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Mono-Black Swampwalk (Pauper) (Budget)

Pauper Budget Midrange Mono-Black Pauper

CaptDan


Sideboard

Sorcery (6)

Artifact (1)

Enchantment (3)

Creature (4)


A fun rogue deck that can do many things right!

Here is an alliteration of classic Mono-Black Control (Pauper). The goal of this deck is to control the board early, change your opponent lands to swamps, play swampwalk creatures and attack unhindered. If that doesn't do it, Gary (Gray Merchant of Asphodel) is there to put the last nail to the coffin.

EARLY-GAME : Control

There are 8 non-creature spells that allow you to change a land to swamps. Evil Presence do that for one black mana, and Contaminated Ground for 2 manas. When you are lucky enough to change your 2-3 first opponent's island to swamps, often, it is impossible for them to get their game plan going. Moreover, Contaminated Ground on an early land is gonna chip away 2 lifes from your opponent every time it is tapped. In a normal game, that can mean 6-8 life loss.

There are 16 efficient black removals too, costing from 0 black mana to 3 (Chainer's Edict, Disfigure, Quicksand, Oubliette and Victim of Night). Use them to remove early creature.

It is fundamental to reach the middle game with one of your opponent's land as a swamp.

MID-GAME : Aggression

Now, it is time to play your creature and play Sign in Blood to find them. Wall of Shadows will protect your life total and will provide you with 2 black mana for Gray Merchant of Asphodel.

Blistergrub will attack directly your opponent's life total and will deal 2 damage as it dies.

LATE-GAME : Bring him down to zero!

If your opponent manage to play a big creature, remember that you can use again your card:Chainger's Edict to remove it.

Now, in the late game, there are 3 tools to inflict the last damages to bring your opponent's life to 0.

  • 3 Dirtwater Wraith, a 1/3 creature with swampwalk, can be boosted for 1 black mana. Because most of your land produces black mana, it is easy to inflict more than 5 damages with one Dirtwater Wraith attack and play something else in one turn.
  • 4 Gray Merchant of Asphodel (Gary!) : when this spell resolve, based on the devotion mecanic, it deals damage to your opponent while healing you. Remember those spells casted to change your opponent's land to swamps? They count toward your mana devotion even if they are cast on your opponent's permanents.
  • 4 Sign in Blood. You can use it to inflict 2 damages to your opponent if that bring him to 0 or close.

If you need more creature, Mortuary Mire can bring one back. Undying Evil can help you protect one of your creature. With Gray Merchant of Asphodel, it will trigger again its good enter-tehe-battlefield ability.

Your hand should be close to empty in the late game, so Sign in Blood helps you refill it. When you draw Barren Moor in the late game, most of the time, it is better to cycle it for a draw.

SIDEBOARD

In case you are playing against a black deck, you should sideboard your Evil Presence and Contaminated Ground in exchange of more creature removal and discard spells. If you lose to an heavy aggro deck, you should sideboard some late threats for more early game removal, and maybe Pestilence, Crypt Rats and Shrivel.

PLEASE COMMENT AND HELP ME IMPROVE THIS DECK!

(sorry for my bad english...)

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Date added 6 years
Last updated 6 years
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 2.46
Folders Pauper
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