Deathrender Demons

by bighonkingguns on 03 December 2015

Main Deck (60 cards)

Sideboard (7 cards)

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Deck Description

I wanted to create a deck that used the Deathrender/Blood Speaker combo, to search your library for a demon and then get to play it (or just play a demon from your hand for free). Crypt Ghast would allow us to simply play a demon by paying it's mana cost. I'm a little stuck on what to include for early game (pre turn 3-4/5), as well as what to exclude (I think I do have too many big Demons, but it's like toolbox, using Blood Speaker I could search for the one that's most useful...)

Any help on how to make this deck actually competitive and live past the first few turns would be very much appreciated, thank you!

Deck Tags

  • Mono Black
  • Demon
  • Combo

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 2,068 times.

Mana Curve

Mana Symbol Occurrence

1207000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Deathrender Demons

I would drop blood gift demon, because its ability actually helps you opponents (in most scenarios). Really what you should do is drop one or two demons, and maybe settle on the two best and just run multiple copies of them. I personally don't like Rune scarred demon,carnifex demon, blood gift demon, and abhorrent overlord but really it doesn't matter.I would probably just add some removal, like go for the throat, doom blade etc. Good Luck!

1
Posted 05 December 2015 at 00:13

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You need to swap some demons for Indulgent Tormentor and Demon of Death's Gate. Tormentor because I find that you get good utility from it if you can drop it fast, and DDG because it's just huge with no drawbacks. Also Hero's Downfall > Murder

1
Posted 05 December 2015 at 02:19

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Hey thanks for the advice! I cut back on the big Demons, and the ones I kept are aimed at the meta around my lgs. Lord of the Void because I know a regular who always plays Tron and grabbing an Eldrazi would simply be hilarious (I'd even settle for Wurmcoil Engine). Archfiend of Depravity because white X tokens is a deck that get's played a lot at my lgs. Carnifex Demon is great against tokens, but also buys two turns against Splinter Twin, another deck that is played a lot at my lgs (either killing his pestermites, or negating the damage dealt by deceiver exarchs). Griselbrand is simply good, and the lifelink really seals the deal for me. If I can pull off the combo, Reaper from the Abyss kills a creature the turn it comes out, and ideally every turn after. Finally, Runescarred Demon let's me search for that answer to whatever he has (either another demon, or removal etc.)

Do you think six big guys is a good number? I wanted to have the possibility of naturally having one in hand so I could cast them off of crypt ghast if I couldn't assemble the combo (none of them cost over 8).

I think the deck's weakest point is the early game, what do you think of Will-o-Wisp or Darkness to hold off the enemy early game?

Edit: Yeah Hero's Downfall is way better, thanks!

0
Posted 05 December 2015 at 23:49

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I would be more inclined to say darkness sooner it's utility is good throughout a game. Say you need to tap out two turns to get a win but your opponent would kill you after only one. That's where darkness would be strictly better. There are many scenarios I could list, but you get the idea

1
Posted 06 December 2015 at 00:42

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I would play another crypt aghast bc he is what will get you those demons out, and I think running six gives you a high possibility of having one.in hand or drawing into one turn two or three. In terms of the demons you left in, I think just keeping the ones that you know work well against the meat you're playing is fine, but maybe put additional copies of each in the sideboard and side them in while you're playing against the deck that demon is good against. I think you're running enough removal, it's just all creature removal, so.if they play an enchantment, you've got nothing to take it out. I can't think of anything that only black that'll take out enchantment, but something to be wary of. Other than that I think you've crafted a nice deck!

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Posted 06 December 2015 at 12:38

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Closest thing black has to enchantment destruction is Golgari Charm and Mortify, both of which require a second color to cast. I would say the charm is the better choice if you had to pick since it's modal.

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Posted 06 December 2015 at 13:02

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