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Thread: [DECK] Eldrazi Stompy

  1. #281
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    Re: [DECK] Eldrazi Stompy

    Play 4 Cavern! - Card is nuts (note: you can also use it for Revoker if you have more than u need etc.).

    -----------------------
    I playtest my Ramp.dec (with the little GW-Splash, 2 Brushlands, 1+1 Displacer, 2 World Breaker) the day and i got a nice result so far (9:3):

    9 victories (3x Miracle, 1x Mirror, 1x Shardless, 1x MUD, 1x DnT, 1x Storm, 1x Omnishow)
    3 defeats (1x Miracle, 1x Elves, 1x MUD)

    Some notes:

    Miracle (lost the one 1:2) can only win with Moon+Mentor and some of the common support (Terminus, Swords etc.) and i think we see more +2 Moon in most Miracle-Sides after Eldrazi full arrived at Legacy. Good news here: Lands will also be not happy to see that as a common tech, because lands profit most of the time from the fact that no one have good hate vs this matchup.

    MUD it was 2:0 and 0:2 pretty much luck based, i faced one Worker T2 with Greaves and 2 Wurmcoil before i have done anything...another game i had Wail for Worker, Displacer for a Blightsteel Boy and won the "Mana race" (we both had Cloudpost^^) with Conduit into Worldbreaker and Conduit into Ulamog.

    Elves i lost also 1:2, i knew the deck well enough and Chalice/Sphere will not be GG until you also have Wail for NO (or snipe the single Rec.Sage until he kills your prison stuff with the help of insect).

    BUG Shardless (my friend sawatarix piloted it) was very easy. Won the last one with Displacer(!) tapping his dude and attack for the win. All is Dust can also be pretty good if you face Jace, Library and all the colored dudes on the field.

    Mirror vs Eldrazi was also very tricky because my opponent had a colorless build with Waste, Oblivion Sower (oh boy was that good vs my Cloudposts.dec^^) and Sword of Fire and Ice. The last game i faced a Smasher with Batterskull (!) i only won this with a timely World Breaker and follow up with a bigger Game Plan (Ulamog).

    -----------------
    You can see all the matchups at my signature link (with german notes), build 3 is the Ramp.dec with minor GW Splash.

    -----------------
    EDIT: Barook - deeper GW build:

    4 Tomb, 4 Temple, 4 Cavern, 3 City, 3 Eye, 4 Brushland, 2 Canopy, 1 Karakas and 4 Mox or 4 Talisman would be my first sketch.
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  2. #282
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    Re: [DECK] Eldrazi Stompy

    Quote Originally Posted by Barook View Post
    Food for thought: But why not go a different route? A B/W Helm Combo/Eldrazi hybrid:
    Wait, what? Why? Because we'd be playing Rest in Peace already? Playing an otherwise useless card like Helm is a bad plan unless it shores up matchups that we struggle with while simultaneously not hurting the already-strong ones too much. RiP-Helm does nothing for the Eldrazi plan, and the Eldrazi plan does nothing for RiP-Helm.

    I agree with you on Cavern, though. I see no reason to cut those. Everyone's mana base should probably start with 4 Temple, 4 Tomb, 4 City, 4 Cavern, 2-3 Eye, and fill in slots from there. Shaving Tombs or Cities is potentially viable with specific reasoning, but in general this is where I believe the mana should start.
    Roses are colorless.
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  3. #283

    Re: [DECK] Eldrazi Stompy

    I've been building this deck as well.

    4 Eldrazi Mimic
    3 Endless One
    4 Thought-Knot Seer
    4 Reality Smasher
    3 Endbringer
    1 Ulamog, the Ceaseless Hunger

    3 Warping Wail
    4 Chalice of the Void
    3 Trinisphere
    1 Jitte
    2 Grim Monolith
    1 All is Dust
    2 Ratchet Bomb

    4 Ancient Tomb
    4 City of Traitors
    3 Eye of Ugin
    2 Urborg, Tomb of Yawgmoth
    4 Wasteland
    4 Cavern of Souls
    4 Eldrazi Temple

    SB:
    2 Grafdigger's Cage
    4 Thorn of Amethyst
    1 All is Dust
    1 Tsabo's Web
    1 Powder Keg
    3 Phyrexian Revoker
    1 Trinisphere
    1 Crucible of Worlds

    Before, I played an older colorless version with 23 lands and found myself constantly stuck. Playing 25 lands feels much better. It's got a strange, standard vibe where you want to be hitting your land drops because the spells get much better with mana and inevitability with Eye of Ugin. Also, Urborg fixes so many problems, especially when you have the Ancient Tomb/Ancient Tomb scenario and need to stop killing yourself for mana.

    I went 3-0 on Tuesday night.
    R1: RUG delver. G1 - sat on two lands and died. G2 - T1 Ancient Tomb Jitte. T2 - EOT warping wail for a spawn and equipped Jitte. Jitte and Smasher close that out. G3 - he mulled to 5 and couldn't handle T1 Mimic, T2 Cavern into Endless for 3, T3 TKS.

    R2: D&T. Not even close as Chalice for 1 shut off StP, followed up by Endbringer and Warping Wail taking out his x/1s and Ratchet Bomb swept up his 2CC cards.

    R3: Miracles. Not an Entreat build and he got annihilated. Ratchet for 1 followed by Chalice for 1 to get rid of Tops and Swords. He couldn't handle Endbringers. Theoretically, Miracles has a rough time given the Caverns, Warping Wails (hits Terminus and Clique), and inevitable Eye of Ugin. It ends up being Blood Moon or bust.

    Afterwards, we were discussing what the bad matchups were. Imperial Painter is #1 due to T1 moons and Ensnaring Bridge. Lands is #2 given that there is no interaction with Marit Lage except for Endbringer. Chalice for 1 stops Crop Rotation but he can still crush. MUD is a toss-up since Wurmcoil is a problem but I have Endbringers which can hold them off. I've been looking into Icy Manipulator or even Amber Prison in the SB just to deal with those problems.

  4. #284
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    Re: [DECK] Eldrazi Stompy

    Just played 2 matches vs. Dredge. CotV @1 and Rest in Peace are pretty much the best cards against them. I like the white splash, although sample size is not enough to determine how reliable it is to cast RIP. Had 2x T1 RIP, so there's that. If RIP becomes a SB staple, expect them going after it with Therapy, though.

    @MD.Ghost: I cut 1 Brushland for the 3rd Eye and see how it goes. Current manabase looks like this:

    4 Ancient Tomb
    4 Cavern of Souls
    4 Cloudpost
    4 Glimmerpost
    4 Eldrazi Temple
    3 Eye of Ugin
    2 Brushland

    3 Mox Diamond
    3 Talisman of Unity

    I boarded out 3 Cloudpost (too slow) and brought in 3 Karakas to ensure enough white mana.

  5. #285

    Re: [DECK] Eldrazi Stompy

    Quote Originally Posted by gkraigher View Post
    You are an agro creature deck, with some high CC cards (4 and 5). I would play Mishra's Factory over Wasteland all day in a deck like that.

    I also agree that it is WRONG to not have 4 Caverns in your 75. They don't have to all be main deck, but they all have to be there.
    Quote Originally Posted by Barook View Post
    Imho any less than 4 Caverns is just plain wrong in the Legacy metagame. It lets you disregard your opponent and happily play your stuff. It's one of the main strenghts of the deck that gives blue decks alot of trouble.
    Ok, so maybe my mana base does need reworking. I do think if I had Factory I definitely could've beat Miracles yesterday (I drew a few Wastelands which did nothing, my opponent ended the first game on two), not to mention more Caverns would've allowed my Forced TKS to get through. I think the first cut from my list will be the Urborgs. I've never been too impressed with them and the full Ugin's Workshop doesn't come up enough between 2 Urborgs and 3 Eyes. It also can randomly fix your opponent's mana too!

    So cutting those, that can now give me:

    Lands: (24)
    4 Ancient Tomb
    4 City of Traitors
    4 Eldrazi Temple
    3 Eye of Ugin
    3 Cavern of Souls
    4 Mishra's Factory
    2 Wasteland

    I do still think Wasteland has merit. Blowing up Ports (and occasionally Wastelands) has been especially valuable to me so far, as this lets you go about your casting of big spells unhindered. Fatties backed up by Thorns and Wastelands has also been pretty strong so far. I think two is a reasonable number.

    I do want the fourth Cavern, but I really don't know what to cut. It can be either the 3rd Eye or fourth City, in my opinion. I think I like having three Eyes though - although drawing additional is the worst - because it really can lead to your most busted nut draws. City has been usual great or pain in the ass when its your only Sol Land on turn one.

    I'll tinker with both cuts and see which feels best.

    Quote Originally Posted by iostream View Post
    Pithing Needle is probably not good enough versus Miracles in my opinion. There are many draws where you get wrecked by things besides Top. I'd rather have the extra Endbringers to maintain threat density so that you can pace your threats effectively. It also shoots down Mentor tokens, albeit slowly.

    How was Simian Spirit Guide for you? Did you feel like you needed the extra velocity? In my testing, at least, it seemed like I didn't really need it, and would prefer to have some higher impact cards in those slots to make the deck a little more resilient to disruption.

    As for Blood Moon, there's always Mind Stone, but that card is so durdly and feels wrong to be playing in an aggro shell. More proactive answers are extremely expensive and/or unreliable: All is Dust, Oblivion Stone, Spine of Ish Sah, Coercive Portal, Ulamog, etc. And finally, last and definitely least, there's basic Wastes, and if red Stompy decks and Painter variants are so omnipresent in your meta that we're talking about basic Wastes, I'd probably play a different deck.
    You are probably right about Needle, especially since I have multiple Revokers in the main already. I really dislike Endbringer though, despite how powerful his abilities are. His mana cost is quite difficult to reach at times and he's pretty slow to get online - though I'm happy to be convinced otherwise. I might try Coercive Portal for that grind slot instead.

    Simians, at least I feel, are necessary to have 12 ways to have turn 1 Chalice @ 1 (or Thorn on turn 1). I experimented with all matters of acceleration but surprinsingly the Monkey ended up being the best. Simian is also randomly castable under a Blood Moon and via Caverns when you need to get the Monkey beats in.

    To be honest, I don't think we should care about Blood Moon in these faster builds. You should already be on the board swinging by the time it comes down from most fair decks (see my 2nd match against Grixis). Sure, t1 Blood Moon from Painter or Dragon Stompy is a beating, but those decks aren't popular enough for us to worry about. In the GW and RG builds I've been experimenting with, the stupid Talismans look to be a nice way to get around Blood Moon and cast Grip out of the sideboard I guess, which is probably necessary since these builds are slower.

    Quote Originally Posted by badmojo View Post
    I've been building this deck as well.

    4 Eldrazi Mimic
    3 Endless One
    4 Thought-Knot Seer
    4 Reality Smasher
    3 Endbringer
    1 Ulamog, the Ceaseless Hunger

    3 Warping Wail
    4 Chalice of the Void
    3 Trinisphere
    1 Jitte
    2 Grim Monolith
    1 All is Dust
    2 Ratchet Bomb

    4 Ancient Tomb
    4 City of Traitors
    3 Eye of Ugin
    2 Urborg, Tomb of Yawgmoth
    4 Wasteland
    4 Cavern of Souls
    4 Eldrazi Temple

    SB:
    2 Grafdigger's Cage
    4 Thorn of Amethyst
    1 All is Dust
    1 Tsabo's Web
    1 Powder Keg
    3 Phyrexian Revoker
    1 Trinisphere
    1 Crucible of Worlds

    Before, I played an older colorless version with 23 lands and found myself constantly stuck. Playing 25 lands feels much better. It's got a strange, standard vibe where you want to be hitting your land drops because the spells get much better with mana and inevitability with Eye of Ugin. Also, Urborg fixes so many problems, especially when you have the Ancient Tomb/Ancient Tomb scenario and need to stop killing yourself for mana.

    I went 3-0 on Tuesday night.
    R1: RUG delver. G1 - sat on two lands and died. G2 - T1 Ancient Tomb Jitte. T2 - EOT warping wail for a spawn and equipped Jitte. Jitte and Smasher close that out. G3 - he mulled to 5 and couldn't handle T1 Mimic, T2 Cavern into Endless for 3, T3 TKS.

    R2: D&T. Not even close as Chalice for 1 shut off StP, followed up by Endbringer and Warping Wail taking out his x/1s and Ratchet Bomb swept up his 2CC cards.

    R3: Miracles. Not an Entreat build and he got annihilated. Ratchet for 1 followed by Chalice for 1 to get rid of Tops and Swords. He couldn't handle Endbringers. Theoretically, Miracles has a rough time given the Caverns, Warping Wails (hits Terminus and Clique), and inevitable Eye of Ugin. It ends up being Blood Moon or bust.

    Afterwards, we were discussing what the bad matchups were. Imperial Painter is #1 due to T1 moons and Ensnaring Bridge. Lands is #2 given that there is no interaction with Marit Lage except for Endbringer. Chalice for 1 stops Crop Rotation but he can still crush. MUD is a toss-up since Wurmcoil is a problem but I have Endbringers which can hold them off. I've been looking into Icy Manipulator or even Amber Prison in the SB just to deal with those problems.
    Interesting build, not sure if I like mixing the Mimic package with higher-end threats like Ulamog as well as 3Ball which can non-bo with your Eye. I found in most aggro shells you don't need Ulamog, chaining Smashers with your Eyes is perfectly reasonable. You've really featured Endbringer as one of your primary threats in this list though - how has he been?

    Also Painter is not just #1 because Moons and Bridge - Painter himself also shuts down the majority of our mana base. I think the matchup is actually completely lopsided as they have so many cards which win the game on the spot (and tutors to go find those cards).

    Quote Originally Posted by Barook View Post
    After some playtesting, "Eldrazi with Hats on" is just too much of a pile to be any good.

    Back to the way better G/W build.

    @MD.Ghost: How would you build the GW manabase without post? As I said, I'm unimpressed the Cloudpost manabase and a third Eye would be nice.
    I ended up with:

    4 Ancient Tomb
    4 Eldrazi Temple
    3 Eye of Ugin
    2 City of Traitors
    4 Cavern of Souls
    4 Brushland
    3 Horizon Canopy (or 1 Horizon Canopy, 2 Savannah)
    1 Karakas

    And:

    4 Talisman of Unity

    I trimmed down Cities a fair bit since the GW builds are a bit less explosive (at least, mine is) and the disadvantage of City is noticeable as the games go longer.

  6. #286
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  7. #287

    Re: [DECK] Eldrazi Stompy

    Been thinking about this deck since the spoiler and lurking this thread since page 1, play a good bit of mud and stompy decks definitely interested. Haven't been able to play much legacy lately but plan on doing some testing with this deck this weekend. List is still a little up in the air


    Creatures
    3 phyrexian revoker
    4 endless one
    4 eldrazi mimic
    4 thought-knot seer
    4 reality smasher

    Protection
    4 chalice of the void
    3 trinisphere/thorn of amethyst
    3 warping wail
    2 dismember

    Mana
    3 mox diamond/simian spirit guide/elvish spirit guide
    4 cavern of souls
    4 city if traitors
    4 ancient tomb
    4 eldrazi temple
    4 mishra's factory/wasteland
    3 eye of ugin
    1 urborg, tomb of yawgmoth

    SB
    Tbd


    Thoughts

    Trinisphere v thorn- way I see it is, trinisphere is far better against most of the field but really hurts casting the eldrazi early, mox and dismember, and for the most part isn't castable on t1(unlike most red stompy lists that will run 4 ssg and 4 mox). Thorn, on the other hand, doesn't slow down delver/goyf/elves/d&t nearly as much.

    Mox diamond v spirit guide- neither produce colorless mana, diamond sticks around but is weaker without crucible since most of your spells are high cmc without eye in play(and pitching that second/third land to get your t1 chalice/sphere into play feels real bad when you get wasted and don't draw more lands). spirit guide is instant(great against daze). Simian can actually be cast with an active blood moon and can carry equipment if you play them. And yes for those of you playing green, don't forget that you've got a spirit guide as well, although not castable under blood moon without talisman/mox mana.

    Wasteland v factory- I think this is more of a meta call and maybe some combination might be right.

    Right now leaning toward
    3 trinisphere
    3 simian spirit guide
    4 mishra's factory

    Maybe try and squeeze 2 wasteland into the SB.

    Thoughts/tips?

  8. #288

    Re: [DECK] Eldrazi Stompy

    I just went 4-0 with this list...


    Mana - 24
    2 Urborg, Tomb of Yawgmoth
    2 Sea Gate Wreckage
    4 Eye of Ugin
    4 Eldrazi Temple
    4 Ancient Tomb
    4 Crystal Vein
    4 City of Traitors

    Disruption - 12
    2 Warping Wail
    2 Ratchet Bomb
    4 Thorn of Amethyst
    4 Chalice of the Void

    Creatures - 24
    4 Endless One
    4 Eldrazi Mimic
    4 Thought-Knot Seer
    4 Reality Smasher
    3 Phyrexian Revoker
    3 Conduit of Ruin
    1 Ulamog's Crusher
    1 Ulamog, the Ceaseless Hunger

    Sideboard - 15
    3 Sun Droplet
    2 Warping Wail
    2 Spatial Contortion
    1 Phyrexian Revoker
    2 Gut Shot
    2 All is Dust
    3 Faerie Macabre


    I've been very pleased with the deck's performance, the curve is about as perfect as it could be.

    I'm planning to take the same list with a sideboard identical to the list above to a Modern Tournament this weekend with the tweaks...
    +22 Cards
    4 Matter Reshaper
    4 Simian Spirit Guide
    4 Ghost Quarter
    4 Blinkmoth Nexus
    2 Mutavault
    2 Wastes
    2 Dismember

    -22 Cards
    -4 Ancient Tomb
    -4 Crystal Vein
    -4 City of Traitors
    -4 Thorn of Amethyst
    -3 Conduit of Ruin
    -1 Ulamog's Crusher
    -1 Ulamog, the Ceaseless Hunger
    -1 Phyrexian Revoker

    Both Sea Gate Wreckage and Conduit of Ruin + Ulamog proved to be a god send vs. Miracles. I think it's a mistake not to play them. Conduit has been so solid that I'm considering cutting a Revoker to play the 4th Conduit.

    Sea Gate Wreckage is a far better way to combat counterspells than Cavern of Souls imo. The main cards that you don't want getting countered, Chalices and to a lesser extent Warping Wails and Revokers aren't protected by Cavern. In fact, Cavern makes it such that those key cards almost always end up being the ones that get countered. Wreckage on the other hand blows the game wide open and outright wins games all by itself if your opponents manages to stabilize while taking you to top deck mode.

    Eye of Ugin is too explosive when paired with Mimics and Endless Ones not to play as a 4 of IMO. The occasional hands you have to mulligans are more than made up for by the hands that have you dropping down anywhere from 2-5 2/2s and 2/1s on your very first turn. Likewise, the acceleration that City of Traitors and Crystal Vein provides are well worth having to sac them in order to let you empty out your hand a full turn or two earlier.

    Urborg effectively lets Ugin generate 3 mana, while also letting you use Ancient Tombs to make mana without costing you life.

    Thoughts?

  9. #289
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    Re: [DECK] Eldrazi Stompy

    Weird but seems ok, i never returned World Breaker. If i casted him he won ne the game.

    If i understand the Judge words about Temple right, we can still use it for the Ability of Eldrazi Displacer or? For me this is important, because Displacer is very good with Temple so far.

    EDIT:

    If you like ramp, need a good Graveyard Hate and some adjustments vs Mirror/Gofy/SneakShow etc. you can keep it also simple (instead of headaches with a colorfull manabase^^).

    Quick and solid "Black Build" would be (remember my core build):

    Lands: 4 Tombs, 4 Temple, 4 Cavern 4 Cloud, 4 Glimmer, 2 Eye, 2 Urborg, which means a good mix between tempo (Urborg + Eye), protection (Glimmer and Urborg+Tomb) and ramp (the only way to abuse stuff like Ulamog, Eye, All is Dust etc.).

    Creatures: 4 Seer, 4 Smasher, 3 Endless One, 3 Reshaper, 3 Revoker, 1 Ulamog and 1 Metamorph so you gain some Disruption with Revoker, the ability to go over the top with Ulamog and 1 Metamorph for more Smasher, Seer or stuff from your Opponent.

    Rest: 3 Monolith, 3 Mind Stone, 4 Chalice, 1 Sphere, 4 Wail, 2 All is Dust, it is a good amount of ramp (and protection from moon and manadenial), removal and prison elements (and protection from combo).

    Side:
    2 Dismember (work with Urborg, offers T1 help and kill Gofy, Smasher etc.)
    2 Endbringer (some lategame stuff that will also help vs SneakShow, Mirror and other builds with big creatures)
    4 Leyline of the Void (simply the hardest stuff vs Graveyard decks, counterproof, hard to remove, turn 0)
    3 Ratchet Bomb (wipe the field between Dismember and All is Dust)
    3 Thorn (Combo and Burn)
    1 Tsabo's Web (if Lands or Manadenial from DnT is a problem)

    It should work well enough, Metarmorph is the only "can be anything else element" here (can also be Conduit of Ruin, Endbringer etc. but Metamorph will also adress some problems if it hits the field, i mentioned one game with copy Jitte from opponent, equip to Smasher and Win^^).
    Last edited by MD.Ghost; 02-12-2016 at 04:20 AM.
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  10. #290

    Re: [DECK] Eldrazi Stompy

    Quote Originally Posted by MD.Ghost View Post
    Play 4 Cavern! - Card is nuts (note: you can also use it for Revoker if you have more than u need etc.).

    -----------------------
    I playtest my Ramp.dec (with the little GW-Splash, 2 Brushlands, 1+1 Displacer, 2 World Breaker) the day and i got a nice result so far (9:3):

    9 victories (3x Miracle, 1x Mirror, 1x Shardless, 1x MUD, 1x DnT, 1x Storm, 1x Omnishow)
    3 defeats (1x Miracle, 1x Elves, 1x MUD)

    Some notes:

    Miracle (lost the one 1:2) can only win with Moon+Mentor and some of the common support (Terminus, Swords etc.) and i think we see more +2 Moon in most Miracle-Sides after Eldrazi full arrived at Legacy. Good news here: Lands will also be not happy to see that as a common tech, because lands profit most of the time from the fact that no one have good hate vs this matchup.

    MUD it was 2:0 and 0:2 pretty much luck based, i faced one Worker T2 with Greaves and 2 Wurmcoil before i have done anything...another game i had Wail for Worker, Displacer for a Blightsteel Boy and won the "Mana race" (we both had Cloudpost^^) with Conduit into Worldbreaker and Conduit into Ulamog.

    Elves i lost also 1:2, i knew the deck well enough and Chalice/Sphere will not be GG until you also have Wail for NO (or snipe the single Rec.Sage until he kills your prison stuff with the help of insect).

    BUG Shardless (my friend sawatarix piloted it) was very easy. Won the last one with Displacer(!) tapping his dude and attack for the win. All is Dust can also be pretty good if you face Jace, Library and all the colored dudes on the field.

    Mirror vs Eldrazi was also very tricky because my opponent had a colorless build with Waste, Oblivion Sower (oh boy was that good vs my Cloudposts.dec^^) and Sword of Fire and Ice. The last game i faced a Smasher with Batterskull (!) i only won this with a timely World Breaker and follow up with a bigger Game Plan (Ulamog).

    -----------------
    You can see all the matchups at my signature link (with german notes), build 3 is the Ramp.dec with minor GW Splash.

    -----------------
    EDIT: Barook - deeper GW build:

    4 Tomb, 4 Temple, 4 Cavern, 3 City, 3 Eye, 4 Brushland, 2 Canopy, 1 Karakas and 4 Mox or 4 Talisman would be my first sketch.

    You seem to be having great results with your deck, could you post your version 3 decklist?

    Thank you ;-)

  11. #291
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    Re: [DECK] Eldrazi Stompy

    Quote Originally Posted by MD.Ghost View Post
    Weird but seems ok, i never returned World Breaker. If i casted him he won ne the game.

    If i understand the Judge words about Temple right, we can still use it for the Ability of Eldrazi Displacer or? For me this is important, because Displacer is very good with Temple so far.
    Sure, Displacer works, since it's a colorless Elrazi in play, as the Temple demands. Problem is that World Breaker in the GY is a not an Eldrazi, but an Eldrazi card.

  12. #292
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    Re: [DECK] Eldrazi Stompy

    Quote Originally Posted by CovenantElite30 View Post
    You seem to be having great results with your deck, could you post your version 3 decklist?

    Thank you ;-)
    Post#244:
    http://www.mtgthesource.com/forums/s...l=1#post930434

    Overall a bit slower with Cloudposts and Ramp (so clearly no Mimic Aggro) but with more options for Mid-Late Game, which means Turn3+ (i had games with Ulamog or All is Dust T3, but sure it will only work if your Opponent doesnt disrupt your Mana^^).
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  13. #293
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    Re: [DECK] Eldrazi Stompy

    First tops record on TCdecks:

    Michele Delpiazzo
    Deck Name: Eldrazi Illimitati
    Creatures [24]

    2 Endbringer
    3 Endless One
    3 Phyrexian Revoker
    4 Eldrazi Mimic
    4 Matter Reshaper
    4 Reality Smasher
    4 Thought-Knot Seer
    Instants [4]

    1 Dismember
    3 Warping Wail
    Artifacts [8]

    4 Chalice of the Void
    4 Thorn of Amethyst
    Lands [24]

    2 Mishra's Factory
    3 City of Traitors
    3 Eye of Ugin
    4 Ancient Tomb
    4 Cavern of Souls
    4 Eldrazi Temple
    4 Wasteland

    http://tcdecks.net/deck.php?id=19547&iddeck=148785
    I hear they got twisters miles wide in the Midwest.

  14. #294

    Re: [DECK] Eldrazi Stompy

    Quote Originally Posted by ZEROorDIE View Post
    Been thinking about this deck since the spoiler and lurking this thread since page 1, play a good bit of mud and stompy decks definitely interested. Haven't been able to play much legacy lately but plan on doing some testing with this deck this weekend. List is still a little up in the air


    Creatures
    3 phyrexian revoker
    4 endless one
    4 eldrazi mimic
    4 thought-knot seer
    4 reality smasher

    Protection
    4 chalice of the void
    3 trinisphere/thorn of amethyst
    3 warping wail
    2 dismember

    Mana
    3 mox diamond/simian spirit guide/elvish spirit guide
    4 cavern of souls
    4 city if traitors
    4 ancient tomb
    4 eldrazi temple
    4 mishra's factory/wasteland
    3 eye of ugin
    1 urborg, tomb of yawgmoth

    SB
    Tbd


    Thoughts

    Trinisphere v thorn- way I see it is, trinisphere is far better against most of the field but really hurts casting the eldrazi early, mox and dismember, and for the most part isn't castable on t1(unlike most red stompy lists that will run 4 ssg and 4 mox). Thorn, on the other hand, doesn't slow down delver/goyf/elves/d&t nearly as much.

    Mox diamond v spirit guide- neither produce colorless mana, diamond sticks around but is weaker without crucible since most of your spells are high cmc without eye in play(and pitching that second/third land to get your t1 chalice/sphere into play feels real bad when you get wasted and don't draw more lands). spirit guide is instant(great against daze). Simian can actually be cast with an active blood moon and can carry equipment if you play them. And yes for those of you playing green, don't forget that you've got a spirit guide as well, although not castable under blood moon without talisman/mox mana.

    Wasteland v factory- I think this is more of a meta call and maybe some combination might be right.

    Right now leaning toward
    3 trinisphere
    3 simian spirit guide
    4 mishra's factory

    Maybe try and squeeze 2 wasteland into the SB.

    Thoughts/tips?
    Seems good and similar to a lot of the aggro lists popping up already. I personally favour Thorn because the non-bo with Eye is real, but as you said, metagame considerations can alter this. In terms of acceleration, I think Simian generally gets the nod because Blood Moon considerations, but as you mentioned Elvish Spirit Guide is an acceleration option in World Breaker builds that can actually fix mana! Although we've been seeing most lists along those lines go a bit "bigger", I don't think a faster a World Breaker list is out of the question with Elvish Spirit Guide incorporated - it just means most of your flex lands need to become green lands (Grove, Brushland, Karplusan Forest etc...). Could be interesting, but I'm not sure what this would look like and whether it's just inferior to the lists with Talismans, 12Post and etc.

    Quote Originally Posted by Captain Hammer View Post
    I just went 4-0 with this list...


    Mana - 24
    2 Urborg, Tomb of Yawgmoth
    2 Sea Gate Wreckage
    4 Eye of Ugin
    4 Eldrazi Temple
    4 Ancient Tomb
    4 Crystal Vein
    4 City of Traitors

    Disruption - 12
    2 Warping Wail
    2 Ratchet Bomb
    4 Thorn of Amethyst
    4 Chalice of the Void

    Creatures - 24
    4 Endless One
    4 Eldrazi Mimic
    4 Thought-Knot Seer
    4 Reality Smasher
    3 Phyrexian Revoker
    3 Conduit of Ruin
    1 Ulamog's Crusher
    1 Ulamog, the Ceaseless Hunger

    Sideboard - 15
    3 Sun Droplet
    2 Warping Wail
    2 Spatial Contortion
    1 Phyrexian Revoker
    2 Gut Shot
    2 All is Dust
    3 Faerie Macabre


    I've been very pleased with the deck's performance, the curve is about as perfect as it could be.

    I'm planning to take the same list with a sideboard identical to the list above to a Modern Tournament this weekend with the tweaks...
    +22 Cards
    4 Matter Reshaper
    4 Simian Spirit Guide
    4 Ghost Quarter
    4 Blinkmoth Nexus
    2 Mutavault
    2 Wastes
    2 Dismember

    -22 Cards
    -4 Ancient Tomb
    -4 Crystal Vein
    -4 City of Traitors
    -4 Thorn of Amethyst
    -3 Conduit of Ruin
    -1 Ulamog's Crusher
    -1 Ulamog, the Ceaseless Hunger
    -1 Phyrexian Revoker

    Both Sea Gate Wreckage and Conduit of Ruin + Ulamog proved to be a god send vs. Miracles. I think it's a mistake not to play them. Conduit has been so solid that I'm considering cutting a Revoker to play the 4th Conduit.

    Sea Gate Wreckage is a far better way to combat counterspells than Cavern of Souls imo. The main cards that you don't want getting countered, Chalices and to a lesser extent Warping Wails and Revokers aren't protected by Cavern. In fact, Cavern makes it such that those key cards almost always end up being the ones that get countered. Wreckage on the other hand blows the game wide open and outright wins games all by itself if your opponents manages to stabilize while taking you to top deck mode.

    Eye of Ugin is too explosive when paired with Mimics and Endless Ones not to play as a 4 of IMO. The occasional hands you have to mulligans are more than made up for by the hands that have you dropping down anywhere from 2-5 2/2s and 2/1s on your very first turn. Likewise, the acceleration that City of Traitors and Crystal Vein provides are well worth having to sac them in order to let you empty out your hand a full turn or two earlier.

    Urborg effectively lets Ugin generate 3 mana, while also letting you use Ancient Tombs to make mana without costing you life.

    Thoughts?
    4-0 where? Would love to hear matchups and so on about this list - it looks like it has a lot of very interesting technology to incorporate!

    No Wasteland. No Cavern. Four Crystal Vein. Four Eye of Ugin. Two Sea Gate Wreckage?!

    Breaking all the apparently set-in-stone Legacy hallmarks of Stompy, I'm not sure whether you're a mad man or a genius Captain Hammer. Considering your results though, I'd lean towards the latter. I love your list's dedication to the balls-to-the-wall Mimic and Endless Ones on turn one draws, though in my testing I've found at times, if not followed up by further pressure, these draws can get quickly disassembled by a timely Terminus or even a Stoneforge into Batterskull. The insane nuts sometimes just aren't as insane as they are in Modern due to the power level of the format. I also find it interesting that not only is your list going "faster" with all the 20 Sol Lands, but it's also going "bigger" because... With 20 Sol Lands, why not, I guess. As you said, Eye and Sea Gate give you a lot of inevitability. Ulamogs Crusher is also sweet - but are not the cheaper alternatives like Endbringer a little better? To be honest, I'm not a fan of the Ulamog package in the aggro lists, since I feel you can lean on Eye to simply find chains of Smashers against Miracles, but I'm definitely willing to give it a go. Again, your deck has a lot more mana than typical aggro lists so I'm interested to see how the duality of the deck functions. I'm afraid of natural drawing my Ulamog and getting quite a clunky hand though.

    And on Sea Gate Wreckage I'm very excited to test it, especially since it seems to be perfect in a list like this that's main strength seems to be its ability to spew out its hand very quickly - which again makes me wary of having Ulamog and co. in there clunking up draws where I need to get Hellbent.

    But yeah, Captain Hammer your list is sweet, I will definitely be testing it.

    Oh yeah, Eldrazi has 4-0ed on MODO by Tenjum (I'm guessing this is Andrew Tenjum, but I'm not even sure). His list is:

    Creatures: (23)
    4 Eldrazi Mimic
    3 Endbringer
    4 Endless One
    4 Lodestone Golem
    4 Reality Smasher
    4 Thought-Knot Seer

    Artifacts: (11)
    4 Chalice of the Void
    4 Mox Diamond
    3 Trinisphere

    Land: (26)
    4 Ancient Tomb
    4 Cavern of Souls
    4 City of Traitors
    4 Eldrazi Temple
    4 Eye of Ugin
    2 Urborg, Tomb of Yawgmoth
    4 Wasteland

    Sideboard (15)
    3 Ashen Rider
    4 Phyrexian Revoker
    4 Ratchet Bomb
    4 Thorn of Amethyst

    Interesting things to note:
    - Mox Diamond as accelration, 3Ball as addtional lock pieces
    - Endbringer as a big Eldrazi of choice
    - LODESTONE GOLEM as another dude to pseudo-lock. I'm not sure how much I like this... casting Lodestone only to delay my Smashing... Ehhhhhh.
    - 4 Eye.

    Nonetheless, lots of interesting lists going around everyone, lots of interesting techonology to test.

  15. #295

    Re: [DECK] Eldrazi Stompy

    I see some lists running maindeck Ratchet Bomb. To those pilots: how has it been? It seems like a pretty bizarre choice at first glance to me, but I can kind of see how most decks have at least something that gets hit by it?

  16. #296
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    Re: [DECK] Eldrazi Stompy

    Storm match-up seem pretty decent so far, but what do we want to set our Chalice to? @0 or @1? And how do other disruption cards in our hands influence this decision?

  17. #297

    Re: [DECK] Eldrazi Stompy

    This is what my brother has been testing so far:

    http://www.mtggoldfish.com/deck/364273#paper

    Creatures (24)
    4 Endless One
    3 Eldrazi Mimic
    3 Matter Reshaper
    4 Thought-Knot Seer
    4 Reality Smasher
    4 Endbringer
    1 Void Winnower
    1 Ulamog, the Ceaseless Hunger
    Spells (12)
    4 Chalice of the Void
    2 Grim Monolith
    1 Thorn of Amethyst
    3 Warping Wail
    2 Trinisphere
    Lands (24)
    4 Ancient Tomb
    4 Cavern of Souls
    3 City of Traitors
    4 Eldrazi Temple
    3 Eye of Ugin
    2 Mishra's Factory
    4 Wasteland
    Sideboard (15)
    3 Tormod's Crypt
    1 Null Rod
    3 Phyrexian Revoker
    4 Spatial Contortion
    1 Umezawa's Jitte
    1 Warping Wail
    2 All Is Dust

    Some cards are there because he only owns one Thorn of Amethyst and three City of Traitors so there would be changes if he had everything he needed. The exact list would look like:

    Creatures (24)
    4 Endless One
    4 Eldrazi Mimic
    3 Matter Reshaper
    4 Thought-Knot Seer
    4 Reality Smasher
    4 Endbringer
    1 Ulamog, the Ceaseless Hunger
    Spells (12)
    4 Chalice of the Void
    2 Grim Monolith
    3 Thorn of Amethyst
    3 Warping Wail
    Lands (24)
    4 Ancient Tomb
    4 Cavern of Souls
    4 City of Traitors
    4 Eldrazi Temple
    3 Eye of Ugin
    1 Mishra's Factory
    4 Wasteland
    Sideboard (15)
    3 Tormod's Crypt
    1 Null Rod
    3 Phyrexian Revoker
    1 Ratchet Bomb
    2 Spatial Contortion
    1 Thorn of Amethyst
    1 Umezawa's Jitte
    1 Warping Wail
    2 All Is Dust

    We tested with Death & Taxes, Miracles, and Goblins all pre-board.

    Unsurprisingly, Death & Taxes is really difficult for Eldrazi to beat, though it has a better matchup than MUD or other Prison Stompy variants. The only card D&T cares about is Endbringer, which is absolutely insane. If you aren't playing four Endbringer already I would strongly consider playing four - it's insanely powerful and shores up otherwise poor fair matchups. Even after Ulamog exiled my Jitte and Serra Avenger and he attacked me, I won. You can't really do much about fliers (Endbringer can pacify or ping Flickerwisp, Warping Wail exiles Flickerwisp, Ulamog cast trigger) so an equipped Serra Avenger can just be GG.

    Miracles gets crushed. They need Terminus, but Eye of Ugin doesn't care about Terminus, so they get crushed. They need STP, but Chalice doesn't care about STP, so they get crushed. They need countermagic, but Cavern doesn't care about countermagic, so they get crushed. Miracles dies, the end.

    We thought Goblins was going to be a poor matchup, but it was closer than we thought. Eldrazi can actually be faster than Goblins with Mimic into Thought-Knot into Smasher and Warping Wail can take care of an early Lackey. Endbringer is a house and is necessary to win if you want to survive in the mid-late game. Not seeing Chalice, 3-sphere, or Thorn makes the matchup about 50/50, probably more like 53/47 in Goblins favor. Having any of those in your opener is just really bad. Once you get rid of those post-board, the matchup might even be slightly favorable for Eldrazi.

    Deck is pretty good overall. With some tuning it could get even better. What it's really missing is a three drop. Matter Reshaper just isn't that good, but I think is a necessary evil for now. Thorn of Amethyst is definitely better than Trinisphere in this deck especially because 3-Sphere can actually be difficult to cast even on Turn 2 because of Eye of Ugin and only two Grim Monolith. Thorn is just the more consistent lock piece. Don't play Void Winnower, it's a win more card, but Ulamog is actually quite potent as a one of. Ulamog is by no means necessary, but is certainly a viable choice. Wasteland is actually a bit awkward cause the only land you care about is Rishadan Port and there were times I wished it were a Crystal Vein, an additional Mishra's Factory, or even Blinkmoth Nexus to get some defense for fliers. Again, play four Endbringer in the 75.

  18. #298
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    Re: [DECK] Eldrazi Stompy

    Quote Originally Posted by NeckBird View Post
    Unsurprisingly, Death & Taxes is really difficult for Eldrazi to beat, though it has a better matchup than MUD or other Prison Stompy variants. The only card D&T cares about is Endbringer, which is absolutely insane. If you aren't playing four Endbringer already I would strongly consider playing four - it's insanely powerful and shores up otherwise poor fair matchups. Even after Ulamog exiled my Jitte and Serra Avenger and he attacked me, I won. You can't really do much about fliers (Endbringer can pacify or ping Flickerwisp, Warping Wail exiles Flickerwisp, Ulamog cast trigger) so an equipped Serra Avenger can just be GG.
    D&T is far from easy, but I don't think it's that bad for us. That was my impression when playing against it yesterday and I'm a D&T player myself.

    Your build has quite a few cards that are very weak in the D&T match-up (Endless One <--- Flickerwisp; they don't care about Thorn; City being a major liability here). Endbringer is something D&T doesn't want to face, but it's slow as fuck. Have you tried to playtest with Jitte yet?

  19. #299

    Re: [DECK] Eldrazi Stompy

    Quote Originally Posted by Barook View Post
    Storm match-up seem pretty decent so far, but what do we want to set our Chalice to? @0 or @1? And how do other disruption cards in our hands influence this decision?
    I think it depends heavily on your hand. I would value Chalice on one the highest, but I would play it on zero if I could also use my mana to play other disruptive elements. Heads up that you can play a Chalice on one and then follow it up with a Metamorph Chalice for Chalice on zero... Sort of cool.

  20. #300

    Re: [DECK] Eldrazi Stompy

    Quote Originally Posted by Barook View Post
    D&T is far from easy, but I don't think it's that bad for us. That was my impression when playing against it yesterday and I'm a D&T player myself.

    Your build has quite a few cards that are very weak in the D&T match-up (Endless One <--- Flickerwisp; they don't care about Thorn; City being a major liability here). Endbringer is something D&T doesn't want to face, but it's slow as fuck. Have you tried to playtest with Jitte yet?
    Haven't tested Jitte yet, I'm sure it's very good though. It didn't help my brother than I've been on D&T for 3 years (just got Judge Ports too so now the deck is 100% foiled out) and he was just learning to play Eldrazi. Endbringer is slow, but D&T is one of the slowest decks in the format. He would've lost 6 or 7 turns earlier if it weren't for Endbringer. I think it's the best card versus D&T easily being able to ping X/1's, be a card advantage engine, or at a minimum hold back an attacker. Probably put the matchup at around 55/45 in favor of D&T where MUD and other Prison Stompy decks are about 60/40 or slightly worse than that.

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