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  • posted a message on My Archenemy experience
    Quote from The Desacrator
    You can alter the scheme deck? wtf thats so unfair



    Yeah I know, but when you are facing 5+ opponents you have to have some help. It is the only way the Archenemy can win. Although some schemes are ridiculously broken, such as Plots that Span Centuries.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Dark Chroma
    Wow, someone is touchy. I didn't mean to offend. And I never said those cards were NOT currently in the deck.

    And I wasn't suggesting Putrid Imp and [card]Zombie Infestation[card] in this build.

    Other cards to think about would be Putrid Imp and Zombie Infestation


    Key word: would. Talking about the alternate I was suggesting.

    As the deck stands now, it looks like 80% of the time you will be winning with tokens, not the card in question. You have built a Worm Harvest-focused deck. Only thing that needs replacing is the Stalker with something like Creakwood Liege and you've got yourself a great WH deck.

    No need to get so affronted. You're playgroup is different than mine obviously. Of course the critiques I offer will be from the standpoint of who I play against.

    Edit: I am not telling you you have a bad deck, it looks solid. But the concentration is more on Worm Harvest. If you were posting this as such, there would not be much to change as it looks good. But since you are trying to build a deck abusing Umbra Stalker (of course, I am assuming this as the title is "Dark Chroma") I am just offering an alternative build that takes advantage of him.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Colorless Domination
    Well, you will need something to use all that mana on. You could try going for a red/green build using Fireball and Crop Rotation to get the lands you need, and have something to use them on once they are out. You can use burn spells to keep creatures off the board.

    Or you could go black/green and gain yourself some life with some of black's cards, use black's creature removal to keep threats off, and finish the game with a massive Hurricane, as long as you have more life that is. If you use black life gain such as Consume Spirit be sure to use Urborg, Tomb of Yawgmoth to fuel it.

    And I would have to second All is Dust.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Dark Chroma
    I still am not sold on green. I think it needs to go.

    The direction I can see this deck going in that will not get screwed over as bad by graveyard hate is to go stictly black. Use cards like Hymn and Duress for hand disruption, any of black's great removal--Damnation, Mutilate, Innocent Blood, Diabolic Edict, Grasp of Darkness-- and to make the Umbra massive, use creatures like Demigod of Revenge teamed with Buried Alive. On turn one you can set up your Umbra to be an 13/13 unblockable creature by dropping a Dark Rit+Buried Alive pulling out two Demigods and a Filth. Then while you build up your mana you can sit back and control the game. Other cards to think about would be Putrid Imp and Zombie Infestation that serve two purposes: getting those high CC creatures into the graveyard, and stalling the game longer.

    I just think the deck needs to be a little more versatile so a card as simple as Bojuka Bog doesn't completely dessimate it. It has some potential. But I mean look at your build. You have some sub-par cards in there just because of their CC. It would become a stronger deck to have more than just the one creature to win with. Give yourself some options that allow you to play cards regardless of how many black mana is in their casting cost. And where the ones with a lot of black mana can be useful in other ways if need be

    Just my two cents.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Dark Chroma
    The problem with Whispersilk Cloak in a build revolving around a creature with a CMC of 7 is that it is a dead card until you can get him out. With Filth he can still do some damage and chump block. You will not want to Cloak the Gamekeeper either because her whole job is to go to the graveyard, so you want to recklessly attack with her. Plus lands are harder to deal with than enchantments (and it gives umbra +1/+1 for each Filth in the GY).

    I would also recomment some Dark Rituals.

    Also, some more really good options for this would be Innocent Blood and Damnation/Mutilate (cheaper version, gives all creatures -4/-4 by the time you can play it, so its still very strong).

    Additionally, I would drop the green as it isn't doing too much here. Or if you want to keep it, throw in Pernicious Deed.
    Posted in: Casual & Multiplayer Formats
  • posted a message on My Archenemy experience
    You have Embrace my Diabolical Vision all wrong. Think of getting this scheme out on turn 1 or 2. It basically would read: your opponents mulligan down to 4 cards. Also, imagine this scheme coming out, you have 2, 3, 4 cards in hand and you pull a Pox in your new hand of 7. This card is far better than people give it credit for. It can pretty much win you the game if it is the first or second scheme that comes up.

    Also, the Archenemy game is one that is about one versus MANY, not a few. Like I said, if you want to play with just 3 opponents, the pre-con deck can do that easily. Although, my MBC build tore my friend to PIECES (he was using the Pre-con dragon with a few tweaks) in 1v1. Ended the game at 74 life to his 0. His turn one 5/5 flyer couldn't do anything. Grin
    Posted in: Casual & Multiplayer Formats
  • posted a message on My Archenemy experience
    I don't know why that scheme isn't in gatherer. Maybe because it is far too powerful?

    Text:

    Quote from Plots that Span Centuries »

    Oracle Text:
    When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead.


    It was a promotional card, maybe that's why...
    Posted in: Casual & Multiplayer Formats
  • posted a message on Dark Chroma
    Althought not really a good card to actually use, Temporal Extortion would do great in the graveyard with its :symb::symb::symb::symb: casting cost.

    Also, to make Umbra worthwhile, he needs some sort of evasion. Maybe add Urborg, Tomb of Yawgmoth. Then add in a few Filth to make him unblockable.

    Also, Diabolic Intent could work as a tutor in this build, because I am assuming the goal of Gamekeeper is to get to the graveyard.
    Posted in: Casual & Multiplayer Formats
  • posted a message on My Archenemy experience
    If you are looking for advice to tweak the deck, the hands-down best scheme card is Plots that Span Centuries. Also, Realms Befitting my Majesty is awesome to get ahead in the mana game. Teamed with May Civilization Collapse you are a few turns ahead, easily.

    The second best scheme is Embrace my Diabolical Vision.

    As far as the ease of the matches, how many people were you playing against? In my experience, even the pre-con decks with very very minor tweaks can beat 3-4 good decks. If you add to that an entire customized deck, you are looking at having to face 5, 6, or 7 people before it becomes difficult.
    Posted in: Casual & Multiplayer Formats
  • posted a message on [MBL] Mono-Black Lockdown
    I am leaning towards the Persecutor version I have posted. What do you guys suggest in place of Zombie Infestation? So far it has seemed pretty solid in not only token production but filling up the GY with cards for Skeletal Scrying. I would like to replace it with something that allows me to dump cards into my graveyard.

    The reason I say this is because to get my combo out reliably I am running four-of's on both, but the problem is they are always dead cards in my hand after I get one of each out, so I want a way for those cards to become useful, by discarding them to gain something.
    Posted in: Casual & Multiplayer Formats
  • posted a message on [Seeking Input] Primer: MBC - Mono Black Control
    Quote from Blutsau
    Conntact him and maybe you can merge the two attempts into one finished.


    No problem, I'll PM him and see what he thinks.

    Edit:
    After reading through his it seems we have a lot of the same ideas going on. You think it would be possible to just merge the two threads?
    Posted in: Casual & Multiplayer Formats
  • posted a message on [Seeking Input] Primer: MBC - Mono Black Control
    Oh sorry didn't know someone had actually started one.

    Edit: Yeah I know they are not optimal cards that is why I put them in a section of their own. I just like using Temporal Extortion copied by Mirari and watching the look on my opponent's face. Grin
    Posted in: Casual & Multiplayer Formats
  • posted a message on [Seeking Input] Primer: MBC - Mono Black Control
    [MBC] Mono-Black Control

    :symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb:

    Introduction

    Mono-Black Control is an archetype that revolves around using black's strengths to control the board, namely: creature removal. An MBC deck is typically built around both mass removal (Damnation/Mutilate), targetted removal (Doom Blade/Snuff Out), and indirect removal (Diabolic Edict/Chainer's Edict).

    There are two variations that you can use: the creatureless win, and the win condition in the form of a ridiculously large creature. In the creatureless variation, the goal is to keep threats off the board long enough to stall for a massive Consume Spirit or Drain Life for the win. There is another win-condition the creatureless build can take that will be discussed later on. An MBC build focused more on creatures is probably better described as “Mono Black Aggro Control.”

    Strengths and Weaknesses

    Every deck has its strengths and weaknesses, and MBC is no exception. First, lets cover some of its strengths.

    Without argument, black has the best removal spells in the game. This allows you to pretty much nullify any of your opponent's attempts at taking your life to 0 using creatures. When playing against a creature-driven deck, you are already at an advantage, as you are in position to deal with any threat thrown at you. The tricky part is to know what creatures to take out, and when. The last thing you want to do is get overwhelmed with opposing creatures. Oh wait, that's what Damnation is for. Smile

    On the opposite side, if you are facing another control deck, things can get tricky, as they are most likely already playing with a lower creature count. If they are playing with blue and Counterspells the first game can be kind of tricky. The last thing you want is your Consume Spirits to get countered, ruining your main chance at victory. But with the addition of Boseiju, Who Shelters All in our sideboards, it gives this matchup a run for its money.

    The Strategy

    The strategy for MBC is pretty simple: stall the game by using hand disruption spells, creature removal spells, or land destruction to allow you to build up your mana base to pull off some big spells or drop a massive creature for the win.

    Hand disruption is the first step to controlling the game. Since black has no great ways of dealing with enchantments and artifacts once they hit the board, you are going to want to try and strip the opponent of those cards from their hand.

    Creature removal is also key into stalling the game. If you let them attack you each turn, the game will not last very long. Pretty simple concept.

    Life gain is another part of the MBC build that helps the game last. Even cards like Corrupt can come into play in an MBC build.

    Card Choices

    Let us jump into our possible card choices that we can use for the various builds of this type of deck.


    Swamp: Obvious choice for our black mana producing cards.

    Cabal Coffers: This is the bread and butter for mana production for the MBC player. Watch out for opposing Strip Mines, Wastelands, and all other forms of land destruction, as this will be their main target.

    Urborg, Tomb of Yawgmoth: To be used when running Cabal Coffers as this land greatly enhances the strength of Coffers.

    Bojuka Bog: A great option if you face off against graveyard manipulation often. It is essentially a free graveyard hate card that next turn gives you an additional swamp.

    Mishra's Factory: Not a necessary card, but still great none-the-less. Can get around all of your creature hate and swing for some damage.

    Boseiju, Who Shelters All: Amazing land to use when facing heavy Counterspell decks. The life loss is minimal for the peace of mind it can offer.

    Strip Mine: Best land destruction card on the market. It is restricted in Vintage so check with your playgroup first.

    Wasteland: Another classic land destruction card. Kind of expensive for Casual play, but if you have them they do not hurt.

    Tectonic Edge: A cheaper ($-wise) and playgroup friendly version of Wasteland.

    Deserted Temple: Allows you to tap Coffers a second time.

    Volrath’s Stronghold: If running Shriekmaw it allows you to have reusable creature removal.


    If you decide to go the creature route, here are a few that are worthwhile

    Grave Titan: A 6/6 for :4mana::symb::symb: is great on its own. Throw in the fact that he poduces two 2/2's every time he swings and also has deathtouch and this guy becomes money.

    Abyssal Persecutor: A 6/6 flying trampler for :2mana::symb::symb: is amazing. In a build like this, the drawback is minimal as you will have ample ways to rid yourself of him.

    Spirit of the Night: A classic choice. Cost is high, but with Cabal Coffers really becomes a non-issue.

    Kokusho, The Evening Star: Another big guy who also helps you out when he goes to the graveyard.

    Dread: An interesting option, and can be useful. It definitely deters the opponent from wanting to attack, assuming he can keep creatures on the board to begin with!

    Guilt Feeder: Can be extremely deadly after a lot of discard and creature removal.

    Tombstalker: By the time you will be playing this guy he will almost always be a 6/6 for :symb::symb:. Good all-around card.

    Nightmare: Another classic. You get flying and a massive beater.

    Gatekeeper of Malakir: A Diabolic Edict with legs.

    Shriekmaw: Removal, with legs if needed.

    Necroplasm: Can get rid of a lot of creatures each turn. It can be extra dangerous against token decks.

    Hypnox: This might be a stretch, but an 8/8 flyer that gets rid of your opponent’s hand if you haven’t done so by the time you cast him isn’t horrible. 11 mana is, but that’s what Coffers is there for.

    Reiver Demon: Wrath of God on legs, and with wings.


    Innocent Blood: The single greatest removal you can find. black mana to get rid of an opposing creature, at the opponent's choice of course, but is still deadly since it can hit indestructible, untargettable, and creatures with protection from black.

    Diabolic Edict: See above. Instant speed and costs one more. Worth running.

    Chainer's Edict: See above. Sorcery, but can be re-used.

    Cruel Edict: See above.

    Consuming Vapors: Like Diabolic Edict on crack. Life gain is a plus.

    Doom Blade: Instant, targetted removal short of black creatures. Good choice.

    Terror: Has been outclassed by the above, but can still be useful.

    Snuff Out: Free removal.

    Spinning Darkness: Free removal and life gain.

    Soul Spike: More free removal and life gain.

    Smother: Can target black creatures, but is a little limited. Although can be good against Elves, Goblins, and the like.

    Tendrils of Corruption: Removal and life gain. Life gain is important in this deck as it helps to take the game into the mid-late range.

    Grasp of Darkness: Really good card that can take out regenerators, indestructible creatures, etc. at instand speed.

    Consume the Meek: Can be a killer versus weenie decks. A little mana intensive, but we have Coffers to help with that.

    Infest: Another great card versus a weenie deck like elves or goblins.

    Damnation: The black Wrath of God. Great card.

    Mutilate: See above. Sometimes it can be better than Damnation (against indestrucibles). It is a good budget option, and doesn't hurt to run 2 of these along with Damnation.

    Decree of Pain: More expensive, but still a budget option that nets you some card advantage as well. Can be cylced to take out weenies.

    Pox/Smallpox: Can be a good choice depending on how you build. Although they are better when you build around them.

    Engineered Plauge: Great against tribal decks.


    Duress: A staple in black decks that attempt to control the game. Discard is the only way black can deal with artifacts and enchantments.

    Thoughtseize: My favorite version of Duress since it hits anything. The life loss is worth the effect.

    Cabal Therapy: Good when used after a Duress or Thoughtseize, although going the creatureless route the flashback cost will most likely not come into play. Still an option.

    Inquisition of Kozilek: Depending on your playgroup, this card can be great. Good budget card as well.

    Hymn To Tourach: The single greatest discard spell available: period.

    Wrench Mind: A budget, easier to find Hymn to Tourach. But Hymn is already pretty cheap as it is, so I do not see a real reason to use this. But if you need a replacement this can work.

    Mind Twist: Another great card that can rip your opponent's entire hand.

    Mind Sludge: In this deck is can be a good choice. By the time you play this card, it pretty much reads: "Target player discards their hand." Good choice, and even better for budget builds!

    Haunting Echoes: While not technically discard, it works in conjunction with the discard and creature removal spells. It can cripple almost any deck.

    Nightmare Incursion: See above.

    Extirpate: Works the same as the above cards, but not as broad.

    Cranial Extraction: Can wreck combo decks.

    Sinkhole: Great card. Expensive for casual though.

    Rancid Earth: My favorite budget Sinkhole because it can damage the opponent and his creatures as well.

    Rain of Tears: Budget Sinkhole.

    Icequake: See above.

    Choking Sands: See above.


    Corrupt: Kind of mana intensive, but with this card that can work to your advantage since the more swamps the better this card is. Works as creature removal too.

    Consume Spirit: Great card for creature removal or a win condition with Coffers in play.

    Drain Life: Kind of been replaced by Consume Spirit but is still worth looking at.

    Suffer the Past: Good graveyard hate and life gain, as well as a source of damage to your opponent. Not worth running if you want to use Haunting Echoes though.

    Exsanguinate: The BEST card if you want to make a multiplayer build. It also works good in 1v1 but doesn't have the option to hit a creature.


    Necropotence: The single best card drawing engine in the entire game. Pretty much all their is to say on that. Use it.

    Yawgmoth's Bargain: A more expensive version of Necropotence. Plus is you get access to the cards right away.

    Phyrexian Arena: An additional card per turn at the cost of 1 life? Not bad, even with 2 on the table.

    Yawgmoth's Will: Not necessarily card draw, but it allows you to reuse cards in your graveyard. If you have it, it is worth using.

    Demonic Tutor: Get any card into your hand for :1mana::symb:? I'll take it.

    Grim Tutor: Expensive card, but it is a good tutor.

    Vampiric Tutor: Though not nearly as good as Demonic Tutor, with Yawgmoth's Bargain in play you can still get the card to your hand for 1 mana and 3 life. Not the best, but not bad either.

    Diabolic Tutor: I don't like using tutors with a CMC of more than 3, but with Coffers you will have access to :symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb::symb: or more per turn, so in this deck it isn't terrible.

    Beseech the Queen: I like this tutor better than Diabolic Tutor.

    Promise of Power: Easy to pay the entwine cost mid game to double as a win condition. 5 mana and 5 life for 5 cards isn’t a bad deal either.

    Skeletal Scrying: One mana and life to draw cards less than or equal to the number of cards in your graveyard. Should be easy to refill your hand with this.


    Sol Ring: Best colorless mana accel out there.

    Nevinyrral's Disk: This is really our only answer to enemy enchantments and artifacts. Use with caution because it will wipe everything off your side of the board as well.

    Oblivion Stone: See above. Give you the ability to protect some of your items, but at the cost of giving them time to deal with it.

    Powder Keg: Not really necessary for the creature removal aspect as much as the artifact removal. It is still an option.

    Mirari: I use this card in my current build and love it. It allows me to take 10 mana and hit with a Consume Spirit for 10 as opposed to 8, while being able to take out two creatures, or a creature and the opponent. Shines in multiplayer. Also fun to copy Nightmare Incursion!

    Bösium Strip: Not too bad of a card since almost every card that goes to the graveyard will be either an instant or sorcery. I have had some success running this as a one-of.

    Staff of Domination: With the amount of mana offered by Cabal Coffers this Staff can become a beast. You can tap out your opponents creatures while searching for removal, draw cards, etc. This artifact definitely serves multiple roles and is worth putting in.

    Null Rod: Shuts down opposing artifacts, but do not run if you are going to play with artifacts!

    Pithing Needle: Always a good sideboard choice.

    Chalice of the Void: Countering for any color.

    Tormod’s Crypt: More graveyard hate if needed.

    Splashing green gives you access to both Pernicious Deed and [card]Tarm


    Liliana Vess: She serves as a reusable Vampiric Tutor, a reusable discard spell, AND a win condition. Worth at least one slot in a build if able. With Yawgmoth's Bargain on board, becomes a better version of Vampiric Tutor.

    Sorin Markov: Not necessary but definitely a great card. I run one in my build and really just use him to drop my opponent's lke to 10 followed by a Consume Spirit for the win. His other abilities are quite useful as well.


    Darkness: The white Holy Day. Allows futher stalling of the game, but really isn't necessary. Worth a nod though.

    Dash Hopes: The black Counterspell. Though not a hard counter, a loss of 5 life for your opponent isn't bad either. And if you have Mirari on the table can be that much more powerful.

    Temporal Extortion: An interesting card. An extra turn or you take half of your opponent's life. Again, copied with Mirari is a game winner. Win more, but this is casual, and its a fun card.

    Lethal Vapors: Another fun looking card. I myself have not tested the use of this enchantment, but I can see it might be worth trying out.

    Genju of the Fens: Can end a game pretty quickly. There are better options out there though.


    This is a combination I think I will be adding to my current MBC build. It is a great way to finish off the opponent, and turns this from a control deck to a mill deck of sorts.

    Leyline of the Void
    Helm of Obedience

    If you didn't catch the synergy, with Leyline in play, if you activate Helm of Obedience, your opponent will proceed to put the top X cards into his graveya... I mean remove them from the game. So the X is never attained, effectively decking your opponent.


    Multiplayer MBC builds are more stable going the creatureless route. Here are a few more options that are geared towards the multiplayer environment. MBC is extremely deadly in multiplayer because of the amount of quality disruption that hits everyone at the table. Not to mention the single greatest win condition for multiplayer MBC: Exsanguinate.

    Barter in Blood: At 4 mana for 2 creatures, it isn't ideal in 1v1. But in multiplayer when you can net 6 or more creatures, it starts to look very good.

    Exsanguinate: Possibly the single best card for multiplayer in an MBC build. For 10 mana you hit your opponents for 8 and gain 8x life. Simply amazing.

    Syphon Soul: For a measly 3 mana, you hit each opponent for 2 and get to gain that much life.

    Smallpox: For two mana you hit everyone's cards in hand, life total, creatures, and land. You should be equipped to handle the drawback yourself. Plus you are the one that chooses when it is played.

    Unnerve: Same as Barter in Blood, just disrupts the cards in hand versus creatures.

    Delirium Skeins: This one hits you as well, but 3 cards for 3 mana is great, and when you can net 9 or more cards from everyone else at the table for the same 3 mana, it looks even more appealing. Again, like with Smallpox, you are the one playing it, so you can decide to cast it when it is most convenient for you.

    Sample Deck Lists



    Mono-Black ControlMagic OnlineOCTGN2ApprenticeBuy These Cards
    Mana: (24)
    1x Sol Ring
    3x Cabal Coffers
    2x Urborg, Tomb of Yawgmoth
    18x Swamp

    Planeswalkers: (3)
    2x Liliana Vess
    1x Sorin Markov

    Creature Removal: (11)
    4x Innocent Blood
    4x Diabolic Edict
    3x Mutilate

    Discard: (10)
    4x Hymn to Tourach
    4x Duress
    1x Haunting Echoes
    1x Nightmare Incursion

    Tutors/Card Draw: (3)
    1x Demonic Tutor
    1x Yawgmoth's Bargain
    1x Necropotence

    Life Gain: (6)
    4x Consume Spirit
    2x Corrupt

    Artifacts: (2)
    1x Mirari
    1x Bösium Strip

    Other Spells: (1)
    1x Temporal Extortion




    This is built like a toolbox deck. With Liliana Vess I can tutor for pretty much any card over and over. The creature removal spells allow me to keep her safe, unless playing burn of course. It has hand disruption early on combined with creature removal. Once I build up my mana base I drop a Consume Spirit for the win. Note that I do not have Damnation, mainly because it is too expensive for me. Grin Temporal Extortion is just in there for a little fun as well.

    Mono Black "Helm's Void"Magic OnlineOCTGN2ApprenticeBuy These Cards
    Mana: (24)
    1x Sol Ring
    3x Cabal Coffers
    2x Urgborg, Tomb of Yawgmoth
    18x Swamp

    Planeswalkers: (2)
    2x Liliana Vess

    Creature Removal: (12)
    4x Innocent Blood
    4x Diabolic Edict
    2x Damnation
    2x Mutilate

    Hand Disruption: (8)
    4x Duress
    4x Hymn to Tourach

    Card Draw/Tutors: (4)
    1x Necropotence
    1x Yawgmoth's Bargain
    1x Demonic Tutor
    1x Beseech the Queen

    Life Gain: (6)
    4x Consume Spirit
    2x Corrupt

    Win Condition: (4)
    3x Leyline of the Void
    1x Helm of Obedience



    This deck is focused around keeping all creatures off the board then playing the Leyline + Helm combo for the win.




    This build focuses on the group. Every disruption spell hits everyone at the table equally. Notice how when building for multiplayer, you use "less optimal" cards. I say that because cards like Unnerve are not good at all when playing 1v1, but the fact that you can get 6+ total cards with 4 mana when playing multiplayer makes it more worthwhile.


    *Coming Soon*
    As per request from Zzzxya, I will be looking at throwing together a budget version of MBC seeing as Coffers and Urborg can be too pricey for some people.

    Compiled information for the above from here along with searching various threads and forums on the net, along with help from playtesting my current build.

    I know I probably missed more great cards out there so please feel free to suggest any of them.

    Edit:
    I added in a section dedicated to multiplayer card options.

    Edit 2
    I will be posting a budget version shortly.

    Posted in: Casual & Multiplayer Formats
  • posted a message on [MBL] Mono-Black Lockdown
    That is the creature I was forgetting about: Abyssal Persecutor.

    I think between Bitterblossom, Reassembling Skeleton, and Bloodghast that I have enough sac outlets for Contamination to drop Grave Titan. The Persecutor has evasion in the form of flying and trample, and only costs :2mana::symb::symb:. Hmmm, I might have to rethink my build slightly now.

    One thing I see in your list that really doesn't belong (off the top of my head, it's past my bedtime) is Phyrexian Tower. Once you get Contamination online, its other ability is pretty useless. You might be better running an additional swamp.

    I will read through that thread in the morning and give some thought into adding the Persecutor over the Titan.

    Also, how reliably can you get the combo out without any tutors? I have been doing a little solitaire-ing with proxies and found the tutors almost a must to ensure getting all the pieces in the quickest way possible (and once the lock is on the board they serve as discard outlets for Zombie Infestation). I have also been toying with the idea from Telekinesis about Cabal Therapy. It can serve two purposes: my only one turn drop without Dark Ritual and also can be discarded to Zombie Infestation and still be used. Though Hymn to Tourach is possibly my favorite :symb::symb: spell, I don't see much usefulness here unless playing against an extremely aggressive deck (although, again, as long as I can survive to turn 4 it is pretty much game over). Other than that, I would rather spend turn two dropping Bitterblossom or Reassembling Skeleton to get my combo online.

    Thanks for bringing the Persecutor to my attention. I had been wanting to build a deck around him and I see that this one could possibly be that deck. I have a consistent way of sac'ing him to Contamination.

    Edit: Also how does it work without card draw? I find the Zombie Infestation to be a great combo piece with Scrying Skeleton, fueling -easily- a new hand of 7 cards.

    Edit 2: I put together a rough-rough draft of something using Persecutor and Cabal Therapy. It is only a change conceived in the last 5 minutes haha so it is by no means thought out or complete, just wanted to get a general idea of what I was thinking. I lowered the count of Grave Pact since it isn't part of the main lockdown, just an extra luxury. I added the listing to the end of my first post, but here it is again:

    Posted in: Casual & Multiplayer Formats
  • posted a message on [MBL] Mono-Black Lockdown
    Quote from Miaou »
    I think Tendrils of Corruption would be great in this deck as it acts as removal and life gain. I would cut the Zombie Infestations as it seems you cannot get too much value out of it.


    Thing is, I should not need much removal in this deck as Grave Pact + Contamination is plenty of removal on its own. If I were to add any, it would be something along the lines of Spinning Darkness. Although it doesn't work too well with Skeletal Scrying syngergy-wise.


    Quote from codename47 »
    Don't you eventually run out of life?


    Yes, I do. But from doing some mock-solitaire games, I have found that I can get the lock by turns 3-4, thanks to the excessive tutoring. If I am playing a quick deck that can kill by turns 4-5 on average, I won't be able to do much. Other than matches against those types of deck, I do not think the life loss is that much of a factor. It would be nice to have some sort of life gain, but really the game ends when I opponent reaches 0 life before me. It doesn't matter how much life I have left.

    Quote from codename47 »
    I'm thinking turn 3 Dark Ritual + Contamination + Bitterblossom.


    Yes this is an option, although a turn two Bitterblossom followed by a turn 3 Contamination works equally as well. Like I said with all the tutoring I have been able to regularly get the combo out by turn 4 (now this is not playing against an opponent so this is just assuming they have nothing to disrupt my hand or counter my spells).

    Quote from Telekinesis »
    Your deck can't support Zombie Infestation. You might get a few out of Reassembling Skeleton and Bloodghast but after that, you'll be struggling to find cards to discard to it. Running 3 Bloodghast/4 Skeleton/4 Bitterblossom should give you plenty of creatures to sac. Infestation just looks like it would be dead a lot of times.

    I didn't notice you were running Diabolic Intent earlier. In that case, Beseech the Queen seems a bit redundant. You could probably cut at least one or two of them.


    Actually, the deck does a great job at giving me options for Zombie Infestation. Since the entire purpose of this deck is simply to get the 2 main enchantments down asap and then drop a Grave Titan, the rest of the cards in the list can just be turned into tokens. Now it isn't ideal I know, and I will have to be able to play against someone once I obtain the Titans and Bitterblossoms, but as of now I have plenty to support the Zombie Infestation.

    Like I was just talking about, the redundant tutors seems to work nicely in this deck, allowing myself to reliably get my combo on the board as early as possible. With Zombie Infestation, I can discard most of the rest of my cards to overrun my opponent with tokens and powering a good-sized Skeletal Scrying to get a Grave Titan to make my opponent lose all hope.

    I will see what happens if I keep 4 tutors in the deck vs. 6 though. I like the idea of running some disruption as well, but it would really just take away the mana necessary to get my lock down asap. It really depends on what type of deck I am up against I guess.
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