Volrath returns to eat giant creatures and unleash demons, colossi,
and the terrible Eldrazi onto a future denied to him
This deck has been a project of mine since Planeshift. When I first saw Draco I knew it would pair well with my favorite creature, Volrath the Fallen . I began collecting an assortment of cards that would work well with Volrath, never really knowing if I would actually put a deck together. Then came the explosion of EDH, and the deck has been growing (hopefully) stronger over the last half-decade.
This deck is extremely fast, deadly, and resilient. It does very well in multiplayer, and exceptionally well in "one on one" competition. Being Mono-Black, it does lack decent removal for some pesky enchantments and artifacts. Karn Liberated and All Is Dust were added to give additional protection from these. However, the best course of action is simply to ramp up and kill the controlling player.
Volrath the Fallen is the primary win condition of this deck. He's also a very good discard engine for necro and other graveyard utilities. This deck has also been designed to run perfectly fine should he get "tucked" or end up under Arrest or simply unplayable.
If you like the list, or find some inspiration here for a build of your own, let me know! Likewise send me any criticisms or ideas! This deck is always changing, and updates will go here as well as my Tapped Out page (Where you can also vote for it )
1: Mana. This deck runs best when you keep a hand with 3 mana producing lands, or two and a good rock. NEVER keep a two land hand. Volrath is hungry for black mana, and three swamps (or other black mana producers) are ideal to start out the game. Don't treat Dark Ritual or Lotus Petal as you would a permanent mana source. Your goal early game should be putting together a stable mana base, and installing the groundwork (equipment, ramp, protection, haste, etc) for Volrath and his colleagues to do work.
2: Do you have a way to make Volrath deal lethal damage in a single swing? Everything else considered, in a typical Commander/EDH game you'll be able to play your general with minimal need for luck. If you can get Volrath out and an opponent opens up, this can be all you need. Draco is the most efficient card in the deck for doing this. Two giant creatures, or one giant creature and a Tainted Strike also mean Volrath will be swinging for lethal damage. (Even if you can't kill them in a single attack, any creature with a CMC of 9 or higher puts your opponent on a 1 turn clock from Volrath alone)
3: Assuming you can make Volrath lethal, will he be able to get through for the win? Cards that grant evasion are worth their weight in gold. I only rate evasion higher than haste because haste is no good with a blocker in the way. It should also highlight just how good and underrated Fleetfeather Sandals is. If you need to be unblockable on the cheap, nothing beats feeding Volrath Filth while your opponent is sitting on some swamps (Urborg, Tomb of Yawgmoth anyone?) Though Rime Transfusion comes close, at a total cost of 3 mana to be unblockable, and the +2/+1 is a nice bonus.
4: As mentioned above, haste really deserves the #3 spot. But, without evasion it might not be enough unless it's still early in the game. "Sneaking" Volrath into play right before your turn begins is the most effective way to get around that pesky summoning sickness. It also leaves you plenty of mana to make things happen. Vedalken Orrery and Winding Canyons are great for this. Alternatively, there are plenty of cards that grant haste, including a land that does it for the low cost of 3 life: Hall of the Bandit Lord (And what good is mono black if you don't pay at least half your life in a single game?)
5: Protect your investment. Look for cards to keep Volrath in play, and to continue the assault. Sword of Light and Shadow gives Volrath protection from lots of targeted removal, and gives him back that Draco that just took an opponent out of the game (and enjoy that 3 life bonus). The Sword of Feast and Famine also protects from black removal, and the protection from green is a nice bit of evasion. When you go in big, keep in mind your second main phase will be filled with untapped lands at your disposal! Imp's Mischief can make an opponent's answer backfire on them in a big way. And as always, don't forget hexproof and shroud.
I like that Crucible of Worlds / Fetches idea. I have been after a Crucible for a while now, maybe I'll just have to suck it up and buy one.
This deck's biggest weakness by far are effects that steal creatures. Bribery and Lord of the Void have been terrible to go up against. To combat this, I have added Homeward Path to my Sideboard (resulting in a great deal of success)
I'll get my sideboard up soon, but you can find here for now
I think the msot important thing to keep in mind when playing this deck is that out of all the crazy creatures in the list, Volrath is still the deadliest. So my advice for anyone running it who is tempted to spit out Eldrazi before Volrath even hits the table, would be to hold off on that and get Volrath out and running first.
Thanks for the idea and reply, I'll be keeping this thread updated and adding more stuff soon!
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and the terrible Eldrazi onto a future denied to him
1 Volrath the Fallen
Land
23 Snow-Covered Swamp
1 Ancient Tomb
1 Cabal Coffers
1 Cavern of Souls
1 Dark Depths
1 Hall of the Bandit Lord
1 Lake of the Dead
1 Mouth of Ronom
1 Nykthos, Shrine to Nyx
1 Rogue's Passage
1 Scrying Sheets
1 Shizo, Death's Storehouse
1 Thespian's Stage
1 Urborg, Tomb of Yawgmoth
1 Volrath's Stronghold
1 Winding Canyons
Creature
1 Artisan of Kozilek
1 Avatar of Woe
1 Blightsteel Colossus
1 Crypt Ghast
1 Darksteel Colossus
1 Draco
1 Erebos, God of the Dead
1 Filth
1 Graveborn Muse
1 Hypnox
1 It That Betrays
1 Kozilek, Butcher of Truth
1 Ob Nixilis, Unshackled
1 Pathrazer of Ulamog
1 Pestilence Demon
1 Phage the Untouchable
1 Rune-Scarred Demon
1 Sheoldred, Whispering One
1 Spirit of the Night
1 Summoner's Egg
1 Ulamog, the Infinite Gyre
1 Karn Liberated
1 Liliana of the Dark Realms
1 Liliana Vess
Artifact
1 Chariot of Victory
1 Expedition Map
1 Fleetfeather Sandals
1 Grim Monolith
1 Jet Medallion
1 Lightning Greaves
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Quicksilver Amulet
1 Scroll Rack
1 Sol Ring
1 Swiftfoot Boots
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Triassic Egg
1 Vedalken Orrery
1 Whispersilk Cloak
Enchantment
1 Black Market
1 Greed
1 Phyrexian Arena
1 Phyrexian Reclamation
1 Rime Transfusion
1 Strands of Night
1 Dark Ritual
1 Imp's Mischief
1 Tainted Strike
1 Vampiric Tutor
Sorcery
1 AEther Snap
1 All Is Dust
1 Beseech the Queen
1 Bubbling Muck
1 Damnation
1 Decree of Pain
1 Demonic Tutor
1 Diabolic Tutor
1 Toxic Deluge
"Some say that time is cyclical and that history inevitably repeats. My will is my own. I won't bow to fate."
- Volrath
This deck's biggest weakness by far are effects that steal creatures. Bribery and Lord of the Void have been terrible to go up against. To combat this, I have added Homeward Path to my Sideboard (resulting in a great deal of success)
I'll get my sideboard up soon, but you can find here for now
I think the msot important thing to keep in mind when playing this deck is that out of all the crazy creatures in the list, Volrath is still the deadliest. So my advice for anyone running it who is tempted to spit out Eldrazi before Volrath even hits the table, would be to hold off on that and get Volrath out and running first.
Thanks for the idea and reply, I'll be keeping this thread updated and adding more stuff soon!