list, I like it quite a bit. This is one of those.

  5. #3885
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Rock Lee View Post
    Currrent list I have gotten 1st, 1st, 2nd in my last 3 weekly legacy events with:

    // Lands
    4 [ZEN] Misty Rainforest
    4 [FNM] Cloudpost
    4 [SOM] Glimmerpost
    1 [WWK] Eye of Ugin
    4 [R] Tropical Island
    2 [OD] Island (4)
    1 [LG] Karakas
    1 [IA] Glacial Chasm
    1 [WWK] Bojuka Bog
    1 [ALA] Forest (1)
    2 [AVR] Cavern of Souls
    1 [TSP] Vesuva

    // Creatures
    1 [ROE] Emrakul, the Aeons Torn
    4 [M12] Primeval Titan
    3 [SOM] Platinum Emperion

    // Spells
    4 [MM] Brainstorm
    4 [CHK] Sensei's Divining Top
    4 [US] Show and Tell
    3 [ZEN] Expedition Map
    4 [TSP] Trickbind
    3 [UL] Crop Rotation
    2 [AQ] Candelabra of Tawnos
    2 [TSP] Wipe Away

    // Sideboard
    SB: 2 [NPH] Surgical Extraction
    SB: 2 [U] Blue Elemental Blast
    SB: 3 [TSP] Krosan Grip
    SB: 3 [CMD] Flusterstorm
    SB: 3 [WWK] Nature's Claim
    SB: 2 [FD] Engineered Explosives

    When I start to stabilize on a list, I like it quite a bit. This is one of those.
    1.) What made you move Wipe Away to the mainboard? The second Cavern?
    2.) How do you feel about your Omni-Tell game 1?
    3.) Is Platinum Emperion really that good? Can our opponents just never remove this card?

    Thank you. Please continue being cool.
    Some Fear the Dead

  6. #3886
    The real me is no match for the legend.
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Rock Lee View Post
    Currrent list I have gotten 1st, 1st, 2nd in my last 3 weekly legacy events with:
    Not to pepper you with questions, but now that you have Engineered Explosives in the board, what particular matchup do you have in mind for it? Especially now that the list has no Trinket Mage, I was wondering where in particular it fits.
    Yes, you probably need Candelabra if you're running a Cloudpost deck.

  7. #3887

    Re: [Deck] Turbo Eldrazi

    lol, does someone fear omnitell? :D
    I like the list, but did you try some games with fast creatures-based decks (elves, grixis, goblin...)? Does the plan "crop->chasm->wait emperion" work? I have some fears without ugin (correct by the way, it doens't fit well with S&T), oblivion stone, tabernacle and no counters to defend crop or S&T.

  8. #3888

    Re: [Deck] Turbo Eldrazi

    Has anyone tried doubling down on ramp strategy? Running something like Carpet of Flowers + Exploration/Explore? Is Manabond at all viable?

  9. #3889
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Neko448 View Post
    1.) What made you move Wipe Away to the mainboard? The second Cavern?
    2.) How do you feel about your Omni-Tell game 1?
    3.) Is Platinum Emperion really that good? Can our opponents just never remove this card?

    Thank you. Please continue being cool.
    Game one against omni is still a nightmare. Really only wipe away or x2 Trickbind will save you.
    Platinum Emperion is quickly becoming my favorite go-to. I was on the fence with it until I realized you can't alternate cast Invigorate with it in play. Now it is still decent versus infect. Not remotely what I would call "good," but perhaps "good enough."

    Quote Originally Posted by Zotmaster View Post
    Not to pepper you with questions, but now that you have Engineered Explosives in the board, what particular matchup do you have in mind for it? Especially now that the list has no Trinket Mage, I was wondering where in particular it fits.
    I bring in EE versus fair matchups. all of 'em. Delvers, Deathrites, Pyromancer/Mentor, Counterbalance, chalice decks, storm. Essentially Wipe away is my pre-board against Omni, where EE would be in that slot.

    Still would like some Relic of Progenitus in here somewhere, but no room at the moment.

  10. #3890
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Ponders View Post
    Has anyone tried doubling down on ramp strategy? Running something like Carpet of Flowers + Exploration/Explore? Is Manabond at all viable?
    I tested Exploration in mono-green and it was a disaster. For it to have a real effect you need: 1) two lands to play, and 2) a way to make the second land relevant on that turn. Beyond the opening turns condition 1 is difficult to meet, and during the opening turns satisfying condition 1 makes condition 2 harder because having extra lands means you have fewer spells, i.e. things to do with the extra land. If the second land doesn't open up any new plays this turn, wouldn't you rather just play it the following turn and have the Exploration be something else? On the balance I would rather have had something else.

    Granted, sometimes you get to dump a bunch of lands early and Exploration does mitigate the drawback of Glacial Chasm, but usually that situation results in hoping to topdeck something to use the mana on. Then you draw more Explorations...

    I can't speak to Carpet of Flowers - I have one in my sideboard but haven't had it come up yet. Manabond seems out of place since we don't usually get land-heavy hands, and we want to keep the nonlands unless they are all uncastable Eldrazi. Those hands should just be mulliganed.

    Explore has been satisfying but not impressive. I've been wavering between 2 Explore and 1 Explore + 1 Moment's Peace in my build. It's not too hard to set up turns where your first two lands provide 1G and then drop a Cloudpost a turn early. In comparison to Exploration, Explore draws a card (huge, and makes it a non-terrible late topdeck), is invulnerable to Chalice on 1, but is a one-shot effect. However, in practice Exploration is usually a 1- or maybe 2-shot effect anyway so how much are you really giving up?

    I've never tried more than 2 Explore. If I wanted to ramp hard, I would start by trying 4 Explore and at least 2 Oracle of Mul Daya. Oracle provides the Exploration effect but doesn't require lands to be in hand, and works really well with top.
    a.k.a. Eddy Viscosity

  11. #3891

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by k_omega View Post
    I tested Exploration in mono-green and it was a disaster. For it to have a real effect you need: 1) two lands to play, and 2) a way to make the second land relevant on that turn. Beyond the opening turns condition 1 is difficult to meet, and during the opening turns satisfying condition 1 makes condition 2 harder because having extra lands means you have fewer spells, i.e. things to do with the extra land. If the second land doesn't open up any new plays this turn, wouldn't you rather just play it the following turn and have the Exploration be something else? On the balance I would rather have had something else.

    Granted, sometimes you get to dump a bunch of lands early and Exploration does mitigate the drawback of Glacial Chasm, but usually that situation results in hoping to topdeck something to use the mana on. Then you draw more Explorations...

    I can't speak to Carpet of Flowers - I have one in my sideboard but haven't had it come up yet. Manabond seems out of place since we don't usually get land-heavy hands, and we want to keep the nonlands unless they are all uncastable Eldrazi. Those hands should just be mulliganed.

    Explore has been satisfying but not impressive. I've been wavering between 2 Explore and 1 Explore + 1 Moment's Peace in my build. It's not too hard to set up turns where your first two lands provide 1G and then drop a Cloudpost a turn early. In comparison to Exploration, Explore draws a card (huge, and makes it a non-terrible late topdeck), is invulnerable to Chalice on 1, but is a one-shot effect. However, in practice Exploration is usually a 1- or maybe 2-shot effect anyway so how much are you really giving up?

    I've never tried more than 2 Explore. If I wanted to ramp hard, I would start by trying 4 Explore and at least 2 Oracle of Mul Daya. Oracle provides the Exploration effect but doesn't require lands to be in hand, and works really well with top.

    I've been lookign at the lands shell and whether it would be possible to run 34 lands, with extra protection like mazes. Granted, there's a lot of stuff there that simply doesn't fit the plan. But, the list I'm looking at runs 4 exploration, 4 crop and 2 manabond.

    Something like,

    4 Sensei
    3 Candel
    4 Crop
    3 Manabond
    3 (Oracle of Muldaya)

    4 titans
    em
    koz
    ula

    4 cloud
    4 glimmer
    4 vesuva

    3 maze
    chasm
    tabernacle
    bog

    4 show and tell (Plan B)

    eye ugin
    karakas
    misty rainforest 4
    forest 4
    island 3

    I really like the idea, and it probably handles the fair decks well enough. Unfortunately its going to have the same problem with degenerate combos as most every other post deck.
    Last edited by Ponders; 09-05-2015 at 10:25 PM.

  12. #3892

    Re: [Deck] Turbo Eldrazi

    I've been playing around with a similar idea in my gw build. This is what I have so far.
    // Deck: 12 post (60)

    // Lands
    1 Bojuka Bog
    4 Cloudpost
    1 Eye of Ugin
    4 Glimmerpost
    1 Karakas
    1 Maze of Ith
    4 Savannah
    2 Snow-Covered Forest
    4 Vesuva
    4 Windswept Heath

    // Creatures
    3 Courser of Kruphix
    1 Emrakul, the Aeons Torn
    1 Kozilek, Butcher of Truth
    3 Oracle of Mul Daya
    4 Primeval Titan
    1 Ulamog, the Infinite Gyre

    // Spells
    2 Alhammarret's Archive
    4 Ancient Stirrings
    2 Candelabra of Tawnos
    3 Crop Rotation
    4 Exploration
    4 Sensei's Divining Top
    2 Ugin, the Spirit Dragon

    // Sideboard
    SB: 2 Carpet of Flowers
    SB: 2 Dragonlord Dromoka
    SB: 1 Glacial Chasm
    SB: 2 Krosan Grip
    SB: 2 Rest in Peace
    SB: 3 Rule of Law
    SB: 2 Sacred Ground
    SB: 1 The Tabernacle at Pendrell Vale

    Basically idea is to take advantage of having early creatures to help nullify aggressive decks and with courser and oracle gain access to your top deck running the full 4 tops and archive allows us to gain more life and take advantage of top and our extra land drops to go full on ramp while digging into threats. It is quite possible that needle should still be in here. I've yet to test this build but I will be soon enough.

  13. #3893

    Re: [Deck] Turbo Eldrazi

    so i went to a local legacy tourney that is starting to become weekly and i tried out the 3of trickbind and it just wins some games like i had some one using doomsday worldgourger dragon with oona to mill me out and there was the jeskai miracles deck and 2 storm decks ( that i played against) trickbind game one just blew the OP out of the water hitting the oona to stop her ability and making him lose the mana the world gourger had got him though i am not a pro with this deck and am still getting the land choices down a bit more im really liking the blue for trick bind and repeal

  14. #3894

    Re: [Deck] Turbo Eldrazi

    I made the top 8 out of 20 players at the conclusion tournament of our Arizona Legacy series. Beat BUG Delver, lost to Elves, beat Merfolk, beat Omnitell, beat Miracles, then lost to Merfolk in the top 8. Was playing this list:

    4 Primeval Titan
    1 Emrakul, the Aeons Torn
    1 Ulamog, the Infinite Gyre
    1 Kozilek, Butcher of Truth

    4 Sensei's Divining Top
    3 Expedition Map
    3 Pithing Needle
    1 Candelabra of Tawnos
    1 Ugin, the Spirit Dragon

    3 Crop Rotation
    2 Krosan Grip

    4 Brainstorm
    2 Repeal
    4 Show and Tell

    4 Cloudpost
    4 Glimmerpost
    3 Vesuva
    4 Misty Rainforest
    4 Tropical Island
    1 Island
    1 Forest
    1 Karakas
    1 Eye of Ugin
    1 Bojuka Bog
    1 Cavern of Souls
    1 Glacial Chasm

    Sideboard
    4 Force of Will
    3 Flusterstorm
    1 Mindbreak Trap
    2 Trinisphere
    2 Krosan Grip
    1 Engineered Explosives
    1 Pithing Needle
    1 The Tabernacle at Pendrell Vale

    The two maindeck Krosan Grip were there because the tournament was invite-only and I knew everyone attending, expecting 3-4 Omnitell players. I was hoping that the two maindeck copies would allow me to potentially steal a game one against an Omni opponent. Even though I didn't win the first game against my one Omnitell opponent, the configuration postboard actually made me feel very confident about the matchup as a whole. An expected high turnout of Miracles players further made the maindeck Grips reassuring.

    Let me say that if you are looking for a 12Post build to defeat Omnitell, this list would be a really good place to start. The split-second removal to Omniscience (Krosan Grip or Wipe Away) are BYFAR the most and only important answer; excessive countermagiac or a specific hate card to put into play off of their Show and Tell might not be necessary at all against Omnitell. If you put in a permanent like Trinisphere or Arcane Laboratory, it will be pretty much useless if you don't have the answer for their enchantment. Of course, you need a permanent with a triggered ability in order to break up the opponent's priority. Trinisphere stops them until their next untap phase, so it succeeds in that regard, but I would never have felt safe with a Trinisphere in hand but no Grip.

    So the answer to Omnitell requires two things - Grip/Wipe Away and a triggered ability permanent, preferably Primeval Titan since you can start winning with him. Beating Omnitell finally seems very possible to me.

    Now I am in a dilemma with my future sideboard choices. In an unexpected metagame, I would remove the two mainboard Grips and replace them with another Candelabra and another Repeal to make my normal gameplan more reliable. But fitting them into my sideboard seems tough, since I'm not sure that I would want to go to any tournament right now with less than four somewhere in the 75. I do like Trinisphere for being at least relevant to drop in off of Show and Tell, as well as being proactive hate against Storm builds (I like a mixture of some number of counters plus pr-emptive hate against Storm). The Force of Will also give the deck a universal answer to so many different combo decks and makes me feel like I'm playing a top-notch deck more so than without it. Maybe the Pithing Needle and Mindbreak Trap could be replaced with Grips?

    Also, I know I am late to the party with this, but the one Engineered Explosives felt awesome whenever I brought it in and saw it. I would definitely not be opposed to trying to squeeze in another one. I'm thinking about cutting the Ugin in the maindeck for another Explosives, since a cheap sweeper would have probably been better at many times during the day, and Ugin just feels somewhat out of place in the deck.

  15. #3895

    Re: [Deck] Turbo Eldrazi

    What's up guys. My name is John Kassari and I'm testing and brewing for the Legacy GP coming up. Usually I will do all the testing and work myself but I'm curious if I share my list and thought process will this speed up the process. I plan to do twitch streaming again in the near future but today I'm going to run a new list and explain some changes after the tournament today.. I'm using my phone so sorry about not using the clean version of this list..

    4 Prime Time
    1 Emrakul
    1 Ulamog
    1 Thragtusk
    1 Oracle of mul data

    4 Top
    4 Expedition Map
    2 Pithing Needle
    2 Sphere of Resistance
    1 Moments Peace
    4 Crop Rotation
    4 Green Suns Zenith
    1 All is Dust
    1 Oblivion Stone
    1 Natural Selection
    2 (Animist?) The new origins X Ramp Spell

    2 Dryad Arbor
    1 thespian stage
    1 dark depths
    1 bog
    1 karakas
    1 cavern of souls
    1 Eye of ugin
    4 Cloudpost
    4 Glimmer post
    4 Vesuva
    3 Any Green Fetch
    3 Snow Covered Forest

    Side board
    1 Tabernacle
    1 Glacial Chasm
    1 Savannah
    2 Thorn of Amethyst
    4 Leyline of Sanctity
    2 RIP
    1 Gaddock Teeg
    1 DawnStrider
    1 Melira
    1 Terrastadon


    I'll do a quick review of what our bad or not goodmatchups are ..

    elves is not easy without board wipes and tabernacle is mild sauce vs them. Fog is important to always keep up if you have moments peace in hand.

    Omni tell is the worst.. you can't really beat it if they draw well basically they have to screw up. Terrastodon is like the oring card but versitile when they show in omniscience. They can't combo through thorn or sphere so they have to bounce those also. Sometimes they durdle and you can emrakul bounce with krakas to win but yeahh it is easily the worst matchup.

    My Sb is still being tested but it is pretty much thoughtout.. a lot of the matches I lose I try to find out cards I could've played to make the matchup better.. Thragtusk was boarded in vs most delver matches and same with sphere of resis because they put you far ahead in most matchups taxing spells vs low mana decks and decks that try to cheat spells allow the game to be favorable if you have cloudpost. Green sun is amazing because the idea of the deck is to Cast Prime Time and is almost a lock win it finds eye of Ugin or puts your lifetotal out of reach.

    A lot of the reason I built and currently play white instead of blue is the meta wasn't great for blue .. it allows cards like red elemental blast become live and merfolk islandwalk is relevant. In the storm matches they would duress and therapy me out of the hate cards and in that matchup you couldn't beat them. Forcing them to answer different hate cards is how I enjoy playing vs combo. Crop into Bog and Rip. Teeg Leyline Tax artifacts. The major factor of not playing trops was I would get my green source wastelanded and never be able to play the game since most of the spells I enjoy casting cost green.. prime time .. Gsz.. Crop Rotation ; see crop rotation is amazing with basic forest up you can play your posts and crop them if they are wastelanded. This build I'm comfortable piloting vs most decks.

    I've read some comments about my list being inferior to the blue but I don't believe you have enough blue to make Force great and consistent, brainstorm needs more than 4 fetches to be awesome. Repeal is ok vs depths if they don't expect it and if you're playing candleabra for extra ramp. Green sun I'd like to say was my tech to this archetype .. it is very useful to the deck to allow turn 4 kill for Dark depths and allow your deck to be able to win a low resource game. All of the counterspells mean nothing without colored land and this deck doesn't have a ton where you can play colored spells and hold up counters. I can go on and on about the consistency factor and how important basic land is especially vs wasteland.

    I started with Blue Splash and I played Todd Anderson on Camera for an Scg Invi .. I loved the deck and tested it a ton before that event and to where it is now I'm pretty convinced it is the correct build. Show and tell vs other big monsters is dead and it is really unnecessary vs the matches you bring it in against. The card is great when you have low resources like.. mulliganed and or were wastlelanded a couple of times. But I feel you can go to the dark depths route and win more consistently. You have ways to fetch the combo out too.(A lot of rambling but I'm sure you 12 post players can appreciate this Info and apply it to your game)

    Maybe next month I'll stream this list and explain my lines to help and teach everyone watching.

    I'll post to tonight how I did.
    -John Kassari

  16. #3896
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Ehhh View Post
    1 Natural Selection

    Side board

    1 Glacial Chasm
    I'm not proud to admit it, but I had to look up Natural Selection. What are your thoughts/feelings on the inclusion of this card?

    Also, I've always felt that Glacial Chasm steals many more G1s than G2s and 3s. Is the second Dryad Arbor really worth this card being inaccessible with our tutors game 1?

    Glad you hear from you John, can't wait to see how you do!
    Some Fear the Dead

  17. #3897

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Ehhh View Post
    What's up guys. My name is John Kassari and I'm testing and brewing for the Legacy GP coming up. Usually I will do all the testing and work myself but I'm curious if I share my list and thought process will this speed up the process. I plan to do twitch streaming again in the near future but today I'm going to run a new list and explain some changes after the tournament today.. I'm using my phone so sorry about not using the clean version of this list..

    4 Prime Time
    1 Emrakul
    1 Ulamog
    1 Thragtusk
    1 Oracle of mul data

    4 Top
    4 Expedition Map
    2 Pithing Needle
    2 Sphere of Resistance
    1 Moments Peace
    4 Crop Rotation
    4 Green Suns Zenith
    1 All is Dust
    1 Oblivion Stone
    1 Natural Selection
    2 (Animist?) The new origins X Ramp Spell

    2 Dryad Arbor
    1 thespian stage
    1 dark depths
    1 bog
    1 karakas
    1 cavern of souls
    1 Eye of ugin
    4 Cloudpost
    4 Glimmer post
    4 Vesuva
    3 Any Green Fetch
    3 Snow Covered Forest

    Side board
    1 Tabernacle
    1 Glacial Chasm
    1 Savannah
    2 Thorn of Amethyst
    4 Leyline of Sanctity
    2 RIP
    1 Gaddock Teeg
    1 DawnStrider
    1 Melira
    1 Terrastadon


    I'll do a quick review of what our bad or not goodmatchups are ..

    elves is not easy without board wipes and tabernacle is mild sauce vs them. Fog is important to always keep up if you have moments peace in hand.

    Omni tell is the worst.. you can't really beat it if they draw well basically they have to screw up. Terrastodon is like the oring card but versitile when they show in omniscience. They can't combo through thorn or sphere so they have to bounce those also. Sometimes they durdle and you can emrakul bounce with krakas to win but yeahh it is easily the worst matchup.

    My Sb is still being tested but it is pretty much thoughtout.. a lot of the matches I lose I try to find out cards I could've played to make the matchup better.. Thragtusk was boarded in vs most delver matches and same with sphere of resis because they put you far ahead in most matchups taxing spells vs low mana decks and decks that try to cheat spells allow the game to be favorable if you have cloudpost. Green sun is amazing because the idea of the deck is to Cast Prime Time and is almost a lock win it finds eye of Ugin or puts your lifetotal out of reach.

    A lot of the reason I built and currently play white instead of blue is the meta wasn't great for blue .. it allows cards like red elemental blast become live and merfolk islandwalk is relevant. In the storm matches they would duress and therapy me out of the hate cards and in that matchup you couldn't beat them. Forcing them to answer different hate cards is how I enjoy playing vs combo. Crop into Bog and Rip. Teeg Leyline Tax artifacts. The major factor of not playing trops was I would get my green source wastelanded and never be able to play the game since most of the spells I enjoy casting cost green.. prime time .. Gsz.. Crop Rotation ; see crop rotation is amazing with basic forest up you can play your posts and crop them if they are wastelanded. This build I'm comfortable piloting vs most decks.

    I've read some comments about my list being inferior to the blue but I don't believe you have enough blue to make Force great and consistent, brainstorm needs more than 4 fetches to be awesome. Repeal is ok vs depths if they don't expect it and if you're playing candleabra for extra ramp. Green sun I'd like to say was my tech to this archetype .. it is very useful to the deck to allow turn 4 kill for Dark depths and allow your deck to be able to win a low resource game. All of the counterspells mean nothing without colored land and this deck doesn't have a ton where you can play colored spells and hold up counters. I can go on and on about the consistency factor and how important basic land is especially vs wasteland.

    I started with Blue Splash and I played Todd Anderson on Camera for an Scg Invi .. I loved the deck and tested it a ton before that event and to where it is now I'm pretty convinced it is the correct build. Show and tell vs other big monsters is dead and it is really unnecessary vs the matches you bring it in against. The card is great when you have low resources like.. mulliganed and or were wastlelanded a couple of times. But I feel you can go to the dark depths route and win more consistently. You have ways to fetch the combo out too.(A lot of rambling but I'm sure you 12 post players can appreciate this Info and apply it to your game)

    Maybe next month I'll stream this list and explain my lines to help and teach everyone watching.

    I'll post to tonight how I did.
    -John Kassari
    Wow it's actually great to see you post. The only reason I picked mono green post up again was because of your top finishes with your into the north build, hence the snow-covered forests in my list. I went quite different than you, being more on the ramp mana plan but that was the reason I went back to mono green post with the white splash after a while of not playing the deck. Why no into the north this time since you're still running dark depths combo?

  18. #3898
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    k_omega's Avatar
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Ehhh View Post
    Maybe next month I'll stream this list and explain my lines to help and teach everyone watching.

    I'll post to tonight how I did.
    -John Kassari
    I'd watch that stream. Watching you thrash Manaless Dredge on camera is the reason I picked up 12 post, and Legacy as a whole for that matter.

    No Ugin? Natural Selection over Ancient Stirrings? Leyline of Sanctity over additional spheres? No Krosan Grip? I'd like to know your thoughts on those choices as they're quite different from what has worked well for me.
    a.k.a. Eddy Viscosity

  19. #3899

    Re: [Deck] Turbo Eldrazi

    My friends, we have THE card:



    When you cast Guide to Destruction, you may search your library for a colorless creature card with converted mana cost 7 or higher. If you do, shuffle your library, then put that card on top.

    The first creature spell you cast each turn costs 2 less.


    not sure for the UG build, but for the monogreen.....so, it's an eldrazi. if you have eye of ugin in play, it cost FOUR colorless mana. ok. you CAST it, and you tutor kozilek. Meanwhile, you have ONLY a 5/5 into play. Next turn, kozilek cost SIX (10-2 eye -2 guide). I can cry

  20. #3900
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    Re: [Deck] Turbo Eldrazi



    Conduit of Ruin {6}
    Creature - Eldrazi
    When you cast Conduit of Ruin, you may search your library for a colorless creature card with converted mana cost 7 or higher. If you do, shuffle your library, then put that card on top.
    The first creature spell you cast each turn costs {2} less.
    5/5

    It doesn't put the creature into your hand... Why, WoTC? WHY?

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