12 June 2020
By Dune Brood
Tech-Edge is a new player friendly column featuring iterative deck techs! Check back in two weeks to see your favorite article revisited and discussed after further experimentation during play testing
About the Author
I have played magic for the last 13 years, mostly casual Kitchen Table and Limited magic. Later on in my life, I was introduced to Commander.. I would describe myself as an enchanter, as that is my favorite way to play in Commander, alongside lands. In more competitive settings, I enjoy playing stax, burn, and pretty much anything, though I am usually not a combo player. My greatest passions besides Magic are playing pen and paper, reading and watching sci fi books/movies and playing 4x and Grand strategy games.
Of the many decks I have brewed since starting Gladiator a few weeks back, this is by far the most intriguing of them so far, full to the brim with impactful decisions.Though it does not lend itself well to beginners, it has a steep learning curve, the deck will test you to become a better magic player, as often the slight deviations from optimal play are the difference between victory and loss.
Gameplan & Combo Setup
The deck has a very interesting way of developing the gamestate by utilising almost all of the zones (hand, library, graveyard, and battlefield) as a resource. Due to a lack of good tutors and redundancy of core cards, such as Teshar, Ancestor’s Apostle, the deck relies on card selection spells to find the combo pieces. A prevalent theme within the Egg games is the utilizations of different overlapping engines to further its gameplans. The main engines in the deck are historic synergies, graveyard recursion, enter the battlefield effects and self mill. Many of the cards fall into two or more of the categories, providing the deck resilience by way of redundancy . Self-mill enables the player to find the cards necessary to combo, but also fuel different graveyard recursion based effects like Uro, Titan of Nature’s Wrath and Lurrus of the Dream Den to return essential cards for the combos, or to establish card, life, and land advantages. The deck uses eggs, low cost artifacts which draw cards when they enter or leave play, and other cheap cycling permanents to fuel its various engines. Many of these cards are only cyclers or only set up other cards, but in combination with cards likeLurrus or Muldrotha, the Gravetide these cyclers can be turned into repeated advantages. These recursion pieces are critically important to the deck, which is why cards like Call of the Death-Dweller are included to ensure that they can be deployed.
Ordinarily, the deck opens by playing some eggs to either find an engine piece for the mid-game or to find cards to survive. Effects like targeted removal or board wipes, for example. Many of the eggs come with upsides, additional graveyard hate, lifegain, or color fixing, which all will help smooth out the early game while filtering towards the cards needed in the matchup.
Against aggro, it is essential to have an early board wipe, followed up by a recursion engine, preferably one that gives life. An example of such a setup would be a turn four Shatter The Sky, followed by using Lurrus to recur Golden Egg, while also milling yourself with Diligent Excavator. Often it will be enough to hold back the aggro deck until the midgame giving Eggs an increase in advantage.
Versus control and midrange, it is best to set up a redundant recursion plan and start to outvalue them by repeatedly playing eggs from your graveyard while policing the opponent’s board with interactive spells. It is essential to find redundant engines and to not overextend onto the board, as these decks will have the tools to punish these plays, leaving you stranded with little to do. Value engines can take different shapes and forms, but will usually involve our lynchpin cards and a follow up play to recur them. Ashiok, Dream Render and Tamiyo, Collector of Tales provide the graveyard mass to fuel the engines. Lurrus, Muldrotha, and Teshar allow us to recur eggs that have gone to the graveyard and recycle them. The Binding of the Titans, Dance of the Manse and Find//Finality are examples of cards that will be used to recur combo and engine pieces that were either milled or were destroyed. Teshar is probably the most powerful and versatile recursion creature, as he allows for very powerful value loops, interacting with the density of historic permanents featured in this list. One of my favorites is recurring Uro in repetition when casting cheap historic spells.
After having reached a position where the board has been established and a value engine has been set up, it is time to end the game with an assembled combo. While, it is also possible for the deck to grind to a win with Field of the Dead or some of the beefier creatures, these are more case by case situations and decisions and will not be discussed here. They usually include resolving an Eerie Ultimatum or Dance of the Manse.
A lot of the combos will be assembled via the graveyard, however there are a few tutors that will make this process faster. It is usually best to go towards the Teshar combo, because it is entirely permanent based and can be assembled with only Teshar on the battlefield and all other cards in the graveyard. The combo utilising Lutri, the Spellchaser /Naru Meha, Master Wizard is a hybrid of permanents and spells. Once the combo has been assembled it is important to protect it and to pick the right moment to combo.Teferi, Time Raveler will protect the pieces from instant speed removal, whileSorcerous Spyglass will give an idea of what cards we should beware of. It is also important not to expose your combo pieces needlessly.Teshar especially will be removed on sight.
First Hand: This is a hand you want to keep against midrange decks and control decks, as it has what you will be looking for to develop your early game, by having card selection. It also offers some avenues in which to transition into the mid-game, by either recurring cards with Pulse of Murasa or Muldrotha, the Gravetide. Against aggro you want to have more tools to stabilize or at least more interaction.
Second Hand: This is an example of a risky hand, which you would want to mulligan at seven but probably keep at six. It seems like a fast combo hand with two parts of the combo already in the hand. However the combo that is mostly assembled is a very mana hungry one and therefore two cards will not be very useful until the late game. However, at six, your hand is filled with eggs and a way to flicker them, which should allow you to get to a follow up play or a card advantage engine.
Third Hand: This is a terrible hand. Although Fountain of Renewal and Uro, Titan of Nature’s Wrath will likely help you stabilize against aggro, you will not have a guaranteed follow up play and are very dependent on drawing a card off the top. Furthermore due to all the shocklands, you will also be hurting yourself at the same time.Eerie Ultimatum and Wishclaw Talisman are both cards that will help you to close out the game, but both require setup. Therefore they are dead cards for a long time.
Lutri/Naru Meha Loops:
Both of these combos can be used to mill your opponent if you don’t have Thassa’s Oracle on the field. However withNexus of Fate in the meta this is a bit more dangerous, as they will prevent you from milling them. Moreover, if you have Jace, Wielder of Mysteries on board you can also win using him instead of Thassa’s Oracle. One of the more important things to understand when playing this deck is the strengths and weaknesses of these combos. The difference between theLutri/Naru Meha and Teshar combo is that one is instant speed and the other is not. This means that in theory it is possible to combo win with Lutri/Naru Meha on your opponent’s turn. However this means that Teferi, Time Raveler will stop you from comboing. Another big difference is that Teshar combo is entirely creature based while the Lutri/Naru Meha combo is more of a hybrid. In general, using spells and creatures in the combo makes them harder to set up. The final difference, and the one which shows that Teshar should always be the go-to plan, is the greater mana efficiency. Both combos require similar setups, but Teshar’s combo is more easily executed because it requires a lot less input mana. The Lutri/Naru Meha combo is a good alternative with some downsides, such as drawing Thassa’s Oraclewhen playing Jace.
If you decide to give Eggs a shot, I think you will have a lot of fun games. If you decide to play it on Arena, however, please be sure not to use auto tapper or auto stack trigger, and only combo in full control mode. This is due to the complexity of your plays which the algorithm will have no way of predicting.
I hope you enjoyed this deck tech. Please tell me what you think. Did my deck tech include enough information, did I miss any information that you would have liked to know more about? I will be writing a follow up article in about two weeks of me testing the deck in the wild. If you have any suggestions, feedback or criticism feel free to @Ephara#65980 or pm me @Dune Brood#0924 or fill out this Form.
I think this is an excellent paragraph, showing a hand that may be a trap is a brilliant method to each a new player, and makes the author seems experienced