It`s always humbling to start writing about something you
think you know about, only to do some research and learn about a) how it
actually works and/or b) how to improve on your original design. Today’s deck happens
to be a great example of this, as it had to undergo several changes before
finally looking the way it does. I think a common misconception among MtG
players is that we can group decks under broad strategic categories: aggro,
control and combo. There is certainly a logic to doing so, but it doesn’t
really describe how a deck works. For example, there are numerous ways to
control an opponent – land destruction, hand disruption, counter magic, et
cetera. Anyway, it’s because of this that I decided against naming today’s deck
by its generic title of Mono Black Aggro, instead going by its other name(s)
Suicide Black or Sui.
After such a lengthy introduction, I think it is only fair
to delve a bit into what I was referring to. Here is an original draft
paragraph I had written for the deck: “I had originally put 1x Hatred in the
deck as a sort of homage to the old Suicide Black decks, but the card itself
can also win you games. While the cost of 5 mana might seem high, with the
rituals and the role the card plays in the deck, as a 1-of I think it`s a fine
addition – perhaps even in the mainboard.” Now obviously, the card itself
happens to be very important to Sui. Why? It allows you to win on a very fast
clock. As you can see in the finished version, the card became a 3-of in the
mainboard and one of the key win conditions of the deck. Learning things is
neat.
Originally the deck had 8 pump knights in its creature base.
I found that the knights, combined with Nantuko Shade, just made the board way
too mana hungry and so removed them. In their place, I added another cheap
threat that didn’t require mana investment once cast – Rotting Giant. I also
added 4 Vendetta to help clear the path for the creatures who land, instead of
just adding other efficient beaters that you don’t really want to draw later on.
This is supposed to be an efficient threats’ deck, not an Elf-style one.
Speaking of efficient beaters, the [fellow] MtG history
nerds among us may have noticed an omission from the deck. The truth is, I was
never a fan of Phyrexian Negator despite it being a staple in Mono Black aggro decks.
Even with Sarcomancy being a `free’ sac outlet for Negator, Lightning Bolt and other
creatures are just so prevalent in the format that I don’t think Negators are worth
playing. That doesn’t even factor in drawing them later on..
Speaking of which: the long game. Sui generally tries to
avoid the long game, but the inclusion of Grinning Demon, Nantuko Shade and Bad
Moon can help you win if the game goes a bit longer than hoped. Try to avoid
this though as other decks certainly have an advantage if they are able to
withstand your initial assault and stabilize the board.
I think one of the important things to remember when
designing Sui is to stay focused on being aggro. You should not be trying to
jam in a bunch of answers for your opponents - they should be the ones trying
to find answers to you. With that in mind, there are a plethora of playable
cards for the deck, so choose the ones that suit you
best. Happy Brewing!
Sui
Land
7 Swamp
1 Lake of the Dead
7 Fetch lands
4 Wasteland
Total: 19
Creatures
4 Carnophage
4 Rotting Giant
3 Nantuko Shade
4 Hypnotic Specter
2 Grinning Demon
Total: 17
Spells
4 Dark Ritual
4 Sarcomancy
4 Duress
4 Hymn to Tourach
3 Hatred
4 Vendetta
1 Bad Moon
Total: 24
Sideboard
4 Tormod’s Crypt
4 Smother
2 Gate to Phyrexia
1 Innocent Blood
1 Hatred
2 Engineered Plague
1 Cabal Ritual