View Full Version : Mono Black Control
tumultuous
06-25-2007, 02:35 PM
Here's my take on the MBC Korlash control builds that have been running around lately. With the dominance of Tarmogoyf decks, I feel this is one of the only decks that has a chance at dealing with the evil beast. Even though Mystic Enforcer can be a big problem, I think it can be handled.
Main Deck
4 Korlash, Heir to Blackblade
4 Twisted Abomination
3 Tombstalker
3 Nihilith
4 Damnation
4 Tendrils of Corruption
3 Slaughter Pact
3 Sudden Death
4 Stupor
4 Augur of Skulls
1 Urborg, Tomb of Yawgmoth
4 Terramorphic Expanse
2 Urza's Factory
17 Swamp
Sideboard
4 The Rack
3 Extirpate
3 Phyrexian Totem
3 Mindstab
1 Slaughter Pact
1 Sudden Death
It's a solid build in my opinion. The only major problem, like I mentioned earlier, is Mystic Enforcer. The only answer once they hit threshold is Damnation. Your best bet is clearly to use your spot removal on everything you can, and hold Damnation back for the thresholded Enforcers. Hopefully you can even force them to discard one, since they will likely hold them back until they can play it with threshold.
I'd like some feedback on the sideboard - I had a hard time working it out. I considered graveyard hosers (either Withered Wretch or Tormod's Crypt) to fight against graveyard based strategies as well as hampering threshold, but it didn't seem like a viable strategy. I'm definitely willing to reconsider this though.
As always, comments and suggestions are greatly appreciated. I'm so tired of getting beaten down by &$^#*#^$@# Tarmogoyfs. Help!
Shotgunlaw
06-25-2007, 03:49 PM
Maybe off here, but Dunerider Outlaw seems like it would be a better meta choice than Auger, if you are getting face smashed by Tarms on a regular basis. Pure meta call though, but it can deal with tarms all day without that nasty tempo loss on the regeneration.
Crypts in the main might be a decent option to keep mystic enforcer off threshold and in more manageable region. Probably a better choice than the rack, especially if you go with duskriders over augers as you lose some of your discard suite.
epochrsite to fight enforcer? A bit of synergy with damnation as well, plus if you are running crypts after he shifts back in he can more than handle an enforcer. It's more a mid/late game cure, but then its also mid/late game where the enforcer becomes a problem.
darkness? Janky and definatley not a 4 of, but something that will take the thunder out of a big goyf/enforcer swing. Same with Sudden Spoiling although the spoiling has better combat trick potential on the offensive end.
So....Duneriders for the augers. Epochrsite for the Nilith? Nilith could then go to the board for RDW/Gargadon possibly. I'm not a huge fan of the Abomination in there...personally I would opt for streetwraiths as I think you have enough land thining with the Korlash and expanses.
If you dumped the two urza's for swamps, that would negate the need for the abominations and you could then swing the extirpates main...hardly useless and if you hit a enforcer off a stupor or damnation then follow with extirpate...problem solved. That would then put one crypt main with three extirpates and then 3 crypts in the board.
Of course, this is wild *** guessing on my part. I think the key though is going to be keeping them off of threshold and targeted threat removal.
Destroyer51
06-26-2007, 10:29 AM
urza's factory is needed for mirror/control decks. augur of skulls is also a huge bomb and needed in there.
i don't think you need 4 aboms. maybe 2 would work better? i would also run prismatic lens here as it is acceleration and fixing if you wanted to splash.
dunerider outlaw would be a nice sideboard card... nice idea to fight off tarms, although it still gets whacked by temporal isolations. i like the epochrasite idea better.
run some demonic collusions! it's great late game and can get you the damnation in a pinch. it's the dimir house guard for this deck in block.
tumultuous
06-26-2007, 01:47 PM
urza's factory is needed for mirror/control decks. augur of skulls is also a huge bomb and needed in there.
i don't think you need 4 aboms. maybe 2 would work better? i would also run prismatic lens here as it is acceleration and fixing if you wanted to splash.
dunerider outlaw would be a nice sideboard card... nice idea to fight off tarms, although it still gets whacked by temporal isolations. i like the epochrasite idea better.
run some demonic collusions! it's great late game and can get you the damnation in a pinch. it's the dimir house guard for this deck in block.
I don't think Prismatic Lens is necessary personally, but I like Demonic Collusion. You think -2 Twisted Abomination, +2 Demonic Collusion? For the sideboard, -3 Mindstab, -4 The Rack, +3 Epochrasite, +4 Withered Wretch? I just realized that Withered Wretch is especially good against Tarmogoyf because it can remove specific cards in both your graveyard and your opponent's. Now I'm thinking about running it maindeck... hmmm....
Stormseeker
06-26-2007, 03:27 PM
I like the idea of Outlaw in the SB, but not in the MD. Augur is great against control, and non Tarmo aggro as well once regen comes online.
Real13186
06-26-2007, 07:04 PM
I do not think this deck can survive as mono black, as shown by GP:Montreal.
First off, Greater Gargadon almost owns this deck. Tendrils of Corruption is a dead card if your opponent suspends a turn 1,2,3 Greater Gargadon.
Second, Mystic Enforcer sucks. Your only answer is Damnation.
Third, Your third turn Stupor will, sometimes, only benefit their second turn Tarmogoyf.
I think this deck needs to evolve to a G/B mid-range agro control deck.
Riftsweeper to take card of Greater Gragadon and others.
Tarmogoyf, well, just because he is inasne.
My idea:
4 Augur of Skulls
4 Korlash, Heir to the Blackblade
3 Riftsweeper
4 Tarmogoyf
3 Call of the Herd
3 Damnation
4 Edge of Autumn
4 Search for Tomorrow
3 Slaughter Pact
4 Stupor
2 Tendrils of Agony
8 Forest
1 Pendlehaven
7 Swamp
4 Terramorphic Expanse
2 Urborg, Tomb of Yawgmoth
tumultuous
06-27-2007, 01:31 PM
First off, Greater Gargadon almost owns this deck. Tendrils of Corruption is a dead card if your opponent suspends a turn 1,2,3 Greater Gargadon.
Second, Mystic Enforcer sucks. Your only answer is Damnation.
Third, Your third turn Stupor will, sometimes, only benefit their second turn Tarmogoyf.
1. Gargadon is possibly one of the easiest things I have had to deal with. I've won NUMEROUS games where I tap out on my turn with a Slaughter Pact in hand just to see them sacrifice a few creatures and land to rush out Gargadon. This deck runs several answers to Gargadon: namely 7 definitive answers in 4 Damnations and 3 Slaughter Pacts, but also Tendrils of Corruption which you mentioned. It is not very hard to get the 7 swamps needed to kill Gargadon especially with access to Korlash's grandeur. Gargadon is easy man, seriously.
2. No ****. Did you read any of what I wrote? I am aware that Mystic Enforcer is bad news. I am aware that Damnation is one of the only answers. I actually modified the deck and added maindeck Withered Wretches which not only take threshold away from Enforcer, but selectively cripple Tarmogoyf as well. Typical white green Goyf/Enforcer decks pack no answer to the Wretch - their creature stoppage is generally limited to Temporal Isolation.
3. Stupor is amazing against control matchups and cannot be sacrificed from the maindeck.
If considered splashing a color - blue for Aeon Chronicler. Green is an interesting idea. I'll think about it, but remember this is a control deck. Cards like Call of the Herd are worthless to me here.
Real13186
06-27-2007, 03:39 PM
Damnation does nothing to a suspended Greater Gargadon.
Slaughter Pact does nothing to a suspended Greater Gargadon.
Tendrils of Corruption is DEAD if there is a suspended Greater Gargadon.
tumultuous
06-27-2007, 03:58 PM
Damnation does nothing to a suspended Greater Gargadon.
Slaughter Pact does nothing to a suspended Greater Gargadon.
Tendrils of Corruption is DEAD if there is a suspended Greater Gargadon.
A suspended Gargadon in itself does NOTHING. Wait 'til it unsuspends and kill it. The deck has plenty of stuff to hold off other threats in the meantime.
Destroyer51
06-28-2007, 06:55 AM
the issue is that tendrils is a partially dead card with gargadon suspended. it fizzles as they sac the creature in response. BUT the creature is still dead. you won't gain your life, but you will get the threat out of the way.
tumultuous
06-28-2007, 09:07 AM
the issue is that tendrils is a partially dead card with gargadon suspended. it fizzles as they sac the creature in response. BUT the creature is still dead. you won't gain your life, but you will get the threat out of the way.
I'm aware of the advantage of having a suspended Gargadon vs. Tendrils. Fortunately, there is a ton of other creature kill at your disposal should you need it while the Gargadon is suspended. Sudden Death in particular is especially good because it allows you to take a creature out without allowing your opponent to sac it to the Gargadon.
Stormseeker
06-28-2007, 10:44 AM
@Destroyer: Tumultuous is making good points if you read closely. What he is syaing is that you stay alive until Gargadon hits, and then use Tendrils on Gargadon. Damnation and Sudden Death and Augur and Desert all make sure that you can hold in their long enough.
@Tumultuous. What are your thoughts on Dunerider Outlaw? Sure, he can't help against Enforcer, but he holds back Tarmo all day.
tumultuous
06-28-2007, 11:13 AM
@Tumultuous. What are your thoughts on Dunerider Outlaw? Sure, he can't help against Enforcer, but he holds back Tarmo all day.
I've been running three in the sideboard and I find myself siding him him very often. He's a beast vs. control, shifter/mana ramp (wall of roots) and Tarmogoyf. I like it a lot.
Thanks for taking my side. I felt like this was me versus the world.
Real13186
06-28-2007, 12:48 PM
I definatley think this deck needs 4 Dunerider Outlaw and 4 Withered Wretch in the sideboard to deal with G/X Tarmogoyf.
tumultuous
06-28-2007, 01:18 PM
I definatley think this deck needs 4 Dunerider Outlaw and 4 Withered Wretch in the sideboard to deal with G/X Tarmogoyf.
Yeah I agree. Like I alluded to earlier, I've decided to run 4 Withered Wretch in the maindeck. I also have 3 Dunerider Outlaws in the sideboard.
Shotgunlaw
06-28-2007, 01:47 PM
I'm not sure where your current build stands but I thought of a couple more options.
1) Enslave....could come one line too late to be effective, but it is an answer to Gargadon that doesn't rhyme with "damnation". Same ability to turn a goyf back on it's owner.
2) Big Game Hunter. Would be better if you had some madness outlets, but will necratal garga and goyf.
I think these both are further down on the sub-optimal level. Both have good synergy in the mirror dealing with opposing Korlash/Tombstalker/Nilith and possibly working against Pickles or scryb/force or the odd Redkoma. I personally, I think I would try big game over Enslave coming from the board.
And just so you know, not being critical, just throwing poo against the wall to see if anything sticks. I think you won't be able to swing a dead cat without hitting a goyf.
tumultuous
06-28-2007, 02:45 PM
I'm not sure where your current build stands but I thought of a couple more options.
1) Enslave....could come one line too late to be effective, but it is an answer to Gargadon that doesn't rhyme with "damnation". Same ability to turn a goyf back on it's owner.
Funny you should mention this actually. I was actually running 3 Enslaves maindeck on MTGO just because I'm broke and I couldn't afford something I was missing. They are VERY good. I was quite surprised. They won me almost every game I had one in hand.
Destroyer51
06-29-2007, 08:47 AM
@Destroyer: Tumultuous is making good points if you read closely. What he is syaing is that you stay alive until Gargadon hits, and then use Tendrils on Gargadon. Damnation and Sudden Death and Augur and Desert all make sure that you can hold in their long enough.
I should have quoted sorry... my comment was actually refering to real13186 saying tendrils is DEAD with a suspended gargadon.
Chunkybuddha
07-04-2007, 10:56 AM
Yeah, deck looks pretty sweet, but I don't really understand what the terramorphic expanse is all about?? If anything it fuels tarmo and slows your mana.... Am I missing something?
Stormseeker
07-04-2007, 11:55 AM
I don't think any MBC build is running Terramorphic. If they are, they shouldn't.
As far as mana base is concerned, Swamps, Urborg (2-3), Factory (1-2), and possibly Desert are all that you need. People laiugh at Desert, but it is a good solution to pesky one toughnes creatures like Riptide, Blade of the Sixth Pride, Soltari Priest, Epochrasite (pre growth), Flying Men, Scryb Ranger, and can combo with a Sudden Death to kill of bigger guys like Tombstalker. If you are running 3 Urborg, then cololess mana is not a problem.
Not all builds run Funeral Charm, which I think is a mistake. In addition o taking down the one toughness creatures as per above, it also combos very well with Urborg and Phyrexian Totem (i.e. swampwalk).
Stupor is a must for the M/D. It is a house against control. Especially if you T1 Funeral Charm (discard), T2 play Augur of Skuls, and T3, sac Augur, hit them with Stupor. There is usually no coming back from that.
Wretch is a sideboard card IMO. He can come in for maindeck Augur against decks like Tarmo.
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