This was one of the most time intensive decks I ever built! But it WORKS!!! It maybe not as amazing as Rofellos, but I normally summon Emrakul around turn five without disruption, to turn eight. Summoning him normally ends the game one on one! It seems playable for multiplayer as well. Its been tearing up a storm locally, Gaddock Teeg being the most troubling general thus far. The main goal of the deck is to rush Emrakul out as fast as you can. But that isn't easy sometimes... So I put in a charge counter engine for crazy mana / extra turns, and Myr Incubator as an alt win. This deck lacks removal, so eldrazi are added. I personally dislike running the eldrazi for it removes the the basic idea of the deck to rush your general out, but are valuable threats for the deck. Anywho, here is my build.
Other than mana accel to rush the general out, the deck can do quirky things with charge counters / +1/+1 counters. Coretapper, Energy Chamber and Power Conduit are the engines that fuel these cards:
Arcbound Reclaimer - Get your artifacts back or beef him up! If it dies, it can fodder a creature quite well. Can obtain Mindslaver lock!
Workhorse - If you need a bigger creature or need more mana.
Triskelion - Pinging creatures down, can control some games. Great against Teeg.
Kyren Toy - To store mana (don't laugh, it works!).
The deck normally gets things out turn 3 - 4. Mana normally isn't a big problem, but Emrakul is very pricey. It can be summoned in due time, like turn 7. However, there are are some instant ramp that summons him as early as turn 4, basicly ending the game.
Krark-Clan Ironworks - Absolutely foolish when your guaranteed a big, crazy swinging general! Probably the best ramp card in the deck.
Clock of Omens - In between turn 5 and onward, it can generate some crazy mana and even a few combos. Again, Rings of Brighthearth works well with it.
Ashnod's Altar - It isn't the greatest in the deck, situational. But if your able to summon lot of snakes or use Myr Incubator for 10 (If it can't win you the game), instant mana!
I've learned that Staff of Domination just got ban. So my replacement suggestion is Temple Bell. Its cheap! Chances are you will gain more tempo than the opponent.
Hall of the Bandit Lord, I can't believe I never thought of it! Its a great suggestion! I've just browsed at the spoilers for Scars of Mirrodin and its going to help this deck to run better! I've also tried swaping Emrakul and Kozilek around and I find Kozilek can be just as good. The draw power is foolish!
i checked the errata, & Emrakul has "protection from colored spells", meaning, he cannot be targeted by any colored spell, oblivion ring cannot target the beasty... He can however, be affected by spells that do not target him (***).
EDIT: ok, this is not the case, sorry for the mixup...
oblivion ring is no longer a spell once it hits play so emrakul is legit bait. Deck seems fragile against any sort of artifact removal (especially against mana rocks) which many green decks run, and any counterspells (majority of blue).
Concerning multi-player where artifact removal is aplenty, green ramp eldrazi works because it accells lands which are harder to disrupt than artifacts. Blue control eldrazi works by artifact ramp but manages to protect its own via counters. Emrakul with just artifact ramp will never see the light of day unless your play group never runs any sort of disruption.
i checked the errata, & Emrakul has "protection from colored spells", meaning, he cannot be targeted by any colored spell, oblivion ring cannot target the beasty... He can however, be affected by spells that do not target him (***).
This has been gone over many a time, Oblivion Ring puts a trigger on the stack after it resolves. It is no longer a spell because it has finished resolving off the stack. The RFG trigger is put on the stack and Emrakul is a legal target. If he had protection from colored permanents, he would not be able to be targetted by O-Ring.
I play an Emrakul deck and while not as focused on ramping as your deck it still can cast Emrakul and then its usually game. I admit the decks biggest weakness is lack of removal. I only run a disk in mine, the other three good ones are in other decks, and Emy just folds to a grave-pit type card or to a bribery, as we have no ways of killing one of our own aliens out of combat.
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1 Emrakul, the Aeons Torn
2 Ulamog, the Infinite Gyre
3 Kozilek, Butcher of Truth
4 Artisan of Kozilek
5 Pathrazer of Ulamog
6 Ulamog's Crusher
7 Triskelion
8 Manakin
9 Lodestone Myr
10 Workhorse
11 Sundering Titan
12 Arcbound Reclaimer
13 Myr Retriever
14 Cathodion
15 Coretapper
16 Duplicant
17 Skittering Invasion
18 All Is Dust
19 Dreamstone Hedron
20 Doubling Cube
21 Sol Ring
22 Kyren Toy
23 Ashnod's Altar
24 Krark-Clan Ironworks
25 Ur-Golems Eye
26 Mana Vault
27 Coalition Relic
28 Thran Dynamo
29 Prismatic Lens
30 Everflowing Chalice
31 Blinkmoth Urn
32 Mind Stone
33 Darksteel Ingot
34 Basalt Monolith
36 Planar Portal
37 Angelheart Vial
38 Temple Bell
39 Mind's Eye
40 Expedition Map
41 Serum Tank
42 Sensei's Divining Top
43 Candles of Leng
44 Clock of Omens
45 Icy Manipulator
46 Rings of Brighthearth
47 Diamond Kaleidoscope
48 Myr Incubator
49 Nuisance Engine
50 Orochi Hatchery
51 Eternity Vessel
52 Magistrate's Scepter
53 Sun Droplet
54 Energy Chamber
55 Power Conduit
56 Crucible of Worlds
57 Sculpting Steel
58 Mindslaver
59 Darksteel Forge
60 Cloud Key
61 Voltaic Key
62 Mutavault
63 Wasteland
64 Darksteel Citadel
65 Vesuva
66 Zoetic Cavern
67 Mishra's Factory
68 Dust Bowl
69 Desert
70 Petrified Field
71 Stalking Stones
72 Mystifying Maze
73 Springjack Pasture
74 Ancient Tomb
75 Urza's Factory
76 Urza's Tower
77 Urza's Mine
78 Urza's Power Plant
79 Eldrazi Temple
80 Temple of the False God
81 Crystal Vein
82 Swarmyard
83 Miren, the Moaning Well
84 High Market
85 Tower of the Magistrate
86 Quicksand
87 Blasted Landscape
88 Ghost Quarter
89 Eye of Ugin
90 Blinkmoth Well
91 Strip Mine
92 Dread Statuary
93 Mikokoro, Center of the Sea
94 Scorched Ruins
95 Rath's Edge
96 Deserted Temple
97 Gargoyle Castle
98 Gods' Eye, Gate to the Reikai
99 Blinkmoth Nexus
100 Ghost Town
Counters Everywhere!!!
Other than mana accel to rush the general out, the deck can do quirky things with charge counters / +1/+1 counters. Coretapper, Energy Chamber and Power Conduit are the engines that fuel these cards:
Arcbound Reclaimer - Get your artifacts back or beef him up! If it dies, it can fodder a creature quite well. Can obtain Mindslaver lock!
Workhorse - If you need a bigger creature or need more mana.
Triskelion - Pinging creatures down, can control some games. Great against Teeg.
Kyren Toy - To store mana (don't laugh, it works!).
Coalition Relic - Easy mana and produces charge counters.
Everflowing Chalice - Makes as a big mana producer.
Angelheart Vial - Drawing cards and gaining life is pretty nice. Works well as Power Conduit fuel.
Sun Droplet - For stall and again, fuel for Power Conduit.
Serum Tank - For card draw, another fuel source.
Eternity Vessel - A stablizer with many counters!
Orochi Hatchery - Capable to make more and more 1/1 snakes.
Magistrate's Scepter - Taking extra turns is fun! Can be quite gross of a card! Works well with Rings of Brighthearth.
Summon Emrakul!
The deck normally gets things out turn 3 - 4. Mana normally isn't a big problem, but Emrakul is very pricey. It can be summoned in due time, like turn 7. However, there are are some instant ramp that summons him as early as turn 4, basicly ending the game.
Krark-Clan Ironworks - Absolutely foolish when your guaranteed a big, crazy swinging general! Probably the best ramp card in the deck.
Clock of Omens - In between turn 5 and onward, it can generate some crazy mana and even a few combos. Again, Rings of Brighthearth works well with it.
Ashnod's Altar - It isn't the greatest in the deck, situational. But if your able to summon lot of snakes or use Myr Incubator for 10 (If it can't win you the game), instant mana!
Rings of Brighthearth & Basalt Monolith - If you have the Monolith uptapped and two mana floating. Infinite mana!
Blinkmoth Urn & Doubling Cube - Produces mana extremely fast!
Other Silly Things!
Tower of the Magistrate - More valuable than you think! Protects Emrakul from Icy Manipulator, Staff of Domination and Scepter of Dominance!
High Market - There were many times I sacificed Emrakul after attacking to recast him for another turn. Its also another sac outlet for Cathodion.
Mutavault & Swarmyard - I guess it can be silly. It regenerates!!!
Changelog:
07/13/2010
I've learned that Staff of Domination just got ban. So my replacement suggestion is Temple Bell. Its cheap! Chances are you will gain more tempo than the opponent.
-1 Spawnsire of Ulamog
-1 Staff of Domination
-1 Tectonic Edge
+1 Mystifying Maze
+1 Temple Bell
+1 Triskelion
Edit: Emrakul is ban overall. Sad pandas!
rings says "if it isn't a mana ability"
so that doesn't work for infinite mana afaik.
(I suggest because you are playing temple bell)
My Current EDH Decks
WUBRG Lorwyn Block Horde of Notions WUBRG
UG Momir Vig Glimpse Combo UG
UW "Rasputin Dreamcrusher" Control UW
I would recommend putting in a bit more removal. Oblivion Stone and Nevinyrral's Disk are both good options. Brittle Effigy is also some nice spot removal that can get past Gaddock Teeg.
You might also want to consider Mycosynth Lattice. It works really well with your Darksteel Forge, Voltaic Key, Blinkmoth Urn, and a bunch of other cards.
EDIT: ok, this is not the case, sorry for the mixup...
BBB Xiahou Dun, the One-Eyed BBB Decklist
Glissa, the Traitor
BRB Olivia Voldaren BRB
RWU Zedruu the Greathearted UWR Decklist
BGW Ghave, Guru of Spores WGB
WUB Sharuum the Hegemon BUW
GUB The Mimeoplasm BUG
1WUBRG Karona, False God GRBUW1 Decklist
And find a spot for Planar Portal, cut the Ashnod's Altar. Cute, but not worth it.
- whhhhhaaat?
Standard Decks:
UBRGrixis ControlRBU
Concerning multi-player where artifact removal is aplenty, green ramp eldrazi works because it accells lands which are harder to disrupt than artifacts. Blue control eldrazi works by artifact ramp but manages to protect its own via counters. Emrakul with just artifact ramp will never see the light of day unless your play group never runs any sort of disruption.
This has been gone over many a time, Oblivion Ring puts a trigger on the stack after it resolves. It is no longer a spell because it has finished resolving off the stack. The RFG trigger is put on the stack and Emrakul is a legal target. If he had protection from colored permanents, he would not be able to be targetted by O-Ring.
BBB Xiahou Dun, the One-Eyed BBB Decklist
Glissa, the Traitor
BRB Olivia Voldaren BRB
RWU Zedruu the Greathearted UWR Decklist
BGW Ghave, Guru of Spores WGB
WUB Sharuum the Hegemon BUW
GUB The Mimeoplasm BUG
1WUBRG Karona, False God GRBUW1 Decklist