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Who needs Field of the dead? [Several 4-0 and 3-0]

Pioneer Competitive Eldrazi GU (Simic) Ramp Superfriends

LeBonco22


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Basically this is a field of the dead deck - without field of the dead. It's the product of hours and hours of testing and many discussions with a friend of me who is a passionate Amulet-Titan player in Modern.

We ramp insane amounts of mana and then cast our haymakers - Ideally as soon as turn 4. Since we will not always have all the ramp, we play Oko and Thought Knot Seer to apply pressure and buy time. Hydroid Krasis rounds it out for it is good in almost every situation since it gets better the longer the game goes. Hour of Promise is still here and still makes Zombies to protect our planeswalkers or attack the enemy. In addition to it, we play around 10 utility lands ; Removal, Bodies, Card Quality, Card Quality, Grave hate.... It's all there at our fingers tips.

SB is in constant Fluxx, may as well get changed again pretty significantly as the meta settles.

The deck is resilient,hard to hate out, fast and very powerful with an insane Lategame. Give it a spin - you won't be disappointed.

Some thoughts regarding specific cards

Arboreal Grazer needs no introduction in Ramp strategies. Even though we don't have him on Turn 1 as often as during the preban of OuaT, he still does a plethora of things here apart from ramping. 3 thougness is enough to halt the initial onslaught of aggressive creatures, he can be elked as soon as turn 2 making attacking even less attractive and he serves as fodder for Westvale abbey or Okos -5 Ability. Pretty strong package for 1 green mana.

Elvish Rejuvenator fills a similar role, even though he can't block as profitably. On the + side he ramps us in 95% of all cases.

Hydroid Krasis is strong at almost all times due to the scalable nature. At worst he is a 2/2 cantripping, lifegaining chumoblocker for 4 Mana (sich really isn't all that good but already hampers decks like burn) At best he just wins the game. One of the reasons why the control MU is laughably easy (Trigger is on cast).

Thought Knot Seer is another Control hoser disrupting their gameplan while providing information and is a pretty big blocker/attacker at the same time, many times as soon as turn 3. Note that Oko can turn him into an elk so that the opp doesn't get to draw a card.

Oko is degenerate in this deck. Even more so than in other strategies. His primary role is to get us time against aggressive decks, gaining life and providing blockers or make attackers less scary ( f.e elking Thing in the ice or a ensouled artifact). Against control he is a potent clock and a must answer. Hopefully he wont get banned anytime soon.

Ugin the Ineffable is very flexible. His static makes Big Ugin castable under soft counters like spell pierce or Mystical dispute and allows TKS for 2 Mana serving as a Thoughtseize on steroids. His +1 creates blockers against Aggro and attackers against control decks all the while gaining absurd CA while he's at it. Finally the tokens serve as GREAT Sac Fodder for Westvale Abbey. You haven't fully lived until you can sac 5 tokens to generate a 9/7 indestructible flying hasty lifelinker while drawing 5 cards. His -3 solves problems. Almost all of them.

Ugin the spirit dragon wins the game. Period. There are not many games that can be lost at all when we resolve him cuz there aren't many decks equipped to handle his -x (exceptions are Ghalta and artifact creatures) His +2 controls the board after his wipe and his ultimate just wins the game on the spot.

Hour of Promise is a busted card, even without Field of the Dead to accompany it. You want to cast your first one with at least one desert in play to generate Blockers. The next ones will get you card quality (scrylands), create more attackers/blockers in the form of Manlands, act as graveyard hate or deliver a (slow) answer against almost any problematic permanent in the Form of Blast Zone. Last but not least it fetches Westvale Abbey to threaten a nearly unkillable fatty. Trust me, this card is as busted as it gets.

Growth Spiral is the best Ramp spell in the format often times acting as a time warp.Putting tapped lands into play is a huge tempo boost, often accompanied by a scry or a surprise attacker. It's just never a dead card at worst cycling for UG.

Manlands are a great way to outplay control strategies. We are never sad to see those.

Temple of Mystery is a card I went from a mere 1 off to the full Playset. It's super important to be able to scry away unimportant cards for the situation. Arboreal Grazer, Growth Spiral or Elvish Rejuvenator into this feels super good.

SB should be self explanatory. If there are any questions, do not hesitate to ask.

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Casual

97% Competitive

Top Ranked
  • Achieved #25 position overall 4 years ago
  • Achieved #3 position in Pioneer 4 years ago
  • Achieved #1 position in Pioneer Competitive 4 years ago
Date added 4 years
Last updated 4 years
Exclude colors WBR
Legality

This deck is not Pioneer legal.

Rarity (main - side)

10 - 0 Mythic Rares

32 - 7 Rares

4 - 6 Uncommons

12 - 2 Commons

Cards 60
Avg. CMC 3.78
Tokens Elk 3/3 G, Food, Human Cleric 1/1 BW, Spirit 2/2 C, Zombie 2/2 B
Folders Pioneer
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