I could use your help finding more win cons for the deck that don't involve comboing out, as I'd prefer not to do so every single game. I may also have missed some obvious cards.
You can also tell me if any of the cards in my Maybeboard/Other Considerations list are better than the ones in the deck!
Notes: M15 Update! Soul of New Phyrexia looks like it would do a good job at protecting my board state. Am okay to see it replacing Vess as she didn't do a whole lot aside from tutoring. Other than that made a slight adjustment to the manabase adding 2 utility lands, not sure why Buried Ruin wasn't in there already - seems like good artifact recursion. Other considerations for the update included In Garruk's Wake, Ob Nixilis, Unshackled and Shizo, Death's Storehouse.
Notes: Khans of Tarkir Update! Metalworker unban seems good for this deck, being able to make even more insane amounts of mana. Cut a Swamp as I think the deck can get away with 35 lands. Winter Orb has finally found a spot, as this deck can play around it fairly easily. Cut a Diabolic Tutor as we have better tutors available to us, and I wanted to find a spot for this. Could make it back in at some point.
And finally, going to try out Memory Jar over Syphon Mind, which lets me dig deeper and draws more cards. Will see how it works out.
No cards from KTK actually made the cut, but considerations included Murderous Cut (we have better removal available to us), Cranial Archive (would like to add Nihil Spellbomb before I get to this), and Ugin's Nexus (my meta isn't filled with Time Walk effects and I'm not sure if I need this, having 3 sac outlets for it). Other non-KTK considerations included Dreamstone Hedron (a mana rock that can also be card draw, but 6 cmc is probably too high), Mox Opal (which should go in here if I'm able to get my hands on one), and Kozilek, Butcher of Truth (purely as a dumb and efficient win condition).
Notes: Fate Reforged Update! Wurmcoil Engine was only here as a back-up win condition, and I have a couple other of those so I'm okay to see it go to make space for Ugin, the Spirit Dragon, which seems perfect for this deck. 8 mana isn't too hard for this deck, and Ugin's -X works great with artifacts. His ultimate can also put you in a great position to win the game.
Other considerations included Dark Deal, Crux of Fate, & Archfiend of Depravity.
Notes: Dragons of Tarkir Update!
Just a small change here, Damnable Pact is more explosive than Mind's Eye, and is also less of a dead draw. Plus, it could kill someone once in a blue moon.
Other considerations for this update included Sculpting Steel (which I need to find a spot for), & Sidisi, Undead Vizier.
+1 Beacon of Unrest: Additional recursion for artifacts (as well as creatures).
+1 Kozilek, Butcher of Truth: Not too hard to cast in here, drawing 4 cards immediately after. Is just a big bad win condition.
+1 Liliana of the Dark Realms: A swamp every turn, removal or pump, or even more mana, might be good.
+1 Mox Opal: Should get one and put it in here.
+1 Nihil Spellbomb: More graveyard hate is always good. Especially when it cycles itself.
+1 Oblivion Stone: A second Nevinyrral's Disk (ish).
+1 Phyrexian Revoker: A secondary Pithing Needle may be useful.
+1 Priest of Yawgmoth: A really interesting card. A sac outlet for artifacts that can make a lot of black mana. Coupled with the amount of untap outlets in this deck, this card could be crazy. Also, Spine of Ish Sah...
Thanks for having a look! The Description states all that you can help me with, other than that, all suggestions and comments are welcome!
Feel free to take a look at my other decks in my sig
Nothing from Conspiracy really caught my eye for this deck. So, no changes as of now. A card that I do want to find a spot for is Winter Orb though, just not sure what I'm willing to cut for it >_>
Notes: M15 Update! Soul of New Phyrexia looks like it would do a good job at protecting my board state. Am okay to see it replacing Vess as she didn't do a whole lot aside from tutoring. Other than that made a slight adjustment to the manabase adding 2 utility lands, not sure why Buried Ruin wasn't in there already - seems like good artifact recursion, and Mystifying Maze not only protects me but also untaps Macar. Other considerations for the update included In Garruk's Wake, Ob Nixilis, Unshackled and Shizo, Death's Storehouse.
This deck looks lovely. I'd love to sleeve it up and try it! Would def try and find room for Ob Nixilis, just as a goodstuff card, but the deck is super tight on space already.
I can understand the mana created from gold can be a lot, but maybe include some more black mana doublers if you want to win from exsanguinate and similar effects.
This deck looks lovely. I'd love to sleeve it up and try it! Would def try and find room for Ob Nixilis, just as a goodstuff card, but the deck is super tight on space already.
Thanks. Ob Nixilis, Unshackled is cool but there's probably a bunch of cards I would want to add before even considering him. Like Winter Orb
I can understand the mana created from gold can be a lot, but maybe include some more black mana doublers if you want to win from exsanguinate and similar effects.
It's not really just the mana created from gold, but just the amount of mana rocks this deck runs in combination with Clock of Omens etc. Crypt Ghast & Nirkana Revenant are great cards in mono-black, but would want to add something like Extraplanar Lens/Gauntlet of Power or even Doubling Cube before those. However, as of now I've not really had a problem generating a ton of mana and have had no issue casting Exsanguinate/Death Cloud/Diabolic Revelation for a ridiculous amount. The main issue I've had so far is protecting my board state and recurring artifacts effectively. I have a Guardian Beast in my Wishlist but it is like $50 USD; the recent addition of Soul of New Phyrexia should help there though ^^
Notes: Khans of Tarkir Update! Metalworker unban seems good for this deck, being able to make even more insane amounts of mana, considering how many ways of untapping creatures I run...Cut a Swamp as I think the deck can get away with 35 lands. Winter Orb has finally found a spot, as this deck can play around it fairly easily. Cut a Diabolic Tutor as we have better tutors available to us, and I wanted to find a spot for this. Could make it back in at some point.
And finally, going to try out Memory Jar over Syphon Mind, which lets us dig deeper and draws more cards. Will see how it works out.
No cards from KTK actually made the cut, but considerations included Murderous Cut (we have better removal available to us), Cranial Archive (would like to add Nihil Spellbomb before I get to this), and Ugin's Nexus (my meta isn't filled with Time Walk effects and I'm not sure if I need this, having 3 sac outlets for it).
Other non-KTK considerations included Dreamstone Hedron (a mana rock that can also be card draw, but 6 cmc is probably too high), Mox Opal (which should go in here if I'm able to get my hands on another), and Kozilek, Butcher of Truth (purely as a dumb and efficient win condition).
I run a deck similar to this but i run a static orb instead of the winter orb. With clock of omens out it can be pretty devastating
Yeah, I did consider Static Orb, but unlike Winter Orb it is harder to play around. It is pretty awesome with Clock of Omens and Unwinding Clock, but other than that it can hinder us quite a bit too. If the things that tap down Macar could also tap this down, then it would be an insta-include =P
The beaters I currently run are: Steel Hellkite - which has evasion, and can be used as removal; Soul of New Phyrexia - which can get through with trample, unlike Juggernaut that can just be chumped, and it also protects our entire board; and finally Wurmcoil Engine - which can be removal (Deathtouch), and although the Lifelink isn't too relevant, it does help offset things like Necropotence, after dying it also leaves behind 2 more bodies.
So, although Darksteel Juggernaut can get quite big, and is Indestructible, I still don't think he's great cause he doesn't do enough. (It's the same reason I don't like Darksteel Colossus in decks like Mayael the Anima, cause there are just better options available).
If I were to consider adding another beater, I would probably go with Kozilek, Butcher of Truth. Even though its not an artifact, and costs twice as much, that isn't really a huge problem. It gives you 4 cards right after casting it, even if it gets countered, and is simply just really efficient beater/finisher. Thanks for the suggestion though
Arcane Lighthouse is great, allowing Macar to deal with creatures he usually can't. Myriad Landscape is pretty sweet too, ramp within a land. Unstable Obelisk is also a great addition, a second Spine of Ish Sah of sorts, within a mana rock. Ended up cutting Basalt Monolith for it as it doesn't do too much if I'm not using it to combo off.
Looking into building a Macar deck myself and thought less artifacts and more tap abilities to trigger Macar: Horror of Horrors, Victimize, Word of Binding, Rathi Trapper, Skirsdag High Priest, Imprison, Koskun Falls, Dread Cacodemon, Black Oak of Odunos...conspire and convoke tricks may work here. Sure, many of these are janky, but get cred for decent play.
Looking into building a Macar deck myself and thought less artifacts and more tap abilities to trigger Macar: Horror of Horrors, Victimize, Word of Binding, Rathi Trapper, Skirsdag High Priest, Imprison, Koskun Falls, Dread Cacodemon, Black Oak of Odunos...conspire and convoke tricks may work here. Sure, many of these are janky, but get cred for decent play.
Horror of Horrors is cool card, never seen it before, an interesting way to protect Macar. Koskun Falls is a another card that I haven't seen, it's pretty good pillowfort in this deck. I'll add both of these to my "Other Considerations" list, but I don't think either is going in right now. I do like Horror of Horrors though and may try it out sometime if I feel its needed.
As for the rest, I don't think I run enough creatures for Victimize (plus doesn't go with the overall plan for the deck), Word of Binding being a sorcery makes it less useful - don't think it's really good enough for an include, Rathi Trapper can't tap anything the turn it comes into play, and is quite vulnerable being a creature, there are several artifacts that do the job better. Skirsdag High Priest is interesting, but Macar exiles creatures, so I myself am less likely to trigger (or at least control) Morbid. Imprison is an interesting back up to Maze of Ith. Dread Cacodemon costs 10 and I believe there are better options available to wipe the board.
Overall, yeah, those are some alright effects to tap Macar if you're not playing an artifact build, which is the focus of my list Thanks for the suggestions though
Beacon seems good, black doesn't have too many ways of recurring artifacts. Currently I'm running Buried Ruin, Codex Shredder, Arcbound Reclaimer, & Trading Post, but Beacon puts the card right into play, and can occasionally reanimate something from my opponents too. I'll put it in my Maybeboard for now, and try find a spot to test it soon. Thanks
And your Honor-worn Shaku is da bomb! Sort of looked at Unerring Sling as a oddball fixer. King's Assassin is good for flavor if I'm looking at tapping so many stuff down.
And your Honor-worn Shaku is da bomb! Sort of looked at Unerring Sling as a oddball fixer. King's Assassin is good for flavor if I'm looking at tapping so many stuff down.
Yeah, Honor-worn Shaku is pretty sweet in here. I think Unerring Sling is too narrow though, Macar only has 2 power, so it's not even a Lightning Bolt, plus it doesn't even hit creatures on the ground. King's Assassin seems fine, but we already have (and I already run) Royal Assassin, which has no timing restrictions. It is more flavorful though. If I ever need another one, it's good to know this exists.
You should post your list so I can see what you have so far ^^
Dark Confidant...Pain Seer
Phyrexian Arena...Read the Bones
Liliana of the Veil...Chainer's Edict
Beseech the Queen...Darkness
Hatred...Malicious Affliction
Stabbing Pain...Victimize
Living Death...Dark Ritual
Word of Binding
Duress....Unmask
Hymn of Tourach...Despise
Bloodchief Ascension...Quest for the Gravelord
Unholy Strength...Phyresis
Horror of Horrors...Imprison
Gnarled Scarhide...Spiteful Returned
Bad Moon...Koskun Falls
Dauthi Slayer...Dauthi Marauder
Basal Thrull...Nantucko Shade
Withered Wretch...Faerie Macabre
Cadaver Imp...Oona's Prowler
Necroplasm...Abyssal Hunter
Crypt Ghast...Skirsdag High Priest
King's Assassin...Paragon of Open Graves
Rathi Trapper...Nightmare
Will of the Wisps...Shreikmaw
Brain Maggot...Whispering Specter
Gray Merchant of Asphodel...Phyrexian Obliterator
Black Oak of Odunos...Dread Cacodemon
Could you please edit the above post and put the cards within the [ Deck ] [ / Deck ] tags? (no spaces). Would make it easier to take a look at =p Or just post a link to TappedOut or something if you find that easier.
Also 32 lands is quite low for an EDH deck, I'd recommend at least 36. I'm running 35 cause I'm running an insane amount of artifact ramp in this deck, which reminds me, you should at least run a Sol Ring, no reason for you not to
Wow thanks for all your work. I will try to explain my madness here.
You are right to assume this as a 1v1 deck.
I am trying to go with less artifacts and much more cheap black drops as a means to apply early pressure and force my opponent's removal spells. These weenies support good extra card draws with Dark Confidant and his lowly cousin, Pain Seer (36 cards 2cc or less). Some also trigger leave play abilities to continue the press. Spiteful Returned works great with Bloodchief Ascension.
I thought flavor-wise, the shadow creatures could co-exist with Macar, plus with my bit of pump-up and/or infect, they could end the game quite early.
Once 4 mana or more is on the table (turn 3 with speed mana or mana rocks), Macar should be able to keep my early offenses going, even spank an Eldrazi or 2. Obviously you see where I am going late game. One heckuva big Drain Life spell with all the gold and Coffers and Ghast.
I have since replaced my Relic of Progenitus with Shred Memory. This seems like a good option plus it has its valuable tutor ability.
One thing I humbly think many 1v1 players miss is the value of the French mulligan. Sifting through your first 13 cards almost ensures you of having 3 lands in your hand (I often ditch 6 cards with a one land opening hand). With mono-colored decks like this low cc Macar build (and my cheap, red-burn Daretti), this is all the land you need to press an early advantage. Combos still come. Surprisingly, I still get many more mana issues from my 2-3 color decks with 36-38 lands.
Thanks again for your new improved deck list...HAPPY THANKSGIVING from the good old United States!
Description
Basically the deck revolves around untapping King Macar, the Gold-Cursed, exiling creatures and making Gold Tokens!
The win conditions include commander damage wins involving Cranial Plating and Umbral Mantle, or by assembling pieces such as Mycosynth Lattice + Karn, Silver Golem (to turn permanents into creatures to exile with King Macar), the usual Darksteel Forge + Mycosynth Lattice + Nevinyrral's Disk (to blow up all permanents you don't control), or simply with a huge Exsanguinate/Death Cloud as this deck can produce a stupid amount of mana (makes Diabolic Revelation really good too). Clock of Omens is pretty insane in the deck as well.
I could use your help finding more win cons for the deck that don't involve comboing out, as I'd prefer not to do so every single game. I may also have missed some obvious cards.
You can also tell me if any of the cards in my Maybeboard/Other Considerations list are better than the ones in the deck!
Decklist
4 King Macar, the Gold-Cursed (Also Win Condition, Removal)
King Macar's Utility (11)
0 Rogue's Passage
0 Paradise Mantle (Also Mana Rock)
1 Springleaf Drum (Also Mana Rock)
2 Swiftfoot Boots (Also Protection)
2 Silverskin Armor (Also Combo Piece)
2 Cranial Plating (Also Win Condition)
3 Honor-Worn Shaku (Also Mana Rock)
3 Thousand-Year Elixir
3 Puppet Strings (Also Disruption)
3 Staff of Domination (Also Life Gain, Card Draw, Disruption)
3 Umbral Mantle (Also Win Condition)
Combo Pieces (4)
4 Clock of Omens
5 Karn, Silver Golem (Also Win Condition)
6 Mycosynth Lattice
9 Darksteel Forge (Also Protection)
Other Win Conditions (3)
6 Steel Hellkite (Also Removal)
10 Death Cloud (Also Removal, Discard, Disruption)
15 Exsanguinate
Ramp/Mana (16)
0 Cabal Coffers
0 Myriad Landscape
0 Everflowing Chalice
1 Sol Ring
1 Mana Vault
2 Grim Monolith
2 Mind Stone (Also Card Draw)
3 Coalition Relic
3 Darksteel Ingot
3 Unstable Obelisk (Also Removal)
3 Burnished Hart
3 Metalworker
4 Solemn Simulacrum (Also Card Draw)
4 Krark-Clan Ironworks (Also Sacrifice Outlet)
4 Thran Dynamo
5 Gilded Lotus
0 Arcane Lighthouse
1 Voltaic Key
3 Sculpting Steel
4 Unwinding Clock
4 Vedalken Orrery
Card Draw (7)
1 Sensei's Divining Top (Also Library Manipulation)
2 Night's Whisper
3 Read the Bones
3 Phyrexian Arena
3 Necropotence
5 Memory Jar
6 Damnable Pact
Tutors (5)
1 Vampiric Tutor
2 Demonic Tutor
5 Increasing Ambition
5 Diabolic Revelation
5 Kuldotha Forgemaster
Removal (9)
3 Hero's Downfall
3 Royal Assassin
4 Gild
4 Damnation
4 Nevinyrral's Disk (Also Combo Piece)
7 Spine of Ish Sah
7 All Is Dust
7 Karn Liberated (Also Disruption, Win Condition)
8 Ugin, the Spirit Dragon (Also Card Draw, Win Condition)
Other Disruption (3)
1 Pithing Needle
2 Torpor Orb
2 Winter Orb
0 Bojuka Bog
1 Relic of Progenitus (Also Card Draw)
Sacrifice Outlets (1)
0 Phyrexia's Core
Recursion (4)
0 Buried Ruin
1 Codex Shredder
4 Arcbound Reclaimer
4 Trading Post (Also Card Draw, Sacrifice Outlet)
Protection (2)
0 Maze of Ith (Also King Macar Utility, Disruption)
6 Soul of New Phyrexia (Also Win Condition)
Other Non-Basic Lands (7)
0 Darksteel Citadel
0 Vault of Whispers
0 Evolving Wilds
0 Terramorphic Expanse
0 Inkmoth Nexus (Also Win Condition)
0 Reliquary Tower
0 Urborg, Tomb of Yawgmoth
Basic Lands (20)
0 Swamp (x20)
1 King Macar, the Gold-Cursed
1 Metalworker
1 Burnished Hart
1 Solemn Simulacrum
1 Royal Assassin
1 Arcbound Reclaimer
1 Kuldotha Forgemaster
1 Karn, Silver Golem
1 Steel Hellkite
1 Soul of New Phyrexia
Instant (2)
1 Vampiric Tutor
1 Hero's Downfall
Sorcery (11)
1 Night's Whisper
1 Read the Bones
1 Damnable Pact
1 Demonic Tutor
1 Diabolic Revelation
1 Increasing Ambition
1 Exsanguinate
1 Death Cloud
1 Gild
1 Damnation
1 All Is Dust
Artifact (38)
1 Everflowing Chalice
1 Mana Vault
1 Sol Ring
1 Springleaf Drum
1 Mind Stone
1 Grim Monolith
1 Coalition Relic
1 Darksteel Ingot
1 Unstable Obelisk
1 Honor-Worn Shaku
1 Thran Dynamo
1 Gilded Lotus
1 Voltaic Key
1 Krark-Clan Ironworks
1 Paradise Mantle
1 Cranial Plating
1 Umbral Mantle
1 Swiftfoot Boots
1 Silverskin Armor
1 Puppet Strings
1 Thousand-Year Elixir
1 Staff of Domination
1 Trading Post
1 Codex Shredder
1 Sensei's Divining Top
1 Memory Jar
1 Clock of Omens
1 Unwinding Clock
1 Vedalken Orrery
1 Mycosynth Lattice
1 Darksteel Forge
1 Pithing Needle
1 Torpor Orb
1 Winter Orb
1 Relic of Progenitus
1 Sculpting Steel
1 Nevinyrral's Disk
1 Spine of Ish Sah
1 Phyrexian Arena
1 Necropotence
Planeswalker (2)
1 Karn Liberated
1 Ugin, the Spirit Dragon
Land (35)
1 Bojuka Bog
1 Maze of Ith
1 Arcane Lighthouse
1 Phyrexia's Core
1 Buried Ruin
1 Darksteel Citadel
1 Vault of Whispers
1 Evolving Wilds
1 Terramorphic Expanse
1 Myriad Landscape
1 Inkmoth Nexus
1 Rogue's Passage
1 Reliquary Tower
1 Cabal Coffers
1 Urborg, Tomb of Yawgmoth
20 Swamp
Change Log
10/07/2014
-1 Liliana Vess
-1 Swamp
+1 Soul of New Phyrexia
+1 Buried Ruin
Notes: M15 Update! Soul of New Phyrexia looks like it would do a good job at protecting my board state. Am okay to see it replacing Vess as she didn't do a whole lot aside from tutoring. Other than that made a slight adjustment to the manabase adding 2 utility lands, not sure why Buried Ruin wasn't in there already - seems like good artifact recursion. Other considerations for the update included In Garruk's Wake, Ob Nixilis, Unshackled and Shizo, Death's Storehouse.
23/09/2014
-1 Swamp
-1 Syphon Mind
-1 Diabolic Tutor
+1 Metalworker [UNBANNED]
+1 Winter Orb
+1 Memory Jar
Notes: Khans of Tarkir Update!
Metalworker unban seems good for this deck, being able to make even more insane amounts of mana. Cut a Swamp as I think the deck can get away with 35 lands.
Winter Orb has finally found a spot, as this deck can play around it fairly easily. Cut a Diabolic Tutor as we have better tutors available to us, and I wanted to find a spot for this. Could make it back in at some point.
And finally, going to try out Memory Jar over Syphon Mind, which lets me dig deeper and draws more cards. Will see how it works out.
No cards from KTK actually made the cut, but considerations included Murderous Cut (we have better removal available to us), Cranial Archive (would like to add Nihil Spellbomb before I get to this), and Ugin's Nexus (my meta isn't filled with Time Walk effects and I'm not sure if I need this, having 3 sac outlets for it). Other non-KTK considerations included Dreamstone Hedron (a mana rock that can also be card draw, but 6 cmc is probably too high), Mox Opal (which should go in here if I'm able to get my hands on one), and Kozilek, Butcher of Truth (purely as a dumb and efficient win condition).
12/11/2014
-1 Swamp
-1 Swamp*
-1 Basalt Monolith
+1 Arcane Lighthouse
+1 Myriad Landscape*
+1 Unstable Obelisk
Notes: C14 Update! Arcane Lighthouse is great, allowing Macar to deal with creatures he usually can't. Myriad Landscape is pretty sweet too, ramp within a land. Unstable Obelisk is also a great addition, a second Spine of Ish Sah of sorts, within a mana rock. Ended up cutting Basalt Monolith for it as it doesn't do too much if I'm not using it to combo off.
Other considerations included: Black Sun's Zenith, Crypt Ghast, Dregs of Sorrow, Malicious Affliction, Mutilate, Necromantic Selection, Ob Nixilis of the Black Oath, Promise of Power, Skeletal Scrying, & Caged Sun.
19/01/2015
-1 Wurmcoil Engine*
+1 Ugin, the Spirit Dragon*
Notes: Fate Reforged Update!
Wurmcoil Engine was only here as a back-up win condition, and I have a couple other of those so I'm okay to see it go to make space for Ugin, the Spirit Dragon, which seems perfect for this deck. 8 mana isn't too hard for this deck, and Ugin's -X works great with artifacts. His ultimate can also put you in a great position to win the game.
Other considerations included Dark Deal, Crux of Fate, & Archfiend of Depravity.
23/03/2015
-1 Mind's Eye
+1 Damnable Pact
Notes: Dragons of Tarkir Update!
Just a small change here, Damnable Pact is more explosive than Mind's Eye, and is also less of a dead draw. Plus, it could kill someone once in a blue moon.
Other considerations for this update included Sculpting Steel (which I need to find a spot for), & Sidisi, Undead Vizier.
31/08/2013
-1 Hollowsage*
+1 Sculpting Steel*
Notes: Origins Update. A lot of pieces have to be active for Hollowsage to be truly amazing, Sculpting Steel on the other hand can copy like half the deck.
Considerations from Origins included Alhammarret's Archive, Dark Petition, Foundry of the Consuls, Mage-Ring Network, & Sword of the Animist.
Maybeboard
+1 Kozilek, Butcher of Truth: Not too hard to cast in here, drawing 4 cards immediately after. Is just a big bad win condition.
+1 Liliana of the Dark Realms: A swamp every turn, removal or pump, or even more mana, might be good.
+1 Mox Opal: Should get one and put it in here.
+1 Nihil Spellbomb: More graveyard hate is always good. Especially when it cycles itself.
+1 Oblivion Stone: A second Nevinyrral's Disk (ish).
+1 Phyrexian Revoker: A secondary Pithing Needle may be useful.
+1 Priest of Yawgmoth: A really interesting card. A sac outlet for artifacts that can make a lot of black mana. Coupled with the amount of untap outlets in this deck, this card could be crazy. Also, Spine of Ish Sah...
Other Considerations
Ancient Craving: "
Archfiend of Depravity: Deals with most of my opponent's creatures, leaving the rest for Macar.
Baleful Force: Phyrexian Arena on a stick, for every turn.
Beseech the Queen: Another tutor if you need it.
Black Sun's Zenith: Great reusable wrath effect.
Blightsteel Colossus: One-hit-KO win con.
Bloodgift Demon: Phyrexian Arena on an evasive beater.
Brainspoil: A removal spell that can also be a tutor.
Chrome Mox: 0 CMC mana rock that can speed the deck up even more.
Coldsteel Heart: Another 2 CMC mana rock, that would produce black.
Cranial Archive: Graveyard protection, as well as removal.
Dark Confidant: My curve is probably too high for him? Not sure.
Decree of Pain: Excellent wrath that refuels your hand.
Diabolic Tutor: A simple tutor, may find its way back in the deck at some point.
Doubling Cube: Deck already makes an insane amount of mana, could make more!
Dreamstone Hedron: A mana rock that can also draw you 3 cards. 6 CMC is probably too high for it though.
Dregs of Sorrow: Seems like a great card for a deck that can make tons of mana.
Duplicant: Good card is good. But don't I exile enough creatures already? O_o
Ebony Horse: Another untap Macar effect if you need it.
Erebos, God of the Dead: More card draw.
Forlorn Pseudamma: Can be untapped a lot, but is it worth it?
Glaring Spotlight: For those pesky hexproof creatures such as Sigarda, Host of Herons/Archetype of Endurance.
Go for the Throat: Efficient removal that should probably be in the deck.
Graveborn Muse: More card draw.
Greed: Perfect art and flavor for the deck, plus, good draw.
Hex Parasite: If only I could run a Trinket Mage package!
Homeward Path: May be handy to have.
Horror or Horrors: Keeps Macar alive, while tapping him down.
Icy Manipulator: More disruption if you need it.
Ill-Gotten Gains: Seems like good recursion for mono-black.
In Garruk's Wake: Another wrath effect if you need it. One that doesn't effect you and hits walkers.
Jandor's Saddlebags: Another way to untap Macar.
Jet Medallion: I surprisingly don't run enough black spells in this deck lol.
King's Assassin: A second, not as good Royal Assassin.
Koskun Falls: Pillowfort that also taps Macar every turn.
Lashwrithe: Makes killing with Macar a bit faster.
Lightning Greaves: Protects Macar, but also hinders all the things that I target him with.
Liliana Vess: Repeatable tutor, that can also win you the game.
Loxodon Warhammer: I'd run it if I was more voltron-y.
Mimic Vat: Is a good card, but I exile threats.
Mindslaver: Staple in artifact decks, could go in for disruption/as another win con. I don't have too many ways of recurring it.
Mutilate: Another wrath if you need it.
Myr Battlesphere: Another win condition, among other things.
No Mercy: If you need some pillowfort.
Nykthos, Shrine to Nyx: Unfortunately, I don't accumulate too much devotion in this deck.
Onyx Talisman: Another way to untap Macar.
Overwhelming Forces: A Decree of Pain for 1 player.
Pain Seer: Finally, a deck that can actually make use of/break Pain Seer! But, my curve is probably a bit too high to use it...?
Phyrexian Tower: A sac outlet if you need one.
Plague Wind: Another wrath effect.
Pristine Talisman: Another mana rock that can be untapped a lot.
Profane Command: Can do a lot of different things, but don't think this deck needs it.
Promise of Power: Card draw and finisher in one.
Reprocess: An interesting sac outlet/draw spell.
Rings of Brighthearth: I know theres that infinite mana combo, don't really need it for that though. Has a few good targets, might be worth a spot.
Salvaging Station: Can run a package if want to.
Scarecrone: Recurs any artifact creature and cycles itself, seems good.
Sever the Bloodline: More exiling removal.
Shizo, Death's Storehouse: Another way for Macar to get through.
Shred Memory: Graveyard hate + tutor in one.
Sign in Blood: More card draw.
Siren Song Lyre: Another Inspired enabler.
Skeletal Scrying: Another good draw spell.
Staff of Nin: An artifact Phyrexian Arena that can ping stuff.
Static Orb: Another stax effect if you need it.
Strionic Resonator: Copies Macar's trigger, among other things...
Sword of Feast and Famine: Lets you do twice as much in a turn, among other things.
Sword of Fire and Ice: Card draw, removal, and quicker kills from Macar.
Sword of the Paruns: Another way to tap and untap Macar. Might be worth a spot.
Syphon Mind: Recently got cut, but still a good card. Could make it back in.
That Which Was Taken: Can make a lot of permanents indestructible.
Thopter Assembly: Another win con, does other things too.
Thornbite Staff: Another way of tapping Macar.
Tormod's Crypt: More graveyard hate if you need it.
Tower of the Magistrate: Great against voltron strategies.
Toxic Deluge: Cheap wrath effect.
Ugin's Nexus: If you want a Time Walk effect that stops other people from playing them.
Underworld Connections: Can be alright in here, having a few ways of untapping permanents.
Ur-Golem's Eye: Another mana rock if you need it.
Volrath's Stronghold: Great creature recursion.
Whispersilk Cloak: Another way for Macar to get through, but, Shroud is annoying.
Withered Wretch: Repeatable graveyard hate on a stick.
Worn Powerstone: Another mana rock if you need it.
Cavern of Souls: To make sure Macar or another finisher resolves.
Wishlist ($)
Yawgmoth's Will
Conclusion
Feel free to take a look at my other decks in my sig
-1 Liliana Vess
-2 Swamp
+1 Soul of New Phyrexia
+1 Buried Ruin
+1 Mystifying Maze
Notes: M15 Update! Soul of New Phyrexia looks like it would do a good job at protecting my board state. Am okay to see it replacing Vess as she didn't do a whole lot aside from tutoring. Other than that made a slight adjustment to the manabase adding 2 utility lands, not sure why Buried Ruin wasn't in there already - seems like good artifact recursion, and Mystifying Maze not only protects me but also untaps Macar. Other considerations for the update included In Garruk's Wake, Ob Nixilis, Unshackled and Shizo, Death's Storehouse.
Edit: Oops, Mystifying Maze doesn't work with Macar, so:
-1 Mystifying Maze
+1 Swamp
>_>
Thanks. Ob Nixilis, Unshackled is cool but there's probably a bunch of cards I would want to add before even considering him. Like Winter Orb
It's not really just the mana created from gold, but just the amount of mana rocks this deck runs in combination with Clock of Omens etc. Crypt Ghast & Nirkana Revenant are great cards in mono-black, but would want to add something like Extraplanar Lens/Gauntlet of Power or even Doubling Cube before those. However, as of now I've not really had a problem generating a ton of mana and have had no issue casting Exsanguinate/Death Cloud/Diabolic Revelation for a ridiculous amount. The main issue I've had so far is protecting my board state and recurring artifacts effectively. I have a Guardian Beast in my Wishlist but it is like $50 USD; the recent addition of Soul of New Phyrexia should help there though ^^
-1 Swamp
-1 Syphon Mind
-1 Diabolic Tutor
+1 Metalworker [UNBANNED]
+1 Winter Orb
+1 Memory Jar
Notes: Khans of Tarkir Update!
Metalworker unban seems good for this deck, being able to make even more insane amounts of mana, considering how many ways of untapping creatures I run...Cut a Swamp as I think the deck can get away with 35 lands.
Winter Orb has finally found a spot, as this deck can play around it fairly easily. Cut a Diabolic Tutor as we have better tutors available to us, and I wanted to find a spot for this. Could make it back in at some point.
And finally, going to try out Memory Jar over Syphon Mind, which lets us dig deeper and draws more cards. Will see how it works out.
No cards from KTK actually made the cut, but considerations included Murderous Cut (we have better removal available to us), Cranial Archive (would like to add Nihil Spellbomb before I get to this), and Ugin's Nexus (my meta isn't filled with Time Walk effects and I'm not sure if I need this, having 3 sac outlets for it).
Other non-KTK considerations included Dreamstone Hedron (a mana rock that can also be card draw, but 6 cmc is probably too high), Mox Opal (which should go in here if I'm able to get my hands on another), and Kozilek, Butcher of Truth (purely as a dumb and efficient win condition).
Yeah, I did consider Static Orb, but unlike Winter Orb it is harder to play around. It is pretty awesome with Clock of Omens and Unwinding Clock, but other than that it can hinder us quite a bit too. If the things that tap down Macar could also tap this down, then it would be an insta-include =P
Darksteel Juggernaut seems fine, but I don't think he really does enough.
The beaters I currently run are: Steel Hellkite - which has evasion, and can be used as removal; Soul of New Phyrexia - which can get through with trample, unlike Juggernaut that can just be chumped, and it also protects our entire board; and finally Wurmcoil Engine - which can be removal (Deathtouch), and although the Lifelink isn't too relevant, it does help offset things like Necropotence, after dying it also leaves behind 2 more bodies.
So, although Darksteel Juggernaut can get quite big, and is Indestructible, I still don't think he's great cause he doesn't do enough. (It's the same reason I don't like Darksteel Colossus in decks like Mayael the Anima, cause there are just better options available).
If I were to consider adding another beater, I would probably go with Kozilek, Butcher of Truth. Even though its not an artifact, and costs twice as much, that isn't really a huge problem. It gives you 4 cards right after casting it, even if it gets countered, and is simply just really efficient beater/finisher. Thanks for the suggestion though
-2 Swamp
-1 Basalt Monolith
+1 Arcane Lighthouse
+1 Myriad Landscape
+1 Unstable Obelisk
Notes: C14 Update!
Arcane Lighthouse is great, allowing Macar to deal with creatures he usually can't. Myriad Landscape is pretty sweet too, ramp within a land. Unstable Obelisk is also a great addition, a second Spine of Ish Sah of sorts, within a mana rock. Ended up cutting Basalt Monolith for it as it doesn't do too much if I'm not using it to combo off.
Other considerations included: Black Sun's Zenith, Crypt Ghast, Dregs of Sorrow, Malicious Affliction, Mutilate, Necromantic Selection, Ob Nixilis of the Black Oath, Promise of Power, Skeletal Scrying, & Caged Sun.
Horror of Horrors is cool card, never seen it before, an interesting way to protect Macar. Koskun Falls is a another card that I haven't seen, it's pretty good pillowfort in this deck. I'll add both of these to my "Other Considerations" list, but I don't think either is going in right now. I do like Horror of Horrors though and may try it out sometime if I feel its needed.
As for the rest, I don't think I run enough creatures for Victimize (plus doesn't go with the overall plan for the deck), Word of Binding being a sorcery makes it less useful - don't think it's really good enough for an include, Rathi Trapper can't tap anything the turn it comes into play, and is quite vulnerable being a creature, there are several artifacts that do the job better. Skirsdag High Priest is interesting, but Macar exiles creatures, so I myself am less likely to trigger (or at least control) Morbid. Imprison is an interesting back up to Maze of Ith. Dread Cacodemon costs 10 and I believe there are better options available to wipe the board.
Overall, yeah, those are some alright effects to tap Macar if you're not playing an artifact build, which is the focus of my list Thanks for the suggestions though
Beacon seems good, black doesn't have too many ways of recurring artifacts. Currently I'm running Buried Ruin, Codex Shredder, Arcbound Reclaimer, & Trading Post, but Beacon puts the card right into play, and can occasionally reanimate something from my opponents too. I'll put it in my Maybeboard for now, and try find a spot to test it soon. Thanks
Yeah, Honor-worn Shaku is pretty sweet in here. I think Unerring Sling is too narrow though, Macar only has 2 power, so it's not even a Lightning Bolt, plus it doesn't even hit creatures on the ground. King's Assassin seems fine, but we already have (and I already run) Royal Assassin, which has no timing restrictions. It is more flavorful though. If I ever need another one, it's good to know this exists.
You should post your list so I can see what you have so far ^^
Macar
Dark Confidant...Pain Seer
Phyrexian Arena...Read the Bones
Liliana of the Veil...Chainer's Edict
Beseech the Queen...Darkness
Hatred...Malicious Affliction
Stabbing Pain...Victimize
Living Death...Dark Ritual
Word of Binding
Duress....Unmask
Hymn of Tourach...Despise
Bloodchief Ascension...Quest for the Gravelord
Unholy Strength...Phyresis
Horror of Horrors...Imprison
Gnarled Scarhide...Spiteful Returned
Bad Moon...Koskun Falls
Dauthi Slayer...Dauthi Marauder
Basal Thrull...Nantucko Shade
Withered Wretch...Faerie Macabre
Cadaver Imp...Oona's Prowler
Necroplasm...Abyssal Hunter
Crypt Ghast...Skirsdag High Priest
King's Assassin...Paragon of Open Graves
Rathi Trapper...Nightmare
Will of the Wisps...Shreikmaw
Brain Maggot...Whispering Specter
Gray Merchant of Asphodel...Phyrexian Obliterator
Black Oak of Odunos...Dread Cacodemon
Icy Manipulator...Puppet Strings
Paradise Mantle...Honor-worn Shaku
Springleaf Drum...Nightmare Lash
Tormod's Crypt...Shred Memory
Life Chisel...Jet Medallion
Charcoal Diamond
Drain Life...Exsanguinate
Consume Spirit
Arcane Lighthouse...Rogue Passage
Cabal Coffers...rest swamps
All good, here is your formatted list:
1x Abyssal Hunter
1x Basal Thrull
1x Black Oak of Odunos
1x Brain Maggot
1x Cadaver Imp
1x Crypt Ghast
1x Dark Confidant
1x Dauthi Marauder
1x Dauthi Slayer
1x Dread Cacodemon
1x Faerie Macabre
1x Gnarled Scarhide
1x Gray Merchant of Asphodel
1x King Macar, the Gold-Cursed
1x King's Assassin
1x Nantuko Shade
1x Necroplasm
1x Nightmare
1x Oona's Prowler
1x Pain Seer
1x Paragon of Open Graves
1x Phyrexian Obliterator
1x Rathi Trapper
1x Shriekmaw
1x Skirsdag High Priest
1x Spiteful Returned
1x Whispering Specter
1x Will-o'-the-Wisp
1x Withered Wretch
1x Dark Ritual
1x Darkness
1x Hatred
1x Malicious Affliction
1x Stabbing Pain
Sorcery (13)
1x Beseech the Queen
1x Chainer's Edict
1x Consume Spirit
1x Despise
1x Drain Life
1x Duress
1x Exsanguinate
1x Hymn to Tourach
1x Living Death
1x Read the Bones
1x Unmask
1x Victimize
1x Word of Binding
Artifact (11)
1x Charcoal Diamond
1x Honor-Worn Shaku
1x Icy Manipulator
1x Jet Medallion
1x Life Chisel
1x Nightmare Lash
1x Paradise Mantle
1x Puppet Strings
1x Relic of Progenitus
1x Springleaf Drum
1x Tormod's Crypt
1x Bad Moon
1x Bloodchief Ascension
1x Horror of Horrors
1x Imprison
1x Koskun Falls
1x Phyresis
1x Phyrexian Arena
1x Quest for the Gravelord
1x Unholy Strength
Planeswalker (1)
1x Liliana of the Veil
Land (32)
1x Arcane Lighthouse
1x Cabal Coffers
1x Rogue's Passage
29x Swamp
Do you play 1v1 or Multiplayer btw? Cause cards such as Despise/Duress/Hymn to Tourach/Brain Maggot/Unmask don't seem too effective against multiple opponents.
Are cards such as Dauthi Marauder/Dauthi Slayer/Gnarled Scarhide/Nantuko Shade/Nightmare/Oona's Prowler/Paragon of Open Graves/Spiteful Returned/Whispering Specter/Quest for the Gravelord/Unholy Strength needed? Even if you are playing 1v1, I'm sure there are better options available. Try have a look at The Top 50 Cards list for ideas.
Also 32 lands is quite low for an EDH deck, I'd recommend at least 36. I'm running 35 cause I'm running an insane amount of artifact ramp in this deck, which reminds me, you should at least run a Sol Ring, no reason for you not to
You are right to assume this as a 1v1 deck.
I am trying to go with less artifacts and much more cheap black drops as a means to apply early pressure and force my opponent's removal spells. These weenies support good extra card draws with Dark Confidant and his lowly cousin, Pain Seer (36 cards 2cc or less). Some also trigger leave play abilities to continue the press. Spiteful Returned works great with Bloodchief Ascension.
I thought flavor-wise, the shadow creatures could co-exist with Macar, plus with my bit of pump-up and/or infect, they could end the game quite early.
Once 4 mana or more is on the table (turn 3 with speed mana or mana rocks), Macar should be able to keep my early offenses going, even spank an Eldrazi or 2. Obviously you see where I am going late game. One heckuva big Drain Life spell with all the gold and Coffers and Ghast.
I have since replaced my Relic of Progenitus with Shred Memory. This seems like a good option plus it has its valuable tutor ability.
One thing I humbly think many 1v1 players miss is the value of the French mulligan. Sifting through your first 13 cards almost ensures you of having 3 lands in your hand (I often ditch 6 cards with a one land opening hand). With mono-colored decks like this low cc Macar build (and my cheap, red-burn Daretti), this is all the land you need to press an early advantage. Combos still come. Surprisingly, I still get many more mana issues from my 2-3 color decks with 36-38 lands.
Thanks again for your new improved deck list...HAPPY THANKSGIVING from the good old United States!