Sideboard

Sorcery (3)

Creature (1)

Enchantment (4)


Maybeboard


If reviewing this build has helped you make your own deck better, or you're a fan of discard; leave a comment and up-vote.

Main win condition

  • Make them discard and keep opponents hand empty, then play The Rack or Shrieking Affliction. Plenty of removal and ways to force players to sacrifice creatures, this will safely keep us out of harms way until we win.

Secondary win condition

  • Utilizing Urza's Saga to generate token creatures, while fishing artifacts out of the deck is very synergistic. Beating an opponent down with tokens is a fun way to close out any game.

thanks a lot.

The 75

  • The Rack - an oldie but a goodie. This card is the main win condition for this deck. Oracle text now makes rulings about the card stating when enters play to "choose an opponent" which helps with leyline of sanctity and other sources that may give players hexproof.

  • Urza's Saga - chapter 1 mana, huzzah chapter 2 let's you create a token then can become a significant threat later in the game. This token is significant for many matchups Chapter 3 this chapter gets spicy, allows to dig out whatever useful artifact you need to undermine your opponent. The end of this saga can trigger revolt for fatal push.

  • Shadowspear - much needed life gain and cheap to equip. Even if they aren't running creatures with hexproof or indestructible you will still give this a welcomed addition to the main.

  • Urborg, Tomb of Yawgmoth - great land from Kamigawa that turns everything in to swamps in addition to other types, this means that you can tap any land for black mana (in addition to other types). Many spells have BB in the Mana costs. Play your land for town when you already have Urborg Tomb of Yawgmoth in play, sac the tapped copy (in play) to trigger revolt for Fatal Push

  • Smallpox - simple yet effective. Great way to dump cards for Ensnaring bridge to be more effective. Also a much needed trigger for fatal push to target a 4 cmc creature. This spell is great against Jund decks, Cascade which runs Emerkul, Bogels or other decks that rely on 1-2 big bad creatures.

  • Liliana of the Veil - she's a strong and independent woman. Great card all around for any match up.

  • Fatal Push - a very synergetic addition. This card has so many options in the modern format. There are still plenty of threats which have 5 CMC or greater.

  • Pithing Needle - shuts down fetch lands, plainswalkers and anything else with an activated ability that isn't mana producing. Disable opponents Engineered Explosives, Ratchet Bomb, Aether Vial also.

  • Raven's Crime is an effective discard source early and late game. Running this spell is another great reason why the land count is so high. Late game raven's crime will grant you a good outlet if top decking lands.

  • Mishra's Factory - great man-land which can block and self-buff to kill a 3/3, or not die to a 2/2

  • Nihil Spellbomb - extra dose of graveyard hate, with a sweet card draw source. Another hateful card to run against Murktide Regent decks and Jund. matches which would require Leyline of the Void should also board this in. You might not get leyline in the opener and you don't want to mulligan past 5. You'll need this to remove the graveyard before hard-casting leyline.

  • Ensnaring Bridge - great protection from any and all creatures. Can stifle your own creatures, make sure you aren't holding a card during a critical matchup. Sure creatures can be buffed after declared for attacking, a 0/1 can attack and be buffed after blockers are/aren't assigned.

  • Hex Parasite - draws upon dark forces to eliminate the loyalty counters from Planeswalkers, but can be used to remove counters from any permanent. Great way to nullify Chalice of the Void and Engineered explosives.

  • Leyline of the Void - this is extremely useful against many strategies. Absolutely bonkers when you have this in the opening and start the game with it in play.

  • Shrieking Affliction - another way to punish your opponents for having no cards. if the rack gets destroyed - or removed completely - we need a backup plan.

  • Bloodchief's Thirst - a great answer to Ragavan, Nimble Pilferer or Dragon's Rage Channeler and many prominent creatures. Great answer to Wrenn and Six or give it a kick to send any planeswalker packing.

  • Cling to Dust - potentially a card draw and the escape mechanic promises that this card will keep pestering the opponent.

  • Feed the Swarm - I love cards that break the color pie, I love black spells which require life loss by the caster. Destroy a creature, or destroy an enchantment. included here mainly due to how badly this deck is foiled by leyline of sanctity

  • Castle Locthwain - much needed draw engine for the deck. a very small percentage of the deck is above 1 CMC, very little risk of significant life loss.

  • Swamp - pronounced Sw-aay-em-p

Maybe and potentials

  • Void Mirror - a must have inclusion for cascade decks, very efficient and financially sound. also an effective way to to deal with any of the Elementalsfrom MH2 like Grief, Solitude, Endurance, Fury or Subtlety. since the evoke cost is a casting replacement ability which doesn't costs mana, if gets nullified by void mirror

  • Blackmail - great addition for budget builds if you can't get ahold of thoughsieze, after you strip thier hand away with raven's crime you can target lands or another spell on hand. This spell holds its own late game due to the wording, you can pick one of any card they reveal.

  • Glaring Spotlight - great if your expect to play against a deck besides Boggels, which have many Hexproof creatures. also a great way to give your own creatures hexproof and unlockable.

  • Delirium Skeins - discards a larger amount of cards. Mentioned to be 'good' against control. I'd rather keep retracing Raven's Crime for the exact amount of cards an opponent has.

  • Dimir Machinations - the actual spell is just OK, this card has potential because the correlation between the transmute cost and the spells CMC. Great way to fetch another 3 CMC spell if you don't have card draw or tutor mechanics.

  • Mind Rake - overload this spell to cause a discard of two cards for 2 mana. This spell would be well suited in a multi color discard build. Other options for causing a 2 card discard would require double black, or cost 3 mana.

  • Rotting Regisaur - Big bad beefy beater, the upkeep causes you to discard but you'll likely not have anything in hand. Negative synergy with running Ensnaring Bridge & Bontu's Last Reckoning. Why play bigger creatures when you can boardwipe or stall.

  • Shred Memory - not a great spell to cast, but as mentioned, because this has transmute, you can include this in a deck of you don't have card draw mechanics or the ability to tutor for spells.

  • Torpor Orb - these Cascade builds run Archon of Cruelty and other big EBT effects from creatures that are warped into play with Glimpse of Tomorrow. Knight of Autumn and Ephemerate are staples in versions of Bant, very annoying.

  • Whispers of Emrakul - Random discard spells aren't printed often anymore, it's a very powerful ability when the spells target players to discard randomly. If you have this in the opening hand, it's pretty useless.

  • Tourach, Dread Cantor - protection from white and some random discard. he gets bigger as more cards are discarded. with or without the kicker this spell is good for matchups against certain control decks and decks with a strong position in white mana.

  • Mire's Toll - another great option for budget builds. Running a bunch of swamps will ensure maximum value when the opponent reveals cards. Can obviously choose a land with this also.

  • Drill Bit - the spectacle cost of this makes casting viable after you have The Rack in play, or casting after combat in the 2nd main phase. Seems really circumstantial in the build I am presenting.

  • Detection Tower - good answer for opponents running hexproof creatures or vicious spells like Leyline of Sanctity & Veil of Summer, mostly just for these two mentions.

Suggestions

Updates Add

Recently adjusted land count between 24&25. Saga and smallpox keep the deck short on lands, not bad since we really only ever need three in play. Having the consistency to retrace Ravens crime, along with the aforementioned self-land-removal helps loads with the consistency.

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Top Ranked
  • Achieved #44 position overall 5 years ago
  • Achieved #33 position in Modern 2 years ago
  • Achieved #1 position in Modern 8-Rack 2 years ago
  • Achieved #1 position in Modern Pox 2 years ago
Date added 9 years
Last updated 1 year
Exclude colors WURG
Splash colors B
Legality

This deck is Modern legal.

Rarity (main - side)

7 - 4 Mythic Rares

15 - 8 Rares

21 - 0 Uncommons

5 - 3 Commons

Cards 60
Avg. CMC 1.34
Tokens Construct 0/0 C
Folders Others Decks I like, Modern, black decks
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