
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Penny Dreadful | Legal |
Pioneer | Legal |
Pre-release | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Infernal Grasp
Instant
Destroy target creature. You lose 2 life.
wallisface on Help Tweaking a Golgari Standard …
3 weeks ago
Are you playing games with Sideboards? Because a lot of decks are able to shore-up their weaknesses by utilizing sideboards, and you'd also be able to gain some extra ground against those bad-matchups by doing so.
Other than that I think the biggest recommendation is something you've already eluded to in your commentary here & on the deck - there's too many different things going on here. The deck would really benefit from cutting-out the average/mediocre cards and running more playsets of the "goodstuff".
Without knowing too much about standard (I only play Modern) my gut instinct is that the following cards are probably a bit weak to be in the deck, and should probably be ditched: Dreadhound (soo much mana for such a meh effect), Graveyard Trespasser Flip (doesn't seem to be helping your deck out that much), Old Rutstein (seems odd in this shell), Outland Liberator Flip (it just feels like a sideboard card to me), Skyfisher Spider (mana cost seems too high for what it does).
I feel like Golgari decks do well from interacting with the opponent and grinding them down. In that regard, I'd prioritize making playsets of your current selection of instant spells (Tear Asunder, Infernal Grasp in particular seem strong for helping the game go longer so your creatures can get bigger. I'm not sure how relevant Cut Down is in your format).
BadBrains on
K'rrik
1 month ago
Imo:
+
-
Oblivion's Hunger
Murder
Phage
Rise of the Dread Marn
Caged Sun
Nightmare Unmaking
Maybe adds:
wallisface on
Joe Gusfield (Rowans Deck)
1 month ago
Some thoughts:
-
Sign in Blood is a pretty universally-bad card, especially in decks that are trying to be aggressive - as it means you’re doing nothing to advance your board-state that turn. I would suggest ditching it entirely.
-
I don’t think you want to be running the full playset of Endless Ranks of the Dead… 4 mana is a lot, and drawing a second one of these is usually going to suck. I’d cut the quantity back to 2-3 copies.
Balaam__ on
101% Mono Black Burn
2 months ago
@Chasmolinker ah, thanks for the recommendations. I don’t think Infernal Grasp had come out when I built this, but it’s definitely worth considering over Cast Down. I think I had Cast Down here as a remnant of an earlier Pauper draft I wasn’t able to get working, but with the multitude of Legendary creatures in Modern I agree Infernal Grasp is a better choice. I’ll maybeboard it for now until the overhaul process. Thanks!
Chasmolinker on
101% Mono Black Burn
2 months ago
Infernal Grasp is a nice improvement over Cast Down. Not sure if it's already been mentioned. Lithoform Blight is another pet card of mine that might be an option.
wallisface on
Lots of exile
2 months ago
Some thoughts:
-
Murder and Bile Blight are really weak killspells. Aim to replace them with stuff like Fatal Push, Infernal Grasp, Victim of Night.
-
Rewind is also really weak, you’d be better off with Mana Leak, or maybe Counterspell.
-
imo Favorable Winds isn’t worth it, and will generally just mess with your tempo. It’d be more useful as additional killspells.
-
Glen Elendra Liege also doesn’t feel hugely useful, i’d personally ditch it and run playsets of Circu, Dimir Lobotomist and Shadowmage Infiltrator, and then a few more killspells. Your deck isn’t fast so i don’t think you gain anything from making your creatures “big” - you win by controlling the board and getting incremental value from combat damage.
Chasmolinker on
Mono Black Nighthawk
2 months ago
Hey mememan3310. First off, welcome back!
Some amount of removal is always necessary. Combo and Flying can be tough match-ups for Mono Black without enough discard/removal. 3-4 Fatal Push and 1-2 Murderous Rider are good options with 1-2 copies of Infernal Grasp
I like 6-8 hard removal spells as Mono Black is typically a Mid-Range deck. Don't sleep on Gelatinous Cube either. I've stolen plenty of games with that card.
I would stick with 4 Duress and probably cut Agonizing Remorse since the only thing you really need to hit with discard in Mono-black are Non-creature spells. If you want something more versatile, Thoughtseize is your best option.
Sword-Point Diplomacy is a cute card draw spell, but they probably just let you draw the lands or irrelevant cards, (i.e. creature removal against planeswalkers). I personally prefer Sorin the Mirthless or Reckoner Bankbuster for card draw. Unwilling Ingredient is another pet favorite of mine although probably not what you should be running.
I know a lot of people run Evolved Sleeper The card just doesn't resonate with me. It often dies to removal after you've already sunk your mana into it. It reminds me of Hexdrinker in that it can be great if you max it out but getting there uninterrupted is difficult to pull off. I prefer Concealing Curtains
Flip and Knight of the Ebon Legion in the 1-drop spot.
Gray Merchant of Asphodel or Invoke Despair are two really solid finishers in Mono-Black. If you can swing Liliana of the Veil and Sheoldred, the Apocalypse you won't be disappointed.
There are so many good cards in Mono-Black that it is tough to squeeze everything in sometimes. 22 Lands seems too low. A single Takenuma, Abandoned Mire, Field of Ruin, and Hive of the Eye Tyrant are worth looking at as utility lands. I'd try to get 24-25 lands in there since most of the powerful Mono-Black spells fall in the 3+ MV range.
mememan3310 on
Mono Black Nighthawk
2 months ago
Thanks for commenting, Blue. Would I need removal like Infernal Grasp or Bloodchief's Thirst with this much Deathtouch in the deck? I know they can simply not block, but eventually they're gonna have to if they let me get in and I'm draining their life away.
As for Sword-Point Diplomacy, I totally forgot about that card! That's an awesome suggestion. What would you suggest I take out for it? I'm thinking Collective Brutality but that's may be my budget bias kicking in. Haha
Have (2) | reikitavi , orzhov_is_relatively_okay819 |
Want (7) | bladeoathkeeper , Shinmaximo , Amaterasu312 , rsnikola , beesaurs , Lunar_Wing , Dbuxy |