Welcome to A Lonely Existence !

Hi there! Welcome to the primer of my mono-black, burial, exile, good-stuff deck; commanded by King Macar, the Gold-Cursed. Ah, Greek mythology. I think it's awesome. This creature was 'inspired' (pun intended) from said formidable works, in the form of king Midas, whose greed turned into despair when all that he touched (including his child) turned to gold. WoTC managed to turn this ancient tale into a card of formidable power. One that could, under the right circumstances, clear opposing boards while simultaneously granting me the means to summon some allies. I have enjoyed playing this deck a great deal because it is surprisingly effective. I play it in casual formats. It’s not meant to be used in a competitive fashion, but of course I welcome anyone to try! Feel free to comment on anything you (dis)like throughout this primer; I hope you will enjoy it!

Because there is so much to like! Let’s face it; very few commanders can reliably exile (not destroy, exile!) stuff for the low cost of just tapping first and then waiting for the untap phase; to say nothing about the plethora of ways available I can use to tap/untap him additional times every single turn without having to wait! And that’s not all; every exiling done in this way grants me gold (that can be sacrificed for colored mana). Granted, by himself he’s not really a combat-force to be reckoned with (though you can’t off him with a single damage either) and he’s not the cheapest commander to cast either. These however, are small prices to pay to have his power at my fingertips.

I use the following ten parameters to determine the strength of the deck. For each, I allocate a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad); when totalized this score represents the power rating of the deck (maximum score is 50 points).

  • Mana: indicates the availability of mana sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
  • Resilience: indicates whether the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 5

Aside from Macar’s ability as a source, the deck contains plenty of cards that add to its land-base in terms of mana generation. Options include six rocks, two mana-doubling options, two mana generating creatures, one card that cheapens the casting of black stuff, two artifacts that generate mana upon the tapping of creatures and seven cards that allow me to untap artifacts or creatures (to tap them again for more mana).

Ramp: 2

Two creatures that upon saccing, allow me to search for lands. It’s not much, but it adds nicely to my other options that extend my mana base. I also use a land that can be used to play more lands.

Card Advantage: 4

In terms of direct draw, this deck has several options that allow me to maintain a steady game-pace. Six creatures either provide direct draw (usually with a condition or two attached) or allow me to gain advantage through stealing. Three enchantments and two artifacts have also been included for additional draw, as well as two tutors.

Overall speed: 4

I’m sporting a really, nice mana curve with over forty cards of CMC3 or less. This combines well with the card-advantage options and the pace at which this deck can generate mana; pretty much ensures its momentum.

Combo: 4

With all the artifacts in here, including the ones that allow me to untap things, there’s bound to be several infinite colorless-mana combos in here. Also, I found a few ways that allow Macar to keep exiling creatures within a single turn (until the board has been cleared of hostiles) or even have some other creatures destroy all of them instead.

Army: 3

The creatures featured in this force aren’t really a collaborative force; but they have been added to support my beloved king in achieving his objectives. About half of them are meant to increase my resources while the other half is bent on reducing the opposing creature-base by as much as possible without engaging into actual combat. 

Commander: 3

Without the king, the deck’s power is somewhat reduced in both exiling- and mana generating potential. However, the deck’s artifacts and creatures have been chosen so that they can interact with each other in case Macar is unavailable. The deck’s main strategy can also be followed without the king present.

Interaction: 3

For the most part, this deck is pretty decent at getting rid of the opposite side’s creatures. Aside from my commander doing lots of heavy lifting on this front, the deck includes nine other targeted destruction options (at least three of them permanents, so can be used repeatedly) and four untargeted wipes. Other permanents aren’t safe either, with three specifically included to target enchantments as well.

Resilience: 2

This deck stays alive by killing opposing armies. Against other forms of attack, it features two recursion options, two pieces of equipment to protect my valuable king and seven cards with which I can gain a variety of amounts in life, to recoup any losses.

Spellpower: 2

A small number of high-powered drain spells have been added to this deck, as well as some really, nifty mass-and spot removal ones. Other than that, this deck’s power is more dependent on permanents like artifacts and creatures.


Total power score: 32

This deck scores above average strength, based on its speed (despite the absence of significant ramp), its combo potential and it being the bane of anything that even remotely resembles an opposing creature. Its resilience could be improved, though at the expense of cards that contribute to its primary strategy.

Black is amazing at killing off opposing creature forces, and this deck capitalizes on that ability. My job is to off anything creature-like that could get in the way of my creatures as they attempt to murder my priority target(s). King Macar, the Gold-Cursed helps me to accomplish this and even generates artifacts I can sacrifice for mana as a reward. This can grant me a sizeable energy-advantage over my opponents, which enables me to summon big, scary demons and other nasties fast. Should those behemoths lack oomph in any way, I can still try to combo off with some infinite mana shenanigans and power a spell with that stuff to great effect. Usually, my games with this deck will go through the following phases:

  1. Initial resource build-up and slowing down of opponents by whacking creatures.
  2. Summon Macar and start the vigil of keeping the opposing side free of hostile creatures (the idea is to get rid of anything that can threaten/stop my own army so that it can act with impunity).
  3. Get resources available to either keep the opposing side ‘clean’ indefinitely and attack until everyone’s dead OR generate infinite mana and power a game-ending spell with it.

Our bane, my … nemeses, are opposing decks that can overpower through spell slinging (which I cannot do anything about), apply lots of forced sacrifices (which I cannot keep up with) and/or create pillow-forts (which disables my creature force). So naturally, these are my primary targets (for my creature force and my damage-spells). In terms of allies, I look for players whose decks are heavy on countering spells, persecuting enchantments/artifacts or maybe even the strongest creature/token generator. This allows me to persecute my primaries more efficiently, while I keep in check hostile creatures from one less player (temporarily, of course).

At least three cards in the starting hand ought to be lands (or two lands and a CMC0 or CMC1 mana rock). This is a must; I are not going to start a game without this hand (even if I have to mulligan down to three cards). The ideal hand would also contain some acceleration in the form of rocks, draw- and/or filter options.

To start my murder-spree, I need some resources. After all, murdering stuff requires some energy. If possible, I start out with some nice, juicy rocks like Arcane Signet, Mana Vault, Mox Opal, Paladium Myr or Sol Ring. I can also speed things along by ramping through Burnished Hart and Solemn Simulacrum or use Dark Ritual to temporarily boost my mana. Secondary objectives in this phase are cheap draw/filter options like Dark Confidant, Pain Seer, Phyrexian Arena, Scroll Rack or Sensei's Divining Top. Also, if I can whack something important early on, an early Doom Blade or Victim of Night can make a significant impact on the table’s balance of power in the early game.

Once some resources are down, I want to set up for Macar’s arrival. Best preparation I have is to make some artifacts available that either improve his staying-power (Lightning Greaves and Swiftfoot Boots) or his effectiveness by allowing him to tap/untap multiple times a turn (which can be achieved with card like (Paradise Mantle, card:Puppet String, Springleaf Drum, Umbral Mantle and Voltaic Key). Now I am ready to have the king join us, and let his gold-touching fingers start the process of evicting all opposing creatures.

This is the phase in which I want to achieve at least one ‘target disabled’ in terms of combat-ability. To achieve this, I want to expand my killing- and card advantage abilities, while I fish for the more powerful card combinations. I can use the gold Macar generated to summon more of these per turn, should my hand allow for the opportunity. So in terms of more card advantage, mid-game is a great phase to start using critters like Ancient Brass Dragon, Bloodgift Demon, Indulgent Tormentor, Lord of the Void or, if I have some life to spare, cards like Erebos, God of the Dead and Greed.

In terms of death-strike power, I can add entries to the battlefield like Archfiend of Depravity, card:Avatar of Foe, Pestilence Demon, Royal Assassin or Visara the Dreadful. Instead of creatures, I can use spells like Damnation, Hero's Downfall, No Mercy, Sudden Spoiling, Toxic Deluge and Tragic Slip.

In case the previously mentioned creatures were not enough to completely vaporize the opposition, I should have a number of opportunities by now to generate a lot of mana within a single turn, which can be used to power some insane high-powered spells like Drain Life, Exsanguinate and Torment of Hailfire.

This isn’t a very combo-oriented deck, but I have included a few for fun:
  • King Macar, the Gold-Cursed + Liquimetal Torque + Clock of Omens: tap Coating to turn Macar into an artifact. Now tap Macar and Clock to use Clock’s ability; target Macar with it. He untaps, which allows him to exile a creature and generate a gold artifact token. Now tap Macar and the gold artifact token to use Clock’s ability again; target Macar again. Now repeat the process to exile all opposing creatures and generate a gold per creature.
  • Avatar of Woe/Royal Assassin/Visara the Dreadful + Thornbite Staff: equip Staff to one of the mentioned creatures. Use Avatar/Assassin/Visara to kill a creature and have Staff’s trigger untap Avatar/Assassin/Visara again to repeat.
  • Magus of the Coffers + Sword of the Paruns/Umbral Mantle: Equip Sword or Mantle to Magus. Tap Magus to generate mana. With Sword or Mantle, you need six swamps to create infinite black mana (three to untap Magus, two to activate Magus again; this way you net one mana per cycle).

My reliable sources of mana, and some utility:

  • Arcane Lighthouse: some creatures I try to kill, cower behind spell-barriers; this land takes such advantages away (temporarily, which is usually long enough).
  • Blast Zone: one of the ways available to black that can get rid of a lot of enemy artifacts/enchantments at the same time.
  • Bloodstained Mire/Marsh Flats/Polluted Delta/Verdant Catacombs: allows me less actual lands in my deck, while still getting me the lands I need; great for filtering through the deck.
  • Bojuka Bog: exile a whole graveyard by playing this land; fits nicely with the exiling theme.
  • Cabal Coffers/Cabal Stronghold: has the potential to create a butt-load of mana, by the time I reach the mid-game phase; earlier if I am lucky with my draws.
  • Inventors' Fair: potential for a little life gain, but more importantly helps me to look for some of my combo pieces.
  • Maze of Ith: especially useful while I do not have much available yet in terms of defensive measures against opposing creatures. Synergizes very well with Macar.
  • Mortuary Mire: it comes into play tapped (so not useful at mana generation immediately), but I get to take one of my own out of the graveyard, and ready for action soon after.
  • Nykthos, Shrine to Nyx: staple land in a single-color, permanent-rich deck.
  • Terrain Generator: the deck's single ramp card, though it can only use land cards that are already in my hand.
  • Urborg, Tomb of Yawgmoth: helps my Cabal lands a great deal and allows all of my lands to be tapped for black mana.
  • Vault of Whispers: helps the artifact count, which is useful for a number of combos.
  • War Room: because a bit of extra draw always helps.

The cards I use to accelerate mana-availability:

  • Arcane Signet: cheap rock I will use to provide .
  • Burnished Hart: sac this for two juicy swamps.
  • Caged Sun: bit expensive to cast, but it doubles my swamp’s mana output and increases the power of my creatures.
  • Crypt Ghast: doubles my swamp mana output and has the added benefit of granting me some life should I choose to pay a little extra mana during casting.
  • Dark Ritual: an ideal spell in my starting hand (or any hand in the early game).
  • Gilded Lotus: exotic looking rock that provides a lot of colored mana per tapping.
  • Jet Medallion: helps me to cast black stuff a little cheaper.
  • Liquimetal Torque: a colorless-mana source that can turn stuff into artifacts.
  • Magus of the Coffers: Cabal Coffers in creature form; the main plus side of this guy compared to his dirt-counterpart is the fact that I can use artifacts to untap him and use him multiple times a turn, in some cases even an infinite amount of times.
  • li>Mana Vault: an excellent early game accelerator of my ability to cast expensive spells.
  • Mox Opal: not as good as Mox Jet, but the requirement of needing some additional artifacts before it can be used can be fulfilled easily with this deck.
  • Palladium Myr: was sort of a prototype decision at first, but its mana ability has come in handy during a few games, so I decided to keep it in.
  • Paradise Mantle: looks nice on Macar, allows for passive aggressiveness in the form of mana generation as a prelude to exiling something (and creating potential mana again).
  • Patriar's Seal: not just a mana source, but can untap the king as well.
  • Sol Ring: are there EDH decks without this card?
  • Solemn Simulacrum: fantastic ramping creature that grants draw when it dies.
  • Springleaf Drum: another great way to force Macar to tap for some energy.

The mechanisms that provide me with card advantage:

  • Ancient Brass Dragon: not just one of the coolest recursion enablers ever, but he can steal from ANY graveyard!
  • Bloodgift Demon: a decent flying demon that also grants me some draw, at the expense of some life.
  • Dark Confidant/Pain Seer: card advantage in exchange for life.
  • Demonic Tutor: the spell with which all other tutors are compared; a must in all decks featuring black.
  • Erebos, God of the Dead/Greed: sometimes, the price of a life-points is definitely worth the price of some cards.
  • Indulgent Tormentor: surrender life or allow me to draw! What a beast!
  • Lord of the Void: hell of a bruiser that forces mill and allows me to play something from that mill for free; what’s not to like?
  • Phyrexian Arena: for a small life-fee, draw a card.
  • Scroll Rack: in essence, for just a single mana and a tap, this card increases my hand-size by as many as were in my hand to begin with.
  • Sensei's Divining Top: lets me filter and draw at negligible costs.
  • Vampiric Tutor: and two life, for whatever I need from the deck; sounds fair.

What I need to get rid of all opposing creatures:

  • Archfiend of Depravity: forces my opponents to keep their creature-base small and is a serious problem for anyone not using creatures with haste.
  • Avatar of Woe/Royal Assassin/Visara the Dreadful: tap to kill, beautiful.
  • Damnation: my reset button.
  • Deadly Rollick: an exile spell we can cast for free, provided Macar is around.
  • Disciple of the Vault: deal damage whenever an artifact expires; great bonus when sacrificing Macar's gold.
  • Dread Cacodemon: ultimate creature to kill every opposing creature but my own.
  • Feed the Swarm: black’s not an easy color to handle opposing enchantments with; fortunately I still have this.
  • Hero's Downfall: I usually reserve this to blap walkers that can hamper my plans, but of course it can also be used for nasty critters.
  • Mire in Misery: my resources killed/exiled all your creatures; on to enchantments it is!
  • No Mercy: really? You want to risk it?
  • Pestilence Demon: diseases for everyone!
  • Sudden Spoiling: not a literal removal spell, but prepares the way for nastiness against anything that would otherwise be indestructible or have hexproof/shroud.
  • Toxic Deluge: great mass-removal at the expense of some life.
  • Tragic Slip: circumvents indestructibleness of creatures that are on your hitlist.

Ways in which I can activate Macar’s untap ability again and again.

  • Clock of Omens: helps me to untap artifacts I can use to untap Macar.
  • Sword of the Paruns: defensive bonuses and offensive bonuses to my creatures AND I can untap my key creatures; hell yes!
  • Thousand-Year Elixir: gives my creatures haste; sort of … at least concerning the use of special abilities AND more untapping I can use.
  • Umbral Mantle: depending on the amount of mana available, this thing can make something terrifyingly strong; especially a creature with an activated ability that requires tapping.
  • Voltaic Key: low-CMC untap-enabler.

Just some cards that prove to be handy in a variety of situations.

  • Black Market Connections: utility at the cost of some life.
  • Lightning Greaves/Swiftfoot Boots: a little protection for Macar.
  • Servant of Tymaret: drains opposing life while I get to gain it; how inspiring :)
  • Shadowspear: allows me to make almost anything susceptible to a simple destroy spell/ability AND it allows me to equip something with lifelink (and trample) which is very useful to counteract loss of life through the use of abilities.
  • Skirsdag High Priest: let’s me use some zealots to have someone return as a demon.
  • The Haunt of Hightower: hell of a beast that gets very, very big in a deck that gets rid of all creatures.
  • Whip of Erebos: helps to compensate a bit for the life-loss I experience when using some of my abilities; I can even resurrect some stuff (temporarily) with this thing, should I choose to.

This deck is still evolving. The following cards were considered but not added (yet):

  • Reiver Demon: I preferred Pestilence Demon over this one because I can repeat its ability whenever I have mana available. It’s also worse than Dread Cacodemon (which targets all opposing creatures), instead of only non-black/artifact creatures.

I appreciate the time you took to read my primer. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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97% Casual

Competitive

Revision 2 See all

(4 months ago)

+1 Ancient Brass Dragon main
-1 Karn Liberated main
Date added 5 years
Last updated 4 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

40 - 0 Rares

22 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.15
Tokens Demon 5/5 B, Gold, Shapeshifter 3/2 C, Treasure
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