Creature (31) | |||
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$0.750.02 | |||
$6.00 | |||
$0.39 | |||
$0.21€0.110.03 | |||
$4.97 | |||
$0.49€0.380.02 | |||
$0.79€1.100.02 | |||
$0.58€0.360.02 | |||
$0.75€0.770.03 | |||
$3.37€2.470.02 | |||
$0.20€0.110.03 | |||
Instant, Sorcery, Enchantment, Artifact (4) | |||
$0.40€0.320.05 | |||
$0.38€0.230.03 | |||
Land (25) | |||
$4.817.96 | |||
$3.30€3.582.03 | |||
17
Swamp
|
$1.490.03 |
$0.21€0.110.03 | |||
$2.68€1.730.02 | |||
$0.25€0.240.03 | |||
$4.99€4.350.02 | |||
$1.44€0.690.02 |
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Learn more Download For WindowsA mono black deck that plays like a mono blue deck. Mid-range drain with a god tribal theme.
The key is to drain opponent's resources, not just their life. The trick is to drain your own at the proper time: pro-actively sacrifice creatures for card draw, empty your own graveyard even if you think you'll need it later, drop strong plays into known counters, etc.
There are several ways to lock them down--Ayara/Nightmare Shephard recursion, Tergrid lockdown, Gray Merchant finishers, Tymaret/Rankle hand hate. Stay flexible, draw cards whenever possible, and prepare to switch win conditions on the fly. You can out-drain everyone from mono red to white weenies, if you just draw enough cards.
Carefully timed sacrifices and drains for card advantage can disrupt the opponent's attack plans. Your creatures are expendable, except when they aren't, because your life points become expendable.
Play notes:
24 | 5 | 26 | 5 | 0 |
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2 | 2 | 4 | 0 | 0 |
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