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Standard: Zero-Rare Black - Deck Tech & Sideboard Guide

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Matsukasa10 made Top 8 in a Standard Challenge with a Mono Black Aggro deck without rare cards. In this article, we've adapted the list to include more synergies and card advantages while maintaining the goal of not including rares!

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translated by Romeu

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revised by Tabata Marques

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It's no secret that Standard is expensive. As I published in Marchlink outside website, the format still has the same average deck cost when adjusted for inflation, but both the top-tier archetypes—four-color piles or mythic piles—and the bottom tier—cheaper competitive decks—have gone up in price.

It's a pleasant surprise when a more affordable archetype manages to put up results. That was the case with player Matsukasa10's Mono Black list, which made Top 8 of a Standard Challenge on May 5 running a rare-less list.

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Since that result, I've tested the deck for a while and present below a version of the archetype that prioritizes interactions between key cards by including Oroku Saki, Shredder Rising.

The Decklist

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Although based on the deck Matsukasa10 played, I've increased the list's focus on synergistic effects to compensate for the lack of individual card value compared to the opponent's cards — it's almost laughable to play a Timeline Culler when the opponent's turn two is a Badgermole Cub.

This is, at its core, a Mono Black Aggro deck: you want to sequence threats on board while using cheap disruption to buy a few turns against the opponent. Fortunately, cards like Deep-Cavern Bat and Thought-Stalker Warlock offer protection through discard while amplifying board pressure, while Gatekeeper of Malakir doubles as removal.

The deck also features micro-synergy packages. A one-drop with Flying into Oroku Saki, Shredder Rising on turn two is comparable to Ninja of the Deep Hours in Pauper, and the LTB triggers Hylderblade, which can increase another flying creature's power for free at the end of turn. Oroku Saki also reuses other creatures' ETBs, as long as they aren't blocked.

Maindeck

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Despite the color shift, the "Faeries + Ninjas" package is already well-known in Pauper. Now we try it out in Standard, even if one of them is a beaver.

Dream Beavers and Faerie Dreamthief have ETBs that help filter the top of the library, plus some additional effect, like draining the opponent's life or serving as a draw source in longer games. They're a core part of the deck since, besides enabling the Oroku Saki, Shredder Rising and Hylderblade engines, they're also the primary targets to equip Dark Knight's Greatsword.

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The engine is complemented by creatures with more impactful ETBs.

Deep-Cavern Bat can delay the opponent's turns by removing key cards and is also an ideal target for equipment, especially against Aggro. The discard package is rounded out by Thought-Stalker Warlock, which we have no trouble enabling, and Menace makes it a preferred target for Oroku Saki in the mid-game.

Gatekeeper of Malakir, despite its dated design, remains a very efficient card at applying additional board pressure while removing a blocker.

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Equipment mainly serves to turn our flying creatures into real threats.

Hylderblade interacts with Oroku Saki to be equipped for free onto a creature at end of turn, but its equip cost is too high. It's a common side-out because, while it provides an efficient clock in Game 1, it gets significantly worse post-sideboard when the opponent knows what to expect.

Dark Knight's Greatsword puts another body on board and can be equipped to an existing creature without paying mana. There are situations where having a 4/1 blocker is better than dealing three extra damage that turn, so evaluate how much the extra damage can make a difference over two turns compared to what the opponent can do in those same two turns.

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Shoot the Sheriff is the most versatile black removal in the format today, dealing with almost any creature for two mana. Strategic Betrayal is a meta call for a format where Spellementals, Izzet Lessons, and Dimir Excruciator are popular archetypes. They can be swapped for Requiting Hex in the Sideboard if your Metagame is more aggressive.

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Mudflat Village recurs Deep-Cavern Bat and Thought-Stalker Warlock from the graveyard, serving as a tool for longer games without hurting the mana base.

Sideboard

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Requiting Hex comes in where dealing with cheap threats is essential, primarily against Badgermole Cub, Slickshot Show-Off, Stormchaser's Talent, or most creatures from Mono Red Aggro.

End of the Hunt deals with what our removal struggles to answer, like Planeswalkers or larger threats from archetypes that tend to flood the board.

Feed the Swarm is our answer to troublesome enchantments. It's our only way to deal with Artist's Talent if it resolves.

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Duress is a classic Sideboard staple which remains a must-have in a Metagame with so many spellslinger decks like most Izzet variants and Jeskai Control lists. On the other side of the spectrum, Intimidation Tactics works against Ouroboroid and Badgermole Cub lists.

Soul-Guide Lantern complements Strategic Betrayal in graveyard hate. In the worst case, we can run it as a cantrip.

Sideboard Guide

Izzet Prowess

IN

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OUT

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Izzet Spellementals

IN

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OUT

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Mono Green Landfall

IN

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OUT

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Izzet Lessons

IN

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OUT

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Dimir Excruciator

IN

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OUT

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Jeskai Control

IN

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OUT

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Selesnya Ouroboroid

IN

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OUT

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Mono Red Aggro

IN

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OUT

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Wrapping Up

That's all for today!

If you have any questions, feel free to leave a comment!

Thanks for reading!