Introduction
As always, rather than following one path to victory I like to try and have so any roads going so many directions that every time you pick up the deck it feels like a new deck. Kozilek is a great colorless commander for this, mostly because he isn't asking you to do anything in particular. I've decided to use three different clear strategies for winning...
No.1 Voltron
because when it only takes two hits with you commander you gotta think a little voltron
No.2 Eldrazi Dominance
Lots of Spaghetti Monsters, Eldrazi, dominating the board and creating card and board advantage
No.3 Artifact Combo
Sneaky, janky, and value added artifact combos
Ill go through and explain each of these strategies in detail and lots of detail for the artifact combo section. Ill also talk about weaknesses a little and how to pilot the deck, but first of all lets talk about ramp.
Ramp
The Ramp package in this deck is pretty self-explanatory. You need lots of it and once you have lots you need more. Its all colorless so for the most part its rocks, but there are a few dorks that make the cut. I put every ramp card that is worth it's salt in the deck, except for the really great ones that cost lots of money. ie
Lion's Eye Diamond
and
Mox Opal
and
Mana Crypt
and
Doubling Cube
The best rocks are
Sol Ring
and
Basalt Monolith
and
Everflowing Chalice
and of course
Ashnod's Altar
and
Krark-Clan Ironworks
mostly because they play a double roll and key pieces to the combo section of this deck. I also like the rock that have draw on them ie
Mind Stone
but other than that there isn't anything special. Although for whatever reason
Wayfarer's Bauble
is my new pet card.
Ideally you want to have 2 ramp cards in your first 10 cards which is why i settled on 21 ramp cards.
Draw
There isn't much great draw in colorless, and I definitely put all those cards in the deck. There are plenty of ho-hum or ok ramp cards, but i stayed away from them. Truthfully, your card draw is all in your commander. You gotta focus on getting her out and then you get lots of free cards. I'm not too worried about
Kozilek, the Great Distortion
dying, because at that point its 12 mana for new cards. It's a good way to think about the game.
Voltron
There isn't a ton of voltron cards in this deck, partially because Kozilek comes in as a 12/12 with menace. The biggest things to think about are double strike or doubling Kozilek's power and also giving her haste. There are plenty of other cards to add to this strategy if your interested in going more voltron, but I thought of it as more incidental.
Grappling Hook
and
Hedron Matrix
and
Chariot of Victory
just to name a few. My favorite voltron card is
Grafted Exoskeleton
mostly because you can equip this one to any spaghetti monster and go and swing for a win.
Eldrazi Dominance
The best way to win with eldrazi is to play them and cross your fingers. You will become the target once one of these buddies hits the battlefield. If you can swing with them once or twice then the game will shortly be over. Even more so... if you can play a board wipe after dropping a spaghetti monster then its a sure fire way to lock the game.
All Is Dust
is the real one... but dropping
Darksteel Forge
and
Nevinyrral's Disk
or
Oblivion Stone
will also lock down the board.
There isn't a lot of removal in this deck but both ulamogs and all the annihilation are great removal... which is the other benefit to eldrazi.
Artifact Combo aka the machine
I like the idea of thinking about this deck as being filled with machines that needs to be assembled for you to pull of a tricky janky victory. Your opponents will be focusing their energy on your spaghetti monsters and while they are doing that it's your side job to start assembling your machines. If the big boys can't get the job done then you will have a powerful fast moving machine that is ready to explode and end the game. Most of the machines that you assemble are 3 or 4 or even 7 parts but a few are simple and easy just 2 parts. None the less all your machine parts will give you value besides being a part of a machine. Lets talk a look at the simplest machine and look at the why it's so good.
Basalt Monolith
and rings of brightearth
This machine will give you infitite colorless mana by doubling the ability of uptapping the monolith with the rings. But both pieces add value when they are not together. The monolith is a great ramp card and the rings are good for doubling any activated ability. Neither are useless without the other.
The best way to play combo EDH is lots of tutors, to find the missing combo pieces. But this deck is not real combo EDH, it is machine assembly EDH and for that you need a lot of blood and sweat and tears and hard work. So you only get one tutor card, and boy it's not cheap.
Planar Bridge
So without further ado here are the combos that I can find, but please add any combos that you can find to the comment section. Thanks!
Rings of Brighthearth
+
Basalt Monolith
= Infinite Mana
Cauldron of Souls
+
Dross Scorpion
+
Triskelion
= infinite damage
Rings of Brighthearth
+
Voltaic Key
+
Everflowing Chalice
with four or more charge counters = infinite colorless mana
Pentavus
+
Dross Scorpion
+
Gilded Lotus
= infinite colorless mana
Pentavus
+
Dross Scorpion
+
Steel Overseer
+
Krark-Clan Ironworks
= infinite colorless mana + infinite power and toughness on all creatures except Pentavus
Basalt Monolith
+
Rings of Brighthearth
+
Sensei's Divining Top
= infinite mana and infinite card draw
Cogwork Assembler
+
Myr Battlesphere
+
Ashnod's Altar
= infinite mana and infinite creatures with haste
Myr Turbine
+
Blasting Station
+
Dross Scorpion
= infinite damage
Myr Turbine
+
Grinding Station
+
Dross Scorpion
= infinite mill
infinite mana +
Staff of Domination
= infinite card draw
infinite mana + sac outlet +
Kozilek, the Great Distortion
= infinite card draw
Voltaic Key
+ Rings of brightearth +
Staff of Nin
+
Basalt Monolith
= infinite damage
Heres a really complex and big machine that does lots of stuff
Dross Scorpion
+
Pentavus
+
Skullclamp
+
Ashnod's Altar
+
Myr Turbine
+
Staff of Nin
= infinite mana and infinite draw and infinite damage
Well that's about all the steam I have for now to list combos
Weaknesses
Your going to have trouble against anyone that is playing
Vandalblast
or
Bane of Progress
Your mana ramp is so important and if it all goes in one big swoop than your in trouble.
Darksteel Forge
and
Scrap Trawler
and
Soul of New Phyrexia
are great to help you against the big blowout, but they are all a bit expensive.
You also have little to no removal spells. Like a classic deck might have. Especially anything that is cheap. If you are playing against some fast combo decks than you are in trouble, and you have little hope against a well tuned stax deck. Counter spells are going to hurt you too, but they are mostly only going to counter your spaghetti and ignore your machines.
Piloting
Opening hands are huge, make sure you have plenty of lands and plenty of ramp in hand. You really don't want to start with a Eldrazi Titan. Make a friend if you can, and attack any red and green players. Use your voltron to get the biggest targets out of the game, and always be assembling your machines as you go. Know what parts make a whole and how to use them. Good luck