In the last set (BFZ), colorless Eldrazi tribal has been given some love. Before, it was possible to play this archetype, but it was not really good because it was lacking some creatures. Those days are over.
First of all, he is the only one to open a new strategy: mill. And he does it pretty well. This is essential, because there are not enough Eldrazi tribal cards yet to be able to build an entire deck with only Eldrazi cards. The two other Eldrazi are good, but they do not open another strategy. I also much more prefer to keep them in the mainboard as mill protection.
Secondly, he is tied for the cheapest (CMC wise) and most resistant (indestructible). I think that he outruns Ulamog, the Infinite Gyre because he is superior also in removal (exiles two permanents instead of destroying one), and he outruns Kozilek, Butcher of Truth because removal and indestructibility are much more valuable for a commander than one time card draw, in my opinion.
Last, but not least, he does not have anihilator. Many of you may say it's a downside, but in multiplayer it is easier to pass under the radar of hate...
Duel Commander
Before you ask or comment, I know that Emrakul, the Aeons Torn is not legal in regular EDH, but he his in Duel Commander. That is why I decided to show him up as the commander. The only non-Duel Commander legal card in the deck is Sol Ring, so the idea is to switch between those cards depending if you are playing regular EDH or Duel Commander.
Creatures
Since this is a tribal deck, all of the colorless Eldrazi creatures are included, no matter if they are "weaker" (if we can consider an Eldrazi weak). Up to now, there are 13 creatures and a commander, for a total of 14. This is not a lot (I am used to play tokens decks) and I hope that more will be spoiled soon.
Also, note that I don't want to include non-Eldrazi creatures, so no artifact creatures and no
Scion of Ugin
.
Planeswalkers
Up to now, there are only two colorless planeswalkers: Karn Liberated and Ugin, the Spirit Dragon. Both are really good in EDH, better than the average planeswalker, and there are many reasons why they are included in this deck, apart from being the only two colorless planeswalkers.
First of all, those two planeswalkers are really good by themselves. Even if they have a high CMC, they are both able to protect themselves with their abilities, and thay are the two planeswalkers in the entire game that have the most chances to achieve their ultimate. And both are game winning ultimates.
Secondly, there is not that much good colorless removal, but those two are removal. Karn Liberated is more spot removal, and Ugin, the Spirit Dragon is more of a boardwipe. What is the best is that they exile, so they both deal with all the creatures. What is even better with Ugin, the Spirit Dragon, is that it is only for colored permanents, so nothing on my side will be exiled. Also, you just have to do -0 to exile all the tokens onto the battlefield, which is a nice trick.
Instants
There are only two colorless instants existing that can be included in this deck: Not of This World and Titan's Presence. Both are good and help protecting the other cards in the deck.
Not of This World is the only colorless counterspell. Even if it works only on spells that target a creature you control, most of the tine it will be free, so it will prevent your opponent from simply using Path to Exile to het rid of one of your creatures.
Titan's Presence is a really good new addition, because the deck was lacking removal. The only condition is to have a creature in hands, which should not be really difficult to achieve, and 99% of the time, the creature you are going to reveal is gonna have a greatest power than the creature you are going to target.
Sorceries
Again, there were only two colorless sorceries to include in this deck (All Is Dust and
Skittering Invasion
) and they both are good and fit the theme.
All Is Dust is a really good EDH card. I consider it as a staple in the format, because it is a boardwipe that can be played in each color. So the inclusion was not difficult, because it is also an Eldrazi tribal spell.
Skittering Invasion
is a little bit less strong, but I consider it as a ramp spell. I cast it, then next turn I am gonna have 5 more mana, which should be enough to allow me to cast one of the big creatures that are available in this deck.
Enchantments
There is only one colorless enchantment, and it is Eldrazi tribal: Eldrazi Conscription. It is really powerful, as any creature enchanted with this is going to become an Eldrazi titan and a big threat for all the other players. It is even more funny when enchanted on an Eldrazi Spawn or an Eldrazi Scion.
Artifacts
There will be a lot of artifacts in this deck, for a simple reason: the Eldrazi have a really high CMC, so I need to be able to ramp pretty fast to be able to cast them early on. Artifacts (mainly mana rocks) are the only way to achieve this, since I have no non basic lands and can't use cards such as Solemn Simulacrum or Sword of the Animist. I don't really like the mana rocks that require a payment to be untapped, so I try to stick with the others, especially if they have additional effects, like card draw (even if they come into play tapped or deal me damage).
Some artifacts are only utility artifacts that I found that can do cool tricks when played with Eldrazi. Cloudstone Curio allows me to return a creature to my hand when a creature enters the battlefield under my control. It is the only way I found to be able to reuse cast abilities of the Eldrazi in this deck! Strionic Resonator can copy triggered abilities. Is it not funny that anihilator, cast abilities and attack abilities are all triggered abilities? Crucible of Worlds is a good way I found to be able to cover my weakness to nonbasic removal and also to run the land destruction package, to be an even dickier player. Since I wanted to play like a dick, I also included Grafted Exoskeleton, because it can turn 15/23 creatures in this deck, including the commander, into 1-shot killers. I know this is not fun nor fair, but remove the equipment and you got rid of the Eldrazi much more easily. This one is not sure to stay in here forever, but it will until I find something better. Quicksilver Amulet and Belbe's Portal are other really nice tricky cards in this deck. They can be used to cheat the Eldrazi into play a couple turns earlier. Even if it doesn't allow cast abilities to trigger, it makes them impossible to counter, which is really useful if playing against a blue deck. Cloud Key, Urza's Incubator and Planar Gate are not mana rocks, butthey greatly help me cast my huge creatures by reducing their cost. Everything that can reduce the cost of an Eldrazi and make it see play a couple turns sooner is good enough in my opinion to be included in this deck. Expedition Map, I think, was mandatory, because some lands are really good in this deck, and having a reliable way to get them out each game is really good. Eye of Ugin is usually what I search for to reduce the cost of my creatures and to be able to tutor them.
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