Charcoal Diamond

Charcoal Diamond

Artifact

Charcoal Diamond enters the battlefield tapped.

: Add to your mana pool.

Browse Alters View at Gatherer

Trade

Have (0)
Want (3) Poppins , Tigerstyle , Cactusman

Printings View all

Set Rarity
Commander 2014 (C14) Uncommon
Seventh Edition (7ED) Uncommon
Classic Sixth Edition (6ED) Uncommon
Mirage (MIR) Uncommon

Combos Browse all

Legality

Format Legality
Oathbreaker Legal
Noble Legal
Commander / EDH Legal
Unformat Legal
1v1 Commander Legal
Casual Legal
Legacy Legal
Tiny Leaders Legal
Highlander Legal
Leviathan Legal
Canadian Highlander Legal
2019-10-04 Legal
Penny Dreadful Legal
Magic Duels Legal
Duel Commander Legal
Vintage Legal

Charcoal Diamond Discussion

PaulMuadDib on Vito, Thorn of Dusk Rose

1 week ago

You are going to need more than 12 lands. Whenever I build a deck, I always start with 40 lands and then for every 3 pieces of ramp, which for a mono black deck would be a mana rock or swamp doubler or ritual spell like Dark Ritual, I remove a land.
Please retune the deck with 12 non-land mana sources and 36 swamps for starters and you can think of non-swamp lands you want to include later.
My suggestions for those sources are any 12 of the following, depending on your budget:
Sol Ring
Star Compass
Commander's Sphere
Crypt Ghast
Charcoal Diamond
Soldevi Adnate
Songs of the Damned
Worn Powerstone
Dark Ritual
Everflowing Chalice
Ashnod's Altar
Cathodion
Guardian Idol
Hedron Archive
Mind Stone
Magnifying Glass
Millikin
Prismatic Lens
Cabal Coffers <- could replace a swamp
Bubbling Muck
Pristine Talisman <- defiantly want that

After that you've got the commander, which takes up 1 card slot, so that leaves you with 51 cards to choose from.

I see the bare beginnings of either an aristocrats or a reanimator deck. In my opinion you should push more for aristocrats. It can draw you tons of cards and gain you quite a lot of life. There's no harm in keeping some reanimation spells in there though.

You want a good number of sacrifice outlets. I haven't heard of what a hard number should be so I'd shoot for at least 5. Here's a list of some that I remember off hand:
Witch's Cauldron
Vampiric Rites
Ashnod's Altar
Infernal Tribute <- has a funny synergy with Spine of Ish Sah
Gnawing Zombie
Altar of Dementia
Attrition
Blood Bairn
Bloodflow Connoisseur
Bloodsoaked Altar
Bloodthrone Vampire
Carnage Altar
Carrion Feeder
Corpse Blockade
Culling Dais
Dark Privilege
Diamond Valley
Disciple of Griselbrand
Gutless Ghoul
Lampad of Death's Vigil
Mind Slash
Spawning Pit
Phyrexian Plaguelord

For this strategy you'll need recurring creatures or token generators
Ghoulcaller Gisa
Reassembling Skeleton
Endless Cockroaches
Tenacious Dead
Nim Devourer
Bridge from Below
Open the Graves
Sanitarium Skeleton
Gravecrawler

value
Pitiless Plunderer
Bolas's Citadel

Lifegain
Blood Artist is a staple
Plunge into Darkness is something you might want for the pure lifegain of 3 per creature you sacrifice. Not sure that you want to use the "exile a bunch of your deck" too often.
Bontu's Monument
Corrupt
Drain Life
Shadows of the Past

reanimation
Living Death
No Rest for the Wicked
Sepulchral Primordial
Zombify
Rise from the Grave
Victimize
Apprentice Necromancer
Call of the Death-Dweller

spot removal/board wipes
Mutilate
Damnation
Defile
Hero's Downfall
Vona's Hunger

draw
Read the Bones
Sign in Blood
Damnable Pact
Smothering Abomination
Ransack the Lab
Minions' Murmurs
Harvester of Souls

and so forth. I'd look through some already built aristocrats decks to see exactly whether you want to take that strategy.

Oh yeah, for utility lands I'd choose any of the following within your price range:
Leechridden Swamp
Bojuka Bog
Reliquary Tower
Cabal Stronghold
Volrath's Stronghold
Phyrexian Tower
Myriad Landscape
Terrain Generator
Geier Reach Sanitarium

MrKillStar on The Evening Star

2 weeks ago

Hmmmm... maybe try some stupid combo with Bolas's Citadel, sac Kokusho, the Evening Star with any free sac outlet, use Mortuary/Haunted Crossroads to get Kokushko back on top of library to recast it? Can also do that with Gray Merchant of Asphodel. But its just very junky combo :D
Also needs some ramp.. Bubbling Muck, Dark Ritual; Arcane Signet/Charcoal Diamond for black mana, Sol Ring/Mind Stone for some colorless. Everglades could be useable aswell. Jet Medallion - a bit pricey, but should help too.

Azeworai on Tinybones the card thief

1 month ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

abby315 on I've got a very tiny bone to pick with you

1 month ago

Rasaru I was just reminded - if you have the $$, you should also definitely be running Jet Medallion. Just swap it right in for Charcoal Diamond.

Chandra585 on I've got a very tiny bone to pick with you

1 month ago

I'd cut Charcoal Diamond and Coldsteel Heart for Arcane Signet and Fellwar Stone having your rocks enter untapped is really helpful.

Krutzi on Knights of Ashvale

1 month ago

Könnte mMn etwas mehr REMMP gebrauchen.

Wenn ich recht sehe sind aktuell drin: - Arcane Signet - Boros Signet - Rakdos Signet - Pillar of Origins - Talisman of Conviction aber für nen 6 CMC Commander sind 5 Ramp-Spells etwas wenig. Ich persönlich empfehle noch 5 mehr, 10 sind immer ne solide Anzahl.

zum Beispiel: - Charcoal Diamond - Fire Diamond - Marble Diamond - Burnished Hart - Orzhov Signet - Mind Stone - Hedron Archive - Worn Powerstone - Fractured Powerstone - Talisman of Indulgence - Talisman of Hierarchy aber auch jeder andere Ramp spell bei dem man die Hälfte von dem Mana wieder rauskriegt, was man rein steckt. In der Regel ist mehr Mana = mehr gut, vor allem wenn man einen Commander hat der viel kostet und powerful ist.

Liebe grüße, ein -Spieler

LittleBlueHero on DARPA Deck***

2 months ago

As I mentioned before: Kor Haven and Reconnaissance come to mind first. for me 33 land is just not enough. I know sometimes you feel like you get mana flooded but thats why we want a bunch of ways to draw cards. As long as you are drawing gas you'll have something to spend the mana on. I would never run less than 35 lands in most commander decks and if my commander costs 5 or more I'm almost always at 37 + 10 ways to ramp. It may seem like a lot but id rather have too many resources than not enough.

You currently have like 14 "ramp" cards. I would add in 4 more land and lose 4 of the ramp cards my cuts would be Gilded Lotus, Charcoal Diamond, Azorius Keyrune and Orbs of Warding. Orbs isn't a ramp spell so that would leave you with 37 land and 11 ramp cards.

I know you are going for a rat sub-theme but if I'm being honest a lot of rat cards don't do much after they come into play. I think without your couple of rats matter cards a lot of your creatures will feel lack luster when you play them. I would consider losing this theme and just playing more explosive cards with odd mana costs.

Opal-Eye, Konda's Yojimbo seems out of place and easy to cut. Let me know if you had it there for a reason.

In the end overall consider that yennett is letting you play spells for free you really want to feel like you got value out of it. It will feel bad when you flip over a 1 drop 1/1 or some

Malsorn on Sharuum From Finance

2 months ago

Coldsteel Heart would probably be a good pick over one of the diamonds, just gives you a bit more versatility. Likely drop Charcoal Diamond, it's the 'most expensive' of the diamonds.

Load more