Magic: The Gathering - Decks - Black - Unstoppable Horrors |
Deck List |
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Disclaimer: Magic: The Gathering, all card names, Power/Toughness, creature special ability names, card types, and card colors are property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation. |
Total : 50 Cards Lands: 16x Swamps 1x Ebon Stronghold 1-Mana Instants: 1x Dark Ritual 2-Mana Instants: 1x Diabolic Edict 1x Scent of Nightshade 3-Mana Instants: 1x Dark Banishing 5-Mana Instants: 1x Necrologia 2-Mana Sorceries: 1x Death Stroke |
Option: 70-Card Version I originally had built this as a 70-card deck, but cut it down to 50 cards for a better chance of drawing the cards I needed, and with the hope that it would hasten the deck's build-up to getting big, nasty creatures on the field. The original 70-card version has more cheap critters with special abilities, and is a bit more versatile. Add the following cards: 7 Swamps, 1 Thran Forge, 1 Scare Tactics, 1 Weakness, 1 Insubordination, 1 Initiates of the Ebon Hand, 1 Brood of Cockroaches, 1 Dauthi Horror, 1 Rabid Rats, 1 Skittering Skirge, 1 Skittering Horror, 1 Abyssal Hunter, 1 Enslaved Horror, 1 Phyrexian Monitor. |
3-Mana Creatures: 1x Blood Vassal 1x Dauthi Marauder 1x Deepwood Ghoul 1x Razortooth Rats 4-Mana Creatures: 1x Crazed Skirge 1x Nekrataal 1x Order of Yawgmoth 1x Wall of Distortion 5-Mana Creatures: 1x Eviscerator 1x Gallowbraid 1x Ravenous Vampire 6-Mana Creatures: 1x Cosmic Horror 1x Ihsan's Shade 7-Mana Creatures: 1x Minion of Leshrac |
1-Mana Enchantments: 1x Paralyze 2-Mana Enchantments: 1x Dying Wail 1x Spinal Graft 1x Twisted Experiment 4-Mana Enchantments: 1x Feast of the Unicorn 5-Mana Enchantments: 1x Discordant Dirge 1-Mana Creatures: 1x Blood Pet 2-Mana Creatures: 1x Barrow Ghoul 1x Black Knight 1x Dauthi Slayer 1x Drudge Skeletons 1x Fledgling Djinn 1x Squirming Mass |
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Deck Strategy |
This deck is all about hitting the opponent with a constant barrage of attacks, with the intention of reducing them to 0 Life before they can manage any effective defense. Discard and creature-destruction help keep the opponent's options limited, and should keep their offense weaker than yours. Most creatures in this deck either have built-in fear (only blockable by black creatures and artifact creatures), Flying, Shadow, or Protection From White or Black, allowing them to slip past most defenses effortlessly. The deck's creature-destruction is mostly color-neutral, in that it isn't limited to non-black or non-artifact creatures; only a bit of the deck's offense is limited to non-black, non-artifact targets. Make careful use of your creature-destruction cards, only destroy creatures that can stop your main attackers, or those that can deal you a lot of damage. You should be able to out-pace your opponent when it comes to damage-dealing. Use your easily-blockable creatures primarily for defense, chump-blocking big enemy creatures if you must, but launch an all-out attack whenever you can. The deck has a few creatures with Regeneration, which make for good defenders regardless of the cost (paying 2 Life to regenerate Deepwood Ghoul is better than taking 1 damage from a Raging Goblin; the RG dies, your DG lives, and the RG won't hit you for more damage next turn or the turn after that). Barrow Ghoul is worth playing even if you have no dead creatures for it to feed on later; if the super-cheap 4/4 even just keeps your opponent from attacking one turn, it can be enough to let you get ahead on the damage-dealing race. Barrow Ghoul can also make a good sacrifice for keeping Ravenous Vampire or Minion of Leshrac active. Blood Pet, Blood Vassal, Dark Ritual, and Ebon Stronghold can give you a quick boost of mana in a pinch. The deck's slightly-small size means that the 16 Swamps are generally enough for good speed, combined with these three quick-mana sacrifices. Necrologia and Dark Ritual, or Necrologia and Scent of Nightshade, can be a good combo. The more cards you draw, the more likely you'll be able to play some of the quick-mana sacrifices to get out a big monster. Dying Wail, followed by Spinal Graft and then any other creature-targeting spell (even something like Twisted Experiment), can destroy nearly any creature and make the opponent discard, if you really need to get rid of a big creature but don't have any appropriate direct-kill cards. Plenty of the deck's creatures can survive and benefit from Twisted Experiment; more Power for an unblockable creature, and you won't be using them to block anyway so the slight decrease in Toughness is irrelevant. Feast of the Unicorn and Spinal Graft can also boost your unblockables. The deck could benefit from replacing a few sub-par cards; add Hypnotic Specters in place of Crazed Skirge, Wall of Distortion, and Fledgling Djinn; replace Eviscerator with another Gallowbraid or Order of Yawgmoth; replace Gallowbraid with Pit Spawn; and replace Discordant Dirge and Dying Wail with some Hymns to Tourach. |
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