Why Eldrazi?
I've always loved Eldrazi. My first cube poorly attempted to replicate Jason’s Eldrazi Domain cube in the wake of BFZ Block. I often make a project based around them and end up throwing it out. It's time to commit to my love.
The two biggest incentives to running Eldrazi over other fatties are that they’re colorless, allowing any deck to cast them, and that they have cast triggers, nearly guaranteeing some value. Six titans are currently included.
The removal and counterspells in the cube were chosen with 10 drops in mind. Even though you’re nearly guaranteed value from your cast trigger, you still don’t want to see your titan die too easily. The removal that’s able to hit an Eldrazi will have to be somewhat inefficient when doing so.
Before going forward, it should be noted that minimal token types is a goal for this cube. Currently, it only runs
The WU deck is currently struggling with identity a little, but is intended to be a mix of go wide, blink, and flyers. In fact, white Spirits are one of only four token types in the cube. It may prove difficult to go wider than the Spawns and Scions, so the attack takes to the air.
The UB deck is a control deck with a focus on the graveyard. Unfortunately, two of the six titans I’m running have a shuffle trigger on them, which messes up a heavy graveyard deck. There’s also no real reanimation to make sure that a 10/10 doesn’t hit the board on turn 4.
The BR deck is an aggressive mix of sacrificing and graveyard, with Orcus as a strong flier that can easily wipe the board of Spawns and Scions.
The GR deck is full of well-statted creatures with effects that support Eldrazi.
The GW deck is seeking to utilize a convoke-like summon of a titan facilitated by tutoring one to the hand.
The WB deck is uncertain, but is currently placed as a Humans deck. White lacks the access to Spawns and Scions that the other colors have, so this is kind of the rebellion to the titans, if you will.
The UR deck is an aggressive red deck combined with the power of blue’s spells. Gelectrode aims to gun down all the 1 toughness tokens.
The BG deck, on the back of Catacomb Sifter, seeks to gain value from sacrificing.
The RW deck is a little loose in the multicolor section, but it aims to equip creatures in order to keep up with the larger creatures being summoned.
Finally, the GU deck seeks to ramp. This section could easily change to be more spells forcused with Quandrix Apprentice or more fatty focused with Inga and Esika.
The two color land cycles in the cube are still open to change. I know for sure that I want bounces and scrys as an early game hand fixer as well as general value producer at the cost of some time.
I definitely need some form of colorless production outside of the Spawns and Scions, so filters and/or pains will be in.
Then I’ll possibly add a set of shocks and fetches.
If I decide to add another cycle, it would probably be the slow lands to get some quality fixing that won’t press the issue too badly, the reveal lands to reward two color decks, or the check lands because they’re generally kind of nice.
Of course, there’s some lands for the big guys, as well.
In addition to those lands, there are numerous Channel lands and MDFCs in order to increase land counts in decks without promoting too much flooding.
(Bushwhack is practically a tapped land. Come on.)
I'm open to any and all input. I'm sure there are great ideas that I haven't thought of.
Thanks for reading.
I've always loved Eldrazi. My first cube poorly attempted to replicate Jason’s Eldrazi Domain cube in the wake of BFZ Block. I often make a project based around them and end up throwing it out. It's time to commit to my love.
The two biggest incentives to running Eldrazi over other fatties are that they’re colorless, allowing any deck to cast them, and that they have cast triggers, nearly guaranteeing some value. Six titans are currently included.
The removal and counterspells in the cube were chosen with 10 drops in mind. Even though you’re nearly guaranteed value from your cast trigger, you still don’t want to see your titan die too easily. The removal that’s able to hit an Eldrazi will have to be somewhat inefficient when doing so.
Before going forward, it should be noted that minimal token types is a goal for this cube. Currently, it only runs
- Eldrazi Spawns
- Eldrazi Scions
- Treasures
- 1/1 white Spirits with flying
The WU deck is currently struggling with identity a little, but is intended to be a mix of go wide, blink, and flyers. In fact, white Spirits are one of only four token types in the cube. It may prove difficult to go wider than the Spawns and Scions, so the attack takes to the air.
The UB deck is a control deck with a focus on the graveyard. Unfortunately, two of the six titans I’m running have a shuffle trigger on them, which messes up a heavy graveyard deck. There’s also no real reanimation to make sure that a 10/10 doesn’t hit the board on turn 4.
The BR deck is an aggressive mix of sacrificing and graveyard, with Orcus as a strong flier that can easily wipe the board of Spawns and Scions.
The GR deck is full of well-statted creatures with effects that support Eldrazi.
The GW deck is seeking to utilize a convoke-like summon of a titan facilitated by tutoring one to the hand.
The WB deck is uncertain, but is currently placed as a Humans deck. White lacks the access to Spawns and Scions that the other colors have, so this is kind of the rebellion to the titans, if you will.
The UR deck is an aggressive red deck combined with the power of blue’s spells. Gelectrode aims to gun down all the 1 toughness tokens.
The BG deck, on the back of Catacomb Sifter, seeks to gain value from sacrificing.
The RW deck is a little loose in the multicolor section, but it aims to equip creatures in order to keep up with the larger creatures being summoned.
Finally, the GU deck seeks to ramp. This section could easily change to be more spells forcused with Quandrix Apprentice or more fatty focused with Inga and Esika.
The two color land cycles in the cube are still open to change. I know for sure that I want bounces and scrys as an early game hand fixer as well as general value producer at the cost of some time.
I definitely need some form of colorless production outside of the Spawns and Scions, so filters and/or pains will be in.
Then I’ll possibly add a set of shocks and fetches.
If I decide to add another cycle, it would probably be the slow lands to get some quality fixing that won’t press the issue too badly, the reveal lands to reward two color decks, or the check lands because they’re generally kind of nice.
Of course, there’s some lands for the big guys, as well.
In addition to those lands, there are numerous Channel lands and MDFCs in order to increase land counts in decks without promoting too much flooding.
(Bushwhack is practically a tapped land. Come on.)
I'm open to any and all input. I'm sure there are great ideas that I haven't thought of.
Thanks for reading.
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