Tag: urborg-tomb-of-yawgmoth

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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

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Eric Jeffrey Seltzer - July 23, 2014

Mono-Black Devotion by Dan Jessup (1st at SCG Baltimore Standard Open ...

Mono-Black Devotion - Urborb, Tomb of Yagmoth

Mono-Black Devotion by Dan Jessup

1st Place at StarCityGames Standard Open on 7/19/2014
Once again a new set emerges and we find the usual suspect at the top of the heap. It’s been quite a while now that Pack Rat has been able to grind its way to victory. As the new meta tries to find itself again it looks like it was a good choice once more. Hopefully we will see something new emerge but we do have only a couple months until Pack Rat is gone from Standard, quite likely for good.
Mono-Black devotion is no stranger to the Champion’s Deck and as such hardly needs an explanation. It attacks on two axies  both of which are capable of decisive kills. The ideal opening for the deck comes from turn one Thoughtseize to strip away their answer into turn two Pack Rat which then proceeds to lay down the beats so fast that most opponents need to rely on top decks to stay alive. Alongside the Rat we find a full set of Mutavault which basically act as an anthem for the Pack to gnaw away at the enemies life points, and as a bonus often attack through as well. The other side of the coin has a trio of creatures sliding up the mana curve with Nightveil Specter first as a three drop which contributes all three as devotion and is able to build added value by stealing the opponents options away especially when the Scry and leave the card on top forgetting exactly what Specter will do. Next is huge beater Desecration Demon at four and while it is possible for the opponent to hold him off for a while it is an inevitable conclusion that unless they remove him from the board he will smash in for significant damage. The third creature in at the five drop slot is Gray Merchant of Asphodel that while on the surface not much more then a glorified wall has a very useful draining ability that can be a finishing blow, and as a bonus from Pack Rat its tokens as they are exact copies they add devotion as well. Talking about adding devotion we have Underworld Connections to help draw into more threats and answers along with M15 reprint Sign in Blood, which consequently acts as a Shock to the face to kill your opponent should they be at two life or less. The flipside has a full set of Thoughtseize to strip the opponent of his threats and answers while providing you with information to be sure to have a good defense ready. The remaining spells in the deck form the removal package with a set of  Hero’s Downfall, trio of  Bile Blight, pair of Devour Flesh and a singleton Ultimate Price sure to find answers to many of the problems you’ll find along the way. The other M15 addition to the deck is Urborg, Tomb of Yawgmoth which pair with Mutavault is able to turn the inherent disadvantage from them in this Black mana hungry deck into a non-factor, but as it is legendary the solo copy is fine basically replacing a Swamp.
Now while I won’t argue that this deck is a strong choice as it has been consistently performing above the curve it is certainly not a deck to plan towards the future with. Unless you are planning to compete in FNMs during the summer or are heading to a WMCQ then I would keep away. Once we reach rotation in a couple of months with Khans of Tarkir a huge chunk of the meat from Mono-Black devotion is going to rotate out. But if you do plan on beating face all summer long then this deck is certainly one that will be consistent, but often time boring and repetitive. If you do take the plunge just understand what you’re getting into.
 
Eric J Seltzer
@ejseltzer on Twitter
Email: ejseltzer@hotmail.com
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Eric Jeffrey Seltzer - January 7, 2014

Champion’s deck – Jund Depths by Kennen Haas (1st Place SCG Indian...

Dark Depths 620 x 229 
Jund Depths
Kennen Haas
1st Place at StarCityGames Legacy Open on 1/5/2014
Lands (30)

Creatures (2)

Planeswalker (4)

Spells (24)

Sideboard 

Now here’s an interesting deck that’s really piqued my interest. The interaction between Dark Depths and Vampire Hexmage brought about a resurgence of Depth‘s somewhat around Zendikar but the inherent fragility of Hexmage being a spell allowed there to be some answer in countermagic. Then along comes Return to Ravnica with the interesting new Vesuva variation Thespian’s Stage to spin the power of a 20/20 flying Avatar in a new direction. Because copy effects like Vesuva trigger onto the battlefield effects it was not able to pair with Depth‘s for value but Stage is already in play so doesn’t get the tokens placed on it. Thus you are able to copy and trigger the token generating effect immediately. This is the basis for the win condition of this cool new Loam brew.

The deck is stacked half full of lands thus able to work with the very powerful Life from the Loam engine. This engine is fueled by an extremely heavy discard package which works not only to strip threats and answers from the opponent but also to gain back advantage from costs and effects from your spells. Starting with something as simple as rebuying the land pitched to a Mox Diamond, Raven’s Crime or Crop Rotation, reusing a fetchland or the dreaded Wasteland. Crop Rotation is able to tutor directly into play either piece of the Depths/Stage combo you’re missing or any of your utility lands such as Bojuka Bog against Dredge or Reanimator, Maze of Ith & Tabernacle against creature decks, Karakas to bounce pesky Legendary creatures that might get in your way or even Wasteland to punish decks relying to heavily on non-basic lands. There are very few non-land permanents in the deck but a full set of Liliana of the Veil are included to clear away opponents creatures on board and strip away potential threats or answers from their hand, and the built in synergies in the deck reduce the downside from pitching your own cards. Speaking of synergies there are several elements designed to fully take advantage of the devastating Smallpox. We’ve already seen how we recycle lost lands from the graveyard but we also find Nether Spirit which returns itself to play to be sacrificed again and Squee which returns back to your hand to be discarded for Smallpox or Liliana alike. We also find the very powerful Punishing Fire and Grove of the Burnwillows combo which can double as a secondary win condition in a pinch. Then rounding up the deck we have Entomb and Faithless Looting which combined with the rest of the parts of this deck form a formidable draw engine to get the rest of the decks combos working.
One of the main weaknesses of the deck is the difficulty in dealing with on board non-creature/non-land permanents. Obviously the goal of the deck is to deny mana then strip the hand but sometimes everything does not go according to plan. From the sideboard we find a trio of Pithing Needle used as a catchall to lock out planeswalkers primarily but also other activated abilities can be bricked easily. Also there’s an Ancient Grudge and a Ray of Revelation to remove artifacts or enchantments respectively. Interestingly we find Phyrexian Ingester which is possibly the most offbeat answer I’ve seen so far to creatures from Show and Tell decks. There’s added redundancy with some of his other picks in the sideboard but you’ll obviously need to tune it to your expected meta.
Definitely a deck that needs some play time to learn how to pilot it properly but a real treat of a deck with some amazing but simplistic synergy guiding a sheer bolt of lightning. If you’re able to pull it together don’t cheat yourself the chance to take this baby out for a spin.
Eric J Seltzer
@ejseltzer on Twitter