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Neat build! Mono-color decks tend to be highly underrepresented in my experience & they are also a favorite of mine.
Some Unstable Frontier s could help you more reliably use Funeral Charm 's swampwalk for guaranteed poison hits. (Mana-free no less!) These can also be used strategically in certain instances to prevent opponent's from having the color mana they require to cast a spell.
Witch's Vengeance might make a good Sideboard replacement for use against Tribal builds over Yahenni's Expertise . This lets your limited Infect creatures remain in play and it's also less mana to cast.
Even though it's 1 more CMC, you might consider Inscription of Ruin over Collective Brutality since the options themselves aren't as limiting, and I struggle to see situations with this build where you'd actually want to be discarding from your own hand to pay for additional costs on this. A little "graveyard to play" for some of your cheap CMC Infect creatures certainly isn't an awful thing to have with a construction like this.
Call of the Death-Dweller might make the list too; at least on the Sideboard since it can fish out any creature in your current build. I notice you already touched on this topic above, which is why Inscription of Ruin might interest you; just the option among many, rather than mono-effect spells like Unearth .
Hope some of this helps, but either way I like your direction!
February 26, 2021 5:40 p.m. Edited.
February 24, 2021 5:29 p.m.
For mono-red aggro at least (which was mentioned) Witch's Vengeance absolutely annihilates them, as generally it's either Goblins or Elementals - GG.
February 24, 2021 5:27 p.m.
In regards to the first comment on the list, there's also stuff like Witch's Vengeance which is more of a targeted boardwipe. Most effective against tribal builds granted, but it's even useful for stuff like clearing out an opponent's Paradise Druid s or w/e from even a non-tribal construction.
It's a lot easier to avoid your own key stuff with Witch's too; I've got it in a couple different decks on Arena actually.
February 24, 2021 5:18 p.m.
Also, if you're mulligan-ing for one of those two cards mentioned in the description, you might want to make some room to add in copies so they're each x4.
Mulligan should be a last resort, any card that your strategy (be it offense OR defense) hinges on should always be a 4x in a deck. You might get away with only 2 or 3 Trespasser's, but the 1-mana version should absolutely be x4 imo.
I realized after posting that you are using Hallowed Priest since he's a cleric, so disregard the Ajani's Pridemate thought.
February 24, 2021 4:32 p.m.
Heya, pretty sure I played against you earlier this morning (that or someone who netdecked this exact build)! I was playing my Mono-Black Hand Hate (MTG Arena Build) deck to farm up a couple of black spellcasting dailies. I'm going to assume it was you, but even if not here's some thoughts:
I ended up winning, but your deck definitely has a lot of answers for stuff. Couple things I noticed here:
Ajani's Pridemate is just all-around better than Hallowed Priest since he starts @ 2/2 for the same mana. I've seen a lot of mono-white lifegain decks run both, but since you only use one of them here I'd definitely go for the pridemate.
Bloodthirsty Aerialist might not be a bad call along those same lines, with some flying for defense (I did quite a bit of damage to ya just with 1/1 fliers in addition to my Discard arsenal)
Indulging Partrician could be a good fit here, to add in some more damage-dealing to your lifegain.
Need at least a little Planeswalker hate (at least the option) with either Bloodchief's Thirst or more ideally Murderous Rider since he's got Lifelink for extra synergy once in play. (Bloodchief is always a 4-mana play to destroy a planeswalker, as I don't believe there are any 2-mana walkers in any of the Arena cards). I was able to whittle ya away for quite a few turns just with creature destroy and 1 or 2 weenie blockers with Davriel, Rogue Shadowmage just sitting in play. He's far from the most devastating walker option out there, but having some ability to control them would be ideal.
Either way, hope at least 1 or 2 of these suggestions are helpful. +1 on the build regardless!
February 24, 2021 4:27 p.m. Edited.
Yeah, it is. I had them in here during the original conception of the deck, but anymore it's gotten trickier to count on every time. Untapping a Priest of Titania is great and all, but being unable to produce green mana on its own has prevented me from doing early Steel Leaf Champion s or leaving me unable to throw down my Vitalize at the end of a tap cycle.
I'll concede that these are pretty specific circumstances, but sometimes the opponent's deck is destroy-heavy and so those early mana-producers aren't 100% themselves either. I could definitely see putting these back on the Sideboard at the very least though.
I'll give them another try and see how it goes, a lot of my pure-green mana-cost cards have phased out, so it's mainly just Vitalize that concerns me anymore (which admittedly is a pretty key concept here for ramping repeatable or X-cost spells/abilities very early on). Good suggestion, thanks!
February 13, 2021 7:28 p.m. Edited.
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|Playing since||Revised Edition|
|Avg. deck rating||11.00|
|Favorite formats||Legacy, Casual|
|Suppressed formats||Pre-release, Heirloom, Commander / EDH, Noble, Hero, Block Constructed, Duel Commander, Tiny Leaders, Highlander, Penny Dreadful, Frontier, Leviathan, 1v1 Commander, Pauper EDH, Canadian Highlander, Brawl, Oathbreaker, Pioneer|
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