NOTE: This is the updated version of a formerly modern legal deck. The jig was up with the banning of
Eye of Ugin
in modern, so I decided to turn it into a stupidly powerful fun deck instead. The information below has been updated for this new version, and largely exists here for the sake of preservation.
This is a deck designed to get big creatures (like Eldrazi) out as soon as turn 3-4. It's one of the most powerful decks I've ever made, and it's fun to play (though not necessarily to face).
While aggro is its main weakness, it gets big so quickly that it can beat straightforward aggro (with
Primeval Titan
fetching
Glimmerpost
to keep you alive). It also gets too big too quickly for midrange, and because it esssentially wins just by playing enough lands to do broken (and sometimes uncounterable) things, it usually dominates control (especially if you can stick
Quicksilver Amulet
).
The biggest problem decks for this deck are decks that are both fast enough to kill quickly, and that run non-removal disruption (like
Delver of Secrets
or
Thoughtseize
-based decks). While the mainboard is pretty much set, I'm still working on the sideboard (largely to improve it in tempo/disruption matches).
Note, though, that you have to be careful in sideboarding. The deck is very powerful on its own, and you don't want to remove more than a few pieces if you can help it while sideboarding. Against most matches, I sideboard just a couple cards, if any at all, because the deck already has such a strong matchup against most decks (the last time I took a similar version of this to a modern tournament, it won all 5 of its matches, losing only 1 game all night).
A typical game can play out in a few different ways, but ideally, you want to be able to ramp into
Quicksilver Amulet
on turn 3 and activate it turn 4. You can keep hands without Amulet as well, particularly if you can ramp into
Primeval Titan
by turn 3-4. It's also possible to keep hands that are one piece short of perfect, if you have
Ancient Stirrings
to help you find that piece.
If you have
Elvish Spirit Guide
and either
Sakura-Tribe Elder
or
Everflowing Chalice
in your opening hand, you should play that ramp piece turn 1 unless you have a specific reason not to. However, it may not be right to play
Green Sun's Zenith
for
Dryad Arbor
on turn 1 unless you have a particularly explosive hand. My favorite early Zenith target is
Sakura-Tribe Elder
, particularly if my hand is set up to let me fetch it on turn 2.
The deck is also occasionally capable of playing Amulet on turn 2 and activating it on turn 3. It's hands that can do this where fetching
Dryad Arbor
on turn 1 is probably right, because the upside of it living is so high. It's also possible, with multiple Spirit Guides, to play Elder turn 1, then use a second Spirit Guide to play Amulet turn 2. I don't know about you, but I hear turn 3 eldrazi titan is good.
It is also reasonable to pay 4 mana to put 2 counters on an
Everflowing Chalice
on turn 3, because that lets you hard cast
Primeval Titan
or
Summoning Trap
next turn.
Note that against control, you are unlikely to properly curve out as described above. However, they'll usually be unable to stop your development forever. Sooner or later, you'll have 15 mana and be able to cast an uncounterable
Emrakul, the Aeons Torn
anyway, or sneak in a
Quicksilver Amulet
. Even if a
Primeval Titan
gets countered, casting
Artisan of Kozilek
reanimates it anyway (even if the Artisan gets countered). Post-board,
Summoning Trap
puts the match even more heavily in your favor.
Smart fetching with
Primeval Titan
is also important in this deck. Primarily, it's important not to be greedy. If your life total is low, fetch
Glimmerpost
s. Otherwise, find
Eye of Ugin
with the first fetch, to give you fuel in case Titan is destroyed right away. I like to grab
Eye of Ugin
and a
Cloudpost
with the first fetch, and try to get out all the
Cloudpost
s and
Glimmerpost
s as quickly as possible after that, to set up the infinite turn combo. Of course, all this depends on the game situation.
Yes, you heard me right. This deck has an inifite turn combo.
It can happen once I have 20 available mana plus
Eye of Ugin
in play (it does happen more than just once in a while, especially if multiple Primeval Titans show up). The combo works this way:
If necessary, pay 7 mana and tap
Eye of Ugin
to hunt for
Emrakul, the Aeons Torn
, then cast it. You get an extra turn for casting it. Next turn, attack with Emrakul, then search for your second Emrakul with
Eye of Ugin
and cast it. One of the Emrakuls dies (legend rule), and your entire graveyard, the second Emrakul included, goes back into your library. However, because you cast Emrakul, you get to take another turn. Next turn, repeat this process. You get to keep attacking until your opponent is dead, and they'll never get another turn.