Speed Eldrazi (Help)

by GyKx on 20 June 2013

Main Deck (66 cards)

Sideboard (8 cards)

Enchantments (8)

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Deck Description

I'm trying to design an eldrazi deck that will get eldrazi's out almost every turn from turn four and on, any advice on how to do this better (while trying to keep the minimum number of colors) would be great

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,829 times.

Mana Curve

Mana Symbol Occurrence

000028

Card Legality

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

Deck discussion for Speed Eldrazi (Help)

elvish piper, i also have an eldrazi deck, you can see if there are any ideas to pull from it.

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Posted 21 June 2013 at 20:40

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Okay here are some great ideas. For starters, replace Desendants path with 4 parrellel lives. It DOUBLES any tokens produced. Also for quick eldrazi put in spawning breath. Emrakul's hatcher is amazingly fast for putting out #'s. Nest invaders is great. I forgot the name but there is a green card enchantment that puts out 1 eldrazi each turn. RAPACIOUS ONE has trample and when it deals damage YOU PUT OUT THAT MANY TOKENS. its amazing :D Now that you have a TON of tokens what will you do with them? I suggest either HUGE mothers or something that uses sacrifice abilities. There's also creatures and enchantments that will make your eldrazi tokens big enough to attack or block and indestructible

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Posted 21 June 2013 at 20:41

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im not aiming for the token side of eldrazi spawning, theyre in there because an eldrazi spawn token triggers descendants path for any eldrazi creature. and doing it that way will make it take way longer than turn 4 or 5 to start getting things out by which time im dead

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Posted 21 June 2013 at 20:51

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?? You can already get out eldrazi conscription by turn 4. Turn 2 spawn breath turn 3 brood turn 4 +10/+10 trample annihilator... I'd say pump out the numbers for chump blockers and add gravepact so you can sac them for mana and maintain board control. Eldrazi's are already about making them sac right

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Posted 21 June 2013 at 20:56

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Maybe doubling season if only for aether vial

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Posted 21 June 2013 at 21:59

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Skittering invasion, take out the red add awakening zone. Also all is dust might be nice to hold them off
Also the urza lands would be good

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Posted 21 June 2013 at 20:45

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I already thought of the urza lands, and odds of getting all 3 by turn 3/ are slim, and i need at least one forest which in test draws proved few and far between with the urza's in there as well

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Posted 21 June 2013 at 20:54

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urza is too slow, cloudpost, vesuva, glimmerpost is where it is at if your looking at mana ramp

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Posted 21 June 2013 at 21:07

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i have an eldrazi deck that you can look at if you want some ideas for things. its straight colorless but it gets the job done

eldrazi temple would be a good addition to this too, and maybe even eye of ugin since it lowers eldrazi mana cost by 2

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Posted 21 June 2013 at 21:23

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I have a total Eldrazi deck as well. You could put in expedition maps to get out the urza lands

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Posted 21 June 2013 at 21:53

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Sol ring, urza's incubator, cloudpost glimmerpost.
http://www.mtgvault.com/dragonwolf7/decks/eldrazi-mkii/

Its total colorless

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Posted 21 June 2013 at 21:56

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sol ring isnt playable anymore, unless its just a casual game

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Posted 21 June 2013 at 22:14

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Oh yeah :P
I played magic with my english professor and he used sol ring. Annoying

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Posted 22 June 2013 at 00:04

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Seriously though, take out the red and add skittering invasion, and then you are much more likely to draw a forest

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Posted 21 June 2013 at 22:00

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http://www.mtgvault.com/mdiakne/decks/eldrazi-annihilation-v3/

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Posted 21 June 2013 at 23:24

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http://www.mtgvault.com/dragonwolf7/decks/eldrazi-mkii/

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Posted 22 June 2013 at 17:25

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You don't need the red. Seriously take it out and add skittering invasion and then it will be lots easier

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Posted 22 June 2013 at 00:05

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The whole concept of this deck is i do not want to use the token sacrificing method to summon the eldrazi, a seven drop that i cant get til turn 4 at the earliest for one creature and thats it for a few turns, i want this deck to drop new eldrazi's every turn from turn 4 and on. Anyways i found a way to get rid of the red and got a better replacement for it

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Posted 22 June 2013 at 14:13

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Oh ok. I gotcha.
But mana reflection would be a good one to have in here

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Posted 22 June 2013 at 17:23

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add 4 thespian stages to your lands. you can turn them into more cloudposts to increase your mana faster, kinda like vesuva but not quite as efficent.

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Posted 22 June 2013 at 17:23

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Oh yeah. That would be a great idea

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Posted 22 June 2013 at 17:25

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i agree. very good use for them

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Posted 24 June 2013 at 18:01

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i like 4xDruid's Deliverance for this deck, i use moments peace. figure i would tell you about it, cause it allows you 2 turns of no combat damage instead of populate

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Posted 23 June 2013 at 17:21

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thanks for the suggestion but i think ill keep the druids deliverance, it helps me maintain defenses and lets me keep eldrazi tokens to trigger descendants path, if i find it hard to keep it going with that though ill probably switch it

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Posted 23 June 2013 at 19:48

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Boundless realms might help, as well as mana reflection and heartbeat of spring

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Posted 23 June 2013 at 21:43

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Also dawn's reflection

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Posted 23 June 2013 at 21:46

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Heartbeat of spring and dawn's reflection would work, the other two are too high cost for the speed side side im going for

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Posted 23 June 2013 at 21:55

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Right i keep forgetting that :P

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Posted 24 June 2013 at 01:14

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Posted 27 June 2013 at 12:55

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I would take out the aether vital just because it will take way to long to get enough counters on it. Put in heartbeat or reflection

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Posted 27 June 2013 at 18:05

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