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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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Canal 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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Got excited about Pauper and want to get into it! Where should I start?


Hello my friends, I am Betão and I wrote this article to help players who want to start playing Pauper. Born in 2008 on Magic On-line, and officialized as a format in "paper magic" in 2019, Pauper always had its fan base who always played on-line, at a local store or even in the kitchen tables around the world when they had the oportunity. Nowadays, Pauper is growing and getting new players every day. Because it is one of the cheapest formats in Magic? Of course! To start in this format the player does not need to pay a large amount of money and Pauper still allows you to play with historical cards like [card](Counterspell) and [card](Lightning Bolt). But that's not the only reason. The unity and hospitality of the Pauper community is also a strong reason to play it, and we will keep spreading the good aspects of the format in order to keep it alive! * But after all, what is Pauper? * Technically, Pauper is a format built with a minimum of 60 cards in its main deck and 15 reserve cards, the so-called sideboard. Only cards that have, at least once, been released in the common rarity, printed or online, are allowed. * How to build the main deck? * The main deck is built within a pre-defined game plan that exploits your strategies to the fullest. The deck can be interactive or non-interactive, which means that it can interact or not directly with your opponent's cards. Also, they can be active, which imposes their pace of the game and try to dominate the battlefield early, or they can be reactive, which approaches the game in a different way, trying to eliminate threats when they appear, seeking to exhaust the opposing resources and after that dominate the field to achieve the victory. * What about the sideboard? What is it for? * All decks have strengths and weaknesses. This is what makes the game healthy and balanced. There will always be good and bad match-ups against your deck. In order to try to overcome the weaknesses of your deck, the sideboard assumes the function of containing cards that improve the development of your strategy against the adversary. So, we have a maximum of 15 cards that are designed to cover these weaknesses against the decks that hurt you the most. It would not be nice if some strategies are stronger than all, this is a problematic situation that can lead to bans. * Wait, bans? * That's right! With the number of cards created since 1993, there is a huge collection of common cards available. So, it is possible that the interaction between some cards becomes problematic and unhealthy for the format, and interventions might be needed to attend this issue. There interventions are the banning of specific cards that WotC believes to be the key points of problematic strategies or gameplays. [link](https://magic.wizards.com/en/game-info/gameplay/formats/pauper)(Click here to access the updated banlist.) * I already understood what Pauper is, and now I want to play. Which deck should I start with? * There are a few tips that can help you choose your starting deck. On YouTube, you can find videos from different content creator talking about decklists and showing how they work. You can also visit the metagame page in the menu on this site, and watch some of the most played decks in the biggest tournaments around the world. So to speak, this is the metagame, the name and list of the decks in a tournament, with their presence and performance percentages. However, some decks have two or more colors, and this can hinder the development of your game when making decisions about sequencing your land drops onto the battlefield, as a wrong decision can forbid you to generate the right colors when you need it. Based on this fact, choosing to start with a deck of only one color seems to be a good idea, as you will always have the right lands available and generate the necessary mana and you can concentrate on learning the strategy and playing sequences of your deck, as these are fundamental to have a better performance at the game. Later, when you've already developed your gameplay skills and learned more about the metagame, you can gradually venture into decks with more than one color. Assuming that at this initial moment the safest option is to choose a one-color deck, I will list below five one color decklists that have done good results in some championships. [center]{Red - BURN} Burn is a non-interactive deck that seeks to assign direct damage to your opponent's life points as quickly as possible, with cards like [card](Lightning Bolt). But also keep in mind that sometimes it is useful to use some burn spell as removals for threats that your opponent may present during the game. Red does not have a lot of cards that allows you to draw in abundance, so the deck tends to lose its breath when the game extends for many turns. [deck](47263) [center]{Green - STOMPY} This is an aggressive deck, meaning your strategy is to win by quickly dealing enough combat damage to your opponent. This is done by putting small creatures on the battlefield and trying to increase their power. Green does not draw beyond what is possible and, therefore, is a deck that needs to be fast. [deck](47262) [center]{Black - Mono Black Control (MBC)} This one is a favorite among Brazilian players! As the name says, it is a control deck. It seeks to eliminate the opponent's threats and is efficient in that, as it has many options for removals. It is consistent, summoning creatures on the early turns and having ways to draw cards, which is important in the late game. It is good at gaining time delaying your opponent's game while evolving yours. [deck](47266) [center]{White - Mono White Heroic} The heroic ability allows you to place a +1/+1 counter whenever the creature with that ability is targeted by a spell. This makes your creatures very strong in a very short time, because in addition to these creatures the deck has enchantments that add other abilities that are of great value your creatures, such as vigilance, lifelink and first strike. This deck doesn't draw a lot of cards either, so it needs to be fast too. [deck](47265) Finally, it is important to note that it is not a rule to start with decks of only one color, however it seems to be a safe way to know more about the format. That's it for today. I hope you found this reading informative and also pleasant. Welcome to Pauper and until next time!

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Betão, professor de Física, entusiasta de todos os formatos, se dedica única e exclusivamente ao Pauper desde 2019 e recentemente ao PDH.

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