B/W Eldrazi Midrange
Processor/flicker synergy
Eldrazi Temple / Reality Smasher Thought-Knot Seer synergy
Have seen this deck come up once and while and this is my take on it. I switched over from B/W tokens, so there are some outliers here that don't really belong but have been working out well for me. IE: Vault of the Archangel/Sorin, Solemn Vistor
Exile effects
Relic of Progenitus - main deck graveyard destruction at best, fuel for Wasteland Strangler and a cycle at worst
Tidehollow Sculler - this is the real fun part, exile a card, use Wasteland Strangler to process and it's gone for good.
Path to Exile - Also premium removal
Exile Payoffs
Wasteland Strangler - a 3/2 that can come down as early as turn 2 that kills your opponents 1 or 2 drop is a huge tempo swing
Eldrazi Displacer - flickering tidehollow sculler multiple times while triggers are on the stack can exile multiple cards. Threaten to exile your opponents double blocks mid-combat. Flicker oppoenets tokens for permanent removal. This guy does it all.
Best case scenario: have 6 mana available, preferably with Eldrazi Temple, flicker Tidehollow Sculler, take a card, then flicker Wasteland Strangler to kill one of their creatures. Takes control over the opponent real fast.
Temple Payoffs
The power of these should be self-explanatory
Thought-Knot Seer /
Reality Smasher
Removal/Disruption
(not sure if this is the appropriate ratio)
3x Inquisition of Kozilek /
1x Thoughtseize /
2x Fatal Push (I don't know if 4 makes sense in a deck without fetches to trigger revolt reliably) /
4x Path to Exile (Self explanatory)
Other
Lingering Souls -
Doesn't really synergize, but everyone else seems to be running it. Helps clog up the board until your payoffs come. Only way to disrupt fliers.
Sorin, Solemn Visitor -
Works really well with souls(obviously) and not too shabby with 5/5 tramplers either. Incidental lifegain is huge in some match ups.
Sideboard
Auriok Champion -
For burn/tokens, sometimes pro black and red means it's not too shabby against jund, hard to remove.
Celestial Purge -
Extra creature removal against relevant decks. Gets rid of pesky walkers. HITS BLOOD MOON.
Leyline of Sanctity -
For burn/8-rack/storm
Kambal, Consul of Allocation -
Some spice for storm, can help a little with burn too.
Blessed Alliance -
for decks with a few big creatures (shadow/angler/tasigur)
Dismember -
Extra removal
Thoughtseize -
Extra hand distruption for combo/control
Stony Silence -
Affinity/lantern/tron (hurts relic, but usually worth it)
Disenchant -
Blood moon! Affinity / etc
Surgical Extraction -
Combo/Storm
Wrath of God -
for decks with a lot of creatures, fish, d&t, CoCo, elves, tokens, etc
Anguished Unmaking -
Extra removal, hits anything and everything
Thoughts
I am looking for any advice on changes to this deck. I have a bit of other ideas that I am not sure should be in my side or main board but I am unsure of what to cut. I feel like a lot of this deck needs to be 4 ofs to function. The maybeboard is all cards I own and can slide in to tinker with; not sure if these are better then what I am running.
noteable maybeboard cards
Hallowed Moonlight -
Messes with company/living end/ nahri's ultimate / dredge / through the breach
Rest in Peace -
If dredge was heavier in the meta i'd probably run these, but maindeck relic ought to be enough
Thinking of running Field of Ruin over Ghost Quarter, since this deck only runs 23 lands.