Sunday, 3:15 p.m. – Eldrazi Amulet Green

Posted in Event Coverage on July 17, 2011

By Rich Hagon

Rich Hagon combines a deep knowledge of the players of the Pro Tour with a passionate love of the game. He's a regular commentator for Pro Tour and Grand Prix live video coverage, and is the official Pro Tour Statistician. He has been covering Magic events since 2006.

Among the more exciting decks on display this weekend has been the Eldrazi Green deck of Pro Tour Nagoya finalist Toshiyuki Kadooka.

Since we're into the second stretch of Standard, we can now reveal his full list, which looks like this:

Toshiyuki Kadooka - Green Eldrazi Amulet

Download Arena Decklist

The deck begins with a ton of mana acceleration. Overgrown Battlement is a tough-to-kill guarantee of four mana on turn three. Rampant Growth also gets you there. So does Explore, presuming you have enough land to make that happen. That's phase one of the plan, so now we're at turn three with four mana to play with.

There are broadly two options at this point. The most common is to lay a land, commit all four mana to an Everflowing Chalice with two counters on it, and then tap that Chalice for two more mana to create a second Everflowing Chalice with one counter on it. That takes you to a potential eight mana on turn four!

Alternatively - and this is the new innovation in the deck, courtesy of M12 - spend the four mana on Quicksilver Amulet. Historically it has been a little awkward if you end up with huge casting cost spells you can't cast, and there has always been a trade off between having enough Emrakuls and Ulamogs and Terastodons and Wurmcoil Engines to find them with your Summoning Traps, and not having your hand swamped with them.

Quicksilver Amulet

With the Quicksilver Amulet, that's no longer a problem. Assuming that you get to untap on turn five, you can activate the Amulet and drop one of your big guys into play. You won't get the extra turn from Emrakul, because you didn't cast it, but let's not pretend that a turn five Emrakul isn't going to give opponents plenty of problems anyway...

Assuming that you've gone the more conventional turn three route of further mana acceleration, you now have a slew of options on turn four. Six mana allows you to hard cast your Wurmcoil Engine. Although that's one of your smaller threats, it's still a very big deal, especially that early in the game. With a couple of Overgrown Battlements, it's easily possible to reach Terastodon territory on turn four. Or, with a more 'reasonable' six mana on turn four you can use Summoning Trap to go hunt one of your fatties out of the top seven. Of course, this is still something of a fishing expedition, but you do have ten creatures in your deck, not including the 'please don't let this be what I have to take' Overgrown Battlement.

Spellskite

Another neat card comes in the form of Spellskite out of the sideboard. Once your opponents have fallen victim to a Quicksilver Amulet in games one or two, it's a good bet that they'll try to do something about it. That might mean Manic Vandal, or it might mean Nature's Claim. In either case, getting Spellskite out as part of your turn four package makes it very tough to deal with Quicksilver Amulet before it comes on line the following turn.

It looks as if Standard is wide open right now, and Eldrazi Green just got another shot in the arm. If you're playing Standard at Friday Night Magic this week, it's something you should take a look at. It's a lot of fun, and in the hands of Toshiyuki Kadooka at least, it's very good.

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