|Commander / EDH||Legal|
Printings View all
|Battle for Zendikar||Common|
Combos Browse all
Creature — Eldrazi
Price & Acquistion Set Price Alerts
Eldrazi Devastator Discussion
2 days ago
I run a Black / Red Commander using Olivia Voldaren as my commander. I ran into a situation last night while playing on which I need some clarification.
It was my opponents turn and I had my Eldrazi Devastator on the battlefield. My opponent had Willbreaker and targeted my Eldrazi Devastator with a an offensive spell thus giving him control of my Eldrazi Devastator unless I could somehow respond. Since I had priority and a chance to respond, I activated the first ability of Olivia Voldaren turning his Willbreaker into a Vampire, then instantly activated her second ability to gain control of Willbreaker. My opponent stated I could not activate both of her abilities simultaneously because I would have to pass priority back to him giving him a chance to respond after I activated her first ability, so he could negate it, thus making the second ability of Olivia useless. Is he correct? I hope this make sense. Thanks in advance for any help.
1 week ago
1 month ago
solarPULSAR Filling out playsets of lands and of Adaptive Automaton (to have something down earlier game or to pump into bigger threats) has left me in a weird place. I decided to go for 2-ofs of the bigger Eldrazi but I want to pair it down to playsets for consistency. Would you recommend dropping the 2x Ulamog's Crusher for 2x more Bane of Bala Ged or to complete a playset of Eldrazi Devastator?
1 month ago
My first suggestion would be to limit your lands to a maximum of 22. 30 is way too many, and youll end up drawing more lands than you will need. Wastes are the least important land so you'll want to remove those.
Get a full playset of Eldrazi Temple, and all of the Urza lands. (4x copies)
Hedron Crawler is a bad mana dork in general, but its not really needed here since your lands themselves do plenty of mana ramping for you.
1 month ago
4 months ago
So, modern. For casual play modern is pretty much anything goes, but when playing competitively the game is decided by turns 3/4. This means that the majority of spells are as low cost as possible, intended to remove your opponents threats Path to Exile Be a threat itself Lingering Souls or help stall that decision until later turns where something larger can defeat your opponent Remand into Supreme Verdict, for example.
There are four common archetypes- aggro (kill your opponent as quicly as possible playing fast efficient creatures and spells like Lightning Bolt or Goblin Guide with just enough protection to make sure they hit your opponent for that final bit of damage, Midrange which aims to trade 1 card for one card in the first few turns to prevent damage then cast efficient mid-cost creatures in the 3/4/5 slots to win the game Siege Rhino/Thoughtseize style, combo where if you can get the peices onto the battlefield with enough to protect them you just abruptly win (usually turns 4/5/6) eg Melira, Sylvok Outcast/Kitchen Finksetc, and control which is almost all spells to screw over your opponent with a couple of cards that eventually deal enough damage to win, Supreme Verdict/Celestial Colonnade.
I've listed the kind of cards that are the most archetypal examples, but the variation within these strategies permits for an astounding variety of viable decks at every price and in every colour. Certainly most won't win major tournaments, but they can win your local FNM.
This deck is kinda split down the middle in terms of what it wants to be, running high cost combo or control threats like Foundry Champion or Eldrazi Devastator Warstorm Surge and Assemble the Legion, aggro tools like Boros Swiftblade and midrange tools like Gideon's Avenger.
I'd reccomend making this a creature based control deck based around cards like Nearheath Pilgrim, Boros Reckoner, Spitemare, Lightning Bolt, Flame Slash/Roast instead of shock and some bigger spells, aiming to stall the game with infinite life to resolve an Assemble the Legion or Foundry Champion (which oddly can dodge a lot of removal at the moment if you have mana. Weird). The rest of the deck should be dedicated to resisting your opponent 1-shotting you and removing growing threats. Condemn or Oust is cheap, and if you aren't planning on killing your opponent quickly the drawback is minimal (and screws over Death's Shadow). Legion's Initiative provides some combo protection, and should be retained, but Gleam of Battle and Brave the Sands can be replaced with tools to help . Ready / Willing, Ephemeral Shields, Ajani's Presence and Valorous Stance are all good options to enable the combo. With your sideboard it looks like you're trying to transform into aggro, if so look at threats like Keldon Marauders, Monastery Swiftspear, Skullcrack etc. You'll still want a Shattering Spree or similar artifact/enchantment removal in your sideboard for people playing Ensnaring Bridge, affinity (Batterskull decks) and if you're unlucky hexproof with Worship.
All told, good luck, happy testing and have fun.
6 months ago
I agree with Lordeh on the need for more strong reanimator targets in this deck. Although the gearhulks are your best options, there are a lot of huge beaters in Battle for Zendikar that may peak your interest for mere pennies.
Anyways, I wish you the best of luck with this deck, and I hope you'll consider some of these suggestions.
6 months ago
Rogue_Titan thanks for the suggestion, I like Eldrazi Devastator because it can block unlike Ulamog's Crusher and he has trample. I'm actually running him in another pauper ramp like deck. I may add him.