Eldrazi Ramp (Looking for sugg..

by Ender1221 on 21 May 2010

Main Deck (60 cards)

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Deck Description

Looking to clog up the board with spawn and chump block until I can get out big guys. Simple. This is my second version of this deck and was built on a bit of a budget so I am missing a few key cards such as 2 more Awakening Zones, 3 more splinter twins, 3 more Rootbound Crags, and 3 more Eldrazi temples. I have extra copies of everything else on this list, minus Ulamog and Kozilek so if you think I should increase the number of a specific card, let me know. I used to run Skittering Invasion's and Hand of Emrakul's but I found that Skittering Invasion was tough to play and I was never pleased with what I got for it. Hand of Emrakul was nice because of his alternate cost, but I found that by the time I had 4 spawn out, I was usually either able, or one mana away from being able, to cast a better Eldrazi like Kozilek or Artisan. I list it as casual play, but I'd like to take it to my local Friday Night Magic at some point if I can get it up and going.

P.S. If you make an add-in suggestion, suggest something to remove and make room for that add-in as well. Thanks!

Deck Tags

  • Casual

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0001614

Card Legality

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

Deck discussion for Eldrazi Ramp (Looking for suggestions)

i would probably opt out one forest and one mountain for a couple more eldrazi temples, just a little more speed on the drazidrop otherwise i like the set up alot

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Posted 21 May 2010 at 10:04

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but i know how the budget works

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Posted 21 May 2010 at 10:06

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LOL. I agree. As soon as I can afford to, Eldrazi Temples will be my first pickup.

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Posted 21 May 2010 at 10:10

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Hmm, an eldrazi monument might be a good idea. I know its kinda hard to come by, but giving all your spawns flying adds a great level of defense, and you'll have the creatures to sacrifice. I wouldn't know what to take out for it though.

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Posted 21 May 2010 at 11:06

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You have a point. Flying is one of this deck's weak spots. I was using flame slashes to take out troublesome fliers, but the monument might give me more options. Thanks for the input!

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Posted 21 May 2010 at 11:20

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if you cant get eldrazi momument, you could try a gravity well or 2. lot easy to get

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Posted 21 May 2010 at 13:09

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if you cant get eldrazi momument, you could try a gravity well or 2. lot easy to get

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Posted 21 May 2010 at 13:14

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I think I may have 2 Gravity Wells. I know I have at least 1.

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Posted 21 May 2010 at 13:32

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I find that hand of Emrakul far more powerful than any of them. I run a deck that is red green eldrazi that can put him on the board on turn 3. My friends looked at the deck before played them and said it would'nt work but the truth is when you drop a 7/7 with annihilator 1 on turn three it becomes hard to deal with. I also run that combo off of Awakening Zone Orcish Settlers.

Turn 1 - play a land
Turn 2 - Play a land and put down a Nest Invader
Turn 3 - Play Brood Birthing and sacrifice alll four for Hand of Emrakul
Then from there flame slash their creatures drop an awakening zone and destroy there lands with orcish settlers and they lose. My deck is not standard but is unbeaten so far.

Its called Edrazi Token Construct

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Posted 26 May 2010 at 12:41

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I understand what your saying about Hand of Emrakul, and I used to run 4 of him in this deck, but I found that ultimately I was able to do more by holding on to the spawn for one more turn.

Turn 1 - land
Turn 2 - land + Nest Invader
Turn 3 - land + Brood Birthing + Ancient Stirrings(with luck, pull an Ugin, Conscription, Artisan, or a land if I already have a Conscription or Artisan in my hand)
Turn 4 - land + Conscription
or
Ugin + Artisan.

If I win the roll, your 7/7 Annihilator 1 is looking slightly anemic and your gonna have a tough time attacking into my 10/9 or 12/12. If you win the roll, I chump block with my Nest Invader and bring it back(+2 spawn) with Artisan. I definitely get where your coming from and I argued for a long time about keeping Hand of Emrakul in the deck, but, ultimately, I found that I had much less confidence when Hand came out versus when Artisan comes out.

I like the Orcish Settlers bit, but I wanted to build this standard. =-(

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Posted 27 May 2010 at 13:53

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Ok updated it. I picked up another Eldrazi Temple, and I now have 4 Splinter twin's. I took out both Awakening Zones, which was uber difficult to do, and added the Temple and one more Splinter twin (I don't think the deck really needs 4). Any other suggestions? I am a bit worried about the Awakening Zone's being removed and am strongly considering adding one back in to take out a Forest. Man, it's just too tough at this point to balance out what I have and what needs to be added.

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Posted 27 May 2010 at 14:20

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The deck isn't updated. At least not on my screen. Still only 2 spinter twins. Looks good though. Get yourself a monument, you won't regret it!

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Posted 15 June 2010 at 08:58

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