|Commander / EDH||Legal|
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|Oath of the Gatewatch||Rare|
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Creature — Eldrazi
( represents colourless mana.)
When Matter Reshaper dies, reveal the top card of your library. You may put that card onto the battlefield if it's a permanent card with converted mana cost 3 or less. Otherwise, put that card into your hand.
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Matter Reshaper Discussion
3 weeks ago
@AtomicEmpire Yo, welcome to Esper! I can certainly talk about those points:
Playing 3 Verdict is totally fine, but I prefer 4 because it hedges way better against Lingering Souls decks (like Abzan midrange/Death's Shadow, Esper Shadow/mirror), Eldrazi, Merfolk, and GW Creature decks. Against all of the creature/synergy decks, you need some kind of boardwipe to stabilize (and oftentimes multiple, hence why I'm playing the set), and against Edlrazi you can typically afford to tap out for Verdict since they're likely on a one-threat-at-a-time type of gameplan (or they're on Bant and commit multiple Heirarchs, Skyspawners, Reshapers, Drowner+tokens etc.). It's also worth noting that Verdict is the only uncounterable removal spell in the decks against the opponents with blue, and thus dodges Negate and more fringy-but-relevant options like Unified Will/Stubborn Denial.
Again, playing 2x Secure the Wastes over Zenith is also totally servicable (it's actually still being debated over on the MTGS forum literally right now), but Zenith has a few advantages over Secure that break the argument for me:
- Zenith isn't at all graveyard reliant. Part of the utility of Secure is playing it early and Snapping it back later, but it's a much weaker wincon if your opponent plays Rest in Peace or Grafdigger's Cage -- cards which Esper with Zenith can literally just ignore. I've won so many games without my graveyard I can't keep count.
- Zenith takes up 1 less mainboard slot than playing 2x Secure would, and Esper doesn't actually have a lot of free slots. By the way, if you play Secure I highly recommend you play 2.
- Zenith shuffles back in, meaning you literally have infinite shots at winning with it, within reasonable time. (For the same reason, you also can't deck, by the way. I've won multiple games against Abzan CoCo opponents at infinite life by simply casting Zenith every turn to make a physical roadblock while decking them.)
- Zenith is more resilient to hate such as Night of Souls' Betrayal and Jace, Architect of Thought, cards that do crop up from time to time.
- Zenith produces more power in the late game than Secure does, so a topdecked Zenith is usually far better.
The first 3 are my main reasons for playing Zenith, mainly the recasting part and dodging grave-hate part.
As for Path-v-Push split, I am solidly in favor of 4x Path/2x Push because Push can't effectively answer Kitchen Finks, Wurmcoil Engine, Ulamog, the Ceaseless Hunger, World Breaker, Voice of Resurgence, Tasigur, the Golden Fang, Gurmag Angler, Bloodghast, Prized Amalgam, Reality Smasher, Matter Reshaper etc. These types of cards pop up so often that there's no doubt in my mind that 4x Path is correct. Also, Kolaghan's Command is much less of a problem when you're exiling their creatures.
As for why I play Blessed Alliance instead of the 3rd Push, it's mainly for diversity -- BA can answer a few of the above-listed cards that Push can't (mainly the Eldrazi and delve threats), but it also serves as lifegain/creature removal against Burn to mitigate drawing the "wrong side" of the deck. If I could make room for a 2nd, I would. (In fact, I actually usually play 2x Snapcasters and 2x Blessed Alliance.)
1 month ago
TenaciousKey The reason for there being no removal is so that Nissa, Steward of Elements can consistently get value out of her second ability and Vizier of the Menagerie can usually get value out of his. I was testing the deck last night and I do agree with you though, I had no way to deal with things on the board, but because of how easily I can keep selfless spirits on board it was extremely difficult for my opponent to deal with me as well.
As for Rhonas the Indomitable, he is great but the issue I have is that I don't know where he fits. I suppose I would run a 2 of and replace a Serpopard and a single land as I found I don't need the extra.
Manglehorn would be a great sideboard card, but I doubt standard is going to be as artifact-heavy as it is right now. If I'm wrong about that, he'll be included in the main deck. Basically, I don't want to be stuck with a Hill Giant.
1 month ago
1 month ago
UBQRLQL Eldrazi was a difficult matchup since the beginning because their threats are both big and disruptive. Matter Reshaper is card advantage for them, while Thought-Knot Seer, Reality Smasher and Endbringer/Drowner of Hope are all must answer threats. This is one of the prime reasons I went up to three Damnation in the sideboard. And of course, Eldrazi Displacer makes trying to defend almost impossible.
In this matchup, I usually take out all my Pack Rat. Eldrazi Displacer, Engineered Explosives and All Is Dust all make Pack Rat quite bad and slow. You become the control deck against Drazi, killing things with Geth's Verdict, drawing extra cards with Phyrexian Arena, and finishing the game with planeswalkers/Kalitas, Traitor of Ghet/Desecration Demon. Taking out Pack Rat also helps with our own Damnation plan. Against Bant, I'd keep in all the Fatal Push; against colourless Tron, I might cut one or two.
Demon, by the way, is quite good against them since it is bigger than all their guys and will usually eat multiple creatures/kill them straight up. Kalitas exiling their creatures and making a zombie army is also one way for us to match their board state. Ob Nixilis Reignited is quite a star in this matchup; card advantage + removal again and again is just so good against them.
If you feel as though you do not have enough disruption against them, I could see bringing in one or two Extirpate, even, to cut off the threat you're most scared of at the time, or that you know they have in hand from having previously cast a disruption spell.
Shadow of Doubt in response to Expedition Map or a fetchland or with Ghost Quarter is very very good here. I agree Ghost Quarter is not the best in this matchup, but with Shadow, it becomes Strip Mine, and that's quite good.
1 month ago
I play eldrazi tribal anyways and I find a way fit 2-3 of the eldrazi Mistbind Clique. I have fit it into my budget UB Processors along with Matter Reshaper (wow, I have not updated that decklist in ages!)
1 month ago
You could try to fit it into a Bant Eldrazi deck. Matter Reshaper is the dream to emerge from, and Eldrazi Skyspawner or even Thought-Knot Seer (respond to the ETB trigger with emerge) can be fine as well. You'd have to rework the mana to fit Deep-Fiend in, most likely.
1 month ago
4 Fatal Push and 3 Abrupt Decay are still a lot of "little guy" removal. Drowner of Hope and Reality Smasher can still give you a run for your money, I'll wager, not to mention Karn Liberated (Liliana of the Veil minus is a touch embarrassing against Walking Ballista/Matter Reshaper). Similarly in the discard suite, more Inquisition than Seize means that when you meet a deck that is trying to go big, you're not particularly well set up for the match.
Believe me, I understand that you have a potent sideboard plan with Fulminators, Extirpates, Ceremonious Rejections, and that ever so spicy Ashiok, but I am not sure that will be enough, simply because they might resolve one or two big creatures, and then it shall be a not very gg.
Murderous Cut can very easily be a t3 play. Say you have cracked two fetchlands and used one discard/kill spell by t3, which is very normal for a typical game. This means on t3, Cut costs 2, allowing you to kill something + cast Serum Visions/Thoughtseize. If you have done anything else, you can resolve a 2 cmc threat, and then play Cut for 1 (especially if you cast a t2 Jace). Cut's value lies in the tempo - you get to develop your board/disrupt your opponent while killing something else, and that is where it gets the nod over a straight up 3 mana kill spell.
2 months ago
Dread Defiler & Felidar Cub don't seem great. I'd rather have more Matter Reshaper which can also help you ramp into your more expensive spells. I'd also want more than 1 Felidar Sovereign. If it dies, you have no way to get it back. And if it's at the bottom of your deck you can't get to it. Maybe 2-3x along with a Resourceful Return would be good. And definitely replace the Smite the Monstrous with Skywhaler's Shot. It's strictly better :)