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Viewing revision 32. 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.
Important note for anyone considering playing this commander: his 9 power and ability to remove blockers makes Tainted Strike an extremely powerful weapon. I am not running it only because getting killed like that can be particularly unpleasant, but it is otherwise a perfect card.
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 dips slightly at 3, favouring 4. This fits with a gameplan of starting the game with Sol Ring, Wayfarer's Bauble, or a 2-mana rock, thus jumping to playing 4-drops.
During the process of establishing a mana base for the giant commander, the deck avoids harassment by means of threats, deterrents, and boardwipes.
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 needs to gain a lot of life.
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 the defender's potential blockers with Kuro's ability during the Declare Attackers Step. However, in many cases your life total may be too low for this to be possible or advantageous, in which case the fact the 9/9 body becomes its main weapon. Even tapped in a case like this, Kuro acts as a decent deterrent to those who would attack you, much like Dread.
The deck closes out games either by attacking with big creatures 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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