Creature — Eldrazi
Untap Endbringer during each other player's untap step.
: Endbringer deals 1 damage to target creature or player.
, : Target creature can't attack or block this turn.
, : Draw a card.
|Have (4)||gildan_bladeborn , metalmagic , , TheAnnihilator|
Printings View all
|Oath of the Gatewatch (OGW)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Endbringer occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.01%
3 days ago
I like this deck a lot. It plays really well and nicely scales down to a budget list. Some suggestions: Marwyn, the Nurturer is a great dork for this combo because she generates more mana as elves enter the battlefield as part of the untap cycle and she's on curve. Endbringer does almost the same thing as Triskelion, and finishes the game the same way. Also, Soul of New Phyrexia protects from most board wipes and Endless Sands can not only protects Yisan, but also restart him in case you miss an answer while activating him.
All in all great deck, though.
1 week ago
Not of This World to protect your beefy Thopter
Also, one or two more Myr Retriever effects might be useful.
+1 and happy deck building!
2 weeks ago
These might interest you too: Lotus Petal, Salvaging Station, Lion's Eye Diamond (infinite mana with Salvaging Station and Karn), Dross Scorpion, Cauldron of Souls, Scrapyard Recombiner (finds all kinds of dudes including Metalworker and Voltaic Construct (thanks errata!)), Meteor Golem, Scour from Existence, Null Brooch, Warping Wail (surprisingly versatile. at worst it can be used as a delayed ritual to get Karn out a turn sooner), Empowered Autogenerator, Umbral Mantle, Mirrorpool, Endbringer
3 weeks ago
Thanks for the feedback. :D
I agree in regards to Torpor Orb. The card is cheap, powerful and syngeristic in my deck – sold.
tanglewire seems awesome. Ordered one immediately.
Walking Ballista i had in the deck before, but whenever i played it, it felt clunky and made me wish it was an Eldrazi instead, but you're probably right about the specific threat elimination.
Voltaic Key – I agree, but i might be short on cards to cut now?
Wayfarer's Bauble – You're right. I might cut the Dreamstone Hedron even. It's clunky and it usually just ends up being an expensive mana rock.
Crawlspace – I'm curious, too. Obviously a little situational, but willing to test it out.
Akroma's Memorial – You're right. Now that i think about it; a 2cmc Torpor Orb had more impact on games thus far than this thing ever has. It's out.
Thaumatic Compass Flip – It's just supposed to an additional Maze of Ith, because i found having those up for defense after an Eldrazi tapped is super valuable and i'm also a big fan of protecting others if it serves my own agenda. But aside from that it actually did draw me a couple of Basics in a pinch before.
Endbringer – agreed. It's just such an underwhelming card. I enjoy my deck theme of either preparing for a big play or making a big play. Endbringer kind of does neither.
4 weeks ago
So far I am making a Dimir-Colorless Eldrazi thought-warping deck.
Thought-warping is just my fanciful term for the mechanic of looking at the other player's hand and exiling cards. I have 14 cards for this.
I need help with the mana curve on my Eldrazi!
What Eldrazi cards should I use or remove?
What are some good Dimir cards I'm missing?
1 month ago
2 months ago
So the biggest issue with running Mageta is that he wants you to discard 2 cards to use his ability. This is a problem in white because your consistent card draw is limited. You'll want to dedicate a large portion of your deck to card draw, I'd say around 15 cards. Since you are discarding and blowing shit up you might have a subtheme of reanimation. People usually think of that as black but it is in white's wheelhouse too. You can combine it with the indestructible stuff and just call it protection, maybe 10 cards?
Here is every white card that can draw, I'll list some of the specific ones I like. Draw in White
Well of Lost Dreams, Sram, Senior Edificer, Smuggler's Copter, Skullclamp, Mind's Eye, Mind Stone, Geier Reach Sanitarium, Endbringer, Dawn of Hope, Conqueror's Galleon Flip, Book of Rass and Alms Collector.
2 months ago
poorpinkus, I just recently made a Kraj deck for the same reason, to see it grow beyond control because it was designed to choose its own evolution. Doi. I have been having the same results at the moment (alpha version of the deck) and that Kraj kicks off by turn 6 or 7: I am trying to cut that down to a turn or two sooner. One thought I had was increasing creature ramp. I saw you have a 'Transmute' card, I use that mechanic heavily in another deck (Nekusar RBU) specifically to get my combo items within the 2, 3 and 4 CMC range.
Here is my deck: Kraj-Maga Tap Dancing
You'll see about 3 or more versions of the same mechanic within the deck, especially with creatures. One of the fastest guarantee win items is the tap-to-ping creatures. Just tap once, deal damage to creature or player (must include player) and there you have it. At this point I have been considering just adding more creature ramp, transmute spells, creature tutor and counter spells.
Creature ramp is the big money money of the deck and gives you a chance to bring Kraj out sooner and as you noticed, the moment Kraj is in play it just goes off. For the creature ramp though I have been trying to stick to the 2-or-more mana per tap creatures. Gyre Sage, Gyre Engineer, Incubation Druid are great since the last two can give easier access to infinite untap andthough the Engineer will produce infinite colorless/green mana if you have a single blue untap ability ready. Ilysian Caryatid is another good option for potentially having 2 blue mana (with Kraj in play) to grant true unlimited mana for all colors. But I see you've already solved the mana conversion problem with Orochi Leafcaller and Pili-Pala (sick card for this deck).
Transmute and Tutor will get you what you need (obviously) and I've added as many ways as I can to do just that. I understand though you're using a budget to keep this deck real and some tutor spells are really pricey. Chord of Calling, Green Sun's Zenith, Birthing Pod are good but are probably out of budget, but Prime Speaker Vannifar has dropped considerably and Neoform is a similar outlet. Vannifar could be a superior solution to a Kraj deck because with a +1/+1 counter on her you could have infinite untap-access to her ability, but only in sorcery speed. Another star contender is Momir Vig, Simic Visionary but for Momir to really be effective he relies on both green and blue creature spells. A way around this is using spells that "change the text of target permanent" cards like Trait Doctoring or Whim of Volrath which also has a buyback but that already has too much work involved around a 'guest star' creature. Cool thing about Momir and Vannifar: they are both elves, so if yo have a sac outlet you can add Wirewood Herald that will tutor one of them to your hand. Transmute is also a good way around your deck, simply find your win condition creature combos by CMC and get the Transmutes you need. My deck's winning combos are almost all between 2 and 4 mana, I honestly don't think I need anything over that cost, one being Endbringer at 6 CMC because there are more tap-ping guys that cost less but honestly I am considering dropping it for another ramp creature or counter spell, granted its also a draw-card source.. On to Counter spells...
I am seeing a lot of "trample" and "unblockable" but honestly this experimental blob needs to just sit and make magic happen: no need for attackers. It is far too easy to get what you need in play and use the activated ability to achieve victory; that being said, enter the counter-turtle! Infinite mana seems to be the fastest thing I can get rolling for this guy, once that happens its a matter of time before the other shoe drops for a win, a strategy is to play safe and deny as many things as possible coming your way or in the way of a boardwipe. Rake up as many counterspells as you can, especially the 'split second' ones like Last Word. Another route for spells is kicker, multikicker and strive since mana 'ain't no thang' to Kraj.
All other spells or abilities that give more +1/+1 counters and such I feel are wasted placement cards because once Kraj gets untapping things get out of hand immediately. But, Grafting is definitely the way to at least get that started so it can save you a step if you're looking for the budget route. For example, Doubling Season: sweet card but we don't make tokens and all I need is one +1/+1 counter, not double. But, I do have Vigean Hydropon to distribute +1/+1 counters to my homies entering the battlefield. In several cases the 'Graft' option can work with Momir Vig if he's in play since some are blue/green creatures.
These are all really just ideas and options I've seen work for me but I'm also bouncing them to get feedback and find that chunk of fat that can be trimmed to make a leaner and meaner Experiment Kraj deck. Essentially all my cards involve the greatest of the greatest that I am assuming I have infinite mana, untaps, etc. instead of the 'once per turn'. I want everything, all the time and without end. Good ol' "Nah brah thanks, I'm here to break the game not have tea" attitude.
Thanks for sharing and thanks for reading the great wall-o-text!