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PostPosted: Fri Dec 18, 2015 3:00 am 
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edit: darn :ahem:


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PostPosted: Fri Dec 18, 2015 3:08 am 
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Lexxx20 wrote:
DJ, as a fan of mono-black decks – yours rocks! It’s consistent, it has a beautiful curve and it shows great results. I have one suggestion and one question though.

A suggestion – how about some bone splinters to deal with fatties if your opponents manages to cast them? I get that deck is designed to stop them earlier but I’d take it just in case of some irritating flier or some bomb.

And a question – why all 3 Vampiric Rites? :) Seems like 2 is quite enough, because you don’t need 2 on the table at the same time, right?

Other than then, great deck, one of the best mono-black ones I’ve tried, and I tested them a lot :)


Sorry for the long answer: tl;dr you're probably right on the money.

Here's the deal. Last weekend CGB hit me up for some games, and the goal was pretty simple: he's testing the META decks, I'm throwing a variety of solid ideas at him, and then we're discussing the results. This, like every other deck (except Mardu Allies) I posted after that day, was one of the successful decks against him (I think I brought about 10 new decks against him on Sunday, and this was one of them, maybe 6/7 made the cut). So I didn't put a whole lot of thought into this deck, but rather into the engine, and how to make sure the engine was as consistent as possible (hence the redundant copies of Vampiric Rites). It went 2-0 against CGB, I believe, and then I'm sad to admit, I haven't played it since - this is primarily because he and I both agree that the best version of this concept is either in Dimir or in Jund.

This means that you probably know it better than I do, and as such, I'm sure your ideas are good ones.

Regarding Bone Splinters - it absolutely belongs in the deck. I'm not sure what the cut is, but it made it into the Dimir version, and the Dimir version is basically made up of the best of what this deck should have been. In other words, there's definitely a way to fit it in here, because it fit in a version that added another color, lol. My only gripe against Bone Splinters - it doesn't hit any of the worst threats we currently face, and that's a serious downside. That said, we have sac creatures in here, so a well timed bone splinters means fleshbag can hit the big boys.

I was going for an ingest sub theme though, so if you cut some of that out to fit in Bone splinters you may want to think about removing blight herder as well. Basically, you either start cutting pieces of the engine, or you start removing things that act like lubricant in this deck, and I'm not sure where the breaking point will be (I should clarify what I mean here - you would know better than I on this subject).

On the subject of cutting Vampiric rites, I'm less certain. It's really important to the deck to see one. Two is too many, BUT you don't care, because that (most of the time) means the engine is running, and therefore you can draw half your deck, and no longer care about a dead draw or two. I'd keep all three in, and be willing to cut many other things before I'd consider dropping any copies of that card.

All of that said, I am 100% certain that you have more experience with this build than I do, so I'd be really interested in your take on the subject. I know the deck is good, but I am not aware of any of its subtleties, or flaws. So your insight is not only welcome, but greatly appreciated. Especially, if you can identify problems within the build. I will definitely take it for a spin again one day, so I'd love the extra leg up. :-)

Also, glad you like it man! Thanks


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PostPosted: Wed Dec 30, 2015 12:00 am 
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Now THAT is a late reply :D Sorry, DJ, kinda was on a long vacation! Now, finally got back to testing the deck.

Man, removing something for Splinters is a tough choice. This deck is like well-built and oiled mechanism with lots of gears – you can’t remove anything without harming or breaking it. Far too many times I wished I had Splinters in my hand but you really can’t take out anything for it! And I take back my words regarding the Vampiric Rites – despite running 3 copies I actually had more games without it in hand than with it, can you believe it? Next thing I wanted to try cutting were some drones or a Blight Herder but then I had 3 wins in a row with additional mana from scions, pumped Crawler or Husk. Sooo, as far as I’m concerned this build stays untouched till the next expansion, it’s too damn good as it is :)

Regarding the difficulties and problems – initially I expected to have more problems with aggro decks but was proved wrong – deck can overdamage them most of the time but has problems with sultai mill and GB/UB control decks. Some defeats were due to my own mistakes and misplays, but there were times when I felt that none of cards could help in this or that situation. Also, this deck is a champion of tight wins for me – I believe I had like a dozen of wins with 1 or 2 life left or situations where I’d be dead next turn if I fail at the present one. But this makes it even more fun to play for me, I love getting adrenaline from matches :) Also, this is not an easy deck to learn to play – you gotta make a lot of decisions regarding whom to sac and when. Do I keep this 1/1 to sac to Husk later or do I pump it now? Sac a creature now to flip a Lily or wait for a more stable situation? One mistake could ruin it all, so you really have to think over your decisions, that’s not some gruul monsters or boros auras.

Lastly, a few words regarding the choice of lands and mulliganing. I love your choice of non-basic lands: Rogue Passages allow one-turn kills with Husks, Foundries provide fuel for Abomination and Vampiric Rites and – most unexpected MVP of this deck for me - Mortuary Mire saves the day by returning Husks, Herders and Lily back to the battlefield next turn after their death. Now, while testing this deck I got the feeling that it doesn’t required an aggressive mulliganing like some other decks do – you can actually win with lots of different starting hands, varying from removal-heavy hands to low-cmc hands with drones or “Husk + fuel for it” hands. Only thing I would totally suggest keeping all the time is Vampiric Rites because it resulted in the most wins for me.

Oh, and I switched Winnower with the Priest right from the beginning because of two bodies and a flier which saved my ass lots and lots of times. Winnower is decent but I doubt it could be as valuable here.

So, thanks again for a great deck! Loving it

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PostPosted: Thu Dec 31, 2015 11:03 am 
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Lexxx, could it be that the Priest is a large part of your habit of going down to 2-3 hp before winning? It's an aggressive evasive beater but the lifeloss is too much for me.


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PostPosted: Thu Dec 31, 2015 11:30 am 
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Man lexx, this makes me happy face. ;-)

MBSac ftw!


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PostPosted: Thu Dec 31, 2015 2:38 pm 
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DJ0045 wrote:
So here's my version of the above - haven't checked to see how it compares. Very strong, IMO. You can see its blue counterpart here: viewtopic.php?p=393513#p393513 and its Voltron version here: viewtopic.php?p=393509#p393509

Mono Black Sac

Black: 33
4 x Sludge Crawler
3 x Vampiric Rites
2 x Despoiler of Souls
3 x Carrier Thrall
4 x Culling Drone
1 x Liliana, Heretical Healer
3 x Fleshbag Marauder
4 x Nantuko Husk
4 x Complete Disregard
2 x Smothering Abomination
2 x Gilt-Leaf Winnower
1 x Ob Nixilis Reignited

Colorless: 3
2 x Blight Herder
1 x Oblivion Sower

Lands: 24
14 x Swamp
3 x Foundry of the Consuls
3 x Rogue's Passage
4 x Mortuary Mire


Much like its UB cousin (linked above) this deck is complex to play. You are now also somewhat concerned with trying to get some ingests in for blight herder (which is actually pretty great, btw), and you've lost some of your creature control capabilities. However, you don't lose that much of the main build, and you gain a lot of mana consistency.

Carrier Thrall is still great in this deck.

I hadn't intended to play Gilt-Leaf Winnower, but it's actually much better now than it was last season, so for now he stays. My original thought was Priest of the Blood Rite, which probably makes more sense in this deck, lol. Happy accident, or thing that will eventually change - not sure yet.


I realized that some of the new void cards, like Dominator Drone, Wasteland Strangler, Herder etc become pretty awesome with Flameshadow Conjuring...I have been having some fun with the concept, I chosed Radkos for it, no fancy 3 color decks for this...

Gonna post there :)


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PostPosted: Fri Jan 01, 2016 4:50 am 
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Left4Doner wrote:
Lexxx, could it be that the Priest is a large part of your habit of going down to 2-3 hp before winning? It's an aggressive evasive beater but the lifeloss is too much for me.


Nah, that's not it, Doner. When Priest comes into play there's usually some outlet available to sac him the next turn or when the lifeloss would be critical. He was a problem for me in other mono-b decks though (as well as Kothoped) but with all the Rites, Husks and Abominations this is not the case.

I usually lose a lot of life early game when decide not to chump block with cheap creatures (to use them as fuel later) or due to flyers or some other creatures with evasion.

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PostPosted: Sat Jan 02, 2016 3:12 am 
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Oh, I see. Thanks for the explanation Lexxx. Btw, have you seen the new mini sweeper from the new set?


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PostPosted: Sat Jan 02, 2016 8:07 am 
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Left4Doner wrote:
Oh, I see. Thanks for the explanation Lexxx. Btw, have you seen the new mini sweeper from the new set?


Yep, preeetty excited for this one :) Hope we'll get it...

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PostPosted: Mon Jan 04, 2016 10:15 am 
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Sorry for the double post, but I've just bumped into this card from OGW: http://mythicspoiler.com/ogw/cards/sifterofskulls.html

What a cool addition to this deck it would be! Really hope we'll get it.

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PostPosted: Mon Jan 04, 2016 10:39 am 
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Oh man. I think that's a great card for aristocrats in general. I'd love to get my hands on it. Turns every creature + a sac outlet into ramp or an additional sac outlet. It might be better in Dimir than MB though. We shall see, we shall see.... ... ...


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PostPosted: Mon Jan 04, 2016 11:13 am 
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Turns saccing a Thrall to Husk (+2/+2) even more profitable making 2 tokens instead of 1 (and making Husk +4/+4) and with a Abomination on a table this combo is almost too good :)

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PostPosted: Mon Jan 04, 2016 11:22 am 
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The fact that it's a 4/3 for 4 doesn't hurt either btw. That's a very reasonably costed creature for that P/T and extra bonus.


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PostPosted: Mon Jan 04, 2016 11:26 am 
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Yep very good card, I can def see token sac decks being the most powerful in OGW, especially with that 6 drop that turns all creatures into the one on top of your library, broken combo with the Mire land.

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PostPosted: Mon Jan 04, 2016 1:10 pm 
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especially with that 6 drop that turns all creatures into the one on top of your library, broken combo with the Mire land.


I doubt we'll receive it though, it's too powerful for our meta :/

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PostPosted: Tue Jan 05, 2016 11:53 pm 
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it's basically abzan ascendancy without the +1/+1 counters

only better cause it can ramp you

good card +1


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PostPosted: Fri Jan 08, 2016 2:10 pm 
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PostPosted: Fri Jan 08, 2016 2:20 pm 
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It's effing sweet, there's a reason the cost is :b::b:.

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PostPosted: Fri Jan 08, 2016 2:20 pm 
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Yup, for all us mono-b lovers :)

Will share my latest MBC brew on Monday, it actually shows decent results.

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PostPosted: Fri Jan 08, 2016 3:03 pm 
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idk... I like gideon's reproach more but I guess it validates reave soul/complete disregard


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