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BC - Black Counters

Legacy Mono-Black

xRaynex


Maybeboard


Weak versus very fast decks but strong the longer the game goes... i guess (the deck is still quite young). Weak, fast, strong, slow in the context of casual. It's tagged legacy, because it uses the legacy legality restrictions. Without Jitte it would be modern legal.

Strategy

Early game: Slow down the game as good as possible, maybe get in a hit with Inkmoth Nexus.

Mid game: Get your Sagas in and reuse their modes (big part of the strategy!). An early Lux Cannon or Jitte can also help getting the control engine started.

Late game: Just make counters and counters and more counters and remove some here and give some there. The more your engine flows, the more your opponent blows.

Cards

Creatures:

Hex Parasite : Can set your Sagas back to the mode you want. Buffing himself might be nice, but it didn't help so far, since the win most likely comes through poison counters or your opponent surrendering. Also nice to remove counters from your opponent's permanents like Planeswalkers.

Sorceries:

Inquisition of Kozilek : Nice to stop key pieces of your opponent at the start or slow their aggression, since you want a slow game. Can also safe your few creatures from removal.

Enchantments:

Elspeth's Nightmare : Three strong modes. First one is nice versus early aggression or small key-creatures. Second one can get rid of answers that might hurt you or get their big noncreature spells like Planeswalkers. Last one comes in handy against necrophiles. Phyrexian Scriptures : First mode can buff up your Inkmoth Nexus or your Hex Parasite, which makes both way more threatening. The board wipe never hurts your own creatures and if you can set it back constantly, the board gets wiped every turn if unanswered. The last mode helps if more than one of your "friends" are into corpses and other graveyard trash.

Artifacts:

Animation Module : If you give a creature a +1/+1 counter with Phyrexian Scriptures or Power Conduit, you can get a Servo for blocking or as a gift for your hungry Throne of Geth, which then can proliferate to give some nice counters back for that tasty meal. The activated ability is useful in later stages of the game. It can buff a creature (which triggers it first mode again), supply one of your permanents with a counter or poison your poisoned opponent more. Ichor Wellspring : Throne of Geth's favourite dish. Lux Cannon : Can actually be a win con. The surrender win con. When you are able to generate multiple charge counters per round, it can get hard for your opponent to come back. Obviously it helps dealing with any kind of targetable non-indestrucible permanents you don't want to see on the field. Power Conduit : Really works wonders in this deck. Helps you to control your Sagas while it can buff your creatures or supply especially your Lux Cannon and Jitte with counters. Sun Droplet : Saves you versus some decks, can be filled with Power Conduit but more importantly it can store counters for Power Conduit to give it to other permanents that make better use of it. Throne of Geth : With so many different kinds of counters, proliferate can be a clock for your opponents in the case of poison counters or the possibility to make Saga modes work like instants. Besides poison counters, +1/+1 Counters on Inkmoth Nexus and the counters on Lux Cannon or Jitte generally get the most out of it. Umezawa's Jitte : Quite easy to get the counters via Inkmoth Nexus or all the counter generating abilites. +2/+2 is very strong with Inkomoth nexus, -1/-1 hurts weak peasants and the 2-life-mode might save you late game, since it should be easily repeatable.

Lands:

Bojuka Bog : People should just let the dead rest in peace. Inkmoth Nexus : Wincon ... +1/+1 counters and poison counters can grow once one gets there. Inventors' Fair : Mostly used for the life gain. 1 life per round can safe you from slow chip damage. The activated ability can obviously be helpful in later stages of the game. Karn's Bastion : Makes use of running 25 lands quite well. When your opponent has at least one poison counter and you control the game, this card helps you win it. By the way it also helps you control it even better, which is more important in the first place and makes your win even more likely. Sea Gate Wreckage : No instants are played and generally there is no reason for this deck to hold on to cards in your hand. In the late game this card gives some nice card advantage. Swamp : Crazy card! Swarmyard : Can secure the life of your precious Hex Parasite. Tomb of the Spirit Dragon : The life gain can safe you versus continuous damage in the late game.

Maybeboard has just some stupid ideas that aren't in, cause they only work when it works already and don't really help on their own.

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Casual

94% Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Legacy legal.

Rarity (main - side)

3 - 0 Mythic Rares

20 - 0 Rares

23 - 0 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 2.17
Tokens Servo 1/1 C
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