Cthulhu (Not Eldrazi)

by stylee19 on 22 March 2013

Main Deck (64 cards)

Sideboard (55 cards)

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

WOTC said H. P. Lovecraft's Cthulhu Mythos was part of the inspiration for the Rise of the Eldrazi. I don't care for their interpretation. The omni color scheme is too bright and cheery. Lovecraft's outer and elder gods were unknowable to mere humans. To attempt to understand them was to invite madness. The Eldrazi feel too accessible.

So I made my own Cthulhu themed deck. Emphasis on the "theme." I picked cards based upon the art, flavor text, and abilities of the cards. So it's kind of a mill deck to play on the concept of inducing insanity on your opponent. It's got a few big bads in leviathan form because I think they match Cthulhu better than any Eldrazi. It's got a large sideboard with other ideas but didn't make the cut as I was trying to keep this deck to 60 cards.

Any suggestions will be considered on the card's merits of contributing or enhancing the Cthulhu theme. I don't care as much about functionality as I do about theme but will consider enhancements to that aspect as well, provided they don't break the theme.

How to Play

Urbog + Cabal Coffers to give you mana accel.

Urbog also enables Wrexial's swampwalk.

After that just mill and attack.

EDIT (Changed the mix a little bit. I'm all about manna efficiency, you'll only hand a handful of cards with a CMC of three or more in the deck. That's kinda how I justify it being a 60+ card deck. Still needs some experimenting. I've thrown a ton of cards into the sideboard that were hard not to include. I listed them in the hope that they might help others build their own decks with their own flavors.)

Deck Tags

  • Cthulhu Themed
  • Mill
  • Not Eldrazi
  • just for fun
  • Theme Deck
  • Theme

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 7,201 times.

Mana Curve

Mana Symbol Occurrence

0352800

Card Legality

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

Deck discussion for Cthulhu (Not Eldrazi)

What about Glimpse the Unthinkable? The art is pretty morbid and the card seems to fit the theme pretty well.
Only thing is the flavor text is pretty specific to Dimir.

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Posted 24 March 2013 at 18:45

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true that!

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Posted 24 March 2013 at 18:48

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you should take out megrim and add mind crank, megrim only works
with discarding, not mill.

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Posted 24 March 2013 at 18:47

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Glimpse the Unthinkable and Mindcrank
Done and Done!
Great suggestions, thanks!

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Posted 24 March 2013 at 18:55

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STYLEE19:
What!!! Noone considered to suggest "quest for ula's temple" ?
It clearly represents R'lyeh as it will allow CTULHU/leviathans to rise from the deep when the start are right!
Love the theme.

If you want to study the mill-aspect closer, go take a look at my page, and look at the "current" decks in there!

Shelldock isle could be another version of r'lyeh if you need consistancy.

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Posted 25 March 2013 at 14:36

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wickeddarkman has deleted this comment.

Posted 25 March 2013 at 14:39

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Quest for Ula's temple is a great idea addition! I had Ancestral Vision as R'lyeh but just for the picture. The rules didn't really help the deck much, enter Ula's temple! A perfect fit for R'lyeh. Shelldock Isle is good, but not as good as Ula. I'm throwing it in the sideboard anyway. Yet the more I think about it the more tempting it becomes... I'll have to mull it over.

Great ideas people, keep em coming.

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Posted 25 March 2013 at 23:20

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EDIT: Yep, I like Shelldock Isle, took out the islands put in the Isle.

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Posted 25 March 2013 at 23:30

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Just be aware that shelldock isle is an alluring card, which demands slower opponents!

Here's what I usually write about it:

Shelldock isle:
Sadly this card is a pretty bad card for three major reasons.
1: It "steals" 3 mana, one by entering tapped, two by being activated, where an ordinary land would deliver 2 mana instead and not demand another land to tap it. When you are robbed of these three mana it turns out that you will be less able to cast mill-spells, and the direct result of that will be that shelldock island is slowing itself from being activated.

2: It's a non-basic, and frankly too many cards will destroy it before it ever takes effect. The very fact that it enters play tapped gives your opponent time enough to get it off the board in good time.

3: Putting a good milling card under it to exploit it's very purpose is actually a bad idea! It robs you of a good milling card, which you could have drawn instead of removing it from the deck with the isle. It's a very bad card indeed!

Your theme will not be affected by "reasons to avoid it" number 3, so I guess it wont affect you too much!

Take a look at my page, where I cover modern and legacy-mill extensively with my two "current" designs!

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Posted 26 March 2013 at 12:28

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Everything you said is true. But it fits the theme so well. Might take it out if I want the deck to be more competitive. But for now it's still a great addition.

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Posted 26 March 2013 at 13:57

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Here might be another great addition, though a difficult one.

If you have read charless stross and some of his storyies about the "laundry" you will know that some of their flashwords will be "singularity", and as azatoth (and others) is able to create stuff like that you might want to consider:

LEYLINE OF SINGULARITY:
It slows ordinary beatdown down a lot, kills any tokenbased decks like splintertwin, and may prevent empty the warrens from eating you. It cripples anything that needs 2 of the same permanent in play to win, and it's generally awesome.

It will be difficult to insert into your deck, but you might want to consider it, because it seriously cripple a lot of decks out there

:)

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Posted 08 April 2013 at 10:55

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Leyline of Singularity is interesting, might have to toy around with it and see how it works. I'll add it to the sideboard for now.

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Posted 16 April 2013 at 22:01

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leyline of the void, traumatize, surgical extraction, keening stone. all i can think of, sorry if its doubles :)

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Posted 15 April 2013 at 18:16

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Leyline of the Void matches the theme and I can see it being helpful against an opponent who is playing from their graveyard but normally you wont have to worry about that. I like surgical extraction for getting rid of all of an opponents nasty cards but it's application can be a bit tricky so I'm adding it to the sideboard. I have mixed feelings about Keening stone. It's an Eldrazi type artifact and it costs a lot, but I like the effect and it matches the theme so I'm sideboarding it. I love Traumatize so I'm tossing it into the deck. Thanks for the ideas.

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Posted 16 April 2013 at 22:23

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Thanks everyone for the great ideas, please keep them coming.

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Posted 16 April 2013 at 22:24

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WOW! It's a long time ago that I saw this the first time :D
I have two suggestions.
1: Where is the cult leader who is willing to sacrifice everyone else, and sometimes himself for the cause? In general the above cultists are not suicidal enough. Try out thoughtpicker witch.
2: Talent of the telepath! Most mythos entities can read minds and whisper fowl things to you, making you do some dumb stuff. Talent of the telepath rips cards out of an opponents deck and lets you use them for dark dark purposes.
3: thoughtpicker witch and talent of the telepath can work together, letting you see just when "the cards are right".

Perhaps you can cut 1 traumatize for the telepath as you never want to cast two traumatize in a game. the first will mill around 24-25 cards and the second mills 12-13 if cast the next turn, and as such you'd be better of with archive trap (Archive trap could be justified in the deck as well since there are a lot of mythos tomes and libraries in hp's work).

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Posted 21 October 2015 at 06:48

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