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Thread: [Primer] Eldrazi Stompy

  1. #1461
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    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by Noloam_ View Post


    I'm quite convinced that this will become an Eldrazi staple. another reality smasher effect is all you want. Tapping factory to activate this dude is also sweet

    what do you guys think?
    What spot does this take-up? It's not really a creature. . . its more like an equipment. One that almost reads

    4
    Equiped creature has +~3/+0 and trample
    Equip 0

    So outside the first turn - where it hits for 5, not sure it's worth anything you take out. For example, i was arguing for Skysoveriegn earlier. That vehichle at least acts like removal so it can take over jitte's spot. This doesn't.

  2. #1462
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    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by Cire View Post
    What spot does this take-up? It's not really a creature. . . its more like an equipment. One that almost reads

    4
    Equiped creature has +~3/+0 and trample
    Equip 0

    So outside the first turn - where it hits for 5, not sure it's worth anything you take out. For example, i was arguing for Skysoveriegn earlier. That vehichle at least acts like removal so it can take over jitte's spot. This doesn't.
    im more thinking about moving the 2 endbringers to the sideboard for 2 of these dudes. i think i win about 75% of my games due to reality smasher. so i guess a effect like this should work. altough its hard to cut.

    im just speculating. i hope i wont get as disappointed as i got form lodestone golem. That dude ate a bolt all day.
    Eldrazi stompy list: http://www.mtggoldfish.com/player/noloam

    sideboard guide can be found on page 84

  3. #1463
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    Re: [DTB] Eldrazi Stompy

    Does anyone else feel like Jitte underperforms nearly always?

    That is a card I really don't like MB, but with nearly ubiquitous adoption, it's hard to argue against.

    Is this just the 1st card to cut in 80% of g2 sideboards?

  4. #1464
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    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by pateuglow View Post
    Does anyone else feel like Jitte underperforms nearly always?

    That is a card I really don't like MB, but with nearly ubiquitous adoption, it's hard to argue against.

    Is this just the 1st card to cut in 80% of g2 sideboards?
    nope. i only cut 2 vs combo. i cut 1 vs miracles. i leave it in in 90% of the matchups
    Eldrazi stompy list: http://www.mtggoldfish.com/player/noloam

    sideboard guide can be found on page 84

  5. #1465

    Re: [DTB] Eldrazi Stompy

    You dont cut vs delver or shardless?

  6. #1466

    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by maraxusofkelds View Post
    You dont cut vs delver or shardless?
    Depends on which delver deck but I always keep both in against grixis. So good against pyromancer and other problem creatures.

    Shardless I usually leave one in but I'm not sure if that's the right decision. I never cut both of them in this matchup.

    I do cut both against non mentor miracles and combo. I generally cut both against lands as well...

  7. #1467
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    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by maraxusofkelds View Post
    You dont cut vs delver or shardless?
    no way!
    Eldrazi stompy list: http://www.mtggoldfish.com/player/noloam

    sideboard guide can be found on page 84

  8. #1468

    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by Noloam_ View Post
    no way!

    Shardless and Delver are still trying to kill you with efficient chip damage and creatures. They can't deal with persistent removal, life gain or significant pressure. Jitte lets you turn your creatures into any of those 3.

    I had a Delver opponent tank hard on a turn one thoughseize between Chalice and Jitte. He ultimately took Jitte and gambled on having a blue card to pitch to force by turn 2. It's much better in those matchups than Thorn in many situations.

  9. #1469

    Re: [DTB] Eldrazi Stompy

    I don't think that this vehicle is the right card for the deck.

    1. It doesn't trigger Mimic for that beautiful "swing you for 10" effect.
    2. It gets no Eldrazi-discounts (temple-eye) and it's harder to cast.
    3. Its toughness is too low (-> Lightning Bolt, Delver, Mongoose).
    4. It does not protect itself: remember that most removals are istant speed.

    I must admit that this vehicle is very strong vs sorcery mass removal spells (toxic deluge/supreme verdict) because during your following turn you can cast an eldrazi (say, TKS), crew it and immediately swing because of haste and profit of the empty battlefield. But this is a very niche scenario.

    However it appears to me that it's clearly worse than smasher. If I was forced to add another creature, it'd be another eldrazi.

  10. #1470

    Re: [DTB] Eldrazi Stompy

    Fuck I guess I've been playing the delver matchup wrong then in regards to jitte. I took em out cuz the creatures Id equip them to would just get bolted. Do you play it later after you established a bolt proof board like with endless one/thought knots/reality smasher or do you rush it out rather than cast a thought knot if you have a creature on board?

  11. #1471

    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by maraxusofkelds View Post
    Do you play it later after you established a bolt proof board like with endless one/thought knots/reality smasher or do you rush it out rather than cast a thought knot if you have a creature on board?
    The early lines of play with delver are really critical since their game plan is to get just far enough ahead to win. You may have to make early sequencing decisions on the fly.

    Bolt is only effective against 8 of our creatures (depending on build) and even if they use it on your creatures, it's not being pointed at you to shorten the clock.

    TKS should always be a priority though since Delver has no pure card advantage; just cantrips and card selection. Jitte can virtually end the game in one attack step and two swings lowers their odds into the single digits.

  12. #1472

    Re: [DTB] Eldrazi Stompy

    Would appreciate some input on the sideboard.

    The list has been ridiculously good all weekend. The only matchup that gave me any difficulty at all this entire weekend was Dredge, and I attribute that to not expecting this matchup and thus not playing 4 Leyline of the Void in the board. Especially with the current build now playing 2 Urborg, Leyline makes perfect sense.

    I am more confident than ever that if I find a way to make room for 4 Leylines in the sideboard, the deck is damn near unstoppable in the current meta. The Cloudposts have made the deck more consistently able to overrun opponents and have also made the deck much more resistant to Wasteland, making it much less reliant on Temple/Eye and far better able to recover from Grixis's attempts to mana screw you

    However I can't figure out what to cut from my current board, aside from the 2 Fairie Macabre, to make room for 4 Leylines. Every sideboard card I play ended up being useful.

    What do you guys think is the least essential card in my current sideboard that should get cut to make room for the last 2 Leylines? This is in reference to the below list...
    Quote Originally Posted by Captain Hammer View Post
    I know the Cloudpost manabase is controversial.

    If you're interested in going that route, I discuss the pros and cons of my most current recommended build here under the heading Oblivion Build... http://www.mtgthesource.com/forums/s...l=1#post937327

    Manabase
    3 Eye of Ugin
    4 Eldrazi Temple
    4 Ancient Tomb
    3 City of Traitors
    4 Cloudpost
    3 Glimmerpost
    3 Vesuva
    2 Urborg, Tomb of Yawgmoth

    Core Cards
    4 Chalice of the Void
    4 Endless One
    4 Thought-Knot Seer
    4 Reality Smasher
    4 Oblivion Sower
    1 Ulamog, the Ceaseless Hunger

    Flex Slots
    4 Eldrazi Mimic
    4 Matter Reshaper
    2 Dismember
    2 Umezawa's Jitte
    1 Phyrexian Revoker

    Sideboard
    2 Faerie Macabre
    2 Phyrexian Revoker
    2 Tsabo's Web
    2 Ratchet Bomb
    2 Thorn of Amethyst
    2 Trinisphere
    2 All is Dust
    1 Duplicant


    But I wanted to post a quick summary of my explanation for going with a Post manabase...

    The Post manabase is designed such that virtually every single land the deck plays produces 2 or more mana on average. It makes it much easier to recover if your Temple gets Wastelanded. It also lets you bait your opponent to use their first turn Wasteland on something scary like a Cloudpost if you open with a land rich hand. Depending on what your hand contains, this can slow your opponent down far more than it slows you down. Wasteland decks typically tend to be slower than Eldrazi decks, giving you enough time to make a recovery. Yes the deck can generate absurd amounts of mana by the midgame, but between Ulamog, Eye Activations, Conduit Tutoring Up Beefy Threats, All is Dust and Breaker of Armies, you can always find a way to utilize as much mana as you can get your hands on. This makes it very hard for fair decks like Miracles, Death and Taxes, Grixis and other Eldrazi Aggro decks to maintain a board advantage and win. Given the state of the current meta where these decks are dominating Top 8s, I really think this is a viable path to go.

    x4 Ancient Tomb – Sol Land #1-4. Due to the more aggressive nature of this deck, it can cope with the lifeloss better than Turbo Eldrazi. The ability to power out a Chalice at 1 on turn 1 makes it an automatic 4 of in this list.

    x3-4 City of Traitors – Sol Land #5-8. Since the deck functionally plays 24 Sol Lands, it just needs 3 of any combination of it’s 24 Sol Lands in the first 10 cards to be able to top off it’s mana curve and lay down Conduit of Ruins (which make the other threats in the deck even cheaper to cast). Due to requiring such a low number of lands to top off the curve, City of Traitors is almost always the perfect land to plop down turn 3.

    x4 Eldrazi Temple – Sol Land #9-12. Temples can be played in multiples, is a great target for Vesuva, and given the high density of Eldrazi spells, it is bar none the best land in the deck. Play four copies, always.

    x3-4 Eye of Ugin – Sol Land #13-16. Despite the fact that Eye is legendary, I play 3-4 due to the high density of Eldrazi spells in the maindeck and the fact that it's tutoring effect is so much more usable here thanks to Cloudpost mana. Yes you will have the occasional opening hand with 2 Eye of Ugins. But just as frequently, an Eye of Ugin in your opening hand pumps out multiple Eldrazi Mimics and Endless Ones turn one followed by a Thought-Knot Seer turn 2, a Conduit of Ruin turn 3 and an Ulamog turn 4. It’s a frequent Wasteland target so it’s not always bad to have in multiples.

    x4 Cloudpost – Sol Land #17-20. Quite possibly the second best land in the deck. Even if you have only one post land in your opening hand, there are still 3 Cloudposts, 3 Glimmerposts, and 3 Vesuva left in the deck so the odds are fairly good that Cloudpost will be tapping for atleast 2 mana by midgame. Thus Cloudpost effectively functions as yet another Sol Land in this deck.

    x3 Vesuva – Sol Land #21-23. Between 4 Cloudposts, 4 Eldrazi Temples and 4 Ancient Tomb, you’re never lacking for Vesuva targets, and this land essentially functions as Sol land 21-23 as a result. It can even gain you life by copying a Glimmerpost if you’re down to single digits. However, the fact that it usually comes into play tapped is enough to make it a 3 of. As a side note, it only comes into play tapped if you choose a land for it to copy. If you or your opponent have an Urborg or Moon effect out, you can opt to play Vesuva without copying another land thus having it come into play untapped, and then tap it to produce a B/R mana that same turn.

    x1-2 Urborg, Tomb of Yawgmoth – As a 1-2 of in a build that plays 3-4 Eye of Ugin, this land functions as Sol Land #23-24 more often than not. The main reason the cards is worth playing is that it lets you tap Eye of Ugin to generate an additional B mana but it has the additional function of allowing Dismember to be castable without the lifeloss. It can also be very helpful if you opt to play Oblivion Sowers in lieu of Conduit of Ruin against any matchup that plays fetchlands, for obvious reasons. If you're maindecking Oblivion Sower, I would definitely play atleast 2 Urborg.

    x3 Glimmerpost – I have frequently gone back and forth on playing a full playset main deck. The life gain can be helpful in some matchups. However, the fact that it produces only 1 mana a turn unlike every other land in the deck makes it one of the weakest links in the mana base.

    Would greatly appreciate any input you can provide on this. Because I am convinced more than ever after this past weekend that this is the strongest deck in Legacy at the moment once it fills the vulnerability in the current sideboard to Dredge.

    My current inclination is to cut Rachet Bomb and thus go...
    SB +4 Leyline of the Void
    SB -2 Fairie Macabre
    SB -2 Rachet Bomb

    However, even Rachet Bomb has been solid, blowing up a ton of Pyromancer tokens, Delvers and even a Counterbalance this past weekend. So I'm not 100% certain this is the best card to cut.

  13. #1473
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    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by Cave View Post
    I don't think that this vehicle is the right card for the deck.

    1. It doesn't trigger Mimic for that beautiful "swing you for 10" effect.
    2. It gets no Eldrazi-discounts (temple-eye) and it's harder to cast.
    3. Its toughness is too low (-> Lightning Bolt, Delver, Mongoose).
    4. It does not protect itself: remember that most removals are istant speed.

    I must admit that this vehicle is very strong vs sorcery mass removal spells (toxic deluge/supreme verdict) because during your following turn you can cast an eldrazi (say, TKS), crew it and immediately swing because of haste and profit of the empty battlefield. But this is a very niche scenario.

    However it appears to me that it's clearly worse than smasher. If I was forced to add another creature, it'd be another eldrazi.
    I agree with your points. I think the worst disadvantage is #2. I did some testing with Smuggler's Copter and thought that performed better. Flying was very relevant (blocks Delvers that slip through Chalice), as was the loot ability in a deck that can have clunky hands. I think Mishra's Factory is a natural best friend of the Copter, and it further insulates you from Toxic Deluge. Both of these help vs. Terminus, acting as sleeping creatures held in reserve.

  14. #1474
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    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by Noloam_ View Post
    nope. i only cut 2 vs combo. i cut 1 vs miracles. i leave it in in 90% of the matchups
    Hm. Maybe I'm just playing it wrong or haven't had great luck with it.

  15. #1475
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    Re: [DTB] Eldrazi Stompy

    5-0 today

    2-0 miracles (he kept a 1 lander with 4 tops. Didnt work out ayyy XD)
    2-0 sneaky show
    2-0 infect
    2-0 ANT
    2-1 reanimator

    all games my opponent were so darn unlucky LMAO.
    Last edited by Noloam_; 09-26-2016 at 09:57 AM.
    Eldrazi stompy list: http://www.mtggoldfish.com/player/noloam

    sideboard guide can be found on page 84

  16. #1476

    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by Noloam_ View Post
    5-0 today

    2-0 miracles (he kept a 1 lander with 4 tops. Didnt work out ayyy XD)
    2-0 sneaky show
    2-0 infect
    2-0 ANT
    2-1 reanimator

    all games my opponent were so darn unlucky LMAO.
    decklist and side?

  17. #1477
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    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by caprino View Post
    decklist and side?
    see my signature. its always the same
    Eldrazi stompy list: http://www.mtggoldfish.com/player/noloam

    sideboard guide can be found on page 84

  18. #1478
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    Re: [DTB] Eldrazi Stompy

    @ Noloam, I've continued to experiment with the serum powder list and thought about removing all the removal and going for more beats so I turned to fleetwheel. I'm immensely enjoying the below build. It's not as consistent as regular eldrazi, but I am liking the explosiveness of it.


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

    4 Eldrazi Mimic
    4 Endless One
    4 Eternal Scourge
    4 Reality Smasher
    4 Thought-Knot Seer
    4 Matter Reshaper

    4 Chalice of the Void
    4 Serum Powder
    4 Fleetwheel Cruiser

  19. #1479

    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by Noloam_ View Post
    see my signature. its always the same
    I do not see Your List

  20. #1480

    Re: [DTB] Eldrazi Stompy

    Quote Originally Posted by caprino View Post
    I do not see Your List

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