This is true for the first one you play, but the one's after that are practically uncounterable.
However drawing multiple's every game seems a bit to optimistic when you're not playing card draw (a.k.a. dark confidant) so I think demigod is best in a build that run's Dark Confidant + Sensei's Divining Top (5 damage when flipped is pretty painful)+ off course some fetch to shuffle away the bad cards.
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
I hope its been long enough that I am allowed to post again....
Anyways, what does this deck do against Elephant Grass / Enchantress.dec? I played that match up tonight and had a real tough time of it. The only thing I can think of to do against it is to play Perish while they have a great deal of their cards in play.
EDIT: actually scratch that perish deal I just realized it can't deal with enchantments... so yeah what deals with enchantress....
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
Early disruption, Plague on Enchantress, Dystopia, and lots of praying.
Against enchantress you should have a pretty good chance pré-board :)
Sinkhole their aura'd lands, thoughtseize and hymn them, en hope they can't keep their elephant grass in play for to long (or just play your discard). Realy I play suicide and enchantress and believe me, that deck really cant stand early land destruction+discard.
Post board it depends if they's running sacred ground and that weird enchantment that gives them live+ card draw if they have to discard. Then just pray for a turn 1 ritual+thoughtseize+hymn, turn 2 sinkhole...
So I have been playing MBA at my local store for a while now (mostly cause it is one of the cheaper decks in legacy), and after seeing overseer1234's Dark Meekstone list I think I want to make some changes. Here is what I normally run:
3x Stromgald Crusader
4x Sarcomancy
2x Duress
3x Umezawa's Jitte
4x Dark Confidant
4x Hypnotic Specter
4x Nantuko Shade
4x Dark Ritual
3x Smother
3x Diabolic Edict
4x Hymn to Tourach
4x Thoughtseize
18x Swamp
Not a terrible list: I usually go 3-1 or 2-2 depending on my matchups, losing mostly due to Thresh (i.e. Goyf), Belcher (though I have beaten him, that first game really gives him a good lead), Goblins (only once though when I got screwed game 1 and couldn't find a plague during game 2), reanimator (he gets very lucky), and Ichorid (which is rough).
My proposed changes are as follows:
Remove: 3 Diabolic Edicts, 4 Sarcomancy, and 3 Stromgald Crusader.
Add: 1 Smother, 3 Meekstone, 4 Black Knights, 2 Extirpate.
My reasoning: I like meekstone because my black weenies work so well under it: Jitte and Shade can both get around it. Plus, if it sticks, it is kind of like mass removal of that particular creature (at least after they swing). Since I have such a hard time against goyfs, this should be really nice.
The extra Smother is because most of the stuff that can still work under Meekstone can be targeted by smother. The Black Knights I feel are better than Pump/Jump Knights because now I don't need the extra zombies to shut off sarcomancy, and my only mana intensive creature will be shade. Additionally, the first strike will be really great against anything that works under meekstone. The T2 will be nice against things like fanatic. The flying may be missed, but so far, I definitely would have preferred first strike more often than flying. The 2 extirpate should probably be 2 more duresses, but I like the idea of having something that somewhat hurts combo/most control/and ichorid in the deck. They will be really nice too if I can grab counterbalance (because MBA just dies to that). Late game duresses can also be dead cards sometimes.
With the inclusion of Meekstone, the stuff that I would normally try and kill with Edicts is gone (namely large things). Additionally, though the non-targeting is nice, edict can sometimes be a very dead card (probably gonna move it to the board). Sarcomancy has been kind of a bust for me: multiple times it has killed me and thus I have become rather squeamish about trading with the tokens. I just really do not like it, and I would rather just have disruptive one drops. Without sarcomancies, one of the reasons for keeping the Jump knights is gone, so they will be replaced too.
Thus the final list will look like this:
3x Meekstone
4x Black Knight
2x Duress
3x Umezawa's Jitte
4x Dark Confidant
4x Hypnotic Specter
4x Nantuko Shade
4x Dark Ritual
4x Smother
2x Extirpate
4x Hymn to Tourach
4x Thoughtseize
18x Swamp
Why no LD? Well for one I don't have the cards/they are rather expensive (all I have are 3 wastelands which couldn't do enough damage on their own). Additionally, I really enjoy consistency. Adding Wasteland can sometimes screw that up.
How does this list look, any thoughts?
The list looks different, but not bad. My main concerns are for the creature selection, there just has to be something better than black knight. Tombstalker is great but without fetches and wasteland he's a little slow. I think your best options are ashenmoore gouger and stillmoon cavalier. Cavelier's abilities are nice, and gouger is pretty much a house and safer than negator.
Nix on Ashenmoore Gouger namely because he doesn't operate under Meekstone. 3duece is right in that Black Knight is a little weak.
First though, why would you run anything less that 4x Meekstone. Black has the best selection of cratures to run in the 2/x power. Really, what compares to Confidant, Hyppie, Shade... and for God's name why wouldn't you play Bitterblossom? It's synergy with Meekstone makes it easy for creature/threat slot 13x-16x.
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
Thanks, I'm honored![]()
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Looks nice, but i like Order of the Ebon Hand better in the black knight slot.
Second, I don't like extirpate main deck unless you REALLY know your meta, so this go's to the sideboard. so maybe you could play your 4th meekstone and an extra swamp (18 land seems a bit on the low side to me..)
Thanks everyone for the advice, especially the extra swamp: my normal list ran only 18 and I definitely need 2 swamps to be ok. I feel really stupid for not picking up on that. Sadly I have to agree that Bitterblossom is highly necessary for meekstone builds. Since I have no bitterblossoms, and I want to focus my magic spending on other things, I will need to go back to the drawing board.
On a different note, I was wondering if this list had ever been discussed: http://www.deckcheck.net/deck.php?id=20564
If it has, my apologies, and would you mind directing me to the page that it is on? If not I am curious as to what you all think, especially as it is so different to the normal lists that I usually see.
so yeah last night I tested my mono-black deck against a Team America deck, and won against it 2-0. This deserves a great deal more testing, if it proves that Suicide Black has a favorable match up against Team America then we could all have a very good tournament scene coming up due to the fact that I have a feeling Team America is going to be one of the more popular decks in the near future.
If anyone is interested in the list that I used in this match, please feel free to PM me (I have decided not to publically post my lists anymore as I do not like having those where people in my meta can see them).
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
That's not too surprising as Team America's Stifles, Wastelands, and Snuff Outs are dead against you, your disruption suite matches their disruption suite, we play more creatures, and play maindeck removal that actually works against them.
"He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever... He burns at the center of time and he can see the turn of the universe... and... he's wonderful."
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