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Rise for Ruin (and the World's Ending)

by AngelPhoenix8469

eldrazi ramp
Format: Legacy
Latest Set: Ixalan
Last Modified On: 10/30/2017
Market Median Low
$309.27 $335.01 $214.37
Market Median Low

COLORED MANA SYMBOLS

CARDS BY TYPE

MANA CURVE

Average CMC: 4.21

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!

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