Eldrazi Conscription

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Eldrazi Conscription

Tribal Enchantment — Eldrazi Aura

Enchant creature

Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.)

Profet93 on Kosei Canseco, Modified, Allegedly (MonoG Voltron)

1 week ago

Gattison

Skyshroud Claim > ranger path - Upgrade

Return of the Wildspeaker > Soul's Might - Too expensive for what it does

Eldrazi Conscription - Death to enemies

Conqueror's Flail - Anti-interaction as they can kill your commander in response to enchant/equip/counter

Heroic Intervention > Fog - Protection

Yavimaya Hollow > Forest - Protection

Local_Hethen on Rafiq, The One Hit Wonder

2 weeks ago

I also have a Rafiq deck and my pods will absolutely remove him asap if they can.

I do see some protection for him but not much in the way of tutoring for your protective abilities or spells. It looks like you rely more on your draw abilities but that leaves too much to chance in my opinion. Enlightened Tutor, Steelshaper's Gift, Wargate, or something to just find what you need.

I would also drop the Colossus Hammer for Eldrazi Conscription.

Think about Steel of the Godhead, Shield of the Oversoul, and Favor of the Overbeing.

Icbrgr on Lightpaws EDH

2 months ago

this looks like it can get out of hand fast lol. Is Eldrazi Conscription worth considering?

wallisface on Don't

3 months ago

goblin4god the changes/reductions you’ve made so far have all looked great, so I definitely think you’re on the right track!

For specifically getting down to 60 cards, i’d suggest ditching the following 7:

  • remove the 2 Talrand, Sky Summoner. You have waay stronger threats already in your deck and this card sits in a weird position of neither posing a massive threat, nor ramping/controlling the boardstate.

  • remove the 1 Eldrazi Conscription. It’s overkill when all your big threats easily end the game by themselves.

  • remove the 4 Tyvar's Stand. You have enough redundancy you can easily afford to lose a creature or two. And you should have enough control over the lategame to keep your big threat alive without needing this.

After that, here’s some other options worth considering for card swaps - i’ve tried to keep budget in mind.

  • Mana Leak is better than Negate - opponents will almost never have the mana to pay the cost, and it hits a much wider breadth of cards.

  • Wash Away is clumsy, and expensive to play the cleave cost. I’d be running Witness Protection instead so you can ruin any of your opponents threats that get into play.

  • Dispel is very situational, i’d probably swap it for 2 copies of Spell Pierce and 2 copies of Spell Snare - both cards which have a bit more universal use.

  • Shark Typhoon is super strong for both offering you early game card draw, and late game free-win-condition. If you have the $$$ i’d be running 3 total (swapping out 2 of your other big-threat cards).

  • if you want stronger card draw, Preordain will probably offer more overall value than Opt.

Good luck with the brew! :)

Forkbeard on Runadi, Behemoth Caller: Beef Chief

4 months ago

Alright, I've made some changes based on some recent thoughts I've had about this deck, some cards I've been meaning to add + I've incorporated a few of your good suggestions Profet93, cheers:

In:

  • Ancient Tomb
  • Garruk's Uprising
  • Heroic Intervention
  • Kenrith's Transformation
  • Last March of the Ents
  • Monster Manual
  • Return of the Wildspeaker
  • Sanctum of Ugin
  • Thought Vessel
  • Tribute to the World Tree

  • Out:

  • Archetype of Endurance - I've had success Tooth & Nailing this lad + Platinum Emperion into play for a soft lock, but I agree that the redundancy for the cost is really unnecessary + is not core to the game plan.
  • Dryad Arbor - Kept it in here for that rare but sweet GSZ tutor for turn 1 ramp, but Ancient Tomb is the superior choice by a wide margin, lol.
  • Eldrazi Conscription - Win-more and unnecessary.
  • Endless Atlas - As mentioned, better draw exists in green.
  • Green Sun's Zenith - Removed as my green targets are limited and I think I have enough tutors already.
  • Platinum Emperion - An expensive to cast, unnecessary defense card.
  • Strip Mine - Swapped in Sanctum of Ugin for this. I think the tutor potential might be more handy than land removal.
  • Vorinclex, Voice of Hunger - The douche of all douches, this guy is so expensive and is such a kill on sight boi - because he hoses the whole table & typically just makes me the enemy/target, it usually dies to removal. Like, immediately.
  • World Breaker - Swapped out for the more efficient removal spell, Kenrith's Transformation
  • Zhulodok, Void Gorger - I've had a chance to play this guy a couple times now and he's just too clunky in a non-fully colourless build

  • The average CMC is still atrocious here but that's ok, I think some of these changes will help smooth things out a teensy bit. This is my big dumb stompy funsies deck and I don't necessarily need it to be supremely optimized with the perfect curve etc. I do think the revised ramp, draw & removal suites look a wee bit better after these changes and I'm excited to see how it plays.

    SufferFromEDHD on Narset Voltron

    8 months ago

    I just took a look at my deck

    Eldrazi Conscription > Ulamog, the Infinite Gyre

    If Scroll Rack is in than Land Tax makes it a draw engine. Cut Blue Sun's Zenith

    Smoke forces your opponents to play voltron.

    Jimmithee on Mentally Screw With Your Friends [Negan Primer]

    9 months ago

    Maybe try Eldrazi cards with annihilator to force opponents to sacrifice permanents? Artisan of Kozilek, Eldrazi Conscription, Emrakul, the Aeons Torn (Banned in commander), Hand of Emrakul (Requires Eldzari spawn), It That Betrays (highly recommended for this deck by me), Kozilek, Butcher of Truth, Pathrazer of Ulamog, Spawnsire of Ulamog(20 mana ability does not function in commander), Ulamog, the Infinite Gyre, and Ulamog's Crusher are all the cards that have or give Annihilator

    DreadKhan on Baeloth the Giant

    10 months ago

    Not sure if it's a strong enough card, but the glorious image of a gigantic Baeloth on a throne in my head forces me to suggest Dragon Throne of Tarkir, If Baeloth is a 10 power creatures he gives every other creature you control +10 and Trample when you activate the Throne, and his Goad will still work just fine, that seems way cooler than finishing off someone with a Craterhoof Behemoth swing, it's not like Baeloth loved to get his hands dirty! If you only have 4 or 5 creatures that can swing then this is much better than a Hoof would have been, and if you're desperate you can use before blocking to surprise attackers if they're not familiar with Throne, Hoof is hard to use defensively.

    Have you ever thought about War Cadence? This seems like a bonkers card with your Commander, forcing people to swing is one thing, but Cadence and even a small amount of mana can be devastating when you know everyone is going to be Goaded every cycle.

    I haven't played with the card very much yet (I just got ahold of it), but Eldrazi Conscription would be pretty hilarious with Baeloth, +8 Trample and Annihilator 2 can be very scary, to say nothing of the mental image of him going all Kaiju.

    Greater Good seems decent, you can use it to prevent Exile based removal from exiling, or to generate some card draw from someone's board wipe.

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