|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Rare|
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Escalate - Discard a card. (Pay this cost for each mode beyond the first.)
Choose one or more -
-Target opponent reveals his or her hand. You choose an instant or sorcery card from it. That player discards that card.
-Target creature gets -2/-2 until end of turn.
-Target opponent loses 2 life and you gain 2 life.
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Collective Brutality Discussion
1 day ago
Nevermind, I get it. Each instance you recast Collective Brutality and never Escalate it so no need to have cards in hand. Seems good!
1 day ago
You can't choose any one mode of Collective Brutality multiple times.
4 days ago
We were all new to the format once. I'll cover some, since it should help clear things up and help you plan.
Most relevant cards are less than 4CMC, almost the entire format never generates much mana per-card but plays a lot of cards in each game. The most key turns of the game are turns 3-4-5. Aggro will be attacking for the win in those turns, combo will probably have assembled it, control will have answers.
Most decks also pack in disruption cards, as its far, far more difficult to win when you are missing a key card- whether it has been hit by Path to Exile or Abrupt Decay or even if your Urza's Tower is a mountain thanks to Blood Moon. Everyone has both devastatinly powerful combinations of cards, devastatingly powerful answers, and a plan to win (usually quick so their opponent can't luck out).
Decks that play Aether Vial broadly fit one strategy- almost all creatures, played quickly, but they are creatrues that disrupt your opponent when you play them. The weaker body on a Meddling Mage or the devastating tempo of a well timed Thalia, Guardian of Thraben. They delay your opponents plan just enough to win before card advantage catches up with them.
When you play Aether Vial, you have one less card in your hand- which means that if your opponent can trade 1-for-1 with you in time, your opponent wins. That is the big weakness. Compared to lands to make those same plays it is favourable, but a lot of the cards mono black wants to play aren't creatures, or don't play nice with vial. It takes 3 turns to tick up to cmc 3, so unless you have a lot of 1 and, in particular, 2 drops, there is a lot of waste. If you could still Gatekeeper of Malakir properly, it would see more play.
Which brings us to the core of mono black- from reccouring threats like Gravecrawler, targeted discard like Duress, things like Collective Brutality which let you swap a spare land or dead card for a creature, kill spells like Go for the Throat and card advantage engines- even the humble Sign in Blood- all make it really, really good at trading 1-for-1. Whether you plan to be aggressive or more control oriented, that is what black is amazing at in modern- trading a card for a card-and-a-bit.
Giving up that advantage is a big choice- not bad, but it it forces a very aggressive 'race your opponent' game plan, and gives up a lot of flexibility.
The big thing mono black has is a massive toolbox of tier-2 cards that can be perfect answers to a metagame. Suddenly you don't trade 1-for 1 with that card, you trade 4 for 1 or more, then win from the advantage. Shadow of Doubt hitting a fetch gets forefits.
Inquisition is broadly equivalent to thoughtsieze with one key difference- in exchange for that two life, you cannot stop Supreme Verdict, Wrath of God Cryptic Command or Damnation. Inquisition does stop Path to Exile, Anger of the Gods and combo pieces like Kitchen Finks or hate like Relic of Progenitus, while trading even with basically everything else, so its still devastatingly good. There are competitive lists to look up if you want to see exactly what they do- usually a 3-3 or 3-2 split iirc, but 4 inquisition is still very strong.
I'd reccomend starting by copying the curve of a classing mono-black-devotion list, and working from there. Best of luck piloting, and I hope you have a lot of fun. This is probably the most versatile, diverse and consistantly strong archetypes out there.
1 week ago
Wow, Collective Brutality does exactly the kind of thing I am looking for! Great call. I was looking at Graveyard Marshal, I just don't know where to put him. I think all the zombies in there are better (for this type of deck) and I can't cast Prized Amalgam with the Marshal's ability. Any suggestions on what to drop? Also keeping an eye on Assassin's Trophy when that drops. That card is going to be great.
1 week ago
1 week ago
Field of Ruin would be a consideration helps take beaters from UW control and semi helps your Tron match the lack of Collective Brutality and Tireless Tracker is also concerning honestly I think tracker is 100 times better than bob and running a full set of both goyf and grim flayed leaves you extreamly weak to Rest In Peace with people normally bring grave hate against GBx decks anyways so not falling into that trap is a good thing. Might I suggest cutting 2 abrupt decay for 2 Dismember cut the trolls and 2 flayer for 4 Tireless Tracker cut 1 scooze for 1 Collective Brutality and 3 basics for 3 Field of Ruin
2 weeks ago
After a good time without play the deck, i put it on again to test and want to share my thougths.
- Collective Brutality is such a good card, but it cant be absolute substitute for Thoughtseize, we just need to deal with creature too. maybe a split 2/3~4
- Talking about creatures, we dont have removal for big creatures, for example the Gurmag Angler start to be played more and more with UB shadow in evidence as good choice.
- Talking about creatures  ... we definitely must up our wincon, like 3 Ob nixilis, too many times i could play many lands for nothing. We lose much life, Crufix seens a good card too (or Retreat to Hagra, act as offense and defense at the same time.
this is what i saw this day, let me know if you are interested on this yet, and know about this take.