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Addressing the creature issues necessitated clever footwork:
More creatures? Lands like Mutavault and Zoetic Cavern help put early blockers down, while Urza's Factory was a mana dump for later.
Adding powerful equipment—Sword of Feast and Famine, Batterskull—made sure each creature the deck mustered mattered and could do more to keep things moving.
Creatures like Burnished Hart and Wild-Field Scarecrow slot in similar to mana rocks, but are also bodies in a pinch.
I piled up more mana rocks than I did for Ulamog, but made sure to add in those that could do other things: Seer's Lantern's scry is underrated, and things like Hedron Archive and Dreamstone Hedron cash in for more cards later on.
Some of my favorite plays came from randomness. "What will I get from Matter Reshaper?" "Will Haunted Fengraf get it back for another go, or will I end up with Junk Diver instead?" "I'm at nine mana and no one's noticed. Will I get to untap and reach ten?" "All I can do is cast Kozilek, the Great Distortion and hope I draw into something great to follow up with."
Most importantly, asking opponents if it felt "overbearing" or "boring" to play against the deck wasn't met with agreement: power is exciting, but it wasn't an unpleasant experience.
Maybe the Eldrazi aren't so bad after all?
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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» | Revision 3 | June 22, 2016 | RebornSpoilers | |||
Revision 2 | June 22, 2016 | RebornSpoilers | ||||
Revision 1 | June 22, 2016 | RebornSpoilers |