Type: Deck Idea
Format (legal 👍) pauPauper
Approx. Value:
$51.15

0 Likes 0 Comments
Avg. CMC 2.64
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 21 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (15)
3 Emrakul's Hatcher
$0.21 Creature - Eldrazi Drone
3 Hand of Emrakul
$0.25 Creature - Eldrazi
4 Kozilek's Predator
$0.03 Creature - Eldrazi Drone
4 Nest Invader
$0.20 Creature - Eldrazi Drone
1 Tinder Wall
$0.66 Creature - Plant Wall
Instant (8)
1 Reaping the Graves
$0.46 Instant
4 Spawning Breath
$0.27 Instant
1 Sprout Swarm
$0.42 Instant
2 Weather the Storm
$0.39 Instant
Sorcery (11)
4 Adventurous Impulse
$0.01 Sorcery
4 Brood Birthing
$0.19 Sorcery
3 Faithless Looting
$0.28 Sorcery
Artifact (1)
1 Feldon's Cane
$1.25 Artifact
Enchantment (4)
4 Impact Tremors
$0.70 Enchantment
Land (21)
4 Evolving Wilds
$0.15 Land
5 Forest
$0.08 Basic Land - Forest
1 Geothermal Crevice
$0.18 Land
1 Gruul Turf
$0.21 Land
4 Holdout Settlement
$0.15 Land
3 Mountain
$0.12 Basic Land - Mountain
3 Rugged Highlands
$0.05 Land
Sideboard - 15 cards, 6 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (10)
2 Ancient Grudge
$0.20 Instant
2 Echoing Courage
$0.08 Instant
3 Lightning Bolt
$1.12 Instant
3 Red Elemental Blast
$8.83 Instant
Sorcery (2)
2 Distant Melody
$0.56 Sorcery
Enchantment (3)
3 Spidersilk Armor
$1.91 Enchantment

Notes
 
(1) At its heart, this is a combo deck, capable of chaining together long, tricky turns.

(2) Many win cons possible with Eldrazi - can ping with Impact Tremors. Can go big with Hand of Emrakul. Can go wide, then pull a combat trick like Echoing Courage or Might of the Masses. Can do most of this then finish with bolt or some other damage to face. However . . .

(3) Doesn't matter which win con if you don't assemble the combo. Every prior version of this deck either terribly inconsistent or ran out of cards. Usually consistency was the issue. Card selection is needed.

(4) Very hard to slot in good one drops into an Eldrazi deck. Experimented with a number of different options such as Tinder Wall and Orcish Lumberjack. The idea was to cast one two drop on turn 2, and at least 2 two drops or some kind of chain on turn 3. Didn't work - horribly inconsistent.

(5) Another problem with this deck is that the combo rarely does much before turn 5 or so (yes - turn 3 Hand of Emrakul is possible - but it happens rarely). Need ways to stall for time until turn 5.

(6) Combining 3 and 4 above, the key is 1 drop card selection. Ignore the many wonderful 2 CMC options such as Commune with the Gods or Winding Way because every version of this deck is going to have a minimum of 12 2-drops (in this version, 20 main, more SB!). That leaves Adventurous Impulse and Faithless Looting.

(7) Addressing (5), we have Weather the Storm. Also - be willing to chump block and fill up the graveyard. May be able to reload library with Feldon's Cane if the game turns long and grindy.

Faithless Looting cast on the correct turn (5? 6?) will often lead to an instant win.
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