monoblack commander building help!

Commander Deck Help forum

Posted on Aug. 3, 2024, 8 p.m. by RockIV

hi everyone im building a monoblack commander deck, and im a little lost on how to make it functional.

Rocks monoblack commander

this is my deck, i tried to get the best monoblack cards that i have. but i feel the deck is not well builded.

i have some good cards that i didnt add. I have some reanimator deck posibilities , but i dont know if adding them would be a good move. Animate Dead, Buried Alive, Entomb, Exhume, Griselbrand, Reanimate, Sheoldred, Whispering One, Entomb

i have other options that i dindt choose i have some zombie lord type cards, but i feel i dont have that many zombies to make them functional.

what do you guys think? should i add the reanimator type cards?, or maybe take out some removal for other cards, what changes would you guys do to this commander?

ty for reading

DarkKiridon says... #2

Personally I don't think I can help you with the mono black space which is a shame because I've always wanted to make a K'rrik, Son of Yawgmoth deck ( because my last name is Kirk), but not sure how I would start going about it. Don't think I'm "intelligent" enough to pilot one.

If you haven't yet, you can try Massacre Girl's EDHrec page.

Also came here to tell you that Griselbrand isn't legal in EDH/Commander (Unless you playgroup doesn't care about banned cards).

August 3, 2024 9:06 p.m.

Hi, I do have a K'rrik deck, it's a lot of fun to play.

Black tends to be quite different from the other colours to build on its own, but it definitely is the colour with the best cards to actually play it mono.

Regarding your deck: Can you point at the usual problems you run into when piloting it? If not and/or if you want to streamline it, maybe start by categorizing your cards into custom categories. I've learned that it's way easier to build a commander deck if you go by a card's purpose rather than its type.

A good starting point are these categories:

Lands (between 36 and 40 cards)

Ramp (about ten cards)

Interaction/Removal (about ten cards, in addition to maybe three boardwipes)

Value/Card Draw (about ten cards)

Protection (very dependant on your commander or if there are other things you want to protect)

Sort your deck into these categories and then see which functions the remaining cards fulfill. If you miss the numbers I provided by a lot, maybe fill these categories up with new additions to the deck.

Staples like Sol Ring aside, you want to match as many of your deck towards your commander. It's easy to see a synergy between two cards that aren't your commander and add those in, but in most cases, you want cards that primarily synergize with your commander. Exceptions are combos that can easily win you the game, and even more so if either of the combo pieces are good cards.

Massacre Girl is a hard-to-build commander because as a board wipe from the command zone, she telegraphs pretty hard. So you basically have two options with her:

  • Either be very fast and obvious by having her hit the board and basically immediately win from there with a ton of power-ups

  • Or be sneaky and have a deck that does something totally unrelated to her but can use her as an emergency button

Both strategies can work well if you commit enough.

Do you have any more questions?

August 4, 2024 1:26 a.m. Edited.

I love your having the old cards (monster rabbit and that shade) but for Massacre Girl maybe you’ll want something like Howl from Beyond? Surprise voltron?

August 4, 2024 7:11 p.m.

Caerwyn says... #5

This thread was moved to a more appropriate forum (auto-generated comment)

August 5, 2024 12:45 p.m.

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