Best Mono Black Voltron

Bob Roberts
• Monday, 14 December, 2020
• 13 min read

Drama is one of my favorite cards, so I decided I'd try making an EDS deck for her. I didn't feel like vampire tribal, as I decided I'd save that for Olivia Voltaren or Jelena, Nepali's Scourge so that I could get some more colors in there.

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Repeatable removal is good, especially her kind (suck it indestructible cards). But not only that, she pumps herself, which isn't a typical thing for Black.

Black can't kill artifacts or enchantments, so this helps out. However, this made the cut because it is crazy cheap, leaves permanent buffs, and synergizes with the amount of killing Drama will be throwing down.

The +2/+2 is marginal, but in this deck, the Hex proof makes it worth it. But if Cyborg, Tomb of Mammoth is out (which is easy with all the tutors), the buffs are high enough that its worth it.

“ Vol tron deck strategies are not uncommon in Magic: The Gathering's Commander format. Costing a single white MANA, Samar will almost always be cast of the very first turn, kicking off your Vol tron strategy from the word go.

Wuhan also comes alongside a clause stating that he must attack a randomly selected player each turn, but as a more aggressive strategy, this isn't a awful downside. Radio of the Many is one of the commanders of this list that most visibly choreographs what you want to be doing with your Vol tron strategy.

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Most importantly however, is the instant speed nature of this ability, which allows for various equipment-centric shenanigans to be pulled on your opponents turns. One would be hard-pressed to find a vol tron commander that fulfills this strength more effectively than SYR Gwyn, Hero of Ash vale.

As if this wasn't enough, SYR Gwyn also accelerates your strategy by drawing you a card each time an equipped creature you control attacks. The most recent commander on this list, the merfolk Lakes, Crater of Wonders is sure to make a big splash in the world of Vol tron decks.

With SRAM, Senior Edifice at the helm of your Vol tron deck, such a fate is never a possibility. SRAM's ability is very simple: whenever you cast an equipment, aura, or vehicle, draw a card.

Possessing both hex proof and a versatile ability that allows for Market's controller to cast noncreature spells from the top of their library for without paying their costs, East is one of the most popular commander choices in the entire format. While she can be utilized in numerous ways, building a Market deck around a Vol tron strategy is a viable option, allowing for massive and impactful auras to be cast for free and placed on your already difficult to remove Market.

Firstly, he gets +2/+2 for each aura attached to him, creating additional advantages and incentives to build up URL as a threat. URL, the Mist stalker may be a bit MANA intensive for some, as he possesses a converted MANA cost of five, but his flexible NASA color identity and his ability to grow and protect himself makes him the benchmark of what we want to see from Vol tron commanders.

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(Source: voltron.wikia.com)

About The Author Paul Salvo (119 Articles Published) Staff Writer, Paul Salvo is a writer, comic creator, animation lover, and game design enthusiast currently residing in Boston, Massachusetts. Black is quite possibly the most varied and multifarious mono color in Magic: The Gathering.

Between its myriad of tribes, mechanics, and available strategies, Black possesses a sizable roster of viable commander sin the Commander format. So here today, we're going to talk about the best that Black has to offer in regard to the front runners of its possible Commander decks.

An incredibly unique and underrated commander, Toshiba Smetana has the ability to provide instants in your graveyard with flashback whenever a creature an opponent controls dies. Many commanders such as Known, The Ruin Sage benefit from creating an all universal effect that greatly hinders your opponents while being harmless to their controller.

With the ability being both affordable and repeatable, you'll be capable of generating huge threats through your graveyard. Pairing well with everything from basic removal, mill, and even recursion-based strategies, SYR Konrad can suddenly accumulate large sums of damage seemingly out of nowhere.

Additionally, Marrow-Gnawer bestows all rats you control with Fear, making them only lockable by black and colorless creatures! If there were a single commander who truly exemplified the concept of raising a zombie horde, it would be Ghoul caller Lisa.

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(Source: voltron.wikia.com)

Doing this effectively doubles the amount of power that a single creature was supplying, as the zombie tokens enter the battlefield as 2/2s. As the longtime primary antagonist of Magic: The Gathering, many were excited at the release of Mammoth, Than Physician, and it's safe to say that the card did not disappoint.

The first of these traits is versatility, and the second is possessing a means of circumventing MANA costs. This allows for incredibly impactful cards to be cast for extremely noteworthy reductions.

As if this ability was not strong enough, K'Erik grows larger through +1/+1 counters over the course of a game and possesses lifeline, allowing him to gain back life you'd lost through playing spells. About The Author Paul Salvo (119 Articles Published) Staff Writer, Paul Salvo is a writer, comic creator, animation lover, and game design enthusiast currently residing in Boston, Massachusetts.

Your impeccable marks at Spy Central Academy Solaria and the way you've mastered bank with That local have caught the attention of the Commander Deep State. As you know, with the advancement of intercontinental ballistic missiles and other weapons of mass destruction, the arms race that is anathema to Commander's balance of power has spiraled out of control.

Graduate, you understand that indulging in such sin only leads to hollow victories. Whenever Silas Rent, Seeker Adept deals combat damage to a player, choose target artifact card in your graveyard.

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At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. This is merely propaganda that we, the Commander Deep State, have put out to trick people into purchasing copies of Sigurd's Aid.

Ardent reads: “At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player.” Complete your task by crippling your enemy's entire library.

Target a creature an enemy wants to get through, and loot off the attack. Plunder some booty with a Captain's Hook and rip it off on your next turn to hit high value targets.

If you need to kill a threat faster, you can always manually equip the Hook to one of your own creatures in your second main phase. In my beloved first article that won me a Nobel Peace Prize, cured cancer and elected Joe Biden, I mentioned Infiltration Lens as a tool that can draw loads of cards.

Now in your infiltration, you can put it on your opponent's creatures to make blocking that much more potent against them. Shuffle Helm of the Host to the most valuable creatures on the field to recruit a copy to your side.

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Now, it's time to convert them to your side by goading your opponents into fighting while you reap the rewards. Create some threats from within with Bloodthirsty Blade and Assault Suit.

If you can't arm a revolutionary group on your opponent's battlefield just yet, you can troll some unrest using your bot-farm and instill some Martial, Parasitic, and Psychic Impetuses. Once the fighting starts, it's time to pump up the damage by shutting down the enemy defenses.

The Mask and Key are fine enough, but adding Hot Soup (whose downside is an upside now) and Prowler's Helm takes the espionage to another level. Like any good spy, you work alone, except for your superior, lab boys, foreign contacts, criminal underbelly rats, jilted ex-lovers, jilted current -lovers, and Simon Egg.

Your Q for the evening is Ethereum Sculptor, who can give you a discount on all your equipment and rocks. Your other Q for the evening is SAI, Master Thopterist, who can get extra blockers off your artifacts as well as emergency-sacrifice some of your equipment if an opponent gets your goad.

Armored Skyhunter's reconnaissance is vital for a successful mission as it digs for important Equipment... You can activate the Giant prior to Ardent's combat trigger if you want to equip your target to an enemy, or save it in case you need to protect a creature with Swift foot Boots.

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You can also search for your 2-cost artifacts (including Bloodthirsty Blade) with Trinket Mage. If you'd rather put your grubby fingers all over your ex-wife's precious Bangladesh Invention Sol Ring that you gave her as an engagement present and now fucking Steve uses it in his goddamn General Marked deck, Thriving Skydiver can steal it from them.

The ultimate power move is to steal equipment off a commander, then use Ardent to put it right back on them. You don't need to worry too much about your own creatures getting removed, because the big threats will technically still be your enemies.

In addition to supercharging your removal creatures, it provides a knockout punch when you're down to just two players: Use Ardent to dump the contents of your Spy Kit on an enemy, then Eradicate that creature.

Our Deep State tracking beacons will home in on that player's library, hand, and graveyard, exiling every single non-legendary creature within. Follow it up with a Cleansing Nova or another board wipe, and there will be no resistance left.

Thus concludes your indoctrination introduction into the shadowy underbelly that is Commander espionage. We figured out why kids love the taste of Cinnamon Toast Crunch.

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And while our agents distract the masses with bread and Jeweled Lotuses, you'll be the one doing the real work. Blink usually gets 1 or 2 cards per set as a very minor theme, but rarely is it first class prevalent like weenies or fliers or control elements.

Black very commonly has sacrifice synergy, such as sacrificing to draw cards which go even but generate advantage off of dies effects. I've found cards like ] and ] are great at doing that.

White can open up design space by delving deeper into some of its underused parts of the pie. ], ], ], and ] really show that white's pie can really be used more innovative than gain life or make a 1/1.

It's low cost, and cheap ramp make ] something everyone is happy to play. Personally, I think ] is the best sleeper of the 'land to hand' cards.

These cards are about enabling the perfect curve, most of the time you get the second land without trying, and it doesn't cost the extra 2 manas of ]. I love token decks and my favorite commander is Have.

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Wanted a cradle for years but was too afraid of buying one online and getting scammed. 1 and ] gives them a land back, making it more likely for you play it on your own stuff to trigger landfall.

I started playing in Tempest/Ursa's and every set practically gave white or red an ] type effect. The first real multi-color block was book ended by ] and ].

I learned to play magic against “Union” strategies like discard, LD and resource denial. They were intrinsic parts of the game, you built your decks to be resilient against having your lands targeted.

I feel that far to many people today never learned this lesson of play lots of lands, and hold them in your hand, so you can quickly recover after a board wipe. All the rampant growths and signets in the world will not help you if you can't hit your second land drop because you only play 33 and got your two lander strip manned.

-A card that is a weird form of advantage at common or uncommon that won't affect anything good or bad. -A powerful legendary white card that is only good in other color combinations decks.

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-An efficient creature that uses +1/+1 and is as good as most Elves at putting counters on things. -Some Ice Giant that is supposed to be good but really only works with big MANA decks.

-A white weapon that is actually efficiently costed with a splashy effect. [This is a repost as the head was just posted when I realized how bad the first title could sound.

As you may have guessed from the title, I find that Sunburst is a rather unloved mechanic in magic. Alas, despondent, I set out to build an EDS deck spiteful to those that would claim sunburst sucks (it does).

Including both sunburst and converge, with some ramp and other nifty additions, I have crafted a truly beautiful Jacky mockery of a commander deck with my dear friend ] at the helm. Hopefully everyone at the table thinks I am on the bank train until I cast ] for 5, throw some boots on him with ] and ] for good measure.

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