Quote from FridayThis thread-primer is devided and conflicted we need unity and understanding that we all want the same,e thing. Mono blAck co tro,l. Post mono black lists with sideboard options . Stop derailing the thread with splash debate. Its good as long as we respect the other decent decks A d build accordingly .
4 seize. 4 downfall is the core.
Quote from Uncle IstyI would love to play MBC. .. and the card pool is almost there but not quite. ... So I would agree, discussing splashing (as OP also suggested) is not just warranted, but prudent. Each color offers unique options.
Quote from Richitt
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
4 Soldier of the Pantheon4 Judge's Familiar4 Precinct Captain2 Fiendslayer Paladin4 Boros Reckoner4 Imposing Sovereign2 Banisher Priest4 Cavalry Pegasus2 Heliod, God of the Sun2 Elspeth, Sun's Champion3 Spear of Heliod4 Brave the Elements3 Nykthos18 PlainsSideboard4 Rootborn Defenses3 Renounce the Guilds2 Glare of Heresy4 Gods Willing2 Daring Skyjeks
I've been using this so far - trying to go for a White Weenie that goes into devotion for bigger creatures. Any ideas?
Quote from ThorasMy opinion on Mono-Black Aggro is very uninformed, I'll admit. I just feel like the deck is outclassed by the traditional RDW style decks out there. I mean, Fanatic of Mogis is an aggressively costed Gray Merchant that can close games out very fast. RDW can already do 4+ damage on turn 2.
The reason "doing 4 damage turn 2" is a "bad thing" for this deck (Mono-Black Devotion) is it takes away a lot of the game plan that this deck revolves around. We don't need to end games fast. We have a very tuned list that can deal with almost every deck in the meta. An aggro version is pretty much an entirely different deck at this point, because the amount of development and discussion that has gone into this list has made it very solid.
Quote from Coucho Marx[RDW godhand > all]
RDW has tons of haste creatures, can spew out several creatures on T2 with Burning-Tree Emissary which also makes it harder to slow down, has reach in the form of burn, and can bring back Chandra's Phoenix over and over again with that burn (or Chandra, Pyromaster). What can you do that RDW can't? Given an exact same situation, where do you succeed where RDW fails?
My biggest problem with this "aggro" list of yours is that you're playing two 3CMC do-nothing enchantment on the most vital turn.
Quote from Jabberwocky1989Also, with respect to the Bg deck and BBDs deck, do we really need the Nykthos in Bg? BBD seemed to have done well without it and the more I see the deck play I really don't see it getting restricted on mana. Besides Pack Rat, where else would we really have a mana sink? And the deck really isn't going to be super explosive early in the game like monoblue. I guess I could see Nykthos being useful more if we SB some of the Mistcutter Hydras?
Quote from redtwisterOn Fade into Antiquity vs. Golgari Charm, I think I agree with you. Charm has more versatility and usually the problem with the Gods are their turning on as creatures. Better to leave them as enchantments on the board in most cases than side a sub-optimal card to exile them.
Quote from LewisCBRI keep hearing that we are favored vs control, but i would majorly disagree. Why do some of you think that we are? Every card in esper is either a direct counter to our threats or a threat we need to kill. They play 6+ planes walkers, so we cant kill them all, and easily remove/counter all our creatures. I can hardly get any permanents on the board because our decks run slow enough for them to completely set up. I barely won a game the other day even after 2 Thoughtseizes and 2 Duresses, he still had plenty of chances to top deck answers while i prayed he didnt.
I think esper is my toughest matchup.
Quote from TBuzzsawI give up. When you're talking about Marauder being used as a defensive card, there's no reason for this debate to continue.
Quote from quizzlemanizzleI am sorry but can we finally stop discussing mono black aggro decks here?
Dark Prophecy is an absoltely fringe card in black devotion and at best a 1of. Even in aggro it is pretty ****ty and questionable because it can't give you cards when you need it. The only reason Dark Prophecy would be played is because it offers 3 devotion.
Stop derailing this thread with black aggro discussions there is another thread for this http://forums.mtgsalvation.com/showthread.php?t=540172&page=5
Quote from TBuzzsawI'm just not going to get the point of putting SEVEN draw cards in an aggro deck. Maybe you're right, maybe you're wrong, but I'm still for putting a creature that gets your creatures through or another kill spell. I'd rather kill now than to kill later and risk losing earlier against other aggro.
Quote from BMillz1341If you're running Prophecy, why do you need Connections? Even in the control variants I run, I only use 3 connections (+1 Erebos), and I've never felt the need to go to 4. The idea that you need to run 7 draw variants (including a very slow one) in an aggressive deck is odd. Those extra slots would likely be better served either as removal or disruption. It sounds like you are "forcing" devotion enablers simply to power 4 Merchants.
Quote from redtwisterI'm thinking of going down to 3 Mutavault, 1 Nykthos. 5 is pretty darn greedy.
Quote from HammerAndSickledThis statement is pretty questionable. Anger doesn't kill a huge amount of relevant, played creatures in the format. And currently no deck outside of a BTE god draw is killing you before verdict is live. Not to mention that Rev is significantly better than any other CA engine because unlike the black CA, it gains you life instead of costing it (important in a format with so much incidental damage) and the format is slow enough to be able to reliably Revelation for tons and chain them together. Read the bones and Underworld Connections are certainly good cards, but they're a faraway second tier to Jace and Rev.
Quote from TBuzzsawIt's just that you have a deck that's an aggro shell. A card that gives them all haste and intimidate is better than an enchantment that does nothing when you play it and waits around for a creature to die or Gary to drop. I'm not sure how the card is good against aggro when it's forcing you to lose life.
Quote from Profani@the aggro list: Mogis Marauder breaks or makes that deck. I play that deck with a red splash, and the Marauder is the card that wins you games. Seriously, without it, you are basically playing a deck that is weaker than the mono-red version on every front. Your 2 drops are less aggressive, your 3 drops are less aggressive, and you play no 4 drop at al...
Lifebane Zombie and Mogis's Marauder are the cards that allow you to do things that RDW cannot do. You are using Gary as if he's a Fanatic of Mogis, except he costs one more and does less damage on the attack...
Quote from StroggoiiI ran a list similar to Mr. E's some weeks ago (-4 Tormented Hero, -4 Thrill-Kill, -2 Dark Prophesy, +3 Deathcult Rogue, +4 Mogis's Marauder, +3 Civic Saber), it didn't work. It folded hard to american superfriends, Selesnya and big red. Granted, those decks aren't around anymore and this build may be very good at racing MUD, but I rather prefer the removal suite's stability of being able to play control or aggro without loosing the reins instead of trying to race the racers.
Quote from emuhellhey. I like the idea of a more aggressive B devotion deck. I especially like the Thrill-Kill Assassin as it comes with a built in aggro/defense mode.
My two cents:
- Where is the Demon? You curve up to Gary but you omit Desecration Demon. Although more and more decks can handle him now, I think he's a must.
- 3 Nykthos? You can't really abuse Nykthos. Best case is you have a high devotion count and a lot cards to play - why? With Dark Prophecy your hand is full after a Supreme Verdict, but your devotion is on 3. You also play 8 cards that cost BBB - making colorless lands a liability.
- Mutavault? Although colorless lands are a liability, Mutavault is big. You should have a few in your 60. Play them as spells.
- 4 Dark Prophecy and 3 Underworld Connections seem harsh. I think in this kind of deck, Dark Prophecy is strictly better. Especially if you manage to further increase the creature count. You could add Connections to the SB against control, but then again - prophecy should be enough.
- 3 Whips could be right... you have to cope with your lifeloss.
- No Erebos, God of the Dead? You are aggressive, you don't like your enemy to gain life. I think 1 is the right number here. With 8 BBB spells and Shred Freak etc. he should also make a good beater.