Skip to content
MTG Modern 📍 Regional Championship - MTG SEA Championship Final - Oracle Events — Top 4 Piloted by Venom01

Broodscale Bloodchief — Modern Strategy Guide

~$785 deck cost Published Oct 20, 2026 Event Oct 17, 2026

Archetype Overview

Broodscale Bloodchief is a colorless-leaning green Eldrazi deck built around a two-card loop. Behind that loop sits a full Eldrazi ramp shell, so a disrupted combo still leaves you with a real way to win. The list below took Top 4 at the Regional Championship - MTG SEA Championship Final run by Oracle Events (2026-10-17, 182 players), piloted by Venom01. In practice, you are playing a combo deck that can switch to a big-mana plan when your opponent blocks the combo.

The Engine: Broodscale Plus Blade

The core is Basking Broodscale wearing Blade of the Bloodchief. Here is how the loop runs:

  1. Sacrifice an Eldrazi Spawn token for {C}.
  2. The Spawn dies, so Blade puts a +1/+1 counter on the equipped Broodscale.
  3. That counter triggers Broodscale, which creates a new Spawn.
  4. Sacrifice the new Spawn and repeat.

Each pass nets one colorless mana and makes Broodscale one size bigger. Broodscale's trigger is a "may," so you choose how far to go and when to stop. The result is an arbitrarily large Broodscale and as much colorless mana as you need that turn.

To start the loop you need Broodscale, an equipped Blade, and one creature death. Many cards in the list provide that death or a Spawn to sacrifice:

  • Broodscale's own adapt ability puts a counter on it and makes a Spawn.
  • Malevolent Rumble and Kozilek's Command both make Spawns.
  • Sacrificing Haywire Mite counts as a death.
  • Blade triggers on any creature dying, including your opponent's. A Dismember on their creature starts the chain too.

The mana is a big part of why this works. Broodscale is a devoid Eldrazi, so the restricted mana from Eldrazi Temple can pay for both casting it and activating its adapt ability.

Finding the Pieces

Urza's Saga is the most important redundancy card in the deck. Chapter III searches for an artifact with mana cost {0} or {1}. That means it can find:

The two dig spells cover the rest:

  • Ancient Stirrings takes any colorless card from the top five. That includes Broodscale, Blade, the Eldrazi threats, and your lands.
  • Malevolent Rumble takes a permanent from the top four. It also leaves a Spawn behind and fills your graveyard with card types.

What the Mana Buys

The loop's mana is all colorless, and the deck is built to spend colorless mana well. With the combo assembled, you can do any of the following:

Broodscale has no haste, so the oversized lizard usually attacks on a later turn. Plan your finish around that. The Emrakul line is the cleanest: you take their turn, they get their extra turn, and then you swing with a huge Broodscale and a 13/13 flying trampler.

The Backup Plan Is a Real Deck

Take away Blade and you still have a strong Eldrazi ramp deck:

Emrakul also gets cheaper over a normal game. Its cost drops by one for each card type in your graveyard, and this deck fills those types quickly. Malevolent Rumble mills, Kozilek's Command counts as both Kindred and Instant, and Urza's Saga counts as both Enchantment and Land. The same full graveyard turns on delirium for Shifting Woodland, which can then become a copy of an Eldrazi in your graveyard.

Why the Plan Is Strong

  • It forces awkward answers. The combo is cheap, and every piece also does something on its own. Your opponent has to deal with the combo and with resolved seven-drops, and those need different answers. Answering one often leaves them open to the other.
  • Your interaction feeds the engine. Dismember and the exile mode of Kozilek's Command answer creatures. Every creature that dies grows an equipped Broodscale.
  • You have answers for problem permanents. Boseiju, Who Endures and Haywire Mite deal with artifacts and enchantments.
  • You can fight specific strategies. Vexing Bauble punishes spells cast without spending mana. Soul-Guide Lantern slows graveyard decks.
  • You keep up with fast decks. A deck that can make huge mana on turn three, or take your opponent's turn away, gives faster opponents very little room.

Who Should Pick It Up

This deck suits you if you like decision-heavy combo that rewards precise sequencing. Expect to work through these questions often:

  • When to sacrifice a Spawn and when to hold it.
  • When to equip Blade and when to wait.
  • Which artifact to fetch with Saga chapter III.
  • Whether to imprint on Labyrinth or keep the threat in hand.

Be ready for heavy artifact hate after sideboarding. You need to be comfortable switching to the ramp plan instead of forcing the loop.

It is not a deck for players who want to tap mana and attack on autopilot. Many hands are only good if you see the right sequence. The buy-in is significant, at about $785, so make sure the playstyle fits before you build it.

If you enjoy combo decks that still win fair games, this is your list.

Core Strategy & Game Plan

The Engine: Broodscale Plus Blade

The deck is built around a two-card loop. Equip Blade of the Bloodchief to Basking Broodscale and you have an engine that feeds itself:

  1. Sacrifice an Eldrazi Spawn token for {C}.
  2. A creature died, so Blade puts a +1/+1 counter on Broodscale.
  3. Broodscale's trigger creates a new Spawn.
  4. Repeat as many times as you want.

Each pass nets you one colorless mana, one +1/+1 counter and one death trigger. You can loop as many times as you like. Broodscale isn't a Vampire, so each death adds one counter. One counter is all the loop needs.

To start the loop, you need either a Spawn on the battlefield, a +1/+1 counter landing on Broodscale, or any creature dying. Several cards supply that first step:

Blade triggers on any creature dying, including your opponent's. If Broodscale is already equipped, casting Dismember on an opposing creature at instant speed starts the loop.

Turning the Loop Into a Win

The loop deals no damage by itself. You still have to turn it into a kill. Do it in your precombat main phase, because the mana is only useful within the step you make it in. You have three main payoffs:

  • A Broodscale of any size. It has no evasion or trample, so the opponent can chump-block it.
  • Kozilek's Command with a huge X. Exile any creature regardless of mana value and scry deep before drawing. Use it to clear the blocker that would stop the giant Broodscale.
  • Cast anything in hand with colorless mana. Emrakul, the Promised End is the best target. If Emrakul is imprinted under Ugin's Labyrinth, tap the Labyrinth to return it to hand, then cast it with loop mana. Its cast trigger takes over the opponent's next turn.

The loop also protects itself. Once Broodscale is equipped and a Spawn is on the battlefield, you can respond to damage-based or -X/-X removal by looping until Broodscale's toughness is out of reach. Destroy and exile effects still kill it. Artifact removal on Blade also stops the engine. Your opponent's real window is before the pieces are together.

Assembling the Pieces

Most of the deck exists to find two cards quickly:

The Backup Plan: Big Eldrazi

When the combo pieces don't show up, the deck can win with large Eldrazi instead.

  • Accelerants. Eldrazi Temple taps for {C}{C} toward colorless Eldrazi spells. Note that Kozilek's Command qualifies, since it is a Kindred Eldrazi with no colored mana in its cost. Ugin's Labyrinth imprinting a seven-drop also taps for {C}{C}.
  • Payoffs. Devourer of Destiny exiles any colored permanent when cast. Sire of Seven Deaths is hard to race or remove through its keyword pile and its ward of 7 life. Emrakul, the Promised End gets cheaper as your graveyard fills. A sacrificed Saga counts two card types (enchantment and land), and a resolved Command also counts two (kindred and instant).

Treat this plan as real, not a consolation prize. Against opponents who stock heavy artifact or creature removal, you will win with it more often than they expect.

Posture: Proactive, With Protective Interaction

You are the beatdown, and you are racing to set up the engine. Your interaction exists to keep that race on schedule, not to control the game:

Spend interaction when it keeps you alive or clears the way for the loop. Holding it reactively is how this deck loses tempo.

The Ideal Game

This is the standard fast line:

  1. Turn 1: Play Urza's Saga and tap it for {C} toward Springleaf Drum or toward nothing. Or play Forest and cast Ancient Stirrings to find whichever piece you're missing.
  2. Turn 2: Play a land and cast Basking Broodscale using Saga's {C} plus green. If Broodscale is already in hand and you can't cast it this turn, Malevolent Rumble is the alternative play.
  3. Turn 3: After your draw step, Saga reaches chapter III. It puts Blade of the Bloodchief onto the battlefield and is then sacrificed. Play your third land. Equip for {1}, then Adapt for {1}{G}. The counter creates a Spawn, and the loop is running.

If you don't have Saga, a turn-2 Rumble leaves a Spawn behind. That Spawn's mana helps you cast Broodscale, cast Blade and equip on turn 3.

Whichever way the pieces arrive, the rule is the same. Assemble the loop with a Spawn already on the battlefield before you commit to the kill, so you can respond to removal at instant speed. If you can't assemble it by turn 4, switch to Temple and Labyrinth mana and play for an early seven-drop.

Card Choices & Breakdown

The Engine: Broodscale + Blade

The deck is built around one loop. Equip Blade of the Bloodchief to Basking Broodscale, then sacrifice an Eldrazi Spawn for {C}. The Spawn dying puts a +1/+1 counter on Broodscale. That counter makes a new Spawn, which you sacrifice again. Every pass through the loop adds a counter and a colorless mana, so you end with as much {C} and as big a Broodscale as you want. To start it, you need any creature dying while Blade is attached: a Spawn from Malevolent Rumble or Kozilek's Command, the Spawn from Broodscale's own adapt, a sacrificed Haywire Mite, or a Construct trading off.

  • 4x Basking Broodscale: The creature half, and the half that dies most often. It's devoid, so Ancient Stirrings can find it.
  • 2x Blade of the Bloodchief: Only two because Urza's Saga chapter III fetches it straight onto the battlefield. Stirrings and Rumble can also find it. In practice you have far more access to Blade than the two copies suggest.

The Top End

  • 4x Emrakul, the Promised End: Your engine produces only colorless mana, and Emrakul's cost is all generic, so the loop pays for it outright. Without the combo, Rumble mills fill your graveyard with card types and bring the cost down. Kozilek's Command adds two types (kindred and instant), and a spent Urza's Saga adds land and enchantment. The cast trigger gives you control of your opponent's next turn, and protection from instants blanks most removal. Four copies also matter because Emrakul is your best imprint for Ugin's Labyrinth.
  • 2x Devourer of Destiny: A cast trigger that exiles a colored permanent and can't be stopped by removing the body. It also sets up your first draw when you reveal it from your opening hand. At mana value 7 it can be imprinted on Labyrinth.
  • 2x Sire of Seven Deaths: Your answer to fast aggro. Lifelink, first strike and reach stabilize the board, and the 7-life ward makes it expensive to remove. It's a flex slot: 49 of the 82 Top 8 lists ran it main (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Two copies here means this build respects creature decks.

Ramp and Dig

Interaction

  • 4x Kozilek's Command: The most flexible card in the list. At instant speed you can exile a cheap creature and make Spawn to start the loop, or scry and draw, or exile key graveyard cards. Eldrazi Temple mana pays for it.
  • 3x Dismember: The fourth removal slot goes to Command, which also does other jobs. Your green and colorless mana rarely pays {B}, so most copies cost life, and that cost adds up against aggro.
  • 1x Haywire Mite: Exiles a problem artifact or enchantment. When it dies it triggers Blade, so it doubles as a combo starter. Saga can fetch it.
  • 1x Vexing Bauble: Counters spells cast without spending mana and cycles itself when it's dead. A second copy waits in the sideboard.
  • 1x Soul-Guide Lantern: Light graveyard hate that cycles when you don't need it. Saga can fetch it.

These four one-mana artifacts form the Saga toolbox. The single copies are deliberate: chapter III fetches whichever one the game needs, so drawing extras would be redundant.

The Manabase

  • 4x Urza's Saga: A land, a Construct factory, and a tutor for Blade. Saga is often how you assemble the combo.
  • 4x Eldrazi Temple and 4x Ugin's Labyrinth: Your colorless acceleration. Imprinting a 7+ drop on Labyrinth makes it tap for {C}{C}, and you can return that card to your hand later. Keeping a land-light hand with Labyrinth plus a big Eldrazi is a real option.
  • 6x Forest: Green sources that survive land destruction. They also let Shifting Woodland enter untapped.
  • 2x Boseiju, Who Endures: A green source that can channel to destroy an artifact, enchantment or nonbasic land. Channel costs {1} less while you control Emrakul.
  • 1x Gemstone Caverns: On the draw, it starts the game on the battlefield and taps for any color. The mana advantage costs you one card from your hand.
  • 1x Shifting Woodland: Once your graveyard has four card types, it can copy a big Eldrazi that Rumble milled. If Woodland has been under your control since the start of turn, that copy can attack immediately.

The 50 lists that ran Cavern of Souls main put it in the land slots (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). This build moves it to the sideboard and keeps an extra Forest's worth of untapped green in game one.

The Decklist

Deck compositionMain deck · 60 cardsCreatures 17Instants 7Sorceries 8Artifacts 6Lands 22
What's in the list, by card type. Plus 15-card sideboard.

This is the 60 and 15 that took Venom01 to a Top 4 finish at the MTG SEA Championship Final Regional Championship (Oracle Events, 2026-10-17, 182 players). It runs about $785 at TCGplayer market prices (approximate). Main deck cards are grouped by function below. Each card is tagged Core if the deck's plan depends on it, or Flex if you can tune the slot or its count for your expected field.

Main Deck (60)

QtyCardSlotNote
Creatures (17)
4Basking BroodscaleCoreHalf of the engine. Every time it gets counters, it can make a Spawn.
4Emrakul, the Promised EndCoreThe payoff. It gets cheaper for each card type in your graveyard, and it's a prime imprint for Ugin's Labyrinth.
4Sowing MycospawnCoreFetches a land when cast. Kick it to also exile an opposing land.
2Devourer of DestinyFlexExiles a colored permanent when cast. A second seven-drop to imprint.
2Sire of Seven DeathsFlexA colorless seven-drop with ward of 7 life. Another imprint target.
1Haywire MiteFlexA Saga-fetchable answer to a noncreature artifact or enchantment.
Artifacts (6)
2Blade of the BloodchiefCoreThe other half of the engine. Each creature death puts a counter on the equipped creature.
1Springleaf DrumCoreTaps a Spawn for colored mana. Saga target.
1Soul-Guide LanternFlexGraveyard hate that cycles itself when it's dead. Saga target.
1Vexing BaubleFlexCounters spells cast with no mana spent. Saga target.
1Talisman of ResilienceFlexExtra mana. At mana value 2, Saga can't fetch it.
Instants (7)
4Kozilek's CommandCoreModal: removal, card flow, Spawn, or graveyard exile.
3DismemberFlexYou can pay for it entirely with life. Adjust the count to how much creature pressure you expect.
Sorceries (8)
4Ancient StirringsCoreMost of this deck is colorless, so it almost always hits.
4Malevolent RumbleCoreFinds a permanent, adds card types to your graveyard, and leaves a Spawn.
Lands (22)
4Urza's SagaCoreMakes Constructs, then tutors a one-mana artifact.
4Eldrazi TempleCoreTaps for {C}{C} toward colorless Eldrazi.
4Ugin's LabyrinthCoreImprint a colorless seven-plus card and it taps for {C}{C}.
6ForestCoreGreen for Stirrings and Rumble. Also lets Woodland enter untapped.
2Boseiju, Who EnduresFlexA land that doubles as artifact, enchantment, or nonbasic land removal.
1Gemstone CavernsFlexOn the draw, you can start the game with it on the battlefield.
1Shifting WoodlandFlexWith delirium, it becomes a copy of a permanent card in your graveyard.

Sideboard (15)

QtyCardNote
3Thought-Knot SeerExiles their best nonland card. Castable off Temple mana.
2Nature's ClaimOne-mana instant-speed answer to an artifact or enchantment.
2The Stone BrainExiles up to four copies of a named card from their graveyard, hand, and library.
2TrinisphereTaxes cheap spells, including your own Stirrings, Rumble, and one-drops.
1Vexing BaubleA second copy for opponents who rely on free spells.
1Cavern of SoulsName Eldrazi to make your creatures uncounterable.
1Chalice of the VoidSymmetrical. At one counter, it also hits your own one-drops.
1Grafdigger's CageAlso stops Urza's Saga from putting Haywire Mite onto the battlefield.
1Thief of ExistenceWhen cast, exiles a noncreature, nonland permanent with mana value 4 or less.
1Warping WailCounters a sorcery, exiles a small creature, or makes a Scion.

Reading the Flex Slots

Treat the Core rows as locked. The Broodscale Bloodchief Top 8 lists from the brief all ran 4 Eldrazi Temple, 4 Urza's Saga, 4 Sowing Mycospawn, 4 Kozilek's Command, 4 Malevolent Rumble, and 1 Springleaf Drum (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18).

The real choices sit in two main deck slots:

  • Talisman of Resilience: 60 of those 82 lists ran it (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18).
  • Sire of Seven Deaths: 49 of the 82 ran it main (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18).

The biggest structural choice here is Cavern of Souls. This list keeps it in the sideboard, while 50 of the 82 lists played it main (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). If your room is heavy on counterspells, moving it to the main deck in place of the sixth Forest is a reasonable trade. The cost is less reliable green for Ancient Stirrings and fewer basics to turn on Shifting Woodland.

Several sideboard hosers hit you too. Trinisphere and Chalice of the Void both tax or counter your own cheap spells. Before you bring either in, plan which of your one- and two-mana cards come out.

Mulligan Guide

What Makes a Keep

A keepable seven needs three things: a green source, a real route to the Basking Broodscale + Blade of the Bloodchief loop or a fast big-mana start, and enough lands to function by turn three.

Example Hands

  1. Forest, Eldrazi Temple, Urza's Saga, Basking Broodscale, Ancient Stirrings, Malevolent Rumble, Dismember — Snap keep. Broodscale comes down on turn two. Saga delivers the Blade on turn three, and Stirrings and Rumble back up both halves. Dismember covers the fast matchups.
  2. Forest, Forest, Basking Broodscale, Blade of the Bloodchief, Emrakul, the Promised End, Emrakul, the Promised End, Dismember — Keep. It works on two lands:
    • Turn two: Broodscale.
    • Turn three: cast and equip Blade.
    • Turn four: adapt to start the loop. Any creature dying, including one you Dismember, also triggers Blade, so the loop can start sooner.
    It is slow against removal, but it beats a random six.
  3. Ugin's Labyrinth, Eldrazi Temple, Emrakul, the Promised End, Devourer of Destiny, Sire of Seven Deaths, Sowing Mycospawn, Kozilek's Command — Mulligan. The mana looks explosive, but there is no green. Mycospawn is stranded, and every other spell is top-end. You need a third land before anything big resolves, and you have no dig to find one.
  4. Urza's Saga, Eldrazi Temple, Haywire Mite, Basking Broodscale, Ancient Stirrings, Malevolent Rumble, Kozilek's Command — Mulligan. Saga can fetch Springleaf Drum on turn three and tap Mite for green. That means your first green spell lands on turn three at best, and Saga is gone right after. Too fragile.
  5. Gemstone Caverns, Eldrazi Temple, Basking Broodscale, Blade of the Bloodchief, Sowing Mycospawn, Emrakul, the Promised End, Kozilek's Command — Keep on the draw, mulligan on the play.
    • On the draw: start with Caverns in play with a luck counter and exile Emrakul. Your first land drop is Temple, so Broodscale comes down on turn one using Caverns for {G}. Blade and equip follow on turn two, and you can adapt on turn three.
    • On the play: Caverns gets no luck counter and taps only for {C}. The same seven has zero green sources.
    Note that the exiled card does not go to your graveyard, so it does nothing for Emrakul's cost reduction.
  6. Forest, Ugin's Labyrinth, Eldrazi Temple, Devourer of Destiny, Sowing Mycospawn, Malevolent Rumble, Dismember — Keep. This is the ramp-and-interact hand.
    • Imprint Devourer on Labyrinth.
    • Rumble digs for a Broodscale or Blade and fills the graveyard.
    • Mycospawn ramps on turn three, then Ugin's Labyrinth can return Devourer to your hand to cast.
    You can also reveal Devourer from your opening hand to filter your first draw. That exiles three cards, though, so only do it when you are hunting one specific piece.

Play vs. Draw

On the play, Gemstone Caverns is just a colorless land. Discount any hand that leans on it for green. You also have no extra card to fix a two-lander, so a seven with two lands needs Broodscale or a tutor to keep.

On the draw, loosen up:

  • Two-landers with a green source and Ancient Stirrings become fine.
  • Caverns becomes one of your best opening cards, letting you trade a dead seven-drop for a turn-one play.

On a mulligan to six, stop asking for the combo. Keep any hand with green, two or more lands, and one of Urza's Saga, Ancient Stirrings or Malevolent Rumble.

Matchup Adjustments

  • UR Cutter Prowess and Boros Aggro: The UR Cutter Prowess Top 8 lists in the data run Lightning Bolt (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). A lone Basking Broodscale is a liability against that.
    • Favor hands with redundancy: Broodscale plus Saga, or two dig spells.
    • Favor hands with early interaction: Dismember, or Kozilek's Command exiling a cheap creature.
    • Slow Labyrinth hands with no interaction are mulligans.
  • Combo (Scepter Chant, Devoted Combo, Living End): Speed is everything.
    • Keep the fastest loop hand available, even if it has no interaction.
    • Upgrade any hand holding Vexing Bauble, or Urza's Saga that can fetch it. Bauble counters every spell cast without spending mana.
  • Rakdos Delirium: Expect removal on Broodscale. Keep hands that threaten both the loop and a Labyrinth-powered seven-drop, so one removal spell doesn't end your game.
  • Mirror: Broodscale Bloodchief took 82 of 460 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18), so plan to face it. Value disruption that answers their loop: A combo hand with one of these beats a faster combo hand with none.

Sequencing & Key Lines

Turn 1: Lead With the Piece That Gets Answered Least

Your opener decides your turn 3, so plan backward from the turn you assemble Basking Broodscale plus Blade of the Bloodchief. Priority on turn 1:

  1. Urza's Saga if you hold Basking Broodscale and a green source. Saga reaches chapter III on turn 3, which is the turn you want Blade of the Bloodchief.
  2. Ugin's Labyrinth imprinting Emrakul, the Promised End, Devourer of Destiny, or Sire of Seven Deaths when your hand is built around the ramp plan with Sowing Mycospawn.
  3. Forest into Ancient Stirrings when you're missing a piece. Every land in the deck is colorless, so Stirrings finds Saga, Temple, or Labyrinth as easily as Broodscale or Blade.

On the draw, Gemstone Caverns changes everything. Caverns with a luck counter plus an imprinted Labyrinth gives you three mana on turn 1, including green. That is enough for Broodscale and Blade together. On turn 2, equip and adapt to start the loop.

The Saga Line, Step by Step

  • T1: Urza's Saga.
  • T2: Forest, then Basking Broodscale using the Saga's {C} and the Forest's {G}. Skip the chapter II Construct, because it taps the Saga you need for Broodscale.
  • T3: Chapter III triggers. With the trigger on the stack, tap Saga for {C}. Mana stays in your pool for the rest of the main phase even after the Saga is sacrificed. Fetch Blade of the Bloodchief, equip with the floating {C}, then adapt for {1}{G} off your other two lands.

The adapt counter makes a Spawn. Sacrificing the Spawn is a creature dying, so Blade puts a counter on Broodscale, which makes another Spawn. Each sacrifice also adds {C}. The loop gives you as much colorless mana and as large a Broodscale as you want.

Finishing the Loop

The loop itself doesn't win. Convert it:

  • Cast Emrakul, the Promised End off loop mana. Its cost is all generic. If Emrakul is under Ugin's Labyrinth, use the Labyrinth's tap to return it rather than to make mana. The loop covers the cost anyway. The cast trigger gives you control of your opponent's next turn, so you choose how they spend it.
  • Cast Devourer of Destiny or Sire of Seven Deaths from hand to clear a colored permanent or add a lifelink, trample body.
  • Fire Kozilek's Command with a huge X to exile a blocker of any size.

Broodscale's Spawn creation is optional, so always end a loop with one Spawn still on the battlefield. That Spawn restarts the loop on any later turn.

The Ramp Branch

Without the combo, Sowing Mycospawn is your turn 2–3 play. The cast trigger fetches any land, so pick by need:

Kick Mycospawn against decks that rely on a key land. Kicker and the fetch are both cast triggers, so they resolve even if Mycospawn is countered. The same is true of Emrakul's and Devourer's cast triggers.

Malevolent Rumble does three jobs at once. It finds a permanent, leaves a Spawn to start the loop next turn, and fills your graveyard with card types for Emrakul's cost reduction and Shifting Woodland's delirium. Prefer Rumble over Stirrings on turn 2 when you already have the combo piece you need.

Playing Around Removal

The loop runs on triggers that use the stack, so your opponent can respond to any of them. Cheap burn is the main threat: UR Cutter Prowess registers four Lightning Bolt (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Assume a 2/2 Broodscale dies to it in response to the first trigger.

  • Land Blade before Broodscale. Blade is harder to answer. Holding Broodscale until you can cast, equip, and start the loop in one turn leaves fewer windows to kill it before the loop begins.
  • Start the loop at instant speed. Sacrificing a Spawn needs no priority window, and Blade triggers off any creature dying, including your opponent's. Kill their creature with Dismember in their end step after they tap out, or sacrifice a Spawn there. You untap with a giant Broodscale and the leftover Spawn ready to restart the loop.
  • When they're holding removal up, play to the ramp plan. Let them answer the first Broodscale while Mycospawn and the 7-drops become the real threats.
  • Against counterspells, lead with cast triggers. Emrakul also has protection from instants, so instant-speed removal can't target it once it resolves.

Small Edges

  • Know what Eldrazi Temple's {C}{C} can pay for. It covers Broodscale's generic mana, adapt, Mycospawn, its kicker, and Kozilek's Command, which is colorless and Eldrazi. It cannot pay equip, because Blade isn't an Eldrazi. Use Temple's single {C} for equip instead.
  • Haywire Mite starts the loop by dying. Its ability needs a legal target. Your own Springleaf Drum or Talisman of Resilience works if the opponent has none.
  • Cast Kozilek's Command in their end step. Choose Spawns plus scry-and-draw to build loop fodder, or graveyard exile against recursion.
  • Vexing Bauble doesn't hurt you. You pay mana for everything, including the loop-cast Emrakul.
  • Choose Saga's chapter III target by board state. Take Blade with Broodscale out, Haywire Mite against problem artifacts and enchantments, and Soul-Guide Lantern against graveyard decks.

Matchup Matrix

Broodscale Bloodchief (mirror)
Even
UR Cutter Prowess
Unfavored
Rakdos Delirium
Even
Boros Aggro
Favored
Scepter Chant
Even
Artifact aggro
Favored
Creature combo
Even
Graveyard combo
Even
Control
Even
Big mana / ramp
Favored
Matchup verdicts at a glance. Details below.

The deck you will face most is the mirror. Broodscale Bloodchief took 82 of 460 Top 8 slots across 59 Modern events of 32+ players (source: MTGTop8, 2026-10-01 to 2026-10-18). Build your preparation from that number down.

MatchupVerdictWhat decides it
Broodscale Bloodchief (mirror)EvenWho breaks up the first Broodscale-plus-Blade assembly, and who resolves the first Emrakul
UR Cutter ProwessUnfavoredWhether you survive their early burst while your two-drops face cheap removal
Rakdos DeliriumEvenWhether your threat density outlasts their removal, and how full their graveyard gets
Boros AggroFavoredYour combo turn against their clock, with lifelink as the backstop
Scepter ChantEvenRemoving their artifact engine on time and landing threats through countermagic
Artifact aggroFavoredYour density of artifact answers
Creature comboEvenHolding instant-speed exile for the key creature
Graveyard comboEvenHaving hate in play before their big turn
ControlEvenThreat count and uncounterable pressure
Big mana / rampFavoredLand disruption plus a faster kill

Broodscale Bloodchief (Mirror)

Your colored-permanent removal goes mostly blank. Devourer of Destiny's cast trigger only exiles permanents with one or more colors, and almost nothing on their side has a color. Treat Devourer as a 6/6 body here.

The real fight is over Basking Broodscale:

Emrakul, the Promised End has protection from instants, so their Command and Dismember can't touch it once it resolves. When you take their turn with it, spend their mana and burn their key cards. After board, Thought-Knot Seer and Trinisphere are your best tools.

UR Cutter Prowess

This is the hardest matchup on the list. Every Top 8 list ran four Lightning Bolt (source: MTGTop8, 2026-10-01 to 2026-10-18), so expect an early Broodscale to die.

Your plan has three parts:

  • Interact early. Point Dismember and Command at their threats first.
  • Combo late. Only go for it when they're tapped low.
  • Remove the engine. Cori-Steel Cutter is in all 30 lists, and it is a noncreature artifact. Haywire Mite and Boseiju, Who Endures both answer it.

Vexing Bauble is strong here. Mishra's Bauble appeared in all 30 lists and Mutagenic Growth in 26 (source: MTGTop8, 2026-10-01 to 2026-10-18), and both can be cast with no mana spent. Sire of Seven Deaths is your stabilizer: lifelink and first strike flip a race.

Rakdos Delirium

This deck took 2nd and a Top 4 slot at the event this list reached Top 4 in (source: MTGTop8, 2026-10-17).

  • Don't feed their removal. Avoid running a lone Broodscale into it. Lean on Mycospawn ramp into Devourer of Destiny, whose exile trigger hits their colored threats.
  • Attack their delirium. Soul-Guide Lantern and the graveyard mode of Kozilek's Command shrink their graveyard. Pair the graveyard mode with scry/draw so the card isn't wasted.
  • Use Sire's ward. Removal that costs 7 extra life is a real tax for any deck that spends life.

Boros Aggro

Your cheap interaction lines up well, and the combo usually wins the race.

Don't spend your removal on small creatures if comboing next turn wins the game anyway.

Scepter Chant

The Scepter is a noncreature artifact. Haywire Mite and Boseiju answer it, and post-board Nature's Claim and The Stone Brain join them.

Your Emrakul still gets its control turn even if the spell is countered. Its control effect is a cast trigger, which resolves independently of the spell. Bring in Cavern of Souls naming Eldrazi to protect your other threats, and Trinisphere to slow their cheap setup.

The Rest of the Field

  • Artifact aggro (Favored): Haywire Mite, Boseiju, Nature's Claim, and Command on their creatures overload them. Don't get greedy with the combo while their board grows.
  • Creature combo (Even): The SEA Championship Final was won by a creature combo deck (source: MTGTop8, 2026-10-17). Hold Dismember, Command, or Warping Wail for the creature their combo needs. Thought-Knot Seer strips a missing piece.
  • Graveyard combo (Even): Your own Emrakul discount relies on your graveyard, so Cage costs you nothing there.
  • Control (Even): UW Control took 1st and 2nd at the 1,228-player Los Angeles Regional Championship (source: MTGTop8, 2026-10-10). Present a threat every turn and keep Emrakul's protection from instants in mind. After board, add Cavern of Souls and Thought-Knot Seer.
  • Big mana / ramp (Favored): Kicked Sowing Mycospawn and Boseiju attack their nonbasic lands. Trinisphere taxes their cheap ramp spells, and your kill comes in before their payoff does.

Sideboard / Tech Guide

The sideboard has three jobs: stall combo (Thought-Knot Seer, The Stone Brain, Grafdigger's Cage), tax cheap-spell decks (Trinisphere, Chalice of the Void, the second Vexing Bauble), and break artifact engines (Nature's Claim, Thief of Existence). Your easiest cuts are the slow top end (Sire of Seven Deaths, Devourer of Destiny) and the matchup-dependent singletons (Soul-Guide Lantern, Vexing Bauble, Talisman of Resilience). Count your sideboard as part of the deck. Urza's Saga chapter III can fetch Grafdigger's Cage or Vexing Bauble straight from your library, so one copy of each is effectively more after boarding.

Summary

Mirror

Expect the mirror often. Broodscale Bloodchief took 82 of 460 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18). Devourer of Destiny only exiles permanents that are one or more colors, and devoid creatures, artifacts, and lands give it almost nothing to hit. Cut it. Nature's Claim answers their Urza's Saga, Blade of the Bloodchief, Springleaf Drum, and Construct tokens. Thief of Existence exiles their Blade or mana rocks on cast. Warping Wail can counter Malevolent Rumble or Ancient Stirrings, or exile a 0/1 Spawn before it powers out a threat. Keep Soul-Guide Lantern: exiling their graveyard raises the cost of their Emrakul, the Promised End.

UR Cutter Prowess and fair aggro

Against UR Cutter Prowess, Chalice of the Void on one and Trinisphere tax their cheap spells harder than yours, because you can lean on Spawn tokens and Eldrazi Temple. Both still slow your own one- and two-drops. Before you sequence, decide whether that taxed card is a turn-one play or a turn-three play. Vexing Bauble counters any spell they cast without spending mana, so both copies earn their slot. Trim one Emrakul, the Promised End: graveyard hate sits in 21 of the 30 Top 8 UR sideboards as a Tormod's Crypt (source: MTGTop8, 2026-10-01 to 2026-10-18), and losing your graveyard erodes Emrakul's discount.

Against Rakdos Delirium, Boros Aggro, and 5c Domain Aggro, Devourer of Destiny stays because every target is colored. Bring in Trinisphere on the play. On the draw against a fast start it arrives too late to matter, so swap it for Warping Wail plus a kept Vexing Bauble. Keep Soul-Guide Lantern against Rakdos Delirium, since emptying their graveyard strips delirium.

Graveyard combo

Grafdigger's Cage stops creature cards in graveyards from entering the battlefield, which shuts off Living End's mass return and Reanimator's target. Saga can tutor the Cage, so dig for a Saga as hard as for the Cage itself. Against Living End, Warping Wail counters a sorcery, and Vexing Bauble counters any spell cast without mana spent. Kozilek's Command doubles as instant-speed graveyard exile, and in these matchups that mode outranks removal.

Proactive combo and big mana

Thought-Knot Seer takes their best nonland card before they assemble. The Stone Brain names the one piece the deck can't function without and pulls up to four copies from hand, library, and graveyard. Activate it at sorcery speed only, and remember they draw for each card it exiles from their hand. Devoted Combo won the same event this list Top 4'd (source: MTGTop8 event page, 2026-10-17), so leave your Dismembers in for their creatures. Against Scepter Chant's artifact engine, Nature's Claim, Thief of Existence, and the main-deck Haywire Mite are your outs. Against UrzaTron and Amulet Titan, kicked Sowing Mycospawn and channeled Boseiju, Who Endures already attack their lands from the main deck. The sideboard just adds disruption on top.

Control

Cavern of Souls naming Eldrazi makes your Emrakul, the Promised End, Sowing Mycospawn, and Thought-Knot Seer uncounterable. It replaces Talisman of Resilience as a colorless source without costing you a green land. Against Esper Blink, keep one more Dismember and cut Vexing Bauble instead.

Tech Choices & Variations

Most of this 60 is locked in: the Broodscale package, the Eldrazi top end, Saga, and the colorless mana base are what make the deck work. The flex lives in a handful of singletons and two-ofs. Because none of the cards below have text supplied here, this chapter only covers swaps that stay inside the 75 you already own.

Main-Deck Flex Slots

Talisman of Resilience. It is the only mana rock in the list that Urza's Saga can't find, since its cost is {2}. It earns the slot two ways:

  • It ramps a turn-two play into a turn-three Sowing Mycospawn with kicker mana to spare.
  • It makes {B} for Dismember, so you don't pay life against aggro.

The main swap is Cavern of Souls naming Eldrazi:

Choose Talisman against creature decks and Cavern against counterspells.

Sire of Seven Deaths vs. Devourer of Destiny. Both are 7-drops that feed Ugin's Labyrinth, and they do different jobs.

  • Sire is the anti-aggro and anti-removal body. First strike, reach and lifelink stabilize the board, and the ward of 7 life taxes spot removal.
  • Devourer is the answer. Its cast trigger exiles any colored permanent.
  • Devourer is weak in the mirror, because devoid creatures and Spawn tokens are colorless and it has nothing to hit.

Against a heavy field of colored threats, run the 2/2 split. If you expect a lot of mirrors, Sire is the stronger seven.

Haywire Mite, Soul-Guide Lantern, Vexing Bauble. These are your Saga targets, and each one is a silver bullet:

  • Mite hits noncreature artifacts and enchantments, including an opposing Blade of the Bloodchief.
  • Lantern handles graveyard strategies and cycles when it has nothing to do.
  • Bauble counters any spell cast without spending mana. It is the card you want against cascade or free-spell decks. Moving the second copy into the main deck is the most common pre-event adjustment you will make.

All three cycle or trade off, so none of them is ever fully dead.

Dismember at three. It overlaps with the exile mode on Kozilek's Command. Three copies is the right number when you expect a mix of creature and noncreature decks. If your room is mostly combo, trim it for disruption. If it is creature-heavy, keep all three, because the sideboard has no fourth copy.

The utility lands. Both are optional slots you can trade away:

Either one is the natural cut if you want Cavern of Souls main without going to 23 lands.

Sideboard Swaps and Their Costs

Bring inTake outYou gainYou give up
Thought-Knot SeerSire of Seven DeathsA four-mana threat that strips a key card from handA Labyrinth imprint target (MV 4 doesn't qualify); it gives the opponent a card when it leaves
Warping WailDismemberA life-free answer to x/1s, a sorcery counter, or a mana ScionAny way to kill bigger creatures
Thief of ExistenceHaywire MiteA 3/4 body plus removal for noncreature permanents up to MV 4A Saga target; the opponent draws when Thief leaves
Grafdigger's CageSoul-Guide LanternA permanent lock on graveyard and library castingSaga can no longer put Haywire Mite onto the battlefield, because Mite is a creature card in the library
The Stone BrainDismember or a Malevolent RumbleExile up to four copies of a combo's key card from every zoneTwo mana to cast plus two more and a turn to activate; it shuffles cards back into their hand

Trinisphere and Chalice of the Void are symmetrical, so you have to count your own cards before bringing them in.

  • Trinisphere taxes your Ancient Stirrings, Basking Broodscale and the one-mana artifacts too. Bring it in only when the opponent is more dependent on cheap spells than you are.
  • Chalice on one hits Ancient Stirrings and every cheap artifact you would cast by hand. However, Urza's Saga puts its artifact onto the battlefield without casting it, so Chalice can't stop that. Trim your hand-cast one-drops when Chalice comes in.

Tuning for Your Local Field

Budget Options

The list runs about $785 at TCGplayer market prices. Most of that cost is in cards you cannot trim without losing the deck. Very little of the budget work is about substituting spells. It is mostly about deciding which lands and sideboard pieces you can live without for now. Check current prices before you buy, because singles move. Below is how the money likely breaks down and where you can safely save.

Where the Money Likely Sits

Expect the cost to concentrate in the mana base and in multi-format staples:

The combo core is Basking Broodscale, Blade of the Bloodchief, Malevolent Rumble, and Kozilek's Command. It is probably not where most of the $785 goes, but it is the part you can least afford to compromise.

Non-Negotiable: Buy These First

Every one of the 82 Broodscale Bloodchief Top 8 lists ran these cards (source: MTGTop8, 2026-10-01 to 2026-10-18):

That is the deck. A version without Urza's Saga loses its tutor for Springleaf Drum, Haywire Mite, Blade of the Bloodchief, and Vexing Bauble. A version without Eldrazi Temple cannot reliably cast Kozilek's Command or the kicker on Sowing Mycospawn early. Treat Ancient Stirrings and Ugin's Labyrinth as core too. Without Labyrinth, your 7+ mana Eldrazi become dead draws rather than ramp.

Acceptable Budget Swaps

Full-power cardStand-inWhat you give up
Gemstone Caverns7th ForestThe on-the-draw head start and a colorless source. Caverns taps for {C} without a luck counter; Forest cannot.
Shifting Woodland8th ForestThe late-game ability to copy a permanent card that Malevolent Rumble or trades put in your graveyard. The cost is low because this is a top-end mana sink.
2nd Boseiju, Who EnduresForestA second answer to artifacts, enchantments, and nonbasic lands that you can pull from your land count. Haywire Mite and kicked Sowing Mycospawn still cover part of that job.
Sire of Seven Deaths (x2)2 Thought-Knot Seer from the sideboardA seventh-mana Ugin's Labyrinth imprint target and a ward-protected finisher. You gain a cheaper disruptive body, but your Labyrinths get fewer imprint targets.

Watch the colorless math when you cut lands. Each Gemstone Caverns or nonbasic you swap for Forest removes {C} you need for Kozilek's Command and the kicker on Sowing Mycospawn. Make one or two of these swaps, not all of them. If you cut more than two nonbasics, keep Talisman of Resilience in the main for its {C} mode.

Do not cut Emrakul, the Promised End below three. It is the primary imprint for Ugin's Labyrinth and the deck's backup win when the Broodscale loop is answered.

Budget Sideboard

The sideboard is where you can save the most with the least damage. Start with the cheap, flexible pieces:

Defer these until later:

Fill the empty slots with extra copies of Thought-Knot Seer or Warping Wail. You will be a step worse against low-curve spell decks, but not helpless.

Upgrade Path

  1. Buy the core: the engine cards, Eldrazi Temple, Urza's Saga, Ugin's Labyrinth, Ancient Stirrings, one Boseiju, Who Endures, and the budget sideboard. This build is tournament-functional.
  2. Add Gemstone Caverns: it gives the biggest jump in speed and colorless mana when you are on the draw.
  3. Add the second Boseiju, Who Endures: it restores removal that costs you no spell slot.
  4. Add Sire of Seven Deaths: once your Labyrinths are fully supported, the top end is complete.
  5. Add Trinisphere, Chalice of the Void, and Cavern of Souls: buy them in the order that matches what your local field plays most.
  6. Add Shifting Woodland: the final percentage point, worth it only after everything else is done.

Common Mistakes

1. Starving Emrakul of Card Types

Emrakul, the Promised End counts card types in your graveyard, not cards. Ten sorceries give you a discount of one. Before you crack any graveyard-relevant effect, count what's already there and what each play adds:

  • Kozilek's Command is a Kindred Instant and adds two types.
  • Urza's Saga is an Enchantment Land, so it adds two types once it's sacrificed after chapter III.
  • Haywire Mite is an artifact creature and also adds two types.
  • Malevolent Rumble puts the three cards you don't take into your graveyard. When the choice of permanent is close, take the one that leaves the more diverse spread behind.

Don't trim your own fuel. The graveyard mode on Kozilek's Command reads "up to X target cards," so target only the opponent's cards. Shifting Woodland also needs four types, so the same discipline powers both cards.

2. Burning Ugin's Labyrinth's Imprint

Imprint only triggers when Ugin's Labyrinth enters. If you play it with no colorless 7+ in hand, it's a plain {C} land for the rest of the game. When you have another land to play, hold the Labyrinth until you're holding Emrakul, the Promised End, Devourer of Destiny, or Sire of Seven Deaths.

Think about which threat you imprint. Getting the card back means tapping the Labyrinth, so it makes no mana that turn. Imprint the threat you plan to cast last, not the one you need next turn.

The imprint also triggers when Sowing Mycospawn puts the Labyrinth onto the battlefield, so the fetch can double as setup.

3. Going Off With No Finish

Here is how the engine works with Blade of the Bloodchief equipped to Basking Broodscale:

  1. Sacrifice a Spawn for {C}.
  2. The Spawn dies, so the Blade puts a counter on Broodscale.
  3. The counter triggers Broodscale, which creates a new Spawn.

That repeats for as much colorless mana and as many counters as you want. The trigger is a "may," so you can stop at any count.

Broodscale has no evasion, though, and a huge Broodscale still gets chump-blocked. Decide where the mana goes before you start:

Also check the seed. Basking Broodscale's adapt costs {1}{G}, and the loop's mana is colorless. Your first counter comes either from that green mana or from a creature dying. Any creature counts, including a Haywire Mite or the Spawn from Malevolent Rumble.

4. Autopiloting Sowing Mycospawn

Both Sowing Mycospawn triggers happen on cast, so you get the land fetch and the kicker exile even if the creature is countered. Pick the fetch for the turn you need, not by habit:

Against decks built around a key land, paying the {1}{C} kicker to exile it is often worth more than casting a second spell that turn.

5. Grabbing the Wrong Saga Target

Chapter III of Urza's Saga finds any artifact with mana cost {0} or {1}. That covers five cards in the main deck:

Grabbing Blade when you have no Broodscale and the opponent has a problem permanent loses games.

6. Misusing Devourer of Destiny

Reveal Devourer of Destiny from your opening hand. This is a decision made before the game starts, and missing it forfeits the top-four selection. That selection exiles everything you don't keep on top, so if the four cards include something you badly need later, put it back on top.

The cast trigger only exiles permanents that are one or more colors. It can't touch colorless artifacts or devoid creatures. That includes Basking Broodscale and Sowing Mycospawn across the table in the mirror, which matters: Broodscale Bloodchief held 82 of 460 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18). Save Dismember or Kozilek's Command for those.

7. Paying for Dismember Without a Plan

You have few black sources: Talisman of Resilience (which deals 1 damage to you), Gemstone Caverns with a luck counter, and Springleaf Drum. In practice, Dismember usually costs {1} plus 4 life. Against aggro, that life is a real resource.

Use Kozilek's Command's exile mode on cheap creatures when you can. Save Dismember for creatures with mana value too high for the X you can afford.

8. Wasting the Emrakul Turn

The cast trigger on Emrakul, the Promised End gives you control of the opponent during their next turn, so you make their choices. Use that turn to take real resources off the table:

  • Make bad attacks.
  • Spend their mana and spells poorly.
  • Point their effects at their own board where you can.

Then remember they take an extra turn with whatever is left. Protection from instants keeps instant-speed answers off Emrakul, but sorcery-speed removal still works. Before you cast it, make sure you survive that extra turn.

Tournament Prep & Final Notes

What to Practice

  • The Blade loop, start to finish. With Blade of the Bloodchief on Basking Broodscale, every creature death puts a counter on Broodscale. That counter triggers a Spawn, and sacrificing the Spawn is another death. Practice starting the loop from each entry point: adapting Broodscale, sacrificing an existing Spawn, or trading a creature in combat. Then practice stating a specific number of iterations cleanly so a judge call never eats your clock. The Spawn trigger is a "may," so you choose where the loop stops.
  • Counting Emrakul, the Promised End in under five seconds. Emrakul costs {1} less for each card type in your graveyard, so learn your deck's card types: Drill this until you see the total by glancing at the yard.
  • The Emrakul turn. You make every decision for your opponent during their next turn. Before you cast, practice planning that turn: which of their spells to waste, which attacks to make into your board, what to leave untapped. Do the planning before you cast, not after.
  • Saga and Stirrings targets. Urza's Saga chapter III can fetch any of your {1} artifacts: Blade of the Bloodchief, Haywire Mite, Soul-Guide Lantern, Springleaf Drum or Vexing Bauble. It cannot fetch Talisman of Resilience. Know before the chapter resolves which one the board wants.

Rules Interactions to Know Cold

Time Management

The deck isn't slow in turn count, but it is slow in actions. Each of these shuffles or sorts your library:

A single Emrakul turn can take longer than three normal turns. Three habits keep you on time:

  • Shuffle briskly and present the deck immediately after every search.
  • Pick Stirrings and Rumble targets by priority list, not deliberation.
  • Sequence your thinking during your opponent's turn.

If the round clock is short and you're up a game, favor the faster-resolving line. Attacking with a large Broodscale ends things quicker than setting up Emrakul.

Reading the Room

Expect the mirror and expect hate. Broodscale Bloodchief took 82 of 460 Top 8 slots across 59 Modern events of 32+ players (source: MTGTop8, 2026-10-01 to 2026-10-18). Grafdigger's Cage appeared in the sideboard of all 82 of those lists and Trinisphere in 79 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18).

In practice, that means two things:

  • Know which of your own sideboard cards hurt you. If you bring in Trinisphere for the mirror, it also taxes your Ancient Stirrings, Malevolent Rumble and Basking Broodscale. Plan your post-board games around that.
  • Get reps against the event's other finalists. At this Regional Championship, Devoted Combo won and Rakdos Delirium took 2nd and another Top 4 slot (source: MTGTop8, 2026-10-17). Practice against UR Cutter Prowess and Rakdos Delirium, the next two most-represented archetypes in the same data (source: MTGTop8, 2026-10-01 to 2026-10-18).

Final Assessment

This list sits close to the consensus build. It deviates in a few deliberate places:

  • Max copies of both creature threats. It runs four Basking Broodscale and four Emrakul, the Promised End, the maximum for both.
  • Sire of Seven Deaths in the main deck. That choice appeared in 49 of the 82 Top 8 lists (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18).
  • Cavern of Souls moved to the sideboard. 50 of those lists ran it main (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18).

These choices make the deck more resilient to removal and less focused on beating counterspells in game one.

The engine is redundant: Saga, Stirrings and Rumble all find pieces. The backup plans are real: Emrakul, Devourer and Sire. The interaction is flexible: Command, Dismember and Boseiju, Who Endures. Its weakness is that everyone knows it's coming. You win with it by playing the loop flawlessly, counting Emrakul instantly, and treating every post-board game as a fight through targeted hate. If you put in the practice, this is a list you can register with confidence.

Metagame Context

Built from Venom01's Top 4 list at Regional Championship - MTG SEA Championship Final - Oracle Events (182 players, 2026-10-17), via MTGTop8. Metagame context comes from a research brief dated 2026-10-19 covering 2026-10-01 to 2026-10-19, drawn from MTGTop8; Wizards of the Coast. Card text and prices: Scryfall.

Buy This Deck

Full decklist — about $785 for regular printings of each card, as of Oct 20, 2026. Links go to TCGPlayer and may earn us a small commission at no cost to you.

Buy the full deck on TCGplayer

Opens TCGplayer with every card in this list, in the exact printings this player used, which can include pricier alt arts, so the total may be higher than the estimate above. Pick your condition, then Add to Cart. Or buy single cards below.

Get new guides by email

One short email when a new tournament-winning deck guide goes up. That's it.

Source: tournament results. Decklist and placements as reported by the event organizer.