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Jodah, Eldrazi Eternal

I wanted to have at least one higher tier deck to run and felt like Jodah, Archmage Eternal would provide some great value.

The deck is not quite done yet as there are a few specific cards I want to get for it, Ugin, the Spirit Dragon, Ulamog, the Infinite Gyre and Emrakul, the Promised End.

Even without those cards though I am quite happy with how this performs.

The gameplan for this deck is to cheat out big eldrazi with Jodah, Archmage Eternal, Genesis Ultimatum or Planar Bridge.

These are the three main ways of getting our big threats on the board but not the only ways.

Basalt Monolith + Forsaken Monument can provide infinite colourless mana and cards like Obzedat's Aid and Eerie Ultimatum can cheat threats in from the graveyard if necessary.

While I feel there are still some adjustments to make here (questioning the inclusion of the shocklands) this does provide a good amount of consistency. There are a number of utility lands in here that could be swapped out if one felt they didn't provide enough value.

Evolving Wilds, Terramorphic Expanse and Fabled Passage all work well with Crucible of Worlds allowing us to fetch multiple basics from the deck.

There are a number of fast mana sources as well as mana rocks to provide colourless mana.

Crucible of Worlds + Dark Depths can be funny too, though the Basalt Monolith + Forsaken Monument combo is required to make that work.

Ideally I would say 2-4 lands without ramp or mana rocks, 1-3 lands with ramp or mana rocks.

There are slow builds starts and fast splashy starts for this deck (as with most) and recognizing what our opening seven can allow is crucial to what we keep.

If we have ramp, counterspells and removal well then we are waiting to top deck a threat or a Tutor.

On the other hand, sometimes we have perfect mana for Jodah, a counterspell and Kozilek, Butcher of Truth in hand and can drop it turn 5.

Most times though there will be a middle ground where we see land, artifacts, and either threats, removal, ramp and/or protection.

Crop Rotation, Farseek, Rampant Growth and Cultivate are the dedicated ramp spells but as stated in the mana section there are a number of artifacts that ramp us and Smothering Tithe helps smooth things out as well.
So what are the threats we are cheating out?

Kozilek, Butcher of Truth leads this mainly eldrazi army. Providing card draw, annihilator and shuffling the yard back into our library if milled makes this titan the perfect general to lead this force.

Ulamog's Crusher and It That Betrays both have annihilator as well, with the latter also providing major payoffs when opponents sacrifice permanents.

Bane of Bala Ged causes opponents to exile two permanents rather than sacrifice.

Blightsteel Colossus is not an Eldrazi but has been recruited by Kozilek for its raw power nonetheless.

Ever watchful, Kozilek is always ready to promote one worthy with Eldrazi Conscription.

These are the major threats that can all provide massive headaches for our opponents or just threaten to win the game outright.

Stonecoil Serpent is here more for a defensive role than an offensive one. Reach, protection from multicoloured,the casting cost and the artifact type make this an incredibly versatile blocker. Though the aforementioned Eldrazi Conscription can turn it into one of the scariest things this deck can produce.

Bringer of the Black Dawn... oh yeah I guess this isn't just a repeatable tutor that can also block XD, that is really its only role in the deck.

Since we don't run a lot of creatures, we sometimes need to remove the incentive for opponents to attack us. Sphere of Safety and Ghostly Prison help accomplish this, while Rule of Law limits available options in terms of spells cast each turn.

Priveleged Position provides a lot of protection to our board, though becomes an instant target itself so be aware of that.

I originally had Heroic Intervention on this list as well and am considering including it once again for protection in a pinch.

Not the largest suite of counterspells so we want to save them to prevent game winning combos, or to push through our own big threat/combo.

The two big ones to hang onto are Force of Negation and Pact of Negation as they can both be cast for free, though the pact does require payment on the following upkeep.

That being said, we can allow most of our threats to be countered as long as they won't be exiled. Kozilek, Butcher of Truth causes the entire graveyard to shuffle into the library if sent to the yard from anywhere and we have recursion to bring other threats back.

Let's talk about that recursion now.

Obzedat's Aid and Eerie Ultimatum both put permanents back on the field, with the latter bringing multiple permanents back.

Treasured Find and Bala Ged Recovery   recovery can get things back into our hand, and with balaged recovery also doubling as a land when in the graveyard, it can be recurred as well.

This deck runs a pretty heavy and varied removal suite. From Swords to Plowshares and Assassin's Trophy for single targets, to Ruinous Ultimatum and Wrath of God to sweep the board, there is removal for just about any situation.

Vandalblast is great against other artifact heavy decks and All Is Dust not only wipes coloured boards, but also returns all those sacrificed permanents to the battlefield under our control

There are numerous cards in here that serve specific functions or provide some form of utility to the deck.

Vedalken Orrery and Crucible of Worlds are two examples.

The Orrery allows us to cast spells at instant speed and the Crucible allows us to play lands from the graveyard, while neither are crucial to the decks performance, depending on the situation,they can both be quite useful.

Sensei's Divining Top is another one that, while not super important, can be very beneficial.

Forsaken Monument provides a lot of value to us, as an anthem for our creatures, mana generation for our colourless sources and one of the few sources of lifegain available to us.

Lightning Greaves

There are four Tutors in the deck, one of which is a repeatable upkeep tutor for 2 life.

These can allow us to find whatever piece may be missing to fire off whatever gameplan we are leaning into at the time.

This deck is pretty light on card draw, only running Treasure Cruise, Inspired Ultimatum and Pull from Tomorrow as dedicated draw spells.

Sensei's diving top, Chromatic Orrery and Kozilek, Butcher of Truth all have the ability to draw at least a card, though they are bonuses not relied upon.

Three planeswalkers join the ranks in Oko, Thief of Crowns, Tezzeret the Schemer and Karn, the Great Creator

Karn is mainly here to shut off opponents artifacts activated abilities and Tezzeret can help fix/ramp if put out early.

Oko provides another source of both removal and lifegain.

Ugin, the Spirit Dragon has a home in the deck, though I still need to pick one up.

These four cards are totally optional (moreover than others) as Karn's Temporal Sundering and Alrund's Epiphany both provide an extra turn and Dualcaster Mage + Twinflame is an infinite game winning combo if not stopped.
Dualcaster Mage + Twinflame - Infinite hasty 2/2's.

Basalt Monolith + Forsaken Monument - Infinite colourless mana.

Basalt Monolith + Dark Depths + Forsaken Monument - Marit Lage

Forsaken Monument + Basalt Monolith + Dark Depths + Crucible of worlds - More Marit Lage

Bane of Bala Ged + Eldrazi Conscription - Annihilator 2 plus exile two permanents on attack.

Eldrazi Conscription + Stonecoil Serpent - Bad time for opponent

Blightsteel Colossus + Eldrazi Conscription - OVERKILL!

Blightsteel Colossus + Eldrazi Conscription + Lightning Greaves - You are a very mean person XD

I think that covers most of the combos of note.

I think this covers most of the deck, what its trying to accomplish and how it plans to do that.

I plan on tucking this away for when people WANT to play their higher tier decks since it can be very nasty experience.

I hope this has helped in understanding the cards chosen for the 99 but as always I look forward to any thoughts on how I could improve or streamline the deck.

Thanks for checking it out, and good luck on on whatever battlefield you find yourself on.

Suggestions

Updates Add

After running this at my LGS I have made some manabase adjustments as well as some adjustments to the ramp suite.

One change I am considering is removing the Dualcaster Mage + Twinflame combo from the deck as it feels a bit out of place to me, its nice to have bit not necessary.

In those two slots I was looking at Sphere of Safety and Ghostly Prison Hopefully the addition of these would provide a buffer from aggro decks that hit the ground running.

I was also thinking about taking out Sylvan Scrying in favour of Rule of Law.

Any thoughts on these changes I'd love to hear them.

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Casual

93% Competitive

Revision 5 See all

(1 year ago)

+1 All is Dust main
-1 Brainstorm main
-1 Desolation Twin main
+1 Eldrazi Conscription main
+1 It That Betrays main
-1 Mirrormade main
+1 Planar Bridge main
-1 Prototype Portal main
+1 Swords to Plowshares main
-1 Walk the Aeons main