|Commander / EDH||Legal|
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When you cast Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes.
Counter target spell.
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Dash Hopes Discussion
3 days ago
I like this deck so far, your opponents might not though, with all the sac effects. Heh.
I would be mostly worried about spells like Vandalblast. Maybe the occasional Artificer's Hex. I'd recommend Dash Hopes, Remorseless Punishment, and Scour from Existence for artifact and enchantment removal.
3 weeks ago
I like the concept and it looks very interesting. Vampiric Link is a cool card because you can attach it to an opponent's creature, and due to the old wording, you would gain the life if they deal damage with the creature. Tree of Perdition is a cool card and also a nice political one. People are less likely to attack if they are going to lose most of their life, and it would allow you to get some of your enchantments set up. No Mercy is another one that deters attacks. While usually not good in EDH, Dash Hopes would be interesting to try, since your opponents are going to be paying and losing life left and right. Along the same lines, Vexing Devil and Browbeat might be worth testing. Finally, I don't know if you're set on Kaervek as your commander, but Mogis, God of Slaughter could be another option. It fits your theme and is much cheaper to cast and harder to remove. Or perhaps deserving of a slot in the 99? Finally, since you're already running Exquisite Blood, that and Sanguine Bond allows you to combo and kill everyone if you can gain life or make someone lose life. Let me know what you think.
3 weeks ago
Here are some suggestions based on your deck description and on your request on the commander page:
One way I love to drain out opponents in my mono-black deck is Maga, Traitor to Mortals. He/she can even one shot two opponents if you run it alongside Panharmonicon, but I don't think that artifact really plays well into your deck theme.
If you want a way to disrupt your playgroup's combos you could try running Dash Hopes. It works great with your strategy because in order to stop the card they have to pay 5 life. Hopefully you are already draining them of life so the decision should be rather difficulty for your opponent to make.
On to the token generators. Some great options in mono-black are Bloodline Keeper, Phyrexian Processor, Pawn of Ulamog, Skeletal Vampire, and Endrek Sahr, Master Breeder are all decent options that are mostly budget friendly. Spawning Pit is also another option with a built in sac-outlet.
As far as for what you could take out for said token generators, you have a lot of target removal (I count around 9). That is a TON (I usually run 3-4) as target removal becomes a lot less impactful in multiplayer games. You already have a considerable amount of board wipes and enchantments which keep the creature count low. I would suggest cutting a few of the spot removal cards for the token generators.
Also, one more suggestion (sorry this is alot), but I would swap out one spot removal card for Scour from Existence. The exile clause and the fact that it can target any permanent is pretty clutch for mono-black which struggles with enchantment and artifact removal.
Lastly, I second the inclusion of Mindslicer. I love that card :)
3 weeks ago
Also, I'd highly recommend adding some Inquisition of Kozileks, you cannot overrate hand destruction in modern.
Dakota on Mono Black
1 month ago
1 month ago
Thanks for the reply,
I completely agree that you shouldnt leave up mana turn 2, as you need to be developing your board and flooding out with creatures on your side of the field. However a 1/2 of will make your opponent play differently against you when they see the spell. They cant always play a card when you have up mana up, if they cant/wont take the 5 damage, so may wait a turn to find a better time to use it, thus giving you an advantage of delaying your opponent a turn, which in your deck could quite easily win you the game.
I personally would go for 1/2 Dash Hopes as a trial but i'm unsure what to take out.
Final thought: Scrapheap Scrounger, plays well with what your deck wants to do, granted it doesnt benefit from Bad Moon or coming in tapped for Throne of the God-Pharaoh, but does provide an aggro high power threat which has the ability to easily recur at the end of the turn. Also holding up your 2 mana for Dash Hopes could also mean either you recur the scrapheap if theres nothing good to counter.
1 month ago
Hey, thanks for your comment!
I also considered Dash Hopes, as I really love 'painful choice' cards in the style of Temporal Extortion and Curse of the Cabal. I think it is fine as a casual choice, but it has some issues. It could be OK in game 1 if the opponent doesn't understand the deck yet, but from then on it will be a counterspell if I need a quick clock and a burn spell if I need to save the team from Wrath of God. I could chooice not to play 2 1CMC creatures on turn 2 and hold up Dash Hopes only to find the opponent not playing anything significant on his turn, so I just wasted 4 power on board and I have no Instants to salvage the lost mana. Cards like Dash Hopes always look great on paper, but they never really play out the way one initially planned. That said, I'm not dismissing it entirely, might have to test it out a bit to come to a clear conclusion.