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  • posted a message on Suicide Black post CS
    I've also been trying to create a competitive mono black aggro deck:

    Lands (20):
    19x Swamp
    1x Tomb of Urami

    Creatures (19):
    4x Plagued Rusalka
    4x Dark Confidant
    4x Stromgald Crusader/Wicked Akuba
    3x Garza's Assassin
    3x Hypnotic Specter/Rakdos Guildmage
    1x Ink-Eyes, Servant of Oni

    Artifacts (4):
    4x Umezawa's Jitte

    Disruption/kill (17):
    3x Dark Banishing
    4x Cruel Edict
    4x Consume Spirit
    2x Soul Spike
    4x Pithing Needle

    SB:
    4x Persecute
    4x Waking Nightmare
    4x Blackmail
    3x Nightmare Void

    So this was my first impression of what to run come the rotation. Jitte has been able to handle Confidants thusfar, and Soul Spike helps in a pinch. Basic black beats.

    As for your list, I would not suggest using BOTH Bob and the Arena, because the life loss is hard to manage even with Jitte, and Soul Spike is too costly to rely on. I've tried it immensely, and the only card that could make it work is Sensei's Divining Top, ensuring that Bob always hits lands. That won't be an option soon : /. Secondly, 4 spikes is 2 too much. They are terrible early game, and are more of a do or die card, since 3 cards to kill 1 creature is atrocious, and the life gain isn't huge by any means. The guildmage you're using is slow and very weak compared to the Rakdos one. Continuous removal is huge. Lastly, with Drecvac and Avatar, you either need recur or Haakon, because it's just plain not going to work otherwise.

    Oh, and how is 3 Jitte's working for ya? 4 ensures you'll see oneby turn 4 at the latest in my experience, ready to equip to one of your flyers, but I mean others become dead draws, but 4 helps when facing enchantment removal, but there's not alot of that going around, so it's a tough call :P. Is 3 working out nicely (maybe I could cut one :P).
    Posted in: Standard Archives
  • posted a message on [Official] Mono Black Control Thread
    Quote from SapphireTri »
    All in all I think AoK did ok for having to deal with aggro'd children. More then reasons I am being carefull not to get who ever I am with at the time pregnant.

    Aka: SapphireTri isn't getting any.

    Good to hear that you did ok with MBC, I'll be trying it next time I can too, it'll be a welcoem change of pace ^^. Too bad about the Solidarity factor, hopefully Chains will be enough to change the matchup.
    Posted in: Legacy Archives
  • posted a message on Black Aggro
    Blackmail would be another 1 drop, and Distress is nice. The Spirits were really just there as removal with life gain to help with Confidant, but it could prolly go. The guildmage is probably far superior to Sickening Shoal now that I think of it, good call. Rend Flesh is very nice though, Spirits are genrally very sub-par, it's basically a 3 mana kill card, so I'll most likely keep it for awhile.
    Posted in: Standard Archives
  • posted a message on Black Aggro
    I've been trying to create a competitive mono black aggro deck:

    Lands (20):
    19x Swamp
    1x Tomb of Urami

    Creatures (19):
    4x Plagued Rusalka
    4x Dark Confidant
    4x Stromgald Crusader/Wicked Akuba
    3x Garza's Assassin
    3x Hypnotic Specter/Rakdos Guildmage
    1x Ink-Eyes, Servant of Oni

    Artifacts (4):
    4x Umezawa's Jitte

    Disruption/kill (17):
    3x Dark Banishing
    4x Cruel Edict
    4x Consume Spirit
    2x Soul Spike
    4x Pithing Needle

    SB:
    4x Persecute
    4x Waking Nightmare
    4x Blackmail
    3x Nightmare Void

    So this was my first impression of what to run come the rotation. Jitte has been able to handle Confidants thusfar, and Soul Spike helps in a pinch. Basic black beats.
    Posted in: Standard Archives
  • posted a message on Thrumming Stone/Relentless Rats
    Quote from Redfalcon912 »
    Looks to me like you mill through your entire deck and lose next turn when you fail to draw a card. : /


    You MAY Ripple. Anyways, your combo is slow as molasses, you lose to a counterspell or a Sunscour or a ***, it just doesn't seem too viable.
    Posted in: Extended (Type 1.X)
  • posted a message on [Official] Mono Black Control Thread
    What about Defense Grid? 3 extra mana per card seems like it would stop Reset dead...

    1$ rare, comes out fast, leaves them with no real way to recover, and only takes up 4 slots unlike ritual whoch messes up everything. I could be wrong, I have little actual experience facing the deck so I don't know quite how much mana they have access too, but if the 1 extra mana from Sphere of Resistance is being considered, and since it doesn't hurt you, it seems like it could be a powerful tool.
    Posted in: Legacy Archives
  • posted a message on [Official] Mono Black Control Thread
    I've been meaning to ask how you've liked the deck with so little draw cards. Normally I use Bottled Cloister or Phyrexian Arena or some form of draw since it's a rather slow deck with few instants and many ways to gain life, and I found draw has helped alot in many cases. I realise it means less boarded threats, but I was just wondering if you've tried cards like those out. I realise it makes the gobo matchup worse since the draw is slow and most often hits your life, but sometimes Night's Whisper has netted me the cards I needed to win where I would have lost.

    Also, I usually added 1 Mind Sludge because your discard can't keep up for long, and it completely strips their hand.

    I also use Nevy's Disk in my variants, I was just wondering how you deal with the land loss? For me, if I set it off out of desperation the turn it came in, I would surely lose since most decks run fine with little mana, gobos and threashold and such, while our threats require alot : /. Again, I'd like to hear how you've made out with it.

    Oh, and my SB included Powder Keg, because it destroys gobos, mongooses, tokens and such. Hell, at one point I used Mutilate + Powder Keg (MD) + Hunted Horror as my win, since the tokens were easy to kill, and a 7/7 was a clock that was very hard to deal with. I still remember dropping Horror on turn 2, then kegging the next turn and setting it off to my opponents keeping them as blockers ^^. You'd be surprised at how formidable a 7/7 on turn 2 can be :P!

    Oh, and as far as Gobos go, Innocent Blood/Darkblast both seem like solid options. Blast hits the turn 1 lackey, but falls short in other requirements, while blood knocks one crit out for 1 mana. Blast is re-useable which is a perk ^^. Blood does his Mongoose though, but threshold is an auto-win anyways :P. Have you tried Darkblast yet with any success?

    Oh, and when Gobos got really bad for me, I SB'd 4x Contagion. It's insanely under-rated IMO, for it hits at instant speed, for free, and kills 1-2 gobos, whatever works better at the time. The same thing went for Spinning Darkness, but that required black cards in the GY and didn't always work out well (unless I got Duress, Hymn and Contagion within my first few draws, in which case it raped Gobos a new one).
    Posted in: Legacy Archives
  • posted a message on [Official] Mono Black Control Thread
    I'm going to have to agree that Infest seems like a stronger card choice then E.Plague, because Plague doesn't quite hit their bigger threats and you need to clear the board by turn 3. Infest kills all their crits.

    Also, Sickening Dreams is pretty good gobo tech. It hits on turn 2, and for the price of two cards, you ransack their creatures.

    Cycled Decree at 5 mana is just too slow to compete.

    EDIT: Oh, mad props for not splashing green, being a player who plays pure mono black decks, I know what it's like to deny yourself of green/white splash cards.
    Posted in: Legacy Archives
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