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Viewing revision 31. There is a more recent version of this deck.
The goal with this deck was to make a star out of a severely underused commander: Kuro, Pitlord.
In the early game, this deck works to ramp towards casting the commander and keeping him out. Since he requires 9 mana to play and a dedicated 4 black mana per turn to keep alive, this takes a lot of work. You may notice the mana curve drops at 3, favouring 4 and 5, and that's because the plan is usually to use less-than-three-drop ramp to get there quickly.
During this process, the deck uses such threats as Lashwrithe and Abyssal Persecutor to keep pressure on the board.
By midgame this deck wants to control the board with Kuro, killing creatures that attack it or that pose some existential threat. To fuel this activity, it wants to gain a lot of life. Included are tools to do this, such as Disciple of Bolas and Whip of Erebos.
Every turn Kuro is out, it should be trying to connect with a player. If it has trample or swampwalk (via Filth), then this is fairly easy. If not, the technique is to kill all of the defender's potential blockers with Kuro's ability during the Declare Attackers Step (after attacks and before blocks).
The deck closes out games either by attacking with big creatures (especially Kuro) or by funneling tons of mana into an Exsanguinate.
You'll notice I have excluded some great black cards such as Demonic Tutor and similar, Animate Dead and similar, and Chainer, Dementia Master, all of which would probably make it more powerful, in favour of fun stuff like Season of the Witch and Word of Command.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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