A must for just about any straight black deck. Nearly
as efficient as the red X-spells for damage, plus bonus
healing. Use on nasties you can't Banish/Terror, to
finish off your opponent, or for last ditch healing.
A must for any deck that contains black. For Drain
Life boosts to kill large creatures, a "Giant Growth" to
save your Shades, and a quick hoard of early creatures.
Underestimated by experienced players because of
their limitations, but extremely useful against non-black
decks. Sideboard out when playing against black.
Creature enchantments on your own creatures are
generally not a good idea because you are giving your
opponent the chance to take out 2 cards with one. These
may be a small exception. Go
for the quick kill.
Another important part of this all black deck. Faster
than Carrion Ants and not much use to a straight
blue deck if copied or
controlled. Given the choice between
doing more damage to your opponent or playing more creatures,
almost always do more damage. Better to make your opponent
waste a
Control,
Wrath of God, or
Earthquake
now than give her more
targets. Besides, how many opponents can survive the equivalent of a
Fireball a turn?
Who can argue against a first round Dark Ritual'ed 3/4? War Beasts are great for rolling over
Dervish decks, and unlike the
Statue, even works
without land. Tar Pits, though vulnerable, may force your opponent to waste a card and at least can't be
stolen.
More land is not needed because of two reasons: mono-color decks have less trouble getting the correct colored mana; and none of the cards have over 4 casting cost.
Deck Notes
The strengths of this deck are that its creatures are almost on the weenie
level, yet they can do significant amounts of damage without having too
many on the table. Pumpable creatures versus Control and Mana Flare
decks. Fast enough to take on weenies. Many of its power creatures are unaffected by
Meekstone
(another good reason to use Soul Kiss instead of Unholy Strength). The
primary weakness of this deck is White. Hopefully, your artifacts will help block
White
Knights and their
cousins, or to get around CoP: Black.
Probably the first uncommons you'll need. For friendly play, you
might not need them, but definitely 4 are needed in a tournament
sideboard to keep down
CoP:Black and help prevent
Karma
from ever hitting the table.
Ice Age's answer to the Ebon Hand.
Quick and efficient. Just 3 mana needed to take out
Juggernauts.
Never pump until after your opponent has declared blockers. You might need to save that mana to conjure something after the attack.