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Found 10 results

  1. So building these commander decks are fun... my next attempt will be with her and all the U/G eldrazi and some of the eldrazi titans that I own. Land (39) 1x Alchemist's Refuge 1x Blighted Woodland 1x Botanical Sanctum 1x Crumbling Vestige 1x Desert of the Indomitable 1x Desert of the Mindful 1x Dunes of the Dead 1x Eldrazi Temple 1x Evolving Wilds 1x Fertile Thicket 4x Forest 1x Grasping Dunes 1x Hashep Oasis 1x Hostile Desert 1x Ipnu Rivulet 5x Island 1x Painted Bluffs 1x Rogue's Passage 1x Scavenger Grounds 1x Simic Guildgate 1x Slippery Karst 1x Survivors' Encampment 1x Terramorphic Expanse 1x Thespian's Stage 1x Thornwood Falls 1x Tomb of the Spirit Dragon 1x Urza's Mine 1x Urza's Power Plant 1x Urza's Tower 1x Wastes 1x Woodland Stream 1x Yavimaya Coast Instant (2) 1x Not of This World 1x Simic Charm Creature (22) 1x Artisan of Kozilek 1x Birthing Hulk 1x Brood Monitor 1x Champion of Rhonas 1x Deceiver of Form 1x Decimator of the Provinces 1x Den Protector 1x Eldrazi Skyspawner 1x Hand of Emrakul 1x It That Betrays 1x Kozilek's Predator 1x Mockery of Nature 1x Nest Invader 1x Pathrazer of Ulamog 1x Reality Smasher 1x Sagu Mauler 1x Shaman of Forgotten Ways 1x Somberwald Sage 1x Ulamog, the Infinite Gyre 1x Ulamog's Crusher 1x Void Winnower 1x Wretched Gryff Sorcery (11) 1x Ancient Stirrings 1x Coax from the Blind Eternities 1x Far Wanderings 1x Gruesome Slaughter 1x Hour of Promise 1x Increasing Savagery 1x Reason / Believe 1x Seek the Wilds 1x Skittering Invasion 1x Sylvan Scrying 1x Wildest Dreams Commander Artifact (14) 1x Ashnod's Altar 1x Coat of Arms 1x Everflowing Chalice 1x Expedition Map 1x God-Pharaoh's Gift 1x Lifecrafter's Bestiary 1x Lightning Greaves 1x Mana Vault 1x Mask of Avacyn 1x Neurok Stealthsuit 1x Paradise Mantle 1x Quicksilver Amulet 1x Simic Signet 1x Whispersilk Cloak Enchantment (11) 1x Awakening Zone 1x Bear Umbra 1x Bonds of Mortality 1x Cryptolith Rite 1x Descendants' Path 1x Eldrazi Conscription 1x Emrakul's Influence 1x Fertile Ground 1x Mana Bloom 1x Sight of the Scalelords 1x Zendikar Resurgent
  2. I'm building a Legacy Jeskai Eldrazi deck. The problem I have is with two play sets of cards: Cavern of Souls and Chalice of the Void. I should have picked up Cavern when MM17 dropped but didn't, and Chalice has been going up. My playgroup is having a "bring whatever" tournament next month and i want to play this deck. But without Cavern I'm curious what kind of lands I should put in it's place. For Chalice I plan to add either more removal like Dismember or maybe counter spells. Any help would be appreciated!
  3. legacy

    This is what I'm trying to gather cards for, with maybe a couple of exceptions.
  4. Hello everyone. This will be my first post to my sub-section of the forums. I decided to start things off with a standard deck tech. I started working on this Saturday night, and I think it is finally finished. I would love to hear everyone's opinions on the deck because I feel like this deck has a lot of potential. Here is the link to the deck - For anyone who has seen my YouTube channel before, you know that I won 2 Gameday events (Eldritch Moon and Kaladesh) with a Black White Angels/Black White Legendary deck that I created. I originally was planning on trying for the 3-peat with that deck, but then I came up with the idea for this. On Saturday, I was inspired by a Temur Eldrazi list that William Bingham was playing at the SCG Open in Richmond. I decided to make a version of the deck that was better suited to my play style and better suited for an FNM's meta than an SCG Open's meta. First thing to point out is that Metallic Mimic is amazing in this deck. It is the perfect 2 drop and it works great with Eldrazi that create Eldrazi Scions because we get to put counters on the scions as well. It also helps to just make our big Eldrazi even bigger than they already are. Possibly the most important interaction in the deck here. If we play the Thought-Knot Seer with a Metallic Mimic on the battlefield, they have no possible chance to play Grasp of Darkness to kill the Thought-Knot Seer. Grasp of Darkness is one of the most important and most played cards in the standard format right now (which is also why we are playing it). The +1/+1 counter doesn't trigger, so they can't respond to it when the Thought-Knot Seer is a 4/4. So if they want to Grasp the Seer, it will be a 5/5. Now, if you want to see true value... then do I have some value for you. We can go turn 3 Matter Reshaper, into turn 4 Elder Deep Fiend. The Matter Reshaper will trigger as well, so we'll get an additional card off of that too. And in case that's not enough... When we cast the Elder Deep-Fiend, we can sacrifice a Sanctum of Ugin to go find another Elder Deep-Fiend. This basically locks them out of their turn for 2 turns straight. Finally, we have some Planeswalkers and some Removal to finish out the deck. For Removal, we have some copies of these... For Planeswalkers, we have some copies of these... And there is the deck. I think I've gotten the mana base to where it needs to be, but it could still be off by a card or two. You can see the mana base with the link that I provided at the top of this post. Like I said, I look forward to hearing your opinions on the deck. Thank you for taking the time to read my post and I look forward to hearing from all of you. If you enjoyed the post, consider checking out my YouTube channel at
  5. In case you are interested in my cube, here is the Newest Episode about the Colourless & Artifact Creatures and Vehicles in my Cube. I talk about why I picked the cards and a little about strategy. Enjoy!
  6. I've been collecting the pieces for a Legacy Eldrazi deck. Since I have most of the cards already, it makes sense that I finish it and have a deck that I could play some Legacy from time to time. There are a few lists out there that I've had my eye on, but I wanted to get opinions on which they prefer. There are a few blue/red lists that I'm a few Scalding Tarns away from having it just about done.
  7. After the Pro Tour I've heard people say that the Eldrazi decks have turned people off to Modern. They explain it's because the deck archetype is so powerful people are just throwing their hands up in the air, taking their ball and going home. Players are calling for immediate bannings to help the field catch up. It's hopeless! But I've read about recent Modern events that people were turned away or people had to play on counter tops because there wasn't enough room for everyone. So is it really turning people off on the format? Is it the loud minority complaining that it's ruining Modern? Or is the format popular enough that people still want to play it and find a way to put a stop to the Eldrazi menace?
  8. Hello every one! welcome to "Leaving a Legacy". This thread of articles will talk about specific cards or a group of cards that changed the game either in good, bad, or horrifyingly oppressive ways. Today I wanted to talk about something that has sprung up and became problems not once, but twice! The colorless titans of Zendikar have destroyed hopes and dreams multiple times. So today, we're going to talk about the multiple Rises of the Eldrazi. Birth of Titans The Eldrazi type cards came out during the third set of the first Zendikar block, "Rise of the Eldrazi". The premise behind these giant mana-eating monsters was an apocalyptic race that feeds on mana. It's the contrasting element to the "lands matter" plane that is Zendikar. They feed on the mana of the land and leave nothing but waste behind. During the lore, they were released from the Eye of Ugin when Chandra, Jace, and a Bolas-controlled Sarkhan used their powers and broke the seal containing them. No one in the lore was prepared for the destructive power that the Eldrazi had. No one was safe, not even us. Eldrazi in the game Wizards did a number on the special Eldrazi mechanic with their release. They had a mechanic to display their almighty and overwhelming power, Annihilator. Annihilator is a triggered ability that whenever the Eldrazi attacks, defending player must sacrifice permanents equal to the Annihilator count. For example, Annihilator 2 meant the defending player had to sacrifice two permanents whenever that Eldrazi creature attacked. It sounds as horrible as it is. Kozilek and Ulamog, two of the three Eldrazi lords, had Annihilator 4; and Emrakul had Annihilator 6. These Eldrazi were the most scary creatures the game has seen to date. The justification with their over-the-top abilities was their converted mana cost higher than 10 generic mana. This, however, posed no wall with cards in the same block like Eldrazi Temple and Eye of Ugin. The Eldrazi were oppressive, and were gladly dismissed when rotation occured. That is, until we returned to Zendikar. When a new Zendikar block was released in fall of 2015, Wizards made it clear that Annihilator was a mistake. It would be a mechanic that would never see the light of day. When Battle for Zendikar came out, Eldrazi received Devoid and Ingest. Devoid is a passive mechanic that made them colorless everywhere: in the hand, on the battlefield, in the library, etc. Ingest in a very creative mechanic that 'mills', but puts them the cards from the top of the deck to exile. They had a sub-type of Eldrazi called "processors" that played around with cards in exile to give some sort of value. These mechanics were very flavorful in terms of Eldrazi, but not too breaking for the standard and modern meta at the time. That all changed when Oath of the Gatewatch was released. The second set of the Battle for Zendikar block didn't introduce any new mechanics in terms of Eldrazi specific, but it did create a new mana type, Wastes. This new land type introduces new live to the color wheel, switching up mana bases in all EDH decks to comply with new colorless requirements. It split the colorless mana we all new and love into colorless and generic. The flavor comes from the wastes the Eldrazi leave behind after consuming all the mana in the area. Oath also released some new Eldrazi that I personally think was a mistake in their own right. The original premise of Eldrazi were supposed to be these huge titans consuming that land. They were powerful for the relatively large converted mana costs back in OG Zendikar. What if you make powerful Eldrazi with a lower converted mana cost? Enter Thought-Knot Seer, Reality Smasher, and Eldrazi Mimic, really powerful Eldrazi for converted mana cost 5 or less. The release of these built a new deck themselves, appropriately called Eldrazi. It is a aggro/midrange deck designed to put Eldrazi on the board and run you over. After Oath was released, Eye of Ugin wasn't banned. You could have hands that played turn one Mimics, turn two Though-k\Knot and swing for 4, then play turn 3 Reality Smasher with Eye of Ugin and Eldrazi Temples. This prompted Eye of Ugin to be banned in Modern upon the release of Shadows over Innistrad. There is a deck much like this in Legacy right now, having access to cards like City of Trators, Ancient Tomb, and Chalice of the Void. The Legacy They Left The Eldrazi titans are uniquely wonderful, but oppressively horrible. Having Eldrazi in the game makes every format scary. There are trace decks in Modern; and Eldrazi Stompy is running over in Legacy. You can find Eldrazi in a nice home in EDH with Mayael or Xenagos decks. These things are big, nasty, and scary. After both Zendikar blocks, Eldrazi have risen and are here to stay.
  9. Check out this article on TCG Player:
  10. We've all seen what the Eldrazi decks can do in Modern. But in Standard where cards like [cards]Eye of Ugin[/cards] aren't available, how strong will the Eldrazi decks be?