Guest Book: Stapled Together – Black (Part 5)

Valentin, a highlander staple from Turku, starts off a multi-part article series of midrange staple cards in European Highlander. In this fifth part, he will go through black.


Part 1: Introduction
Part 2: Colorless
Part 3: White
Part 4: Blue
Part 5: Black
Part 6: Red
Part 7: Green
Part 8: Multicolor


Hand Disruption

One of the things that defines black. There is an issue of diminishing returns with discard effects as they are useless when the opponent is already in topdeck mode, which happens often enough. On the other hand, getting rid of an opponent’s strongest threats before he can gain value from them is very strong. In my experience there should be balance where it’s good to run a few discard spells, but not too many.

Thoughtseize (A)

Best discard spell in the format and I would run this always in black decks.

Blackmail (B)

Not as good as other one mana discard spells on turn one, but much better than any other starting from turn 3-4. It is conditional on how quickly the opponent gets rid of their hand, but I have found that this happens often enough that I would actually consider which one I would run between this and Duress.

Inquisition of Kozilek (A-)

A bit worse than Thoughtseize, but still hits nearly everything.

Hymn to Tourach (A)

Both hand disruption and card advantage. This is very strong, but double black makes it so that it doesn’t fit every black deck.

Cabal Therapy (C)

Requires you to want to sacrifice creatures and have ways to peek at their hand. Quite limited for midrange, but has enough interesting synergies to consider it.

Dread Fugue (B-)

This is noticeably weaker than Inquisition of Kozilek, but still a very strong discard spell. Would consider this alongside Duress and Blackmail when playing 3-5 one mana discards in the deck, but that feels a lot and would only do that when I want to go all in on hand disruption.

Duress (B)

Even in creature based strategies there are plenty of targets for this, so still very strong, but this is the cutoff line where you start thinking how much you actually want hand disruption in the deck.

Tinybones, Bauble Burglar (C-)

In a deck with a lot of hand disruption this is a consideration, but not otherwise.

Mind Twist (B-)

A bit expensive, but a good way to disrupt an opponent and a better option than Hymn to Tourach for decks with 3+ colors.

Tourach, Dread Cantor (C+)

Triple black is difficult for 3+ colored decks, so mainly consideration for 1-2 colored decks. A fine option when the deck has enough hand disruption and makes life miserable for white decks.

Dreams of Steel and Oil (C+)

An interesting one mana discard that doubles down as reanimator hate. Hits a surprising amount of stuff, so a good card to consider when reanimator hate is relevant in the meta.

Whispers of Emrakul (C-)

Enabling delirium on turn 2 is unrealistic, but the fact that it requires only one black mana makes it much easier to cast, so an interesting option for 3+ colored decks that can enable delirium fast.

Hostile Investigator (C-)

4 mana is a lot, but in a deck with a high amount of hand disruption this becomes both a threat and a value engine, while also attacking the opponent’s hand. Usually something more consistent is preferred in a 4 drop slot, but this is still a decent tech choice for Rack style decks.

Intimidation Tactics (B-)

Every deck has something this can hit and the option to cycle it when the opponent is in topdeck mode allows this to sidestep the biggest downside of discard spells. That being said, midrange decks do not want to run too many discard spells, so this tends to be sidelined.

Bandit’s Talent (C+)

A discard spell with surprisingly good value. There are plenty of more efficient options for gaining value, but this is a good value option for 1-2 colored decks and any deck that wants to keep the opponent’s hand empty.

Removal

Most of the removal hits only creatures, which makes it noticeably less versatile than red or white removal, but it is generally more efficient.

Bloodchief’s Thirst (A-)

Sorcery speed but the ability to hit planeswalkers adds a lot of versatility.

Dismember (B)

Easy to splash and kills a lot of stuff. Hits only creatures but being instant speed makes this a very strong option for most highlander decks. An important point of consideration is that in 3+ color decks, this can kill Harbinger of the Seas or Magus of the Moon even when you have no basic lands.

Fatal Push (A)

Instant speed and kills nearly everything that is relevant (except Murktide Regent). When you play black, this is likely in the deck.

Fell the Profane // Fell Mire (B)

As with other MDFCs, there is a limit to how many it makes sense to run, but this one generally makes the cut in 2 color decks.

Harvester of Misery (B)

A removal, mass removal and a good reanimation target. High versatility combined with a big body makes this a strong card for any black deck.

Sheoldred’s Edict (B)

Best edict in the game. Having this in the deck allows you to answer any planeswalker as well as difficult threats such as True Name Nemesis and Marit Lage.

Toxic Deluge (B)

Mass removal is not at its best in midrange decks, but this is the best mass removal in the game. I rank Harvester of Misery higher due to versatility and lately tend to cut Toxic Deluge, but in a metagame with a lot of creatures, this is worth the slot. Especially while Nadu, Winged Wisdom is legal in the format.

Virtue of Persistence // Locthwain Scorn (C+)

A removal that is a bit overcosted combined with lifegain and a game-winning manasink effect. This feels like one of those “99th card in the deck” type of cards. Locthwain Scorn doesn’t get cast too often, but having that as a threat or an option is quite strong.

Cut Down (C+)

Instant speed, kills only creatures and has limitations on size. I would avoid this unless the deck needs more creature removal. This could probably fit into 2-3 color decks that are in sultai colors, but not into anything that is BR(x) or RW(x).

Snuff Out (C+)

Same powerlevel as Cut Down. I would rank this higher than Cut Down in decks that have lifegain, but lower when there are other life costs in the deck.

March of Wretched Sorrow (C)

Even with the option to be cheaper and hitting the walkers, this is quite underpowered. Although, this is a good backup plan for decks with The One Ring.

Liliana of the Veil (C)

Edict is fine, but I have found that you rarely want to be discarding your own cards, so not that good of a value.

The Meathook Massacre (C)

Mass removal that costs a bit too much. For decks that already have Harvester of Misery and Toxic Deluge, this would be the next-best option for mass removal, but at that point I am not sure it is a midrange deck anymore.

Feed the Swarm (C-)

For monoblack and BR decks there is close to no enchantment removal. This is still one of the best options if such an effect is needed, but would prefer to avoid such inefficient cards if possible.

Mire In Misery (C)

Enchantment removal in black decks that do not run green or white is at premium. This is still a weak card, but it’s still the best that black can do.

Eliminate (C+)

2 mana is a lot, but it is instant and hits planeswalkers. Has good versatility but is a bit expensive.

Innocent Blood (C)

In midrange you usually have some creature yourself, so it’s hard to find a good opportunity to gain value from this.

Darkblast (C-)

Haven’t seen this in a long time, but if decks like turbonadu start dominating, this becomes a decent option to kill all the small creatures constantly.

Murderous Rider (C)

Versatility is there, but both sides of the card are a bit too expensive.

Damnation (C)

Reactive 4 mana cards are quite weak.

Murderous Cut (C-)

Grave is an important resource, which I would prefer to spend on something more powerful.

Ghastly Demise (C-)

A bit too restrictive.

Bitter Triumph (C+)

A strong removal with good modality. Would definitely run in decks with reanimation/discard. 2 mana with lifeloss/discard is definitely a cost, so wouldn’t run in a deck that does not utilize discard well, but most black decks have some ways to find use for this, so the bigger question is whether the deck has room for 2 cmc removal.

Life of Toshiro Umezawa // Memory of Toshiro (C)

This is a potential 3 for 1, so it would be bad not to mention it. There are serious conditions attached: you need to be an aggressive deck with a lot of one-drops and the metagame needs to have a lot of stuff with one toughness (mainly means a lot of decks with manadorks) or there needs to be enough burn. If you can get more than 1 card worth of value from the first 2 chapters, then this is a good option to run even in a 3 colored deck, otherwise it is fringe playable for 2 colored decks.

Consuming Corruption (C)

This requires either one or two colored black decks to be playable. It’s possible in 3 colors with Urborg, Tomb of Yawgmoth, but it’s a bit inconsistent and weaker than alternatives in those decks. Still, it is a good versatile removal that can gain a bunch of life which is good not only against aggressive decks, but also a nice way to offset lifeloss effects like The One Ring, Sylvan Library and Snuff Out.

Momentum Breaker (B)

Useful in any game situation and any matchup. The lifegain is small but relevant upside. I generally value Sheoldred’s Edict higher due to instant speed and versatility, and there is generally no room for multiple such effects… I would run this over Sheoldred’s Edict mainly when the deck has ways to bounce/blink this or when the card type is relevant enough for delirium/Lhurgoyfs.

Quag Feast (C)

Less versatile and less efficient than Long Goodbye and Bitter Triumph, but could be a better option than the two for decks that benefit from self mill… Which is basically all black midrange decks, so a strong option to keep for decks that high enough count of Lhurgoyfs/delirium/flashback/escape cards.

Long Goodbye (C+)

Nowadays there is a large variety in removal that costs 2 mana. This one has decent modality that is combined with counter protection. When playing 3+ colors there are generally more efficient options, but this is at its best against blue based tempo/midrange decks so a good option when meta has too much blue.

Strategic Betrayal (C)

Sorcery speed and inability to deal with noncreature stuff makes this a subpar option in the meta with Sheoldred’s Edict and Momentum Breaker. Still, this allows you to combine the option of exile removal with gravehate into one card, which can be surprisingly strong in current meta. A good option for decks that want a bit more utility on their removal.

Threats

Black threats are some of the strongest in the game. Some of the cards can win the game by themselves.

Barrowgoyf (A+)

One of the strongest creatures in the game. Lifelink is very strong and the ability to generate card advantage is also very important.

Crabomination (C+)

The card itself is actually weak when compared to other high-cost threats. The strength of the card comes from all the synergies that it provides to the deck. It can be used to eat your The One Ring, a backup demon for Demonic Counsel. When the grave is eaten or with hand disruption you can control what you get with the effect. Even when the effect is random, you usually get at least something relevant.

Dauthi Voidwalker (B)

Double black can be difficult for some decks, but gravehate and discard synergies are very potent. If left unanswered, this will exile something that could win you the game.

Emperor of Bones (A)

Gravehate, reanimation and +1/+1 counter synergies. There is a lot that this card does and is much stronger than it initially looks.

Gix, Yawgmoth Praetor (C+)

It’s a 3 drop that needs you to hit an opponent. There are many cards that are easier to utilize and get value from. This is not that strong, but in aggressive decks with a lot of one-drops the condition is not as restrictive, so this sees some play despite the power creep.

Nethergoyf (B+)

With baubles and a few other cards, this grows to large size very quickly. A creature that hits 5 for one mana is quite strong.

Opposition Agent (A+)

Resolving this correctly can win the game on the spot. Resolving this incorrectly can still be very annoying.

Orcish Bowmasters (A+)

Even at its worst it applies huge pressure and tends to be 2 for 1.

Overlord of the Balemurk (A+)

Strong turn 2 play that is stronger the longer the game goes on. The fact that it returns any creature or planeswalker is huge. The game usually takes long enough for this to become a creature and casting it as a creature also comes up sometimes.

Liliana, the Last Hope (C+)

Double black is difficult for some decks, but it is a real threat. It’s good in metagames where multiple decks run creatures that it can kill, but questionable otherwise. The biggest issue is that with all the power-creep there are less and less good targets for this and it’s also relatively useless against lands and other combo-strategies.

Sheoldred, the Apocalypse (B-)

4 mana is a lot, but this is a big threat if left unanswered. There is also good synergy with The One Ring (and works as an answer to opponent’s). Not a fan of this card by itself, but well worth the slot if synergies are present in the deck.

Tinybones, the Pickpocket (C+)

Trades with enemy creatures and threatens card advantage if it gets to deal damage. The issue is that the value it provides depends on the opponent and requires you to spend mana. The bigger issue is that it is hard to get through with this, so I am yet to see this do anything broken.

Bloodghast (C)

With self-mill and entomb this becomes a free 2/1 that can be sacrificed to something and apply consistent pressure.

Caustic Bronco (B)

A solid and threatening 2 drop. When combined with cards like Worldly Tutor, Enlightened Tutor or Mystical Tutor, this can become a burn finisher. By itself it generates value and you can choose when to attack with it to get the effect.

Dark Confidant (B-)

A good creature that generates card advantage each turn. With curves in highlander constantly getting lower, the lifeloss is also getting smaller. The issue is that with current powercreep this does not feel as strong as it used to.

Archon of Cruelty (C+)

Without reanimation synergies this is too weak, but Animate Dead and Reanimate are strong enough by themselves, this becomes a premium reanimation target. There are a lot of incidental discards and combined with entomb, having one strong reanimation target in black midrange is pretty safe and this is probably the best.

Metamorphosis Fanatic (B-)

When combined with Imperial Seal or Worldly Tutor, this becomes a very strong threat. Without proper synergies this is a bit conditional, but even then this is strong.

Carnage Interpreter (A)

This card is one of the reasons why I rank so many 3-drops as B or C. This is both a big threat with evasion and a source of card advantage. Has some anti-synergies with decks that have a lot of reactive cards (like for example counterspells) and double-cost can sometimes be difficult, but as long as manabase allows it, this is worth the cost.

Knight of the Ebon Legion (C)

A one drop that can grow. Getting powercrept out, but still a decent consideration for 1-2 color decks that want threatening one drops.

Skyclave Shade (C+)

Unlike Bloodghast, this requires mana to get back, but it does not require double black and can be played as a 5/3 which adds more versatility. I have seen both being played and the choice seems to be mainly on how easy it is to produce double black. Though grave-based decks could just as well run both.

Evolved Sleeper (C-)

Requires mana to actually work well, but potentially can draw cards. Monoblack might use this, but even with 2 colors, there are usually enough good one drops that could be used over this.

Triarch Praetorian (C)

By itself the card is pretty weak, but when combined with cards like Unearth or Goblin Engineer, it becomes a good source of card advantage. I don’t think this is strong enough for 3+ color decks but worth a consideration for monoblack and BR.

Razorlash Transmogrant (C-)

Artifact and mill synergies. The unfortunate thing is that 4 lands is a lot already and 4 non-basics is even harder to get, so this is quite limited in when it is good.

Scrapheap Scrounger (C+)

A recursive threat that is good discard fodder and has artifact synergies. 3/2 for 2 that cannot block is not that strong, but it’s still a decent value.

Lurrus of the Dream-Den (B)

A 3-drop, but provides a good value. Usually you want to at least have Mishra’s Bauble to get free value. The downside is that by itself it does nothing and requires you to have stuff in the grave and mana to cast it. Generally I would say that something more consistent is better, but the power level it provides is worth the tradeoff, so more a question of taste.

Court of Locthwain (C-)

Keeping monarch in current metagame is much harder than it used to be, but this does generate strong card advantage when used against slower decks.

Phyrexian Fleshgorger (C)

Has interesting versatility as well as being a good reanimation target. It’s a bit tough to justify, but when metagame is aggressive enough that lifelink becomes relevant, then this is a worthy inclusion… Or simply when playing BW with blink effects.

Dread Wanderer, Bloodsoaked Champion, Gutterbones, Forsaken Miner (C)

Recurring threats are nice, but all of these require mana to return, which make them a bit slow. They are mainly options when trying to be more aggressive and searching for some more one drops. Forsaken Miner is probably strongest from among these as it is a good combo with Ghost Vacuum that provides a constant source for instant speed crimes.

Gurmag Angler (C+)

Does not provide value and requires to have stuff in the grave to eat, but the body is big and hard to deal with. It’s a bit difficult with all the other cards that want to utilize the grave, but when there is room, this is one of the stronger threats.

Tasigur, the Golden Fang (C)

Unfortunately the format is not in a place where spending 4 mana for the worst card in your graveyard is a good investment. Even in value oriented decks, Gurmag Angler feels stronger by hitting 1 more.

Huskburster Swarm (C-)

With cards like Tainted Pact and Demonic Consultation it is easy to make this cost one on turn 2-3. It also combos well with other delve stuff. The limitation is that the deck requires a lot of creatures for this to be cheap often enough and even with all the work, it is still only a vanilla creature.

Stalactite Stalker (C-)

A one drop that grows with fetches and baubles. It is threatening and worth considering in 1-2 color decks, but gets left behind quickly when building 3+ colored midrange.

Tenacious Underdog (C)

Another value engine from the grave. This one has close to no restrictions, but costs life and 4 mana, which feels like a bit too much. It’s on the bottom of the list of cards with this type of effect that I would consider (though it’s still on that list).

Misery’s Shadow (C-)

A threat and a gravehate, but requires a bit too much black mana to be good.

Bitterblossom (C)

It was a staple, but is now too slow. It’s a nice threat in the metagame without enchantment removal, but even then it quickly gets left behind by stronger threats. Being kindred is also nice for Lhurgoyfs.

Dreadhorde Invasion (C)

I like this because lifelink is very relevant and it has good synergy with other zombies or buff effects. Still a bit too slow, but synergies make this worth considering.

Sorin of House Markov (C)

There is a lot of decent incidental lifegain in the format to make this easy to flip and when this does, it becomes a potent threat. Can also kill the opponent quite quickly with the help of cards like Zuran Orb. On the flipside, it is a bit too weak if the deck does not have a lot of lifegains, so does require to be built around a bit.

Iridescent Vinelasher (C-)

Purely aggressive card and one that is properly useful only in land-based strategies. It is an okay one drop that can burn an opponent and burn him faster when “kicked”, but it’s rare that a midrange deck plays many lands after 4th, which means it requires a deck which ramps and wants to burn the opponent. If there is a working deck like that, it would be fun to see it in action, but I am yet to see such a unicorn.

Sedgemoor Witch (C)

I have seen this played a lot, which leads me to think that I might have some bias against this card, but a 3 mana card that gives tokens for casting instants/sorceries feels just too slow for the current format. Could be a consideration for decks that are focused on casting a lot of instants/sorceries, but best avoided elsewhere.

Gas Guzzler (C-)

Generally it just takes too long to enable the max speed to be worth it in midrange decks. The statline is fine and there are decks that generate enough tokens or play stuff from the grave so the second ability can draw a lot. That being said, unless the deck actively needs more creatures that sacrifice creatures, this is not worth the slot.

The Last Ride (C-)

Not a real threat in the early game, drawing costs a bit too much and needs another creature to be able to attack… That being said, this is a one card that can easily hit for 8+ damage, generate card advantage and dodge sorcery speed removal. There is good synergy with many of the black cards that do self-damage (and with healing as well), also gives something to do in decks that do not want to tap out at their own turn. Mostly should be a consideration for UB and BR decks.

Utility

Animate Dead (A)

So often there is something in your own or an opponent’s grave that you want to reanimate. Very versatile and efficient (and works as a kind of a gravehate). This is just so strong that I would play it in any 1-3 colored black deck.

Cling to Dust (B)

Cantrip, gravehate and a way to gain card advantage. I have found myself cutting this in some decks lately because there are a lot of other gravehate options and it’s hard to escape this (mainly because there are better cards to eat your grave than a simple cantrip). Still, the versatility is very high, so this is a good staple to run in most 2-3 color black decks.

Collective Brutality (B)

Very high versatility and is good with discard synergies like Currency Converter or reanimate effects. Generally speaking this is not that powerful, but all the versatility makes up for this as there is no matchup where this is bad.

Deathrite Shaman (A+)

A pseudo planeswalker on a one-drop. This is one of the reasons why you would always consider having a light splash of green in black decks.

Demonic Counsel (C+)

It does require one or two demons in the deck to work as backup targets for when there is no delirium, but it generally felt quite nice in most black decks. I am still not sure whether this is better than Tainted Pact as this has more restrictions, but less drawbacks. The most important drawback is that 2 mana tutors are getting weaker with powercreep and you do not want to run too many. This competes for slot with cards like Tainted Pact and Eladamri’s Call, where you don’t really have room for this if you run either of those.

Demonic Tutor (A)

Best card in the deck for any situation, except when the opponent has an Opposition Agent.

Reanimate (A)

Very efficient and most importantly can get something from the opponent’s grave which you killed and discarded. Same as Animate Dead, currently I would play this in nearly every black deck. It’s just that strong and versatile.

Lively Dirge (C)

An interesting combination of entomb and reanimation. This costs a lot, and in 1-2 colored decks you do not have enough good creatures to return with it, while in 4+ colored decks there is no room for this card. I have seen this work in some 3-colored decks as that 100th tech card that can sometimes generate huge value swings.

Takenuma, Abandoned Mire (C+)

Feels like the weakest of the cycle. Too often the effect feels overcosted, so I tend to cut this in favor of more basics or manafixing in most decks. I could see land-focused strategies or 2 colored decks that want more value from their manabase running this, so marginally playable.

Troll of Khazad-dûm (B+)

Unlike Oliphaunt, this is in the color that has natural synergy with this in the form of reanimation. I don’t think I have cut this from any black deck I have played in recent memory.

Waterlogged Teachings // Inundated Archive (C+)

This competes with MDFCs and requires to have instant/flash cards for every situation (mainly to work as a threat). Considering Orcish Bowmasters and Opposition Agent are kind of mainstays in black midrange decks, the second condition feels like it is always fulfilled, so the question becomes what MDFCs you select to play. In black decks this feels like it competes for the last slot of that 3rd MDFC card.

Shadow of Doubt (C)

I never seem to find room for this card, but with all the tutoring and how strong Opposition Agent is, it’s always fun to see this somewhere. Though I don’t think it is capable of making the cut in anything that runs 3+ colors.

Profane Tutor (C+)

This is a bit slow and would have ranked a bit higher before Demonic Counsel. Currently it feels like this is worth the slot only in combo-oriented decks and spending 2 mana and 2 turns to get a card feels like a worse proposition than most of the things that midrange could be doing.

Dark Ritual (C+)

Best fast mana in the format. Midrange does not need fast mana as much as some other archetypes, but for situations when it does, Dark Ritual is the best option.

Demonic Consultation (C)

A bit of a meme card, but has a nice combo with Sailor’s Bane (getting it on turn 2 is nice) and Huskburster Swarm. When playing this card, it also feels like you need to play Jace, Wielder of Mysteries… The combo lines are a bit weak and inconsistent, but it’s still worth keeping in mind as having a combo-kill in the deck gives you a lot of leverage in certain matchups.

Tainted Pact (B)

Has some restrictions on deckbuilding and can cost you quite a few cards from the deck, but cosplaying as instant speed Demonic Tutor feels like it is worth the effort. I have been testing Demonic Counsel in this slot for some decks and still not sure which is better. You don’t want too many 2 mana tutors in the deck as the format is not so slow to give you too much time for durdling around.

Ashiok, Dream Render (C)

For decks that can utilize the self mill option on this card, this can become a valid option as the static ability is surprisingly strong and gravehate option adds good versatility. The downside is that it does not affect the board by itself, which is questionable for a 3-drop, so this makes sense only when the deck has a lot of stuff it does from the grave.

Boggart Trawler (B)

A gravehate MDFC. I tend to cut this in favor of other MDFCs because I feel like there are plenty of other gravehate cards that are easy to run. In case I needed more, this would get back in the deck.

The Creation of Avacyn (C-)

This is slow and kills you. I have tried running it and died. There are nice combos with this, but it’s just SO slow.

Grief (C)

Unlike modern and legacy, scamming this is much less consistent. For 4 mana this feels weak and a free mode is a card disadvantage. I could see this make sense in a deck with multiple reanimation effects, but have hard time finding room for this otherwise.

Entomb (B+)

In a deck with good grave-based value engines this feels like an autoinclude, but not all black decks have those. You would need one very strong card that you can use from the grave and another backup option before running this… Or you could be playing reanimator.

Recurring Nightmare (C+)

A good value engine for when you have a lot of mana and stuff to sacrifice, but close to dead cards if not. The only place I could see this being strong is when running green manadorks or some small value creatures like Thraben Inspector. Haven’t seen it in a long time, but the card is a potent threat.

Chthonian Nightmare (B-)

It doesn’t allow you to cheat big guys into play immediately, which makes it a bit more fair than Recurring Nightmare. On the other side, it costs only 2 mana which makes different combos with it much easier. The most important thing for this card is to have something in the grave and a creature you would be ready to sacrifice. This generally means the deck is in BG colors. Outside of BG and maybe BW, this feels a bit too inefficient.

Unearth (B)

Can be cycled and provides mana advantage when you can get something that costs 2-3 mana. The issue is that you don’t want to run too many reanimation effects as then you risk having too many reanimation spells and not enough targets. This has good enough versatility that I would heavily consider this in all 2-3 colored decks. Funnily enough, this is even better in 3 colors because of a higher powerlevel that the threats have.

Malakir Rebirth (C)

Scamming is still an option, but running other MDFCs feels just more consistent.

Nihil Spellbomb (C)

Even before Ghost Vacuum was printed, I preferred to run Soul-Guide Lantern because it provided 2 instances of exiling when needed. Nowadays I would run Nihil Spellbomb only when I needed more than just Ghost Vacuum or if a deck has cards that sacrifice artifacts and you want to get value from those.

Night’s Whisper (C)

2 cards for 2 mana and 2 life feels a bit weak, but it’s worth the cost in monoblack and maybe some other 2 colored black decks.

Agadeem’s Awakening // Agadeem, the Undercrypt (C-)

Considering how rarely I cast the front side, I would rather run some of the newer MDFCs over this.

Kalitas, Traitor of Ghet (C)

4 mana gravehate threat is an option. A weak option, but option nonetheless. There are just so many good 4 drops that I wouldn’t run this.

Imperial Seal (C+)

Sorcery speed is a bit bad for effects like this where the opponent has time to prepare. Although, currently this feels a very real consideration with Metamorphosis Fanatic. Don’t think it is worth the slot if not for that combo.

Mausoleum Secrets (C)

Jund colored decks tend to fill the grave with creatures quite easily, so this becomes an instant speed tutor for any black card very quickly. The issue I have with this card is that we have plenty of other options and I feel like they are less restrictive or more versatile. I think running three 2-mana tutors is stretching it and I don’t think this makes the cut when compared to the rest.

Case of the Stashed Skeleton (C-)

I really like this card. I am yet to see a deck where this is good, but a 2 mana 2/1 with an option of demonic tutor feels like it is good value. It does require something to sac your creature (Lazotep Quarry or Phyrexian Tower) before it becomes relevant, but I feel like this is an interesting card to consider.

Vampire Hexmage (C-)

Kills planeswalkers and combos with Dark Depths as well as Invasion of Ikoria. Not really worth the spot by itself, but still playable when enough synergies are in the deck.

Hex Parasite (C-)

Worse than Vampire Hexmage, but adds redundancy to the deck that tries to combo off. Is also tutorable with Trinket Mage and Urza’s Saga.

Mutated Cultist (C)

Has much more potential of being broken than Vampire Hexmage as it would kill planeswalkers on cast trigger and can potentially make cards like The One Ring free. I have yet to see this card being played as it is a 3 drop that requires either Dark Depths combo to work or rely on the opponent to have planeswalkers in play, which is quite restrictive. On the flipside this can generate huge mana advantage and do interesting stuff, so excited to see when this will finally see some play.

Fiend Artisan (C)

Can be big and works as a tutor. Feels a bit slow and restrictive as it needs creatures to sacrifice and creatures in the grave to be big. Overall this is more of a combo-tutor than a value card, but it’s strong enough that it’s worth remembering.

From the Catacombs (C+)

Getting a creature from any grave + initiative is already very strong and can put you in the position to win the game. When the escape is added it makes this one of the strongest 5 mana cards in the game. If the game goes this long, you will win the game (barring some gravehate). BUT, the cost of 5 is a lot. Normally, this is so much that this card will not have time to affect the game in a meaningful way. If you have ramping or otherwise have a grinder gameplan, but the downside is pretty big.

Ripples of Undeath (C)

This is not Sylvan Library. This is a passable option for decks that want to mill themselves constantly, but lifeloss and additional mana for cards makes this infeasible everywhere else. Getting the first card costs 3 mana and 3 life, at which point there are more efficient options for midrange.

Sinkhole (C+)

Best land destruction in the format. Good answer to many lands and a possibility to cripple the opponent. The issue is that double black is a bit difficult. In a metagame full of decks where half of the threats cost 1-2, the land destruction is just not that efficient. But if this fits the deck’s gameplan, this is a solid option.

Afterlife from the Loam (B-)

3 black mana with delve is a lot, especially when you want to keep a good creature to reanimate in the grave. The upside is that for 3 mana you get 2 very strong threats on the board, which is very good value. For this to be good you need to fill your grave effectively and have the ability to produce 3x black reliably. This does mean the deck should more likely than not be in 2 colors, but the payoff is definitely there.

Teval’s Judgment (C)

There are a bit too many hoops to jump through, but there are cards like Insidious Roots and Ketramose, the New Dawn that provide payoff for the same things. There are various ways to trigger this (Ghost Vacuum, Agatha’s Soul Cauldron, Emperor of Bones, Bloodghast, etc.), so it is not hard to find enough synergies to build a midrange deck that would want to run this. The downside with this type of effect is same as always: without payoffs, this is a blank card by itself, so oftentimes hard to justify the inclusion in the deck.

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