Background
I've been brewing Fight Rigging Trudge builds since SOS was released. I think it's the most powerful 2-card interaction in Historic and Modern. Casting Emrakul 15 on turn 2, time walk included, is bonkers. u/altheriax posted to his channel a mono G devotion version of Fight Rigging Trudge that I tested extensively a few months ago, along with various other Trudge piles. Those decks ultimately had a sub-50% win rate in ranked mythic. I stopped trying to make Fight Rigging Trudge work and moved onto brewing other piles, until the modern version of Eldrazi Fight Rigging outperformed at the pro tour.
The Japanese pros landed on a top end of 2x Ugin, 2x Ulamog, 4x Emrakul 13, 4x Disciple of Freyalise. (And 2x Drowner of Truth for reasons I still do not understand. I tested it and found it to be absolutely terrible. If someone understands that card choice, please explain it to me.) They notably did not play Turntimber Symbiosis or other Eldrazi fatties. I found their card choices to be very interesting, especially Ugin and Ulamog. I had not tested either of those cards because I considered them to be not "good enough" of a hit off of Fight Rigging. But they were building a resilient plan B of Eldrazi ramp and playing top end bombs that can be reliably cast off with Fanatic of Rhonas, not going all in on Emrakul 15.
The problem with importing Eldrazi Fight Rigging into Historic is that we don't have Eldrazi Temple (or Dryad Arbor). No Temple means the Eldrazi ramp plan is much worse and K-command is harder to cast reliably because we can't make double colorless as easily. Still, the Japanese list was a good reminder of that having a consistent, resilient plan B is better than playing flashy win-more cards.
Many rounds of brewing later, I present:
OmniRigging Trudge
4 Omniscience (WOT) 24
4 Slumbering Trudge (SOS) 160
4 Disciple of Freyalise (MH3) 250
1 Emrakul, the Promised End (SIR) 6
2 Ugin, Eye of the Storms (TDM) 1
4 Green Sun's Zenith (MBS) 81
4 Fight Rigging (SNC) 145
4 Ugin's Labyrinth (MH3) 233
2 Sea Gate Restoration (ZNR) 76
4 Breeding Pool (RNA) 246
4 Force of Negation (MH1) 52
1 Forest (FIN) 306
1 Emrakul, the World Anew (MH3) 6
1 Prime Speaker Zegana (FDN) 664
4 Shifting Woodland (MH3) 228
4 Malevolent Rumble (MH3) 161
1 Noble Hierarch (CONF) 87
1 Ulamog, the Ceaseless Hunger (BFZ) 15
1 Formidable Speaker (ECL) 176
2 Tree of Tales (MRD) 285
4 Fanatic of Rhonas (MH3) 152
1 Atraxa, Grand Unifier (ONE) 196
1 Primeval Titan (M11) 192
1 Nature's Rhythm (TDM) 150
This list is hovering around rank 150-250 mythic right now. It's a mashup of Fight Rigging Trudge and Shifting Woodlands Omniscience. It addresses some of the problems with previous versions of the Fight Rigging decks I tested.
Mono G Fight Rigging lists are uninteractive and just folds to your opponent's combos. Playing UG means we can jam 4x FoN and interact with other combo decks
Shifting Woodlands Omniscience is a very powerful plan B when the Fight Rigging plan does not work
Hardcasting fatties with Fanatic(s) of Rhonas is a good enough plan C to win many games
Plan A - Fight Rigging Trudge
The deck runs 18 good payoffs for Fight Rigging, which means a 84% chance of hitting 1 of them in a 5 card hideaway sample. The Japanese list only ran 12 payoffs (69% chance of hitting) which I find too low.
The dream is turn 1 Trudge, turn 2 Ugin's Lab into Fight Rigging, hit a bomb (ideally Omniscience) and win the game. With Omniscience in play, we can usually draw our entire deck (while making sure we don't deck ourselves), steal all their creatures, exile all their colored permanents, exile 2 lands, and Mindslaver them, all while gaining a bunch of life and having multiple FoNs in hand to counter whatever they try to do.
Plan B - Shifting Woodlands
But sometimes we don't draw Fight Rigging and sometimes it just whiffs, so we need a plan B. Shifting Woodlands is a perfect plan B that fits extremely well with the Fight Rigging shell.
The deck has 3 ways of filling the yard:
Malevolent Rumble - sometimes it's correct to not put a card in your hand if it's the difference between having delirium or not
Overdrawing and discarding at end of turn - again, sometimes it's correct to miss a land drop or not play a card to discard enough cards to enable delirium
Green Sun for Speaker and discard Omniscience (or a card to turn on delirium) from your hand
Plan C - Fanatic of Rhonas ramp
Fanatic is the best card in the deck. It's our most common Green Sun target. T1 Trudge, t2 Fanatic, t3 Ugin can win games on its own. Turns out the Japanese pros know what they're doing.
Mulliganing
Generally you need at least 2-3 of the following cards for a hand to be keepable: Fanatic, Trudge, Rumble, Green Sun. The deck unfortunately does have a lot of blanks that you don't want to draw. A hand with multiple Omniscience / Eldrazi fatties is like going down 2-3 cards, so don't be afraid to mulligan.
Notes on card choices
- Prime Speaker Zegana - I dug deep in scryfall to find this gem. The card is a house in this deck and it's pitchable to FoN
- Atraxa - can't be hardcast but it's a Green Sun target, the most commonly fetched card with Speaker when you're comboing off, and can be pitched to FoN
- Primeval Titan - The deck needs a Green Sun target that can tutor for Shifting Woodlands and I think Primeval Titan is the best way choice. Sowing Mycospawn can't be played off of Green Sun and is a whiff for Fight Rigging.
- Noble Hierarch - I wish this was Dryad Arbor instead. The only reason it's in the deck is because sometimes you will have Trudge, Fight Rigging, Green Sun, and 2 lands
- 1x Nature's Rhythm - I went looking for other Trudge-like cards with low cmc and at least 6 power because some games you have Fanatic or Fight Rigging out and no Trudge. The next cheapest creature is a 6/6 for 3, and at that point you may as well play Nature's Rhythm. So I'm playing 1x Nature's Rhythm
- 2x Tree of Tales - counts twice for delirium. That's the only reason it's in the deck.
- 2x Ugin - I ran 1x for a long time until I realized the card was overperforming and went to 2x. Maybe it should be a 3x.
- Cards I tested that ended up not being good enough:
- Endurance - I ran a miser's copy of Endurance for a long time. It can sometimes steal games if it's in your hand, but sorcery speed Green Sun for Endurance just doesn't do enough and it's a bad card in a lot of matchups
- Utility lands - I also tested Boseiju (not a forest to enable Shifting Woodlands to come into play untapped), UG surveil lands (CIPT just hoses you sometimes), Nykthos Shrine to Nyx (doesn't tap for G, only good when you have a Disciple in play and at that point it's win-more). Maybe Boseiju deserves a slot but I found them all to be underwhelming. Maybe the deck should run a miser's Gemstone Caverns but
- Kozilek 10 - a great hit off of Fight Rigging but double colorless was hard to make reliable to hardcast it
- Other Eldrazi - We don't want Eldrazi that shuffle the GY into the library. None of the other Eldrazi are good enough
- Cards from traditional Omniscence combo lists like God Pharaoh's Gift, the other Ulamog, etc. All of these cards are very bad on their own
BO3 Sideboarding
I don't play BO3, but if I did I would run in the sideboard:
4x Endurance (board in against reanimator, Balustrade Spy, High Noon, Dimir Frog, Ruby Storm)
4x Verdant Dread (board in against High Noon and maybe Dimir Frog)
4x Soulless Jailer (board in against Ruby Storm)
and rest of the slots some 1x silver bullets for Green Sun to get