: Add to your mana pool.
: Add to your mana pool. Spend this mana only to cast colorless Eldrazi spells or activate abilities of colorless Eldrazi.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Eldrazi Temple Discussion
1 month ago
You could always go through Eldrazi route. It's great to play the Urza lands, Urza's Mine , Urza's Tower and Urza's Power Plant along with 4 copies of Expedition Map . With the right draws, you could easily have 7 mana on turn 3. Then if you play Ugin, the Ineffable , you can drop the costs of all of your Eldrazi, letting you get something like Ulamog, the Ceaseless Hunger or Kozilek, Butcher of Truth out by turn 4. You'd also need 4 Eldrazi Temple if you do play Eldrazi. Chalice of the Void is a nuts card too. I'd make sure to play at least 2. Karn, the Great Creator let's you play a bunch of 1 of artifacts in your sideboard, letting you grab whatever you would need to help counter whatever deck you're playing against. Just some thoughts for you.
5 months ago
6 months ago
The only problem with the mentioned cards above is they are just straight onto the battlefield rather than cast. almost all eldrazi are cast procs rather than ETB ones so if you are ok with losing their casting abilities by all means the above will do just nicely! otherwise I would just focus on a hard ramp early game with mana doublers and land tutors. also things like Eye of Ugin ,Eldrazi Temple ,Conduit of Ruin ,Urza's Incubator to make them cost less. use lands like Temple of the False God ,Shrine of the Forsaken Gods ,Guildless Commons ,Ancient Tomb in combonation with a Forsaken Monument to add value to any you tap! From Beyond can produce you some scions for mana and blockers early and also a nice eldrazi tutor when needed after ramp is done. Goreclaw, Terror of Qal Sisma will make them cost less AND give them +1/+1 trample!
8 months ago
8 months ago
I really liked this deck! For me, Matter Reshaper and the Thought-Knot Seer were real all-stars in games, providing many critical cards and preventing combos. Eldrazi Obligator ended up to be a very good card, and the 1 copy of Oblivion Sower was great in clutch. Turn 2-3 Forsaken Monument was quite common because of the 4 Eldrazi Temples, Birds of Paradise/Blisterpod, and Infernal Plunge. Overall, the deck was very good, it just could not stand up to the meta decks.
9 months ago
Just watched the video, amazing as always!
I feel Eldrazi Obligator and All Is Dust highly overperformed in the more clutch situations, which due to the general 'sluggishness' (because a T2 5/5 Trample Haste creature is sluggish in today's modern smh) of the deck you can find yourself in quite a lot of them!
I do agree with bringing in another Dust, or keeping one in the side for matchups where you'll find yourself in those situations more often.
Thought-Knot Seer continues to be very strong but having both Reality Smasher and Forsaken Monument in the same CMC slot with Infernal Plunge being your early casting enabler means you often have to pick and choose and then bring the other out later which can find you in a pickle. Thank god for bloody Eldrazi Temple eh?
Keep brewing, my good sir!
10 months ago
Eye of Ugin is super powerful given the cost reduction and repeatable tutor effect it offers you. Mystic Forge will let you gain some card advantage by casting eldrazi from your topdecks. You've got most of the strong budget eldrazi, but in case you missed it, Pathrazer of Ulamog is another one you can add. All Is Dust is almost completely a one sided boardwipe. It's perfect for your deck. Return of the Wildspeaker can offer you a ton of draw with basically any eldrazi you've got in play. Tempt with Discovery can get you lots of sol lands like Eldrazi Temple, Shrine of the Forsaken Gods, and Eye of Ugin all in one go. With how big your eldrazi are, and also with how many cards you have that use colorless mana, I would suggest efficient mana rocks like Worn Powerstone and Thran Dynamo. They'll accelerate you nicely. Some cards that go nicely with Jodah are Blatant Thievery, Clone Legion, and Sunbird's Invocation. I'm certain they'll do well here, too.
I'll make some suggestions for card you could remove, too. Darksteel Forge doesn't do too much for you since it won't help your eldrazi. Eldrazi Monument is actually a bad card for your deck since you don't have enough cards that makes lots of tokens, you'll end up sacrificing your bigger eldrazi which wouldn't feel very good. Elixir of Immortality really doesn't do anything for your deck. Call the Scions is pretty underwhelming and isn't much of a commander card. Skittering Invasion really doesn't do much compared to other 7 cmc spells you could run. Conflux isn't really capable of tutoring anything all that powerful for you, and Enlightened Tutor really doesn't have any worthwhile targets either. I see you have a bit of an exile and process theme with cards like Ulamog's Nullifier but I would personally change it and just go with as many backbreaking eldrazis and other spells you can. With Jodah as your commander, you can run all kinds of nasty plays.
10 months ago
Hey, good start. Several nice cards here especially the tutors, but you've neglected the manabase in favor of everything else which is not good when playing five colors.
Some staple cards within the budget for five colors to consider adding:
- Mana Rocks: Sol Ring, Chromatic Lantern, Arcane Signet
- Lands: Command Tower, Cascading Cataracts, Exotic Orchard
- Draw: Mystic Remora
- Removal: Swords to Plowshares, Beast Within, Dovin's Veto
- Other: Lightning Greaves
Some cards that would go well with your version:
- Color fixing/ramp: Dryad of the Ilysian Grove, Golos, Tireless Pilgrim
- Tutors: Idyllic Tutor, Crop Rotation, Eladamri's Call
- Eldrazi: Conduit of Ruin, All Is Dust
- Other: Mystic Forge
31 lands is not enough land for such a high avg. CMC of 5.4 and consistently needing one of each color to cast spells. This avg is however deceiving since you will be casting cards for five mana, but five mana is still a lot of mana to want to make consistently with only 31 lands. I suggest 36-38 lands and at least 12 sources of ramp to get the required color fixing you'll need for one of each color.
The main reason to add more lands/ramp is to help your deck function without Jodah. The second Jodah is on the battlefield he will be a target to be removed, for this reason you want to consistently count on him not being around to help with casting costs. Without Jodah this deck will struggle to function without more lands and ramp.
Shores, Promenade, Vestiage, Regular ETB tapped lands, Guildgates, Life lands and Bounce lands are all for low budget decks, but with a $400+ budget there's many better options.
The current manabase doesn't have any basic lands which is strange. At least one of each basic land is wanted. Bounce lands (Simic Growth Chamber) are fine on a budget if you include more basic lands, but they're too slow when the majority of the lands in the manabase will always ETB tapped. With a Bounce land you want to consistently be able to return a land to your hand that will ETB untapped since it can give you an actual advantage, but if you're returning a land that will ETB tapped then the advantage is gone.
You want to avoid playing lots of lands that will always ETB tapped. For five colors Triomes (Ketria Triome) and Tri lands (Frontier Bivouac) can be exceptions; both are better than Bounce lands. The prices of Triomes are displayed wrong; they're not $11 or more instead can get them for around $6 each at TCGPlayer. Tri and Triome lands making one of three different colors is worth the land ETB tapped for color fixing. Triomes are better especially Forest ones because they're three different land types meaning some land ramp spells such as Farseek can search for one of them and Nature's Lore/Skyshroud Claim can search for Forest ones.
I offer more help for the manabase. Would you like more help? Good luck with your deck.