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MonoBlack Spirit of The Night (Legacy)

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Basically you're trying to get a group of Spirit of the Night cards on the field. However, they cost a whole lot of mana (3 black mana plus 6 other mana). So you have at least TWO ways to get those hellbent demonic spirits of pure malice on the field. One way is the traditional way. Just keep playing Swamps when you can. A second way is through Urborg Panthers. You DEFINITELY want to keep the Panthers, Feral Shadows, and Breathstealers safe if you use this method, so keep them out of combat, and let the Eastern and Western Paladins do the dirty work (this deck, as you can see, is very brutal to White and Green centered decks due to the Paladins. Although, the opponent might think he/she's safe if they just play a blue, red, or black deck. Well, they're WRONG. Spirit of the Night has Protection from Black, and for the red and blue decks, I've tossed in a few "Destroy target Creature/Planeswalker" cards in the mix.). That's only two ways to get Spirit of the Night out. The Third and FINAL way is through Dark Ritual and Urza's Tower/Mine/Power Plant cards. Just get these out, and you can cast those Spirit of the Night cards with ease.

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This deck appears to be legal in Legacy.

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» Revision 3 February 1, 2018 SkorneFlakes Gaming
Revision 2 April 6, 2017 SkorneFlakes Gaming
Revision 1 September 2, 2016 SkorneFlakes Gaming
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