Ulamog, the Ceaseless Hunger

Legality

Format Legality
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Mythic Rare

Combos Browse all

Ulamog, the Ceaseless Hunger

Legendary Creature — Eldrazi

When you cast Ulamog, the Ceaseless Hunger, exile two target permanents.

Indestructible

Whenever Ulamog, attacks, defending player exiles the top twenty cards of his or her library.

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Ulamog, the Ceaseless Hunger Discussion

Profet93 on Azusa gets there

12 hours ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

My first comment doesn't work with spoilers so here it is.

Cuts and Additions

I see you have an eldrazi theme. That being sad, you should only add the important eldrazi to free up slots that will help you achieve your goal.

Desolation Twin - Two big dudes with no trample or ETB

Eldrazi Devastator - Big dude with trample for 8 is not worth it

Endless One, Feral Hydra, Undergrowth Champion Verdant Force - More big dudes with no real impact, verdant force tokens are not abused in your build

Sakura-Tribe Elder - Replace with land

Solemn Simulacrum - Replace with land. Sad robot is used in decks with no ramp or card draw like boros. You're green so this isn't necessary

Vorapede - Medium sized dude that comes back, no central to your game plan

While I personally don't like Nature's Spiral, you might as well replace it with Recollect. It costs 1 more but can get you back cards like G-Wave or Tooth and Nail. Huge difference for 1 mana, worth it.

Renegade Map - Replace with land 100%

Beastmaster Ascension - Best in a token build, not your deck

Curse of Predation, Forced Adaptation and Retreat to Kazandu - No benefit to your strategy. Yes the last is landfall, but its not significant landfall.

Song of Freyalise - No idea why this is here, you're not a token build

Blinding Fog < Heroic Intervention

Warriors' Lesson - Weak

Plummet - Limited removal (meta dependent)

Additions

Kozilek, Butcher of Truth - Card draw, threat, HIGHLY recommend.

Kozilek, the Great Distortion - Super card draw. You will need colorless mana for him. Given that you're mono green, I would replace some basic forests with some non basic lands for both utility AND so you can run him. Azusa decks NEED card draw and he is one of the best

Conduit of Ruin - Helps you find threats, cost reducer

Bane of Progress - Should at least consider it. It may not work in your build necessarily, but it can absolutely destroy board states. Terastodon could also work without hurting you.

Emrakul, the Promised End - Big dude, cost reduced, cast trigger/mind control and protection with evasion. HIGHLY recommend.

Fierce Empath - Finds threats or either kozileks for card draw

Multani, Yavimaya's Avatar - Read it, run it. Love it. works well with fetches.

Nissa, Vastwood Seer  Flip - Helps you get lands, turns into an engine afterwards. Dont have to run it but it might help.

Courser of Kruphix and Oracle of Mul Daya - If you listen to anything I said, run these 2. Fixes draws, ramps and even some lifegain.

Ramunap Excavator - You should run some fetches (cheap ones or expensive ones) to help ensure and fuel land drops, thin out deck and provide recursion for utilty lands.

Tireless Tracker - Provides card draw, gets big, works well with fetches (I mentioned fetches many times, they are probably important. RUN THEM!)

Ulamog, the Ceaseless Hunger - Removal wincon. Green doesn't have much permanent removal so ulamog helps.

Ulamog, the Infinite Gyre - See above

Woodland Bellower - Utility in finding whatever you need. Ramunap Excavator for recursion, e-wit for general recursion, courser of kruphix for ramp, reclamation sage (if you chose to add it) for artifact/enchantment removal, fierce emmpath to find eldrazi bombs, etc.... Depends on if you have enough targets (note: NON-legendary)

World Breaker - Works with your eldrazi idea, can recur itself, removal all in 1.

Yavimaya Elder - Dont need to run it but it helps with card draw and ramp, up to you.

Greater Good - Remember, card draw is azusa's biggest issue. This card basically makes it no issue. Also is a nice sac outlet against exile and steal effects. RUN THIS!!

Song of the Dryads - You need permanent removal in green, this is great to use on their commander (particularly on red or black generals who have difficulty removing enchantments). Also see Beast Within if you prefer instant speed interaction and actually destroying something. Up to you, but I like song of dryads more (it also a permanent to go with g-wave)

Survival of the Fittest - Creature tutors are HUGE. Helps you find bombs or key utility (see ramanup excavtor). Lastly, protects against graveyard exile effects by tossing a create, getting an eldrazi like Kozilek or Ulamog that shuffles your grave back in.

Sylvan Library - Like sensei's but you can pay the life to draw more cards. I can't tell you how many times this has helped me. TOP DECK MANIPULATION with FETCHES = GOOD TIMES/SMOOTHER DRAWS!!! RUN THIS!

Garruk, Primal Hunter - Card draw, can make tokens and ult is relevant. Although I just minus him right away (can use Soul's Magesty instead, but it isnt a permanent for g-wave).

Rishkar's Expertise - Card draw AND casts a 5 cmc or less spell for free. Run it either instead of or in addition to the above (usually in addition to).

Nissa, Vital Force - +1 is ok, -3 is relevant, and just read the ult. Protect it for one turn and you'e golden

Boundless Realms - The ramp is strong with this one

Rude Awakening > Sylvan Awakening. Yes they arent indestructible, but it's utility in becoming a wincon late game or ramp mid game is great. Also works well with mana doublers like Zendikar resurgent or Mana reflection.

Horn of Greed - BEST CARD IN YOUR DECK. You will get WAY more value than your opponents.

Crucible of Worlds - To work with fetches!! ADD THIS (and the ramanup excavtor)

Thaumatic Compass - Helps ensure land drops, turns into a better maze of ith. Should consider but not necessary

Momentous Fall - Very useful but not necessary. Helps prevent exile/steal effects. Can also use in response to removal (creature dies anyways but you get insane benefit).

Utility Lands

Here are some fetches, these are your primary ones to acquire

Blighted Woodland

Evolving Wilds

Misty Rainforest

Myriad Landscape

Terramorphic Expanse

Verdant Catacombs

Windswept Heath

Wooded Foothills

Terminal Moraine - Nice but not neccesary if you run above

Warped Landscape - Same as above

Utility Lands

Cavern of Souls - Anti blue (meta dependent)

Crystal Vein/Ancient Tomb - Enables turn 2 Azusa, vein is replayable ramp with crucible/excavtor

Eldrazi Temple - Fuel eldrazi

Eye of Ugin - Tutors AND fuels eldrazi. SUPER Important card. ADD THIS! Helps you find the eldrazi you need for card draw, removal and to win.

Nykthos, Shrine to Nyx - Ramp

Reliquary Tower - No max hand size

Sanctum of Ugin - Find other eldrazi

Thawing Glaciers - Ensures land drops! ADD THIS! I underestimated it at first too but it's pulled some weight

Yavimaya Hollow - Regen

You can add land destruction like strip mine if you want but idk how your playgroup is. There are other utility lands too but I feel like this is enough for now

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

Profet93 on Azusa gets there

12 hours ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

Cuts/Some Replacements Show

Additions Show

Utility Lands Show

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

SynergyBuild on Ancestral Animar

1 day ago

Daedronus,

This is a very land-light deck and Burgeoning will mostly only drop one or two lands maximum for a card. It also doesn't put counters on Animar, can't be tutored for, and is a bad draw at any time except turn one to drop a turn two Animar. Carpet of Flowers more consistently ramps this deck into a turn two Animar and still doesn't deserve a spot because just getting a turn two animar by spending a mana isn't enough, it normally has to either be free like Lotus Petal, Chrome Mox or the similar effects or be a creature like Birds of Paradise.

Venser, Shaper Savant is not useful in the same way Man-o'-War is, being that both can bounce themselves, but Man o' War can do it for half the mana, putting twice the +1/+1 counters that Venser will on Animar. This is a huge difference when you need a number of counters to cast a game-winning spell by turn 4 or trying to win right there.



helldanno due to Animar, Soul of Elements having protection from white & black, that means I assume you are running into blue/green/red removal.

Against Red Removal, Blasphemous Act type effects are unaffected by Lightning Greaves/Swiftfoot Boots, so I assume this isn't your problem. Against Lightning Bolt effects stuff like Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, Pact of Negation, and Mental Misstep can counter as well as just putting a few counters on Animar, Soul of Elements. Against Chaos Warp, we still have Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, though you could run some cards like Swan Song and Dispel can be flex slots. They also happen to slow your opponents down if they try to combo out.

Against Blue Removal, which I assume is your problem, Chain of Vapor, Into the Roil, Rapid Hybridization and Cyclonic Rift can still be blocked with Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, but also can be blocked by some of the flex slots I talked about prior.

Green removal is pretty much just Beast Within and Song of the Dryads and is generally rare, but if it is really hurting your, Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation can stop them all, and Caustic Caterpillar, Brutalizer Exarch, Ulamog, the Ceaseless Hunger can deal with Song of the Dryads type effects.

The point is, I don't see your reason for Swiftfoot Boots or Lightning Greaves, they are two mana non-creature permanents that protect things at sorcery speed, unlike the rest of the answers.


Now while I respect your opinion in your meta on the use and capability of Emrakul, the Promised End, in this deck it commonly reduces it's cost by 1-3 mana, and can be reduced by 4-7 on a mid-sized Animar, Soul of Elements like you said, so 5-10 mana on normal by turns 5-6, or mid game. Even saying it costs is pushing it and if that is the case, you should run it if your meta is overrun with decks that are ruined by it. However due to the top tiered decks normally running a high number of instants that can be used to disable their own ability, think Chain of Vapor, they could commonly stop you from ruining themselves too bad in response to the ability before their turn. Rarely can it do more than a Word of Command because of stuff like that. Even if it just killed target player, like you said about swinging in with a swoll Animar, it doesn't win you the game to kill one player.

Again, that is only the reason that it isn't good enough for JMCraig to toss it in with the goal of this for cEDH decks, but if it works in your playgroup, do it! I have only the best wishes for you and your Animar deck!


You want a backup-backup plan I think was that second-to-last line? I don't understand why you think that is nessecary, but I will go over the plan:

Main Plan : Animar + Statue + Outlet = Win

Backup Plan : Kiki-jiki + Untapper = Win

We have a backup plan, why do you assume we need another?


You seemed to argue for Tishana over Big Kozi, but Kozilek, Butcher of Truth does have other use in the deck, and I would argue is better with a pumped Animar than Tishana. It can be free if you need a wincon and have Ancestral Statued Animar, Soul of Elements to infinity and beyond and just need to win, but don't have much more mana, Kozi is free, also with Survival of the Fittest you can fetch him and discard him to reshuffle your yard back in if you couldn't otherwise get back a card. Due to the discard being the cost, you could then fetch out a card that was in your graveyard when you fetched, making a really cool Primal Command effect for and a Survival of the Fittest.

Arguing Tishana can be fetched with Fierce Empath is fair, no arguement here, and it is even a decent option, but Imperial Recruiter has a ton of much better options, like Kiki-Jiki, Mirror Breaker to copy the recruiter fetching Deceiver Exarch and winning the game. I can't think of a game I have ever played with Animar in which I wished I had a tishana to fetch with Imperial Recruiter. But yes, it isn't technically wrong.


The last thing I want to cover was one of your first points, about the lack of outlets to win with Ancestral Statue, with Purphoros, God of the Forge and Walking Ballista being the outlets of choice, if you have found problems tutoring tehm out, try also running Reckless Fireweaver. It doesn't combo with Man-o'-War or Shrieking Drake, but is still very useful.

Kaleb_H99 on Phenax, God of Milling

6 days ago

Joe9 You brought up a lot of really good ideas. I will agree that tutors are lacking a bit in this deck and I tried to even it out with card draw instead. I really like Final Parting because a card I am working on putting into the deck is Emrakul, the Aeons Torn. This card probably won't see much play in the deck itself, but the extra ability to shuffle my graveyard into my library when it is played can help when I mill myself by milling others or if they get control of my creatures and mill me. It also will partner well with Ulamog, the Ceaseless Hunger which I'm going to incorporate into my deck because of how well it works with the mill strategy. For untapping my creatures, I actually have Paradox Engine. This let's me untap all nonland permanents when I play a spell. Intruder Alarm is one I'm starting to lean towards putting in as well. This was a card I turned down when making this deck but now that I've played it more I can see how this would help immensely where my creatures can mill opponents. Whenever a creature is played, I can use the ability while the spell is on the stack, then untap my creatures right away. I'll have to be weary about this because it untaps my opponents creatures, but they are focused on combat when I am not. Another card that I am considering putting into the deck is Laboratory Maniac. This will be my backup card depending on the decks that my opponents are running. If they have too many responses to my mill effects, then I can instead mill myself to win the game. I do like the idea of using Nightveil Specter too. There are cards similar to this one, but many of them require you to play the exiled cards in the same turn which can be a waste. I also run Chromatic Lantern so cards with different colors won't be a problem for it either. I was also wanting to add more cards as punishment and protection type of cards so I think that Memory Erosion will be a good addition for this category. Thanks for your opinions! You gave me a lot of good ideas, and I'll have to change the deck around with the different ideas I've received but I think it will make it a lot better!

dino_beast on Annihilation (Eldrazi Tron)

6 days ago

Just checked them, and yes, they have been errated to produce colourless rather than generic, hadn't realised. You could switch Aeons Torn to Promised End to speed it up a little while still playing Emmy, while switching the other 2 titans to Ulamog, the Ceaseless Hunger will both increase the power of the deck and fit the theme even better. Also, with the amount of Eldrazi you are playing, it would probably be better to play Titan's Presence for removal, as it exiles and won't give them a 3/3 to pressure you with aswell, as their creature is ceasing to exist due to your Eldrazi being nearby, it also fits the deck flavour rather nicely, hope this is useful, and look forward to seeing how it does for you.

Darkshadow327 on God's Plan... To Mill

1 week ago

Tormod's Crypt, Bojuka Bog and Leyline of the Void help if your opponent is running a graveyard strategy.

The Scarab God Liliana Vess, Geth, Lord of the Vault, and Wrexial, the Risen Deep can take advantage of milling opponents (also Diluvian Primordial and Sepulchral Primordial).

Hedron Crab, and Ulamog, the Ceaseless Hunger are good mill creatures. Startled Awake  Flip is a decent mill card if you can keep bringing it back. Siren of the Silent Song is good too, a discard and straight mill can hurt.

Jace's Erasure and Psychic Corrosion punish whenever you draw a card (they pair nicely w/ Patient Rebuilding. Then Memory Erosion just punishes your opponents whenever they try to do something.

Perplex is a decent Counterspell, or a mill card. Mind Sculpt is just amazing! Increasing Confusion is decent as well. Psychic Spiral brings back all those mill cards, while milling your opponents in the process! Patient Rebuilding is recurrent mill, while also moving you forward.

Hope I was of some help! (And that I didn't go too overboard).

Murphy77 on AEthermage's Idea

1 week ago

This deck has the potential to get really evil. Grave Pact might fit right in, when one of your creatures is killed, your opponent sacrifices a creature. Then we up the flicker - 3 Vesner means that you can cast a creature with AEthermage's Touch then flicker it with Vesner or Cloudshift before it gets returned to the hand. Who knows - you might even get Vesner's emblem.

With the above set-up you can be a lot more aggressive with your ETB effects. Gonti, Lord of Luxury would be great to steal your opponent's deck. Hostage Taker fits right in (often exiling your own creature). 3 each of Angel of Serenity, Blade Splicer, Sin Collector, Wall of Omens and maybe Restoration Angel with 2 biggies like Ulamog, the Ceaseless Hunger

cplvela0811 on Mardu Pyromancer should play Path ...

1 week ago

Someone is thinking "but that would screw with Blood Moon." Now, while true - there is no need for Terminate being 2x () mana v.s. Path to Exile being 1x (), (which helps against Ulamog, the Ceaseless Hunger/Wurmcoil Engine and T1 Hollow One. Sure Terminate does not grant a potential land ramp, but Path to Exile is one less and is more likely to service Young Pyromancer and Bedlam Reveler at a more effective cmc/token/Bedlam ramp enabler.

On another note - I do not denounce Blood Moon in this shell. However, I am feeling that Path to Exile is strictly better than Terminate, and Lingering Souls is already including , so why hinder the true capabilities? Blood Moon is effective against a plethora of decks in Modern, but at the moment - would it not serve better to be sideboard material against the decks where it counts?

-One may even argue that Path to Exile denies Gideon and combats Dredge more effectively (when relevant).

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