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The theme of the deck is Ancient Egypt when Pharaoh ruled with an iron fist over the Jews. The commander can be switched to Xiahou Dun, the One-Eyed to make it less powerful and more on theme (Pharaoh on his horse). The altered plagues of the deck are under construction as I have removed some (Ex: Exsanguinate = Blood, removed for the lack of need of redundancy). Check out Luey MTG Dragon Alters for a full list of plagues under his photos. He has helped make this deck as aesthetically pleasing as can be.

This deck is meant to be played in 4-5 player free for all or secret partners. While we do have some global effects which allow us hurt all of our opponents, also utilize some political cards such as Head Games, and control player cards like Worst Fears, Mindslaver and Emrakul, the Promised End to make secret partners even more fun.

Secret Partners Description Link

Secret Partners Mind Control Ruling: 805.8: If an effect gives a player an extra turn or adds a phase or step to that player's turn, that player's team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player's team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the first player controls the affected player's team.

This deck is designed to be used in a semi-competitive meta. I have omitted heinous combinations such as Bitterblossom and Contamination so that the deck is not entirely brutal. Rather, I would like my opponents to have some possibility of winning. This is not a cEDH deck.

While there are many avenues to victory, we will need a lot of mana so ramp is key. Most decks traditionally ramp with creatures or rocks which inevitably get destroyed and set you back. Given that our commander already costs 5, we will need to have consistent ramp. In semi-competitive metas, land destruction is frowned upon so we will put all of our ramping resources into our lands, namely Urborg, Tomb of Yawgmoth, Cabal Coffers Vesuva, and Thespian's Stage. Tutors and Sidisi will be used to find both lands early game. Then use all that mana to cast Sidisi or anything else you need.

Corpse Dance + Sidisi, Undead Vizier = Repeatable tutor. Add Spreading Plague for repeatable removal of black creatures

Corpse Dance + Xiahou Dun, the One-Eyed = Repeatable e-wtiness for black cards. Add Spreading Plague for repeatable removal of black creatures

Candelabra of Tawnos + Cabal Coffers/Copies = Ramp

Candelabra of Tawnos + Voltaic Key + Bubbling Muck = Ramp

Voltaic Key + Mana rocks = Ramp

Necropotence + Reliquary Tower = Draw

Voltaic Key + Sensei's Divining Top = Draw

Rings of Brighthearth + Sensei's Divining Top = Draw

Rings of Brighthearth + Strip Mine/Wasteland = Land destruction. Add Crucible of Worlds to make this repeatable

Rings of Brighthearth + fetchlands = Ramp. Add Crucible of Worlds to make this repeatable

Rings of Brighthearth + Basalt Monolith + 2 mana = . Add Sensei's Divining Top to draw your entire deck. Then use Candelabra of Tawnos to untap your lands (and copy the untap for shits and giggles) and then use Torment of Hailfire or just cast everything in your deck and repeat with Xiahou Dun, the One-Eyed

Rings of Brighthearth + Cabal Coffers + Deserted Temple + 6 swamps =

Graveyard Hate - While this deck doesn't run as much recursion as a traditional mono black build, grave hate will still deal a number on us, preventing us from recurring valuable pieces.

Faster Decks - Elf decks (for example) could easily outrace us with their low cmc, artifact enchantment removal and value gained while we are setting up our build. In these bad matchups, emphasize controlling the board rather than ramping ourselves. OR let your opponents deal with them as they are usually the immediate threat

Blue - While I have added discard and boseju to help deal with blue, it is still very much a problem. One counterspell on Sidisi makes her cost more difficult to pay. Without artifact or land ramp, you will have a tough time

Mass Nonbasic Land Hate - Luckily this is not allowed in the meta, but should this be an issue, you are pretty much done for aside from artifact ramp.

Artifact Hate - Null Rod and Stony Silence really hurt us given that 20% of the deck is artifacts.

All Is Dust - Boardwipe that mitigates black's weakness of artifact enchantment removal

Arterial Flow - Discard/counter bait

Mutilate - boardwipe

Beseech the Queen - Tutor, usually grabs Urborg depending on how many swamps I have already

Bubbling Muck - Amazing new addition. Ramps us well in the late game. Synergies with Candelabra of Tawnos

Damnation - Boardwipe

Demonic Tutor - Tutor

Diabolic Revelation - Endgame tutor. Put at least 8 mana for it to be worth it. Usually use this for 10+ to get everything I need to win

Diabolic Tutor - Tutor

Grim Tutor - Tutor

Head Games - Political tool or cripple opponents hands

Imperial Seal - Tutor

Mastermind's Acquisition - Tutor

Mind Twist - Discard/counter bait

Endless Atlas - Draw

Fleshbag Marauder - Removal

Read the Bones - Draw

Sign in Blood - Draw

Syphon Mind - Draw/Discard

Plaguecrafter - Removal

Torment of Hailfire - Win condition

Toxic Deluge - Boardwipe

Worst Fears - Mind control

Yawgmoth's Will - Recursion

Corpse Dance - Brings back Sidisi for original CMC all game

Dark Ritual - Ramp

Merciless Executioner - Removal

Hero's Downfall - Removal

Imp's Mischief - Counterspell redirect or general redirect + politics

Vampiric Tutor - Tutor

Basalt Monolith - Ramp, infinite mana with rings

Candelabra of Tawnos - Ramp, Untap all coffers

Crucible of Worlds - Repeatable fetchlands, also strip mine if neccessary. Add Rings of Brighthearth to double up on the fun

Expedition Map - Tutor

Gilded Lotus - Ramp

Grim Monolith - Ramp

Mana Crypt - Ramp

Mana Vault - Ramp

Mindslaver - Mind control

Mirage Mirror - Utility / Ramp with cofers

Nevinyrral's Disk - Boardwipe

Oblivion Stone - Boardwipe

Rings of Brighthearth - Utility, infinte mana, planeswalker activations, candelabra, top, xiahou dun, fetch lands or any other activated ability

Sensei's Divining Top - Top deck manipulation

Sol Ring - Ramp

Soul Conduit - Win condition with necropotence

Thran Dynamo - Ramp

Voltaic Key - Ramp / politics

Chains of Mephistopheles - Control

Infernal Darkness - Control

Necropotence - Draw

No Mercy - Protection

Phyrexian Arena - Draw

Spreading Plague - Removal

The Abyss - Removal

Emrakul, the Promised End - Mind control

Fleshbag Marauder - Removal

Xiahou Dun, the One-Eyed - Recursion

Ugin, the Spirit Dragon - Boardwipe

Ancient Tomb - Ramp

Bloodstained Mire - Fetchland

Boseiju, Who Shelters All - Anti blue

Buried Ruin - Recursion

Cabal Coffers - Ramp

Deserted Temple - Ramp / politics

Marsh Flats - Fetchland

Mishra's Workshop - Ramp

Polluted Delta - Fetchland

Reliquary Tower - Utility

Strip Mine - Land destruction

Swamp - Lands

The Tabernacle at Pendrell Vale - Control

Thespian's Stage - Ramp / utility

Urborg, Tomb of Yawgmoth - Colorfixing / (eventual) ramp

Verdant Catacombs - Fetchland

Vesuva - Ramp / utility

Volrath's Stronghold - Recursion

Wasteland - Land destruction

Worst Fears Show Their Hand Show

Explanation of Sidisi Exploit Trigger Show

Two-Headed Giant Mind Control Show

Corpse Dance Buyback + Yawgmoth's Will Show

Rearranging Hander Order Show

Dealing with Opposing Opposition Agent's Show

Stacking Graveyard Based on Simultaneous Creature Death --> Relevant for Corpse Dance Show

Multiple Mind Control Effects Show

Political Candelabra Show

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Revision 103 See all

(2 years ago)

+1 Exsanguinate maybe
Top Ranked
Date added 8 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

13 - 1 Mythic Rares

46 - 6 Rares

12 - 0 Uncommons

9 - 1 Commons

Cards 100
Avg. CMC 3.19
Tokens On an Adventure
Folders Inspiration / Reference EDH, New Decks to Create, Cool Commander decks, Favorite, Swamp
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