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Enchantment (1)


Cthulu

"The oldest and strongest emotion of mankind is fear. And the oldest and strongest kind of fear is fear of the unknown." - H. P. Lovecraft

“Battle not with monsters, lest ye become a monster. Beware if you gaze into the abyss, the abyss gazes also into you.” - Nietzsche

First appearing in the 1928 story The Call of Cthulhu by the horror author H. P. Lovecraft, Cthulhu is one of the Great Old Ones, an ancient race of deities that are comparable to cosmic beings and archdemons in other works of fantasy. Cthulhu is infamously known for his grotesque appearance and gigantic size, as well as his ability to drive insane any human that gazes upon his form.

Azusa, Lost but Seeking has stared into the abyss and awakened the Great Old Ones, the Eldrazi. In this deck she ramps unnaturally fast to unleash otherworldly monsters on her enemies.

  1. Play Azusa, Lost but Seeking.
  2. Ramp aggressively. Play an engine piece like Crucible of Worlds, Ramunap Excavator, or Conduit of Worlds especially if you have a fetch land. If not, Augur of Autumn, Courser of Kruphix, and Oracle of Mul Daya should achieve the same result which is 3 lands per turn until 9+ mana is available for Eldrazi. If all else fails, just play draw and the other ramp spells as there are enough lands to get 9 mana usually by turn 6.
  3. Play Eldrazi and attack. Don't worry about removal as your best creatures just return to library. Even board wipes are just a speed bump as you will have enough land to cast the next threat. And don't fear being focused by the table because no one wants to face annihilator on the next turn and you have even chances to fight through it anyway.

  1. Combat damage.

Of you want an alternative win condition, Squall Line and Glacial Chasm are a good fit.

  • Straightforward gameplay.
  • Playing the biggest and most powerful creatures in the game is FUN.
  • You like having 12 mana by turn 6.
  • You enjoy the flavor of cosmic horror.

  • You prefer decks with multiple colors for a wider card pool. Jodah, Archmage Eternal and Morophon, the Boundless run Eldrazi tribal too.
  • You do not want to play your commander in most games.
  • You prefer decks with more interaction, diverse lines of play, or multiple win conditions.

  • Easy to pilot. There is some rewarding nuance in the deck but ramping and playing threats is the focus and usually the best plan.
  • Fun to play. Azusa is like having a mana cheat code in the command zone.
  • Powerful. Not every deck can run multiple 10+ mana game-warping monsters.

  • Persistent removal or counterspells can slow down the deck until it runs out of gas.
  • Few interaction cards leaves little disruption for combo decks.
  • Mass land destruction is a total reset.

Eldrazi
Eldrazi are preferred payoff cards for all the ramp. They are the theme of this deck and they also provide repeatable sources of removal. Sorry Worldspine Wurm and Apex Devastator!

Ramp & Recursion
Ramp that sacrifices a land like Harrow, Entish Restoration, and Lotus Field work well with land recursion cards like Crucible of Worlds, Ramunap Excavator, and Conduit of Worlds so that Azusa, Lost but Seeking can reliably add two more lands per turn for multiple turns. Without this, even with 45 lands in the deck, your hand just runs out of lands to play. Also, sacrificing earth and summoning it back from the dead are on theme for magic that reawakens the Eldrazi. Consistency and flavor? Yes!

Why not use Awakening Zone and ramp with Eldrazi Spawn? I think there is definitely a place for that ramp package but there are far more, and more powerful, options for playing multiple lands per turn. We want Eldrazi in it's most Turbo form so Exploration and Burgeoning are far more explosive. They also happen to be less susceptible to removal and board wipes which can be important. And finally, they help make Azusa redundant if she takes too much heat.

Velocity
The best draw spells in the deck are easily Recycle and Horn of Greed and it's not even close. If you play 3 lands per turn and at least 1 spell that's 4 cards drawn not counting fetch lands. And if you have 10+ mana and an empty hand? Conduit of Ruin and Eye of Ugin target Kozilek, Butcher of Truth as the answer.

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Casual

96% Competitive

Revision 50 See all

(1 month ago)

-1 Akroma's Memorial main
-1 Concordant Crossroads main
+1 Cultivate main
-1 Dense Foliage maybe
-1 Eldrazi Mimic main
-1 Emrakul's Influence main
+1 Expedition Map main
-1 Forest main
-1 Savage Summoning maybe
+1 Terramorphic Expanse main
Top Ranked
  • Achieved #1 position overall 1 year ago
Date added 1 year
Last updated 1 week
Exclude colors WUBR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

47 - 0 Rares

15 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 5.38
Jetons Clue, Eldrazi 10/10 C
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