Eye of Ugin

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Eye of Ugin

Legendary Land

Colorless Eldrazi spells you cast cost less to cast.

, : Search your library for a colorless creature card, reveal it, and put it into your hand. Then shuffle your library.

TheBestMagicCard on Emrakul, the Promised End

3 months ago

So, after all that conversation and consideration, I did end up putting Temple of the False God in a special land slot, which I think rebalanced the land base to like 38 technical lands, but 4 of them being "special" because they are conditional and/or don't always produce land.

Also, I ended up deciding to put The One Ring in, because it's busted, and the deck wanted more card-draw anyways.

Now, I had always wanted a way to recur Eldrazi triggered abilities, and had considered cards like Strionic Resonator, or Abstruse Archaic, but I never felt like they really quite cut it...

Another option would be to return Eldrazi to my hand and re-cast them with bounce effects, but in colorless that's a little bit limited. Erratic Portal has been in and out of this deck a lot through the years, sometimes I thought it was worth the condition and mana price, and sometimes I didn't... but it always kind of seemed like the best option even if not great... I had also always cosidered Umbilicus and Blood Clock, but never really thought they'd be good enough to include.

But once I decided to put The One Ring in, it made a little more sense to put Umbilicus and Blood Clock in, even though I think this is a little janky, the fact that it also synergizes with Eldrazi was a bonus... so then I decided to put the original Ulamog and Kozilek in too, which I had previously excluded, just because I thought the new ones were a little more versatile, and I thought that Annihilator is a cheap and OP mechanic... but now with 3 ways to bounce Eldrazi back to re-cast, as well as The One Ring synergy, it seemed like a more viable strat...

And then they printed Roaming Throne. I've included this in the decklist as an Eldrazi, even though it isn't actually Eldrazi, so doesn't get noticed by Eye of Ugin or Eldrazi Temple, but you choose Eldrazi type as it enters, so it is an Eldrazi on the battlefield, even thought there is currently nothing that really synergizes with Eldrazi creature type on the battlefield, except this card. This is the ideal copy-an-effect card for Eldrazi! All the titans have triggered abilities, and this just automatically copies them if you choose Eldrazi as it's type, for free, whenever an ability triggers! It's so good, and makes the other janky bounce cards even more worth including. Imagine Emrakul's cast trigger copied, or Annihilator triggers... It's so much better then Abstruse Archaic or Strionic Resonator ultimately, because it's free, and happens every time instead of having to tap for just one ability once...

So now, yeah, I'm bouncing Eldrazi to recast and get triggers, and copying those triggers, and I think it works... I like it!

Ultimately, I added Temple of the False God, The One Ring, Umbilicus, Bloodclock, Roaming Throne, and oh yeah, Collector's Vault, because it's card draw, and discard, and makes treasures... Still trying it out, but it seems p versitile...

TheBestMagicCard on Emrakul, the Promised End

6 months ago

Hey Profet93, thanks for the comment!

I do think Rings of Brighthearth is a great card, but I've excluded it mostly because, on it's own, it doesn't do anything...

Forsaken Monument, for example, = infinite mana with Basalt Monolith, but is also an incredible ramp card on it's own. This is basically the same reason that I've also excluded it from my Atraxa - Planeswalkers-Poison-Proliferate-Turns, even though it seems like an auto-include in that deck as well, in my opinion. I like Rings of Brighthearth a lot, but I really don't like looking at it on the battlefield without a combo piece, it's just a dead card then.

Aside from infinite mana, there are a bunch of other abilities that it could copy, like Planar Bridge, etc... However, the Rings only copies activated abilities, and I would sooner include cards like Lithoform Engine or Abstruse Archaic, as these cards also copy triggered abilities, like the cast triggers on Eldrazi, specifically Ulamog and Emrakrul, or Unwinding Clock's untap. Lithoform Engine and Abtruse Archaic both have somewhat more utility than the Rings, but as of yet, I still haven't squeezed them in either, again because I still feel like they just aren't good enough on their own without another combo piece.

Voltaic Construct fits into this "doesn't really do anything on it's own" category as well, and arguably is an even worse include than the Rings, Engine, or Archaic, but it's a lot easier to tutor up with cards like Eye of Ugin, Sanctum of Ugin, and especially Scrapyard Recombiner. Voltaic Construct + Metalworker and two artifacts in hand = infinite mana, which is pretty easy to assemble, and Metalworker is just a house on it's own. Voltaic Construct can also count for towards Emrakrul's casting cost in the graveyard...

Ultimately, I would like to include any of these copy-an-ability cards, if not all of them, but when I have, it just feels bad to have them sitting around doing nothing. Also, I kind of don't really need to copy abilities like that, as it turns out. I've found this deck to be pretty strong, and copying abilities often seems kind of win-more and win-less at the same time. Copying doesn't always make as big of an effect as it might seem... although copying a Planar Bridge ability could put two combo pieces in, the Bridge can also chain out anyways that with Clock of Omens, which is also a really powerful card, even though it also fits into the "doesn't really do anything on it's own" category, but I think is still better than any of the afore mentioned cards ...

I haven't included Voltaic Key either, for the same reasons basically, although I think this is really a card that should be in here. I guess I've also partly not included Rings of Brighthearth because I haven't included Voltaic Key either. I would put the Key in before the Rings, but I'm still not sure about the Rings. I think I decided to include Unwinding Clock instead of Voltaic Key, because, even though it's more expensive, it is really really REALLY powerful!!! With Liberator, Urza's Battlethopter and mana rocks, this mimics Prophet of Kruphix, which I think is rightfully banned becuase it's way too powerful for one card...

The Top trick with the Rings is cool, and more card draw is definitely welcome in this deck. This combo ultimately reads, ": Draw a card", but... I guess I've just come to the conclusion that there are already kind of a lot of "doesn't do anything on it's own" cards in here, so I've had to really pick the most powerful ones, and I guess I feel like the Rings just aren't powerful enough even when they do work, as they can only be activated once per ability. Clock of Omens, for example, can untap something a bunch of times, effectively "copying" abilities by just untapping something and activating it again. Also, Sensei's Divining Top + Jhoira's Familiar and Mystic Forge combo to draw the deck out for no mana once assembled, and these two cards are powerful on their own.

I like Wayfarer's Bauble a lot, and still want to include it. I think it is ultimately much better than Wanderer's Twig and Traveler's Amulet, which are both admittedly kind of bad cards.
The only reason I really include these at all is to get an artifact in the graveyard for Emrakrul's mana cost reduction, and to ensure land drops. Notably, multiple cards of one type still only count for , so often times it's redundant anyways. I think the reason I kept the Twig and Amulet in instead of Wayfarer's Bauble, is I kind of see the Bauble as a mana rock that adds but costs, which I do not think is acceptable. The only rock that cost and makes which is included is The Celestus because it also has card draw attached to it, and it can be tutored for with Moonsilver Key, for the card draw.

Even though the Twig and Bauble aren't technically ramp, they do help ensure a land drop every turn, which is think is important. There's already 36 lands in the deck, which is a lot for how many mana rocks are included, but I really want a land drop every turn if I can help it. I've tried to minimize high mana cost cards, even though there's so much mana in here, because it's still possible to get mana screwed if you have just a bunch of expensive cards in hand and not enought mana! Technically there's 38 lands in here currently, but I've put Eye of Ugin and City of Traitors in their own "Special" category, as I consider them to act more like artifacts then lands, as they don't always do what just a land that taps for mana does. They're unreliable for just basic mana, I guess. I'm thinking of putting Temple of the False God in, and I would also include this in the "Special" category for the same reason, being that it can't always be relied upon for mana like a regular land...

The most recent addition has been The Irencrag, which I myself think is funny to fit in over any of these other cards, but the consistency of early ramp is too important. Assuming that mana rocks will continued to be printed, I wonder what the limit to include will be! I actually took out Foundry Inspector to do this, which I don't like doing, and I might try to fit the Inspector in again first. But I think Karn, Legacy Reforged is on the top of the list for inclusions. Even though the mana he makes can't be used to cast Eldrazi, he'll be a huge beater, and will help cast and activate all those expensive artifacts.

My ideas are just what I've found to work playing the deck, and are by no means like, the way the deck should be built though!

Thanks for the comment!!! Very relevant, and totally valid. I will definitely try to fit Voltaic Key in again though, and reconsider Rings of Brighthearth, but actually I'll try Manifold Key first!

I hope that provided some interesting insight into my cards choices...

Grimgrinner on Kruphix, God of the Beatdown

7 months ago

Cards i think can be cut:

Darksteel plate, orbs of warding, simic locket, seek the wilds, lifecrafter's bestiary, batterskul, opt, predator's rapport, plasm capture, giant adephage, titan's presence.

Suggestions: Talisman of Curiosity, Mind Stone, Arcane Signet, Garruk's Uprising, Hydroid Krasis, Aesi, Tyrant of Gyre Strait, Eye of Ugin, Conduit of Ruin, Endbringer, Kiora's Follower

SagaSage on Lands that don't tap for mana

9 months ago

Also thought I’d add Eye of Ugin and Vesuva

TheOfficialCreator on stonecoil serpent and affinity

1 year ago

Fun fact: there was actually a very similar basis for the famous Eldrazi Winter deck. Eye of Ugin was able to reduce the cost of Endless One to pump out weirdly large creatures for very little cost.

legendofa on Phyrexia: All Will Be One …

1 year ago

Guesses about battles:

They will appear in ONE. (Well, duh. But maybe less duh than it first looks; Eye of Ugin and Tarmogoyf referenced types that didn't exist yet, and March of the Machine is supposed to have a major change.)

They will not appear in every Standard set. (No deep reason for this guess, other than gut feeling and not knowing what it is.)

They are not permanents, more like instants and sorceries. (I can't think of anything a new permanent would do that wouldn't be covered by another type.)

They interact with creatures in the combat step. (Going strictly off the name.)

They are similar to Sagas in that they "advance" their effect each round. (Another "gut feeling" guess not really based on anything.)

IllWarriors on Kura, Secret Tron EDH (EYW: Green)

1 year ago

Profet93, you've got a lot of good points, here are my thoughts...

  1. I see your point with my inclusion of Thought Vessel and I would agree something like Heart Warden would be a good swap. In my experience with playing this deck so far, I've actually enjoyed having Thought Vessel as well as Reliquary Tower. When to comes to tutoring for lands, there are usually some more important hits before I would go for the Tower. The tron lands are usually first, but then if I do get another chance to search I'll go for some more explosive plays since I'm usually looking for something like Eye of Ugin, Gaea's Cradle, or Sanctum of Ugin to really pop off. In the games where I have been able to draw a ton of cards past hand size, it's been nice to have that redundancy. That being said, I can see myself playing around with swapping it for something more useful in the future.

  2. You're totally right about Tempt with Discovery. However, in my current meta we tend not to run loads of LD. It's just not really how we like to play. In the few games where that has come up, I've just had to politics my way aroud it. It's got a lot of potential for explosive turns, but should my meta shift to feature more LD I can easily see myself swapping it out.

  3. Yup, I think I'll take you up on the Skyshroud Claim. Burnished Hart is a card I like to throw into a lot of decks, but after play testing a bit, it's felt pretty slow since it takes 6 mana total to get the effect.

  4. I like the idea of Skullclamp. I did run Bequeathal, and Skullclamp feels like a repeatable version of that. I think it's definitely something I'll consider freeing up space for.

  5. Eternal Witness should've been in this deck a while ago. I liked the lower cost of Regrowth but I like the value of having another body on the field while I'm setting up or trying to re-establish a foothold in the game, so I'm definitely swapping that out.

  6. Lurking Predators has probably led to the most explosive and fun games this deck has had. You're totally right that I won't get cast triggers, but honestly those have been mostly negligible once Predators has been out for a turn cycle. Hitting any of the titans or something like Blightsteel Colossus most of the time is enough to close out the game, especially if you hit multiple.

  7. I'm always curious as to what others might cut, so I'm all ears.

  8. Land count was something I was worried about with such a high curve, but so far that hasn't been much of an issue. It really comes down to taking the right hand and usually you're just fine. Most the time, once you hit 5 mana and can get Kura, the Boundless Sky out, you're all set. It feels a little low especially when I do run cards like Exploration, but my intention behind that was to be able to get tron lands out faster once they're in hand, and not necessarily to hit a land drop every turn.

  9. I don't run fetchlands because I just don't want to. Would it make the deck better? Absolutely. It's another one of those situations where I know it would improve the deck, so I'm intentionally trying to balance the deck from being too good. The intent behind this deck is to be explosive and play big bombs, but not be a pubstomper. Because of that, I'm making sure to carefully balance how fast the deck can play.

  10. I love Scapeshift! I know I considered it back when I made the deck but it must've slipped my mind. It's a definite candidate, especially as a good swap for Tempt with Discovery.

Thanks for your feedback! I really enjoyed reading all of your thoughts!

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