Sideboard


Maybeboard

Instant (4)

Sorcery (7)




INTRODUCTION

Yes this is an Eldrazi deck. Yes this is mono-blue (exclude the red part in the mana curve, please.). Yes this runs fetchless. Yes this runs shockless. Yes it's pretty cheap for modern!

The main idea is to actually bring down Emrakul, the Aeons Torn in third turn and then win the next. Why? Because I don't like the current meta and Eldrazis don't see much play in local tournaments I've participated in.


ESSENTIALS

Emrakul, the Aeons Torn: Since this is an Eldrazi deck, this guy should come up first on the list. No further explanation needed.

Pili-Pala + Grand Architect : These bad boiz will be the ones bringing the bigger bad boi on third turn. Infinite mana, what more can you ask? (see note #1)

Muddle the Mixture and Drift of Phantasms: These cards have double roles. Muddle the Mixture serves as a counter to protect the bad boiz and as a tutor card (transmute ability). Drift of Phantasms work the same; it tutors and it protects.

Serum Visions, Sleight of Hand and Halimar Depths: Never underestimate digging and scrying power. These cards help accelerate the play without the god hand.

Gitaxian Probe: Peak 'n Draw. Perfect for laying out the combo.

Blue Sun's Zenith, Train of Thought and Into the Roil: These cards come together in one purpose: draw. However, they have many different uses. (see note #2)


GOD HAND

This deck has a god hand. If you have it, spend no time and start smashing:

3x Island
1x Pili-Pala
1x Grand Architect
1x Emrakul, the Aeons Torn/Banefire/Blue Sun's Zenith
1x Vapor Snag/Spell Pierce

How do we go about that?

Turn 1: Play an Island. Stall with Vapor Snag/Spell Pierce.
Turn 2: Summon Pili-Pala.
Turn 3: Summon Grand Architect. Attack with Pili-Pala. Tap Grand Architect (does not need haste, read rulings). Use Pili-Pala's ability to untap itself using the 2 mana produced when tapping Grand Architect. Use Grand Architect's ability to turn Pili-Pala blue and use the other ability to tap Pili-Pala for 2. Loop. Cast Emrakul, the Aeons Torn, Banefire or Blue Sun's Zenith.

Get it?


GENERAL STRATEGY

It's always better to start out with the god hand. If you can't draw it, it's fine. We can start out with a few diggers like Serum Visions and Sleight of Hand. Make sure you have lands. If you don't happen to have any of those, mulligan. One mulligan is usually enough.

In the early turns, it's okay not to rush. It's possible to rush if a few Gitaxian Probes are present but otherwise, take a feel of your enemy first. Once we can be sure we can lay out the combo, then go do it.

At one point, you may have no eldrazi or Blue Sun's Zenith or Banefire. That's fine. Train of Thought allows for infinite draw once the combo is up and running.

The rest is up to you. Whether you finish him by eldrazi, by milling (Blue Sun's Zenith) or burn (Banefire).


NOTES

1- Read above for an explanation to how it works. To avoid confusion, Grand Architect does not need haste to tap itself. Summoning sickness only affects attacking and using abilities that have the tap and untap symbol in them. Otherwise, it will still work.

There's also a slight bit of confusion when it comes to the mana you spend. The mana produced by Grand Architect is the one you will use to activate Pili-Pala's ability. The mana produced by Pili-pala is then used for Grand Architect's other ability to turn Pili-pala blue. Once Pili-pala is blue, you can tap itself to give 2 mana then untap itself which gives 1 mana.

2- Blue Sun's Zenith, Train of Thought and Into the Roil all come down in one basic purpose: draw. But there are differences: Blue Sun's Zenith allows you to draw and shuffle itself back into the library while also allowing you to mill your enemies fast. Train of Thought is just draw but can also turn into infinite draw if you have the mana. Into the Roil is more of a staller but also works as draw since it has a kicker cost. With that in mind, use them on different situations.

3- The cards in the maybeboard are for casual play only. They are not meant for sanctioned formats. If ever you want to put them in, Ponder and Preordain replaces Serum Visions and Sleight of Hand while Mental Misstep replaces Spell Pierce.


Thanks for viewing! Suggestions and constructive criticism is highly appreciated!


"Someday, someone will best me. But it won't be today, and it won't be you." from Last Word

Suggestions

Updates Add

-3 Island
+3 Tolaria West
-2 Vapor Snag
+2 Unsummon

A Pact of Negation is pretty important in the game so 3 more transmutes wouldn't hurt.

I also find Unsummon to actually be better in this deck's case. Sometimes I also need to bounce my own creatures to protect them from combo breakers in which case I don't want to lose life. Even 1 life is important. If ever I use it on the enemy, the 1 life the enemy loses doesn't really matter because the combo will deal tons of damage quickly.

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Top Ranked
  • Achieved #41 position overall 10 years ago
Date added 10 years
Last updated 10 years
Legality

This deck is not Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

9 - 7 Rares

6 - 4 Uncommons

29 - 4 Commons

Cards 60
Avg. CMC 2.21
Folders multi, retarded legacy, good decks, Modern, Im Auge behalten, decks to make ASAP, decks i like, ELDRAZI IDEAS, Like
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