Each of the cards gives a little extra mana back. It allows us to dump more and more onto the field to upgrade our threats, (i.e.- playing Priest of Urabrask on turn 3 and then equiping him with Goblin Warpaint to make him a 4/3 w/ Haste for essentially 3 mana) or to pay nearly nothing while triggering morbid for things like Brimstone Volley.

Card Explanation:
2cmc:
-Brood Birthing and Spawning Breath kick the combo part of the deck into overdrive. Either one can produce our first Eldrazi Spawn token but Spawning Breath is our preferred first and it can either go to the dome or take out some X/1. Brood Birthing keeps us rolling with mana to get through dry spells or gives us the freedom to push more spells out each turn.
-Ember Hauler is fairly unassuming. He's early beats/chump against slower decks or a trade against faster. He also enables morbid for a single mana or operates a shock at the cost of an Eldrazi token. Really he shines because of Brimstone Volley and gives us something else to do with the mana we get from saccing tokens to the next guy on our list.

3cmc:
-Hissing Iguanar does a LOT for this deck. He turns the Eldrazi tokens into little pings. So as I gain mana the opponent takes damage. Triggering morbid for Brimstone Volley also pings the opponent. Sac a token to sac the Ember Hauler now does 4 damage instead of 2. His damage also pumps our next guy.

-Chandra's Spitfire can be quite a hoss here. As mentioned above with the Hissing Iguanar, each ping pumps the Spitfire another +3/+0. With the number of spawn tokens this deck can generate she can easily swing for lethal. The next guy on our list helps out a lot too.

-Cinder Pyromancer helps pump Chandra's Spitfire at least once a turn. If we are laying down more tokens with Brood Birthing or Spawning Breath it can untap and pump up the Spitfire even more! Part of what this deck aims to do is dump as much of our hand as possible using as few lands as possible. Each turn we do that the Pyromancer pings our opponent for 1 more turning our hand into damage output. His biggest back up is our next guy.

-Priest of Urabrask is another unassuming fellow in the deck. Ultimately, alone, he's kinda crappy. But when you get to drop 2 or more guys on the table enable by him he really earns his keep. He can chump or swing as the situation allows but he ultimately works best with Cinder Pyromancer as he allows us to trigger the Pyromancer up to 3 times in a turn which could also translate into buffs for Chandra's Spitfire. Since he gives us all the mana back we spent playing him we can usually play him and one of our more critical pieces in the same turn dropping more than one 3 or 2 drop on our third turn. The sideboard is designed to make him into more of a threat using things like Claws of Valakut making him a 5/1 First Strike on 3 or with Goblin Warpaint making him a 4/3 haste on 3.

-Brimstone Volley. Is. Beast. Mode. Dropping 5 damage typically for 2 mana pretty much anytime we want is winning. If we get out Chandra, the Firebrand that could be 10 damage. Also this goes back to combo with Hissing Iguanar, chandra's spitefire, and Cinder Pyromancer.

4cmc:
-Seismic Spike is a tempo card. We don't have a lot of items in the deck that cost 2 mana and none that cost 1. This card might as well cost 5 for how/when we will use it. More often than not we will cast it as a 5 drop paying 4 for it and using the 2 it gives us with our 5th land to drop any of our numerous 3 drops. It also helps to slow down our opponent in a pinch and can also free cast one of our two drops netting us semi-permanent mana while setting our opponent back. If we chose to bring in Lightning Bolt or Goblin Warpaint out of the board this card gains a little more value giving us a little more flexibility.

5cmc:
-Emrakul's Hatcher rounds out the top of our list. I could say an argument for Rapacious One as he is more of a game ender and that's usually what the top of your curve functions as. This guy is really more fuel with a fun body attached. He can chump or if we have cleaned our opponent's board he can swing for a decent amount. Really he's just here for the tokens as they are the backbone of our deck. I chose him over Rapacious One because he enters the field with the tokens as opposed to having to get through first. The tokens provide us with plenty of reach via things like Brimstone Volley, Hissing Iquanar, Ember Hauler, and Chandra's Spitfire. So much so that Rapacious One's major advantage is kind offset by slowing down its intended interactions with the rest of the deck. We lose a little power but improve synergy. Ultimately I think the Hatcher is better for what we are doing here but it depends on "meta" and player preference.

The sideboard isn't really serious. Most of the stuff is a lot of luxuries that can make other cards better if necessary or add a little more reach. Honestly Koth of the Hammer and the Staff of Nin are easily the weakest in the board as compared to what this deck really wants to do. The difference is they do things this deck otherwise can't which in a more competitive nature could give this deck some additional gas to pull out wins.

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Date added 12 years
Last updated 11 years
Legality

This deck is Casual legal.

Rarity (main - side)

20 - 0 Uncommons

19 - 0 Commons

Cards 60
Avg. CMC 2.85
Tokens Eldrazi Spawn 0/1 C
Folders Casual
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