|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CM1)||Mythic Rare|
|Commander 2015 (C15)||Mythic Rare|
|Zendikar (ZEN)||Mythic Rare|
Combos Browse all
Creatures you control get +1/+1 and have flying and indestructible.
At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice Eldrazi Monument.
|Have (7)||SketchyScribbler , , Forkbeard , sonnet666 , metalmagic , simicstudent , epicjewfro|
|Want (10)||xMachinae , RobelCL , Luxtra , Venus_In_Furs , voxmeus , calovr , NjordVatne , metljoe , vashaclarens , Txport|
Eldrazi Monument Discussion
1 week ago
Definitely running Eldrazi Monument . At least for now.
1 week ago
Boros Charm you would just need it the turn there is a board wipe to artifacts but even if not it is just overall protection to protect your board and gameplan. You don’t need indestructible the whole time unless you want it but like Goodchance said Eldrazi Monument is good for that and a great card. I used to run it but took it out to focus my deck more.
1 week ago
Let's Get Phyrexian:
2 weeks ago
Hey, Brimaz and several other cards here make tokens; consider adding some more interaction with tokens? My card suggestions can help to decrease the avg. CMC of your deck which is currently high at 3.5.
Cards to consider adding:
Mentor who's a Soldier and Skullclamp is repeatable draw with tokens. Entity who is a Solider can pump your entire army of tokens giving them a lot of power and toughness. Brimaz needs to be attacking to give you the most value consider adding more cards that can give him repeatable protection or evasion helping him to attack?
Ajani can make Brimaz a real threat when attacking, make him bigger each turn or give him flying and double strike is powerful. Gideon during your turn is a 4/4 Solider who's hard to kill while also being able to use a loyalty ability to give Brimaz indestructible protecting him in combat. Mother can protect Brimaz from targeted removal or make him unblockable by giving him protection of the color of the creature who's going to block him.
Cards to consider cutting:
- Gideon, the Oathsworn
- Helm of the Host
- Akroma's Memorial
- Deploy to the Front
- Mass Calcify
- Spear of Heliod or Honor of the Pure
Many of these suggested cuts are redundancy that's a high mana cost. Memorial for instance is giving you the same effect as Eldrazi Monument and Monument in my opinion is a better card because of tokens. Deploy is worse than Finale of Glory since Glory is flexible. Calcity is worse than Ravnica at War , a seven mana creature board wipe is not what you want. Helm is a powerful card, but only if you have ways to cheat it onto the battlefield and reduce it's equip cost. Without being able to do this it costs too much mana for what it does. Good luck with your deck.
2 weeks ago
Thank you for your thoughts noahbaine21 and IceIceJay. I keep Coat of Arms because I've yet to be outnumbered by other tribes when the vampires are on curve. Several new 1 and 2 CMC vampires have just been released to bolster the early game. Keep in mind that Edgar Markov provides you an additional vampire token every time you cast a vampire, which means you could attack with 10 or more vampires and have Coat of Arms out by turn 4 or 5. Other good options are Radiant Destiny , Obelisk of Urd , Eldrazi Monument , and Reconnaisance.
4 weeks ago
Thanks a lot for your suggestions!
I've made some modifications to the deck and got to test em out yesterday.
Getting more lords in to pump the damage of my zombies was a great suggestion. My friends seemed to think the same because it suddenly turned into a 3v1... ;P
As for the Eldrazi Monument I'm still on the fence about it because it feels like it will be a lot easier to remove than Wonder . Maybe it's just in my playgroup but artifact removal seems to be a lot more common than graveyard removal.
Thanks a lot again! :)
4 weeks ago
Either of these would fit the theme of your deck better and would assist you in casting and running the deck.
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Recommended Land Additions/Swaps:
Cavern of Souls
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.
A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.
1 month ago
they don't make em like this anymore :')
pfftttt, needs Eldrazi Monument though
Eldrazi Monument occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%