OUTDATED GUIDE
Hey everyone, this is my Eldrazi and Taxes list. Been playing the deck for about two years now, competitively for a few months, and I'm nowhere close to reaching the skill cap; almost every turn forces you to think critically! It's amazingly fun due to it's "I get to play and you don't" nature and the amount of skill it requires. Before you copy this deck card for card to play at your LGS, please note that I've been tuning this list to fit the meta of my game store. The sideboard is extremely low on artifact hate as that's not a popular strategy where I play. I'd definitely change it up before taking this to a larger event.
Deck Info:
Eldrazi and Taxes (referred to as EnT) is an aggro-control deck based off of modern Death and Taxes (DnT), which itself is loosely based off of the Legacy deck with the same name. The general strategy of all three is a symmetrical denial of resources, however DnT is built to play (and win) through this kind of resource removal.
DnT and EnT prey on tier one strategies that rely heavily on unfair effects, such as searching libraries, using powerful lands, or playing efficient, cheap spells like
Lightning Bolt
. Every card in our deck is built to punish the usage of these types of cards. Unfortunately, this leaves us very weak to strategies that play fair magic better than we do, such as Elves or Mono-White.
Aggro-control sounds like a misnomer, doesn't it? Despite the two being polar opposites of each other, it's a perfect description of how a normal game for EnT will play out. By playing early disruptive creatures like
Thalia, Guardian of Thraben
,
Leonin Arbiter
and
Tidehollow Sculler
, we're able to hamper our opponents game plan (the control part) and then hopefully close out the game quickly with powerful finishers such as
Thought-Knot Seer
(the aggro part). Despite this being our general strategy, it doesn't mean that EnT can't take an opponent to the late game. We generally don't mind entering the grind; flickering our value ETB creatures with
Eldrazi Displacer
and
Flickerwisp
allow us to create an unprecedented amount of value once we have multiple lands in play.
I believe EnT is a solid tier two deck in Modern right now. Core set M19 is bringing us a few new toys to play with in
Isolate
,
Infernal Reckoning
,
Remorseful Cleric
and
Militia Bugler
, so we'll see where the list ends up going. Death and Taxes will find a way.
Core Cards:
Unfortunately, the core of the deck is so tight it leaves little room for innovation without drastically changing our strategy; almost every card has strong synergy with one another. I'd say there are about three to four flex slots, which in my list are currently occupied by
Lingering Souls
.
The deck you see above you is my personal list, tuned for my LGS. Please keep that in mind. Here's a fairly stock list for reference (hyperlink not working):
https://www.mtggoldfish.com/archetype/modern-w-b-eldrazi-46428
So without further ado, the core of the deck.
Lands:
I was running 22 lands for the longest time, but after going up to 23 I can safely say this: do not play less than 23 lands. You can try, but you'll feel a lot better with the one extra. The consistency has significantly gone up; one of EnT's weaknesses is its fragile manabase.
Blood Moon
(and our own manabase) dominates us. We're essentially playing a three-color deck without fetchlands (as colorless counts as a color commitment) and our "tri-lands" (
Caves of Koilos
) are painful for us to use. An optimal list probably runs a
Fetid Heath
instead of the
Godless Shrine
due to it being able to cast and activate abilities of the colorless Eldrazi in the deck. If you want to play 22 lands cut a
Shambling Vent
.
0-1x
Cavern of Souls
: I play against a lot of control decks so teching this in has been great. I don't think one is necessary though, vial should do the trick to get around counterspells. Not needed, but often a helpful inclusion.
3-4x
Concealed Courtyard
: It's a fast land, fine for us. Anything that comes in untapped without requiring a fetch is playable.
0-2x
Godless Shrine
: I think
Concealed Courtyard
is just better. We don't play fetches so tutoring this isn't something we're doing.
4x
Caves of Koilos
: These are a must have. Although it'll ping you a few times, the three different colors are vital to casting our cards.
4x
Eldrazi Temple
: This land...is both a blessing and a curse. The ability to power out threatening creatures like
Eldrazi Displacer
and
Thought-Knot Seer
earlier than normal provides an exceptional threat to any opponent. This however brings along the drawback of occasionally not having enough colored mana symbols. If you've got a hand with two Temples, a Courtyard and a couple
Tidehollow Sculler
s, it feels bad.
0-1x
Fetid Heath
: Filter lands can create awkward mana-tapping, but Heath provides another colorless source if you're stranded.
4x
Ghost Quarter
: Modern
Strip Mine
! Great against a lot of the decks in the format right now, especially with
Leonin Arbiter
. This land is insane against decks with greedy manabases, like Humans, as some lists only run one basic land.
2-3x
Shambling Vent
: Vent is another way to head into the lategame and offset the damage we take from our pain lands. It's not amazing for a turn one play; we'd much rather play a Vial. Use this land to help apply pressure or create a blocker when in need.
2x
Plains
and 1x
Swamp
: Basics are critical!
Path to Exile
and
Blood Moon
are cards that exist. It'd be nice to be able to play a few more, but we desperately need the dual/tri lands to ensure we can cast all of our cards whenever we need to.
Wastes
: I haven't experimented with
Wastes
in my deck; I haven't really needed one. I can see them being good if
Blood Moon
decks really take off.
Non-Creature Spells:
4x
Aether Vial
: You can't play DnT or EnT without this card. Playing a turn one Aether Vial will often decide games right there and then. Flashing out Arbiter in response to a fetch, flashing out
Flickerwisp
and removing a land for a turn, the possibilities opened up by Vial are endless.
4x
Path to Exile
: Hands down the best removal spell in modern. Especially busted in our deck due to its interaction with
Leonin Arbiter
.
0-3x
Fatal Push
: Fatal Push is an insane piece of removal, especially how our deck likes to flicker permanents. You don't get the synergy with fetchlands like other decks do, but getting to the 4cmc targeting rarely matters. Its base mode kills
Tarmogoyf
,
Dark Confidant
and other problematic 2 drops. You can run this in the main but I keep my copies in the side.
Creature Spells
4x
Tidehollow Sculler
: This is our version of
Thoughtseize
. However, unlike
Thoughtseize
, Sculler is able to steal multiple cards. By responding to its enter the battlefield trigger with a flicker effect (like
Flickerwisp
or
Eldrazi Displacer
), the leave the battlefield trigger is put on the stack and will resolve BEFORE the enter trigger. This causes one of the two cards you'll be taking to be exiled permanently (the first trigger on the stack will be the card that is gone permanently. However, depending on how you flicker it, Displacer or Wisp, the timing will be different for the second trigger). Players will occasionally misplay when responding to the Sculler by responding to the ETB, and be very happy if this happens. Not only does it get rid of a removal spell from their hand, the leave trigger will never happen. The card you take will be gone forever.
3-4x
Thalia, Guardian of Thraben
: Your ideal two-drop. This card is fantastic against a slew of decks; the first strike and taxation are extremely relevant against a lot of decks in the format. She'll almost always eat a removal spell during or after the turn she comes down. I don't like playing four in the main as she might get stranded in your hand, but if your meta calls for an extra, play her. You can keep a fourth in the side for those matchups (control, storm, spell-heavy decks) if you only want three for game one.
4x
Leonin Arbiter
: Another underrated powerhouse (in the correct scenario). Fetch lands are very common in modern and playing this on turn two or responding to a fetch with a vial into Arbiter can be devastating against many of the top decks in the format. Having this out also makes
Path to Exile
(or
Settle the Wreckage
) insane.
4x
Flickerwisp
: Arguably the best card in the deck. There's so much stuff you can do with this card I could write an entire article about it. I'll mention a few tricks you can pull below. Wisp and
Wasteland Strangler
interact extremely favorably, you can move the exiled card into the yard (this helps take care of large, hard to remove permanents such as planeswalkers or troublesome artifacts/enchantments)!
4x
Eldrazi Displacer
: Another candidate for the most powerful card in the deck.
Eldrazi Temple
allows this to come down extremely early and provides extra colorless mana to abuse its ability. Reuse your own ETB triggers, tap down your opponent's board, protect your creatures from
Lightning Bolt
, permanently destroy tokens, flicker Flickerwisp...the list goes on.
2-3x
Wasteland Strangler
: I haven't been that big of a fan of this card recently, despite the synergy it holds with the rest of the cards in the deck. Sometimes it's just a 3/2, and that feels bad. Although it has shortcomings, it's extremely powerful against creature matchups. Note its interaction with
Flickerwisp
and suspend cards! If your opponent suspends a
Rift Bolt
or
Ancestral Vision
you can move them from exile into a graveyard, negating the spell. The majority of lists run three, I'm down to two because of my meta.
4x
Thought-Knot Seer
: Incredible card. Not only does it permanently exile a card from your opponents hand, it beats a good portion of damage based removal in modern. Flicker this repeatedly to strip your opponent of all relevant cards and use it as a big, hard to remove beater.
Flex Options:
Lingering Souls
: Despite the nonbo it has with Thalia and the inability to be blinked with our flicker effects, you could honestly play four of these they're so damn good. I'd go out on a limb and say that Souls is the BEST white spell in the entire format, and if you're in white and not playing a combo deck you should be playing it. Discard it to help negate
Liliana of the Veil
, play it to make four chump blockers, or use them to generate an extremely threatening clock. I like three in the main.
Reality Smasher
: Despite being relatively unnecessary in a lot of matchups, resolving one of these bad boys is most likely the end for your opponent. Especially when combined with
Cavern of Souls
, the Smasher is a potent threat for any deck to deal with. I wouldn't play more than two, and when I'm running it I stick to one. A five CMC creature is hard to resolve sometimes, but every once in a while a turn three Smasher will happen.
Blade Splicer
: If you really want to abuse flicker effects, this is your go to three-drop. Getting a golem engine online is fantastic, and if you ever blink your Splicer to save it from a spell/ability it'll make you a golem as a way of saying thanks. Very good against creature strategies.
Gonti, Lord of Luxury
: Gonti is sick in a select few matchups. He also combos with
Wasteland Strangler
if you don't want to cast the card you exile. Note however that you can't play lands off of his ability (as it says "cast", not "play") but you are still able to cast the card if he has left the battlefield. If your opponent uses a scry effect and leaves a card on the top, Gonti can steal that card and prevent your opponent from using it.
Brimaz, King of Oreskos
: Double white can be hard to get to sometimes, but Brimaz is a brick wall when he lands. He generates a great clock and is invulnerable to a lot of damage based removal, similar to
Thought-Knot Seer
. He also avoids the non-revolt push. I think he fits much better in mono-white, but playing a one of Brimaz might work out for you.
Thalia, Heretic Cathar
: Honestly, she's pretty underwhelming. Her effect is good but unless you're powering her out early (as you can do in GW Taxes with
Noble Hierarch
or
Birds of Paradise
) I don't think she's great.
Shriekmaw
: I tried one
Shriekmaw
in the main at one point, it worked out well occasionally. Cast it for its evoke cost and then flicker it in response to the sacrifice trigger.
Athreos, God of Passage
: I've yet to try Athreos out, but I really want to. Returning your creatures to your hand instead of them dying is awesome and nugging your opponent for three if they don't want that to happen is pretty good too. It'll rarely be a creature (allowing it to dodge Path effects), but I think it could provide some good value, and if you ever do manage to get enough devotion a 5/5 indestructible is nothing to scoff at. I'll be playing one in the main at some point.
Akroma, Angel of Fury
: We're digging deep here friends. Cast it for the morph and then flicker for a big scary creature. It's a cheap party trick and will most likely only work once, as after your opponent sees the morph for a second time they'll know what's up. It's pretty good against Jeskai Control if you're struggling with that matchup, but make sure you've got a way to flicker it once you cast it.
Eiganjo Castle
: If you're heavy on legends try this out.
Karn, Scion of Urza
: Really liked this as a one of in the main. All abilities are very relevant, including the 0/0 construct. Don't have a copy right now but if I did he'd be in the deck.
Sideboard Options
Burrenton Forge-Tender
: I'm more in favor of this girl than
Kor Firewalker
. The Kor is definitely better in a burn matchup, but our deck does fine against burn the majority of the time. With our hand disruption and answers to their creatures, it's not a matchup I'm particularly worried about. Absolutely essential against a lot of the big meta decks right now, such as Jeskai or Mardu.
OR
Kor Firewalker
: Solid against burn, but not much else. Our matchup against them is very good for us anyways. If you're getting smacked by burn consistently you should try these out.
Kambal, Consul of Allocation
: Great card! I'm playing one in the board but am considering moving to two. Functions as a
Tendrils of Agony
against storm if they fail to remove it as well as being a solid card against control decks that look to cast lots of non-creature spells. It's a must remove when it comes down.
Sin Collector
: Another solid flicker target against spell heavy decks.
Fatal Push
: You can run this in the main or the side, it's up to you. I prefer to keep them in the side, but I've seen a lot of players run one to two main and keep one extra in the board.
Settle the Wreckage
: Great against elves or tokens...if you can make it there. Our deck struggles against decks that go wider and faster than it, so Wreckage is a great contingency plan.
Gideon, Ally of Zendikar
: Lots of good things going on with Gideon. Turn him into a clock against control or take over the board with his token ability.
Orzhov Pontiff
: One of the ways we're able to fight back against go-wide strategies is this guy. Flickering him multiple times is amazing, pump your team or shrink the opposite side. His Haunt ability makes him pretty persistent as well.
Rest in Peace
: Graveyard hate. It's good.
Stony Silence
: Artifact hate. It's good too.
Worship
: I've been experimenting with Worship, I don't see it in most sideboards but I really like it. Having vial and good creature protection in
Eldrazi Displacer
make it amazing once it's out. You can also protect your own Worship with
Flickerwisp
!
Matchups
Matchup percentage is my estimate, with our win percentage first and the opponent's second. Post board percentage is displayed as well.
Elves (30/70):
This one sucks. Any deck that likes to go wide quickly crushes our strategy. Game one you don't really have a chance, do your best to remove their creatures, make good trades and pray that all of the
Shaman of the Pack
s and
Ezuri, Renegade Leader
s are at the bottom of their deck. Games two (and three if you make it) get a bit better with cards boarded in but it's still going to be a pretty feelsbadman match.
Cards to bring in:
Orzhov Pontiff
,
Settle the Wreckage
,
Fatal Push
.
Cards to take out:
Thalia, Guardian of Thraben
, maybe a few
Flickerwisp
s, maybe a few
Aether Vial
s.
Leonin Arbiter
could be removed, however shutting down
Chord of Calling
for a few turns helps to stall. Some elves players will board out Chord and play
Lead the Stampede
instead, so be aware of that.
Jund (50/50):
Jund feels fair to play against. We've got answers for their stuff, they've got answers for ours. Discarding
Lingering Souls
to
Liliana of the Veil
feels great.
Cards to bring in:
Rest in Peace
,
Fatal Push
,
Gideon, Ally of Zendikar
,
Worship
. You could bring in the Forge-Tenders as well, they don't feel to great though.
Cards to take out: Two (or more) Vials,
Leonin Arbiter
. Thalia could go on the chopping block, however it prevents a turn four
Bloodbraid Elf
from cascading into a non-creature spell.
Jeskai Control (60/40 | 55/45):
I enjoy playing against Jeskai. There are a lot of elements that give us a solid matchup against them, especially game one. Vial and
Cavern of Souls
shut off counterspells, flicker effects lets our creatures dodge removal and
Leonin Arbiter
is a HOUSE if you slam one early and it stays around.
Ghost Quarter
is fantastic as well, kill
Celestial Colonnade
or shut off your opponent from certain colors.
Cards to bring in:
Sin Collector
,
Rest in Peace
,
Burrenton Forge-Tender
,
Gideon, Ally of Zendikar
,
Kambal, Consul of Allocation
Cards to take out:
Wasteland Strangler
, some number of
Flickerwisp
, a few
Path to Exile
, a Vial or two
Burn (50/50):
We've got a surprisingly good matchup against burn. Game one we can interact with
Rift Bolt
and their board, cut off their mana, steal their spells and present a threatening clock. Our early game is incredible against burn, both
Thalia, Guardian of Thraben
and
Tidehollow Sculler
force answers.
Eidolon of the Great Revel
is sub-par against us, we simply use vial to get around it. With a lot of exile effects,
Grim Lavamancer
gets significantly worse for burn as well.
Cards to bring in:
Kambal, Consul of Allocation
,
Fatal Push
,
Burrenton Forge-Tender
, potentially
Sin Collector
Cards to take out:
Leonin Arbiter
, a couple
Flickerwisp
or
Eldrazi Displacer
. Despite Arbiter being reeeally good at turning off burn's mana, they're basically just bears.
More coming soon!
Flickerwisp Tricks
Vial it in to save a permanent from a targeted ability (bolt, k-command,
Ghost Quarter
, etc).
Vial/cast it during your second main phase to reset a land you control for next turn. For example, you have a
Path to Exile
in hand and want it up next turn. Cast Flickerwisp targeting your own land (during second main!!!), and on your end step the land comes back in to play ready to be used(tapped/untapped depending on what land it is obviously).
Vial it in on an end step to exile a permanent for an entire turn. If you do this to a land, its enter trigger will happen again just like any other permanent with an ETB. Great against
Celestial Colonnade
, bounce lands, shock lands,
Blood Moon
,
Worship
, tron lands and planeswalkers.
Vial/cast it to exile a permanent, then vial/cast
Wasteland Strangler
to move that permanent to a graveyard and give something -3/-3. Targets I frequently exile are annoying enchantments (
Intangible Virtue
,
Blood Moon
,
Phyrexian Unlife
) or important lands.
Vial/cast it to target a transformed permanent, such as
Search for Azcanta
or
Delver of Secrets
. The permanent enters the battlefield as the original card.
Vial/cast it to remove counters from permanents, like
Chalice of the Void
,
Engineered Explosives
or enemy planeswalkers. This same trick can be used to reset your
Aether Vial
s if you need to vial lower CMC stuff.
Vial it in responding to
Valakut, the Molten Pinnacle
triggers. If an opponent casts
Scapeshift
and puts six mountains in to play, respond to the Valakut triggers and flicker a mountain. The triggers will then resolve, but because the opponent only has a total of five mountains in play nothing happens.
More tricks (hyperlink isn't working):
http://www.thrabenuniversity.com/?page_id=37
Displacer Tricks
Double a
Leonin Arbiter
tax by having your opponent pay the 2, then still in response to the search flicker it. The returned Arbiter counts as a new object, applying a new tax.
Steal multiple cards from your opponent by flickering a
Tidehollow Sculler
multiple times, each in response to its new ETB trigger. Requires lots of mana but is devastating and often a game winner.
Flicker an opponent's
Spell Queller
in response to a spell, forcing them to exile their own spell. Squeller exile is a MUST, not a may.
Tap down your opponents team before combat.
Save a attacking/blocking creature from its blocker/attacker.
Save a creature from a targeted ability.