Mono-Black Pinger

by Venlar on 01 August 2018

Main Deck (60 cards)

Sideboard (15 cards)

Land (2)

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Deck Description

The goal of the deck is to use your creatures to do direct damage to your opponent and hand disruption to be protect those creatures as well as the artifacts allowing for damage.

How to Play

Use "Pathway Arrows" and "Sorcerer's Wand" attached to any creature to deal direct damage. Using hand disruption you are able to protect your creature from most types of creature hate. "Crypt Ghast and "Wicked Akuba" allows for large amounts of damage on turns as early as turn 4.

Deck Tags

  • Burn
  • Control
  • Mono Black
  • Tempo
  • Direct Damage
  • Modern
  • Turn 4

Deck at a Glance

Social Stats

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This deck has been viewed 3,643 times.

Mana Curve

Mana Symbol Occurrence

002800

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Mono-Black Pinger

I would love some feedback-Thank in advance!

0
Posted 02 August 2018 at 05:03

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I love the idea you've got going here, but the 18 lands, especially with 4 tapped ones and 2 colorless producers, seems like it could draw into quite a few mulligans and hurt the development of the build more than it does turbocharge the card advantage.

In order to field and equip either of your ping-er-facts, you need either 3 or 4 mana plus the critter in play, for a spread between 4 to 6 mana. With 18 lands and no acceleration, that's decently hard to pull off in a timely manner. I know you have some late/middle game accel for mana (stronghold, cryptghast), but both of those are conditional on other lands (namely swamps (of which you are currently only running 12)), and neither will help you get off the ground.

Ideally this deck wants the do the following:

turn 1- drop a swamp, hit a 1-drop discard that says "no to opponent's interaction or production"

turn 2- drop a swamp, drop a critter and/or a ping-er-fact.

turn 3- drop a swamp, equip and go to work



That's the most efficient and safe method this deck want's to hit, and it almost never will see anything like this with the way you've structured the lands and how much mana the rest of the decks needs to keep rolling.

I would consider upping the lands to 21 total with some fetch lands (bloodstained mire, etc) so you have a flush chance of no mulligans, good acceleration, and the deck will still be thinned out once you exit the middle so you won't be topdecking lands.

Also, maybe consider some alternate sources of tap guys, just to kick around the idea. Indulgent aristocrat, pharika's chosen, sanitarium skeleton, vempire cutthroat, vampire neonate, stuff like that. Might take away the necessity for running basilisk collar which is a hassle as you can't use it to generate tap damage, but just to augment tap damage, so its SUPER conditional (needs a critter, ping-er-fact, and itself (so at least 7 mana between 3 cards).

I know this deck wants opponent to bleed all day long, but ive never had much success with dash hopes, even in a build like this. I would trade 5 life all day to be at +1 card advantage and +1 tempo on opponent, especially since this deck has only conditional mainboarded field interaction.



Just my thoughts, not trying to put the deck down. I love the synergy you get with cards like lookout and confidant in here.

1
Posted 02 August 2018 at 21:36

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I really appreciate it. I will look into what you have said and your suggestions!

0
Posted 03 August 2018 at 05:11

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Hymn to taurach is strictly better than wrench mind, because you have the chance to hit their important cards. Raven's crime turns land flooding into a good thing, and sword point diplomacy refills your hand. Sovereigns bite is the black helix. I have an unloved mono black burn deck too. Maybe you could take a look at it.

1
Posted 06 August 2018 at 22:37

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