Drownyard Behemoth

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Eldritch Moon (EMN) Uncommon

Combos Browse all

Drownyard Behemoth

Creature — Eldrazi

Flash (You may cast this spell any time you could cast an instant.)

Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.)

Drownyard Behemoth has hexproof as long as it entered the battlefield this turn.

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Drownyard Behemoth Discussion

NobleGhost117 on Eldrazi exile

2 months ago

Alright, okay. Sit down, buckle in because as someone who loves Eldrazi there's a few suggestions that you may just love for this deck.

If this deck is based around exiling your opponent's stuff (be it library or on the field), then mana ramping into big eldrazi to finish off the game, you're gonna want a rather focused deck. Things like Drownyard Behemoth aren't great because, in order for you to reduce it's cost to something practical, you either need to sacrifice your big finishers OR one or two mana dorks. Neither of these are great. Instead there's a very interesting finisher in Ulamog's Despoiler. It costs less mana for a larger creature that will beat your opponents down faster.

The other problem with the current concept is your average converted mana cost for your stuff. Right now it's 5.70. To put that in perspective, on average to cast something in your deck you're going to need 6 mana. Even if you have a few mana dorks on the field, you won't have a noteworthy field presence until at least turn 4. What you're gonna want to do is add lower cost creatures and remove some higher cost ones that don't really impact the game immediately. I'll break down specifics below:

Blisterpod: Great early blocker that turns into mana. 10/10 would include in ramp.

Eldrazi Skyspawner: Same as above, except you get the mana right away AND you get a flier.

Fathom Feeder: Holy crap is this guy value. A 1/1 deathtoucher that ingests. Your opponents are damned if they block, damned if they don't. Not to mention he's late game card draw with ingest. Absolute favorite low-cost eldrazi right there.

Sludge Crawler: A cheap ingester that is pumpable late game. Easy include

Wasteland Strangler: Stat-wise this guy kinda sucks, but if you ingested a card earlier in the game, he turns into a 3/2 for 3 mana that is also a potential kill-spell on a stick. Brain blast.

Oblivion Sower: This guy is no joke. He's a mid-cost eldrazi that will not only exile your opponent's top few cards, he will also potentially ramp into more mana that will help you cast even more big things.

Finally there's a few non-creatures I want to talk about. You have From Beyond for constant mana-ramp, as well as tutoring for an Eldrazi card. A good 1- or 2-of in the deck. For more control cards, you have Transgress the Mind for hand-hate and Titan's Presence for easy removal if you have a large eldrazi in your hand. Remember that anything with Devoid is considered colorless, so you could reveal a Dread Defiler and it would still be fine.

Hope this helped, and I'm sorry if I came off as angry or rude. I really love the deck concept :)

myronrocks on UG Benefactor

4 months ago

djnewellmit-- thanks for the comment and +1!

Interesting feedback. A quick note: no live play testing has been conducted. I plan to do so with the current list more or less as is and see what's up.

The goal of the deck is to chain emerge Elder Deep-Fiend and Decimator of the Provinces back and forth off of each other.

All creatures are at least initial sac targets, including eldrazi and manadorks.

Most cards here are trying assist toward the plan to have eldrazi available in hand and on the battlefield already by turn four and every (or most) turn thereafter.

Aid from the cowl exists to replenish sanctum from sac, flip sac material, or dig cards (oath /from beyond).

Aetherwind Basker can't emerge. Though Drownyard Behemoth might be interesting.

Glimmer costs four so isn't hittable by TK. Nor is it hit with oath, benefaction, or aid from the cowl. If I were to dip into card draw it'd be for Pull from Tomorrow.

Nissa is cool.

So is Lifecrafter's Bestiary.

But I don't know how they fit at this time without more testing.

Agree with your final comments regarding manadorks. I kept servants because they get two activations and that seems to be enough until they are eaten by eldrazi. I swapped channeler early on because I felt it was a lightning rod typically targeting itself with -1/-1s making it even the slightest more vulnerable. Druid of the Cowl gets the nod for getting out of Shock range. I do agree though that this mix of dorks needs work along with likely many other things about the deck.

As I say this is a draft until further testing. Thanks again for the comment!

DeadBoyInDrag on UB Emerge

5 months ago

You need more one drops. I'm not sure what Contaminated Ground does for this deck, and you should try out Drownyard Behemoth. Cool deck though keep up the good work +1

EddCrawley on World's End

11 months ago

Sorry Dude, not to rain on your parade, but some of your cards are not in your commander's colour identity;

Abundant Maw

Decimator of the Provinces

Distended Mindbender

Drownyard Behemoth

It of the Horrid Swarm

Mockery of Nature

Wretched Gryff

Orzhov Basilica

And i'm not certain, but i'm fairly sure all the Myr that produce coloured mana are also a no-go. Unless, of course, your playgroup is ok with it, as EDH is a casual format.

n0bunga on

11 months ago

Jace's Sanctum really isn't needed; especially when Rashmi's ability lets you cast things for free. If everything goes swimmingly, the next turn you cast something it is potentially a card with CMC 6 or less! Drownyard Behemoth is also another one to axe. You can thin the deck from all these big dudes and have one that at least tutors, or a card that lets you take another turn. Orbs of Warding is also not going to help you too much.

And always remember her ability triggers on your opponents turn too!

lagotripha on Eldrazi Intro Pack Improvements

1 year ago

So, a new player looking into Mono-Blue Eldrazi-tron- its a great start for modern.

The most important question to consider is not just how you make things more powerful, but what style of deck you want to play. Do you enjoy rushing an opponent before they can react- the aggro archetype - sitting back with a hand full of spells stopping your opponent until they run out of cards and you cast something that slowly beats them- control - or enjoy a more mixed midrange strategy where you aim to cast efficient creatures and work well where your opponent is weak. The possibilities in modern are so varied and the choices of card preference so personal (outside of a hyper competitive environment) that it is more a question of what you enjoy and feel like doing than what is possible.

The core cards for mono blue tron are traditionally Remand, Repeal, Into the Roil and similar in order to stall, Expedition Map to secure lands, Academy Ruins and Mindslaver as a victory condition alondside big, scary colourless creatures, using All Is Dust and Ugin, the Spirit Dragon to clear out resistance.

Mono Blue Eldrazi-Tron is a pretty good example of what competitive lists look like- basicaly everything expensive in there has budget alternatives- however, we're looking for a fun casual deck that isn't super expensive, and presumably functions like this one.

So where to start- in a casual environment it is anything goes, just pick some cards that are fun and rock out, with whatever you find to bridge the gaps. In a medium-competitive environment you'll mostly want four copies of any key card to make it reliable, and around 6-7 cards you build your strategy round, with the rest of the deck supporting it. If you're looking at tournament play I'd reccomend playing a bunch at FNMs or online wherever first.

Personally I'd consider building a midrange deck based around Eldrazi Temple with Blight Herder Oblivion Sower, Reality Smasher Wretched Gryff aiming to drop 3-5 cost powerful threats turns 3-4 before capping out with Bane of Bala Ged and Deepfathom Skulker. To that effect Eldrazi Skyspawner, Ruination Guide, Grizzled Angler  Flip would all have a place, with the ever present Mana Leak and Remove Soul to help disrupt my opponent.

If you're wanting to cast bigger spells and run tron lands, consider stuff like Deceiver of Form, Ruination Guide, Drownyard Behemoth, Elder Deep-Fiend, Eldrazi Conscription

To that end, I'd reccomend looking at replacing the smaller creatures like Salvage Drone, Warden of Geometries, Mist Intruder, Cultivator Drone with spells to stall your opponent and look through your deck for lands, like Expedition Map, Chromatic Sphere.

A list running mostly blue counterspells and cards like All Is Dust could benifit from Docent of Perfection  Flip Voracious Reader  Flip and Vexing Scuttler.

You could go to purely Wastes for your manabase with Chromatic Star and friends to provide colour and run Walker of the Wastes

Some cards which have proven to be a little silly in competitive play, should you chose to use them are Eldrazi Mimic, Matter Reshaper, Thought-Knot Seer and the traditional Emrakul, the Aeons Torn.

For mana prodicing creaures- they're great in casual games or if you can protect them- in more comptetive play you'll see more stuff like Mind Stone or Sylvan Caryatid as they're harder to kill or 1 mana Elvish Mystic manadorks to cast something before they're removed.

All told, run some playtests, look at what other people are running on here, try it out and most of all have fun.(also, if you are secretly a casual control player, Zur's Weirding is hilarious. Just saying)