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Core of this deck: Raiders' Wake, Torment of Scarabs. It will make opponents lose 2 life each turn at least if we do nothing in our turn. It is very preferable that we use Duress or Harsh Scrutiny in the beginning of the game to have a look at opponent's hand.

Creatures:
Wall of Forgotten Pharaohs will help us survive and it can deal some damage if we have deserts (and we do), so build these wall ASAP. We have a nice combo of Herald of Anguish and our 4 artifacts (Wall of Forgotten Pharaohs and Implement of Malice) that will help us cast Herald not for 7 mana but much less, and it is 5/5 flying so it can suffer decent amount of damage and regenerate next turn. and no Fatal Push will work on Herald. And don't use the ability of Implement of Malice if you have Herald in your hand, of course. Dreamstealers are best for attack because Heartless Pillage will give us one treasure, and if game goes on we can eternalize it and get 4/4 token.

Sorceries and instants: We have 2 removals: Never // Return, and 2 cards that may be removals at early game: Moment of Craving, there are many creatures which will die because of it (a lot of vampires, pirates or early merfolks) and we gain 2 life. Never // Return can save us due to it's aftermath - we can exile card we don't want to see in this game and get a 2/2 token.Torment of Hailfire is insane card because opponents will suffer a lot because of it, but make sure to play Duress before it, or all the mana you spent of Torment of Hailfire will be wasted, 1 mana is not worth losing even more mana. Sword-Point Diplomacy keeps u having cards in hand, because we gonna play cards each turn and our hand is gonna be smaller and smaller, just like opponent's life.

Lands:
23 is kinda optional, you can decrease amount of lands, but we need lands. This deck is not all about creatures - we need to cast sorceries every turn. I was thinking of adding 1-2 lands, but I think 23 will do. We need Ifnir Deadlands for defense, it is kinda costly - but it can save us. Desert of the Glorified - because we need deserts for Wall of Forgotten Pharaohs and Wretched Camel, and if we don't need it in our hand we can easily cycle it. But if you don't like Desert of the Glorified you can play Scavenger Grounds, though it does not give 1 black mana, and 4 more non-black lands can be pretty annoying

Sideboard:
Yahenni's Expertise is just insane against decks like Abzan Tokens and any aggro deck, we clear all the table just for 4 mana and can cast any sorcery or instant but Torment of Hailfire, we don't care about these -3/-3 on our creatures because they will survive. Wretched Camel is good against aggro decks too, it cost just 2 mana, it blocks one creature and makes opponents discard a card (and lose 2 life if we have Raiders' Wake) and that's why we need deserts. All the other cards - if you want to add something against opponent.

Maybeboard: Lost Legacy - to keep enemies away from cards they want to play in this game. Crook of Condemnation - for the same. Arterial Flow would be awesome if we had some vampires in our deck, but there are no vampires we need. Though it is better when you're not dueiling. Torment of Hailfire - this is awesome card and having four of them in our deck means we can use it for any mana we are capable of. Trespasser's Curse - very good against token decks.

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This deck appears to have been legal in Standard (Season Jan 2018 — Apr 2018).

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