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The Forbidden Color: Why Black is SECRETLY the Most BROKEN in Commander!

Let’s start by asking: “What does Black do?” When you ask “What does Black do?” the most honest answer might be another question: “What does Black NOT do?“. If you want to break the usual rules of Magic, Black is often the color that can do it. Where other colors might have clearly defined strengths […]

Let’s start by asking: “What does Black do?”

When you ask “What does Black do?” the most honest answer might be another question: “What does Black NOT do?“. If you want to break the usual rules of Magic, Black is often the color that can do it. Where other colors might have clearly defined strengths and weaknesses, Black blurs those lines. It’s the color of versatility and cunning.

The Cost of Breaking the Color Pie

Black probably is the most flexible color in all of Magic: The Gathering. There used to be limits to what it could do in the past, but at some point they leaned into Black’s most iconic feature: it can do anything, for a cost. This is what sets it apart from other colors that might have more rigid, straightforward strengths. In a way, Black is the ultimate toolbox: nearly anything you want to do in Magic, Black can do it.

This type of flexibility has seeped into all 5 colors of Magic in one way or another over time, however in the case of Black this is balanced by the fact that a cost (besides mana) is often required to break the usual Color Pie. It is this balancing between cost and reward that makes playing Black so fulfilling (as well as ruining the game for other people, let’s be honest).

It may seem counterintuitive to sometimes pay steep prices but this is what Black revels itself in. Health, hand, creatures, everything and anything in the game is a resource for a Black mage, so don’t be afraid to test the boundaries. That’s why it is so challenging and fun to play with this color!

This cost-reward system balances Black’s flexibility, keeping the power in check while rewarding smart, risk-aware play. That’s why it has access to so many effects that would otherwise break the rules. Here are some examples:

For the sake of being concise we will only explore three archetypes, which arguably are the most iconic for the color. Any of them is strong enough to win and make you a target at your table.

Archetype 1: Reanimator

Core Idea: Abuse the graveyard to cheat out big, powerful creatures early and dominate the board. Easy enough, right?

These 3 cards tell you everything you need to know, and they’re in order. Buried Alive let’s you “tutor” up to three creatures from your deck and put them into the graveyard –Pft, into the graveyard? Why would you even do that?-. That’s when Reanimate comes into play, bringing back into play one of the nastiest creatures in just a couple of turns: Sheoldred, Whispering One.

The Reanimator archetype centers around this strategy, using the graveyard as an extra hand, bringing back from the dead over and over and over again very powerful or very useful creatures into the battlefield long before you could normally cast them. Black excels at this thanks to efficient spells like Reanimate and Animate Dead as well as creatures like Doomed Necromancer, Hell's Caretaker, Phyrexian Delver; all of them bypass mana costs by either paying life, sacrificing themselves or even others in order to achieve this.

This approach lets you cheat out game-winning threats early, often overwhelming opponents with creatures with powerful “enter the battlefield” effects and creatures that generate ongoing value when they come back, such as Sheoldred, Whispering One. The gameplay revolves around managing your life total and graveyard resources. Timing and sequencing are key, knowing when to pull your threats out and when to hold back is part of the strategic challenge. Remember to abuse creatures like Shriekmaw, Ravenous Chupacabra and Noxious Gearhulk to keep the battlefield under control by bringing them back many times.

The following deck follows this simple -yet effective- formula. Giving you plenty of powerful options to bring back from the dead, as well as many ways to fill your graveyard. It has plenty of ways to keep your creatures coming back and back again from the graveyard, and this repeatability often exhausts your opponents awnsers, if they had any ready at the start. 

Mono Black Reanimator by yoit
by yoit
TCGplayer $2203.74
Commander
best of 3
17 mythic
26 rare
19 uncommon
38 common
0
1
2
3
4
5
6+
Commander
Planeswalkers (2)
Instants (6)
1
Culling the Weak
$13.99
1
Dark Ritual
$3.99
1
Cast Down
$0.99
1
Cabal Ritual
$20.99
Artifacts (5)
1
Sol Ring
$1.99
1
Expedition Map
$1.99
1
Mind Stone
$0.49
1
Arcane Signet
$0.79
1
Gilded Lotus
$1.99
Enchantments (5)
1
Animate Dead
$9.49
1
Necromancy
$11.99
1
Phyrexian Arena
$3.99
1
Grave Pact
$24.99
1
Black Market
$5.99
Lands (35)
27
Swamp
$9.45
1
Arch of Orazca
$0.49
1
Bojuka Bog
$1.99
1
Cabal Stronghold
$19.99
1
Cabal Coffers
$27.99
100 Cards
$393.94

Archetype 2: Discard/Control

Core Idea: Disrupt opponents’ hands and plans while controlling the board, grinding advantage over time.

The following cards exemplify the kind of sinergies you can play around with: Liliana of the Veil hits every opponents’ hand, making them discard a card of their choice. Any kind of Discard effect will work for this, but Liliana’s is especially amazing because it is a recurring one, and any global discard effect will make cards like Liliana's Caress and Waste Not generate a lot of pressure and value all the while making every one of your opponents upset at the same time (nobody likes to get their hands messed with).

The Discard/Control archetype revolves around stripping your opponents’ resources away, making it hard for them to execute their preferred game plan while advancing your own; in the meantime you can keep control over the board and game state with very strong board wipes like Deadly Tempest, Decree of Pain and my personal favorite, Mutilate, punishing players for overstepping or overcommitting.

And if at some point your opponents run out of cards in their hands, you can always still force them to draw and discard with cards such as Geier Reach Sanitarium to keep your value engine going. Anytime they discard a card you gain something more.

Some key elements that allow this gameplan to be really effective is the addition of mana related cards be it in the form of lands with Cabbal Coffers or in the form of creatures like Magus of the Coffers. They both excel at giving you plenty of mana to cast your bigger spells and either regain a lot of health or finish off enemies with cards like Exsanguinate and Torment of Hailfire which can easily get out of control with those massive amounts of mana.

The following deck explores this gameplan to a tee and includes all of the cards mentioned previously in this archetype.

Mono Black Discard
by Unknown
TCGplayer $1952.41
Commander
best of 3
10 mythic
37 rare
21 uncommon
32 common
0
1
2
3
4
5
6+
Commander
Planeswalkers (1)
Instants (6)
1
Dark Ritual
$3.99
1
Malakir Rebirth
$11.99
1
Rain of Filth
$5.99
1
Cabal Ritual
$20.99
1
Eliminate
$0.35
Sorceries (14)
1
Bubbling Muck
$3.49
1
Diabolic Intent
$14.99
1
Exsanguinate
$0.79
1
Dark Deal
$6.49
1
Death Cloud
$2.79
1
Mutilate
$2.29
1
Damnation
$17.99
1
Deadly Tempest
$1.49
1
Decree of Pain
$0.59
Artifacts (9)
1
Sol Ring
$1.99
1
Arcane Signet
$0.79
1
Howling Mine
$5.99
1
Jet Medallion
$14.99
1
Mind Stone
$0.49
1
Thought Vessel
$2.29
1
Font of Mythos
$17.99
Enchantments (13)
1
Waste Not
$11.99
1
Bottomless Pit
$5.49
1
Words of Waste
$6.99
1
Megrim
$1.49
1
Necrogen Mists
$8.49
1
Oppression
$1.99
1
Phyrexian Arena
$3.99
1
Raiders’ Wake
$1.29
100 Cards
$575.58

Archetype 3: Sacrifice/Value Engine

Core Idea: Sacrifice creatures for value and synergize with death triggers or life payments.

These 3 cards showcase the core of what this archetype is all about: Ayara, First of Locthwain turns every Black creature that enters your board into life drain while also giving you the option to sacrifice creatures for card draw Blood Artist punishes your opponents every time one of your creatures dies, draining their life and giving you incremental advantage. And finally, Village Rites (or any of the many cheap sacrifice outlets) lets you sacrifice your creatures at instant speed, triggering all your synergies and keeping the pressure relentless with extra card draw.

The Mono-Black Sacrifice archetype thrives on trading creatures and resources repeatedly, generating card advantage, board control, and life swings with every sacrifice. Your creatures aren’t just blockers or attackers, they’re fuel. Cards like Grim Haruspex, Priest of Forgotten Gods,and Midnight Reaper all reward you for sacrificing creatures by drawing cards or forcing your opponents to lose resources.

Woe Strider is an incredibly strong piece for the deck when combined with Bolas's Citadel since it turns all of your creatures into fuel to keep scrying the top of your deck, allowing more and more plays each turn at the cost of some life. Got a pesky land on top? Move it to the bottom thanks to the Woe Strider. You can keep this scrying engine going with the addition of Nightmare Shepherd, and if you add your commander First of Locthwain”] your life total will stay at a comfy place. Just remember to properly manage your life total and be aware of any potential Lightning Bolt coming your way to finish you off if you get too low. 

This is a very fun engine that I used to run in Magic Arena’s Historic and Explorer formats as core of a mono Black deck, often leading me to very explosive turns where I could just win out of nowhere. In the case of Commander though, gameplans tend to vary a bit more and you need to be flexible, and as such, this deck is less explosive and that explosiveness is instead replaced by a steady build-up. It takes advantage of small and cheap creatures like Orzhov EnforcerCarrier Thrall, and  Lazotep Reaver to generate extra creatures whenever they enter the battlefield or go to a graveyard.

Another potential finisher on this deck when you have a bunch of permanents in play is the good old and reliable “Gary”: Gray Merchant of Asphodel; turning every Black mana pip among your permanents into extra life drain, syphoning all of your opponents life into your own to keep it all going. It’s also good to note that all of the token copies made by the Nightmare Shepherd have their original mana cost, contributing to “Gary’s” Black devotion count to deal a finishing blow.

This deck follows this gameplan and is all about maximizing the value from every one of the creatures that enters your battlefield and every creature that goes to your graveyard, constantly whittling down your opponents’ life totals and cards while keeping your hand full.

Mono Black Sacrifice
by Unknown
TCGplayer $1268.4
Commander
best of 3
14 mythic
31 rare
17 uncommon
38 common
0
1
2
3
4
5
6+
Commander
Planeswalkers (2)
Instants (7)
1
Dark Ritual
$3.99
1
Tragic Slip
$0.35
1
Village Rites
$0.59
1
Infernal Grasp
$0.79
1
Deadly Dispute
$0.79
1
Dismember
$8.99
Sorceries (8)
1
Feed the Swarm
$0.59
1
Mutilate
$2.29
1
Languish
$0.49
1
Decree of Pain
$0.59
1
Plague Wind
$2.99
Artifacts (6)
1
Expedition Map
$1.99
1
Arcane Signet
$0.79
1
Mind Stone
$0.49
1
Caged Sun
$4.99
Lands (35)
28
Swamp
$9.80
1
Cabal Coffers
$27.99
1
Cabal Stronghold
$19.99
1
Reliquary Tower
$3.99
1
Deserted Temple
$1.99
100 Cards
$394.82

Final Thoughts

The beauty of mono Black lies in its adaptability. It can fluidly change between aggression and control, sacrifice and recursion, life loss and card advantage just choose carefully and properly plan ahead. Playing Black well means mastering the act of balancing risk and reward, the higher the risk, the higher the reward.

If you’re looking to start playing or building your own mono Black Commander deck, exploring these three archetypes is a simple yet effective way to jump-start your journey. Each one provides a very distinct way to leverage Black’s signature strengths and will teach you how to harness its power to dominate the games at your table. Just be careful, you may not want to dominate too much or you will become your friends most hated target!

So dive in, experiment, and embrace the shadows. Black doesn’t just win games, it rewrites the rules.

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