Run this deck only if you're feeling mean-spirited! Honestly, I've been doing well with this deck against most of the current meta, which is nice. Your basic game plan (as with any control deck) is to stop whatever your opponent is doing. As a forewarning, if you don't like running low in your life total for a bit, this deck's playstyle isn't for you. Between an early hit, Swift End, Grim Tutor, and Agonizing Remorse, your life total may go down into the single digits quickly - that's mono-black (minus Tibalt) for ya! The inspiration for this deck was my friend learning what a Blugin deck was, mono-blue control with Ugin. With such great removal in the format for black (boardwipes!!), I wanted to make a mono-black control with him instead.
Early Game: Your first goal is to establish what's in your opponent's hand, so you know what to discard/exile-discard, or so you can disrupt an important piece of their early game. A great move early on is to use Duress to remove an MDFC (modal double-faced card) land from their hand - it's a brutal move for those who kept a normally fine hand. Your Acquisitions Expert can also give you information - if you know what their willing to discard, you can form your game plan accordingly (this is more useful post-sideboard). Valki, God of Lies is great against aggro decks, and it will slow them down enough for you to keep the game going safely.
Mid Game: You've likely angered your opponent greatly at this point. Ideally, they are in range of only top-decking or having a small blocker on board. You've disrupted their hand, leaving lands mostly, and removed anything important that hit the board. Something to keep in mind here - you don't have access to enchantment removal until you sideboard, so if you start seeing some key enchantments in their hand, get 'em out! The same goes for you, Great Henge! Especially here - we can only interact with artifacts through hand disruption or Necromentia. Don't be afraid to throw down Cosmos Elixir when you can - if they are only able to hit you for 2 or less, it'll be effectively negated while your more powerful spells come up next. Do hit in with your tiny little creatures when safely able, this will add up. Use your Grim Tutor to find the appropriate set-up for the late game if needed.
Late Game: This is the fun part! Your life total seems low, and your opponent may think they've fought through the control. Now you have access to board wipes Blood on the Snow and Ugin, the Spirit Dragon. You may also just be ending the game with Crawling Barrens or Faceless Haven! Focus on removing any bigger threats, and your card draw from the Cosmos Elixir will start kicking in. If they haven't conceded by now, start slamming with Ugin's +2 ability or start finding him with Tibalt, Cosmic Imposter.
Strengths: Mid-range and control decks can't keep up with the disruption from this deck, if you remove the key pieces correctly. Aggro decks (when they are on the draw) tend to be okay too, as you'll have the ability to hit their best creatures.
Weaknesses: Game 1 can be hard-fought against mono-white. Soul Shatter is a fabulous way around protection / indestructible, but usually these decks have many low-drops. Aggro decks (when they are on the play) can be tricky if they curve out well.
Sideboarding Tips: Against aggro, definitely bring in Bloodchief's Thirst and Witch's Vengeance (for the rogues and elves decks). Grasp of Darkness is great for the decks running indestructible creatures Toski, Bearer of Secrets or Seasoned Hallowblade. You have access to enchantment removal in Feed the Swarm, and graveyard hate with Cling to Dust. Cling is also not a bad 1-of against rogues, since it let's you find it quickly and have constant access to it against those Lurrus-rogue matchups.
As with most control decks, I'm having a blast, but I'm not sure my opponents are. I'm going to keep running this and Jolrael's Growth 2.0 [The Sultai Edition] and see who I'm liking better. I got a request to build Jeskai Giants, so that'll be what's coming up next!
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