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Drowner of Hope
Creature — Eldrazi
Devoid (This card has no color.)
When Drowner of Hope enters the battlefield, put two 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. They have "Sacrifice this creature: Add to your mana pool."
Sacrifice an Eldrazi Scion: Tap target creature.
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Drowner of Hope Discussion
1 week ago
Match Report Part One:
These are the matches I have had time to test so far as I find free time in the coming days I'll record more results.
- vs. Allies 1-2
Very close matchup but eventually the speed and tempo of allies was able to take the win. If anything this matchup showed how much you want Card: stony silence in the sideboard as Aether Vial tears apart the deck turning off Nevermore and cards of the like. Also, allies had a natural advantage in the form of Harabaz Druid which, if I didn't have removal, could easily pay the prison tax.
- vs. U/B Turns 0-2
This is my personal competitive deck that I have been working on for months so experience was a factor. In all honesty this was simply a very bad matchup for you. Turns is a deck that attempts to combo off with extra turn spells and win via an awakened Card: Part the Waterveil. The early turns of the game it denies you mana and a deck like prison that needs ample mana has a hard time beating it.
- vs. G/W Ramunap Death & Taxes 0-2
Another personal deck and one I have worked on extensively, essentially the deciding factor was D&T's ability to land a Thalia, Guardian of Thraben, when that happened the deck was fast enough to close out the game before your deck could set up through the tax. Game two got caught behind the Ramunap Excavator and Ghost Quarter lock and couldn't really do anything.
- vs. Bant Eldrazi 2-1
Against a tiered Bant Eldrazi deck the deck performed like I hoped it would perform. Midrange decks should always be your best matchups and that is what Bant Eldrazi is. Game one beat down with Angels from Luminarch Ascension, game two Bant Eldrazi got a nut draw where they were playing everything early thanks Eldrazi Temple. Game three was kind of funny, I was able to play 3 Sphere of Safety in succession and watched them grow; this followed by well timed removal in the form of Path to Exile on Drowner of Hope (opponent could blink it with Eldrazi Displacer and create scions to try to pay the tax) as well as a Detention Sphere on the scions, was able to close out the game. Won via Celestial Colonnade.
So there is a few matchups done, again as I find time I'll continue to test.
1 month ago
As the title says, I've got some Eldrazi, and I'd like to ask what kind of deck should I build with them (or some of them)? What kinds of Eldrazi decks are fun, great, yet also not too expensive (casual format, but still decent competitively). And what cards should I acquire to make it work? This can be as specific or as broad as you'd like as far as answers go, if any; whether that be just suggesting a type of deck, giving me a list of good cards, building or tagging a complete deck here, that's up to how you feel like answering. Just came here for some advice, so... yeah. Apologies for the vague description, not too much to.. describe.
The Big(ish) Guys I Have:
1 Drowner of Hope (Foil)
2 months ago
Sweet deck! You inspired me to build my own version, though I do have some Ulamogs so I jammed them in here. Sanctum of Ugin has been very good, using it to chain together Elder Deep-Fiend can be game winning, and it can also be used to search up your Void Winnower. A couple other things: Drowner of Hope and Nissa's Renewal are both good six drops, which means you can drop them turn four after a Weaver of Currents. They both can ramp and make you live longer, though either blocking or life gain. I don't think you need Champion of Rhonas. Those are my suggestions.
3 months ago
@Kezvin Yeah, I have thought a lot about it since it would be nice to deny them the land and revolt is so easy to trigger. Not to mention the Path Artist Non-bo. However, I really think it is more important to have the catch all available. Aside from Path and Grave Pact we literally have nothing to kill things like Gurmag Angler, Tasigur, the Golden Fang, Reality Smasher, Drowner of Hope, Endbringer, Kiki-Jiki, Mirror Breaker, Wurmcoil Engine, Platinum Angel, Sundering Titan, Ulamog, the Ceaseless Hunger, World Breaker, Primeval Titan, anything from a Living End or reanimator deck, or any other big baddies that cost more than four that I can't think of.
Also worth mentioning are any instances of indestructible, undying, persist, or regenerate.
And then there are creatures with graveyard abilities or the in dredge.
As much as I love Push, Path just feels like a necessary evil.
4 months ago
Thx for the deck also Drowner of Hope is a fairly funny blink target.
5 months ago
UBQRLQL Eldrazi was a difficult matchup since the beginning because their threats are both big and disruptive. Matter Reshaper is card advantage for them, while Thought-Knot Seer, Reality Smasher and Endbringer/Drowner of Hope are all must answer threats. This is one of the prime reasons I went up to three Damnation in the sideboard. And of course, Eldrazi Displacer makes trying to defend almost impossible.
In this matchup, I usually take out all my Pack Rat. Eldrazi Displacer, Engineered Explosives and All Is Dust all make Pack Rat quite bad and slow. You become the control deck against Drazi, killing things with Geth's Verdict, drawing extra cards with Phyrexian Arena, and finishing the game with planeswalkers/Kalitas, Traitor of Ghet/Desecration Demon. Taking out Pack Rat also helps with our own Damnation plan. Against Bant, I'd keep in all the Fatal Push; against colourless Tron, I might cut one or two.
Demon, by the way, is quite good against them since it is bigger than all their guys and will usually eat multiple creatures/kill them straight up. Kalitas exiling their creatures and making a zombie army is also one way for us to match their board state. Ob Nixilis Reignited is quite a star in this matchup; card advantage + removal again and again is just so good against them.
If you feel as though you do not have enough disruption against them, I could see bringing in one or two Extirpate, even, to cut off the threat you're most scared of at the time, or that you know they have in hand from having previously cast a disruption spell.
Shadow of Doubt in response to Expedition Map or a fetchland or with Ghost Quarter is very very good here. I agree Ghost Quarter is not the best in this matchup, but with Shadow, it becomes Strip Mine, and that's quite good.
5 months ago
I think your mana base is a little messy.
- There's no need for the Panoramas (Bant Panorama and Naya Panorama), you could just go with Terramorphic Expanse and Evolving Wilds.
- Checklands (Rootbound Crag, Hinterland Harbor and Sulfur Falls) and Bouncelands (Simic Growth Chamber, Izzet Boilerworks and Gruul Turf) benefit most from decks having more basics, so I'd tell you to replace some utility lands with basics (drop Alchemist's Refuge, Desolate Lighthouse and maybe even Kessig Wolf Run)
- Manlands (Lumbering Falls, Raging Ravine and Wandering Fumarole) aren't all that useful in EDH. Considering the amount of lands in your deck, I think you might want to cut them as well.
- Considering the amount of card-draw in the deck, you might want to consider Reliquary Tower
As for ramp in itself:
- Gilded Lotus is amazing, but it only nets you one color of mana, which can be a bummer at times.
- I always advocate for the use of all available signets (Simic Signet, Izzet Signet and Gruul Signet in your case), since they fix your colors in the early game and help you ramp up a bit (plus, a Sol Ring + Signet starting hand can go crazy pretty fast)
- Thought Vessel and Mind Stone are other 2-mana artifacts with some great extra utility.
Cards I don't like/I don't find useful enough:
- Crystal Shard - Reusable bounce is good, but I don't think this card is good enough to be here.
- Ranger's Path could be replaced with Nissa's Expedition (if you tap a creature it's exacly like a Explosive Vegetation) or Nissa's Renewal (costs more, but gets you 3 lands and 7 life). Or simply drop it. You run too few basics and with all the sorcery ramping you might run out of lands to search for...
- Recurring Insight - In the late game where you can give in to the luxury of spending 6 mana to draw some cards it can be great, but I'd rather use it in a See the Unwritten or Seasons Past or Selvala's Stampede or Saheeli's Artistry.
- Zendikar Incarnate - poor defenses and no trample. You can do better. Mystic Snake or Ogre Battledriver or Master Biomancer or Faerie Artisans (you can clone the token with Riku in order to keep it)
- Charmbreaker Devils can be good, but they might do nothing as well
- Deadwood Treefolk doesn't seem that appealing to me either; specially considering it only gets back creature cards. Greenwarden of Murasa is almost strictly better (bigger body and returns any card, but no "leaves the battlefield" trigger)
- Rampaging Baloths seems out of place. Yes, it creates some good tokens for playing lands, but generating 1 trample-less 4/4 per turn seems pretty bad. This creature is better suited for landfall-based decks in my opinion.
- Sphinx of Uthuun and Fact or Fiction are cards I just can't enjoy. I think the impact they make is negligible in the game, but I understand the appeal and sometimes it can be quite interesting. I'd say keep the creature and ditch the spell.
Other suggestions (mostly more creatures to use as a toolbox):
- Farhaven Elf another ramp on a stick.
- Reclamation Sage is a staple in the format for a reason
- Peregrine Drake generates infinte mana in conjunction with Deadeye Navigator and gives you some quick ways of ending the game (such as paying buyback of Capsize to Upheaval everyone but yourself constantly)
- Triumph of the Hordes - another win con
- Ghostly Flicker gives you a way to reuse ETB triggers or save something from removal. Also has a combo with Peregrine Drake + Archeomancer.
- Coiling Oracle forces you to reveal the top card, but the fact that it ramps if it's a land makes it so much better
- Phyrexian Ingester - removal on a stick. You could also go with Duplicant
- Drowner of Hope - never underestimate this little guy, since it's quite versatile. The "sac a scion: tap a creature" has saved me quite a few times and it can also work as some sort of ramp tool (It costs , but it refunds with the tokens).
- Nim Deathmantle brings a creature back for one more round.
5 months ago
4 Fatal Push and 3 Abrupt Decay are still a lot of "little guy" removal. Drowner of Hope and Reality Smasher can still give you a run for your money, I'll wager, not to mention Karn Liberated (Liliana of the Veil minus is a touch embarrassing against Walking Ballista/Matter Reshaper). Similarly in the discard suite, more Inquisition than Seize means that when you meet a deck that is trying to go big, you're not particularly well set up for the match.
Believe me, I understand that you have a potent sideboard plan with Fulminators, Extirpates, Ceremonious Rejections, and that ever so spicy Ashiok, but I am not sure that will be enough, simply because they might resolve one or two big creatures, and then it shall be a not very gg.
Murderous Cut can very easily be a t3 play. Say you have cracked two fetchlands and used one discard/kill spell by t3, which is very normal for a typical game. This means on t3, Cut costs 2, allowing you to kill something + cast Serum Visions/Thoughtseize. If you have done anything else, you can resolve a 2 cmc threat, and then play Cut for 1 (especially if you cast a t2 Jace). Cut's value lies in the tempo - you get to develop your board/disrupt your opponent while killing something else, and that is where it gets the nod over a straight up 3 mana kill spell.