"Ya'gon take that Deck" Inspired by Achromatic Annihilators.
The Base of ANY Deck, It's mana (ramp) - The Goal: Exponential Mana to fuel the 17 strong Goliath Horde.
First off, I have stopped at turn 10 tapping for 70+ mana.4x Cloudpost - 4x Vesuva - 1x Glimmer Post (used 2 expedition maps)
When I first began creating this deck the point was to mana ramp colorless creatures out there. I had originally chose Urzatron with vesuva, but since vesuva can only copy a land that is currently out there it was more or less of little use. So I opted for the post lands, legacy legal cloudpost and glimmer post (cloudpost the quintessential card of the deck), coupled with expedition map and vesuva this was a literal exponential combination.
Onto the combinations. Here are the capabilities of this deck with how often they roughly take place. I am not exaggerating this, I have play tested this deck 300+ times. (There was no way I was going to drop the coin for this deck without play testing the shit out of it lol)
1.) A turn three Blightsteel Colossus - Hand required = two x cloudposts (or a cloudpost and a vesuva) a copper gnome and a blightsteel. - Only four cards required within three turns for a 12/12 trample infect indestructible creature. - One should also note that if you have Rogue's passage out, tap four choose blightsteel and you win the game making him unblock-able.
2.) A turn four 20/20 indestructible flying black avatar.Regardless of the mana ramp this is always a turn four play due to the necessary play of the cards. Turn 1: Lay a land do whateverTurn 2: Lay a land do whateverTurn 3: Lay thespian StageTurn 4: Lay Dark Depths Use Thespian's to copy Dark depths, since it has already entered the battlefield it is a copy w/o tokens, thank you to M14's legendary rule change, and Boom a 20/20 indestructible flying black avatar is born.If they have no fliers, or can't summon any and haven't gained any life, you win.You can also couple the loxodon warhammer to gain it Trample (huge) and Lifelink (ever huger)
3.) Umm excuse me but could you remove 18 of your permanents...?In late game this is almost inevitable, this deck WILL get going, if you can get to turn 10+. With 3x legendary eldrazi and 2x eldrazi conscriptions there is the capability of having annihilator 18 to stagnate numerous opponents.
4.) One of the problems I have encountered while putting this deck together is that often I will be tapping for 30 give or take and have no cards in my hand, other than land.So to counter this I put in 2x eye of urgin (to increase likelihood of drawing and not needing to expedition map for it, i would rather expedition map for the cloudposts) and 2x kozilek.I only have 1x of the other legendary eldrazi, but kozilek is the cheapest c.m.c. while still being a 12/12 AND his casting ability is all the reason I wanted him "when cats draw 4 cards" - so even if he is countered I can draw four cards and when you're tapping for 30 mana you can use eye of urgin to search for him (7)and cast him (8), total of 15 and still have 15 mana to play whatever.This combination is how you trample even the best counter exile decks designed to beat eldrazi decks. Since I have two Kozilek's I can cycle through them since when they go into the graveyard they go back into the deck.This is how you can keep laying huge creatures and hopefully get the lands necessary to fuel this hoard.
Other miscellaneous capabilities.Turn 4 Emrakul where you get an extra turn (pretty rare but ridiculous when happens)Turn 3 Karn - pretty common roughly 20% again only need four cards through three turns and can tutor for one of them... Once he's out there you control the game
How to beat counter exile decks. I built a counter exile deck with all the bigs - mana drain - force of will - path to exile - oblivion ring & detention sphere *ohim's chant Jace, midsculptor (to return to hand) , Moon Sage lady (to tap)- real nice, over 1,600$
They can fend of the deck for a while - but Much of what is done with this deck is activated abilities copper gnomes and quicksilver amulet and the activated darl depths(also have four of them so go ahead and counter it, I'll get one soon) - so they will have to counter/exile those and counter/exile all the bigs when they come. But they can't counter Emrakul, you know I'll be using eye of urgin to get him out there ASAP. Realistically what happens is that I play so many big creatures that it overwhlems them.They use all of their mana to remove my creatures that they can't play their creatures, or if they opt to summon creatures leave themselves vulrnerable to my summoning of creatures which is fine if they have exiles.
But in the end I have three All is Dusts which give's me a big enough door for the win 8/10 times against these decks.
One should note that the smaller creatures are nothing to overlook, Steel Overseer can win many games, especially if 2+ are out there. Can boost up an essentially indestructible/irremovable etched champion to just swing heavy.
Loxodon warhammer just gives you huge Lifelink and traamples little blockers - so loose your creatures for the chance you could win or loose a good chunk of your health and likely loose the game...
Now I am sure there are some crazy combos out there that could be crippling to this deck, but All is Dust is one of those that really protects this deck from many enchantment shenanigans. If you can think of some weakness' this deck is absolutely always in progress I hope you enjoy my take on an eldrazi huge creature combo deck.
Enjoy!