Shrine of the Forsaken Gods

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Shrine of the Forsaken Gods

Land

: Add .

: Add . Spend this mana only to cast colourless spells. Activate this ability only if you control seven or more lands.

TypicalTimmy on Card creation challenge

2 years ago

Return of the Eldrazi

Legendary Tribal Enchantment - Eldrazi

Eldrazi you control have Indestructible, Ward and Annihilator X where X is the number of nontoken Eldrazi you control.

They thought Ulamog, Kozilek and Emrakul were defeated, turned to stone and imprisoned within the Silver Moon. They were wrong.


Eye of Ugin, Eldrazi Temple, Shrine of the Forsaken Gods, Ancient Tomb, Herald of Kozilek, Cloud Key, etc etc.


Big wild card

Unlife on

2 years ago

Even with your wicked high creature CMC, you could probably cut 4-5 lands completely. Utopia Sprawl is a nice 1 drop ramp spell, and a lot of your lands have the forest type so it should work well, same with Overgrowth. Ancient Tomb, Temple of the False God, and maybe Shrine of the Forsaken Gods, could all be land options to put in place of some of your ETB tapped lands.

philosopher on Green splash on colorless canvas

2 years ago

Hello Morenoftheflag,

I found a deck that seth/saffronolive played and below are some lands that will help: https://www.mtggoldfish.com/deck/2569192#paper

Shrine of the Forsaken Gods is good in the late game.

Nephalia Academy is good against thoughtseize decks.

Mage-Ring Network lets you store colorless mana.

Castle Garenbrig gets you 2 extra green mana

Unexpected Results is the only way cheat out an eldrazi in pioneer, that I know of, so this is a reason to splash blue to get your big bois out.

I hope this helps,

Philosopher

DoomNoodle on Neyith & Eldrazi

3 years ago

The only problem with the mentioned cards above is they are just straight onto the battlefield rather than cast. almost all eldrazi are cast procs rather than ETB ones so if you are ok with losing their casting abilities by all means the above will do just nicely! otherwise I would just focus on a hard ramp early game with mana doublers and land tutors. also things like Eye of Ugin ,Eldrazi Temple ,Conduit of Ruin ,Urza's Incubator to make them cost less. use lands like Temple of the False God ,Shrine of the Forsaken Gods ,Guildless Commons ,Ancient Tomb in combonation with a Forsaken Monument to add value to any you tap! From Beyond can produce you some scions for mana and blockers early and also a nice eldrazi tutor when needed after ramp is done. Goreclaw, Terror of Qal Sisma will make them cost less AND give them +1/+1 trample!

Davinoth on Urza Tyrant $1000 Budget (Current = $988.87)

3 years ago

     Very cool build, +1! =D

     I feel like you could use a reliable way to win the game when things don't go to plan. Maybe Blightsteel Colossus and/or perhaps The Antiquities War to compliment Tezzeret the Seeker. In that same vein of thinking All Is Dust could be handy as well. Unwinding Clock is a nice dose of cheese too, if that's up your alley.

     A few lands I'd recommend as well - Emergence Zone, Mirrorpool, Shrine of the Forsaken Gods, Temple of the False God, Spire of Industry and maybe the Urza's cycle as well. If that doesn't strike your fancy (or even both) I could suggest switching to Snow-Covered basics and running Extraplanar Lens as well. =)

Lanzo493 on Eldrazi Deck Thing

3 years ago

Eye of Ugin is super powerful given the cost reduction and repeatable tutor effect it offers you. Mystic Forge will let you gain some card advantage by casting eldrazi from your topdecks. You've got most of the strong budget eldrazi, but in case you missed it, Pathrazer of Ulamog is another one you can add. All Is Dust is almost completely a one sided boardwipe. It's perfect for your deck. Return of the Wildspeaker can offer you a ton of draw with basically any eldrazi you've got in play. Tempt with Discovery can get you lots of sol lands like Eldrazi Temple, Shrine of the Forsaken Gods, and Eye of Ugin all in one go. With how big your eldrazi are, and also with how many cards you have that use colorless mana, I would suggest efficient mana rocks like Worn Powerstone and Thran Dynamo. They'll accelerate you nicely. Some cards that go nicely with Jodah are Blatant Thievery, Clone Legion, and Sunbird's Invocation. I'm certain they'll do well here, too.

I'll make some suggestions for card you could remove, too. Darksteel Forge doesn't do too much for you since it won't help your eldrazi. Eldrazi Monument is actually a bad card for your deck since you don't have enough cards that makes lots of tokens, you'll end up sacrificing your bigger eldrazi which wouldn't feel very good. Elixir of Immortality really doesn't do anything for your deck. Call the Scions is pretty underwhelming and isn't much of a commander card. Skittering Invasion really doesn't do much compared to other 7 cmc spells you could run. Conflux isn't really capable of tutoring anything all that powerful for you, and Enlightened Tutor really doesn't have any worthwhile targets either. I see you have a bit of an exile and process theme with cards like Ulamog's Nullifier but I would personally change it and just go with as many backbreaking eldrazis and other spells you can. With Jodah as your commander, you can run all kinds of nasty plays.

multimedia on Eldrazi Deck Thing

3 years ago

Hey, good start. Several nice cards here especially the tutors, but you've neglected the manabase in favor of everything else which is not good when playing five colors.

Some staple cards within the budget for five colors to consider adding:

Some cards that would go well with your version:


31 lands is not enough land for such a high avg. CMC of 5.4 and consistently needing one of each color to cast spells. This avg is however deceiving since you will be casting cards for five mana, but five mana is still a lot of mana to want to make consistently with only 31 lands. I suggest 36-38 lands and at least 12 sources of ramp to get the required color fixing you'll need for one of each color.

The main reason to add more lands/ramp is to help your deck function without Jodah. The second Jodah is on the battlefield he will be a target to be removed, for this reason you want to consistently count on him not being around to help with casting costs. Without Jodah this deck will struggle to function without more lands and ramp.


The current manabase doesn't have any basic lands which is strange. At least one of each basic land is wanted. Bounce lands (Simic Growth Chamber) are fine on a budget if you include more basic lands, but they're too slow when the majority of the lands in the manabase will always ETB tapped. With a Bounce land you want to consistently be able to return a land to your hand that will ETB untapped since it can give you an actual advantage, but if you're returning a land that will ETB tapped then the advantage is gone.

You want to avoid playing lots of lands that will always ETB tapped. For five colors Triomes (Ketria Triome) and Tri lands (Frontier Bivouac) can be exceptions; both are better than Bounce lands. The prices of Triomes are displayed wrong; they're not $11 or more instead can get them for around $6 each at TCGPlayer. Tri and Triome lands making one of three different colors is worth the land ETB tapped for color fixing. Triomes are better especially Forest ones because they're three different land types meaning some land ramp spells such as Farseek can search for one of them and Nature's Lore/Skyshroud Claim can search for Forest ones.

I offer more help for the manabase. Would you like more help? Good luck with your deck.

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