Do you want to cause your opponents to sacrifice 25 permanents before they can even respond to your attack after you've already wiped their field clean?
The Eldrazi are my favorite out of anything I've played in MTG so far. They're just ridiculously powerful and the ramp isn't even that hard to pull off. The win conditions are ridiculous with this deck, and I'll count them as I rant.
First, let's talk about Nirkana Cutthroat. She's inexpensive and gets first strike and deathtouch. Talk about the perfect defender, her only problem is flying creatures, but her ability allows her to deal with any ground troop swiftly, preventing all damage that would be dealt by opponents.
Eldrazi are all about spawn, which is why all creatures in this deck save for Ms Dangerous, so the obvious thing is this deck is playing Parallel Lives and watching as your spawn multiply. Parallel stacks, so two of them means you QUADRUPLE your spawn gen! The reason that Awakening Zone is not in this deck is because I didn't ever pull one: this deck save for the side board and Xenegos are all cards in the IRL deck my friends have learned to hate.With spawn comes Raid Bombardment, which gives them burn power, and Massive Raid is a highly useful spell which replaced Heat Ray in dealing with creatures, and it adds versatility with hitting your opponents with tons of damage without draining your mana pool. Broodwarden also buffs the spawn just enough to where they still get the Raid bonuses.Domri Rade and Xenagos, the Reveler are ridiculous for this deck, Domri for the draw and the emblem, Xenagos just for the fact that spawn count for mana without the sacrifice, and with the sacrifice I wouldn't be surprised if you could drop Emrakul in turn 5 and end the game right there.
That was just the beginning, now here comes the Infinite Combo ridiculousness. Warp World counts all your permanents on your field, you shuffle your hand, graveyard, and all exiled cards back into your library, draw that many cards you counted, and put them ALL on the field, save for instants, sorceries, and planeswalkers. Tokens count towards your permanents but don't muck up the deck, so your chances of getting what you need are greater. Drop two Parallels, Spawnsire of Ulamog, four land, and whatever else is in the deck and you automatically can summon an infinite number of spawn, sacrifice 20, and bring out everything on your sideboard. Because you're casting your sideboard, you get four cards (an advantage, since no one else will have a hand), destroy a permanent, and get an extra turn. And you can also destroy all colored permanents with All Is Dust (not recommended for Parallel Lives) and counter any spell or ability with Not of This World as long as it targets something of yours. With all your sideboard on the field, there really isn't much that people can do, especially if you had an Emrakul out already from Warp World, you can get infinite turns by sending the sideboard one back to the nether and bringing it back again.Curious thing, though, in a non-sanctioned match, the Spawnsire's ability means "any number of Eldrazi cards outside the game," which means any and all Eldrazi cards you happen to own (of which gave me annihilator 54), but unfortunately I've heard in a tournament, it means only your sideboard. Also with Warp World, Domri's Emblem doesn't go anywhere, it stays with you, the player. So with the Warp, all your Eldrazi now have double strike, trample, hexproof, and haste.
Total damage with just the sideboard:170 damage, annihilator 29. Spawn/Raid combo: infinite.