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All Is Dust Mk2

Modern Eldrazi Ramp Tron

npcmaster


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All Is Dust describes the decks feel. No matter what your opponent does, their strategy will be reduced to Wastes by the sheer power of the Eldrazi.

This deck is my baby, and Mk2 has HUGE improvements over its predecessor. I have been tinkering with this deck for some time, and will continue to do so until the end of time.

I love to hear all of your questions, comments, and concerns. It all helps this deck and myself immensely. And if you'd like, leave a like! I enjoy scoring pointless points.

Get as much mana as possible, as fast as possible. Get mana creatures onto the field. Use up your board presence to threaten and punish your opponent. Remember that the Eldrazi hit harder than they do. Get them to use their removals early. Get to the magic number of 6 (mana), allowing you to draw more cards, harvest your opponents deck for more mana, and dig up the "Big Ones". Keep on ramping. Play the "Big Ones". If one gets taken out, find and play another. And when the time calls, All Is Dust their hopes and dreams.

Mana Makers:

Warden of Geometries

Warden is a offense-ready mana maker. 2/3 means he is able to block most small creatures that fast aggro decks throw your way. And vigilance means it can attack without leaving you open to counter attack. And, if it does get outclassed by a bigger creature, it just does its original job: 1 mana, or chump blocking.

Kozilek's Channeler

Quite the beef-cake in the mana-creature world. Again, works as counter-aggro, offense, or mana maker. Bigger version of Warden, without vigilance.

6 CMC Squad:

Endbringer

(Points finger) My man! This is one of the most utility-heavy cards I have ever seen. Stuck on a 5/5 body no less, for only 6 mana! First, it can tap to poke a player or creature for 1 damage. Perfect for crowd control of elfs, goblins, birds, and the likes. Second, tap and pay 1 to prevent something from attacking or blocking. Lockdown? Yes please! Great for mirror matches! You can't tear my Aeons if it cannot swing! The third ability is card draw. ELDRAZI CARD DRAW. Just what the doctor ordered! But wait, what is this ability at the top of the card? Untaps during EACH PLAYERS UNTAP STEP? F*** YEA! With all the mana this deck throws down, Endbringer can, will, and should piss people off.

Oblivion Sower

Speaking of making friends.... Exile your opponents cards from their deck! Profit from the lands found this way! I DARE YOU TO TRON AGAINST ME. Ok, you played it and the ability is done, now what? Oh lord, its a 5/8 fatty? Best, day, ever.

Conduit of Ruin

Conduit can attack and block, but its best use on the board is the 2 mana discount on the first creature played. Begs to be paired with Eye of Ugin. Conduit's main purpose is to search for the Big Ones in your time of need.

In order of awesomeness:

Original Crew

The Original Crew has two major distinctions. First, they are all packing Annihilator. So long as you say "I attack with [OG Crew Member]", your opponent has to start sacrificing. Secondly, on all the Mythics in the crew, they shuffle the ENTIRE GRAVEYARD back into the deck if they go to the grave. Mill proof, brings back everything they had killed thus far. Note: Exile is not so fun

Emrakul, the Aeons Torn

The largest creature ever printed

Emrakul is the undesputed leader of the group. It is, without a doubt, the largest, most overpowered, thoroughly broken piece of s*** you will ever encounter in MTG. Pull out Emrakul for instant scoops, table flipping, A SECOND TURN, and as the ultimate solution to targeted colored spells/abilities. Enjoy!

Ulamog, the Infinite Gyre

Ulamog is the muscle of the group. Pull Ulamog out to destroy that pesky permanent, or to abuse its indestructibility.

Kozilek, Butcher of Truth

Kozilek is the guy with the goods. Pull Kozilek out when you need some extra cards! I s*** you not, that's the reason I call on it.

It That Betrays

The sick, twisted psycho of the group. Rare, not a mythic, so no graveyard shenanigans. It is referred to as It, which is awesome! It was the odd man out of the group, until the newcomer arrived. It works as advertised, by giving you all cards your opponent sacrifices! READ: All non-token permanents sacrificed by your opponent become yours. What can It get for you?

  • Anything saced to annihilation
  • Anything your opponent sacs for their own reasons
  • All Is Dust IS FUN!

Newcomer

Bane of Bala Ged

No grave recycling. No annihilator. Still terrifying. Coming in as the newest and lowest CMC of the Big Ones, the Bane has a lot to prove. Its 7/5 size gives it a decent bite, but weak in comparison. However, the Bane packs quite the punch with an exile trigger to rival annihilation. Since so many things in Modern love leaping out of the grave, the Bane decided not to send them there. (I placed the Bane in the deck as another option for Conduit to find. I will be monitoring the Bane to see if it is worth the card slot. I have high hopes, but we shall see)

Sorcery Spells

All Is Dust

I already loved the Eldrazi upon their release, but this card sealed the deal. No amount of protection, indestructability, regeneration, or other mystical B.S. can save you from this one sided board wipe.

LOOK AT THAT WORDING!

  • Each player = no targets.
  • Sacrifice = loophole to most safeguards.
  • All colored permanents = Enchantments, planeswalkers, creatures

Enchantments

Eldrazi Conscription

(aka SURPRISE!)

Remember that one thing on my side you ignored? Because it wasn't a threat?This is basically a 10/10 trample annihilator 2 with haste, that consumes a creature. I refer to conscripted units as "The Happiest [Creature Name] Ever".

Artifacts

Expedition Map

The best, and ONLY, non-basic land fetch

The perfect card to ensure a turn 3 Tron. And if you already have Tron (or gave up hope on it), you can grab any other land your heart desires. ALWAYS USEFUL!

Lightning Greaves

Stop. Read the card twice. The abuse is unreal. Give a pair to Warden, Channeler, or Endbringer for instant action. Or just use haste to attack (who's aggro now?!? THAT'S WHAT I THOUGHT!!) Give it to the Big Ones for an even more satisfying crunch. But wait, it gives them shroud as well? Round one, your opponent ignores them. Round 2, all of their removal is used on these boots. Less removal for your land and actual threats, still a win!

Urzatron

Urza's Mine , Urza's Power Plant, and Urza's Tower

When assembled, it produces 7 mana instead of 3. Assembling Tron is usually an important goal, but every opponent out there know of Tron and has a way to break it. Best times for Tron are Turn 3 (before your opponent can break it) and late game mana surge for Emrakul, the Aeons Torn. Midgame, plan on having it broken, but do try to fix it. Tron is a riskier bet mana-wise, but DAMN does it pay off.

The Other Lands

Eldrazi Temple

The next best thing to Tron. Your Eldrazi creatures (which are ALL of your creatures), All Is Dust, and Eldrazi Conscription all benefit from the second ability. 3x Temple = 6 mana. 3x Tron can give either 7, or 3. And your opponent will prioritize killing Tron over Temple. Temple is the safer bet mana-wise.

Eye of Ugin

First and foremost, flavor text. Kidding, it is useful. A 2 mana discount from ALL Eldrazi spells, sign me up! And a way to fetch colorless creatures? Might seem costly, but it can and will save your ass the few times you flood on mana. (Eye was removed at first, but a Map and and Eye would have saved me a few times, so it quickly came back)

Sea Gate Wreckage

A card draw source when your hand is empty, fetchable with Map.

Tectonic Edge

Break your opponents Tron! Or kill of their favorite color-fixing land. This replaced Ghost Quarter after I became furious that the basic land they grab always seems to fix the damage I just caused.

Wastes

  1. Style Points
  2. Middle finger to anyone using Ghost Quarter against me
  3. Sideboard fodder? idk
  4. Eldrazi kick so much ass that there is a new basic land in their honor. Made from the ashes of annihilator triggers, All Is Dust dust, and delicious tears.
Mk1 could play against other Modern decks, but Mk2 can actually compete. Mk1 felt more like a race against the clock and was a bit too fragile. Mk1 could reach god-tier overpowered shenanigans. Mk1 had a wonderfully stupid late game, but that was it. Mk2 actually has a mid game. Mk2 traded in the overkill "win more" ability to be much more stable and reliant. Mk2 uses card draw instead of Planar Portal. Mk2 makes better use of Eldrazi Temple and has mana making creatures to wean off dependence of Urzatron.

All Is Dust

Modern npcmaster

SCORE: 5 | 13 COMMENTS | 2413 VIEWS


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Date added 8 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

10 - 2 Mythic Rares

16 - 10 Rares

8 - 0 Uncommons

24 - 3 Commons

Cards 60
Avg. CMC 5.03
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