So this is the first time i've ever posted a decklist. I hope to keep expanding on this post and adding more information about the deck and how to play it when i have the time. Hope this short guide helps everyone else with there Endrek Decks.
Not all of the cards in the deck fit into exactly one category. I put the card in the category I thought it fit best in. However all cards that can fit into other categories have letters corresponding to the other category it could fit in after the name of the card. Abbreviations are shown below.
"Above all, a well crafted Thrull should be hideous—blasted of countenance and twisted of limb—to inspire fear and revulsion."
—Endrek Sahr, Master Breeder
1. Endrek Sahr, Master Breeder- I wont talk to much about Endrek Sahr since he is really quite a simple commander. The goal is to get him out as soon as possible with a couple of exceptions so you can start generating tokens. Then get out a sacrifice outlet asap if you dont already have one. There are only a few creatures in the deck that will cause Endrek Sahr to be sacrificed so it shouldn't happen often if your playing the deck right. An extra tip, I've seen alot of new players forget that if you do make 7 or more thurlls and Endrek would be forced to sacrifice, sacrifice him to a sac outlet while his first ability of generating the tokens is still on the stack. You'll still get the tokens and then whatever benefit from what you sacrificed him too.
Sac Outlets
Sac outlets that allow you to sacrifice all of your thrulls without any cost, such as the cards pictured above, are very important in this deck. Without them it is much more difficult to keep Endrek Sahr alive. That being said, its not that hard to get one or even two out in the first six or so turns.
2. Phyrexian Plaguelord- Instant speed creature removal if needed and just like every creature it makes thrulls when he is cast as long as Endrek Sahr is in play.
3. Sadistic Hypnotist[CA]- Easily one of the best cards in the deck. If this gets dropped and i have 3 or less opponents i can almost always make them all discard their hands.
4. Viscera Seer[CA]- Great instant speed sac outlet that can really give you some great card advantage. This should be in every Endrek Sahr Deck.
5. Bloodflow Connoisseur-I chose Bloodflow Connisseur over Devouring Swarm or other similar creatures for one reason, commander games last longer. I find its better to have a creature that sticks around and still stays big.
6. Fallen Angel- Going completely against what i just said, this card is amazing. Even though the effect ends at end of turn unlike Bloodflow Connisseurs, it is still very good because it gives +2/+1 instead of the standard +1/+1 plus evasion to boot.
7. Necrotic Ooze- Although this guy isnt really a sac outlet he can very easily become one. If he is in my hand i almost never cast him until there is another sac outlet creature in my graveyard, or even another players graveyard.
8. Phyrexian Altar[MA]- This card says, if Endrek Sahr is out, Cast every creature card in your hand. Use it.
9. Ashnod's Altar[MA]- Almost just as good as Phyrexian altar. Can still easily allow you to cast your whole hand as long as you have tokens.
10. Spawning Pit[TM]- This outlet has great interaction with the deck, sac creatures then make more creatures? Yes please!
11. Malevolent Awakening- Not the best sac outlet but it a very powerful card. Remember that since the cards are returned to your hand, you have to cast it again, which means more tokens.
12. Fallen Ideal- Fallen Angel abilities on an Aura and it comes back to your hand if the creature dies. For a 3 drop, this card can easily give you one hit commander damage win quite easily.
13. Gate to Phyrexia- Once again, not a great sac outlet but its the only way in the deck (and most of black for that mater) to destroy artifacts.
Recurring Sacrifice Effects
It is important to make sure that you have tokens or creatures you don't mind sacrificing before playing any of these. They can easily allow you to control the board and lock down opponents if you have more than one out, but they can easily hurt you just as much as your opponents if played at the wrong time.
14. Call to the Grave- Even though there are barely any zombies in the deck, still an awesome recurring ability.
15. Descent into Madness- Nicknamed the I hate magic card in my playgroup, this card has cause many scoops. Make sure you have a good board position before playing this because it causes insta hate on you. But since anyone whose played you will already hate the deck, play it anyways. Id suggest not letting descent go over four counters. It can really backfire.
16. Sheoldred, Wispering One- The absolute best card in this group. Not only do your opponents have to sacrifice but you get to res a creature instead. Sheoldred may be in every black edh deck, but it trully fits in here.
17. Kuon, Ogre Ascendant- One of my favorites because of how cheap it is. Activating the flip should be no problem.
18. Braids, Cabal Minion- This and Bloodghast in an opening hand pretty much means you win. There is a reason Braids is banned as a commander.
19. Anowon, the Ruin Sage- Similar to call to the grave except it makes you creature tokens too.
21. Magus of the Abyss- Just as good as the rest except it doesn't get around indestructible which isn't really a big deal anyways. Also this is the only way in the deck to get around this deck's mortal enemy, Sigarda, Host of Herons.
Card Advantage
Card advantage wins games. Anyone who has played magic for any amount of times knows this. Plus with the amount of mana acceleration in the deck, its easy to cast multiple spells per turn.
22. Harvester, of Souls[DT]- Lets you draw a card whenever a nontoken creature dies. This happens alot to your opponents creatures.
23. Bloodgift Demon- Phyrexian Arena in creature form. Plus it has flying which is always great.
24. Reprocess[S]- Normally you get to pay 4 mana to draw six cards. Even better if you can get something like Army of the Danmed
25. Jar of Eyeballs- Maybe the best card advantage card in the deck. I normally activate it with 15+ counters on it. In this deck every time you activate it, you pretty much get to tutor a card from the top third of your deck.
26. Skullclamp-During your turn this is a sac outlet that says "Sacrifice a Thrull, [1]: Draw two Cards." Doesn't need more explanation.
27. Phyrexian Arena- Simple draw an extra card during your turn
30. Increasing Ambition- In long commander games, nice to tutor three times.
31. Diabolic Intentions- Just a great tutor that works well with the flavor of the deck.
Death Triggers
With all the sacrificing going on all over the battlefield, there is only one way to reap all the benefits. Abilities triggered by creatures dying can go off many time in a turn and can easily win you games.
32. Massacre Wurm- Token decks can sometimes get around all of Endreks sacrificing effects but this card absolutely hoses them. Tutor for it if your playing a token deck. Youll be glad you did
33. Blood Artist- A great way to gain alot of life and drain alot of life from opponents. With your sac outlets you can easily do 6 damage and gain 6 life a turn.
34. Falkenrath Noble- Blood artist with evasion. See explanation above.
35. Butcher of Malakir- When this card is out, my opponents very rarely manage to keep a creature on the board. A must for any sacrifice based deck.
36. Grave Pact- Butcher of Malakir in Enchantment form. See above.
37. Reaper from the Abyss-Great for spot removal. In a multiplayer game you can normally destroy a creature every turn as long as you have a sac outlet, which can be devastating to your opponents.
38. Phyrexian Obliterator- Not really a grave trigger but i didn't know where else to put him. Fantastic for stopping alot of aggro based decks. I almost always leave him untapped to stop people from attacking me.
Token Makers
Unfortunately there are not alot of great ways to continuously make tokens in mono black without making a zombie tribal deck. Most other token decks will outshine Endrek when it comes to number of tokens. My Krenko EDH puts this deck to shame in its token creating capabilities. However I find that I normally have no problem generating the number of tokens I need to use all my abilities.
39. Thopter Assembly- The best way to generate tokens in the deck is with this card. You can make 11 tokens a turn, 5 with flying, as long as you have a sac outlet. I hope the importance of sac outlets have sunk in by now.
40. Grave Titan- Makes 8 tokens the turn he comes out blus an additional 2 each turn after. Another great token generator for the deck.
41. Skirsdag High Priest[DT]- Doesn't really make tokens worth sacrificing but instead gives you a 5/5 flying beatstick once a turn. You should easily have enough thrulls to tap for the ability.
42. Army of the Damned- Can Make up to 26 tokens. this combined with pretty much any cards in the deck normally mean someones gonna die.
Mana Acceleration
In my experience most unseasoned players underestimate the power of black mana ramp. If i drop any of these cards in almost any game i will have enough mana to clear my hand in two turns and probably refill it too. Also, one or two of these with Exsanguinate is normally Game Over.
43. Caged Sun- Doubles your black mana and all your creatures get +1/+1. Simple Mono Commander Staple
44. Black Market[DT]- When this thing hits the board, i normally never have to tap my lands again. I have put 20+ counters on this the turn it comes out countless times. This and Exsanguinate are best friends.
45. Liliana of the Dark Realms- This is the only planeswalker i decided to include. Once you have enough sac effects on the board and have the field under control, its very easy to get her ultimate off which gives you plenty of mana for the whole game. The swamps to your hand are pretty awesome too since its the only way to do it in the deck.
46. Magus of the Coffers- Cabal Cofers on a creature. This is one of the only cards ill drop on turn five before Endrek. This is because with the amount of mana acceleration it gives, you could drop Endrek and another creature turn six instead.
47. Nirkana Revenant- Doubles your swamp mana and still works if Liliana's ultimate has been used. Also a great beatstick.
Resurrection
Commander Games can last a long time and there is always alot of board wipe. These can allow you to bring your power back onto the board so they can get back in the fight.
48. Mimic Vat- Great for throwing your opponents good etb creatures on when they die. Even better is throwing any of the titans on here since you can use their abilities twice a turn.
49. Soul Exchange[S]- 2 black and sac a thrull to res a creature and put 2 +1/+1 counters on it. Thats about it.
50. Dread Return[S]- This res spell can very easily be used twice in a turn. The best one in the deck.
51. Victimize[S]- A very undervalued res spell. Allows you to get two creatures back tapped for only three mana and sacrificing a creature.
52. Nether Traitor- Best for when you need to sac something early game or to help you get your board position back after a board wipe and you already have Recurring Sac Effects out. That way you can get other creatures down and sac nether traitor to the sac effect.
53. Grave Betrayal- Gives you all of your opponents creatures that die and their bigger. GG bro.
54. Bloodghast- Pretty similar explanation as nether traitor. Easier to res during your turn but you need a land to do it. Nether you just need a creature dying and an open mana. Both are great cards in the deck.
55. Hell's Caretaker- Lets you res a creature every turn quite easily. Great drop after a board wipe.
56. Geth, Lord of the Vault- One reason. All the Sol Rings. But really you want to play him because of all those awesome creatures that your opponents play against the deck so you can kill and them bring them on your side. My playgroup hates this card. Just grab every mana accelerator from graveyards and then your next turn you can play alot of stuff.
Spells
Sometimes your opponents can actually manage to get creatures out quicker than you can put them in the graveyard where they belong. if that happens, these cards can allow you to help catch up until you can get something like Grave Pact out.
57. Damnation- Every commander deck needs a board wipe.
58. Syphon Flesh[TM]- The more people your playing against the better this card becomes. Pretty much innocent blood that makes you tokens.
69. Innocent Blood- One mana to make everyone sac one creature. Great for early game if you have no creatures to play.
60. Barter in Blood- Innocent blood doubled but in my opinion its way more powerful. As i said before, great if you have no early plays.
61. Urborg Justice- I love this card. Two mana instant speed board wipe. Easily destroys an opponent that has gotten out of hand.
62. Exsanguinate- Unless you absolutely need the life, save this card as a win con. Its not hard to have this go off for 20 or even the full 40 damage needed for commander.
Land
As a mono colored deck the mana base isn't to pricey. i try to run as many swamps as possible to maximize Coffer effects.
63. Cabal Coffers[MA]- In my opinion, the best land mono black has available. Ever mono black deck needs this card.
64. Phyrexian Tower[MA]- Great when you can get Nether Traitor or Bloodghast out first. Then once you have thrulls its in extra mana every turn.
65. Volrath's Stronghold- Just a solid card that allows you to put creatures back in your hand after they die. Remember that means you get t recast them which means more thrulls.
66. Winding Canyons- Gives all of your creatures flash. An ability that can be very powerful in black.
Contamination is an awesome card but since i mainly play casual with my friends i try to leave cards like that out. I feel like the deck is already mean enough for a casual group anyways. But i am planning on extending this thread and i will include a section for cards like contamination that i choose to leave out of my deck, but i know would be good in competitive EDH.
I also run Smokestack and Dark Ritual. Basically, you want to get Smokestack or Braids out ASAP, before people get the chance to set up.
Tutors are handy as well. Demonic Tutor is handy, Diabolic Intent doubles as a sacrifice card and Dimir House Guard does everything: It is a sac outlet, evasive attacker and it searches for things that cost 4; Braids, Smokestack, Magus of the Abbys, Grave Pact, Lilliana, Barter in blood... etc etc...
I've also noticed that the deck is weak against artifacts and planeswalkers, since creatures tend to die a lot. It makes planeswalkers a lot stronger, because there aren't many attackers. This is where Karn Liberated comes in. Once he hits, he usually sticks and helps withering the board, destroying cards you wouldn't get at otherwise.
Spine of Ish Sah also deals with artifacts/planeswalkers and comes back when pitched to Braids.
Steel Hellkite deals with token swarms, and is worth 6 thrulls.
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
So this is the first time i've ever posted a decklist. I hope to keep expanding on this post and adding more information about the deck and how to play it when i have the time. Hope this short guide helps everyone else with there Endrek Decks.
1 Endrek Sahr, Master Breeder
Sac Outlets
2 Phyrexian Plaguelord
3 Sadistic Hypnotist
4 Viscera Seer
5 Bloodflow Connoisseur
6 Fallen Angel
7 Necrotic Ooze
8 Phyrexian Altar
9 Ashnod's Altar
10 Spawning Pit
11 Malevolent Awakening
12 Fallen Ideal
13 Gate to Phyrexia
Recurring Sacrifice Effects
14 Call to the Grave
15 Descent into Madness
16 Sheoldred, Wispering One
17 Kuon, Ogre Ascendant
18 Braids, Cabal Minion
19 Anowon, the Ruin Sage
20 Woebringer Demon
21 Magus of the Abyss
Card Advantage
22 Harvester, of Souls
23 Bloodgift Demon
24 Reprocess
25 Jar of Eyeballs
26 Skullclamp
27 Phyrexian Arena
28 Underworld Connections
29 Yawgmoth's Will
30 Increasing Ambition
31 Diabolic Intentions
32 Massacre Wurm
33 Blood Artist
34 Falkenrath Noble
35 Butcher of Malakir
36 Grave Pact
37 Reaper from the Abyss
38 Phyrexian Obliterator
Token Makers
39 Thopter Assembly
40 Grave Titan
41 Skirsdag High Priest
42 Army of the Damned
Mana Acceleration
43 Caged Sun
44 Black Market
45 Liliana of the Dark Realms
46 Magus of the Coffers
47 Nirkana Revenant
Resurrection
48 Mimic Vat
49 Soul Exchange
50 Dread Return
51 Victimize
52 Nether Traitor
53 Grave Betrayal
54 Bloodghast
55 Hell's Caretaker
56 Geth, Lord of the Vault
57 Damnation
58 Syphon Flesh
69 Innocent Blood
60 Barter in Blood
61 Urborg Justice
62 Exsanguinate
Land
63 Cabal Coffers
64 Phyrexian Tower
65 Volrath's Stronghold
66 Winding Canyons
Not all of the cards in the deck fit into exactly one category. I put the card in the category I thought it fit best in. However all cards that can fit into other categories have letters corresponding to the other category it could fit in after the name of the card. Abbreviations are shown below.
[SC]......Sac Outlet
[RSE].....Recurring Sacrifice Effect
[CA]......Card Advantage
[DT]......Death Triggers
[TM]......Token Makers
[MA]......Mana Acceleration
[R].........Resurrection
[S].........Spells
The Commander
"Above all, a well crafted Thrull should be hideous—blasted of countenance and twisted of limb—to inspire fear and revulsion."
—Endrek Sahr, Master Breeder
1. Endrek Sahr, Master Breeder- I wont talk to much about Endrek Sahr since he is really quite a simple commander. The goal is to get him out as soon as possible with a couple of exceptions so you can start generating tokens. Then get out a sacrifice outlet asap if you dont already have one. There are only a few creatures in the deck that will cause Endrek Sahr to be sacrificed so it shouldn't happen often if your playing the deck right. An extra tip, I've seen alot of new players forget that if you do make 7 or more thurlls and Endrek would be forced to sacrifice, sacrifice him to a sac outlet while his first ability of generating the tokens is still on the stack. You'll still get the tokens and then whatever benefit from what you sacrificed him too.
Sac Outlets
Sac outlets that allow you to sacrifice all of your thrulls without any cost, such as the cards pictured above, are very important in this deck. Without them it is much more difficult to keep Endrek Sahr alive. That being said, its not that hard to get one or even two out in the first six or so turns.
2. Phyrexian Plaguelord- Instant speed creature removal if needed and just like every creature it makes thrulls when he is cast as long as Endrek Sahr is in play.
3. Sadistic Hypnotist [CA]- Easily one of the best cards in the deck. If this gets dropped and i have 3 or less opponents i can almost always make them all discard their hands.
4. Viscera Seer [CA]- Great instant speed sac outlet that can really give you some great card advantage. This should be in every Endrek Sahr Deck.
5. Bloodflow Connoisseur-I chose Bloodflow Connisseur over Devouring Swarm or other similar creatures for one reason, commander games last longer. I find its better to have a creature that sticks around and still stays big.
6. Fallen Angel- Going completely against what i just said, this card is amazing. Even though the effect ends at end of turn unlike Bloodflow Connisseurs, it is still very good because it gives +2/+1 instead of the standard +1/+1 plus evasion to boot.
7. Necrotic Ooze- Although this guy isnt really a sac outlet he can very easily become one. If he is in my hand i almost never cast him until there is another sac outlet creature in my graveyard, or even another players graveyard.
8. Phyrexian Altar [MA]- This card says, if Endrek Sahr is out, Cast every creature card in your hand. Use it.
9. Ashnod's Altar [MA]- Almost just as good as Phyrexian altar. Can still easily allow you to cast your whole hand as long as you have tokens.
10. Spawning Pit [TM]- This outlet has great interaction with the deck, sac creatures then make more creatures? Yes please!
11. Malevolent Awakening- Not the best sac outlet but it a very powerful card. Remember that since the cards are returned to your hand, you have to cast it again, which means more tokens.
12. Fallen Ideal- Fallen Angel abilities on an Aura and it comes back to your hand if the creature dies. For a 3 drop, this card can easily give you one hit commander damage win quite easily.
13. Gate to Phyrexia- Once again, not a great sac outlet but its the only way in the deck (and most of black for that mater) to destroy artifacts.
Recurring Sacrifice Effects
It is important to make sure that you have tokens or creatures you don't mind sacrificing before playing any of these. They can easily allow you to control the board and lock down opponents if you have more than one out, but they can easily hurt you just as much as your opponents if played at the wrong time.
14. Call to the Grave- Even though there are barely any zombies in the deck, still an awesome recurring ability.
15. Descent into Madness- Nicknamed the I hate magic card in my playgroup, this card has cause many scoops. Make sure you have a good board position before playing this because it causes insta hate on you. But since anyone whose played you will already hate the deck, play it anyways. Id suggest not letting descent go over four counters. It can really backfire.
16. Sheoldred, Wispering One- The absolute best card in this group. Not only do your opponents have to sacrifice but you get to res a creature instead. Sheoldred may be in every black edh deck, but it trully fits in here.
17. Kuon, Ogre Ascendant- One of my favorites because of how cheap it is. Activating the flip should be no problem.
18. Braids, Cabal Minion- This and Bloodghast in an opening hand pretty much means you win. There is a reason Braids is banned as a commander.
19. Anowon, the Ruin Sage- Similar to call to the grave except it makes you creature tokens too.
20. Woebringer Demon- Just another recurring sac creature.
21. Magus of the Abyss- Just as good as the rest except it doesn't get around indestructible which isn't really a big deal anyways. Also this is the only way in the deck to get around this deck's mortal enemy, Sigarda, Host of Herons.
Card Advantage
Card advantage wins games. Anyone who has played magic for any amount of times knows this. Plus with the amount of mana acceleration in the deck, its easy to cast multiple spells per turn.
22. Harvester, of Souls [DT]- Lets you draw a card whenever a nontoken creature dies. This happens alot to your opponents creatures.
23. Bloodgift Demon- Phyrexian Arena in creature form. Plus it has flying which is always great.
24. Reprocess [S]- Normally you get to pay 4 mana to draw six cards. Even better if you can get something like Army of the Danmed
25. Jar of Eyeballs- Maybe the best card advantage card in the deck. I normally activate it with 15+ counters on it. In this deck every time you activate it, you pretty much get to tutor a card from the top third of your deck.
26. Skullclamp-During your turn this is a sac outlet that says "Sacrifice a Thrull, [1]: Draw two Cards." Doesn't need more explanation.
27. Phyrexian Arena- Simple draw an extra card during your turn
28. Underworld Connections-Good for card draw when you have extra mana
29. Yawgmoth's Will [R]- I win, You lose. Enough said.
30. Increasing Ambition- In long commander games, nice to tutor three times.
31. Diabolic Intentions- Just a great tutor that works well with the flavor of the deck.
Death Triggers
With all the sacrificing going on all over the battlefield, there is only one way to reap all the benefits. Abilities triggered by creatures dying can go off many time in a turn and can easily win you games.
32. Massacre Wurm- Token decks can sometimes get around all of Endreks sacrificing effects but this card absolutely hoses them. Tutor for it if your playing a token deck. Youll be glad you did
33. Blood Artist- A great way to gain alot of life and drain alot of life from opponents. With your sac outlets you can easily do 6 damage and gain 6 life a turn.
34. Falkenrath Noble- Blood artist with evasion. See explanation above.
35. Butcher of Malakir- When this card is out, my opponents very rarely manage to keep a creature on the board. A must for any sacrifice based deck.
36. Grave Pact- Butcher of Malakir in Enchantment form. See above.
37. Reaper from the Abyss-Great for spot removal. In a multiplayer game you can normally destroy a creature every turn as long as you have a sac outlet, which can be devastating to your opponents.
38. Phyrexian Obliterator- Not really a grave trigger but i didn't know where else to put him. Fantastic for stopping alot of aggro based decks. I almost always leave him untapped to stop people from attacking me.
Token Makers
Unfortunately there are not alot of great ways to continuously make tokens in mono black without making a zombie tribal deck. Most other token decks will outshine Endrek when it comes to number of tokens. My Krenko EDH puts this deck to shame in its token creating capabilities. However I find that I normally have no problem generating the number of tokens I need to use all my abilities.
39. Thopter Assembly- The best way to generate tokens in the deck is with this card. You can make 11 tokens a turn, 5 with flying, as long as you have a sac outlet. I hope the importance of sac outlets have sunk in by now.
40. Grave Titan- Makes 8 tokens the turn he comes out blus an additional 2 each turn after. Another great token generator for the deck.
41. Skirsdag High Priest [DT]- Doesn't really make tokens worth sacrificing but instead gives you a 5/5 flying beatstick once a turn. You should easily have enough thrulls to tap for the ability.
42. Army of the Damned- Can Make up to 26 tokens. this combined with pretty much any cards in the deck normally mean someones gonna die.
Mana Acceleration
In my experience most unseasoned players underestimate the power of black mana ramp. If i drop any of these cards in almost any game i will have enough mana to clear my hand in two turns and probably refill it too. Also, one or two of these with Exsanguinate is normally Game Over.
43. Caged Sun- Doubles your black mana and all your creatures get +1/+1. Simple Mono Commander Staple
44. Black Market [DT]- When this thing hits the board, i normally never have to tap my lands again. I have put 20+ counters on this the turn it comes out countless times. This and Exsanguinate are best friends.
45. Liliana of the Dark Realms- This is the only planeswalker i decided to include. Once you have enough sac effects on the board and have the field under control, its very easy to get her ultimate off which gives you plenty of mana for the whole game. The swamps to your hand are pretty awesome too since its the only way to do it in the deck.
46. Magus of the Coffers- Cabal Cofers on a creature. This is one of the only cards ill drop on turn five before Endrek. This is because with the amount of mana acceleration it gives, you could drop Endrek and another creature turn six instead.
47. Nirkana Revenant- Doubles your swamp mana and still works if Liliana's ultimate has been used. Also a great beatstick.
Resurrection
Commander Games can last a long time and there is always alot of board wipe. These can allow you to bring your power back onto the board so they can get back in the fight.
48. Mimic Vat- Great for throwing your opponents good etb creatures on when they die. Even better is throwing any of the titans on here since you can use their abilities twice a turn.
49. Soul Exchange [S]- 2 black and sac a thrull to res a creature and put 2 +1/+1 counters on it. Thats about it.
50. Dread Return [S]- This res spell can very easily be used twice in a turn. The best one in the deck.
51. Victimize [S]- A very undervalued res spell. Allows you to get two creatures back tapped for only three mana and sacrificing a creature.
52. Nether Traitor- Best for when you need to sac something early game or to help you get your board position back after a board wipe and you already have Recurring Sac Effects out. That way you can get other creatures down and sac nether traitor to the sac effect.
53. Grave Betrayal- Gives you all of your opponents creatures that die and their bigger. GG bro.
54. Bloodghast- Pretty similar explanation as nether traitor. Easier to res during your turn but you need a land to do it. Nether you just need a creature dying and an open mana. Both are great cards in the deck.
55. Hell's Caretaker- Lets you res a creature every turn quite easily. Great drop after a board wipe.
56. Geth, Lord of the Vault- One reason. All the Sol Rings. But really you want to play him because of all those awesome creatures that your opponents play against the deck so you can kill and them bring them on your side. My playgroup hates this card. Just grab every mana accelerator from graveyards and then your next turn you can play alot of stuff.
Spells
Sometimes your opponents can actually manage to get creatures out quicker than you can put them in the graveyard where they belong. if that happens, these cards can allow you to help catch up until you can get something like Grave Pact out.
57. Damnation- Every commander deck needs a board wipe.
58. Syphon Flesh [TM]- The more people your playing against the better this card becomes. Pretty much innocent blood that makes you tokens.
69. Innocent Blood- One mana to make everyone sac one creature. Great for early game if you have no creatures to play.
60. Barter in Blood- Innocent blood doubled but in my opinion its way more powerful. As i said before, great if you have no early plays.
61. Urborg Justice- I love this card. Two mana instant speed board wipe. Easily destroys an opponent that has gotten out of hand.
62. Exsanguinate- Unless you absolutely need the life, save this card as a win con. Its not hard to have this go off for 20 or even the full 40 damage needed for commander.
Land
As a mono colored deck the mana base isn't to pricey. i try to run as many swamps as possible to maximize Coffer effects.
63. Cabal Coffers [MA]- In my opinion, the best land mono black has available. Ever mono black deck needs this card.
64. Phyrexian Tower [MA]- Great when you can get Nether Traitor or Bloodghast out first. Then once you have thrulls its in extra mana every turn.
65. Volrath's Stronghold- Just a solid card that allows you to put creatures back in your hand after they die. Remember that means you get t recast them which means more thrulls.
66. Winding Canyons- Gives all of your creatures flash. An ability that can be very powerful in black.
67-100. Swamp- Good ole black mana.
Tutors are handy as well. Demonic Tutor is handy, Diabolic Intent doubles as a sacrifice card and Dimir House Guard does everything: It is a sac outlet, evasive attacker and it searches for things that cost 4; Braids, Smokestack, Magus of the Abbys, Grave Pact, Lilliana, Barter in blood... etc etc...
I've also noticed that the deck is weak against artifacts and planeswalkers, since creatures tend to die a lot. It makes planeswalkers a lot stronger, because there aren't many attackers. This is where Karn Liberated comes in. Once he hits, he usually sticks and helps withering the board, destroying cards you wouldn't get at otherwise.
Spine of Ish Sah also deals with artifacts/planeswalkers and comes back when pitched to Braids.
Steel Hellkite deals with token swarms, and is worth 6 thrulls.
• Call of Cthulhu CCG Servitor for the Netherlands!
Arkham, the 1920's. Investigators battle horrors from beyond time and space, risking life and sanity while conspiracies of cultists and malign servitors seek gateways for their outer gods to return...
Soon, the stars will be right! Great Cthulhu shall rise!
you could maybe run vesuva to copy coffers again. Urborg allows you to play around with a few more nonswamps. Expedition map to find them.
WUBRGProgenitus
URGMaelstrom Wanderer
WUBOloro, Ageless Ascetic
WURZedruu, the Greathearted
BRGProssh, Skyraider of Kher ($100)
GWUDerevi, Empyrial Tactician ($100)
UGKruphix, God of Horizons ($100)(retired)UTalrand, Sky Summoner (French 1v1, $100)