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You are: Home -> Articles -> Columns -> Theory Behind Magic | Discuss this article Email the author Editor: Rebecca Mitchell. Sunday 11 August 2002.

Theory Behind Magic - Minga Wong

When Black is Back (with decklist!)

One for Sorrow two for Joy
Three for a Girl and four for a Boy
Five for Silver Six for Gold
Seven for a secret, never to be told' - V Magpie Counting Rhythm

Everyone is excited in Sydney with the worlds coming up. The formats being played in the main event will be Type 2 constructed, OBC booster draft and OBC constructed. At the moment, Type 2 is a relatively dead format since we all know that the most popular decks are limited to Deep Dog, Opposition, variations of Psychatog and possibly a Hunting Grounds deck so there isn't really much worth talking about. OBC booster draft is also a complicated subject as it's nearly impossible to pass the right signals if you happen to open one of the shaft packs. I am sure that there is skill involved in drafting OBC, it is just that I haven't quite figured out what it is yet. So the only format that is remotely worth a mention at the moment is OBC constructed.

Before the release of Judgment, mono-black was a particularly popular deck archetype due to the amount of good black cards that were offered in Torment. However, even though the deck was good, it was still not the best deck in OBC when compared to U/G, due to the lack of evasion creatures, and the lack of answers to problematic enchantments such as Squirrel's Nest. Thus mono Black players were forced to play with sub-optimal cards like Rancid Earth in order to destroy the card that could single handedly lock the entire deck down.

With the addition of Judgment, U/G received further power boosts in the forms of Quiet Speculation and Wonder, which made the U/G deck even more dangerous then before. Black, on the other hand, has been handed a bunch of shaft cards and none of them seem to be able to add to the power of the mono Black deck. Therefore, most mono Black decks posted online these days are still revolving around the same idea, but if that version of the deck couldn't beat U/G then, it sure isn't going to beat it now.

Things seem hopeless at the moment and it would appear that we Black fanatics will have to conform to the majority and play U/G until I notice one card in the new set that could possibly change the fate of mono Black. Not only does this card allow you to surpass problems like Squirrel Nests without the use of Rancid Earth, it is also capable of killing your opponent on the 5th turn on a frequent basis.

The card I am referring to is Balthor the Defiled.

Though the idea of a reanimator Balthor deck with Laquatus's Champion is certainly nothing new and the decks that are built around that combination to win are terrible due to their over reliance on the combo. However, in the new version of my deck, the combo is only an additional win condition and it is totally capable of winning even without the combo. It combines the positive aspects of both pre-Judgment mono Black and Balthor reanimator, melded into one beating monster.

During the creation process, many cards were considered to be part of the deck but some were discarded due to various reasons. The development details of the deck are as follows:

Balthor the Defiled: One of the keys of the combo, Balthor allows you to kill on the 5th turn if you have the right cards (Balthor, Buried Alive and 4 Swamps) in hand. Also, with the majority of players playing U/G, the advantage that Balthor can bring is enormous allowing you to sacrifice early creatures only to bring them back. When playing this deck, one should remember that Balthor's ability does not require tapping, thus you can do it as soon as you cast him with the right amount of mana. In addition, since Balthor's ability is a cost, there is no way that your opponent can disrupt it by trying to kill Balthor in response to his ability.

Laquatus's Champion: The card that literally scares the life out of your opponent and even if your opponent can afford to loose 18 life, they will find it difficult to handle 3 6/3 creatures with regeneration.

Shambling Swarm: In a field where nearly everyone is playing with Roar of the Wurm, the Swarm is the ideal blocker for these token monstrosities since Mutilate can often take a while to set up. The key in playing the Swarm is that you should try to cast it when your opponent has two creatures on the board (provided that they are not as big as the Wurm) so that you can cut a 2 for 1 deal every time they attack.

Nantuko Shade vs. Mesmeric Fiend: Nik Smith and I have debated over the decision between which cards to play for quite a while now. Nik argues that the fiend is better in this deck because it offers early disruption and ensures that the combo can go off without fear of counter spells.
I, on the other hand, dispute that the Shade is better because although the Shade is not as fast as the combo, it is totally capable of killing your opponent in one turn with the aid of Cabal Coffers, providing an additional path to victory if the combo fails. The Shade is also good early defense against Wild Mongrels and gives early beatings against control decks. Thus in the end, I choose Shade over Fiend because I can disrupt with Mind Sludge and feel that the use of Fiend make the deck over dependent to win with the combo.

Chainer's Edict vs. Ghastly Demise: Chainer's Edict is no doubt a much better card than Demise and the only reason why Demise was even considered is because instant removal is good against Reckless Charges and other similar effects. However, upon testing, Chainer;s Edict was still chosen over Demise because Demise is found to be useless against Wild Mongrel, which is often the prime target of the Charges these days.

Diabolic Tutor vs. Skeletal Scrying vs. Tainted Pact: Between the combo and Chainer's Edict, most of this deck is heavily reliant on its graveyard and therefore, playing cards that remove cards from the game are sub-optimal at best. Also, Tainted Pact is easily broken in a mono color deck and you usually cannot afford the life that is required for Scrying against more aggressive deck since mono Black is pretty slow to start by nature.
This made Diabolic Tutor the ideal choice out of the three. It allows you to fetch for your combo pieces, Mutilate when you are being beaten down by an arsenal of creatures, Mind Sludge when your opponent have a full hand and Haunting Echoes when your opponent has multiple copies of Deep Analysis and Roar of the Wurm in their Graveyard. It gets you what you want, even though it costs a bit more.

Mutilate: Although it's not as good as Wrath of God, mass creature removal is always good, especially when you can just revived your guys with Balthor. Mutilate also forces your opponent to play around it fearing to commit too much, giving you more time to build up your defenses. This being a somewhat control deck, I think playing with 4 Mutilates is important.

Buried Alive: When I first built this deck, I ran 3 Buried Alive instead of 4 because it is a pretty bad card to have multiple copies of in your first hand. In most situations Buried Alive is a spell that you will only cast twice so the extra copies you draw will be dead cards. However, the more I play the deck, the more I realize how much I needed it and ended up tutoring for it most of the time, which delayed the combo and wasted the tutor. Thus now I run 4 to maximize the chance for the 5th turn kill.

Mind Sludge: The old mono Black deck ran 3 copies of these but I only run 2 in mine because the environment is a lot faster with the release of Judgment and by 5th turn, your opponent usually doesn't have much of a hand for you to remove. Besides, if you are up against B/U Quiet Speculation decks, your opponent will probably be more then happy to discard his Wonder and Roar of the Wurm making Mind Sludge a pretty bad card to have in general.

Haunting Echoes: In an environment where graveyard is the king, it is foolish to not run any graveyard removal cards main deck. The Echoes is arguably the most devastating graveyard removal card in Odyssey block and can single handedly smash Quiet Speculation deck into a pulp if it is cast as the right time. Haunting Echoes also provide you with a solution to remove problematic incarnations like Wonder, Glory and even Anger. Nevertheless I only run 1 copy of it because it is extremely rare that you will cast Haunting Echoes twice in the same game.

22 Swamps: One of the weaknesses of this deck is that it is mana intensive with most of your spells costing four to cast. Thus you would rather draw more lands in most situations then being stalled on 3 lands.

3 Cabal Coffers: I ran 4 of these at the beginning, but then realized how horrible they are to have in your first draw. It is also rare that you will need multiple copies of coffers in play, so I down sized it to 3 instead.

Now the finished product:

Men in Black Version 1.0
Creatures

4 x Balthor the Defiled
4 x Laquatus's Champion
4 x Shambling Swarm
4 x Nantuko Shade

= 16 cards

22 x Swamps
3 x Cabal Coffers

= 25 lands
Spells

4 x Chainer's Edict
4 x Diabolic Tutor
4 x Mutilate
4 x Buried Alive
2 x Mind Sludge
1 x Haunting Echoes

= 19 cards

Men in Black offers a lot of solutions for a mono color deck. It has disruption, combo, direct damage, graveyard destruction, search and mass removal covering nearly every potential threat in the field. However, due to these options, it is often difficult for a player decide what to do with their limited turns and what cards to search for with their tutors. To cover the many aspects of the game, the next article will be focus on how to play this deck against other decks in OBC and sideboard options. As usual, comments about the deck are welcome in emails.

Well there you have it, the deck I will be playing in OBC (except I run the improved 3.1 version). If you intend to play this deck at the worlds or any side events, I would suggest that you do a bit of tweaking before hand since the version I posted still needs a bit of work. I hate people who just rip decks off the net so this can be seen as a bit of a trap. Use your own brain 'tis what I say.

See you at the Worlds
Minga Wong

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