Hello everyone!!!
So this is the deck that i will be working in standard going forward.
As the title says the opponent as many decisions to make about what we "do" but he will have a hard time in many of those decisions (see Torment of Hailfire, Torment of Scarabs and Sword-Point Diplomacy.
The main finishers of the deck are Torment of Hailfire and Torment of Scarabs, but we also have a couple of creatures and a man land we can use.
What we are trying to do is keep the board empty of creatures until we can play our finishers, now let's try to break down the deck.
Mainboard:
The deck can be separated in 5 parts, manabase, creature removal, hand disruption, card draw/filtering and finishers.
Manabase
The manabase is pretty straight forward since we are monocolored, beside swamps we get to play some utility lands and a manland, just a word for Evolving Wilds, it is here mainly to fuel our manland since we don't need mana fixing.
Creature Removal
In black we may have the best package for creature removal, there are a couple that we could play besides the ones i have and i'm sure that you would play something else instead of some of the ones i play, as testing moves forward we will adjust if need be.
Hand Disruption
For now my hand disruption is mostly Doomfall in the mainboard, but Duress and card:lay bare heart are on the sidelines waiting if we need more hand disruption (currently they aren't in the 75).
Card Draw/Filtering
This is a section i really like, we have
treasure map
to filter our draws and after it flips we can draw out of it or use the treasures to power our main finisher, then we have Arguel's Blood Fast and Sword-Point Diplomacy to draw cards and Mastermind's Acquisition as a get what you need out of the 75.
Finishers
Now this is the best part, mainly we will be finishing the games with Torment of Hailfire, but Torment of Scarabs can also end the games in a good fashion, as a backup we have Demon of Dark Schemes that in adition to a 5/5 flying body it can wipe the board as it comes down, other then that we have
Hostile Desert
that can be activated to swing a couple of times.
Sideboard
I'm having a hard time building a sideboard, it isn't closed by any means, for now the card choice goes like this:-Against control we go the creature route instead of the Duress plan as they may remove most of there removal from the deck.-Against fast aggro we are mostly well prepared with removal mainboard, we have just a couple more cards that can help a little more.-Against Combo we can go the creature route and have also Lost Legacy and Dispossess to try and take out there maincard.-Against midrange decks i think we have a good deck to fight them.
Anyway i find the 15 slots to be few as we wanted to have some other cards in there and maybe up the number of some of them, hopefully with testing we can get to satisfying 75.
This is still a work in progress as i just started testing and there are plenty of options that can be added, if there is any thing that you believe that can work better for the deck feel free to suggest them!!