Created: Fri Mar 2 19:51:55 UTC 2010 Design philosophy: Finding the unfairest ways to either cast or reanimate Emrakul. UBG-axis, as W (Enlightened) and R (Sneak) are not worth it to complicate the mana base. Creature tutors are cut, as I think more streamlined approach is to draw the colorless creatures (maximum abuse of Channel). Legend: 1: part of the initial build (Created) +1: added/to be added to the build -1: removed/to be removed from the build ?1: maybe to be removed 100 Mana (35): 1 Wooded Foothills 1 Polluted Delta 1 Misty Rainforest 1 Scalding Tarn 1 Flooded Strand 1 Arid Mesa 1 Windswept Heath 1 Bloodstained Mire 1 Verdant Catacombs 1 Marsh Flats 1 Tropical Island 1 Bayou 1 Scrubland 1 Savannah 1 Underground Sea 1 Tundra 1 Taiga 1 Volcanic Island 1 Badlands 1 Darkslick Shores 1 Underground River 1 Watery Grave 1 River of Tears 1 Temple of Deceit 1 Yavimaya Coast 1 Breeding Pool 1 Botanical Sanctum 1 Gemstone Mine -1 Forbidden Orchard (very rarely needed) 1 City of Brass 1 Mana Confluence ?1 Wasteland (opposing Karakas, hoses counter mana) 1 Temple of Malady 1 Temple of Mystery 1 Blooming Marsh More fast mana (3): 1 Lotus Petal 1 Chrome Mox 1 Mox Diamond (hell to mulligan with but need fast mana) Counters & Disrupt (16): 1 Mental Misstep 1 Force of Will 1 Daze 1 Mana Tithe 1 Force Spike 1 Dispel 1 Swan Song 1 Spell Pierce ?1 Flusterstorm (Not a generic counter) 1 Disrupt 1 Spell Snare 1 Cabal Therapy (gets oathed gamekeeper too) 1 Duress 1 Inquisition of Kozilek 1 Thoughtseize 1 Mana Drain (unconvenient UU mana cost for this deck, and gained mana does not get used) Draw/Tutor/Cantrips (32): 1 Urza's Bauble (these are not enough for Traverse) 1 Mishra's Bauble 1 Gitaxian Probe (Cabal Therapy, to combo or not to) 1 Portent 1 Brainstorm 1 Ponder 1 Preordain 1 Sleight of Hand 1 Serum Visions 1 Opt +1 Reason // Believe 1 Thought Scour 1 Faithless Looting 1 Careful Study 1 Frantic Search (Doomsday, if opponent has life 15 or >=) +1 Treasure Cruise ?1 Gamble 1 Imperial Seal !1 Demonic Consultation (Only worth tutoring with this if Emrakul already in hands. Risk dying mitigated by deck size and being multiple two parts. Definitely wins more than causes losses). 1 Entomb 1 Personal Tutor 1 Enlightened Tutor (Oath) 1 Sylvan Tutor 1 Worldly Tutor (Second turn kill with Channel, also helps to setup Show and Tell) 1 Signal the Clans 1 Eladamri's Call (Due to these 4 creature tutors, finding Emrakul always easier than finding an outlet) 1 Lim Dul's Vault (bad with Channel route) 1 Demonic Tutor ?1 Muddle the Mixture 1 Tainted Pact (only stop'n'take is last Eldrazi) +1 Dig Though Time 1 Intuition Utility (3): 1 Noxious Revival (Intuition piles) 1 Regrowth 1 Abrupt Decay Combo counterparts (in order of importance) (6): 1 Channel 1 Show and Tell 1 Oath of Druids 1 Gamekeeper (Cabal Therapy) 1 Shallow Grave 1 Goryo's Vengeance Win (5): 1 Emrakul, the Aeons Thorn 1 Ulamog, the Infinite Gyre 1 Kozilek, Butcher of Truth +1 Ulamog, the Ceaseless Hunger +1 Wurmcoil Engine SB: 1 Rain of Filth (no need for black) 1 Perplex (Show and Tell, Doomsday, Vindicate... pending) 1 Bribery (not enough ramp, this blows, pending). 1 Defense of the Heart (Forbidden Orchard) 1 Beseech the Queen (Pending. Awkward mana cost, does not fetch Emrakul, have to show...) 1 Tooth and Nail (Awkward cost of GGGG with Channel, does not trigger Emrakul) 1 Overmaster (controlling, timely placed random counterspell is more important than card advantagein this deck) 1 Isochron's Scepter (Deck is 1/3 instants, almost all 2 mana. Of those should have a valid target too). 1 Orim's Chant (Isochron's Scepter) 1 Darkwater Egg (all of these eggs enable same turn Doomsday kill, smoothens mana and draw too) 1 Doomsday (too slow, not enough mana in the format for this) 1 Shelldock Isle (Doomsday, Emrakul) 1 Dream's Grip (Doomsday, if opponent has life 15 > 30, also eot hoses opponent's counter mana, buys time against random critters) 1 Devastation Tide (cut as doomsday was cut) 1 Supreme Verdict (pending) 1 Stifle (too random, no clear targets, let them fetch) 1 Addle (exchanged for more universal answer: random counterspell) 1 Castigate (exchanged for more universal answer: random counterspell) 1 Vindicate (Too slow, Karakas in instead as it has been the main removal target, and gives mana too. Chain of Vapor can handle anything else.) 1 Arcane Denial 1 Fist of Suns (too slow) 1 Despise 1 Ostrasize 1 Miscalculation 1 Grim Tutor (Pending. Life loss, double black) 1 Impulse (makes Demonic Consultation and Shelldock Isle better) 1 Peer Through Depths (lots of targets, makes Demonic Consultation and Shelldock Isle better) 1 Cruel Tutor (Pending. Life loss) 1 Worldly Counsel (makes Demonic Consultation and Shelldock Isle better) 1 Memory Lapse 1 Karakas 1 Prohibit 1 Delay 1 Condescend 1 Serum Powder (exchanges opener seven of no Emrakul/Channel etc. straight 1 Evasive Action 1 Mana Leak 1 Negate 1 Remand 1 Nature's Claim 1 Blightsteel Colossus 1 Dark Ritual 1 Exploration 1 Unmask 1 Raven's Crime (+Loam, against control if discard plan proves to be 1 Eureka (may give opponent the edge, especially with aggro) 1 Rise // Fall 1 Life from the Loam 1 Wrench Mind 1 Urborg, Tomb of Yawgmoth 1 Sterling Grove 1 Terminus 1 Ancestral Vision 1 Whipflare 1 Undiscovered Paradise 1 Squandered Resources 1 Blackmail 1 Maelstrom Pulse 1 Gerrard's Verdict 1 Rhystic Tutor 1 Sylvan Library 1 Time of Need 1 Idyllic Tutor 1 Terrarion (came into play tapped, no immediate gain. Cut as Doomsday left 1 Pyroblast (meta choice, awkward color requirement) ?1 Stronghold Gambit ?1 Grim Tutor ?1 Worldly Counsel 1 Engineered Explosives 1 Fire // Ice 1 Jace, the Mind Sculptor 1 Misdirection (have to check how many u cards have before adding) 1 Counterspell 1 Snow-covered Island ?1 Lotus Bloom (too slow, but readded for transmute) ?1 Pentad Prism +1 City of Traitors 1 Transmute Artifact (Helm of Obedience) 1 Pyroclasm 1 Llanowar Wastes !1 Hymn to Tourach 1 Chromatic Sphere 1 Chromatic Star (I've got better use for first turn mana) --> no mana fix purpose anymore. Readded for Transmute Artifact) 1 Chrome Mox 1 Utopia Sprawl (because *then* wasteland is gg) 1 Manamorphose (Helps also with initiating the Doomsday combo) +1 Jin Gitaxias, the Core Augur 1 Thopter Foundry 1 Sword of the Meek 1 Helm of Obedience 1 Rest in Peace 1 Overgrown Tomb +1 Nahiri, the Harbinger +1 Perilous Voyage -1 Izzet Charm ?1 Toxic Deluge (Yahenni's Expertise better) ?1 Oblivion Ring (access through enlightened) -1 Dragon Breath ?1 Darkblast ?1 Innocent Blood ?1 Chain of Vapor ?1 Swords to Plowshares ?1 Ray of Revelation ?1 Moment's Peace ?1 Ancient Grudge ?1 Flash of Insight ?1 Quiet Speculation -1 Hunting Grounds (terrible against aggro, good against control) -1 Island (no need to basics for traverse) 1 Yahenni's Expertise -1 Crop Rotation -1 Traverse the Ulvenwald (may require more artifacts/enchantments to work) -1 Sneak Attack -1 Through the Breach (too slow) +1 Madcap Experiment (Platinum Empreror, remove artifacts for this) +1 Force of Negation +1 Wishclaw Talisman +1 Once Upon a Time +1 Specter's Shriek +1 Arcum's Astrolab +1 Underworld Breach +1 Thassa's Oracle +1 Oko, Thief of Crowns +1 Miscast +1 Arcum's Astrolab +1 Ravenform (with Oath) +1 Cling to Dust (with Oath) +1 Vanishing Verse +1 Arena Rector (+Ugin, the Spirit Dragon) +1 Haunting Imitation (Brainstorm, Worldly Tutor, Sylvan Tutor,) +1 An Offer you Can't Refuse +1 Planar Bridge (Channel, enables also Enlightened Tutor. Requires colorless or artifact targets)