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Creatures - 17
2 Fume Spitter
Nantuko Shade
2 Lilliana's Specter
1 Vampire Nighthawk
4 Lilliana's Shade
1 Nekrataal
1 Phyrexian Obliterator
1 Grave Titan
1 Massacre Wurm
1 Rune-Scarred Demon
1 Griselbrand

Other Spells - 19
2 Innocent Blood
1 Mire's Toll
2 Sign in Blood
1 Infest
1 Last Kiss
4 Murder
2 Befoul
1 Diabolic Tutor
1 Mutilate
1 Tendrils of Corruption
2 Rise from the Grave
1 Corrupt

Land - 25
25 Swamp

General Strategy: Pretty standard mono-black control. 61 cards this time due to 25 lands. Like Grave Whispers, I have chosen 4 creatures to use as finishers, along with the occassional "Corrupt for the win." Although, I may bump this up to 5 big finishers. Well, time for card analysis. I'm going to skip most of the creature kills spells, because it should be obvious why Murder is good.

Fume Spitter/Crippling Blight - They get rid of those cheap annoying creatures, and can be used situationally with other cards to take down bigger creatures. Crippling Blight will probably get replaced, as I kinda wanted to take it out.

Innocent Blood - saw some people remove this, but it's a great piece of removal. It can get rid of creatures with shroud/hexproof (at least, it should be able to, has anyone tested this yet?)

Nantuko Shade - Awesome creature. He can single-handedly dominate the board if he's left unchecked. That's why I love the shades.

Lilliana's Shade - A bit more expensive, but it ensures you get your land drops and it helps thin your deck. Worth the cost, and worth it to run the full set.

Nerataal/Befoul - Some people don't like these cards because they're bad in the mirror match, but even in the mirror, they're not completely useless. Befoul can slow down opposing Lilliana decks' land flow, which is important since the decks finishers cost a bit more mana than the finishers in Grave Whispers. Even agaisnt the new SS and GM decks, you can use Befoul to hit lands and possibly cause color screw.

Rise from the Grave - Another card I don't see why some people remove. If your opponent discards a big creature in the early game, take it and use it against them, or any big creature you Murdered earlier. Or use it to revive one of your big finishers to come back for another round of punishment.

Dread - No Mercy on a stick. It has evasion, and a nice 6/6 body for 6 mana. It might get replaced later with the promo unlocks, or I might keep it. Not entirely sure yet.

Rune-Scarred Demon - 7 mana, but you get to grab any card you want out of your deck.

Griselbrand - Lifelink and massive card advantage attached to a giant flying body. Only downside is the 8 mana cost, but I've never had mana issues with this deck. Also goes well with things like Tendrils, Corrupt, and Nighthawk to keep your life total up.

Reiver Demon - Against some decks, this is a one-sided field wipe attached to a large creature. Even in the mirror match, it's still a large body. However, being 8 mana, it becomes a bit costly, and agaisnt the decks that have black in them, you really don't want this. That makes Reiver Demon situationally good.

Exsanguinate - It only hits players. Some people like it for a finisher, but the timmy in me likes using big powerful creatures with cool controlling effects as finishers.

Jet Medallion - Once again, I exclude the Medallions. And I still have good reasons, although, my reasons for excluding the Medallions is a bit different with each deck. 2 reasons for excluding it this time. First, this deck has 25 land. I'm running 61 cards, and I have never once been mana screwed. I usually get the opposite problem and get flooded. Jet Medallions would basically act as 2 more "land" cards, since they have no impact on the board. I don't need cards that help me get mana flooded more. Second, this is a (somewhat classical) mono-black control. Control decks generally don't need to be accelerating into cards. I'd rather be drawing cards that help me remove threats and control the board than to draw a Medallion.

Underworld Dreams - pretty much the same reason I cut it and Lilliana's Caress from Grave Whispers. It doesn't impact the board. In the early game, I need to be focused on controling the board, not pining my opponent over a long period of time. My finishers are there to finish, and they do their job well enough without needing an enchantment that doesn't impact the board.

Icy Manipulator - This deck has enough ways to remove threats, and the 4 mana slot is quite clogged with good cards (and I still have to add an Obliterator to it). Also, my shades don't like the idea of Icy taking up 1 of their swamps per turn. There are a couple creatures in the game that you don't want to hit the graveyard, but does that make Icy worth running? In my oppinion (for whatever that's worth), no.

Diabolic Tutor - 4 mana for a tutor likely means you can't play the card you tutored for right away. But I decided I'd rather have a card that lets me grab a finisher of choice instead of having another random 6+ mana finisher.

Halo Hunter - I'd rather just wait a couple turns and play a bigger creature, one that doesn't die to Searing Spear.

Nested Ghoul - Hey look, the card I wish was Moan of the Unhollowed. Nested Ghoul is a bit situational at getting you that 2/2. Moan was playable on turn 4 (yes, we already have a lot at 4 mana, but I'd make room for them), gave you 2 2/2 bodies instantly instead of a 4/2 body and a 2/2 conditional body. And finally, Moan had flashback, so you could get a total of 4 2/2 bodies from it for later in the game. I miss Moan.

Veilborn Ghoul - ehh, it's recurrable. I might have kept it if it could block.

Nightmare - It's a potential finisher, and not a terrible one either. It costs less than the 8 mana demons, but it doesn't offer any sort of ability to gain advantage, hence it got replaced.

Phage the Untouchable - meh. It's cool, but meh. 4/4 for 7 mana isn't that impressive. It will just get chump blocked, or hit with a Chandra's Outrage. It's not terrible, and certainly a cool way to win, but I prefer finishers that can generate advantage (Rune-scarred Demon, Griselbrand).

Avatar of Woe - Again, not terrible, but I didn't want nothing but 7-8 mana finishers. It is possible to cast this for 2 mana, but by the time you can, you probably have 8 mana anyways. It's a decent card, but I feel the other finishers are better.

Pestilence Demon - Still don't care for it. It doesn't offer any immediate advantage unless you play it when you have 9+ mana.

Plague Wind - There's better board wipers (Mutilate, Infest, Reiver Demon), that don't cost 9 mana.