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Eldrazi Awoken

This is my attemp to make a versatile Eldrazi Ramp/Pitch deck that nearly has no weak Spots.

Of course the best Home for our 3 Eldarzi-Lords

  1. Emrakul, the Aeons Torn
  2. Ulamog, the Infinite Gyre
  3. Kozilek, Butcher of Truth

Tipps and Suggestions

First of, im always open for new Suggestion and improvements of my Deck.

But please Always keep in mind that i try to build this on a budget

I know that the Lords aren't cheap but the Deck is built around them, especially in the beginning stage of this Deck the main focus was on them.

Just take a look at the rest of the Cards. Not much of them are too pricy, so this Deck doesn't shoot the Budget through the roof.

The Thoughts behind

This Deck was primaly designed as a Ramp Deck but i realised that the early game (Turn 1-4) was really hard.

I will now go through my Cards one after the other to explain my Thoughts.

Mana Base

With mainly Lands that produce Colorless Mana there was an issue with the green Ramp cards.

Also i watched out that i do not have too many tapped Land so the early game wont be affected to much.

Cloudpost & Glimmerpost

  • Neatly the perfekt Ramp card for colorless mana, and in comination with Glimmerpost really reliable.

  • The Lifegain of Glimmerpost is a very welcome Sideeffect and won me a lot of Games.

  • The fact that Cloudpost enters the battlefield tapped isnt that bad, because my one drops do need green mana.

  • In Fact the rest is up the Manacurve and the other Mana's come into Play untapped

Urza's Mine & Urza's Power Plant & Urza's Tower

  • Together we are stronger. This is why the Urza Trinity made it in this deck.

  • One draw is able to make your Mana jump from 2 to 7 mana.

  • The fact im only Playing 3 of each minimizes the chance of getting all three, but in my Playtesting i couldn't really fell a difference.

  • And in addition i do not have that much redundant draws of Urza-lands that are already in play.

Forest

  • This is the latest addition to my Manabase. When i started the deck it had 3 Colours.

  • I tried to compensate this with Grand Coliseum but with that there were too many tapped Lands in the Deck and so much Colours were difficult to manage.

  • So i decided to cut it down to one Colour and basics are always one of the best choices.

  • This also helps me with my Elvish Mystic because maybe i'm able to play them turn 1

Sylvan Scrying

  • Thanks to TheGamer Sylvan Scrying was added to the Deck, searching for the land that Ramps you the most is an insane addition.

Creatures

I have four Groups of Creatures, and all of them serve multiple purposes but each group has it's determined role.

The mana fixers/rampers

Elvish Mystic

  • Solid one Drop that Ramps me up in the Colour i need the most.

  • If necessary i'm able to block with him,so i dont get too much damage in the early Phases of the game.

Copper Myr

  • Two drop that im able to play after Cloudpost first turn and a non tapped land Turn 2 so i dont get delayed by the tapped Land.

  • And Ramp up a so much needed

  • As the Elvish Mystic, if necessary i'm able to block with him.

The early Blockers/Semi Rampers

Nest Invader

  • A 2/2 Two drop plus an additional blocker that helps with the ramp in .

  • After giving the spawn to us he is happy to die for us, because his purpose is done and by preventing the early incoming damage his second purpose is fulfilled.

  • Maybe even more than one time Damage can be prevented if the Opponent has a lot of 1/1

Kozilek's Predator

  • A 3/3 Four drop plus 2 !! additional blockers that help with the ramp in .

  • After giving the spawns to us, he too is happy to die for us.

  • With a 3/3 body he is a Solid blocker and able to hold of a Lot of Damage. With a good Stating hand I'm able to cast him in turn 3 even in turn 2 once.

Reduce Costs at all Costs

Conduit of Ruin

  • A Key Card for this deck.We can search for one of our Strong Eldrazis (Preferable the Lords) but this is Situational and we dont have to if were low on mana.

  • It reduces the cost of our expensive Spells by if it's the first this turn

  • They are Cumulative so two of them reduce the casting cost of the first spell by

  • Means Emrakul, the Aeons Torn suddenly is at a cost of and if thats too expensive wer'e sure able to cast Artisan of Kozilek for

More Ramp with the big one's

Artisan of Kozilek

  • Big body and the most wanted ability Anhilator

  • Blocks what the others are not able to any more.

  • Often he comes down in turn 7 or 8 sometimes even earlier and revives a Kozilek's Predator wich then creates two more Spawns and a Blocker for us. This is insane value.

And in the late game we Anhillate

Ulamog, the Infinite Gyre

Emrakul, the Aeons Torn

It That Betrays

Artisan of Kozilek

  • Just self explanatory

  • If these come down, and trust me in playtesting they did quite comonly, everything changes.

  • Just anhillate the enemys board plus you get the awesome effects.

Wait there's one missing

Yeah you maybe noticed that i didn't mentioned Kozilek, Butcher of Truth with the last block.

Thats because you know he belongs there, but with his Ability he's better of here for Explanation.

Kozilek, Butcher of Truth & Summoning Trap

These two are here for finding everything you want and play it as it comes to your sight.

  • Summoning Trap even has an inbuild Pitch. You search for the next 7 cards and play everything just for the 6 cost of the Trap.

  • Or even for free if one of your creatures gets countered

  • Kozilek is just pure Card advantage and at the time youre able to cast him it wont be long for the rest of the deck

As if they needed protection

Everybody has a bad day Sometimes, and to be prepared for some bad happenings we need to protect our Big ones with:

Not of This World

  • Eldrazi dont need protection but just in case they do we're prepared.

  • It's even for free if you're casting it on one of the big ones.

Conclusion

You see there's some Synergie going on and if youre worried about the Ramp just playtest and you will see it is as good as it has to be.The Key is early blocking with the right creatures.Even the mid game often is about blocking but around latest turn 8 to 9 youre erasing everything.And until then you're good protected.

The Turn suggestions are just some Thumbrules because ist's really really really difficult to measure this in this deck.

The manabase is consistent but sometimes it explodes to crazy amount in the early turns for an immediate win.

Hope you like it and please give further Suggestion to make it even Stronger

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Date added 9 years
Last updated 8 years
Legality

This deck is not Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

9 - 0 Rares

7 - 0 Uncommons

24 - 0 Commons

Cards 60
Avg. CMC 5.00
Tokens Eldrazi Spawn 0/1 C
Folders Eldrazi
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