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					BMoor's Magic 
					
					
					
					The 
					
					
					
					
					Gathering Deck GarageRise of the Eldrazi
 April 23, 2010
 
 
					Fixing decks always gets a little tricky near the release of 
					a new set. Before the fact, there's always the wondering if 
					the new set contains a card 
					that would be much better in the deck than what I'm 
					suggesting. A new set might be full of cards 
					 that any given 
					deck would be crazy to ignore, or it might have teh seeds of 
					a counter-strategy that could render any given archetype 
					obsolete, especially in Standard formats. And then after the 
					fact, the new set colors my perspective for a while-- I 
					always find myself recommending cards from the most recent 
					set and not giving much consideration to older sets. 
 Today's article doesn't have a deck fix, but instead 
					contains my thoughts on Rise of the Eldrazi , both in 
					Limited and in Constructed.
 
 I suppose the best place to start is with my experience with 
					Rise of the Eldrazi: the prereleases. My local shop had two 
					tournaments last weekend, and I went to both. Two promo 
					Emrakuls! And two opportunities to build RotE decks and play 
					them against a fine selection fo players. And both times, I 
					learned a few things about the format and the cards in it. 
					Allow me to share, for all of you planning on attending the 
					release.
 
 My first day's deck was a green/blue affair, with several 
					Umbras and levelers and a pair of Ulamog's Crushers. The 
					best rares in the deck were Momentous Fall and Kazandu 
					Tuskcaller. That deck taught me:
 
 -Ulamog's Crusher is the most underwhelming 
					of the Eldrazi. The Annihilator 2 is nice, but no trample or 
					any other evasive ability means that your opponent is just 
					going to sack the two permanents he needs the least and then 
					throw a spare 1/1 under the bus, and then most likely swing 
					back with his army. I was disappointed at how little the 
					Crusher actually did once I got it into play.
 
 -Eldrazi need mana acceleration, and plenty of it. Maybe the 
					real reason Ulamog's Crusher didn't do anything for me is 
					that my only acceleration in the deck was an Ondu Giant and 
					a Dreamstone Hedron, and I didn't have any Walls or other 
					delaying tactics. By the time I could cast a Crusher, I was 
					alreday a turn away from loss. This format is slower than 
					what you're used to, but it's not so slow that you can get 
					to nine mana or more just by making your land drops each 
					turn.
 -Snake Umbra and Drake Umbra were MVP's in the deck. Snake 
					Umbra on a flying creature pretty much guarantees you an 
					extra card a turn, and Drake Umbra makes anything into a 
					dangerous beatstick that must be dealt with, and can't 
					easily thanks to Totem armor.
 
 The next day I had enough cards in my pool to build two 
					decks: one was red and blue with lots of burn, card draw, 
					and two Narcolepsy, and the
  other was green and black and had plenty of Eldrazi Spawn, 
					plus three Eldrazi: two Hand of Emrakul and a Pathrazer of 
					Ulamog. Here's what I learned this time: 
 -Nine creatures is not enough for a deck, even if it does 
					have at least seven kill spells.
 
 -Drake Umbra on a Tuktuk the Returned token will make 
					opponents DROP EVERYTHING to deal with it. Unfortunately, if 
					they do you've wasted two cards.
 
 -The green/black deck had two Growth Spasm, two Ondu Giants, 
					a Dread Drone, and an Eldrazi Temple, and this time I had 
					little trouble playing out my big Eldrazi. They definitely 
					hurt like hell when they hit. Pathrazer of Ulamog was 
					probably my favorite; with Annihilator 3 and needing to be 
					blocked by at least three creatures, it's basically 
					guaranteed to make your opponent sacrifice six permanents 
					every time it swings. And even if your opponent has a 
					Daggerback Basilisk (2/2 deathtouch), he can't just chump 
					with the Basilisk and kill it, he has to chump with at least 
					two other creatures as well.
 
 -If I had it to do over again, I would've paired the colors 
					of the two decks differently. The red/blue deck had too few 
					creatures and the green/black deck had no removal and little 
					evasion.
 
 So that was my Prerelease experience. Now I want to talk 
					about a few cards from the set that I suspect I'll be 
					recommending in quite a few decks over the next few years.
 
 Momentous Fall
 It's easy to fail to see the power of this card, since 
					you're giving up a creature and spending the card itself, 
					but as long as the creature you sack has 3 or more power, 
					you're incurring a net gain in cards. Momentous Fall is an 
					excellent way to recoup your losses in response to a kill 
					spell or a necessary bad block, as well as pad your life 
					total a bit, or even just restock your hand once you've 
					played out all your cards and can spare a 4/4.
  
 Suffer the Past
 This card is interesting because it does two things: exile 
					cards in an opponent's graveyard, and drain that opponent's 
					life total. As such, you can play it for X=1 in response to 
					your opponent's Rise from the Grave or whatnot, or you could 
					just pour all the mana you can into it to try and finish an 
					opponent off.
 
 Hedron-Field Purists
 A bit expensive, but it prevents damage to you AND every 
					creature you control once it levels up. Meaning as a 1/4, it 
					takes 5 damage from a single source to kill it. Also, it 
					prevents damage from EVERY source, meaning you can let 
					attacking creatures through and the Purists will apply to 
					each one. This card will make punching damage through VERY 
					difficult once it gets rolling.
 
 Pawn of Ulamog
 You get a free Eldrazi Spawn any time a card of yours goes 
					to the graveyard, including itself. Once this gets on the 
					table, everything of yours your opponent tries to kill goes 
					toward paying for your bigger, better spells.
 
 Luminous Wake
 Before Lifelink (the card) replaced Spirit Link in the core 
					set, Spirit Link was often used not just to gain life, but 
					to neutralize an opponent's attacker by playing it on their 
					creature-- then when the creature attacked and did damage to 
					you, you'd gain that much life back. Luminous Wake can 
					basically do both of the things Spirit Link used to-- play 
					it on your own creature as a life gain effect, or play it on 
					an opponent's attacker to gain back teh life they try to 
					take.
 
 Smite/Oust
  I'm counting these two together because they both serve the 
					same purpose: to replace Path to Exile once it rotates out 
					of Standard. I personally like Oust better, since it doesn't 
					require you to block the creature you want to kill, like 
					Smite does. But it does allow them to redraw it, and it's a 
					sorcery, so Path will be sorely lamented I'm sure.
 
 Surreal Memoir
 This card screams to be built around. It is an engine that 
					will power instant-based decks for years to come. Remember, 
					most burn spells are instants, and burn decks have always 
					struggled to overcome the fact that they run out of cards in 
					hand quickly.
 
 See Beyond
 This card is a cheap way to adjust your hand according to 
					what you need right now, without the sting of having to 
					pitch something you want, just not yet. In the prerelease, I 
					loved this card because if I had an Eldrazi in my opening 
					hand, I could draw two cards and then throw the big guy back 
					until I was ready for him. And I've seen plenty of combo 
					decks in my day that relied on havin a key combo piece still 
					in the lirary when they went off-- Summoning Trap and 
					Polymorph are the tip of the iceberg. See Beyond will be a 
					crucial tool in those decks, allowing folks to fish for the 
					pieces they need to draw with no danger fo drawing the piece 
					they don't want to.
 
 Keening Stone
  Deckbuilders love to tease out a viable milling archetype 
					where they can, and Keening Stone is an excellent tool. The 
					fact that it counts cards in the graveyard while adding 
					cards to the graveyard gives it a momentum that other 
					milling cards lack.
 
 Ancient Stirrings
 This card lets you fetch a land, artifact, or Eldrazi out 
					the top five cards of your deck. Since most mana-producing 
					cards are colorless, this is a great way to make sure you 
					get the mana you need in the crucial early turns. Or in an 
					artifact deck, it's practically "scry 5, then draw a card".
 
 So, that's my initial thoughts on Rise of the Eldrazi. The 
					release events and launch parties are this weekend, so if 
					you're planning on going to one, I hope I've helped you 
					prepare for what lies ahead. Either way, have fun with it, 
					and good luck!
 
 ~BMoor
 
 
					  
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