Mono Black Control

by Raikko on 15 February 2016

Main Deck (55 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

Mono Black Control in the form of board clearing instants, a lot of hand control threw sorcery's and creatures, and all creatures are solid game changing creatures. Creatures to control the board, add tokens, hand hate, LL and DT, and return creatures from GY with some opponent sacrifice.

This is the deck i have together atm, looking to improve with tips and hints. Considering some cards such as black suns zenith and small pox.

How to Play

Control the early and mid game with hand control and board clearing instants. Name cards to remove and turn 4+ the game is yours to lose.

After turn 4 your laying something that ruins there day, and with the hand control you should have little problem laying them (remove counters and destroys etc) If it gets to turn 6 and 7 and you lay Grave titan or Sheoldrid, they should just sweep.

Deck Tags

  • Mono Black
  • Control

Deck at a Glance

Social Stats

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This deck has been viewed 847 times.

Mana Curve

Mana Symbol Occurrence

005400

Card Legality

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

Deck discussion for Mono Black Control

You have missed out on some of the best black options, which ironically happen to be 4 drops which you seem to enjoy. Phyrexian obliterator and desecration demon.

Also, 24 swamps is a ton with no search lands to thin them out for the middle and end game. I know this probably wont be something you want to hear, but right now you have a very slow deck that will be less consistent than its competitors because of its slow start and overabundance of lands. You would have more consistency to drop down the curve of creatures dramatically and use desecration demon and phyrexian obliterator as your muscle, both of which can hit the board on turn 4 if necessary.

I would run 22 lands, around 16 of which would be swamps and 6 would be search lands like bloodstained mire to thin out the deck so you don't draw unnecessary lands for the middle and end game.

Also, while memoricide is an excellent sideboard choice, it won't do you much good the majority of the time unless you know exactly what the meta you are playing against is and that meta happens to be heavily reliant on combo pieces or singular win conditions. In almost every case, you are better off running a solution to a more probable problem and stick the memoricide's in the sideboard to save for the right matchup.

Just some thoughts. Not trying to be rude or anything like that, just been around the block for a while and am heavily familiar with the type of deck you are going for.

1
Posted 15 February 2016 at 06:40

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I agree completely on the creatures you mentioned i simply put in the deck i have built now, and in my meta i run up against a ton of combo mill decks that control along the way. So i enjoy running hand control by seeing there hand multiple times and naming cards when i do pull memerocide. Its also not so much that i enjoy the 4 drops they just fit into the deck idea i had so they went in. Skin render is an iffy add but i love his ability and figured was worth a play.

I do like the land idea, and realize the deck is pretty slow, in my current meta games are somewhat slow going in the early rounds (alot of control decks....alot) so i was trying to throw this together. Definitely gonna try the fetch lands.

If ya have the time check out my main deck U/W splicer, and toss some pointers there. Its a solid deck for me with a high win percentage but always looking to improve.

0
Posted 15 February 2016 at 17:48

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