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No-Color Dec-Stuff: Hilariously Cheap Eldrazi

Standard Budget Colorless Control Eldrazi Jank UBR (Grixis)

tmlyons


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Welcome to No-Color Dec-Stuff, where we revel in watching our opponents toss their $300 decks in the trash and why can't Herald of Kozilek hold all these answers?!

Idunno

Yeah I don't know either man. Those 4 hands seem like they should about do it.

Ever wanted to just have fun playing Magic for cheap while still staying competitive? Me neither! But apparently some peasants and new players aren't interested in running 4x Jace, Vryn's Prodigy  , because they're stupid and hate fun. So for those plebians, I created this: No-Color Dec-Stuff. Fielding exclusively Devoid cards that barely qualify as Decent, you're opponents will be forced kneel before your Eldrazi horde. All this for a mainboard that only costs $8 minus basic lands!

Idunno

The deck can take on Dragons Control, annihilate R/G Landfall, hold off Abzan, and watch the Elves and White Weenies go up in flames. Every match is a close one, typically with even good games seeing you drop to very low life, but once you take control of the game it is very difficult for your opponent to get it back. This often results in being beaten down to 3 or so life on turn 4 or 5 and then coming back for the win on turn 12 or 13.

Herald of Kozilek makes it all possible. He walls off against a lot of smaller creatures while allowing you to cut down the opposition for cheap with counterspells and removal.

Wasteland Strangler is the unsung hero of the Eldrazi, instantly putting down an opposing creature when he hits the field and providing a great beatstick. This kind of removal is what puts those Landfall decks in their place.

Fathom Feeder provides a Mana sink late game. He's indispensable since we're not running fetch lands to thin out the deck of excess lands during those long battles.

Horribly Awry, Spell Shrivel, and Ulamog's Nullifier all keep our opponent from playing any good cards, forcing them to play at our level where the Decent rule. These are the destroyers of Dragons.

Touch of the Void and Complete Disregard provide fuel for Wasteland Strangler and Ulamog's Nullifier while also not allowing our opponents creatures the sweet embrace of death that fuels Aristocrats.

2x Molten Nursery in the main and 2x in the side burn Elves and White Weenies to the ground. All those 1 toughness creatures start dying just from us casting spells.

The backbone of this army and our boots on ground, they're the first thing everyone wants to know about. What about the creatures?! Who do I get to summon?! Well look no further than the incredibly unassuming and equally effective suite of creatures we've got here

Wasteland Strangler: This guy represents the deck in a nutshell. A 3/2 for 3 is hardly good, but all we're hoping to use him for is to murder our opponents stuff and +1 our card advantage over them while putting a decent beatstick on the field. He really shines if you need to get rid of something big but don't quite have the removal for it. Lay down his -3/-3 on them and follow it up with a Complete Disregard or a Touch of the Void

Herald of Kozilek: If counterspells and removal are the bread and butter of this deck, Kozi here is the hot knife we use to spread our goodness all over our opponent's face.

Fathom Feeder: Here is our late game powerhouse right here. Your opponents will snicker and jeer as you play your 2 drop 1/1, but you'll be the one laughing when his Deathtouch fells their mighty Siege Rhino. He also Ingests some of your opponent's topdecks, both removing anything that may help them out and providing fuel for Wasteland Strangler and Ulamog's Nullifier. His real power of course is that neat little 5 Mana to draw a card and Ingest ability. This allows us a mana sink that will start building card advantage every turn in the late game and lets us draw answers that will keep us in control.

Ruination Guide: Possibly the jank-iest card in the deck. How they decided this guy was worthy of being a rare I'll never know. It's okay though, because he does the job we need him to do in this deck: he puts some power on the board and Ingests more fuel for our Processors. That nifty little +1/+0 to all our creatures also means we can start hitting hard if we get a couple of them out with some cannon fodder like Wasteland Strangler

Ulamog's Nullifier: Our illustrious counterpart to Wasteland Strangler, Nulls takes care of big threats before they ever hit the field while putting down a 2/3 flier at the same time. With a couple Herald of Kozileks on the field this all goes down for 2 Mana. He's indispensable in dealing with Silumgar, the Drifting Deaths and other big scaries that we can't otherwise remove.

We can't afford to go around dropping our counter spells on every Tom, Dick, and Harry our opponents try to play, but we also can't just let them have nice things. The solution: kill their nice things! Even better yet, send them into oblivion by exiling them! Our removal benefits from the lovely little trait of getting around Indestructible, Regenerate, abilities that trigger when things die, and nasty pests like Bloodsoaked Champion and Jace, Vryn's Prodigy  . This more or less allows us to wear down Aristocrats and the like by denying them the sweet embrace of death. All hail the Eldrazi.

Touch of the Void: What Planeswalker wouldn't want a 3 Mana for 3 damage burn spell? Stupid ones, that's who. This little beauty takes care of every unflipped Planeswalker from origins and more Elves than you can shake a stick at. Most importantly, though, it exiles whatever it kills. We drop some of these to fuel up for Wasteland Strangler or Ulamog's Nullifier. Preferably comes mixed with a Herald of Kozilek so that we can leave Mana open for counterspells.

Complete Disregard: I'd be willing to run this only for the name, the fact that it's useful is just a bonus. Coming in at Instant speed, it lets us take care of things during our opponents turns when we're looking to leave Mana open for plays during our next turn. There's nothing better than Completely Disregarding that Jace, Vryn's Prodigy   your opponent was planning on transforming next turn. It will even make Dragonlord Silumgars and Dwynen, Gilt-Leaf Daens shake in their boots. Once again the exile factor is important to us here for all the reasons mentioned above.

Molten Nursery: Burning down the Elvish forests and sending White Weenies up in smoke since 2015, this bad boy basically spells game over for both of these matchups. Bringing it in turn three should allow you to survive and take back the game against a lot of aggro decks.

Wasteland Strangler: Not just a beatstick, he's a beatstick with a gun strapped to his head. Great for bringing things down low enough to Complete Disregard or Touch of the Void them or to take out any smaller creatures by himself.

Since our removal is primarily geared towards medium to small creatures, it can really ruin our day when large creatures hit the field. That's why we don't let them. Stacking 11 ways to counter stuff in the mainboard should let us take care of our opponent's big baddies before they start punching us in the face.

Horribly Awry: Our cheapest counterspell, this gives us some control early to mid-game when we need it the most. At only two mana, we can potentially start stopping minor threats as early as turn 2 to set us up for a turn 3 play like Herald of Kozilek or Wasteland Strangler. That 4 Mana cutoff offers a surprisingly wide range, with Siege Rhino, Dwynen, Gilt-Leaf Daen, and Mantis Rider all falling just within our grasp.

Spell Shrivel: Here to take care of all the things that Horribly Awry can't reach, it comprises most of our late game defense against big baddies. The pay-4-to-ignore that it offers our opponents is usually not relevant and, if it is, it's usually because we're dealing with something small enough for our removal to handle. Two Herald of Kozileks mean this bad boy can be cast for a disgusting 1 Mana.

Ulamog's Nullifier: Running double duty for us, here is our man with the plan (as in he's a creature that also does stuff, get it? Ah never mind). He'll counter anything we need and our opponents can't do jack about it, making him objectively more versatile than both Horribly Awry and Spell Shrivel. Notably, he get's around Dispels that opponents may sideboard in to try to deal with our counterspells. We want to save him for late game when real big threats are coming in or when we know we're going to win in a turn or two anyway. He cost an arm and leg to cast, at 4 Mana and requiring us to Process two cards, so make sure to get down some Herald of Kozileks and exile some fuel before you need him.

Transgress the Mind: The look at our opponents hand is almost worth it alone, that way we always know what we need to be saving our counterspells and removal for. On top of that though, we also get to take anything with CMC 3 or higher and just deposit it directly into the trashcan, a real life saver against things we otherwise wouldn't be able to counter or remove like Gaea's Revenge and Dragonlord Dromoka. This is something to instantly sideboard up to 4 of when dealing with Dragon control. Say goodbye Ojutai, Silumgar, Atarka, Dromoka, and Kolaghan. Even better, they can't get their dragons back with Haven of the Spirit Dragon since they'll be exiled. This is a must against any deck playing big creatures or combos.

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Top Ranked
  • Achieved #6 position overall 8 years ago
Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 4 Rares

18 - 11 Uncommons

20 - 0 Commons

Cards 60
Avg. CMC 2.84
Folders Standard, well made deck, For Reference, 2. Experiments and Prototypes, decks, BFZ, Decks i want to build, Wanna build, Decks for fun, Cool decks
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