UseLess
02-03-2011, 04:54 PM
Let me first introduce myself: Laurens, from the Netherlands. I’ve been playing magic for about 1.5 years now, after my break in my early days back in the onslaught block. When I picked up magic again I wanted something more out of it and decided to look around in the tournament scene, specifically legacy. Vintage is way too expensive and I don’t like the rotating system of standard/extended and above all, I like to have a lot of cards available. Since then I’ve been reading a lot on this forum and started playing Dredge. Cheap but able to put up results. But playing the same deck over and over again starts to get boring and creating new decks is one of the things I like most about magic, so I started to tinker around with a mono black controlish deck. After some testing on MWS I’ve come up with a pretty decent decklist:
The Deck – Putting the suicide into Black
// Lands
4 Wasteland
4 Mishra's Factory
3 Urborg, Tomb of Yawgmoth
4 Marsh Flats
7 Swamp
// Creatures
4 Dark Confidant
4 Bloodghast
2 Tombstalker
4 Death's Shadow
// Spells
4 Smallpox
4 Thoughtseize
4 Innocent Blood
3 Sensei's Divining Top
3 Snuff Out
3 Chrome Mox
3 Bitterblossom
// Sideboard
SB: 3 Duress
SB: 4 Chalice of the Void
SB: 2 Nihil Spellbomb
SB: 4 Pithing Needle
SB: 2 Relic of Progenitus
Playing the deck – quick strategy overview
The main goal of this deck is simple: gain control over your opponents board by destroying each creature/thread that they play at the cost of life loss. This deck usually drags the game to mid/late game where it finishes the opponent slowly by beating with multiple 1 or 2 power creatures when your opponent is out of resources. While it might be frustrating for your opponent, I just love the deck and it’s interactions. Having full control over your opponent and knowing you’re just winning while at 3 vs 20 life is awesome. Though it might seem as nothing new, I haven’t yet faced anything specifically like this deck. I think that combining Smallpox and Suicide black really gives the best of both worlds. Another big plus of the deck is it’s consistency. Once in a while you need to mulligan to 6 cards, most often to find specific hate cards. I rarely mulliganed to 5 cards since pretty much every hand is keepable.
Deck history – How it became the current list
When I started with the MBC deck, I focused on mana denial since legacy decks have a very greedy mana base. Using ideas from both Pox and Suicide black I started off with 4 Sinkhole, 4 Wasteland and 4 Smallpox. Furthermore it included 4 Hymn to Tourach, Mox diamond etc. It was actually very off from the current list.
After playing some games on MWS (unfortunately I do not own the deck in real yet) I noticed that my deck was very, very heavy on the 2 drops. The card discussion about sinkhole opened my eyes and I very happily dismissed it (the price tag wasn’t very attractive). Though I love the card it was just too slow and most of the time I wanted to play Bloodghast, Bob or Smallpox instead of sinkhole. Also the lack of dedicated removal was a problem. When my opponent had enough creatures they could easily sacrifice Hierarchs, birds, pridemages etc. to protect the big guys like Tarmogoyf and knights of the reliquary. I started looking around for new ideas and came up with a very heavy suicide orientated deck list, starting with Death’s Shadow.
This card is just amazing. Playing both wasteland and smallpox doesn’t allow for creatures with very high CMC and this creature is about the biggest creature you can get for a single mana. It offers the possibility of playing suicide black and increasing the thread level as you keep losing more life. It already works great with strong cards with only a life loss drawback. Thoughtseize, Marsh Flats, Dark Confidant and Smallpox turn their worst disadvantage into an advantage. From here, I started to work on a very fast, suicide black deck. Taking control in the first few rounds at the cost of life, which makes it possible to play Death’s Shadow in the early to midgame. Nobody likes to see a 4/4 for 1 mana when their board is constantly being nuked. This was made possible by Snuff Out. At first the life loss seemed a little heavy to me, but playing Death’s Shadow resolved this problem. It also solved the dedicated removal problem of the first list. The only thing that is bad about Snuff Out is the mana cost of 4. Showing this card with Bob hurts, very much. Here is where top shines of course. I cut the card in the suicide build, but it is so good in mid/late game that I definitely wanted to put it back. After some more tweaking I came up with the current decklist.
Card choice – quick explanation
Even though the highest mana cost you often pay is 2, running 22 is absolutely necessary. Wasteland and Smallpox make this deck mana heavy, often leaving you with only 1-2 lands in play (and favorably your opponent with less). It makes keeping hands with only 1 land easier and makes it easier to recur Bloodghast or prevent you from loosing life to Bob using top. I started with 20 lands, but the moment I tested 22 I never wanted back. I think the land choices are pretty standard and require no explanation.
Dark Confidant – One of the best black creatures in my opinion. Card advantage, life loss, beating for 2. One of the main reasons I started to toy with mono black.
Bloodghast – An absolute power house. Combines great with Innocent Blood and even better with Smallpox. Nothing better than playing smallpox on turn 3, discard Bloodghast and play a land.
Tombstalker – When the little dudes fall short and you’re losing control. I feel like 2 is the right number. Once killed myself at 15 life by showing both Tombstalkers in 2 consequent turns for Bob. Not very cool, so no more than 2. Most of the time our graveyard is full of stuff: (fetch) lands, creatures, sorceries etc. So 4 is the absolute max you ever pay for him.
Death’s Shadow – He is just so cool. Letting a 5/6 Tarmogoyf hit you to be able to bring in this guy and see it growing every subsequent turn is priceless. My opponents were most of the times like: “What the hell is this? I must get rid of it NOW!”. Great card for turning the tide, also very strong finisher.
Thoughtseize – Playing 4 discard effects is just fine. I used to run Duress, but there is just no more room for them mainboard. Being able to remove enchantments or artifacts (or emrakul/jace etc.) is pretty handy, because once in play, this deck has like zero answers, so I keep a few mainboard. Also nice with Death’s Shadows.
Smallpox – Probably the best card in the deck. Great synergy with Bloodghast and Bitterblossom (losing a 1/1 token for a Goyf/Knight is pretty ok).
Innocent Blood – Duh.
Sensei’s Divining Top – Great synergy with Bob and makes mid/lategame topdecking a lot easier. I have played many games where we had both 0 cards in hand, no creatures and only 1-2 lands in play. Having top wins the game at those moments.
Snuff Out – Great dedicated removal, but at a high cost. Synergy with Bob is bad, so cutting this to 3 is not to bad.
Chrome Mox – This used to be Mox Diamond, but for budget reasons (I own chrome mox, but not Mox Diamond) I switched to Chrome Mox and have not regretted it for a single moment. Mox Diamond was only playable with hands that already had a lot of mana, but those hands were never that good, because you lacked other necessary cards. Chrome mox makes it possible to keep 1 land hands which is a much more common problem. They are included for the speed on turn one. Almost no deck likes to see Bitterblossom or Bob on turn 1. Also, you are more resilient to destroying your own lands.
Bitterblossom – This is actually the last card added to the deck, while it seems so obvious. When starting with the deck lists I completely forgot about this card. Now I run 3 and it works just great. Making either a lot of blockers (with flying!) or evasive attackers and losing life gradually for the shadow is strong. Only downside is that sometimes I’m putting myself on a bit tight clock because the life loss from the blossoms are not controllable, but that’s a sacrifice I’m willing to take. Adding this card was pretty hard, but I decided to cut 1 Snuff Out and 1 Chrome mox and it works just fine.
The sideboard is pretty straight forward: you just need 4 chalices, 4 gravehate and 4 needles. Only debatable option is Duress, which I will discuss later.
Cards considered or have been played
Because the deck has seen multiple builds I have already played some cards which were just not good enough. As mentioned before, Sinkhole was to slow and didn’t add up for anything. Hymn to Tourach was another card that was pretty quick removed from the list. I just had the feeling that it did nothing. While it is nice your opponent discards two random cards, he is still able to drop threads, lands etc. Also, it just sucks mid/late game, which is what you are aiming for with this deck. I chose for a more reactive than proactive strategy which fits the deck fine. It might be considered to put Hymn in the sideboard instead of Duress in order to battle combo/enchantment decks (see matchups).
I’m considering Jixlid Jailer against dredge and lands etc. instead of the relic. Mainly because it can beat for 2 and isn´t anticipated on. Though it is a full turn slower, this deck is really good at slowing down the opponent, so that shouldn’t be too much of a problem.
Vampire Lacerator seems like a solid 2/2 for one, the drawback is hardly a drawback at all. The problem with this guy is that he is just a 2/2. He doesn’t generate card advantage, is not able to recur and there are just much better one drops for this deck (needle, top, thoughtseize).
I also want to keep the curve low. Cards in general with cmc 3 or higher are just too slow. When you have 3 mana you almost always want to cast multiple spells or attack with mishra instead of playing a more expensive creature. And though it is black suicide, you don’t want to kill yourself with the confidants (duh).
Matchups
The most favorable matchups are decks that use a few strong creatures with a control/counter backup, such as the Rock, Bant, New Horizons and Merfolk. Decks that can spam creatures and use Vial are difficult to play to and though I thought (storm) combo would be beatable, I got crushed by it. During my online testing I encountered many different decks and shall discuss them here:
As stated above, Merfolk is a pretty favorable matchup. This deck just plays too many threads for them to counter them all. Most of the games versus Merfolk they just run out of resources faster than you do, giving you the edge in midgame so you can crush them. One of their best cards against this deck is Standstill (which I didn’t see) handing them a fresh hand of resources. Postboard I found this matchup 70-30, preboard it doesn’t change much. They don’t have real answers (more counters) and we can bring in Pithing needle to stop Aether Vial, because that card really is a nuisance for this deck.
Control decks are also pretty favorable. I’ve encountered a few U/G decks running Jace and Tarmogoyf and won most of them. Preboard we have the advantage. Those decks tend to drag the game to mid/late game and this deck is just better here. Bloodghast is a real powerhouse here, being uncounterable and Bitterblossom is must counter. Postboard the bring in EE or so, which you should be aware of. The best permanents are CMC 2 so they will just Planar Cleansing you’re board if you’re not careful. Pithing needle is great in this matchup, stopping the (already mediocre) Jace, EE etc. The same goes for control decks like Lands. The only problem are enchantments such as solitary confinement, which you really should avoid. Hymn could make a difference here, but Duress also does the trick.
The decks this deck really eats for breakfast are control orientated creature decks. Decks using big (slow, i.e. cmc >2) creatures, equipments and some removal/discard are often easily disrupted early game. Since these decks are very mana intensive Smallpox and Wasteland are very strong here, giving them no chance of playing multiple creatures at the same time which increases the power of our removal.
Decks like Zoo and Goblins are not hard to win preboard. They often play too many dudes for the Innocent Blood and Smallpox to remove them all. Also, their removal just kills every blocker we play. Bitterblossom shines here, but is often not good enough on it’s own. Pre board we can shut Zoo down with Vial on 1. Zoo is often slowed down enough to gain the advantage in the mid game and kill them (their only answer being Pridemage), leaving your dudes intact since their removal all cost 1. Goblins is handled with the needle on vial. Without Vial they are just slow. T1 Lackey isn’t much of a problem since we have enough answers for it. Ringleaders showing a lot of dudes are a problem, especially when they hit play through vials. No easy matchups, but still winnable.
Countertop is, contrary to other control decks, a nightmare. The curve of this deck fits perfectly into Countertop’s and when top + counterbalance is online this deck just loses, not being able to resolve any spell except for Tombstalker, which most likely will meet something like daze or FoW. This makes game one very unfavorable since you have nothing to stop this (mono black just lacks the possibilities to destroy enchantments/artifacts). Preboard you must hope for Pithing needle and them not having Top and balance. It is winnable, but It won’t be better than 50-50 preboard with 20-80 postboard. I think that changing Duress into Hymn would improve the matchup somewhat preboard, but nonetheless it’s not very pleasant to face Countertop.
Combo is in the same spot as Countertop. They are just too fast. Maybe the guy I tested against was lucky, but Thoughtseize + Chalice just didn’t stop him. Hymn would definitely help here, buying us a lot of time. The problem is that Storm is hard to disrupt during the game, so they can gradually tweak their hand before going for the kill. Also, suiciding isn’t much of a help here.
Dredge is another problem. I once made the mistake of using 4 Spellbombs as anti-grave hate, but never again. The single pithing needle costed me the game. G1 they just win, though it is not as bad as some other decks do against dredge. Iona just kills the deck so we need to win before she hits the table. Pithing Needle and Gravehate and land destruction should strecht the game long enough to win, but it will never be favorable.
Overall I put up positive results and think I won 60-70% of all matches, which is pretty decent. The deck is much less random then Dredge so for me it’s a welcome switch. It is a very consistent deck, disrupting the opponent in early game and kill them once board control is established and above all, fun to play :).
It took me some time to write all this and I hope at least some of you enjoyed it. For me I really like playing this deck and I hope some of you can give me hints, tips, tricks or other comment to improve the deck and mainly improve it’s worse matchups. So please don’t hesitate to shout card options. Since I’m fairly new to the game I don’t nearly know all the played cards (for example, I completely forgot about Bitterblossom in the beginning) so I appreciate every comment. Just take it for a spin and share your thoughts. Thanks!
The Deck – Putting the suicide into Black
// Lands
4 Wasteland
4 Mishra's Factory
3 Urborg, Tomb of Yawgmoth
4 Marsh Flats
7 Swamp
// Creatures
4 Dark Confidant
4 Bloodghast
2 Tombstalker
4 Death's Shadow
// Spells
4 Smallpox
4 Thoughtseize
4 Innocent Blood
3 Sensei's Divining Top
3 Snuff Out
3 Chrome Mox
3 Bitterblossom
// Sideboard
SB: 3 Duress
SB: 4 Chalice of the Void
SB: 2 Nihil Spellbomb
SB: 4 Pithing Needle
SB: 2 Relic of Progenitus
Playing the deck – quick strategy overview
The main goal of this deck is simple: gain control over your opponents board by destroying each creature/thread that they play at the cost of life loss. This deck usually drags the game to mid/late game where it finishes the opponent slowly by beating with multiple 1 or 2 power creatures when your opponent is out of resources. While it might be frustrating for your opponent, I just love the deck and it’s interactions. Having full control over your opponent and knowing you’re just winning while at 3 vs 20 life is awesome. Though it might seem as nothing new, I haven’t yet faced anything specifically like this deck. I think that combining Smallpox and Suicide black really gives the best of both worlds. Another big plus of the deck is it’s consistency. Once in a while you need to mulligan to 6 cards, most often to find specific hate cards. I rarely mulliganed to 5 cards since pretty much every hand is keepable.
Deck history – How it became the current list
When I started with the MBC deck, I focused on mana denial since legacy decks have a very greedy mana base. Using ideas from both Pox and Suicide black I started off with 4 Sinkhole, 4 Wasteland and 4 Smallpox. Furthermore it included 4 Hymn to Tourach, Mox diamond etc. It was actually very off from the current list.
After playing some games on MWS (unfortunately I do not own the deck in real yet) I noticed that my deck was very, very heavy on the 2 drops. The card discussion about sinkhole opened my eyes and I very happily dismissed it (the price tag wasn’t very attractive). Though I love the card it was just too slow and most of the time I wanted to play Bloodghast, Bob or Smallpox instead of sinkhole. Also the lack of dedicated removal was a problem. When my opponent had enough creatures they could easily sacrifice Hierarchs, birds, pridemages etc. to protect the big guys like Tarmogoyf and knights of the reliquary. I started looking around for new ideas and came up with a very heavy suicide orientated deck list, starting with Death’s Shadow.
This card is just amazing. Playing both wasteland and smallpox doesn’t allow for creatures with very high CMC and this creature is about the biggest creature you can get for a single mana. It offers the possibility of playing suicide black and increasing the thread level as you keep losing more life. It already works great with strong cards with only a life loss drawback. Thoughtseize, Marsh Flats, Dark Confidant and Smallpox turn their worst disadvantage into an advantage. From here, I started to work on a very fast, suicide black deck. Taking control in the first few rounds at the cost of life, which makes it possible to play Death’s Shadow in the early to midgame. Nobody likes to see a 4/4 for 1 mana when their board is constantly being nuked. This was made possible by Snuff Out. At first the life loss seemed a little heavy to me, but playing Death’s Shadow resolved this problem. It also solved the dedicated removal problem of the first list. The only thing that is bad about Snuff Out is the mana cost of 4. Showing this card with Bob hurts, very much. Here is where top shines of course. I cut the card in the suicide build, but it is so good in mid/late game that I definitely wanted to put it back. After some more tweaking I came up with the current decklist.
Card choice – quick explanation
Even though the highest mana cost you often pay is 2, running 22 is absolutely necessary. Wasteland and Smallpox make this deck mana heavy, often leaving you with only 1-2 lands in play (and favorably your opponent with less). It makes keeping hands with only 1 land easier and makes it easier to recur Bloodghast or prevent you from loosing life to Bob using top. I started with 20 lands, but the moment I tested 22 I never wanted back. I think the land choices are pretty standard and require no explanation.
Dark Confidant – One of the best black creatures in my opinion. Card advantage, life loss, beating for 2. One of the main reasons I started to toy with mono black.
Bloodghast – An absolute power house. Combines great with Innocent Blood and even better with Smallpox. Nothing better than playing smallpox on turn 3, discard Bloodghast and play a land.
Tombstalker – When the little dudes fall short and you’re losing control. I feel like 2 is the right number. Once killed myself at 15 life by showing both Tombstalkers in 2 consequent turns for Bob. Not very cool, so no more than 2. Most of the time our graveyard is full of stuff: (fetch) lands, creatures, sorceries etc. So 4 is the absolute max you ever pay for him.
Death’s Shadow – He is just so cool. Letting a 5/6 Tarmogoyf hit you to be able to bring in this guy and see it growing every subsequent turn is priceless. My opponents were most of the times like: “What the hell is this? I must get rid of it NOW!”. Great card for turning the tide, also very strong finisher.
Thoughtseize – Playing 4 discard effects is just fine. I used to run Duress, but there is just no more room for them mainboard. Being able to remove enchantments or artifacts (or emrakul/jace etc.) is pretty handy, because once in play, this deck has like zero answers, so I keep a few mainboard. Also nice with Death’s Shadows.
Smallpox – Probably the best card in the deck. Great synergy with Bloodghast and Bitterblossom (losing a 1/1 token for a Goyf/Knight is pretty ok).
Innocent Blood – Duh.
Sensei’s Divining Top – Great synergy with Bob and makes mid/lategame topdecking a lot easier. I have played many games where we had both 0 cards in hand, no creatures and only 1-2 lands in play. Having top wins the game at those moments.
Snuff Out – Great dedicated removal, but at a high cost. Synergy with Bob is bad, so cutting this to 3 is not to bad.
Chrome Mox – This used to be Mox Diamond, but for budget reasons (I own chrome mox, but not Mox Diamond) I switched to Chrome Mox and have not regretted it for a single moment. Mox Diamond was only playable with hands that already had a lot of mana, but those hands were never that good, because you lacked other necessary cards. Chrome mox makes it possible to keep 1 land hands which is a much more common problem. They are included for the speed on turn one. Almost no deck likes to see Bitterblossom or Bob on turn 1. Also, you are more resilient to destroying your own lands.
Bitterblossom – This is actually the last card added to the deck, while it seems so obvious. When starting with the deck lists I completely forgot about this card. Now I run 3 and it works just great. Making either a lot of blockers (with flying!) or evasive attackers and losing life gradually for the shadow is strong. Only downside is that sometimes I’m putting myself on a bit tight clock because the life loss from the blossoms are not controllable, but that’s a sacrifice I’m willing to take. Adding this card was pretty hard, but I decided to cut 1 Snuff Out and 1 Chrome mox and it works just fine.
The sideboard is pretty straight forward: you just need 4 chalices, 4 gravehate and 4 needles. Only debatable option is Duress, which I will discuss later.
Cards considered or have been played
Because the deck has seen multiple builds I have already played some cards which were just not good enough. As mentioned before, Sinkhole was to slow and didn’t add up for anything. Hymn to Tourach was another card that was pretty quick removed from the list. I just had the feeling that it did nothing. While it is nice your opponent discards two random cards, he is still able to drop threads, lands etc. Also, it just sucks mid/late game, which is what you are aiming for with this deck. I chose for a more reactive than proactive strategy which fits the deck fine. It might be considered to put Hymn in the sideboard instead of Duress in order to battle combo/enchantment decks (see matchups).
I’m considering Jixlid Jailer against dredge and lands etc. instead of the relic. Mainly because it can beat for 2 and isn´t anticipated on. Though it is a full turn slower, this deck is really good at slowing down the opponent, so that shouldn’t be too much of a problem.
Vampire Lacerator seems like a solid 2/2 for one, the drawback is hardly a drawback at all. The problem with this guy is that he is just a 2/2. He doesn’t generate card advantage, is not able to recur and there are just much better one drops for this deck (needle, top, thoughtseize).
I also want to keep the curve low. Cards in general with cmc 3 or higher are just too slow. When you have 3 mana you almost always want to cast multiple spells or attack with mishra instead of playing a more expensive creature. And though it is black suicide, you don’t want to kill yourself with the confidants (duh).
Matchups
The most favorable matchups are decks that use a few strong creatures with a control/counter backup, such as the Rock, Bant, New Horizons and Merfolk. Decks that can spam creatures and use Vial are difficult to play to and though I thought (storm) combo would be beatable, I got crushed by it. During my online testing I encountered many different decks and shall discuss them here:
As stated above, Merfolk is a pretty favorable matchup. This deck just plays too many threads for them to counter them all. Most of the games versus Merfolk they just run out of resources faster than you do, giving you the edge in midgame so you can crush them. One of their best cards against this deck is Standstill (which I didn’t see) handing them a fresh hand of resources. Postboard I found this matchup 70-30, preboard it doesn’t change much. They don’t have real answers (more counters) and we can bring in Pithing needle to stop Aether Vial, because that card really is a nuisance for this deck.
Control decks are also pretty favorable. I’ve encountered a few U/G decks running Jace and Tarmogoyf and won most of them. Preboard we have the advantage. Those decks tend to drag the game to mid/late game and this deck is just better here. Bloodghast is a real powerhouse here, being uncounterable and Bitterblossom is must counter. Postboard the bring in EE or so, which you should be aware of. The best permanents are CMC 2 so they will just Planar Cleansing you’re board if you’re not careful. Pithing needle is great in this matchup, stopping the (already mediocre) Jace, EE etc. The same goes for control decks like Lands. The only problem are enchantments such as solitary confinement, which you really should avoid. Hymn could make a difference here, but Duress also does the trick.
The decks this deck really eats for breakfast are control orientated creature decks. Decks using big (slow, i.e. cmc >2) creatures, equipments and some removal/discard are often easily disrupted early game. Since these decks are very mana intensive Smallpox and Wasteland are very strong here, giving them no chance of playing multiple creatures at the same time which increases the power of our removal.
Decks like Zoo and Goblins are not hard to win preboard. They often play too many dudes for the Innocent Blood and Smallpox to remove them all. Also, their removal just kills every blocker we play. Bitterblossom shines here, but is often not good enough on it’s own. Pre board we can shut Zoo down with Vial on 1. Zoo is often slowed down enough to gain the advantage in the mid game and kill them (their only answer being Pridemage), leaving your dudes intact since their removal all cost 1. Goblins is handled with the needle on vial. Without Vial they are just slow. T1 Lackey isn’t much of a problem since we have enough answers for it. Ringleaders showing a lot of dudes are a problem, especially when they hit play through vials. No easy matchups, but still winnable.
Countertop is, contrary to other control decks, a nightmare. The curve of this deck fits perfectly into Countertop’s and when top + counterbalance is online this deck just loses, not being able to resolve any spell except for Tombstalker, which most likely will meet something like daze or FoW. This makes game one very unfavorable since you have nothing to stop this (mono black just lacks the possibilities to destroy enchantments/artifacts). Preboard you must hope for Pithing needle and them not having Top and balance. It is winnable, but It won’t be better than 50-50 preboard with 20-80 postboard. I think that changing Duress into Hymn would improve the matchup somewhat preboard, but nonetheless it’s not very pleasant to face Countertop.
Combo is in the same spot as Countertop. They are just too fast. Maybe the guy I tested against was lucky, but Thoughtseize + Chalice just didn’t stop him. Hymn would definitely help here, buying us a lot of time. The problem is that Storm is hard to disrupt during the game, so they can gradually tweak their hand before going for the kill. Also, suiciding isn’t much of a help here.
Dredge is another problem. I once made the mistake of using 4 Spellbombs as anti-grave hate, but never again. The single pithing needle costed me the game. G1 they just win, though it is not as bad as some other decks do against dredge. Iona just kills the deck so we need to win before she hits the table. Pithing Needle and Gravehate and land destruction should strecht the game long enough to win, but it will never be favorable.
Overall I put up positive results and think I won 60-70% of all matches, which is pretty decent. The deck is much less random then Dredge so for me it’s a welcome switch. It is a very consistent deck, disrupting the opponent in early game and kill them once board control is established and above all, fun to play :).
It took me some time to write all this and I hope at least some of you enjoyed it. For me I really like playing this deck and I hope some of you can give me hints, tips, tricks or other comment to improve the deck and mainly improve it’s worse matchups. So please don’t hesitate to shout card options. Since I’m fairly new to the game I don’t nearly know all the played cards (for example, I completely forgot about Bitterblossom in the beginning) so I appreciate every comment. Just take it for a spin and share your thoughts. Thanks!