Eldrazi Titans

by Asteraxe on 29 July 2016

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This deck is mainly a control deck that is used to stall the game until you get void winnower or emrakul into your graveyard where you reanimated them for 5 mana

How to Play

So I use the counter, kill spells and creatures to stall the game except for grizzled angler who helps gets one of my big eldrazi in the graveyard, the other way is to draw them and use shreds of sanity or tormenting voice to discard it where I then reanimated it using rise from the grave

Deck Tags

  • Standard
  • Control
  • Reanimator
  • Grixis

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 2,579 times.

Mana Curve

Mana Symbol Occurrence

01413110

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Eldrazi Titans

I apologize if I seem too critical.

One thing I notice right away is a lack of consistency. If your win con is to reanimate eldrazi, you probably would want to more easily draw into cards that do so. Playing 4 Rise From The Graves wouldn't hurt, and playing a couple (or even playing 4) Necromantic Summons from Origins would make drawing into your combo much easier. There's also Ever After, which for one extra mana you can raise two Eldrazi (which is basically the end of the game if one wasn't enough).
I'd also probably add either 2 more Emrakul or Void Winnowner, or you could try to add two other Titans for variety and consistency, whichever you'd want. On some rare occasions you might even be able to cast Emrakul if the game drags out.

Another thing about this deck I noticed is that its creature base is a little strange. Goblin Dark-Dwellers seems a bit out of place and clunky, as I'd rather cast a Rise From The Graves any day, or at least a card that would get me closer to dumping an eldrazi into the bin, over a Dwellers. Dark-Dwellers just recasts removal or a Tormenting Voice for 5 mana (and while it does provide a 4/4 body, the current standard meta can either get rid of it with Languish, 3 instant-speed removal spells, or a Kozilek's Return). I'd rather just have 2 more spells that I could draw into and use right away than a Dark-Dwellers that can only cast things I've already used, especially if I can't find what I need yet.
The Homonculus seems sort of helpful, he's at the same speed as Leaf Gilder and other ok mana dorks. However, the fact he can act as a mana dork and then flip to make it easier to use counterspells is a bigger plus than they've got, so I think keeping him depends on how well he performs in match-ups. He may not stick around for long on the board, sadly.
I like Angler, but I think he's a bit slow. I'd almost say it'd be faster to use Pieces Of The Puzzle or Vessel Of Paramnesia, because you're at least drawing into something. He's also susceptible to most pieces of removal until he flips, and even then he can die to a Kozilek's Return trigger or Roast. I think Angler drags the deck down more than you'd want it to.

Now right away I can say that Convolute in the current standard meta would probably not be as efficient as Clash Of Wills, or wouldn't be as devastating as Spell Shrivel. You really don't even want your opponent to have a big creature or win con in their grave, because they'll probably take it back before you can steal it with Rise From The Grave. The exile part is a nice touch. Clash is only more efficient in that you may not have to spend 3 mana to counter a spell. There's not a lot of blue going around, so people playing ramp or Emerge are less inclined to hold back mana to pay costs.
Summary Dismissal is another counter spell you should look into. It's a great answer to Emrakul, Worldbreaker, or Bant Company since it counters abilities as well. I'd suggest a couple in your sideboard if not your main board. Keep in mind that planeswalkers use abilities as well.
Also, I like Shreds Of Insanity, but I think slimming it down to 2 should be fine. It might clunk up your hand, it might not, I don't really know. That would have to be decided in testing the deck.
And in case Ultimate Price doesn't cut it for you, some sideboard Ruinous Paths or swapping them out entirely (depending on your local meta) for Grasp Of Darkness should do the trick.
Duress can be good or bad depending on your opponent. If they're running a delirium-based deck, then you might consider other options like Transgress The Mind. A lot of people now choose to use Transgress instead of Duress entirely, and leave Duress in their sideboard for match-ups that aren't as grave-based. A lot of the competitive meta now though is at least somewhat Delirium-based to cast Emrakul, so it all depends on if you're staying local or trying to enter larger tournaments.

Void Shatter and Tormenting Voice are delightful cards with little downside.

I also really like Mirrorpool in this deck. Doubling your reanimate spells and maybe taking a creature from each graveyard could easily close out a game. If you decide to use Ever After though, it might clunk up your mana base more than another basic land would. I'd also recommend swapping your Wastes for Shivan Reefs. They'll still be able to create colorless mana with the upside of being able to create colored mana when you need it. Although I suppose Evolving Wilds can go get Wastes, so maybe you could do x2 Reefs and x1 Wastes too. Whatever works best.

Hope this helped!

0
Posted 17 August 2016 at 20:27

Permalink

I see what you mean and I still have to work out some kinks in the Deck but I have played this deck as I proxy with some friends and my real problem with this deck is just the counter spells but I will try some of your suggestions too.

0
Posted 18 August 2016 at 00:06

Permalink

What sort of issues do you encounter with your counterspells?

0
Posted 18 August 2016 at 11:58

Permalink

mainly for me it's just having some void shatters in my hand and never playing them because of my mana or something else

0
Posted 18 August 2016 at 17:28

Permalink

Not enough mana overall, or do you have issues with getting two blue mana?

0
Posted 20 August 2016 at 00:38

Permalink

No it's just getting 2 of each mana

0
Posted 21 August 2016 at 22:38

Permalink

Okay, so after checking your land base (dual lands typically screw me up, but I'm pretty sure I've got it), heres some changes you could make to get that turn 3 double blue source ready:

- Remove 1-2 Wastes. Evolving Wilds is basically any color you want, so as long as 1 copy of Wastes js still in your deck, you have 5 chances to draw into Wastes with your Evolving Wilds. It's fair considering they're for a 2x of card you'll probably never see much of anyway.
- Try doing 5x Islands, 4x Sunken Hollow.
- Play test this a lot to see if the mana base is corrected at all, even if it's just by yourself, you don't need an opponent to see how many lands you'll have. Trying about 50-ish times to make sure you weren't just shuffling it wrong the first ten or so is recommended.
- If that doesn't work, remove 1 mountain and add an additional Island or Shivan Reefs.

Let me know how this works for you.

0
Posted 22 August 2016 at 12:03

Permalink