Sideboard


Maybeboard

Instant (4)


Simple Black Magic.

Disrupt your opponent's hand and kill your opponent's creatures to get full value from Torment of Hailfire and Remorseless Punishment . If there is no hand and aren't any creatures you can close the game swiftly with loss of life. The main game plan is to stop your opponent from being able to build any kind of board presence and become forced to top deck, which is a dirty plan but a plan nonetheless.

Torment of Scarabs is repeatable punishment that makes keeping anything on the field that much more difficult (or at least costly) and the abundance of spot removal means bad things either way. Cruel Reality is a costlier version of this to top off the curve, but looks specifically at creatures and planeswalkers which should be in short supply by turn 7 when you could play it.

Dreamstealer got the only creature spot because of how it picks away at your opponent's hand easily with Menace, but also Eternalize gives it extra value as it can return as a 4/4 Menace that can drop your opponent's entire hand. It's a solid 3 drop that does it's job very well. Once the Curses are in play and your opponent is top decking they might try to save cards in their hand to discard instead of taking damage. Dreamstealer makes that impossible by making them just discard it anyway and then hopefully your opponent just has to take the damage. I've since added Thought-Knot Seer and Distended Mindbender to the deck which all get along just so well... the bodies are all big enough to avoid most burn and their cast triggers and etb effects keep your opponent in the weeds by further taking away cards from their hand. Sometimes there are no cards to take, but that's ok because then you can just start the beat down strategy and win that way. If things line up you can Emerge the Mindbender off of a Dreamstealer as early as turn 4 which can take down up to 3 cards from your opponent's hand and leave you with a 5/5 and now your Dreamstealer is ready to Eternalize by turn 6. Mindbending a TKS on turn 5 means they have to draw a card before you get to discard it. Its awesome.

Cards like Unburden and Razaketh's Rite can be useful or completely dead which is why Cycling makes them so much better. Harsh Scrutiny is best within the first three turns, but the information is awesome at any time, especially because of the Scry 1. Doomfall is incredibly versatile and works towards either end of your goal as it can hit their hand or their board. Perfect. Torment of Venom was my favorite removal spell during our draft and fits perfectly in this build as it can kill or cripple any creature while forcing another bad decision on your opponent.

What makes this deck unique against other black builds in the past with similar goals is that there are several effects that can deal with non-land / non-creature permanents which black doesn't typically have access to. I played a watered down and much weaker version of this in limited draft and fell in love with the playstyle all over again and cards like Torment of Scarabs and Torment of Hailfire proved incredibly powerful against a weakened opponent that can't keep a hand or a board after taking many hits to both throughout turns 4 through 7.

This polished version looks super spicy and I can't wait to give it a try in this ever evolving Standard format.

The sideboard has even more removal, board wipes, and Noxious Gearhulks for good measure. Dispossess and Lost Legacy are amazing sideboard staples for black that eliminate your opponent's win conditions once you know what they are. Take down the scariest things that can't otherwise be dealt with.

So much excite!

We're back to the original "creatureless" strategy with the main board from the loss of Thought-Knot Seer and Distended Mindbender. We won't be beating down the opponent with combat phases anymore. That's ok. I've moved the Dreamstealers to the sideboard to pair with Kitesail Freebooters and Raiders' Wake. It's not a lot of aggro, in fact the Wake is intended to do the most damage. Clearly not anywhere near as good as Liliana's Caress or even Megrim, but it's still a flavor win that isn't broken. I do wish it cost 3 mana so you can get it off of an Expertise, but it's still not bad. If you can curve into these with Freebooter on turn 2, then Dreamstealer on 3, and finally Wake on 4 you will be able to attack with the Dreamstealer to cause not one, but two discards for a total of 5 damage because of Menace. Maybe not, since you can't have played removal yet but then you just might have to wait one more turn. Then every time you play hand disruption you'll be able to deal even more damage. This means your final Hailfire doesn't need to be all that big to finish off your opponent who should be stuck top decking. The creatures are all in the sideboard because hopefully your opponent will take out all of their dead spot removal and sweepers after you close out game 1 without playing any and the new strategy will work better. I sort of wish you could have more than 15 cards in the side to support a few more creatures, but I didn't want to lose space for other answers like Bontu's Last Reckoning with Trespasser's Curse for really resilient wide and fast strategies, and Dispossess with Lost Legacy to tear apart combo decks. If I don't end up finding uses for these in my meta, however, I'll be sure to add in a few more creatures.

The main supporter of Creatureless is absolutely Primal Amulet  . Even though it costs 4 to drop, both sides of this card are absolutely relevant to most spells in the deck. The big finish (Torment of Hailfire) gets an extra +1 to X on the front (not huge but still relevant) and literally X*2 on the back (incredibly relevant). Even if you don't have Hailfire a double Doomfall to exile two creatures or discard two cards or double Vraska's Contempt to exile two creatures and gain 4 life are both sweet. Even double Duress or Harsh Scrutiny can be awesome. I'm actually excited for Duress as another cheap turn 1 disruption option for the deck that also helps add quick and cheap counters to the Amulet. Basically you should always know exactly what your opponent has to work with. The best part of Amulet is that neither side is Legendary, so you can actually stack the effect. Spend mana from 2 or even 3 of these while flipped? +1 that spell again. The size of Hailfires that are now possible are just ridiculous.

Speaking of ridiculous, Sword-Point Diplomacy is the best card this deck could have ever hoped for. It fits the theme of forcing your opponent to make a decision that will cost them 3, 6, or 9 damage and because it has the amazing cmc of just 3 (seriously, for 3 mana this should at least have double if not triple black) you can even cast this after Yahenni's Expertise. What a turn 4! Sweep the board and either draw 3 cards, draw 2 cards and deal 3 damage, draw 1 card and deal 6 damage, or draw no cards and deal 9 damage. Who cares that you exile the ones you don't keep. That's just brutal. By the way, this is ridiculous with Amulet too since doubling it draws you up to 6 cards and deals up to 18 damage! For 3 mana!?! Looooooove this card. I ordered a full set of both Diplomacy and Amulet while they are still just $2. Maybe I'm wrong, but I see these as very exploitable cards that work in a lot of different deck types and colors and there's no way they are going to stay cheap.

Vraska's Contempt is a sweet new spot removal card at Instant speed. There aren't a lot of those left for black right now. I like the added life gain as well. Subtle, but useful. At Instant speed this can take down a Planeswalker before it can use it's abilities which should be great against that Gideon of the Trials guy as long as he doesn't come down immediately on turn 3. I feel like over time if the cost doesn't stay too high it would be a good idea to replace the Never / Return, but the one thing besides cost that makes me want to keep Never is that it can exile things from graveyards. I only pre-ordered two Contempt because I feel like I will want to keep Never around, but hopefully that doesn't bite me and the cost shoots up before I decide to get more.

Grasp of Darkness is replaced with Walk the Plank. I know Fatal Push is probably much better (it is) but I have the worst luck on the planet and have only ever packed one of them. I'm not doubling the cost of the deck to add a playset. I also don't have ways to trigger revolt, so the only real advantage to Push is that it is an Instant that can help avoid early damage from fast aggro decks. Honestly Harsh Scrutiny effectively kills a creature for the same cost but also gives you information about your opponent's hand and a scry so I've always liked it better and for a fraction of the cost.

The other new card that is great against fast aggro and Deserts like "Ramanup Red" is Field of Ruin. This card is amazing. I can kill a Desert (or any useful non-basic that my opponent needs) and we both replace it with a basic. The thing I always disliked about cards like Ghost Quarter, Tectonic Edge, and Wasteland is that they use up a land slot and slow down your curve if you need to use them early. Now you don't have to worry about it. It won't necessarily tempo your opponent while doing so because they can get a basic that still solves a color fixing issue, but there are a lot of nice non-basic lands that do stuff that would be nice to kill without dedicating a land destruction spell. It doesn't even come in tapped either. Awesome card, another one that I pre-ordered because I see the price shooting up on this one even though it's an uncommon.

I made the decision to cut down on the overall cmc of the deck and went to 4 Torment of Scarabs instead of 3 plus one Cruel Reality. Reality is amazing, but it really is a "win harder" card. It never came up as something that I needed to win as I was already going to win anyway. Love the card, but Scarabs is also wonderful and does the job just fine.

I'm also considering cutting Ifnir Deadlands and Desert of the Glorified since I no longer need colorless (without TKS) for just 6 more Swamps. I mean I could try to put together a Desert kit that uses the animate land, but that's just messy. In fact, I actually really like the simple Sunscorched Desert for the added ping damage. It is a damage race after all. I think I'm just going to add those. Glorified has been pissing me off in the top deck because it enters tapped. The cycling is useful, but still incredibly slow. I'll see how 2 Sunscorched and 4 Deadlands work out. I don't want to have too many non-black sources because of the double black symbols on Walk the Plank and Yahenni's Expertise. The negative counters are decent removal when you run out of gas, though it sucks you can only do it at sorcery speed. Meh.

I'm really excited for Ixalan for many reasons, but the power level of this deck just feels like it is getting a major upgrade. That's saying a lot because it was awesome before :)

I'm open to suggestions, but I think I'm sold on keeping this mono-black. Having a cool Golgari splash for the new Vraska, Relic Seeker could be promising, especially since it is a high cost walker that shouldn't be up against many (if any) threats by turn 6 when you could play her. The Amulet also opens up some cool possibilities with Red and/or Blue spells. I think any of those would be too much of a departure from the play style that I really wanted to return to with this deck which was mono-black discard. If you want to try it out though with a little something extra I'd love to hear how it works out for you.

Thanks for all the support, this deck really took off quickly just a few short months ago and I'm glad that it continues to grow even stronger in the face of impending rotation :)

Suggestions

Updates Add

Dire Fleet Ravager - This one is definitely just a maybe. I like it because of the Menace as this deck does a good job keeping a thin amount of creatures on the other side of the field, and I usually don't do anything to their life total until later in the game so this is likely to drop a fair amount of life which makes the requirement for the size of Hailfire to be much smaller. I think one in the sideboard for Multiplayer or if I'm up against someone that has a bunch of lifegain is all I would actually do since he costs so much mana.

Sword-Point Diplomacy - +4. +4 right now. 3 mana for 3 cards in black with no downside to me? Yup. 3 mana for 2 cards and 3 damage to my opponent? Yup. 3 mana for 1 card and 6 damage to my opponent? Yup. 3 mana for 0 cards and 9 damage to my opponent? Yup. Don't even care that the cards I lose go to exile. This is amazing.

Vraska's Contempt - Solid removal. Gaining 2 life might be sort of relevant, but straight exiling a creature or planeswalker at instant speed is important. I don't know if this is better in the main board or the side board, but I like it. Probably at least 2 in the side? Not sure.

Raiders' Wake - LOVE the effect, disappointed that it costs 4. I really want to have at least one of these, but that cost might not be worth it. It's also too bad that I will likely be creatureless again after rotation so the Raid ability that sort of makes the 4 cost more worth it by adding 2 extra damage and dropping a card right away. I could make a case for Dreamstealer being reliable as attacking for 1 damage, discarding a card for 2 damage and then Raid triggering to discard another card for another 2 damage. Now that 1 damage and 1 card becomes 5 damage and 2 cards. It's not terrible, but it has to happen in that order and pretty much on turns 3 and 4. I want to like this, and I do, but I don't know how reliable it will be.

Kitesail Freebooter - Perfect! Basically a flavor reprint of Brain Maggot except this one has 2 toughness which means Dual Shot can't just kill it! This isn't meant to stay alive forever, it's meant to draw burn/removal and tie up your opponent's mana so that you can just make them discard the card again anyway. These tempo shenanigans really throw off your opponent's plans and strategy and being a two cost to lower the cmc of the deck is sweet. A full set of this will likely replace the much larger and more expensive Thought-Knot Seer and Distended Mindbender. There is so much good discard/removal/draw to support a fully creatureless deck (especially with Sword-Point Diplomacy to refill my hand or add even more damage).

Walk the Plank - Sorcery, but solid card. Two cost and it's dead. Not sure the configuration but I'm sure there will be 2-3 of these somewhere.

Blight Keeper - If I go with more creatures (or have a creatureless mainboard and a creature heavy sideboard) it will play nicely into Raider's Wake, and the 8 cost ability (8...really? 8?) is a mana sink to drain 4 life and possibly save you or end the game. A 1 cost 1/1 flyer is never terrible, especially if it does other things or enables other things. I dunno, just keeping my eye on it.

Duress - Yes! One cost for information and getting rid of a non-creature thing? A reprint I was hoping for. Classic.

Primal Amulet  Flip - I can't believe this is a thing. This is the best reason to play lower cost spells and become creatureless. The discount is nice, but cheap cards like Harsh Scrutiny and Duress don't care. Doomfall for 2 is huge. This will take a turn 6 or 7 Hailfire with X 5 or 6... and DOUBLE it. Cards like this I always include as a 2 of (and by that I mean Pyromancer's Goggles lol). I hope this starts off cheap so I can get a pair, but the fact that it's all colorless and then creates any color of mana means this can be a bomb in pretty much any color deck (most likely Red and Blue).

Field of Ruin - Interesting. I won't need the colorless sources for TKS anymore but this could be nice to deal with Deserts. Kill a desert, we both get a basic. I like it.

So the problem here is that there are a lot a nice new cards, but I'm only losing 13 slots and I want full sets of a lot of these lol. I haven't been using Torment of Venom and Unburden (which saddens me...) so I'll be able to add in a few more. Here's my best guess for what I'll be swapping out:

-1 Blighted Fen, -1 Sea-Gate Wreckage, +2 Field of Ruin (Main)

-2 Distended Mindbender, -2 Thought-Knot Seer, +4 Kitesail Freebooter (Main)

-1 Remorseless Punishment, -1 Ob Nixilis Reignited, +2 Primal Amulet (Main)

-4 Torment of Venom, +4 Sword-Point Diplomacy (Main)

-2 To the Slaughter, +2 Vraska's Contempt (Side)

-3 Grasp of Darkness, -3 Unburden, +4 Duress, +2 Raider's Wake (Main/Side)

Which leaves Dire Fleet Ravager, Walk the Plank, and Blight Keeper on the Maybeboard.

Once I can actually reconfigure the cards on here and test out hands I'll make the final decisions. I think I want to try 100% creatureless for the mainboard with plenty of removal, wipes, discard, and hailfire. The sideboard can bring in the 8 creatures and Raider's Wake and try a different strategy after your opponent takes out all of their removal.

Comments View Archive

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Top Ranked
  • Achieved #7 position overall 6 years ago
Date added 6 years
Last updated 6 years
Exclude colors WURG
Legality

This deck is not Standard legal.

Rarity (main - side)

15 - 8 Rares

24 - 6 Uncommons

9 - 1 Commons

Cards 60
Avg. CMC 2.87
Tokens Dreamstealer 4/4 B, Zombie 2/2 B
Folders Decks, new folder, Possibly decks to buy., Interesting Standard Decks, Interestings, Favorite Standard, T2 good ideas, Cycle, decks to test, yes
Votes
Ignored suggestions
Shared with
Views