pie chart

Cthulhu's Scrapyard - A Colorless Primer

Commander / EDH* Battlecruiser Colorless Eldrazi Multiplayer Primer Ramp

Hblue

Maybeboard


Introduction

It all began when I first got my hands on All Is Dust . The art, the power level, the flavor, everything just resonated with me. At that moment, I knew I had to make a colorless deck. At first, it was mostly about generating value from artifact and using the Eldrazi titans as a finisher. My playgroup back then was super casual and this strategy proved successful for a while.

As we all upgraded our decks, though, it was clear that I needed to redesign the deck. Ashley's colorless deck appearance in the Game Knight episode #24 really motivated me to shift the focus of the deck from artifacts shenanigans to ramp and combos.

This primer, as with any of them, is a work in progress. I do not currently have the budget to buy the more expensive cards just yet, which is why they aren't included in the deck and are instead in the maybeboard.

While colorless is fun and have plenty of tools, it certainly isn't going to compete against the highly tuned decks in a competitive environment. Ultimately, fun is subjective. The deck is generally explosive and difficult to slow down once it gets going. The speed at which it can ramp backed up by huge bombs and stax is usually enough to come out on top.

Advantages of being colorless

No color fixing required

The lands allows for great utility with little to no drawback

We can run all the mana rocks

Resilient against color hate and/or protection from color

You get to be "that guy" piloting a colorless deck

Disadvantages of being colorless

Lack of interaction; there aren't many colorless instants

Lack of cheap tutors

Generally speaking, an effect in colorless has a higher CMC than its colored counterpart

Artifact hate is devastating

Card draw is mana intensive and/or slow

You might like this deck if:

You like to ramp and do it fast

You like to play big, dumb creatures

You like having the options for combos without it being the focus of the deck

You like non-traditional strategies

You like having a clear path to victory

You might not like this deck if:

You prefer an attrition/recursion game plan

You prefer small but resilient creatures

You prefer a deck filled with combos

You prefer sticking to a proven strategy

You prefer to have multiple and/or complicated win conditions

The ideal start with this deck is to get a bunch of rocks and as much of your hand in play as quickly as possible. Kozilek, the Great Distortion shines when you cast him with an empty hand, as it will refill your hand and keep the engine going so to speak. The ability to counter spells is more relevant than you'd think, albeit situational. I've stolen games on the back of countering big spells that targeted me multiple times, and with a bit of luck, you can do it too. Using Kozilek, the Great Distortion helps with 2 of the major weaknesses of colorless, which is the access to card draw and the lack of interaction. However, Kozilek, the Great Distortion is not as consistent.

Kozilek, Butcher of Truth trades the draw up to 7 for guaranteed draw 4, which is much more consistent. It also means you will draw 4 cards regardless of your hand size. However, if you cast it empty handed (mostly relevant in the early game), then the draw difference is significant. It also trade Menace and the ability to counter for Annihilator 4. Considering the speed at which we can cast it, Annihilator 4 is much more powerful than Menace, and as stated previously, the problem with the counter ability is its inconsistency.

Ultimately, which of the 2 you choose is up to you, and there's very few cards that will need to be changed accordingly.

Colorless lacks certain things other colors take for granted. Having a draw engine sitting in the command zone is always good but in a colorless deck, it's amazing. In fact, it's the only reason why we can get away with running so much ramp. The two-turn commander damage clock and annihilator/counter magic are just a plus.

As mentionned previously, the main goal is to cast Kozilek, Butcher of Truth as early as possible. To be able to do this, we run as many good mana rocks as we possibly can. While this strategy is fairly consistent, it means you will most likely end up with only one or two cards in hand when you finally get to cast Kozilek, Butcher of Truth . However, you will draw 4 cards as you cast it, which mean you can go all in on the mana rocks since you'll refill your hand anyway.

An easy way to make sure you can win by combat, is to slow down the game/lock your opponents out of the game with stax effects. Dropping a Winter Orb the same turn Kozilek, Butcher of Truth comes in is devastating. I chose to cut stax effect in favor of a healthier playgroup.

You will most likely win with commander damage, but adding a couple of cards would allow for infinite combos and multiple win conditions. I'll update this section once I add those cards. In the meantime, you can refer to the Combo section of this primer for ideas of what can be done.

The biggest weakness of the deck is effects such as Null Rod . Hardcasting cards like Spine of Ish Sah , Meteor Golem or Ulamog, the Ceaseless Hunger can get rid of those cards once they are in play, but doing so without our mana rocks might prove difficult. With a bit of luck, we can stop such cards from ever entering the battlefield by countering them with Kozilek, the Great Distortion .

Forced sacrifice effects such as Dictate of Erebos are also a problem since we have very few creatures and would like to keep them. Recasting Kozilek, Butcher of Truth isn't all that bad though, since you will draw a massive amount of cards (and hopefully mana rocks) to leverage against the commander tax. If facing this kind of strategy, try and tutor for combo pieces and not rely on the beat down strategy.

We are also vulnerable to early aggression and token swarm. Silent Arbiter and other early stax effects can help in that regard. We also run a lot of board wipes to mitigate the effects of early game hate.

I will be adding different infinite combos and ways to abuse them once my budget permits it. I will update this section once I do. In the meantime, you can refer to the combo section to get an idea of what I plan to add.

Coming soon
Coming soon
Coming soon

Cards marked with a "~" are cards I'm considering cutting.

The namesake of the deck.

Conduit of Ruin : Act both as cost reduction and a tutor. Colorless does not have a lot of tutor options, so we'll pick every good one that comes our way.

Emrakul, the Promised End : Huge, evasive beater that can't be countered and possibly screw over an opponent of our choice.

It That Betrays : Huge beater that makes All Is Dust / Ugin, the Spirit Dragon /Annihilator (which it conveniently have) much more potent.

Kozilek, the Great Distortion : Huge, hard to block beater that draws us cards and potentially allow us to counter problematic spells.

Myr Battlesphere : Creates artifact creatures token for Blinkmoth Urn / Ashnod's Altar / Clock of Omens / Inventors' Fair /Edict effects.

Oblivion Sower : Can ramp you if you're lucky. Should be replaced by Ulamog, the Infinite Gyre .

Steel Hellkite : A great way to get rid of problematic tokens and/or specific permanents, albeit not that reliably. Also acts as one of the only way to block flyers and/or hit in the air.

Ulamog, the Ceaseless Hunger : Huge indestructible beater that exiles on cast (can't be countered) and mills our opponent, what's not to love?

Void Winnower : Huge beater that slows our opponents down while leaving us unaffected.

Kind of recurrable effects that are sought after in colorless.

Karn, the Great Creator : One sided Null Rod , but more importantly allows us to get artifacts that were exiled. Also turns our high CMC artifacts into beaters if needs be.

Ugin, the Ineffable : Cost reduction for the whole deck, card advantage and removal in a single slot.

Altough generally good, colorless board wipes options are usually paired with high CMC.

All Is Dust : In this deck, this pretty much is Cyclonic Rift on steroid.

Nevinyrral's Disk : Great board wipe that can potentially leave us unaffected using Soul of New Phyrexia .

Oblivion Stone : See Nevinyrral's Disk .

Perilous Vault : Not as good as the other wipes since we can't protect our stuff from being exiled. Should be replaced by Ugin, the Spirit Dragon .

We don't run a lot of creatures and want them to stick. We also want to protect our artifacts.

Lightning Greaves : Gives haste to our big beaters whilst protecting them.

Platinum Emperion : We are weak to aggro, and this card either buys us time or eats removal that could hit The Tentacle Gang.

Soul of New Phyrexia : Recurrable protection for our board that works even if it gets killed. Especially good with Nevinyrral's Disk / Oblivion Stone .

Swiftfoot Boots : See Lightning Greaves .

~ Warping Wail : Can sometimes counter a board wipe or a win con, but its potential is somewhat limited.

Card advantage is a weakness of colorless, so we'll pick every good one that comes our way.

Bag of Holding : Looting effect that allows us to get the discarded cards back.

Endbringer : The card draw is the most relevant ability on this card, but the ping/unblockable abilities can come in handy.

Mind's Eye : Repeatable card draw, especially good with Unwinding Clock .

Mystic Forge : Allows us to cast our whole deck except lands (which we can exile). Absolutely nuts.

Similar to our board wipes, our spot removal options are usually paired with high CMC.

Duplicant : Can only hit creatures, but gives us a body.

Lux Cannon : Recurrable and can hit any permanents. Pairs well with Unwinding Clock .

Meteor Golem : Can hit any permanents and gives us a body.

Scour from Existence : Can hit any permanents. Should be replaced by Karn Liberated .

Spine of Ish Sah : Recurrable and can hit any permanents. Prime target for artifact sacrifice.

These are our value engines, combo pieces, shenanigans, etc.

Ashnod's Altar : Can ramp us like crazy with Myr Turbine / Myr Battlesphere . Also allows for an infinite card draw combo with our commander if we have infinite mana. Could also be used as creature sacrifice outlet to protect them from being exiled.

Clock of Omens : Primarily used to generate a lot mana by untapping our mana rocks, but can also be use to get more Strionic Resonator copies, crack Nevinyrral's Disk the turn it comes into play, tutor multiple times with Kuldotha Forgemaster / Ring of Three Wishes , create multiple token a turn with Myr Turbine , get more counters on Lux Cannon , exile mulitple lands a turn with Mystic Forge , get more value out of Endbringer , etc.

Crucible of Worlds : Allows us to recur lands that sacrifice themselves such as Emergence Zone / Crystal Vein / Haven of the Spirit Dragon / Blast Zone / Ghost Quarter / Haunted Fengraf / Scavenger Grounds for more value.

Kuldotha Forgemaster : Colorless does not have a lot of tutor options, so we'll pick every good one that comes our way.

Manifold Key : See Clock of Omens .

~ Mindslaver : Can really screw an opponent over, but is somewhat unfun to play against.

Myr Turbine : Creates targets for Clock of Omens / Ashnod's Altar / Kuldotha Forgemaster / Inventors' Fair /Edict effects.

Relic of Progenitus : Graveyard hate that replaces itself in a dead match up.

Ring of Three Wishes : Colorless does not have a lot of tutor options, so we'll pick every good one that comes our way. This is one of the cheapest, but also the weakest.

~ Silent Arbiter : Slows the game down in our favor. Our creatures are huge, have annihilator, menace, trample, etc. so we don't mind swinging with only one of them. The card is significantly worse since I changed the commander from Kozilek, the Great Distortion to Kozilek, Butcher of Truth .

Strionic Resonator : Copies any trigger we want. You can turbo annihilate people, mill them with Ulamog, the Ceaseless Hunger , destroy/exile a load of permanents with Ulamog, the Ceaseless Hunger / Ulamog, the Infinite Gyre / Meteor Golem / Duplicant / Spine of Ish Sah , tutor multiple times with Conduit of Ruin , "steal" multiple turns with Emrakul, the Promised End , draw a shit load of cards with Kozilek, Butcher of Truth , ramp/draw twice with Solemn Simulacrum etc.

Unwinding Clock : See Clock of Omens , difference being that the untap happens on every players upkeep instead of needing to tap artifacts. Also gives our artifact creatures vigilance, kind of.

Voltaic Key : See Clock of Omens .

We want any piece of good ramp we can get our hands on.

Astral Cornucopia : Can be proliferated for insane amount of mana and is part of an infinite mana combo.

Basalt Monolith : Important piece for the infinite mana combo, and also pairs well with any of our untap effects.

~ Blinkmoth Urn : Allows for explosive turns but does nothing if we are behind.

Chromatic Lantern : Allows us to tap lands such as Eye of Ugin / Temple of the False God / Maze of Ith for mana.

Dreamstone Hedron : Ramp that can also be used as card draw if needs be.

Everflowing Chalice : Can be proliferated for insane amount of mana and is part of an infinite mana combo.

Expedition Map : Land tutor which will usually search for our lands that reduces the cost or produce more than 1 mana. Can also come in handy to get that Urborg, Tomb of Yawgmoth if you've drawn too many lands that don't do anything.

Fellwar Stone : Great ramp for the CMC.

Fractured Powerstone : Great ramp for the CMC.

Gilded Lotus : Decent ramp for the CMC.

Hedron Archive : Ramp that can also be used as card draw if needs be.

~ Jeweled Amulet : Can be played for free but only "ramp" half as often as the other rocks.

Mind Stone : Ramp that can also be used as card draw if needs be.

Prismatic Lens : Great ramp for the CMC.

Sol Ring : Great ramp for the CMC.

Solemn Simulacrum : Land ramp and card draw on a body.

Thought Vessel : No maximum hand size can come in handy with infinite card draw.

Thran Dynamo : Great ramp for the CMC.

Unstable Obelisk : Can also be used as removal.

Ur-Golem's Eye : Decent ramp for the CMC.

Wayfarer's Bauble : Land ramp for more resilience.

Worn Powerstone : Great ramp for the CMC, but enters tapped.

We can get away with running a lot of utility lands since we don't care about colors.

Arcane Lighthouse : Allows us to target stuff with our removal that we otherwise couldn't.

Arch of Orazca : Card advantage is one of colorless' weakness. We'll take as much as we can.

Blast Zone : Board wipe.

Buried Ruin : Artifact recursion.

Crystal Vein : Taps for more than 1 mana.

Darksteel Citadel : Counts as an artifact for Unwinding Clock / Blinkmoth Urn .

Eldrazi Temple : Taps for more than 1 mana.

Emergence Zone : Poor man Vedalken Orrery .

Eye of Ugin : Cost reduction for our beaters and a couple of utility creatures, which also lets us tutor.

Geier Reach Sanitarium : See Arch of Orazca .

Ghost Quarter : Land destruction.

Haunted Fengraf : Creature recursion.

Haven of the Spirit Dragon : Planeswalkers (Ugin) recursion.

High Market : Creature sacrifice outlet to protect The Tentacle Gang from getting exiled.

Homeward Path : Prevents our opponents from stealing The Tentacle Gang.

Inventors' Fair : Artifact tutor.

Karn's Bastion : Can be used to add loyalty counters on our planeswalker or charges on lux canon/ Astral Cornucopia / Everflowing Chalice / Empowered Autogenerator / Mage-Ring Network .

Mage-Ring Network : Store uneeded mana so we can have a more explosive turn later.

Mikokoro, Center of the Sea : See Arch of Orazca .

Phyrexia's Core : Artifact sacrifice outlet to protect them from getting exiled.

Reliquary Tower : No maximum handsize can come in handy with infinite card draw.

Rogue's Passage : Makes The Tentacle Gang unblockable.

Sanctum of Ugin : Tutor.

Scavenger Grounds : Graveyard hate.

Sea Gate Wreckage : See Arch of Orazca .

Shrine of the Forsaken Gods : Taps for more than 1 mana.

Temple of the False God : Taps for more than 1 mana.

Thespian's Stage : Most of the time, will copy lands that taps for more than 1 mana or gives cost reduction.

Urborg, Tomb of Yawgmoth : See Chromatic Lantern .

Wastes : Every deck need basics for effects like Solemn Simulacrum / Path to Exile /Etc.

Zhalfirin Void : Scry/Filtering is always welcomed, especially since colorless needs all the help it can get with card advantage.

This section is for future reference, as I do not currently own all the required cards.

Infinite mana #1

Rings of Brighthearth + Basalt Monolith

Tap Basalt Monolith for 3 mana, then use that 3 mana to untap itself, paying 2 additional mana from another source to copy the untap ability using Rings of Brighthearth . Then, Untap the Monolith twice, tapping it both times in response for a total of 6 mana. Untap the Monolith twice for 5 mana (3 + 2 to copy with the Rings) and then tapping it twice for 6, netting you 1 mana each time.

Infinite mana #2

Rings of Brighthearth + Voltaic Key + Everflowing Chalice / Astral Cornucopia / Empowered Autogenerator

Assuming the mana rocks have at least 4 charge counters: Tap the mana rock, use 1 mana to activate Voltaic Key targeting itself, then use 2 more mana to copy the trigger with Rings of Brighthearth and untap the mana rock, netting you 1 mana each time.

Infinite card draw #1:

Infinite mana + Staff of Domination

Generate infinite mana and simply pay for the card draw and its ability to untap itself.

Infinite card draw #2

Infinite mana + Sensei's Divining Top + Rings of Brighthearth

Generate infinite mana and tap Sensei's Divining Top to draw a card, using 2 of your infinite mana to copy the ability using Rings of Brighthearth . Then, draw a card and put Sensei's Divining Top on top of your deck, then redraw it from the second iteration of the ability resolving. Replay Sensei's Divining Top using your infinite mana and repeat this process to draw as many cards as you want.

Infinite card draw #3

Infinite mana OR Ugin, the Ineffable + Sensei's Divining Top + Mystic Forge

Generate infinite mana and tap Sensei's Divining Top to draw a card, putting on the top. Play it using Mystic Forge and repeat as much as you want to draw a card every time. Alternatively, you can achieve the same result by using the cost reduction of Ugin, the Ineffable to play Sensei's Divining Top for 0 CMC.

Infinite card draw #4

Infinite mana + Ashnod's Altar + Kozilek, Butcher of Truth

Generate infinite mana and cast Kozilek, Butcher of Truth . Sacrifice it using Ashnod's Altar which will make it go to the command zone so you can recast it to draw 4 cards every time.

Infinite untap #1

Infinite mana + Rings of Brighthearth + Voltaic Key + any artifact

Generate infinite mana and use Voltaic Key to untap the artifact of your choice. Copy the ability using Rings of Brighthearth and use it to untap the Voltaic Key , now both the key and target artifact are untapped. Repeat as much as you'd like.

You can use this combo to infinitely untap your artifacts, such as Planar Portal for infinite tutors, Myr Turbine for infinite tokens, Lux Cannon to destroy any number of target permanents, etc.

Infinite damage #1

Infinite untap + Staff of Nin

Generate infinite mana and then infinite untap, then simply ping an opponent with Staff of Nin , untap it, and repeat the process as much as you need to kill everyone.

Infinite damage #2

Infinite mana + Walking Ballista

Generate infinite mana and simply pay an arbitrary large amount of mana for X. Remove as much counters as you need to kill everyone. Goblin Cannon could be used as a budget alternative, albeit weaker as a standalone card.

Infinite mana & damage #1

Cogwork Assembler + Myr Battlesphere + Ashnod's Altar

Using Cogwork Assembler , create a token that's a copy of Myr Battlesphere which will create a total of 5 creatures. You can sacrifice 4 of them to produce enough mana to recreate a copy of Myr Battlesphere with a remaining 1 mana extra as well as 1 hasty token for ininifte mana and hasty creatures.

Infinite mana & damage #2

Cogwork Assembler + Metalworker + 4 or more artifacts in hand

While having 4 and more artifacts in hand, you can tap Metalworker for 8 mana or more, then use 7 of it to activate Cogwork Assembler and create a token of Metalworker , which will net you 1 mana every time you do so. You can then use that infinite mana to create as much hasty Metalworker tokens as you need.

Infinite mill #1

Infinite mana + Whetstone + any land that makes people draw (not strictly needed)

Generate infinite mana and simply pay the ability cost to mill everyone. We are kind of immune to it thanks to Ulamog, the Infinite Gyre / Kozilek, Butcher of Truth . Lands such as Geier Reach Sanitarium / Mikokoro, Center of the Sea can be used so you don't have to wait on everyone's upkeep and mill them right away but is not needed.

Upgrades & additions

Ulamog, the Infinite Gyre which is strictly better as a threat, anti mill tool, removal, etc. than the Oblivion Sower .

Ugin, the Spirit Dragon instead of Perilous Vault , which is the weakest of our board wipes.

Karn Liberated instead of Scour from Existence , which does essentially the same thing but is recurrable.

Karn, Scion of Urza 's +1 pairs well with Karn, the Great Creator and would help us with draws. The token could come in handy as a beater or even as sacrifice fodder if needs be.

Mana Vault is an amazing piece of ramp and should be added as soon as the budget allows.

Metalworker can cause a huge swing in tempo by allowing us to play cards we just drew if it's on board when we cast Kozilek, Butcher of Truth and refill our hand (with most likely a couple of artifacts).

Mana Crypt is obviously busted, but very expensive.

Rings of Brighthearth allows for infinite mana.

Sensei's Divining Top allows us to filter our draws and allows for infinite draw if we have infinite mana.

Staff of Domination allows for infinite life gain/card draw if we have infinite mana.

Walking Ballista allows us to kill the entire table if we have infinite mana.

Mycosynth Lattice allows for one sided board wipes of all permanents with Soul of New Phyrexia / Darksteel Forge and a complete game lock with Karn, the Great Creator . Also allows us to untap all our lands every turn with Unwinding Clock .

Possible replacements; meta dependent

Ashnod's Altar -> Krark-Clan Ironworks , if you would rather have an artifact sac outlet over a creature one. Additionally, if you have infinite mana, Ashnod's Altar gives us infinite card draw with Kozilek, Butcher of Truth while Krark-Clan Ironworks gives us infinite removal via Spine of Ish Sah .

Platinum Emperion -> Platinum Angel , if you are facing a lot of combo decks.

Soul of New Phyrexia -> Darksteel Forge , if you are facing mostly artifact hate. Higher cost upfront, but no need to pay an activation cost on the same turn as a board wipe if it's already on the battlefield.

Steel Hellkite -> Thopter Assembly could be used instead for more flying bodies if quantity > quality, and if you'd rather produce more mana from Ashnod's Altar / Blinkmoth Urn instead of having the removal Steel Hellkite provides.

Ring of Three Wishes -> Planar Portal , if you find it is usually sticking on board for more than 3 activation (doubtful, but hey). It costs more, but doesn't have a finite number of use.

Ring of Three Wishes -> Planar Bridge , if you find yourself tutoring for artifacts or combo pieces more often than the big bois (you lose the on cast trigger but put whatever card you tutor directly in play).

Suggestions

Updates Add

I am finally satisfied enough with what i've done to call and tag this as a primer. I hope people will find it useful!

Moreover, I've modified the #Ramp package a bit more and swapped some cards over to other categories.

Comments

43% Casual

57% Competitive

Top Ranked
Date added 5 months
Last updated 1 minute
Legality

This deck is not Commander / EDH legal.

Highlight illegal cards
Cards 100
Avg. CMC 4.38
Tokens 1/1 Eldrazi Scion, 1/1 Spirit, 1/1 Myr, 2/2 Manifest, 1/1 City's Blessing
Folders EDH, EDH decks i want to try, ploos, Eldrazi, Ramp, colorless ideas, EDH, 1, Good ideas, Commander/EDH, See all 12
Votes
Ignored suggestions
Shared with
Views