![]() ![]() However, the fact that it produces only 1 mana a turn unlike every other land in the deck makes it one of the weakest links in the mana base. The life gain can be a huge boon buying you an extra turn or two to take control of the board in many matchups. X4 Glimmerpost – I have frequently gone back and forth on playing a full playset main deck. Thus Cloudpost effectively functions as yet another Sol Land in this deck. Even if you have only one post land in your opening hand, there are still 3 Cloudposts, 3-4 Glimmerposts, and 3-4 Vesuva/Thespian's Stage left in the deck so the odds are fairly good that Cloudpost will be tapping for atleast 2 mana by midgame. Quite possibly the second best land in the deck. The large number of mana sources gives the deck resiliency against wastelands and between Eye, All is Dust and the Ulamogs and Kozileks you rarely mind having tons of mana. It’s manabase is rarely capable of generating the 7 mana needed to use Eye of Ugin’s tutoring ability until well into the late game, and aside from this, the deck has no real card selection/tutoring to speak of, leaving it vulnerable to bad topdecks.īy fusing together both decks, this version magnifies both deck’s strengths while minimizing their respective weaknesses. In addition, if the deck fails to explode out of the gates, many decks have the means to stabilize against it leaving it in top deck mode without any of the card selection/tutoring ability that blue decks have access to. If they do so, what started out as a very explosive hand can quickly turn into an uncastable one. ![]() 14-16 sol lands are only enough if your opponent doesn’t manage to nuke one with a turn one Wasteland. Eldrazi Stompy Weaknesses – The deck’s weakness is one it shares with all other stompy decks. It can either open with a Chalice at 1 thereby dramatically slowing down fast aggro, combo, tempo and delver decks or it throws out aggressive undercosted threats applying lots of early game pressure. Eldrazi Stompy Strengths – The deck’s strength lies in it’s powerful disruptive elements backed by explosive starts. It’s over reliance on a small number of threats can also sometimes leave the deck vulnerable to countermagic.Įldrazi Stompy – The aggro deck utilizing 14-16 Sol Lands (Eye of Ugin, Eldrazi Temple, Ancient Tomb, City of Traitors), Chalice of the Voids and lots of undercosted aggressive threats. This can sometimes leave the deck vulnerable to fast aggro, fast combo, and fast tempo/delver decks due to the lack of pressure applied the first few turns. Turbo Eldrazi Weakness – Setting aside the rare early S&T + Emrakul that goes uncountered opening, the deck’s weaknesses lie in it’s needing to use the first few turns to set up, as well as it’s over reliance on Cloudposts and on a small handful of threats. If the deck is allowed to set up it’s cloudpost manabase in the first few turns, it starts powering out overwhelming threats that outclass everything else in the format. Turbo Eldrazi Strengths - The deck’s strength is it’s inevitability and mid/late game domination. Turbo Eldrazi – The ramp deck devoted to generating an inordinate amount of mana to cast a few key explosively powerful spells capable of winning the game by themselves. As a result, I followed the excellent template he used when writing this primer.Įveryone familiar with legacy is aware of the two main Eldrazi decks in the format, Turbo Eldrazi and Eldarzi Stompy. Along those same lines, this deck is a mash up of two distinct decks. The deck’s inception came about for similar reasons to Fatal’s excellent Nic Fit Feat. ![]()
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