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 Post subject: [Standard] Suicide Black
PostPosted: Mon Aug 06, 2018 5:02 am 
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After the winning spree I've been on with this deck, I think it deserves it's own thread:

1-Drops (14)
4 Diregraf Ghoul
3 Dread Wanderer
1 Grasping Scoundrel
4 Night Market Lookout
2 Vicious Conquistador

Pseudo 1-Drops (3)
3 Bone Picker

2-Drops (12)
4 Scrapheap Scrounger
2 Graveyard Marshal
4 Glint-Sleeve Siphoner
2 Gifted Aetherborn

3-Drop (1)
1 Ruin Raider

Removal (5)
3 Fatal Push
2 Walk the Plank

Tricks (7)
3 Supernatural Stamina
3 Gonti's Machinations
1 Throne of the God-Pharaoh

Lands (18)
18 Swamp

I feel like Barney with his streaks playing this deck, I haven't been keeping count, but I'd say I'm somewhere around 40-5 with it, winning against literally everything (though chainwhirler RDW hasn't shown up much). Control has fits, because it's removal is too slow, other aggro decks get out aggroed, mid-range can't get off the ground. You really need a suicidal turn creatures sideways every turn mentality to play, because everything is expendable and your apparent recklessness makes your opponent make bad calls (stamina is great for punishing them).
It also never runs out of gas. Machinations + siphoner is just stupid-good and what's better is people have never seen machinations and don't know how to play around it. The graveyard recursion creatures just make opp's removal weak and vraska's contempt on a 1-drop is just plain bad.

I could be persuaded to drop a swamp or 2 for Ifnir Deadlands, to activate the machinations, but the -2/-2 ability will only very rarely be used.
The throne is just a cute side-trick (that has made some opponents simply bail btw) and could become another ruin rader (speeking of which, is perfect in this deck).
I may go for the 4th wanderer over the scoundrel (the weakest 1-drop). I had the impression the wander's ability was too slow, but I'm not so sure now.
Marshall is over-rated and is the weakest 2-drop. Stll impactful and a definite removal-magnet.

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PostPosted: Mon Aug 06, 2018 9:17 am 
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Love it

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PostPosted: Mon Aug 06, 2018 10:41 am 
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This looks really good, better then most the zombie ones I have played against.

I agree on 4th Dread. I play Grixis Walker/Control, and vs most Zombie decks I have enough sweepers and card advantage to do okay vs those decks, but the cards that cause the most grief are Scrap and Dread (And in your deck Throne). They make stabilizing much less...stable.

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PostPosted: Mon Aug 06, 2018 2:07 pm 
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It's good for quick constructed, but this deck would almost certainly get eaten alive in games with sideboards, since it can't really deviate at all without destroying its core plan.

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PostPosted: Mon Aug 06, 2018 3:04 pm 
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Kinda what happens to UW control... is king in Quick Constructed coz other decks have tons of dead cards, but after sideboard... not so tough, tho I kinda miss Heart of Kiran or Harvester in that list, vehicles work so good with Throne.

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PostPosted: Tue Aug 07, 2018 7:34 am 
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What I miss is smuggler's copter.

No Walkers for the heart and not enough 3 power creatures. Harvester is 3cc... Maybe a sideboard card.

Sideboard would be something like:
4 x duress
3 x kitesail freebooter
2 x plague mare
2 x gifted aetherborn
2 x scarab feast
2 x skulduggery

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PostPosted: Wed Aug 08, 2018 9:27 pm 
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This deck is a machine!
The win rate is just obscene, this is my pile ATM:

4 x Dread Wanderer
4 x Night Market Lookout
4 x Diregraf Ghoul

4 x Glint-Sleeve Siphoner
4 x Graveyard Marshal
4 x Scrapheap Scrounger

3 x Ruin Raider
3 x Ammit Eternal
2 x Bone Picker

2 x Heart of Kiran
4 x Fatal Push
4 x Supernatural Stamina

18 x Swamp

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PostPosted: Fri Aug 10, 2018 2:49 pm 
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What about the 4CMC 6/6 demon with flying and trample, that requires you to sac something? Big upside, possible blowout, but still if opponent doesn't play exiles/unsummons/counter, it's really hard to kill.


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PostPosted: Fri Aug 10, 2018 3:14 pm 
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Auunj wrote:
What about the 4CMC 6/6 demon with flying and trample, that requires you to sac something? Big upside, possible blowout, but still if opponent doesn't play exiles/unsummons/counter, it's really hard to kill.


Getting to 4 mana on curve or even slightly behind is pretty optimistic in a 18 land deck.

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PostPosted: Fri Aug 10, 2018 8:23 pm 
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Auunj wrote:
What about the 4CMC 6/6 demon with flying and trample, that requires you to sac something? Big upside, possible blowout, but still if opponent doesn't play exiles/unsummons/counter, it's really hard to kill.

I do like that card,but yeah, 4 cmc is asking a lot to the deck after 3 lands you are flooding, never the less I do think 18 lands is not that crazy with this off-screen mulligan system. I´m hardly ever getting 1 landers, and this deck can work till turn 4-5 with just 2 lands.

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PostPosted: Sat Sep 15, 2018 7:54 pm 
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I'm gonna miss this deck. It's so sweet that the same deck can crush control with sheer speed or grind-staying power and also out-race mono-red. This is my latest and probably final build. Harvester is a very worthwhile addition and crewing it with the lookout is just... Peachy.

*1-drops(14)
4 x Diregraf Ghoul
4 x Dread Wanderer
4 x Night Market Lookout
2 x Vicious Conquistador

*2-drops(11)
4 x Scrapheap Scrounger
4 x Glint-Sleeve Siphoner
2 x Gifted Aetherborn
1 x Graveyard Marshal

*3-drops (4)
2 x Ruin Raider
2 x Aethersphere Harvester

*4-drops/pseudo 1-drops(2)
2 x Bone Picker

*Removal (5)
3 x Fatal Push
2 x Walk the Plank

*Tricks(4)
4 x Supernatural Stamina

*Reach/Energy(2)
2 x Gonti's Machinations

*Land(18)
18 x Swamp


Deck usually only really loses when you flood and you wouldn't believe how much I flood running 18 lands. It got so bad that I was considering either going to 16 lands and cutting the 3 drops or upping my curve since I'm consistently drawing 4+ lands anyway...

Spoiler


Made some videos of a 6-3 QC (People have no imagination, it was nothing but RDW and UW control until the final game I got crushed by UB GFG) run that I'm uploading.

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PostPosted: Mon Sep 17, 2018 2:27 pm 
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