|Commander / EDH||Legal|
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|Duel Decks: Zendikar vs Eldrazi (DDP)||Uncommon|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Rise of the Eldrazi (ROE)||Rare|
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: Add to your mana pool.
: Add to your mana pool. Spend this mana only to cast colorless Eldrazi spells or activate abilities of colorless Eldrazi.
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Eldrazi Temple Discussion
1 day ago
Or you could try building some kind of good stuff midrange deck in a pair of colours you like which uses Eldrazi as over efficent threats backed up with whatever your chosen colours do well.
1 week ago
Have you considered "splashing" colorless so you get access to cool Eldrazi like Thought-Knot Seer and Reality Smasher? You're already running a couple of Eldrazi, so Eldrazi Temple fits right in here, and I think it might make your deck a lot better. I have a friend who playes "Eldrazi and Taxes", and I always have a tough time beating the lategame Eldrazi after he's spent the first few turns locking me out. Fatal Push also seems like it has a home here.
@Keith76 it's not so much of a win as much as it is making it so that your opponent can't really do much anymore. T1 Aether Vial, T2 Thalia, Guardian of Thraben + Thraben Inspector off of Vial, T3 Blade Splicer + Leonin Arbiter off of Vial, etc. Things get out of hand fast.
2 weeks ago
What decks give you problems? Are you counting on the Quicksilver Amulet to get Emrakul, the Aeons Torn on the battlefield? I really like the combo of Eldrazi Temple, Urza's Mine, Urza's Power Plant, and Urza's Tower. You only need 6 of those to cast a Blightsteel Colossus. Nice deck.
3 weeks ago
Glad I could help a little, and good luck with your deck ;)
I just noticed you're not running any Eldrazi Temples. Your spells require both and , so colorless lands aren't exactly welcome, but with 12 Eldrazi creatures in the deck, a couple of Temples might still be very good.
3 weeks ago
3 weeks ago
4 weeks ago
Ehhhhhhhhhhhhhhhhhhhhhhhhhhh......I'm not sure about this just yet. One of the benefits of Affinity is the power of its man lands and an explosive early game. Tron just gets put together, then starts doing unfair things (like turn 3 Karn Liberated).
This current iteration seems like a weaker version of Mono-Brown Eldrazi Tron, except it doesn't have Eldrazi Temple. At the same time, it's not nearly as fast as Affinity because it doesn't have Springleaf Drum and a bunch of 1 and 0 CMC creatures.
Which brings me to this:
...which is a Vintage deck. Of course, we're looking for Modern options, but there's some cool things going on that I think you should see.
Third, look at the creatures. It's using Arcbound Ravager, Walking Ballista and Hangarback Walker just like you are, but it's forgoing the high CMC artifacts in favor of Phyrexian Revoker, Lodestone Golem, Thorn of Amethyst, and Sphere of Resistance.
So how can we port this to Modern? I think you're right playing Tron lands, but then I'd toss in Inkmoth Nexus and Blinkmoth Nexus. Maybe you play Glimmervoid, Darksteel Citadel, Academy Ruins, Buried Ruin, and some basics if you have room.
But probably the strongest aspect to playing this type of deck in Modern? Trinisphere, Thorn of Amethyst, Chalice of the Void, and Lodestone Golem are all unrestricted, unlike Vintage where you can only have 1 of each. Probably the dumbest thing you could do is play a turn 2 Trinisphere/Thorn of Amethyst into turn 3 Ghost Quarter and Lodestone Golem.
The thing you have to be mindful of is that your mana base isn't as good as it is in Vintage, so too many Sphere of Resistance effects can cripple you more than your opponent. You also have to decide between playing a bunch of powerful 1-mana accelerators (Expedition Map, Springleaf Drum, and so on) or Chalice of the Void. I'd also forgo some of the higher CMC cards normally seen in Tron like Ugin, the Spirit Dragon. Swap these out for cards like Phyrexian Revoker or Thought-Knot Seer.
4 weeks ago
A: Pathrazer has Annihilator 3, so the copies will hit more things total, leaving less possibility of them having just enough resources to do something the rest of the game.
B: Pathrazer has triple menace, keeping the opponent from just saccing off their lands, chump blocking, and killing me on the backswing with tokens or whatever.
It that betrays is better if I expect the game to go longer. Pathrazer is better because it makes the game not have to go longer.
As for mana dorks, yes I did consider them, but as the creature-mana is only slightly relevant and therefore Cryptolith Rite is fine enough, and as I'm playing Eldrazi Temples anyway and Brood Monitor is 4 creatures for 6 mana, but only takes up four deck slots, it seemed like the better option to me.