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Eldritch Hatred - Mono-White Limited Edition

Modern Eldrazi Hatebears Mono-White

Hamadyne


Sideboard


Maybeboard


This is a fork of my Black/White Eldrazi Hate deck.

With only one color available, creatures are much easier to play. A change in the manabase makes colorless mana costs for Thought-Knot Seer and Eldrazi Displacer's ability much easier to hit. While we lose some of the versatility of Wasteland Strangler comboing with Displacer or Flickerwisp, we can still hold a large amount of power in regards to Kitchen Finks and Fiend Hunter providing excellent ETB abilities.

How to Play

The awesome thing about this deck is that it is incredibly simple to learn. Play your lands, get creatures. The ETB and static effects are usually enough to start causing headaches for your opponent.

Aether Vial is an important piece of this deck. With it, we can do stuff like get an extra blocker and blink a creature with Flickerwisp or Eldrazi Displacer. Unlike the new Brain in a Jar, we choose when counters get added to it during our upkeep.

Of note is that if the Vial is destroyed, you still have a chance to do activate it in response. Similarly, if your opponent decides to respond to a Vial activation by destroying it, the ability is still on the stack.

You can even stretch out value by activating Vial in response to its own upkeep trigger. You could land your 2-drop and have your 3-drop ready to go next turn.

As for other creatures, a Thought-Knot Seer with two Eldrazi Temple in your hand is a great early-game threat. Exiling a win condition or a card that you find bothersome is fantastic when played early on. Plus, it's attached to a 4/4 body, escaping Lightning Bolt.

Eldrazi Displacer is how we win. Left unchecked, it makes more Golem tokens with Blade Splicer, gains us life with Kitchen Finks, and combining it with Thought-Knot Seer means that we can lock out their draws. Its only downside is that it cannot target itself, leaving it very vulnerable to removal. This can be fixed, however, by playing a second Displacer or Vialing in a Flickerwisp.

Speaking of, Flickerwisp is a great toolkit. You can stop an attacking creature, save your blocker, get extra mana for your opponent's turn, and stop Planeswalkers from getting too many counters on them.

Opener

For our opening hand we want a T1 Aether Vial into one of our 2-drops T2 to maximize our chances of survival. Thalia's first strike is great for early attacks, and stopping 2- or 3-drop spells like Mana Leak and Terminate are great for keeping your opponent in check. Leonin Arbiter halts early attempts of mana fixing with fetchlands. Wall of Omens replaces itself with a new card. Finally, Phyrexian Revoker locks out an ability or planeswalker in the early game.

Turn 3 and beyond is where we start moving forward. If you have an Eldrazi Temple, now's the time to play your Thought-Knot Seer. Save your Eldrazi Displacer for Aether Vial, as we want mana open for its ability activation next turn.

Turn 4 is the earliest we can use Vial for our 3-drop creatures like Kitchen Finks or Flickerwisp. Try and play these before playing the Displacer, as we want to maximize the ETB benefits first before we start recurring them.

From there, you should be able to maintain your board state quite well, using Vial to bring in extra blockers and new Displacers, and eventually bringing out TKS to act as our biggest attack force, as well as providing valuable hand control.

Sideboard

We have a lot of toys at our disposal here. White offers lots of neat interactions with cards.

We have the traditional anti-Affinity package in the form of Stony Silence and Kataki, War's Wage. Stony is a great T2 win condition, and Kataki can become a pseudo board-wipe if played in succession.

Pithing Needle manages to cover a bit more ground than Phyrexian Revoker, in that it can hit land cards like Shambling Vent or Celestial Colonnade. Very useful for the Harbinger matchups.

Kor Firewalker wins us games against Burn and Zoo. The passive lifegain and protection from their primary color means that we're taking less damage on average - perfect for stabilizing the early game.

Mirran Crusader is great against Grixis or Jund, especially against the likes of Taisigur, the Golden Fang, Kalitas, Traitor of Ghet, and Tarmogoyf.

Grafdigger's Cage halts flashback heavy decks like Storm or Collected Company decks. As a 1-drop, it's a great T1 play.

Reality Smasher is there to tear up decks with a lot of interaction. A 5/5 with trample and haste is hard to ignore, and lots of plays revolve around how to stop it.

Spellskite is a classic Infect hoser. Taking all of their ability to target their own creatures is very satisfying.

Matchups

Mirror: Even - Their stuff doesn't bother us too much - Path might slow us down a bit, but we have superiority against other Hatebear decks with our Eldrazi. 4/4s are very difficult to handle for 2/1s or 2/2s. That being said, if they get a good hand, they can turn things in their favor.

Infect: Favorable - We have a lot of ways to halt Infect, from Path to Exile for their creatures, to Thalia, Guardian of Thraben for their spells. Eldrazi Displacer mainboard is a hard stop to all of their attackers.

Merfolk: Favorable - While Spreading Seas might pose a problem, we have a lot of stuff to slow them down, like Flickerwisp and Fiend Hunter keeping off their lords.

Affinity: Slightly Favorable: Affinity's speed is tough to work around, but Game 2 we side in Kataki, War's Wage and Stony Silence, which takes them out 90% of the time.

Burn: Slightly Favorable - Kitchen Finks is what keeps us alive against Burn. We have good chances in Game 1 to evade the damage from Eidolon of the Great Revel with our Vials. However, their potential explosive starting hands can quickly close out a game before we can do anything.

Zoo: Even - We can get creatures out as fast as they can, but they have a lot more ways to kill us, whether it be via Boros Charm, Lightning Helix, or Lightning Bolt. Destructive Revelry can also be a problem game 2, so be sure to side out Vial.

Jund: Unfavorable - With the right opening hand this deck does pretty well against Jund. It's critical that Thought-Knot Seer lands and hits a Damnation or Liliana of the Veil. Jund runs much more effective creatures, but risks a lot with a needy manabase. Leonin Arbiter + Ghost Quarter can often turn into a hard lock if they need to search.

Jeskai/Mardu Harbinger: Unfavorable - On paper, we have lots of ways to halt their advance with Phyrexian Revoker, Leonin Arbiter and Thalia, Guardian of Thraben making their plays increasingly limited. However, their large array of countermagic and/or creature destruction can prove to be an obstacle.

Grixis Control: Unfavorable - Inquisition of Kozilek is devastating to us on turn 1, as they'll be able to take pretty much anything, barring Thought-Knot Seer and our lands. Kian and Pia Nalaar act as the red Lingering Souls, providing blockers and firepower to pick off our board.

Scapeshift: Even - We have to get very lucky and hit Scapeshift and/or Bring to Light with Thought-Knot Seer. Leonin Arbiter is a BIG help, but only in multiples.

Delver: Unfavorable - this deck folds hard to dedicated removal and counterspells, and has a difficult time handling the large amount of Elemental tokens from Young Pyromancer.

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Updates Add

IT KEEPS HAPPENING

Another great win this week. Bonus story: I got a foil Jace, the Mind Sculptor from my prize pack of Eternal Masters thanks to this deck!

Round 1 - vs. UR Klin Fiend: WIN 2-0

This deck was neat, using cheap spells to quickly make Kiln Fiend and Monastery Swiftspear huge very quickly. Game 1 and 2 I had a Thalia, Guardian of Thraben ready to go, and that made the deck fold in half. Without a way to cast multiple one-drop spells, my opponent was unable to keep up with my increasingly larger board state.

Round 2 - vs. Zoo/Burn?: WIN 2-1

I love Zoo - Wild Nacatl is a superb green card on par with Tarmogoyf in how quickly it gets big. This deck didn't have the Nacatl's brother-in-arms, Kird Ape, instead opting to use some Eidolon of the Great Revel.

Game 1 I got down to 4 life before stabilizing with Kitchen Finks and Eldrazi Displacer. Attempts to keep me off creatures with Atarka's Command were hampered by my use of Thought-Knot Seer, forcing my opponent to use them before I exiled them.

Game 2, my opponent got there super fast with a Nacatl and a bunch of spells.

Game 3 turned out similarly to game 1, where I managed to get multiple recurrences of Kitchen Finks.

Round 3 - vs. Blue-White Humans: LOSE 0-2

This round was rough. Thalia's Lieutenant, Town Gossipmonger  Flip and Thraben Inspector made for a solid deck that kept me on my toes. Toss in a few counterspells and you've got a recipe for disaster. I couldn't keep up with his guys getting bigger via the Lieutenant.

Round 4 - vs. Burn: WIN 2-0

Once again, I do fairly well against Burn, with tax effects and halting searches hampering my opponent's need to get more lands or damage. Early Thought-Knot Seers in game 1 and 2 were critical in keeping my opponent off damage.

Comments

Date added 8 years
Last updated 7 years
Exclude colors G
Legality

This deck is Modern legal.

Rarity (main - side)

23 - 13 Rares

24 - 2 Uncommons

Cards 60
Avg. CMC 2.39
Tokens Phyrexian Golem 3/3 C
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