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Do you remember the beautiful times when older people screamed at you because "Stop playing those magical cards, they are evil!"? They were right, with this deck at least. Come, my friend, and be embraced and charmed by the power of an ancient unforgiving darkness! This is Demonlord of Value and you are the new adept of the cult...

Let's start talking about our Commander, shiny and brand new from Dominaria: Demonlord Belzenlok. Out of the 4 legendary Demons out there, this ancient evil is the closest to the Griselbrand unbanning dream (and I'll tell you a secret, this is not happening). Having a Yawgmoth's Bargain stitched on a creature, which is also a Commander, in a format with 40 life is pretty broken, but we can replicate his effect in a more reasonable way. Let's analyze it.
  • He's a 6/6 for 6 cmc. These numbers are pretty flavourwise on their own for an Elder Demon, don't you think? Moreover he has a big body, which is good.
  • Subtypes are not that relevant in this build, but having Demon friends join the party is always a good thing (or not?).
  • Flying and Trample. Evasive and can beat faces very well. Good again.
  • Lastly, from the oracle "When Demonlord Belzenlok enters the battlefield, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's converted mana cost is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.". This means that not only he repleaces himself with the first nonland card of our library, but you can even draw multiple cards generating a massive card advantage that none of your opponent can stop! The loss of life is acceptable because, again, you start with 40 life.
So the main focus of this deck is to abuse that trigger, making him the most Griselbrandish creature out there, running high cmc cards and a great package of ramp spells and mana acceleration. Once he touches the board, you will gain so much value from it that you will be able to cast huge spells with no effort. Beware that he doesn't let you draw lands (they get exiled too). Oh, and don't be sad if your favorite Demon gets killed, it's free value for you, again!
Let's start talking about the multiple ways in this deck to get flooded. We have a weird mana curve, with plenity of 4+ mana spells, so we have to support our action in some sort of way. is one of the best color to get multiple mana from a single source and we run:
  • With 30 swamps, cards that can add mana based on the number of them are usually are a real problem for your opponents. That kind of "we have to get rid of it now" problems. Nice synergies with Urborg, Tomb of Yawgmoth.
    • Cabal Coffers: Doesn't grant mana on its own, but it starts to generate free mana with 4 swamps.
    • Cabal Stronghold: Beware that it only cares about BASIC swamps you control, but it is still valuable in a mono black deck. 5 is the magic number.
    • Magus of the Coffers: He has legs and, out of the three, is the only one you can tutor for with Night Dealings.
  • There are also cards that basically grants (slightly less than) a +100% buyout on your mana produced from lands. These effects obviously stacks for each one on the board at the same time.
  • Mana rocks are not missing here:
  • Jet Medallion gives you a discount on your spells.
Additionally, we have some ways to fetch lands out of our library...
If the Commander doesn't work, we have a few more ways to draw a good number of cards... ... or loothing.
  • Azor's Gateway: Aka THE TARGET. If you can run untill it flips, it's game over.
  • Treasure Map: When it flips it grants free mana and some draws too.
It's ok to draw cards, but not that much to discard them, so let's it not happen!
Do you want only the best cards? So draw them from the middle.
  • Beseech the Queen: Super synergistic tutor with this build. You'll pay basically always for this, we hit more land drops than turns and its cmc is 6, so it's a free draw with our Commander!
  • Blood Speaker: He lets you tutor for a Demon basically every turn, but only if you comment "Sacrifice well, puppy Ogre" in the comments below.
  • Demonic Tutor, Diabolic Tutor and Increasing Ambition: I don't think I have to explain these.
  • Night Dealings: Super spicy tutor, we have a 6/6 flyer trampler and we can search for mutiple cards at instant speed every turn. But no lands unfortunately.
  • Rune-Scarred Demon: Demonic Tutor on a guy.
Before we talk about winning the game, we have to destroy everything we don't like and, for the love of demons, IT'S MASSACRE TIME!
We have multiple ways to win the game and two different strategies: Aggro and Combo.
  • The aggro plan is basically smash the faces of who have seen their creatures die in agony the turn before.
    • Commander damage is a classic, and pretty easy to achieve with a 6/6 evasive creature.
    • We have a lot of big evasive creatures with multiple effects that can attack and deal damage, but note that there are way more creatures than the ones listed in this category hidden in the others.
  • The combo plan is setted around powerful cards, each one with different effects.
    • Exsanguinate: Generating a lot of mana is fine, use it to make the opponent lose a bunch of life is better. Also you gain three times the life lost.
    • Gray Merchant of Asphodel: Similar to the one before, he cares about the devotion to , so it's a good idea to land him after 2 or three Demons.
    • Revel in Riches: Who also likes to win on the spot after a wrath?
    • Torment of Hailfire: The best black win condition ever printed. Even if your opponents don't lose on the spot, they are set so far behind that is impossible to regain the position in the game.
There are some cards that can do super cool things that helps you win the game or have nice interactions.
  • Conjurer's Closet: The best of the best. With this you can reiterate your ETB effects every turn, meaning you can draw a bunch of cards every turn with your Commander, kill everything everytime with most of the demons, slowly drain everyone with Gray Merchant of Asphodel!
  • Lightning Greaves and Swiftfoot Boots: Grant protection and speed up the clock giving Haste to your big Demons.
  • Vedalken Orrery: All your spells have Flash. You can cast whenever you want. All your sorceries are instants. This is one of the best artifacts ever printed for EDH, run it now!
  • Whip of Erebos: You can recycle your creatures with this, do again the ETBs ad attack to drain your opponents. Beware that you still have to cast cards like Dread Cacodemon and Reiver Demon to do some kind of effect.
Only a few lands here do tricks are real powerhouses or have nice synergies with other cards, so most of them are basic swamps. Other than these we have lands that are in other categories... ... and fliplands from our artifacts.
In this panel two more "hidden" (but still very important to the gameplan) categories are described:
A new combo: In the list of cards that felt not enough useful we have:
  • Cavern of Souls: Makes our cute Demons uncounterable, but I didn't even used it once.

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Date added 5 years
Last updated 5 years
Exclude colors WURG
Splash colors B
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

38 - 0 Rares

16 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 4.30
Tokens Treasure, Zombie 2/2 B
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