Commander Focus: Morophon, Eldrazi Tron in Disguise

This article continues our series on playing Eldrazi in Commander alongside the recent release of a bunch of new ones in Modern Horizons 3. If you haven’t read our previous article on Ulalek, Fused Atrocity, you can find it here.

Morophon, the Boundless isn’t really an Eldrazi, except it absolutely is both spiritually and by dint of being a Changeling. Prior to this (and of course after the Golos ban) Morophon was really just about the only 5-color colorless option with any synergy with the creature type and it has the potential for some serious synergy. Morophon can reduce the casting cost of Eldrazi by WUBRG, and Fist of Suns lets you pay WUBRG for your spells as an alternative cost, which means if you assemble both pieces you can just cast your Eldrazi for free.

In my opinion, Morphon’s best build option is just straight Eldrazi true-fatty spam. Either early game ramp into big colorless spells via Tron or else assemble at least 1 mana of each color, then you should be able to consistently drop a huge threat each turn. If you want to be mean you can attack opponents without a large number of permanents with your annihilators, but generally that sort of thing will make you the archenemy.

So what?

Eldrazi represent unknowable creatures beyond space and time that are devouring the very nature of reality. So be the archenemy. It’s really more fun.

All that being said, you really need a decent start to get this deck rolling. You should aggressively mulligan into at least two lands, hopefully with a tutor. You can generally refill your hand pretty easily if you can get enough mana to be casting your Eldrazi titans, so it’s fine to be casting out your hand and laying it all out there, even if you start with six or five or four cards, you can recover. This deck is also deliberately a bit unstable, and you’re going to have games you whiff on.

Making it super consistent would lead to making it fairly unfun, and is sort of pushing into nasty competitive-esque play. You’d narrow down to your annihilators with haste, and force out leverages like Tergrid, God of Fright and It That Betrays and Mayhem Devil, combining the power of annihilator with the stealing of enemies’ permanents they sacrifice. Running a bunch of consistency spells and tutors and solid but not strange creatures just doesn’t really feel like channeling the eldritch forces that lie beyond this universe.

Playing The Deck

Early game you absolutely are focusing on one kind of tutors, and that’s land tutors. You need to either assemble Tron (the trio of Urza’s Tower, Urza’s Mine, and Urza’s Power Plant) or at least one land of every color.

The following tutors will let you grab any land:

A quick glance shows that all but one of these that require colored mana require green, which is why in addition to one of each snow-covered basic land, there is one of each shock land that has a forest. You really need to be able to add G to your mana pool to make the deck function, but largely only one green is really necessary. You need two for The Great Henge and Emrakul’s Influence but those aren’t really necessary, and are win more cards.

With Morophon this just lets you drop a fat Eldrazi every round, eventually two as you fill out your lands more, or have some mana left over for interaction and responses to things. If you can manage to find your Fist of Suns this goes kind of nuts, casting Eldrazi for 0 mana is… strong. If you want to be kind of lame you can also include Jodah, Archmage Eternal, who in combination with Morphon gets you the same 0 cost Eldrazi. Except what does Jodah have to do with Eldrazi?

Well, there is one combination that kind of tracks: Proxy Jodah to be Abdul Alhazred, from H.P. Lovecraft’s works, the author of the Necronomicon, which can be what the Fist of Suns represents (do not say Infinity Gauntlet to me).

The other option is assembling Tron, but now there is also the option of Planar Nexus which counts as any of the above. If you start with 1 of the 3, you can tutor Nexus to automatically “complete” the trio. Nexus itself won’t tap for more colorless, but your Tron land will so you should be able to get up to 6 mana this way quickly even without further tutoring, which is generally enough to get you near to what you need to start casting Eldrazi. You can also get to casting Eldrazi with some combination of just regular old mana.

Everflowing Chalice – this may often come out to be a regular 2 for 1 mana rock, but it has the fantastic upside that if you can invest more mana it can tap for more, perfect for later game draws.

Cost Reducers:

2 Mana lands:

Big mana (more than 2) comes from:

There are several 4 cost mana rocks that tap for two you could substitute in here if you don’t have exactly this mana base. This will slow down the deck somewhat, but generally these are the most effective and efficient mana rocks for big mana.

This deck isn’t super strong on instant speed interaction, because if it was it would be kind of oppressive. It’s meant to be a swingy deck that allows your opponents a chance to do something, but if they don’t you will crush them. You’re like a comic book villain, explaining your plan before executing it.

The deck will interact a lot though, because you should be swinging huge sources of damage with annihilator on them into your opponents, frequently enabled with haste from Temur Ascendancy or Rhythm of the Wild.

To protect your creatures there’s really only Not of This World and Null Elemental Blast, but there’s bunch of permanent destruction in order to let you blow up some stax pieces or something that stops you from completing your destruction.

Here is 5-Color-Eldrazi-Tron RT:

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