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Eldrazi, the Gods of Blind Eternities

The Eldrazi are the most mysterious creatures in the Multiverse and in this article, you will learn more about their story.

Eldrazi is a type of creature that describes an ancient race native of the Blind Eternities, which has neither physical form nor color alignment. Their nature is ceaseless hunger, so they travel between planes of the multiverse devouring the world's mana and vital energy until their collapse. It is not known whether there are more titans elsewhere in the multiverse. Each Eldrazi titan lives off the planes. When they want to feed, they extend a part of their "body" into the world, creating a physical manifestation of themselves there as well as an army of drones that are extensions of their body and will. The spirit dragon Ugin compared this to a man reaching into a puddle of water; man being the Titan Eldrazi and water a plane. The fish (those that inhabit the plane) sees only a part of the man (his hand). Likewise, the inhabitants of a plane can see only part of each titan. Even though the smaller Eldrazi seem to be independent beings, their physical forms are only part of a larger entity outside the plane. Three of these Eldrazi titans were introduced to us, some say they are the only ones that exist, others say they can see more of them that we don't know yet. The first one we will discuss is Ulamog, the Infinite Gyre, also called Ula by the merfolks of Zendikar who consider him the god of the sea. [image](https://cdn.cardsrealm.com/images/cartas/crop/roe-rise-of-the-eldrazi/ulamog-the-infinite-gyre-12-med.jpeg?556) Ulamog is the smallest of the three Eldrazi titans. Its head resembles a bone helmet, but with no eyes or expression. Most of its body has the color of exposed muscles and is covered with bone plates. It moves through a contorted mass of tentacles studded with bony tips below abdomen region. Its two arms split at the elbow into four hands. A stench of rotting flesh, decomposition and sulfur constantly envelops it, earning it the title of "The Stinking Titan". It is the Titan of Consumption, of ceaseless hunger. His brood consumes living and non-living matter. In doing so, they drain mana and vital energy from everything nearby. Its processors transform the energy consumed into spell-like effects that defy the understanding of the Zendikar wizards, creating plagues, deadly parasites and endless abundant creations. Everything, including water, is transformed into a white shell. Ulamog is a symbol of the plague, the blind ties between parasite and host and overabundance. It is creation and destruction brought with unholy harmony. [image](https://cdn.cardsrealm.com/images/cartas/crop/roe-rise-of-the-eldrazi/pathrazer-of-ulamog-9-med.jpeg?2244) The lineage of the Ulamog litter is characterized mainly by dense masses of fleshy tentacles, multiple withered arms divided at the elbow and bone plates without eyes, in inhumane forms, but vaguely facial. Ulamog's seed grows quickly, from tiny larvae to the size of a wolf. Some have spider-like legs and other tentacles. Ulamog's drones can grow up to three meters in length, they fulfill breeding roles for the smaller Eldrazi and teach then about land consumption. The Eldrazi Ulamog's lineage are fierce and brutal, their footsteps tremble the ground, adept at spreading disease and draining the psyches, as well as the vital energy of their victims. Kozilek, Butcher of Truth is called Cosi by the merfolks, the god of deception. Kozilek's planar avatar is a titan of humanoid anatomy, but with a mass of tentacles in place of the legs and a complex orifice in place of the head. Its body is covered with eyes and chitin, and a somber adornment floats above its shoulders and extends from its elbows. It looks like they were meant to create "black holes" in reality. [image](https://cdn.cardsrealm.com/images/cartas/crop/roe-rise-of-the-eldrazi/kozilek-butcher-of-truth-6-med.jpeg?6913) Kozilek is the Titan of the Great Distortion, a cruel nightmare of relentless insanity. It changes the perception of reality, making it impossible to discern the truth. It corrupts loyalties, confuses thoughts, transforms emotions, induces despair and panic. Kozilek represents deception, puzzles, lies, mastery of the mind, transformation and experimentation. The sages call Kozilek a panic of confusion, a trap of enigmas and a stirrer of thought. The Eldrazi of the Kozilek lineage have many eyes growing close to the joints or along body ridges, irregular plates or sheets of glossy black mineral protruding or floating around their bodies, and animalistic or insectoid anatomies covered with hard shells. Kozilek's drones can absorb life just by their presence, but prefer to tear the flesh with its dark projections. [image](https://cdn.cardsrealm.com/images/cartas/crop/ogw-oath-of-the-gatewatch/thought-knot-seer-9-med.jpeg?2028) Now let's talk about the third Eldrazi titan and certainly the most powerful creature still alive in Magic. Emrakul, the Aeons Torn, for the merfolk its name is Emeria, the god of the sky, the clouds, the wind. They believe that the floating hedrons and the buildings that make up Emeria, the Ruin of Heaven, were once the home of the Goddess. Supplicants used to offer her fragments of hedron and fruits of the land. [image](https://cdn.cardsrealm.com/images/cartas/crop/puma-ultimate-box-topper/emrakul-the-aeons-torn-u1-med.jpeg?6993) Emrakul represents Corruption and is the largest and most fearsome of the Eldrazi. It does not affect inorganic matter, such as rocks and water, but it distorts all living things, whether they are plants, animals or other ancient beings. It causes silent terror wherever it flies, incorporating desolation, emotional and physical distance, the cold of emptiness and the terror of being alone. The brooding lineage generated by Emrakul has several characteristics. The first and most recognizable is the spongy and fleshy lattice incorporated in the anatomy of these creatures. These incomprehensible structures exist without a known purpose. Some scholars in the field have speculated that the lattice in some way allows the Emrakul lineage to flex gravity more strongly than other lineages. The Eldrazi of the Emrakul lineage also have bizarre color schemes, mixing dark blue with ocher and magenta. This strange coloring is common to most Eldrazi, as its formerly astral forms reflect the light of Zendikar in unnatural ways, but the effect is especially prominent in the Emrakul lineage. Another visual detail of the Emrakul lineage is the growth of small thin and crooked tentacles, which end in projections similar to fingers or claws. The creatures use these growths to trap their prey before ingesting their vital energies, but they can also use it to powers and amplify the senses. [image](https://cdn.cardsrealm.com/images/cartas/crop/bfz-battle-for-zendikar/vestige-of-emrakul-136-med.jpeg?9736) In Innistrad, Emrakul's influence corrupted the plan, transforming the monsters into even worse creatures, with tentacles and holes in the skin. Archangel Avacyn kept Emrakul at bay for a long time, but since the archangel was destroyed by Sorin himself, the titan physically entered Innistrad and its influence increased on the plane. After destroying much of the city of Thraben, Emrakul was confronted by the Gatewatch and Liliana Vess, who are almost distorted by mental influence. Jace communicates with an invention of hers that manifests itself as Emeria, who tells she is "incomplete, unfulfilled, incipient" and that Innistrad must receive it, not reject it. When the Gatewatch performed a ritual to seal her, she voluntarily allows herself to be sealed on Innistrad's moon by possessing Tamiyo, after telling Jace that she "didn't want to play anymore" and "It wasn't her time. Not yet." Emeria also appeared at the end of Nissa's vision of Nicol Bolas's plane while she was conducting the Trial of Knowledge in Amonkhet. It is not known whether this communication really originated from Emrakul or was some hallucination of Nissa. Now that you have met the Eldrazi, soon, I will bring you the story that changed Zendikar and originated the Gatewatch. [image](https://cdn.cardsrealm.com/images/cartas/crop/emn-eldritch-moon/emrakul-the-promised-end-6-med.jpeg?4791)

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InvoKando

My name is Marcos, in love with the lore of Magic: The Gathering. Content editor and creator of the InvoKando channel

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Thiago

The cEDH Archetypes #09 - Birthing Pod Lines


Hello my friends! How are you? My name is Fogaça and I'm here to talk about Commander. Some time ago, we had the much-cited article about the Hatebears archetype, which showed us the importance that disrupting the opponents’' strategies with creatures have in the format. My initial idea was to comment on decks like Blood Pod and use that as a lead to the Opus Thief build in a following article, but at that moment I felt that something was missing. On that occasion, I said that we would deal with Tymna & Tana's forms of victory at another time. Thinking about it, today will be the day to discuss the lines of [[Birthing Pod]] and we will take the opportunity to compare them with the possibilities that [[Primespeaker Vannifar]] brings us. [cardinfo](birthing pod) * THE COMBO * I thought a lot about how to explain the central idea of our lines here, and came to the conclusion the best way is referring to two extinct classics of Modern: the UR Twin and the Toolbox Birthing Pod. Those who were players at that time must remember that the consistency of a two-piece combo caused problems for the health of the format, as well as the possibilities that a permanent tutor brings us allow us not only to follow linear strategies, but also to use it as a tool in favor of the deck, allowing a much more practical than conventional problem solving. What I mean here is that when we combine this type of combo with a consistent way of looking for it, we have something good, but when that way comes from a card that can serve as a tool in favor of the deck, it becomes powerful enough to build an entire archetype around it (which can be applied both in the case of [[Birthing Pod]] and in the case of [[Demonic Consultation]]). Now, specifically talking about the Commander, we can debate about three main lines of play that became popular for the Pod Lines strategies because they occupy few slots and allow the cards characterized by tutoring our combo pieces to be used to solve eventual problems (even if the rest of the deck also works to stabilize the board, it is interesting to have options). Each line was based on the options that a specific tutor gives us. So, in order to have pieces in common, the best way I found to demonstrate them was through topics. • LINE 1: [[BIRTHING POD]] We have several options for the lines based on the New Phyrexia artifact, but the most popular one integrates the already known Blood Pod deck, allowing us to use [[Tymna the Weaver]] as the starting spark for our combo. The sequence of this is given by: 1. Activate [[Birthing Pod]] by sacrificing Tymna to seek [[Felidar Guardian]]; 2. Exile [[Birthing Pod]] with Felidar's ability to return the artifact to the battlefield untapped; 3. Sacrifice [[Felidar Guardian]] with the Pod to bring [[Karmic Guide]]; 4. Use the [[Karmic Guide]] effect to bring Felidar from the graveyard to the battlefield and again blink [[Birthing Pod]]; 5. Sacrifice Felidar again, and then bring [[Kiki-Jiki, Mirror Breaker]] to the game; 6. From the Kiki-Jiki ability, return [[Felidar Guardian]] to the battlefield by creating a copy of [[Karmic Guide]]; 7. Use the proposed loop between [[Kiki-Jiki, Mirror Breaker]], and [[Felidar Guardian]] to end the game. [cardinfo](PRIMESPEAKER VANNIFAR) • LINE 2: [[PRIMESPEAKER VANNIFAR]] In the case of [[Primespeaker Vannifar]], her use can go up to a high curve to bring in some key creature to combo or to impose board presence lock on the opponents. The most popular line of play that we find here is the one used on the Blue Pod deck, given by the following line: 1. With the ability of [[Primespeaker Vannifar]], sacrifice [[Thrasios, Triton Hero]], to bring [[Pestermite]], [[Deceiver Exarch]] or [[Bounding Krasis]] to the game; 2. Use the previously chosen card's ability to untap Vannifar; 3. Use the Vannifar ability to sacrifice the chosen card and bring [[Breaching Hippocamp]] to the battlefield, untapping her again; 4. Sacrifice the Hippocampus to bring [[Karmic Guide]] guide to the battlefield, with the Hippocamp itself as the target of Karmic's ability; 5. Again, untap Vannifar to sacrifice the Hippocampus, but this time, fetching [[Kiki-Jiki, Mirror Breaker]]; 6. Activate the Kiki-Jiki ability to copy [[Karmic Guide]], thus bringing [[Breaching Hippocamp]] back to the battlefield once again; 7. Use the loop between [[Breaching Hippocamp]] and [[Kiki-Jiki, Mirror Breaker]] to end the game. [cardinfo](YISAN, THE WANDERER BARD) • LINE 3: [[YISAN, THE WANDERER BARD]] Even though [[Yisan, the Wanderer Bard]] has another role as a commander, when he is included on the 99 (or 98, depending on the case), he represents a redundancy for the effects presented here, and, with the help of [[Quirion Ranger]] and [[Scryb Ranger]] to start the line of sequencing from turn 3, we can take advantage of their potential to give us other options for play. His main line also integrates the possibilities of both Blood Pod and Blue Pod, being derived from the following sequencing: 1. After using the Rangers to enable three counters on Yisan, search for [[Village Bell-Ringer]] in order to untap him again, as well as all your mana dorks; 2. Activate Yisan again, this time for four, in order to bring [[Felidar Guardian]] to the battlefield; 3. Blink Bell-Ringer with Felidar's ability, making another untap to Yisan and your mana dorks; 4. After the new untap, activate Yisan to five, bringing [[Kiki-Jiki, Mirror Breaker]] to the battlefield; 5. Use the loop between Kiki-Jiki and Felidar or between Kiki-Jiki and Bell-Ringer to end the game. * COMMANDERS * Basically, my idea for today was to bring the lines of sequence to you and reach a somewhat controversial conclusion, so that we will not have variations, honorable mentions or budget alternatives. However, since I mentioned two specific decks, I will use this session to differentiate them, in order to show the different nuances that derive from the strategy of these Birthing Pod Lines. [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/tymna-the-weaver-48.jpeg?3136) [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/tana-the-bloodsower-45.jpeg?9457) Following the order of citations, let's start with the already known Blood Pod. The build based on Hatebears compensates for the lack of blue in order to be a true toolbox, having a creature for every situation that we may have in the game. In this way, [[Birthing Pod]] ends up being a unique piece of interaction, which can save us from a lock, bring a new lock to the game or allow us to reach win conditions, thus being a means for a disruptive deck to have an accelerator for when there is a need to explode and a brake to regulate the speed of the battlefield. [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/thrasios-triton-hero-46.jpeg?9510) [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/bruse-tarl-boorish-herder-30.jpeg?5562) Moving on to our other quote, we have our dear Blue Pod, newcomer here in our articles. The deck was designed to adapt the disruptive Blood Pod to a more midrange strategy, adding the blue to have more answers and not be so dependent on Hatebears. The result is an interactive deck that protects itself with magic while using [[Birthing Pod]] and [[Primespeaker Vannifar]] as ways to generate a strong board state, always moving forward and compensating for the lack of black tutors in this build. *CONCLUSION* I will confess that it is increasingly difficult to write these articles. The main concepts were already covered in the first publications, so I end up having difficulty to avoid being repetitive and explain new ideas and applications for the cards on our tables. This fact leads me to be a little strange during this conclusion, since what I want to demonstrate here is contrary to some ideas that I proposed earlier: as we have seen, the less slots a combo occupies, the better its acceptance, especially if it can add for other instances of gameplay (as already explained during our [[Demonic Consultation]] talk), but there are times when a specific engine for our interaction serves so well to generate value in the build that the lost slots are compensated by the versatility that kind of interaction gives. That's it for today. I ask you to leave your feedback so that we can always improve. The series aims to address only part of an entire sphere that covers an extremely diverse format, so I invite you to subscribe to my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)( channel on YouTube), where I talk about Commander, not only competitive, but also in other varieties, as well as about other formats. Until next time, my friends!

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Thiago

Jogador de Magic desde Tarkir, sou apaixonado por interações e sinergias que quebram a curva do jogo. Para mim, o cEDH é o teste máximo para o jogador de Magic, tanto para deck build, quanto para gameplay. Para me acompanhar no YouTube, acessem meu canal.

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