My attempt to bring a little bit more stability to my original mono-black Peer Combo list. Lets get to the cards!
Blacklance Paragon - An excellent source of removal that's relevant regardless of the point in the game. The lifegain is particularly nice giving you an extra turn. He may not stick against some decks, so it can be a toss-up as to whether play him against an unsuspecting threat or just go with hard removal. High risk, high reward.
Murderous Rider - The second creature as removal option. Paying life doesn't always feel great, but the fact that he can come back in as a decent blocker makes him much more viable than just a straight removal spell (i.e. Eliminate).
Solemn Simulacrum - The sad robot comes back as a 4-of with this list. He's exceptionally important to pull a second white source for Shatter the Sky, and drawing after a chump block is nice as well.
Eliminate / Heartless Act - I'm a little bit harder into Paragons for removal, but these serve an important role as well, especially against decks that pack their own removal. Probably best to save them if you have the option and push with Paragons or Riders instead.
Extinction Event - The exile can be a double edged sword if you hit a sad robot with this, but it feels really good against decks like mono white lifegain that run tons of odd costed creatures. Sweeping their entire board into exile is game ending.
Peer into the Abyss - The win-con. It can be used to dig for missing pieces, but halving your health can be pretty hazardous to play around. The 7 CMC also doesn't leave much room for casting removal after the fact. Better to just cast against your opponent.
Shatter the Sky - One of the main reasons for the white splash with this list. Mono-black almost never gets board clears (Extinction Event doesn't count), so pulling this out on someone trying to go wide on you can be very gratifying. The card draw will always hurt, but I'd rather they pull a card than beat my face in with a board full of creatures.
Underworld Dreams - Running a 3-of here as with my initial mono-black list and supplementing with Ob. Obviously it's there to help you win the game, but it can also keep some pressure on and keep lifegain from going too wild on this mostly creature free list.
Banishing Light - And here's the second mainboard white removal spell that the splash gives us. I had a bit of a difficult time deciding between this and Elspeth Conquers Death, but with the lack of cards to pull out of the graveyard, and the much more difficult casting cost, Banishing Light won out. The fact that it hits any non-land permanent makes it the perfect answer to problematic walkers and enchantments, while also being able to hit a creature if you're short of any other removal. If they manage to get their stuff back, just hope that you're far enough along in the combo development that it won't matter. Also a bit of a nonbo with Ugin.
Mazemind Tome - Still one of my favorite new cards, this is the engine that the deck uses to consistently pull out good draws and needed combo pieces. Gaining 4 life once it's used up is gravy. It's good and everyone should be playing with it.
Ob Nixilis, the Hate-Twisted - Acts as copies 4-5 of Underworld Dreams while also bringing removal to the board. Surprisingly good even with the additional card draw he gives your opponent. Keep in mind he can also shoot robots and give you 3 cards, possibly pulling up some needed removal.
Ugin, the Spirit Dragon - Board wipes are good, even at 8 mana. The +2 is... good at times, but honestly if he comes in, it's almost always to get rid of a dangerous board state. -10 is win more. Don't count on it.
|Instant, Sorcery, Enchantment, Artifact (22)|
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