DESCRIPTION
SHORT VERSION: Get mana, summon extra dimensional tentacle titans, laugh. LONG VERSION: WARNING!!! It's really long, see?
IMPORTANT: There are 3 major "power play" cards in this deck; your focus should be to use these cards to end the game, assuming your opponent is competent, and doesn't lose from your scions...
-Birds of Paradise give you early mana ramp and
flying blockers.
-Nest Invaders and Scion Summoners give you early
cheap creatures and start tossing out your
spawns/scions.
-Forests are obvious.
-Eldrazi Temples are obvious.
-Eye of Ugin is obvious, need 2 for a decent chance
at playing one. Note that this card specifically is
what pushes this deck from Modern to Legacy. If you
want to move up a format notch, just switch these
out for a couple of solid non-basic, colorless mana
producing modern lands of your choice.
-Shrine of the Forsaken Gods is here mostly for
flavor (looks cool, really interesting "backstory"
and quotation). And because we don't really need
4...
-Tombs of the Spirit Dragon; they come in more handy
than you might think. They increase survivability
against opponents with lots of flyers or other
creatures designed to get around your blockers, and
let you keep more of your spawns/scions around,
instead of being forced to block with them.
You will sometimes be waiting to build up enough
spawns/scions to perform several powerful actions
in one turn, so grabbing two mana and tapping one
of these to give yourself anywhere from a couple to
nearly double-digit life is a fantastic equalizer,
and one very difficult for your opponent to do
anything about, especially if you have more than
one of these in play. Best used at the end of your
opponent's turn.
-Ancient Stirrings help you get the card you need
right now, but maybe not the one you deserve. Not
necessarily for pulling out the big guns, it
is often most useful for grabbing your non-basic
lands.
-Growth spasm is obvious.
-Skittering Invasion is obvious.
-All Is Dust is obvious, but works particularly well
in this format as it passes over (see what I did
there?) your devoid cards.
-Cryptolith Rite means all the spawns and scions you
manage to crank out can tap for mana and then sac
for double the ramp! Not essential, but it sure can
end the game awfully quick, and in dramatic
fashion.
-From Beyond is one of the real power plays here.
It's devoid, so it won't get zapped by your Dusts,
it gives you scions (which are 1/1) instead
of spawns (0/1, like Awakening Zones do) and you
can pay a measly two mana, sac it, and grab ANY
Eldrazi card in your deck (in this case, a third of
the stack).
-Eldrazi Conscription is another power play. Made
cheaper by 2 with your Eye and/or brought out quite
easily with your Temples, Shrine, and or any other
ramp at your disposal, your completely harmless
little 0/1 spawnny-wonny is now a 10/11 trampler
with Annihilator 2 which has probably been sitting
around and is going to attack right away. And make
no mistake; the trample is the real kicker. Now
imagine what this could do if you put it on the
Eldrazi themselves! (more on that later)
-Endbringers are really more like end-delayers. They
give you a shocking amount of control over the
game, mostly because of their ability to untap on
your opponents' turn. The ping seems very meh, but
can be useful if you don't want to risk the
'bringer as a blocker but need that one extra
damage in place of losing another scion. Or, to get
that last one (or two) point(s) of damage to finish
off your opponent.
Preventing a creature from blocking sounds cool,
but preventing it from attacking puts your opponent
on the defensive, which is exactly where you want
them. And of course drawing a card for two mana is
boss. Keep in mind that this is actual colorless
mana you need for these last two abilities; your
forests won't work, but your non-basics and your
spawns/scions will do just fine.
AND NOW, the *really* fun stuff...
-Void Winnower; I know, your opponent can't even.
Also, it's a massive 11/9. If this thing gets
through even once it's practically near game over;
this makes it a very lucrative target, so don't be
afraid to send this guy in, despite it's powerful
ability, because your opponent will very likely do
whatever they can to get rid of it, making way for,
say...
-Kozilek, Butcher of Truth. Because he takes things
that are true and...turns them into cold cuts...?
Doesn't make much sense, but when you're a 12/12
with Annihilator 4 for a paltry 10 colorless mana,
you don't have to! Oh, and go ahead and draw 4
cards while your at it; when you do, you might even
run into...
-Ulamog, the Ceaseless Hunger. This one makes
perfect sense. The dude will just never get tired
of eating your opponent's library. Blasting 20
cards from your opponent's deck out of existence
was someone at Magic's idea of a sick joke but
somehow the card got printed like that. It's just
one more way for this deck to off your opponent,
and they're gonna throw whatever they can at this
thing to stop it from damaging them, complicated by
the fact that you just targeted two specific
permanents of theirs and removed them from the
game.
It doesn't have trample (although there is
conscription) but it *is* Indestructible, so swing
away! Or, use it as the biggest most powerful wall
in the history of the Gathering; because who needs
an offense like this when you have...
-EMRAKUL, the Aeons Torn. This is the final power
play. Really, it's not a power play, it's game
over. Your opponent might as well put down their
hand and just walk away. They don't want to see
what this crazy lady is about to do. Not that I
have to go into any detail as you can just read the
card but...come on!!
First, 15 mana is not a big deal if you're on at
least turn 8, and you've done a good job keeping
your spawns and scions around. Next; oh, you have 7
counterspells in your hand? That one removes the
countered spell from the game?? Oh noes!?
Wait...no, actually, none of them work. At all. So,
now that she's down here...wait, is that a Path to
Exile you've got there? Whoa, Ashes to Ashes (God I
love that spell) haven't seen one of those in
years! That's too bad. See, those are colored
spells. So they do nothing. You can't even target
her. Shame.
Hahaha wait, why are you untapping your stuff?
Oh no...no no no, it's not your turn. It's my turn.
I just went, you say? Yes, but Emrakul is here, and
that means you're standing there in wet pants with
a dumbfounded look on your face and you can't do
anything but stare into the souless abyss that is
Emrakul and mutter nonsense to yourself. So, I
untap all my lands, I go about my turn and OH YEAH,
Emmy can attack now sooo...sac 6 permanents please.
Oh, what's that, you only have 4 lands, an artifact
and 2 creatures left? Well I hope one of those
creatures has flying cause otherwise, that'll be 15
damage.
And if by some miraculous miracle your opponent
manages to get rid of this ridiculous thing, unless
they somehow exile her, she goes right back in your
library, and you're probably well established
enough that you can immediately grab her (with a
sac of From Beyond) and quickly recast her. And
take another turn after that one.
FINALLY, just for fun, when the opportunity presents itself, please PLEASE do yourself a favor and conscript her for a 25/25 Flying, Trample, Colored Spell Protected, 8 (like the infinity symbol) Permanent Annihilator of your opponents hopes and dreams.
I hope you had as much fun reading this as I did writing this, and I hope that if you decide to create a deck like this that you'll have as much fun playing it as I do! Thanks!