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 Post subject: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Jul-17 10:10 am 
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Joined: 2011-Feb-05 1:47 pm
Age: Wyvern
List Updated 16.08.2011

// Commander
Image

// Manabase 39

1 [SOK] Mikokoro, Center of the Sea
1 [US] Blasted Landscape
1 [MR] Blinkmoth Well
1 [M12] Buried Ruin
1 [MR] Cloudpost
1 [6E] Crystal Vein
1 [DDF] Darksteel Citadel
1 [OD] Deserted Temple
1 [MM] Dust Bowl
1 [ROE] Eldrazi Temple
1 [WWK] Eye of Ugin
1 [DIS] Ghost Quarter
1 [TE] Ghost Town
1 [SOM] Glimmerpost
1 [CHK] Hall of the Bandit Lord
1 [MM] High Market
1 [CMD] Homeward Path
1 [DK] Maze of Ith
1 [TE] Maze of Shadows
1 [CMD] Temple of the False God
1 [SOK] Miren, the Moaning Well
1 [AQ] Mishra's Workshop
1 [M11] Mystifying Maze
1 [NPH] Phyrexia's Core
1 [CFX] Reliquary Tower
1 [MM] Rishadan Port
1 [WL] Scorched Ruins
1 [V09] Strip Mine
1 [WWK] Tectonic Edge
1 [TE] Ancient Tomb
1 [MM] Tower of the Magistrate
1 [CFX] Unstable Frontier
1 [CHK] Untaidake, the Cloud Keeper
1 [9E] Urza's Mine
1 [9E] Urza's Power Plant
1 [9E] Urza's Tower
1 [TSP] Vesuva
1 [TE] Wasteland
1 [WL] Winding Canyons

// Mana Boost 17

1 [DDF] Everflowing Chalice
1 [SOM] Mox Opal
1 [BIN] Mana Crypt
1 [CMD] Sol Ring
1 [5E] Mana Vault
1 [FD] Doubling Cube
1 [UL] Grim Monolith
1 [DDE] Worn Powerstone
1 [SOM] Palladium Myr
1 [A] Basalt Monolith
1 [ARC] Thran Dynamo
1 [DS] Ur-Golem's Eye
1 [FD] Krark-Clan Ironworks
1 [VI] Sisay's Ring
1 [MR] Gilded Lotus
1 [MR] Blinkmoth Urn
1 [ROE] Dreamstone Hedron

// Draw & Tutor 13

1 [ZEN] Expedition Map
1 [CHK] Sensei's Divining Top
1 [TSP] Candles of Leng
1 [US] Temporal Aperture
1 [M11] Crystal Ball
1 [MR] Serum Tank
1 [MR] Tower of Fortunes
1 [WWK] Seer's Sundial
1 [TE] Emmessi Tome
1 [MR] Mind's Eye
1 [SOM] Kuldotha Forgemaster
1 [V10] Memory Jar
1 [PY] Well of Discovery
1 [8E] Planar Portal

// Removal & Distruption 9

1 [6E] Wand of Denial
1 [CMD] Oblivion Stone
1 [SOM] Lux Cannon
1 [US] Mishra's Helix
1 [SOM] Steel Hellkite
1 [ARC] Duplicant
1 [NPH] Karn Liberated
1 [ROE] All Is Dust
1 [MBS] Spine of Ish Sah

// Utility 4

1 [M11] Voltaic Key
1 [LRW] Rings of Brighthearth
1 [NPH] Unwinding Clock
1 [FD] Clock of Omens
1 [MBS] Mirrorworks

// Protection 4

1 [9E] Defense Grid
1 [A] Forcefield
1 [EX] Null Brooch
1 [DS] Darksteel Forge

// Recursion 6

1 [M11] Elixir of Immortality
1 [SOM] Nim Deathmantle
1 [10E] Crucible of Worlds
1 [MBS] Myr Welder
1 [DS] Arcbound Reclaimer
1 [SOM] Myr Battlesphere

// Haste-izer

1 [M12] Swiftfoot Boots
1 [FNM] Lightning Greaves
1 [M11] Sword of Vengeance
1 [SOM] Strider Harness

// Alt-wincon

1 [MR] Myr Incubator


//Lands 38
1 [WL] Winding Canyons
1 [JGC] Mishra's Factory
1 [DS] Darksteel Citadel
1 [WWK] Tectonic Edge
1 [CFX] Unstable Frontier
1 [M11] Mystifying Maze
1 [9E] Urza's Power Plant
1 [CFX] Reliquary Tower
1 [SOK] Mikokoro, Center of the Sea
1 [TE] Wasteland
1 [DS] Blinkmoth Nexus
1 [SOK] Miren, the Moaning Well
1 [TE] Ancient Tomb
1 [M12] Buried Ruin
1 [MR] Cloudpost
1 [TSP] Vesuva
1 [SOM] Glimmerpost
1 [5E] Urza's Tower
1 [TE] Ghost Town
1 [OD] Deserted Temple
1 [MM] Dust Bowl
1 [BOK] Gods' Eye, Gate to the Reikai
1 [AQ] Mishra's Workshop
1 [SC] Temple of the False God
1 [WL] Scorched Ruins
1 [WWK] Eye of Ugin
1 [MM] High Market
1 [COM] Homeward Path
1 [4E] Strip Mine
1 [6E] Crystal Vein
1 [MR] Blinkmoth Well
1 [ROE] Eldrazi Temple
1 [TE] Maze of Shadows
1 [9E] Urza's Mine
1 [DIS] Ghost Quarter
1 [NPH] Phyrexia's Core
1 [US] Blasted Landscape
1 [MBS] Inkmoth Nexus

//Mana Boosters 21
1 [WWK] Everflowing Chalice
1 [BIN] Mana Crypt
1 [A] Sol Ring
1 [5E] Mana Vault
1 [FD] Guardian Idol
1 [COM] Fellwar Stone
1 [FD] Doubling Cube
1 [UL] Grim Monolith
1 [TSP] Prismatic Lens
1 [DD2] Mind Stone
1 [DDE] Worn Powerstone
1 [SOM] Palladium Myr
1 [R] Basalt Monolith
1 [DDE] Coalition Relic
1 [ZEN] Khalni Gem
1 [ARC] Thran Dynamo
1 [DS] Ur-Golem's Eye
1 [VI] Sisay's Ring
1 [MR] Blinkmoth Urn
1 [MR] Gilded Lotus
1 [ROE] Dreamstone Hedron

// Enablers 3
1 [FUT] Cloud Key
1 [SOM] Semblance Anvil
1 [DK] Stone Calendar

// Draw & Tutor 12
1 [ZEN] Expedition Map
1 [CHK] Sensei's Divining Top
1 [US] Temporal Aperture
1 [TSP] Candles of Leng
1 [HOP] Serum Tank
1 [M11] Crystal Ball
1 [TE] Emmessi Tome
1 [MR] Tower of Fortunes
1 [UL] Memory Jar
1 [MR] Mind's Eye
1 [PY] Well of Discovery
1 [8E] Planar Portal

//Removal & Distruption 8
1 [6E] Wand of Denial
1 [MR] Oblivion Stone
1 [SOM] Lux Cannon
1 [ARC] Duplicant
1 [SOM] Contagion Engine
1 [ROE] All Is Dust
1 [MBS] Spine of Ish Sah
1 [NPH] Karn Liberated


// Utilities 7
1 [DDE] Voltaic Key
1 [LRW] Rings of Brighthearth
1 [10E] Sculpting Steel
1 [FD] Clock of Omens
1 [NPH] Unwinding Clock
1 [MBS] Mirrorworks
1 [DS] Darksteel Forge

// Haste-izer 4
1 [M12] Swiftfoot Boots
1 [ARC] Lightning Greaves
1 [SOM] Strider Harness
1 [M11] Sword of Vengeance

// Recursion 4
1 [M11] Elixir of Immortality
1 [SOM] Nim Deathmantle
1 [10E] Crucible of Worlds
1 [DS] Arcbound Reclaimer

// Protection 1
1 [U] Forcefield

// Alt. Wincon 1
1 [MR] Myr Incubator



// Lands 38
1 [JGC] Mishra's Factory
1 [WWK] Tectonic Edge
1 [MM] Tower of the Magistrate
1 [CFX] Unstable Frontier
1 [M11] Mystifying Maze
1 [9E] Urza's Power Plant
1 [CFX] Reliquary Tower
1 [WL] Winding Canyons
1 [SOK] Mikokoro, Center of the Sea
1 [DS] Darksteel Citadel
1 [SOK] Miren, the Moaning Well
1 [TE] Ancient Tomb
1 [M12] Buried Ruin
1 [MR] Cloudpost
1 [TSP] Vesuva
1 [SOM] Glimmerpost
1 [5E] Urza's Tower
1 [TE] Wasteland
1 [DS] Blinkmoth Nexus
1 [MM] Dust Bowl
1 [BOK] Gods' Eye, Gate to the Reikai
1 [AQ] Mishra's Workshop
1 [SC] Temple of the False God
1 [WL] Scorched Ruins
1 [WWK] Eye of Ugin
1 [MM] High Market
1 [COM] Homeward Path
1 [TE] Ghost Town
1 [OD] Deserted Temple
1 [6E] Crystal Vein
1 [MR] Blinkmoth Well
1 [ROE] Eldrazi Temple
1 [TE] Maze of Shadows
1 [9E] Urza's Mine
1 [DIS] Ghost Quarter
1 [NPH] Phyrexia's Core
1 [4E] Strip Mine
1 [US] Blasted Landscape

// Mana Boosters 21
1 [BIN] Mana Crypt
1 [WWK] Everflowing Chalice
1 [A] Sol Ring
1 [US] Thran Turbine
1 [5E] Mana Vault
1 [TSP] Prismatic Lens
1 [UL] Grim Monolith
1 [FD] Guardian Idol
1 [DD2] Mind Stone
1 [COM] Fellwar Stone
1 [DDE] Coalition Relic
1 [R] Basalt Monolith
1 [SOM] Palladium Myr
1 [DDE] Worn Powerstone
1 [DS] Ur-Golem's Eye
1 [VI] Sisay's Ring
1 [ARC] Thran Dynamo
1 [ZEN] Khalni Gem
1 [MR] Gilded Lotus
1 [MR] Blinkmoth Urn
1 [ROE] Dreamstone Hedron

// Enablers 4
1 [VI] Helm of Awakening
1 [SOM] Semblance Anvil
1 [FUT] Cloud Key
1 [DK] Stone Calendar

// Draw & Tutor 13
1 [ZEN] Expedition Map
1 [CHK] Sensei's Divining Top
1 [US] Temporal Aperture
1 [TSP] Candles of Leng
1 [HOP] Serum Tank
1 [M11] Crystal Ball
1 [TE] Emmessi Tome
1 [MR] Tower of Fortunes
1 [MR] Mind's Eye
1 [UL] Memory Jar
1 [PY] Well of Discovery
1 [8E] Planar Portal

// Removal 7
1 [MR] Oblivion Stone
1 [R] Nevinyrral's Disk
1 [MR] Worldslayer
1 [ARC] Duplicant
1 [ROE] All Is Dust
1 [NPH] Karn Liberated
1 [MBS] Spine of Ish Sah

// Need for Speed 4
1 [M12] Swiftfoot Boots
1 [ARC] Lightning Greaves
1 [M11] Sword of Vengeance
1 [SOM] Strider Harness

// Recursion 4
1 [DS] Arcbound Reclaimer
1 [M11] Elixir of Immortality
1 [SOM] Nim Deathmantle
1 [10E] Crucible of Worlds

// Utilities 7
1 [DDE] Voltaic Key
1 [LRW] Rings of Brighthearth
1 [10E] Sculpting Steel
1 [NPH] Unwinding Clock
1 [FD] Clock of Omens
1 [MBS] Mirrorworks
1 [DS] Darksteel Forge

// Protection & Lock 2
1 [U] Forcefield
1 [EVE] Ward of Bones



38 Lands. Initially i was playing with the standard 37 lands, however i have to do landrop until the 5 turn so i increased land quantity to 40. Now i swiched 2 lands to another 2 acceleration, and i feel quite confortable by this manabase.

21 Boosters. Mana, what else

14 Drawers & Tutors i exluded blueprints due to the double mana cost and Book of rass to the life cost, but maybe the second could be usefull against the jaymade tome-like cards that are limited to 1 card every turn and have an high cost to activate. i don't know.

7 Removals: i don't use Brittle Effigy and Lux cannon because the first is't re-usable and the second is't a fast solution without a Proliferate Engine behind. but i feel that only 7 removals aren't enought..i would have some mass removal for creatures only for not distrupt my mana-makers

4 Speeders: Ulamog has to be fast to be full effective.. casting a cc11 means like a timewalk for the op....make it sacrifice 4 permanents,immediately.

3 Untappers: Unwinding clock is the best one.. i'm thinking to use it with vedalken Orrey and Lattice for double turning but i don't see this well as a combo deck...it would be more effective in a Karn deck.

2 Bodyguards: Ward of Bones is a huge lock for the op. without creatures and enchantments many decks will be in trouble. Forcefield seems a good solution agaisnt aggro/voltron with the amount of mana we generate.

The greatest weakness of the deck is that it will let the op. goldfish for a while before we could use a global removal or play ulamog, and that we have no protection in that time... i was thinking about Null Brooch, but discarding our hand is a huge drawback

Thanks for reading, and if you do, for replaying :D

_________________
My EDH Deck(s)
Kozilek, Butcher of Colorless Generals
Ashiling The Pilgrim - Voltron + ToolBoxes
Ulamog, the Infinite Gyre alias Call of Cthulhu
Renaissance - SenTriplets / Doomsday / Maniac Combo


Last edited by theg on 2011-Aug-16 1:01 am, edited 3 times in total.

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 Post subject: Re: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Jul-17 11:10 am 
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Joined: 2011-Jul-10 6:57 am
Age: Wyvern
I really dont see why you NEED a t5 ulamog. And from what I can tell it looks like you will have a whole bunch of mana and not a lot to use it on regularly especially if ulamog gets tucked. I would focus less on pulling out your commander super fast cause the second he hits the field you only have one creature and no one wants to get nailed with annihlate 4. You can sorta control the field via him and mass creature removal but I would still have some sorta back up plan in case he goes away and you lose the only advantage you had.

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 Post subject: Re: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Jul-17 1:17 pm 
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Joined: 2011-Apr-13 2:53 am
Age: Dragon
Location: Milwaukee, WI
Junk Diver and Myr Retriever are also great for recursion, and they synergize nicely with Arcbound Reclaimer.

Also, I'd consider Urza's Blueprints over Emmessi Tome, especially if you run untap cards. The blueprints let you draw more cards for less mana, plus there's no need to discard.

_________________
Please disregard the above post. I am probably tired/sick/brain damaged from inhaling metal fumes and dust at work.

Current Decks
Rith, the Awakener (Formerly Asmira, Holy Avenger and Tolsimir Wolfblood)
Sharuum the Hegemon (WIP) (Formerly Teysa, Orzhov Scion)
Niv-Mizzet, the Firemind


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 Post subject: Re: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Jul-17 1:52 pm 
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Joined: 2011-Feb-05 1:47 pm
Age: Wyvern
Paladin_Sigma wrote:
I really dont see why you NEED a t5 ulamog. And from what I can tell it looks like you will have a whole bunch of mana and not a lot to use it on regularly especially if ulamog gets tucked. I would focus less on pulling out your commander super fast cause the second he hits the field you only have one creature and no one wants to get nailed with annihlate 4. You can sorta control the field via him and mass creature removal but I would still have some sorta back up plan in case he goes away and you lose the only advantage you had.


i understand your point, with turn 5 i meant "an early ulamog" and during goldfish i never gone under the 5th turn. all the mana until i cast ulamog is used for ramping/drawing and - after emrakul for mass removal and drawing..there is allways samething to do hehe. however you're right.. if it gets tucked i'm in trouble. for this i run Miren, the Moaning Well and High Market (and the same is for stealing) but i understand that's not enough. So, what do you suggest to improve the protection of my commander and/or as Plan B?

Mooney wrote:
Junk Diver and Myr Retriever are also great for recursion, and they synergize nicely with Arcbound Reclaimer.
Also, I'd consider Urza's Blueprints over Emmessi Tome, especially if you run untap cards. The blueprints let you draw more cards for less mana, plus there's no need to discard.


This deck was born from a Kozilek's deck with a combo approach. That deck had more drawing spells (including the commander OBV) and about 4-5 infinite mana comboes (everyone with common pieces in each other) and there was also Diver and Retiver. Conclusion? it dosen't work fine. Diver and retiver are like dead card without a sac out and a recurrer, yes you can take a card directly from the graveyard but reclaimer (that's in list) does it with only 1 another card (nim deathmantle) while diver and retriver do with other 2. Urza's blueprints is out due to the echo cost. i don't want to have 6 mana out for 2 turns, when the second one i can cast sometihing i drawn by blueprints. emessy it's already in ;)

_________________
My EDH Deck(s)
Kozilek, Butcher of Colorless Generals
Ashiling The Pilgrim - Voltron + ToolBoxes
Ulamog, the Infinite Gyre alias Call of Cthulhu
Renaissance - SenTriplets / Doomsday / Maniac Combo


Last edited by theg on 2011-Jul-17 3:49 pm, edited 1 time in total.

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 Post subject: Re: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Jul-17 3:16 pm 
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Joined: 2011-Jun-09 7:30 pm
Age: Hatchling
If you're worried about tuck then you should run Boseiju, who shelters all against hinder and spell crumple.
Hall of the Bandit Lord will give Ulamog haste, which is pretty sexy with annihilator.


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 Post subject: Re: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Jul-17 3:34 pm 
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Joined: 2011-Feb-05 1:47 pm
Age: Wyvern
Thx for the answer, but i'm afraid of Boseiju works only with Instants and Sorceries..i thought about HallofB. but 1 mana for 3 life every time i tap the land seemed to me too much "suicide" for a deck with only 4 creatures, on the other hand i run 4 equip that give haste, maybe i can free 1 slot using this land.. i'll try it

Talking about protection strategy what u think about Jeste's cap/mask and wand of denial?

_________________
My EDH Deck(s)
Kozilek, Butcher of Colorless Generals
Ashiling The Pilgrim - Voltron + ToolBoxes
Ulamog, the Infinite Gyre alias Call of Cthulhu
Renaissance - SenTriplets / Doomsday / Maniac Combo


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 Post subject: Re: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Jul-20 2:09 am 
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Joined: 2011-Feb-05 1:47 pm
Age: Wyvern
List updated on top.

I'm stabilized with T6 Ulamog, but what Paladin_Sigma says is true: i have a problem using mana.
after casting ulamog i have a lot of mana that often i dont use due to a low draw capacity (sometimes). Moreover im vulnerable to Tucking and Stealing, what do you recccomend to handle those treaths?

Avarice Totem with double activation/homeworld path combo?
It is possible to activate this ability in response to itself and generate some odd combinations. For example, if you control this card and another permanent, you can use this card's ability and target the permanent you control. You can then use this card's ability again and target a permanent your opponent controls. The second usage resolves first and you get your opponent's permanent in exchange for this one. The first usage then resolves and swaps your other permanent for the Totem so you get it back. The net effect is that you can swap any non-land permanent you have for any of theirs if you can activate this ability twice. Note that your opponent does get the chance to use the Totem in between the resolutions of your two usages if they have the mana.


About my list i'm doubious about Coalition Relic. I don't need manafix (color) and 2 mana every/over 2 turn is't a good acceleration. i was thinking about replace it with Ironworks but i feel that i need to put in other cards to minimize the sac. costs and dont let my op do Nx1 while casting something.. Such as Suchi 4>6 mana: , Myr Battlesphere 7>10 , Thopter Assembly 6>10 (+Autocomboing +Highest ratio - A turn later) , Precursor Golem 5>6 Wurmcoil Engine 6>6 and everyone goes in combo with Nim Deathmantle for infinite mana.
Another time the problem is: what should i take out?

_________________
My EDH Deck(s)
Kozilek, Butcher of Colorless Generals
Ashiling The Pilgrim - Voltron + ToolBoxes
Ulamog, the Infinite Gyre alias Call of Cthulhu
Renaissance - SenTriplets / Doomsday / Maniac Combo


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 Post subject: Re: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Jul-20 6:51 am 
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Joined: 2011-Jul-10 6:57 am
Age: Wyvern
I would maybe put in a few other eldrazi fatties so that you have something to play along side your commander or in place of it should he get tucked.

And as far as protection goes all I see that you can do is throw in the shroud and hexproof eqipment, or other cheap sac outlets like claws of gix. Also Expedition Map would be good because it allows you to pull Eye of Ugin more consistantly

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 Post subject: Re: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Aug-16 12:58 am 
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Joined: 2011-Feb-05 1:47 pm
Age: Wyvern
Back to the forum after summer pause :D with more playtests.
Against blue it was a nightmare...too much counter and nothing to deal with them.
Finallly i decided to take maindeck Defence Grid Null Brooch Mishira Helix that seems to me the only contromeasures that "colorless" has against control. I'm testing olso Rings of Immortals toi doge Bounce/Exile/Tucking spells but i i never played it 'till now.

Other new entry: Myr Welder. I liked it very much, but i'm thinking that the deck needs more recycling cards.

Myr Battlesphere is there only to feed kuldota (i did'n activate him many times :S) and to go infinite with Ironworks & Nim.

- list updated on top

_________________
My EDH Deck(s)
Kozilek, Butcher of Colorless Generals
Ashiling The Pilgrim - Voltron + ToolBoxes
Ulamog, the Infinite Gyre alias Call of Cthulhu
Renaissance - SenTriplets / Doomsday / Maniac Combo


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 Post subject: Re: [Deck] Ulamog, the Infinite Gyre - Call of Chtulu
AgePosted: 2011-Aug-16 5:40 am 
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Joined: 2011-Jan-16 5:36 pm
Age: Elder Dragon
Location: Toronto, ON
Untaidake and Scorched ruins are bad and risky, respectively.

Untaidake is not very good at all, you have fewer legends than most (Just ulamog?). It's relative weakness is not even comparable to Eye of Ugin, which at least fishes for Ulamog if he gets tucked.

Scorched Ruins is incredibly risky. You may find yourself playing this turn three, and then losing to a strip mine or wasteland. Your mileage may vary, of course.

If it is due to a lack of alternatives, there are still lands you can play that are tap for 1 do-nothings, like Terrain Generator or Henge of Ramos.

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