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Norman Fried - July 11, 2016

One Tribe to Rule Them All

Outside the Norm – One Tribe to Rule Them All

One Tribe to Rule Them All

Hey guys, I’m back! So after a long hiatus from Magic and an even longer one from the competitive scene my creative juices have started flowing and I just had to start up again. By the way I’m not just jumping into one format but I’ve been actively back in Standard, Modern and now stepping back again into my personal favourite which is Legacy. Now what could these three all possibly have in common? Well, I’m playing Eldrazi in every format currently and doing quite well with the massive titans and their spawn.

First off let’s take a look at Standard…

One Tribe to Rule Them All

U/R Eldrazi

This deck is a lot of fun for the one piloting it but less so for the one who has to try and stop it. Basically you just have to stay alive long enough and you have the tools to do it with your cheap counter magic and efficient removal, including the very powerful Kozilek’s Return, all of which plays at Instant speed. As long as you’re making your land drops the removal keeps you going long enough to drop down a walker to really get ahead or a Drowner of Hope to put some pressure as well as use the tokens to ramp. Once you have the mana, which can be as early as turn 6, you drop Ulamog and it’s pretty hard to lose from there especially as you get to exile your opponents bests two permanents and clock them with his ability as well as damage. This deck matches up well against the GW/x decks like Tokens or Company and is generally well positioned in the current meta due to the fact that you really don’t care what your opponent is doing, and really you just need to make it to turn 5-6 to snowball advantage.

 

Moving on to Modern…

One Tribe to Rule Them All

Bant Eldrazi

This Eldrazi deck isn’t strictly a ramp deck, yes you play a bit of ramp to power out your Eldrazi a bit faster BUT you are mostly an aggro deck which better creatures then other aggro decks and for cheaper too! It’s not uncommon to go turn two Thought-Knot Seer followed by a turn three Reality Smasher. That is an insane opening and an absurd clock that few decks can actually race against, not even taking into account the built-in disruption these monsters have! Looking at your opponents hand to exile one of their cards is already a solid ability then put that on a 4/4 body that can come out so quickly and it’s so amazing. The best part is if they kill it they don’t get that card back, yes they get to draw one at random but the card you stole is gone for good. Reality Smasher is a pain to deal with but you must because a 5/5 with haste and trample…well let’s just say it does a very good job of living up to it’s name while dealing with it is difficult at best. One of the cards that doesn’t get enough credit is Matter Reshaper because on defense or offense it’s just good and if the opposition isn’t playing Path then even if they get rid of it you get value. Easily the best card in the deck is Eldrazi Displacer giving your guys evaision, clearing your way for attack, actual removal for tokens, and abusing the hell out of Thought-Knot. He does it all and generally your opponent is going to try everything to get rid of him right away. Other key elements are Ancient Stirrings which hits almost every card in this deck and is arguably as good, if not better, here than it was in Tron and as a former Tron player that is saying something. Cavern of Souls makes control match-ups much easier and leaves them with a bunch of dead cards in hand while Eldrazi Temple itself is a straight-up ramp card. This deck is insane and provides a fast clock while causing some minor disruption all at the same time.

 

Finally looking to Legacy…

One Tribe to Rule Them All

Colorless Eldrazi!

So as you can see this list is very similar to the Modern list in terms of the creatures used but is much more explosive and you get to play with one of the most disruptive cards in the format. Whenever you are able to drop a turn one Chalice of the Void for one it can just absolutely ruin many decks. Like they are out, it is game over, moving on…that’s just how devastating the card can be. Decks like Storm which rely on one mana cantrips and Dark Ritual effects or decks that try to deal with your monstrous creatures without the help of Swords to Plowshares will be miserable. You also pretty much just get a win against decks like Burn and if you are on the play against Elves it just completely shatters their game plan. We also still get to play with Eye of Ugin and the sol lands making turn two Thought-Knot Seer scarily common. The other thing this deck can do because of Eye of Ugin is toss down a bunch of Mimics on one turn and next just play Reality Smasher for a quick end to the game. Another big advantage that this deck has over it’s Modern counterpart is the use of Jitte because when you have it combat for your opponent becomes just awful with no profitable way for them to do anything. This deck offers amazingly crippling disruption paired with a combo finish as one avenue to win or just big fast efficient creatures that can end games quickly and prevent your opponents from ending games as another.

These three powerful eldrazi decks have all been very fun to play and have been giving me amazing results. I will continue to pilot them for the foreseeable future, especially now that I have gotten my two byes from a Grand Prix Trial for a trip to Grand Prix Indianapolis for some Modern where I will hopefully be laying waste to the opposition (see what I did there? wastes?!? ahhh screw you it’s funny!)

Until next time…

Norman Fried
@NormanFried1
normanfried@live.ca