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The idea behind this deck is to use Necrotic Ooze to mimic Spawnsire of Ulamog's abilities with the combination of Training Grounds to give me a very quick win through massive Eldrazi's coming out.
The scry abilities are to make sure that I have a Spawnsire near the top. Tome Scour then sends it to my graveyard where it will give Necrotic Ooze the abilities.
If I only have 1 Training Grounds out there, I can bring out eldrazi spawn which I then sack to give me two mana and put two counters on mortician beetle. Do that as many times as I want then cast distortion strike and I win.
Rise from the Grave will be there as another way to get Spawnsire's abilities onto the field.
Its just an idea, but I may sleeve it up to test it out. If it goes right, its a potential turn 4 victory. May consider adding some discard to make sure spawnsire gets to the graveyard and doom blade to make sure that I have some extra time if I need it.
With two training grounds out, it reduces his first ability to just 1 mana. So I use one mana to produce two Eldrazi Spawns, sac both to give me 2 mana, use that to give me 4 Eldrazi spawn, sac those to give me 4 mana and use that to give me 8 Eldrazi, etc. So an infinite amount of Eldrazi spawn and sac 20 of them to give me Spawnsire's final ability.
i caught it right after i posted that comment. that so fffff up. but its seems like there could be a lot of go wrongs in this deck, you could also take some of the stuff out of you sideboard, and throw in some boom blades and some other destroy spells/ counter spells. the amount of eldroze is kind of over kill
There are a lot of things that can go wrong. I've played it a few times. I can get the combo out about 50% of the time, if I don't it won't work. And the Eldrazi are all sideboarded because the ability actually only refers to those in your sideboard, so throwing 15 (the max size of a sideboard) big Eldrazi out on the field is the plan. The deck really isn't meant to be played in a tournament, at least not in this form. It's more of the kind of deck where you say hey watch this.
I feel that Mass Polymorph is a little slow for this deck, plus the odds of me getting a spawnsire out onto the field is smaller than the odds of me putting out a wall of frost or something like that. My other Eldrazi deck uses that combo instead. I've always liked that idea though of putting out a bunch of eldrazis for 6 mana.
Here's a somewhat situational idea :D
Spawnsire of Ulamog is also in the graveyard.
You have two untapped land.
You then tap thoose two land to add 2 mana to your pool to activate Spawnsire's first ability. You then sacrifice your eldrazzi tokens and repeat the process as many times as you wish. Therefore pumping up Mortician Beetle like crazy :D
What do you think?
Same idea could be done with Blade of the Bloodchief :D
I realize Spawnsire's ability only lets you cast cards from your sideboard, but 15 eldrazi is still overkill. I can pretty much guarentee that Emrakul, Ulamog, and Kozilek could get the job done by themselves. I would take out at least 8 eldrazi for 4 doom blades and 4 duress. Making room for mana leaks in the mainboard would also be good.
Currently in my meta game there really isn't a use for doom blade or duress. And spell pierce is there to ensure that nothing happens to my creatures so I've been successful without the mana leak. I have actually encountered times where someone nearly survived when I had out all of my eldrazi... almost. I'll consider changing the sideboard a little, but to be honest I don't really pay attention to my sideboard all that much.
Hopefully I'm right, but you could add All Is Dust into your sideboard. Since it is an "Eldrazi card" (Says so in the type) you cast it, clear the field, and bring out your Eldrazis all in one turn :D
Also you should an Eldrazi Monument in your side board as well to make all your Eldrazis flying, indestructible gods :D
But that's only if thoose 2 cards are considered Eldrazi spells, :D
And I also I agree with CharonSquared You don't really have to have the motherload of Eldrazi in your sideboard. I believe one of the following would be good enough to guarantee a win: Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Artisan of Kozilek, Emrakul, the Aeons Torn, It That Betrays, All is Dust, and Eldrazi Monument.
And also if All Is Dust is compatible with Spawnsire's effect. You could first cast It That Betrays and then All is Dust, so you gain control of everything your opponent sacked, then just cast every other Eldrazi after that :D
Hmm.... I hadn't considered All is Dust, but that certainly would be fun. I believe it does count as well since it is a tribal sorcery and is thus an eldrazi spell. I may consider the sideboard a bit more. I've really never used any sideboard though, so if you have recommendations I'll consider them, but I'd prefer more feedback on the deck itself.
i would try to put more stuff that actually allows the combo to go off because you have a 4 card combo here spawnsire necro and two training grounds or one grounds and a morticians beetle you need to add stuff that sllows for consistency over just extending the combo with distortion strike and if this deck isnt meant to be a tournament deck just use older tutors Vampiric Tutor Demonic Tutor Imperial Seal there are a slew of cards to pull creature cards from your library and put them in your graveyard just things to think about
Actually, the enclave cryptologist has perfect synergy with this deck. Liliana is the tutor for the deck, Augury Owl makes sure the spawnsire is where it needs to be and foresee and preordain make it faster as well.
I challenge you to playtest it. In recent play I have managed to pull off at least one of the combos in probably 3 out of 5 games. Not to mention that rise from the grave and spawnsire alone is a deadly combo.
i have play tested it 8 times now 4 of the times it got it out on turn 7-9 and the other 4 i gave up on turn 11 all of them a single counterspell type effect or a removal spell would have stopped you and you would not make it to turn 9 against most decks and the ones you would you wouldn't get the combo off against anyways this deck needs more consistency your deck defeated itself in half the games i play tested it
I really love the idea! But you should commit more to the Necrotic Ooze /Spawnsire of Ulamog combo as the win condition. In my opinion, take out Rise from the Grave and Tome Scour and run playsets of Preordain and Foresee , just so that you are not so spread out and you can get the cards you need faster. +1 from me though :)
hmm.. I'll look into the rise from the grave, but distortion strike has actually won more games for me in conjunction with a beefed up mortician beetle than the combo of having two training grounds out with necrotic ooze. I'll play around with it and see.
I had considered mana leak for a long time, but I like Negate more because it protects my creatures and combo much more effectively than Mana leak. Not to mention that if they do get a creature out on the field that I'm worried about I can doom blade it or Go for the throat. So I'd be inclined to add more of those over mana leak right now.
Thanks. I really enjoy this deck because it was one of my more creative decks and was a lot of fun to build and really fun when the combo actually works, which it seems to be doing much more effectively now.
All Is Dust needs to be in the sideboard. You can cast it when you get the 20-ability.
By that time, killing your own things won't matter because you have the 3 big Eldrazi on the field with total Annihilator 14. Anything left after All Is Dust is sure to be Annihilated on your extra turn.
Sideboard counts as out of the game for Spawnsire of Ulamog 's 20 mana ability? I'd get rid of the noncreature spells and put an Ulamog, the Infinite Gyre and 4 Pathrazer of Ulamog in the sideboard - when drawn perfectly, that's a 15 Eldrazi invasion by anywhere from turn 4 to 6.
I like the idea, it's very very creative, and it'd be awesome to get the combo off.
It's going to have a tough time against control though. Especially with Surgical Extraction in the format.
Now, I honestly don't believe you ever turn one Tome Scour, because you have a lot of things to organize before you get those cards thrown in the graveyard.
I love the idea, my only problem with it is the lack of control. You have only 5 control spells. The odds of having one in hand at just the right moment are low low low.
I'd think it'd be better to establish board control first, and then set up your combo and strike.
What cards do you suggest getting rid of and what cards do you recommend to add in, such as more mana leak or negate? More card draw perhaps? I appreciate the feedback and I am interested in making this deck more consistent.
I think I originally designed this deck to see if I could get it to function and thought it was a cool idea. As far as practical, I haven't really found it as such to this point. It's a lot of fun when it works and catches my opponent off guard entirely.