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Ulamog, the Infinite GyreEnlarge

Ulamog, the Infinite Gyre

{11}

Legendary Creature — Eldrazi

Rise of the Eldrazi

Read rules for Ulamog, the Infinite Gyre
When you cast this spell, destroy target permanent. Indestructible Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.) When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

10/10

Full card details & printings ›

Date Posted: Wed Oct/13/10 at 2:48 am

Ephemerance
Posts: 913
Joined: 18-Jun-09

If you are the second player to go (8 cards in hand), pass your turn and discard the Eldrazi. Next turn, play reanimate to bring the creature into play. On the third turn, when you are able to attack (or sooner if you use a form of mana acceleration), you will knock out 4 permanents (likely all of their lands), and can continue to barrage the opponent.
Date Posted: Wed Oct/13/10 at 4:46am

shakii23
Posts: 5711
Joined: 08-Sep-09

Ulamog shuffles... but you're free to use non-legendary eldrazis with annihilator...
Date Posted: Wed Oct/13/10 at 5:33am

Ephemerance
Posts: 913
Joined: 18-Jun-09

Whoops. Yes, a different annihilator creature is needed.
Date Posted: Wed Oct/13/10 at 6:51am

E-n-S
Posts: 189
Joined: 16-Aug-10

Also, if you use a different Eldrazi, you don't lose 11 life on turn 2!^^
Date Posted: Wed Oct/13/10 at 9:54am

Zark-the-Damned
Posts: 523
Joined: 24-Feb-10

Go with Ulamog's Crusher. It has one of the best cost/power/annihilator ratios.

Possibly Pathrazer of Ulamog if you can stand the extra 3 life for 1 more point of Annihilator and pseudo unblockable.
Date Posted: Wed Oct/13/10 at 2:50pm

MegaDuce
Posts: 71
Joined: 30-Aug-10

Maybe you could use It That Betrays so you gain control of the perminants they lose
Date Posted: Wed Oct/13/10 at 5:58pm

Turbine
Posts: 10194
Joined: 26-Oct-09

Seems simple, but effective.
Date Posted: Wed Oct/13/10 at 10:46pm

MaxKodan
Posts: 5
Joined: 13-Oct-10

Your life total wouldn't matter if you get an annihilator 3 to hit the
field turn 2.  They have to get rid of it before it attacks, or they go
down to 2 cards out, probably a land and something else.  From there, their best hope is to be dropping 1 drop spells every turn.  Unfortunately, that includes Path.
Date Posted: Thu Oct/14/10 at 3:00am

Ephemerance
Posts: 913
Joined: 18-Jun-09

Which is exactly why having cards like Not of this World are so handy in this circumstance :-)