Sheoldred, the Apocalypse stars in this new take on mono black group slug.

It's the end of days, and Sheoldred has decided she's going to sit back and enjoy it. After a brief time with her zombie entourage, she has grown weary of their assistance and sent them to a retirement home(see update). Now she returns, with a renewed focus on her draw and removal abilities, as well as a slightly greater predilection for spending her ample life total for greater gains.

This deck is not intended to be cEDH, but is meant to be synergistic and oppressive (though ultimately fair)

Still a work in progress, suggestions welcome!

  1. Play Sheoldred, the Apocalypse

  2. Turn Magic: The Gathering into a game of Uno

  3. Uno

  4. Profit

This deck is primarily focused on utilizing the synergistic majesty that is Sheoldred, the Apocalypse and milking every little bit of card draw that Black has to offer. Currently, with 31 draw pieces in this deck, Sheoldred synergizes with a staggering 31% of the deck just by being on the board. With this in mind, Lightning Greaves and Swiftfoot Boots may come in handy keeping her alive for more than a turn. If/when you opponents manage to remove her, you've got boatloads of mana to help bring her back.

Your ideal turn 1 will include Jeweled Lotus in hand, allowing you to play Sheoldred on turn 1, therefore maximizing your group slug and lifegain capacity. Otherwise, it's plausible to play her on 2-3 with other ramp pieces such as Dark Ritual or some mana rocks. As always, getting K'rrik, Son of Yawgmoth onto the field early is pouring gasoline onto your self immolating fire that is mono black, so if you have him in hand he can help accelerate you well past the opposition. As early as possible, you want to have Sheoldred on the field and begin playing as many of your regular draw pieces as possible. Cards like Anvil of Bogardan, Howling Mine, and Temple Bell will give you tremendous regular value, while syphoning away your opponents life (and sanity). Throw in a Dark Deal for some extra flavor and watch as your opponents cry. If you manage to get Vilis, Broker of Blood AND Sheoldred, the Apocalypse onto the field you should be able to dig through your entire deck for whatever you might need.

With all of the additional ramp potential present in the deck, you should always be able to play most anything you want in the deck from turn 4 onward. With that in mind, we have two alternative wincons in the form of mana/life like Exsanguinate/Torment of Hailfire and Bond of Agony for when you need to just wrap things up, or perhaps are looking for a more traditional wincon.

Sheoldred, the Apocalypse with literally any of the 31 draw pieces of this deck.

Underworld Dreams + Any amount of opponent draw

Aetherflux Reservoir + Sheoldred, the Apocalypse + Card draw and playing the game = Death ray

K'rrik, Son of Yawgmoth + Greed/Erebos, God of the Dead = Pay 4 life, draw a card (add sheoldred for a discount!)

Alhammarret's Archive + Any draw effects or Sheoldred, the Apocalypse = Extra life, extra draw

Well of Lost Dreams + Sheoldred, the Apocalypse = Draw a card, gain life, pay to draw, repeat as necessary

Unwinding Clock + Temple Bell/Otherworld Atlas = Extra draw per opponent end step

Braids, Arisen Nightmare + Zombie token/or whatever you're willing to sac = Opponents lose life and you draw


Updates Add

So taking into consideration some suggestions and my own musings, I'm trying a few minor edits.

Liliana of the Dark Realms and Murderous Rider are getting swapped out for Rings of Brighthearth and Malakir Rebirth  Flip.

The thought process is that the Rings synergize with a number of pieces in the deck which allows us to relatively cheaply double dip on various effects, in addition to opening up the possibility of a combo with Cabal Coffers and Deserted Temple. While the Rebirth gives us cheap protection for Sheoldred, as well as a backup land option if we're running a little dry on land drops.

While we lose the reliable fetch from Lili, her removal is only likely to be able to be used once, effectively making her a 4 cost single removal piece which isn't that vital here. Dropping the Rider was kind of tough as I really like it as a black removal piece, serving the dual purpose of creature/planeswalker removal and being a lifelink body with recursion. It may return in the future, but for now it's out.


56% Casual

44% Competitive

Top Ranked
Date added 3 months
Last updated 3 weeks

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

46 - 0 Rares

13 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.90
Tokens Construct 0/0 C, Shapeshifter 3/2 C, Treasure
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