Target creature gets -1/-1 until end of turn.
Morbid That creature gets -13/-13 until end of turn instead if a creature died this turn.
|Have (29)||FALLEN-X-ANGEL , GureiSeion , nemesis101 , Metia , Valentine35 , canterlotguardian , XxCataclysmiCxX , ewills5089 , K8ARO , rache , Comicalflop , almerican , Gameover209X , Didgeridooda , zachi , lucyfarrell , bloodrayne03 , Shablagoo , GrandeKhan , Timocalypse , jaredscottwilson , Braxlyon , Raistlin911822 , APPLE01DOJ , agtbubblez74 , twospires , HavokX , xzavierx , ryuzaki32667|
|Want (2)||Timocalypse , -Logician|
First off, there's no point in running a deck with 1-of's of most cards, you'll likely never draw them later on. 4 counterspells in a deck is what I'd call half-assing it, specially since only 2 of them are general counters. The other 2 specifically counter creatures, and non-creatures. If you're going to use counterspells as control, you should either go all the way, or at least some better form of counter; not a 4/60 chance of possibly countering something an opponent throws down.
If you' can't quite afford those cards mentioned above, I suggest you try something like Rooftop Storm , allowing you free-cast for any zombie creatures.Decent creatures would probably be something along the lines of Geralf's Messenger and Diregraf Ghoul , both are good value creatures. Endless Ranks of the Dead works well as token-production, as long as you have zombies on the field.
The way your 4-counterspells is going, I'd think Call to the Grave and 1 more Tragic Slip would work better as control in place of those cards. Necromancer's Stockpile could work as a late-game filter, so you can dig for bigger zombies while throwing the small ones. Consider Zombie Apocalypse as something to finish opponents with everything you've thrown into the grave, while clearing their field. Possibly more Think Twice as card-draw if you can't possibly use that mana on anything else
Well, that's my budget suggestion to you, all cards I suggested are modern-legal, but if you want casual/anything beyond modern, Dark Ritual is known to make black decks run faster.
Mana fixing: slower but more versatile
Remove Lavaclaw Reaches
Remove Shinka, the Bloodsoaked Keep
Remove Shizo, Death's Storehouse
Remove Swamp x7
Remove Markov Blademaster
Remove Havengul Vampire
Remove Falkenrath Marauders
Remove Braid of Fire (Read the gatherer on this)
Remove Black Market (5 Mana? Not worth it)
Add Burnished Hart
Add Crypt Ghast
Add Tainted Peak
Add Evolving Wilds
Add Grixis Panorama
Add Jund Panorama
Add Rocky Tar Pit
Add Bloodfell Caves
Add Urborg Volcano
Add Command Tower
Add Vivid Crag
Add Vivid Marsh
Remove Whispersilk Cloak (only useful for selfish creatures)
Remove Sudden Spoiling (too situational)
Remove Dreadbore (use creature removal)
Remove Liliana Vess (card draw is nice but there is better stuff)
Add Blood Tribute
Add Whip of Erebos
Add Trading Post
Remove Terminate (use creature removal)
Remove Tragic Slip (use creature removal)
Add Illusionist's Bracers (double trigger)
Add Sword of Kaldra (like deathtouch)
Remove Mutilate (use creature removal)
Remove painful quandry (don't give your opponents choices)
Remove Door of Destinies (its too slow)
Remove Rakish Heir (I like this but there is better stuff)
Remove Caged Sun (too little too late)
Remove Mirri the Cursed (selfish)
Remove Phyrexian Reclamation (meh)
Remove Oversold Cemetery (meh)
Remove Reanimate (meh)
Add Vein Drinker (removal)
Add Drana, Kalastria Bloodchief (removal)
Add Dark Impostor (removal)
Add Butcher of Malakir (removal)
Add Anowon, the Ruin Sage (removal)
Add Guul Draz Assassin (removal)
Add Blood Artist
Add Malakir Bloodwitch (lifegain)
Add Captivating Vampire (creature steal)
Oh boy, i actually have a lot of ideas, ive been thinking of how to make a Black Red control deck for a while. The only big problem i have, is I'm completely sure what your wincon is. If you spash colors thats not a problem, but more on that in a bit.
So first thing, Most control decks need a few thing from their cards to operate well, Card advantage and utility/versatility/value/what ever you wanna to call it. Basicly your cards have to be able to cover a good variety of threats easily, maintain card advantage (Or forcing your opponent into card disadvantage cuz black discard) and not being dead at various points in the game... or do as much of this as possible. Normally card abilities like flashback, overload, or just kicker/strive do well in control decks as you can cast them for their initial cost early, but the extra costs you can spend can help you get value later on. Take Silence the Believers for example. It exiles creatures, which gets around regeneration and indestructibility, and also exiles Auras, which could be usefull you never know. But it can also target multiple creatures so late game, if your staling out and you draw this while full of lands, its can take out three creatures. Oh also im going to recommend this as one of, a silver bullet of sorts.
For the most part, i feel like your cards cover all apsects of creatures, planeswalkers and control really well. But what can it do against Artifacts and enchantments... The only two i can think of are Vandalblast and All Is Dust . Obviously your goal is to get it out of their hand with discard, but what are you going to do against a top deck? But i don't know your local/friends meta, so what ever.
Then addressing your creatures/win con I'm going to say replace Hypnotic Specter with Young Pyromancer . Hypnotic is cool and all, but i feel like its a bit of a win more card, As were young pyro can get a lot of value from your spells, They can be used as chump blockers for days while you deal with other threats, or they can swarm and you can become the aggressor rather quickly.
For you win con, probably want something more sticky and controling... but i dont know of anything like that in Red and Black, So if you were me, i would Cut all 4 of Demigod of Revenge and put in 2 Keranos, God of Storms , then that leaves you with 2 more slots to work with. Otherwise Liliana Vess Is a solid win con for black control.
You can probably also cut 2 lands as your curve is low and you dont have fetches to thin your land.
Other misc suggestions might be:Damnation -- Board wipe
Flame Slash -- cheap and efficient
Wrecking Ball -- Why not?
Endless Ranks of the Dead is crap. It looks nice, but it not. I tryed to use it, and it never truly do what you want it to. Its slow and clunky.
Get yourself 4x Tragic Slip . Its a full on cost 1 removal, and can allow Geralfs Messager to come back from the deck one more time if need be (also, x4 Geralfs dude!).
Onether AWESOME removal to have is Geth's Verdict . Targer player sacrifice can never be over estimated.
Indestructible creatures, as commonly stated, are not destroyed by lethal damage, and as we also know, -X/-X is not "Damage". So, with this in mind, let's say a card like Sliver Hivelord is on the battlefield. A creature has died this turn, and I cast Tragic Slip targeting the Sliver Hivelord , giving it -13/-13 until end of turn. Is it sent to the graveyard, or is it safe because it is indestructible?
I think you shouldn't run with 4 Dark Confidant
when you have 4 Phyrexian Obliterator
and 4 Gray Merchant of Asphodel
I suggest you to add creatures like Gatekeeper of Malakir , Royal Assassin , Grave Titan , Vampire Nighthawk ... and some removals like Dismember , Slaughter Pact , Tragic Slip or even Go for the Throat
|0.05 TIX||0.11 TIX|
|Avg. draft pick||2.08|
|Avg. cube pick||7.73|
|Commander / EDH||Legal|