Ive only been able to play 4 rounds with this at FNM, and let me tell you: the prevalence of mono green decks with
vine mare makes mono black midrange decks as bad as a token strategy against a world of
goblin chainwhirler(s). The hexproof blanks one of Black's best features in targeted removal, no blocking from black creatures means very little interaction.
Yahenni's expertise,
doomfall,
harsh scrutiny,
divest,
lost legacy.
This build is midrange, not consistently fast enough to race an unblockable hexproof threat with 5 power.
Any other cards for a mono black deck to deal with this problem? Other than that, the deck is fun. I've faced so much monogreen I'm not sure hiw this does against other archtypes, but who wants to throw this up against a 50% green field? I'm just complaining - as a combo player, I hate having to add specific hate cards that don't build towards my payoff.
Last thing: this definitely needs another land...or two. I have tons of mana sinks available, I use it up by my opponent's end step and wish I had 2 more each time. 22 lands means I start with 2/7 lands each game - and with 22 lands that means I have about a 50/50 chance of having either 2 or 3 in my opening hand. Adding a 23rd land increases that to 45/55 in favor of 3 lands. I think it'd have to cut down to 3 supernatural strength to fit 23 lands.