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View Full Version : [Deck] MBC [Mono-Black Control] Revived (maybe)



Melman
05-20-2007, 12:52 PM
Ive been looking at the current meta, and desperately looking for a new deck with some potential (I have this strange obsession with looking for new ideas where there probably aren't any to be had). It seems that you either need to be an aggro deck that can race combo (extremely difficult), a control deck that deal with hordes while stopping combo, or do a little bit of both. This pretty much has always been the case, but with hulk flash it has been taken to the extreme.

So I decided to give a new look at MBC. It's plethora of discard spells, along with its solid board control, give it some advantages over some of the more popular decks in the field. It plays a slow, controlling game, then does ridiculous stuff with ridiculous amounts of mana to win. Im going to lay out a shell, and then give my impressions on what can be done with the shell to reach a finished deck.

Auto-Include cards for MBC (imo):


// Lands
16 Swamp
2 Cabal Coffers
5-6 [[????]]

// Creatures
4 Nantuko Shade
3 [[????]]

// Spells
4 Duress
3 Edicts (Chainer/Diabolic)
4 Mutilate
4 Hymn to Tourach
14-15 [[????]]

// Sideboard
4 Leyline of the Void
4 Extirpate
4 Engineered Plague
3 [[????]]


Strategy
MBC wants to disrupt the board and the hand to make sure that it gets into late game, then play overpowered cards to win. This deck causes long games, so coffers are invaluable later on, especially with cards that want as much mana as you can give them (See Shade, Helldozer, promise of power, etc) Duress and Hymn are the best discard spells in the game, so they're in there automatically. Mutilate is the best black board-sweeper out there, so its in there too. Shade is playable early, is a huge clock, and can swing for ridiculous numbers late game. Edicts are another great board control card, and which one you play is something of a metagame choice, so I left that open; however, some of the builds laid out below play more so will end up having both.

For each build, Ill post the complete decklist, which is the cards mentioned above plus the unique cards for the list. Then I'll go down the list, pointing out the reasons for each new card.

Here's the first build potential (List #1). This one is based on card quality and advantage to power into big guys a little earlier than build 2. It cleans the board so that your beatsticks can swing in for the kill (which should only take a few turns at most)

// Lands
16 Swamp
2 Cabal Coffers
3 Bloodstained Mire
3 Polluted Delta

// Creatures
4 Nantuko Shade
3 Helldozer

// Spells
3 Sensei's Divining Top
4 Duress
3 Chainer's Edict
4 Mutilate
4 Hymn to Tourach (2)
3 Phyrexian Arena
3 Diabolic Edict
2 Powder Keg
3 Cabal Therapy

//Sideboard
Above, +3 infest

Fetches are because you have top. Nuff said. The life loss is generally irrelevant, as once you "Lock it down" your life total doesnt really matter except for burn topdecks; if they're playing burn you can go balls to the walls though and kill them before they can kill you.

Helldozer is a broken finisher that doubles as a board control card. You will often late-game have enough mana to clear out up to 3 or 4 nonbasics per turn, and its a LD spell per turn after that. It has a fat ass as well that will wrap up the game quickly and can survive a mid-game mutilate.

Top is for card quality. A big problem with discard is that once they dont have a hand, discard is irrelevant. With top, you can make sure you are drawing board control / finishers instead, with an occasional hymn or whatever to get rid of that card they are holding.

Arenas are because your 'lock' isnt permanent, as you need to play cards (edicts, hymns, mutilates, whatever) to keep it running; Arena allows you to get those cards. It also has synergy with top. The life loss can become a problem, however, because the game can drag on, so you need to be careful about when you play this card. If you know when to play it though, its golden.

Diabolic Edicts are here for more board control. Some of the open slots in the shell need to be dedicated to more control, so these provide that in Build #1. They get 'Geese, huge reanimated dudes, mess with early goblins, screw with many fish players (Killing in response to equip = t3h t3mpo), etc

Powder Keg is more board control. It can grab those creature hordes, but more importantly, it can take care of those resolved artifacts that you have no other way to take care of. Most artifacts dont worry you, so there's only 2 (and none in build #2), but stax stuff and vials and such can get worrisome.

Cabal Therapy is more hand disruption. Everyone knows this card is good. It's a little iffy, however, because you wont be flashing it back in this deck, but even without flashback its still decently solid.

Here's List #2. It skips some of the card quality and quantity cards, and goes straight for good board control and some more kill cards. That way, it doesnt need to search so much for kill, its not as screwed when stuff dies, and it can sweep more often. However, because of the lack of tops / arenas, it can draw useless stuff later on, so it cuts back a little on discard in favor of board control, which is dead less often.

// Lands
20 Swamp
3 Cabal Coffers

// Creatures
3 Helldozer
4 Nantuko Shade

// Spells
3 Powder Keg
3 Cabal Therapy
3 Infest
3 Funeral Charm
4 Mutilate
2 Promise of Power
4 Chainer's Edict
4 Duress
4 Hymn to Tourach

//Sideboard
Above, +1 Keg, funeral charm, and infest

Swamps and an extra Coffer You dont play top, so there's no reason to hit yourself with fetches anymore. Also, you play more stuff that wants lots of mana (Extra chainers, promise), so there's an extra coffer. You dont want to go to 4, because multiples are bad synergy, and if you have enough swamps to support them both, you are often generating too much mana. And being stuck with one or two swamps and coffers can suck.

Helldozer is here again. Why then, you ask, isn't it in the core card list at the top of this post? Because Im not sure if its the best card in this slot. As explained above, it's amazing at finishing the game, while serving as control in the meantime, but its slow and easily taken out with a topdeck swords or whatever. Tombstalker is a potential card for this slot, as is promise of power, or unearths to get shades back, or whatever.

3 Kegs Because you want more board sweepers, since you dont have the draw.

Therapy: Like Helldozer, this guy is in both lists, but Im not sure he should be. You can't flash it back, and it can miss. Once you peek with duress or whatever its good though. Maybe Ostracize or something stupid? There are very few decks around now without creatures (TES, landstill are the only ones popping to mind)

Funeral Charm is discard and board control in one. However, it's a little weak at both. Maybe top gets this spot? Dunno

Promise of Power You don't play arenas or fetches in this list, so you can afford the life hit. Its a kill condition and draw in one as well, which this deck needs as it can't manipulate its hand as well as some others. It is somewhat mana intensive, but with 3 coffers thats rarely a problem. It does suck to see really early though, so it may be jank, I dunno.

Chainers are here instead of diabolic because being able to flash back is super, and the instant speed of diabolic is more situational then 2for1's most of the time.


I'm not going to go too in-depth for matchup analysis, because the one's Ive had a chance to test (Not enough) are fairly obvious:
Landstill or MUC or whatever is rough because they can just slowplay you and their card advantage is generally better than yours, and your sweepers dont do much to them.

Goblins is favorable in the second build, which is the only one I had a chance to test, because hand disruption makes them trip, and so many sweepers and removal makes them fall on their face.

Flash Ive won every flash round (not game) so far, but those were all MWS games so the people Ive played may have sucked; its tough for them to play through duress/hymn/therapy, and then SB extirpate / leylines seal the deal.

So basically. Im looking for feedback as to how the idea can be improved, whether the idea is viable at all, or if a shift in focus is necessary, or whatever. "This deck sucks" comments are perfectly welcome (and probably inevitable) as long as they're backed up =P.

Oh, and I decided to make a new thread instead of necro'ing the old one / Posting in the 'discard' topic because I feel this deck has a sufficiently different focus and problems/benefits from either the old MBC or the Discard deck. However, if a mod disagrees, go ahead and merge.

264505
05-20-2007, 01:08 PM
Ive heard that there was a MBC deck that went undefeated on day 1 of the GP, if you want to wait a little im sure the list will pop up somewhere so you can use it as a shell for your development.

MattH
05-20-2007, 04:58 PM
It was monoblack aggro that went undefeated, which is slightly less shameful than MBC.

That Korlash guy seems like a decent finisher.

technogeek5000
05-20-2007, 05:19 PM
Umm to help the deck out.... that 3 blank creature slot should be tombstalker. Great bomb for this deck. Also why dont you run dark rit... best black card printed imo.

Melman
05-20-2007, 06:31 PM
I like Korlash. Alot. Im gonna try testing him in place of shade.

I dont play tombstalker because he's smaller than helldozer, and doesn't play board control like Dozer does. He comes out earlier, which can be nice, but im not sure that you really need the early threats anyways.

And I dont play dark rit for 2 reasons. First, there's nothing that you really need to play early. All your discard costs 1 or 2, so you dont need rit for that, and there's no point in playing infest or mutilate super early game, and there's no point in accelerating out a helldozer or shade before you have the mana to support it.
Second, this deck is alot about card advantage and superiority (leaving your opponent with fewer and poorer cards than you), and dark rit accomplishes neither of these.

And yeah Im really looking fowards to seeing that MBC list, it should help me out.

technogeek5000
05-20-2007, 07:07 PM
They made a mistake... it was MBA/ sui... sorry.

Korlash seems pretty good.

Melman
05-20-2007, 09:30 PM
Ok, so Ive gotten a chance to test it a little more. Main developments are:
Korlash is amazing. His extra cost from shade matters almost not at all, and regenerating plus having synergy with multiples (Something shade lacks) is super cool. He gets the spot.

Second, Im meeting very few difficult matchups. This sounds too good to be true, judging from the fact that MBC is notorious for looking better than it performs, but I have been doing very well in testing. This deck cleans house with random scrub decks. It does well against fish and gro. From what Ive seen, Im about 60/40 with flash, but thats pre-SB (which brings in 4 leylines and 4 extirpates). My only concern is I still havent had a chance to test goblins. However, the build Im running shouldnt have much trouble, as it runs plenty of sweepers. Here it is, for reference; I think the fact that the decklists above were seperate and shaky will excuse the decklist spam.

// Lands
16 Swamp
4 Bloodstained Mire
3 Cabal Coffers

// Creatures
3 Helldozer
4 Korlash, Heir to Blackblade

// Spells
2 Powder Keg
4 Cabal Therapy
3 Infest
3 Sensei's Divining Top
3 Chainer's Edict
4 Duress
4 Hymn to Tourach
3 Diabolic Edict
4 Damnation

// Sideboard
SB: 1 Cabal Therapy
SB: 1 Infest
SB: 1 Ostracize
SB: 4 Leyline of the Void
SB: 4 Extirpate
SB: 4 Engineered Plague

I sort of fused the two builds. Everything is pretty self explanitory actually. (Top is pure card quality, which you really need late game in this kind of deck. Infest is a must against goblins, decent against fish, messes up early slivers, screws with Stompy/Beatz decks. Edicts are invaluable against geese and fish, and anything for that matter. Kegs are for artifacts that you cant otherwise take care of. ) My main questions are:

#1) Is Damnation better than mutilate? Both will kill your Korlash, but you can mutilate and sometimes keep your Helldozer alive; but an early mutilate can leave opponents with creatures, which is bad as well

#2) Is funeral charm worth making room for? Its a first turn answer to lackey, and can provide that last discard, but thats about it; goblins shouldnt worry you too much anyways cause you play 9 board sweepers along with 6 creature kill. But Like I said, I havent had the opportunity to test this.

#3) What is the right number of Cabal Coffers, or should they be included at all? They are great later on, allowing for nuts stuff with Helldozer, along with powering out earlier dozers and Korlashes backed up by discard and flashed back edicts; however, they have bad synergy with Korlash and with eachother.

Thats about all I can think of right now. Again, the more feedback the better, its the only way anything is going to improve.

MattH
05-20-2007, 09:47 PM
// Lands
16 Swamp
4 Bloodstained Mire
3 Cabal Coffers
Should be 20 swamp 3 coffers. You have no good reason to run fetches. Top is pretty meh with only four shuffle effects. I would test Tainted Pact in this slot (and change some swamps to snow-covered swamps).

Aggro_zombies
05-21-2007, 12:50 AM
2 Powder Keg
4 Cabal Therapy

// Sideboard
SB: 1 Cabal Therapy

Wow, I'd heard that running more than four of a card between your deck and your board was techy, but I never thought I'd see someone do it.

Damnation is basically strictly better than Mutilate. Always. I was surprised your very first list wasn't running it.

Cabal Therapy seems janky with so few ways to flash it back. Unmask might be better imo, especially against speedier versions of Flash Hulk. That might also make Phyrexian Arena worth looking into as a draw engine. As for Funeral Charm...it's only useful against Lackey, and the fact that your opponent chooses makes it not so hot against Hulk Flash. I wouldn't run it.

With better draw, 2-3 Coffers should be good. I guess you could also run Magus of the Coffers as extra fat if you really wanted to...your clock does seem kinda slow against stuff like Flash.

Melman
05-21-2007, 07:11 AM
Wow, I'd heard that running more than four of a card between your deck and your board was techy, but I never thought I'd see someone do it.

Heh that was an oversight, replace the therapy in the SB with a Powder Keg



Damnation is basically strictly better than Mutilate. Always. I was surprised your very first list wasn't running it.

I only questioned this because I couldn't remember a single time when mutilate didnt kill everything, but after keeping track of it after testing, I saw that that was because I had to pass up chances to play it earlier =P. So yeah, damnation gets the spot



Cabal Therapy seems janky with so few ways to flash it back. Unmask might be better imo, especially against speedier versions of Flash Hulk. That might also make Phyrexian Arena worth looking into as a draw engine.

I had arena in one of my lists above. I didn't like it, because from my experience, it lasted too long and did too much damage to you. However, Ill test it some more, and if it significantly improves my win speed or safety, Ill try and find room for it again.



As for Funeral Charm...it's only useful against Lackey, and the fact that your opponent chooses makes it not so hot against Hulk Flash. I wouldn't run it.

My thoughts exactly




With better draw, 2-3 Coffers should be good. I guess you could also run Magus of the Coffers as extra fat if you really wanted to...your clock does seem kinda slow against stuff like Flash.

My clock is, at its slowest, 5 turns, and generally its 4 or 3, after a beater hits. Against flash, you dont have to worry about saving mana for board sweepers and the like, you can just play creatures as soon as you have the mana, which may make up for the kinda slow clock. Also, you generally put hulk in topdeck mode very quickly unless they can pull off a turn 0, or turn 1 if they're on the play, win; therefor you don't always need to have a super fast clock as long as you're keeping their hand nonexistant.

And magus of the coffers seems cool, but hes costly and dies to Damnation, so Im not sure its worth it.

And thanks very much for the feedback.

eternaldarkness
05-21-2007, 07:13 AM
I seem to remember a black-based control deck piloted by Jack Elgin last year at extended. It packed Cabal Coffers, Mutilate, Helldozer and splashed green for putrefy and pernicious deed. The splash didn't hurt his coffers since he was using the sampy goodness of Overgrown tomb.

I believe he later ported it for Legacy with older cards like Hymn to Tourach. Anyway, one card he used in both versions was Staff of Domination. It combos really well with both Coffers and Helldozer allowing you to destroy multiple lands per turn.

And damnation is much better.

Aggro_zombies
05-21-2007, 02:23 PM
My clock is, at its slowest, 5 turns, and generally its 4 or 3, after a beater hits. Against flash, you dont have to worry about saving mana for board sweepers and the like, you can just play creatures as soon as you have the mana, which may make up for the kinda slow clock. Also, you generally put hulk in topdeck mode very quickly unless they can pull off a turn 0, or turn 1 if they're on the play, win; therefor you don't always need to have a super fast clock as long as you're keeping their hand nonexistant.
That's not what I meant. With only seven guys in your most recent list and no strong draw engine, I'm worried that your clock may come online too late to be relevant. This would be more of a concern against a deck like Goblins, though, so it probably isn't so much of a relevant criticism now. Still, compare this deck to a deck like Hanni Fish or Thresh, where they typically run 10-16 guys and a draw engine to boot.

Melman
05-22-2007, 07:23 AM
I think it's somewhat irrelevant to compare this deck to Fish or Thresh or whatever. Those are aggro-control decks; they dont control the board as well as this deck, but as a result they can power out a faster clock / win. I run more board sweepers then fish or thresh or any other deck for that matter, and more proactive hand disruption than anything except a dedicated discard deck. As a result, I can afford to have my clock come online late and still be relevant.

Now, with that said, Im currently about 40-60 with flash. Basically, you have to mulligan till you get preferably 2 or more discard in your starting hand, 1 will hold them off for a little but you better get some more. Its just that all yuor board control except Putrefy is dead against them. However, post board the matchup swings to your favor, and you should be able to win 2 and 3 if you lose game 1.

Goblins has been fairly preferable as well. If you can make it to turn 3-4 at not die/get down to 4 life, you can generally win. If they do get a super explosive start, you may be in trouble, but with many goblin builds going more controlish/sacrificing some speed for the flash match, I have been able to beat the vast majority of goblins Ive played.

Lastly, Ive been testing the green splash for putrefy and Deed, and its turned out extremely well. Deed is invaluable, and putrefy provides some targeted removal that this deck sometimes cries for. Im running:
-4 swamp
-2 Poweder Keg
-1 Infest
-3 diabolic Edict

+4 Bayou
+3 Pernicious Deed
+3 Putrefy

and in the SB, -all the random 1-ofs and +3 CoTV, since there's a bunch of flash players running around with pacts now.

kicks_422
05-22-2007, 07:30 AM
Now you're deck is turning into Train Wreck, since you've opted for the green splash.

MBC cannot be revived since splashing colors is so easy and nets you more advantages than disadvantages.

Melman
05-22-2007, 08:56 AM
I think that saying splashing a color for 6 cards means that you are building a different deck is untrue. The deck is still the same idea, and basically same cards, as it was; it just upgraded some cards in exchange for a slightly destabilized manabase. That doesnt make the deck a different deck.

Then again, I guess calling it MBC isn't legit anymore; maybe AMBC (Almost Mono Black Control), or CSC (Control sans Counters)? =P

burkey_boy
05-22-2007, 09:40 AM
http://mtgthesource.com/forums/showthread.php?t=5417 is where there already is a MBC thread

Melman
05-22-2007, 10:32 AM
I saw that thread; however, if you'll read my first post you'll see that I opted not to necro the old thread, because it is on page 6 so it would definately be a necro, and many of the card choices are outdated enough to be a significantly different deck than this one, even if the name/ideas are similar.

Illissius
05-22-2007, 12:26 PM
Volrath's Stronghold to recur the second Korlash sounds nifty, if overkill. Being nonbasic and not a Swamp probably kills it.

Things you could get by splashing: (no particular order)

Green
Pernicious Deed
Living Wish
Genesis
Spiritmonger
Exploration, Search for Tomorrow, Sakura Tribe Elder, etc.

Red
Burning Wish
Void
Pyroclasm
Demonfire

Blue
Lim-Dul's Vault
Cunning WIsh
Mystical Teachings
Intuition
Gifts Ungiven
Fact or Fiction
Aeon Chronicler
Academy Ruins

White
Vindicate
Swords to Plowshares

Did I miss anything notable?

Melman
05-22-2007, 01:10 PM
Thanks for the helpful reply. Yeah, I dont think volrath is worth it, especially since it really only has synergy with one card that you dont need multiples of in the first place (And it has regenerate so the really only commonly played card that will kill it removes it anyways).
As for the splashes, red doesnt offer anything superior to what we already have (infest > clasm, deed > void, etc). Blue basically gives us search, but that is somewhat unnecesarry imo considering there are no specific cards you need to be looking for, and you dont have extra mana to be looking for them early game (when you're getting your footing) anyways. White offers vindicate, which may or may not be barely better than putrefy (instant speed is godly), but its not worth splashing a color.
As for other cards in the green splash, I think dozer is better than monger and such; it serves as a lock piece as well as a creature. Anything killing an ass of 5 or 6 anyways generally does it for good regardless of regenerate (swords, wrath, deed, whatever). You dont have a real way to get genesis in the GY, so that's kinda unnecessary. I do like the idea of elders or something to accelerate into bigger disruption a little earlier, but I dont know if its worth playing cards that are outright unnecesarry late game, which is where you want to be. It is a 2-drop, which is something there isnt very much of, but in order to find it early you'd probably want to play 4, which reduces threat/control density. I dunno, just speculation.

Symbolism
05-22-2007, 01:29 PM
Have you considered Infernal Tutor? It would allow you to double up on any card in your hand, including land or additional Korlashes, and, when you're topdecking, you can tutor for that card that will win you the game. The deck-thinning effect is notable, as well.

Clark Kant
05-22-2007, 02:58 PM
I run MBC for casual play. It has some cool ideas imo.

Here's my build

22 Swamp
2 Urborg, Tomb of Yawgmoth
4 Cabal Coffers

4 Duress
4 Hymn to Tourach
4 Infest
4 Chainer's Edict/Innocent Blood/Sudden Death
0/2 Haunting Echoes

4 Promise of Power
2 Mutilate/Damnation
2 Oblivion Stone

4/3 Magus of the Coffers
4/3 Staff of Domination

I am a big fan of the Magus + Staff infinite combo for the win, just because each piece of the combo individually is also very strong in the deck. You draw your whole deck, Oblivion Stone active and ready to blow away random stuff like Worship or what not, and then pass the turn with two 30/30 Flying Promise of the Power tokens on your board.

Alternatively, you could cut a land to MD Consume Spirit to win that same turn.

I would appreciate feedback and any suggested revisions.

Melman
05-22-2007, 03:47 PM
That is a cool idea, but the problems I see is that it requires an investment of 2 cards, both high CC, both easily killed, that are subpar individually. Additionally, even if you have both combo pieces out, you need a 7 swamps out for it to work. AND once you do get it working, its not an auto-win; a topdecked wrath or deed or any creature sweeper = gg.
Additionally, 26 land seems a little extreme.
It seems that this is a slow combo deck, with a different focus then MBC. I dont know if it holds enough control or draw to be able to survive till you get 7 swamps, a magus, and a staff out either.
Then again, this is all from just looking at your list and no testing, so if what Im saying comes across as too harsh or contradictory to your testing, feel free to ignore it.

eternaldarkness
05-23-2007, 01:49 PM
Oblivion Stone was never really any good. It was just overhyped back in Mirrodin. Nevinyrral's DIsk or Powder Keg are much better options.

Zilla
05-24-2007, 06:51 AM
I seem to remember a black-based control deck piloted by Jack Elgin last year at extended. It packed Cabal Coffers, Mutilate, Helldozer and splashed green for putrefy and pernicious deed. I believe he later ported it for Legacy with older cards like Hymn to Tourach.

Train Wreck (http://mtgthesource.com/forums/showthread.php?t=3231).

TheDarkshineKnight
05-24-2007, 03:54 PM
Indeed. Oblivion Stone is a MASSIVE piece of shit. Power Keg is the classic MBC board nuke of choice.

Clark Kant
05-25-2007, 03:07 PM
I can't say that I agree.

Staff of Domination is most certainly not a subpar card in the deck. It's essential to abuse your Coffers mana properly imo. And Magus is very strong by itself too, letting you cast on turn two a Promise of Power for a 10/10 dragon.

Keg is too slow versus goblins, Infest is needed.

Infest takes out small guys much faster and better than Powder Keg.

And if you're using powder keg to take out stuff like crucible, it's actually slower than or the same speed as Oblivion Stone.

TheInfamousBearAssassin
05-25-2007, 03:26 PM
Oblivion Stone is definitely better than Powder Keg. Of course, both are inferior to Deed.

Clark Kant
05-25-2007, 11:12 PM
Lol, I think you missed the part in the title that said, Mono-Black.

Deed is an incredible card no doubt.

But splashing a color almost solely for that card, esp given that you open yourself up to both Stifle and Wastelands, among two of the most popular cards in the format, maybe that's a good reason to stay mono colored.

I suspect that the real reason is that people want to keep thedeck on a reasonable budget, considering it's really not tournament viable as long as goblins is around.

I would love to hear what changes you would make to the list I posted above if you were modding Train Wreck to be mono black.