Every so often Standard produces a deck that makes the format feel a little unfair — not because it costs a fortune, but because it doesn’t. Mono-Black Aggro is that deck right now. It sits around 1.9% of the metagame, it costs roughly $64 to build in paper, and over the last week it has quietly stacked 5-0 league finishes while the $250-plus piles above it trade punches.
The pitch is simple. You play eleven one-mana creatures that all demand an answer, you back them with the cheapest removal in the format, and you point everything at the opponent’s face before their engine cards come online. What makes it more than a pile of cheap beaters is the crime package: Forsaken Miner climbs out of your graveyard every single time you target an opponent or something they control, and this deck targets opponents constantly — with removal, with Sunset Saboteur triggers, even with Dissection Practice. The recursion is not a cute corner case. It’s the deck’s whole engine.
Against Mono-Green Landfall and Izzet Spellementals — the two decks eating a third of the metagame between them — Mono-Black’s clock lines up well. You are attacking on turn one, you have twelve pieces of interaction in the seventy-five, and your worst draws still present pressure. Against the grindier Dimir Midrange and BRG builds, Forsaken Miner and Corpses of the Lost give you a recursion axis that one-for-one removal can’t profitably answer.
The catch is the same as every low-curve aggro deck: you flood out, and you have no natural way to convert extra lands into cards. Dark Confidant is the compromise the current lists have landed on, and it is a real compromise — three copies, not four, because at eighteen life against an aggressive format you cannot afford to lose six to your own upkeep.
The Decklist
Creatures (25)
| Qty | Card | Cost | Type |
|---|---|---|---|
| 4 | Forsaken Miner | {B} | Skeleton Rogue |
| 4 | Iridescent Vinelasher | {B} | Lizard Assassin |
| 4 | Nighthowl Pursuer | {B} | Wolf |
| 3 | Dark Confidant | {1}{B} | Human Wizard |
| 4 | Desolation Prowler | {1}{B} | Wolf |
| 4 | Sunset Saboteur | {1}{B} | Human Rogue |
| 2 | Gollum, Riddle Master | {1}{B} | Legendary Halfling Horror |
Instants (8)
| Qty | Card | Cost | Type |
|---|---|---|---|
| 4 | Shoot the Sheriff | {1}{B} | Instant |
| 2 | Requiting Hex | {B} | Instant |
| 2 | Dissection Practice | {B} | Instant |
Enchantments (4)
| Qty | Card | Cost | Type |
|---|---|---|---|
| 4 | Corpses of the Lost | {2}{B} | Enchantment |
Lands (23)
| Qty | Card | Cost | Type |
|---|---|---|---|
| 18 | Swamp | — | Basic Land |
| 3 | Soulstone Sanctuary | — | Land |
| 2 | Mudflat Village | — | Land |
Sideboard (15)
| Qty | Card | Cost | Type |
|---|---|---|---|
| 3 | Day of Black Sun | {X}{B}{B} | Sorcery |
| 3 | Duress | {B} | Sorcery |
| 3 | Strategic Betrayal | {1}{B} | Sorcery |
| 2 | Elegy Acolyte | {2}{B}{B} | Human Cleric |
| 2 | Ghost Vacuum | {1} | Artifact |
| 2 | Requiting Hex | {B} | Instant |
Paste-Ready Import (MTG Arena)
Deck 4 Forsaken Miner 4 Iridescent Vinelasher 4 Nighthowl Pursuer 3 Dark Confidant 4 Desolation Prowler 4 Sunset Saboteur 2 Gollum, Riddle Master 4 Shoot the Sheriff 2 Requiting Hex 2 Dissection Practice 4 Corpses of the Lost 18 Swamp 3 Soulstone Sanctuary 2 Mudflat Village Sideboard 3 Day of Black Sun 3 Duress 3 Strategic Betrayal 2 Elegy Acolyte 2 Ghost Vacuum 2 Requiting Hex
Strategy Guide
The early game (turns 1-3) — establish, then commit carefully
Your best turn-one plays, in rough order, are Forsaken Miner, Iridescent Vinelasher, and Nighthowl Pursuer. Lead Miner when you expect removal — it comes back. Lead Vinelasher when you have a clean two-land hand, because every land drop after that is a point of damage you don’t have to attack for, and the Offspring copy turns a single land drop into two points.
Nighthowl Pursuer is the one people misplay. Menace on a one-drop is already awkward for blockers, but the Ferocious trigger needs a power-4 creature on your side — which in this deck almost always means a Desolation Prowler that has pumped, or a Soulstone Sanctuary that has been animated. Don’t count on the +2/+2; treat it as a bonus.
Turn two is where you decide what kind of game you’re playing. Dark Confidant into an empty board is a fine keep against control and a liability against Boros Dwarves. Sunset Saboteur is the play that quietly does the most work: menace plus a ward tax is hard to block profitably, and its attack trigger targets a creature an opponent controls — that’s a crime, which means Miner comes back for {B} on your own combat step.
The mid game (turns 4-6) — grind on the recursion axis
By turn four you should be looking for the turn where you can attack, trigger a crime, and rebuy Forsaken Miner in the same turn. Shoot the Sheriff and Requiting Hex both do it while answering a blocker. Dissection Practice does it for one mana in response to a block, draining for one and shrinking their creature at the same time.
Corpses of the Lost is the card that converts a stalled board into an inevitable one. It gives Forsaken Miner — a Skeleton — +1/+0 and haste, which matters enormously on a rebought Miner: it attacks the turn it comes back. The token it makes is a 2/2 Skeleton Pirate, another haste body under the enchantment. And the end-step clause returns Corpses to your hand whenever you descended that turn, meaning a Miner going to the graveyard, a fetched land, or a creature dying in combat all buy it back. Recast it and you get another Skeleton.
Descend triggers are easy to forget under pressure. If you have Corpses down and you’re choosing between two lines, the line that puts a card into a graveyard is usually the one that keeps Corpses flowing.
The late game (turn 7+) — where your outs actually live
Mono-Black Aggro’s late game is not “draw more one-drops.” It is three things: Soulstone Sanctuary, Forsaken Miner, and the opponent being at a low enough life total that any two attacks finish it.
Soulstone Sanctuary animating for {4} into a 3/3 with vigilance and all creature types turns a flooded hand into a threat that also, incidentally, has power 4 potential alongside Nighthowl Pursuer’s Ferocious check if you’ve got a pump. Because it’s a land, sweepers like Day of Black Sun miss it at instant speed if you simply don’t animate.
Gollum, Riddle Master is your grind-mode card and the one worth reading carefully. You choose odd or even as it enters — pick based on what you expect them to cast next, not what they’ve already cast. Against Izzet Spellementals, even is usually right. Against Dimir Midrange, odd catches more of the removal suite. Every trigger gives you a different mode, and the drain mode is frequently the one that closes games from five life.
Win Conditions & Combos
The primary win condition is unglamorous: eleven one-drops plus removal for anything that blocks. Most games end on turn five or six with the opponent at a life total they were never able to stabilize.
The recursion loop. Forsaken Miner + any repeatable crime = a creature that never stays dead. With Corpses of the Lost on the battlefield, that rebought Miner has haste and +1/+0, so it comes back and attacks immediately. Sunset Saboteur attacking is a crime. Every removal spell you have is a crime. Dissection Practice at instant speed is a one-mana crime you can hold up.
The Corpses engine. Corpses of the Lost returns itself to hand at end step whenever you descended that turn — and a Forsaken Miner hitting the graveyard is itself a descend. Miner dies, Corpses bounces, you recast Corpses for a fresh 2/2 Skeleton Pirate, and the Miner comes back on your next crime. That is a two-card engine that produces a body and a point of pressure basically every turn cycle.
Iridescent Vinelasher as reach. This is the card that kills people from four life when the board is gummed up. Every land you play pings them. Cast it with Offspring for {2} extra and you have two triggers per land drop. Against decks that stabilize at low life — Lifegain, Selesnya Landfall — Vinelasher is often the actual win condition, not the creatures.
The clock math you should know: a turn-one one-drop into a turn-two two-drop, unanswered, has the opponent dead on turn five. Hold that number in your head when deciding whether to trade or push damage.
Sideboard Guide
Mono-Green Landfall (18.3% of the meta)
IN: 3 Day of Black Sun, 2 Requiting Hex. OUT: 3 Dark Confidant, 2 Dissection Practice.
Their creatures get big fast and your life total is the resource you can least afford to spend, so Confidant comes out immediately. Day of Black Sun for X=2 or X=3 catches Icetill Explorer and most of the early curve while your own one-drops mostly survive — and crucially it strips abilities first, so it answers the Mightform-style pump effects that would otherwise make a creature survive. Keep Shoot the Sheriff for the top end.
Izzet Spellementals (14.9%)
IN: 3 Duress, 2 Ghost Vacuum. OUT: 2 Requiting Hex, 2 Dissection Practice, 1 Gollum, Riddle Master.
Requiting Hex is close to dead against a deck whose threats cost three and up. Duress takes the Sunderflock or the sweeper before it lands, and Ghost Vacuum shuts off the graveyard recursion the deck leans on. Keep your clock intact — this matchup is a race and you win it more often than the metagame percentages suggest.
Dimir Midrange (9.7%)
IN: 3 Strategic Betrayal, 3 Duress. OUT: 3 Dark Confidant, 2 Dissection Practice, 1 Nighthowl Pursuer.
The grindiest matchup in the format for you. Strategic Betrayal exiling a creature and their graveyard answers Kaito’s value plan and any reanimation angle in one card. Duress covers the removal and the counterspells. Confidant is a liability against a deck happy to trade one-for-one and win on the long game — you are not out-carding them, you are killing them before turn seven.
BRG (the most-played tournament shell this week)
IN: 3 Strategic Betrayal, 2 Elegy Acolyte. OUT: 2 Dissection Practice, 2 Requiting Hex, 1 Corpses of the Lost.
BRG is grindy and removal-dense. Elegy Acolyte’s lifelink plus the draw trigger on combat damage gives you a way to refuel that doesn’t cost you life the way Confidant does, and the Void trigger is live almost every turn against a deck that trades constantly. Strategic Betrayal is your cleanest answer to their recursive threats.
Mardu Discard (3.8%)
IN: 2 Ghost Vacuum, 3 Duress. OUT: 2 Gollum, Riddle Master, 2 Dissection Practice, 1 Corpses of the Lost.
Bloodghast and the Moonshadow package live in the graveyard, so Ghost Vacuum is at its best here. Duress on the draw takes Practiced Offense before it resolves. Gollum is too slow for a matchup that is decided by who lands the first three-turn sequence.
Boros Dwarves / Boros Tokens (aggro mirrors)
IN: 3 Day of Black Sun, 2 Requiting Hex. OUT: 3 Dark Confidant, 2 Corpses of the Lost.
Confidant will kill you here — do not keep it in. Requiting Hex answers almost their entire curve for one mana, and the blight-1 mode’s two life is more relevant than it looks in a race. Day of Black Sun for X=1 or X=2 is a genuine blowout against a Leyline Axe board because it removes abilities before destroying.
Budget Notes
The full 75 comes in at roughly $64.06 at current market prices — about $46.74 for the maindeck and $17.32 for the sideboard. That is already the cheapest competitive deck in Standard by a wide margin; the next-closest tier-one list is over $200. If you want to go lower still, these are the honest trade-offs:
| Cut | Replace with | Saves | What you give up |
|---|---|---|---|
| 3 Dark Confidant | 3 Dissection Practice | $11.76 | Loses the card-advantage engine, gains a one-mana crime you can hold at instant speed. Honestly closer than it sounds against aggro, where Confidant is a liability anyway. |
| 2 Ghost Vacuum (SB) | 1 Strategic Betrayal + 1 Duress (SB) | $8.14 | Strategic Betrayal already exiles a graveyard as a rider. You lose repeatable, proactive graveyard hate — a real downgrade against Mardu Discard specifically. |
| 3 Soulstone Sanctuary | 3 Swamp | $2.13 | Cheapest cut on the list but the most painful. Sanctuary is your flood insurance; without it, flooded games are simply losses. |
| 2 Shoot the Sheriff | 2 Requiting Hex | $1.16 | Requiting Hex only answers mana value 2 or less. Fine against Boros and the mirror, noticeably worse against Mono-Green Landfall’s top end. |
| 1 Gollum, Riddle Master | 1 Nighthowl Pursuer | $1.49 | Straight aggro conversion. You give up the grind mode entirely — only do this if your local meta is fast. |
Taking all five swaps lands the deck near $39 and keeps the Forsaken Miner engine fully intact — the swaps deliberately avoid touching Miner, Vinelasher, or Corpses of the Lost, because those three cards *are* the deck.
Watch the 60-Second Version
[0:00 — HOOK, on Forsaken Miner art] "This Standard deck costs sixty-four dollars and it went five-and-oh twice last week. Here's why it works." [0:05 — CARD 1: Forsaken Miner] "Forsaken Miner. One mana, can't block, and every time you commit a crime you pay one black and it comes straight back from the graveyard. Removal doesn't answer this card. It just delays it." [0:15 — CARD 2: Sunset Saboteur] "Sunset Saboteur is why the Miner never stays dead. Menace, ward-discard-a-card, and when it attacks you put a plus-one-plus-one counter on THEIR creature. Targeting their stuff is a crime. So attacking is a crime. So attacking rebuys the Miner." [0:27 — CARD 3: Corpses of the Lost] "Corpses of the Lost gives your Skeletons haste and plus-one-plus-zero — including the Miner you just rebought, so it attacks immediately. And it returns itself to your hand any turn you descended. It's a two-card engine that makes a body every single turn." [0:38 — CARD 4: Iridescent Vinelasher] "Iridescent Vinelasher is the reach. Every land you play pings them for one. Pay two extra for Offspring and now it's two damage per land drop. This is what kills people from four when the board is stalled." [0:48 — CARD 5: Dark Confidant] "And three Dark Confidant — three, not four — because the curve is so low the life loss is survivable. That's the only card advantage in the deck and it's the whole reason it beats the grindy decks." [0:55 — CTA] "Full decklist, the complete sideboard guide, and the budget swaps are on manariotgames.com. A new Deck Tech Tuesday lands every week — follow Mana Riot Games so next week's Standard build hits your feed."
That’s this week’s build. A new Deck Tech Tuesday lands every week at manariotgames.com — follow Mana Riot Games and next week’s Standard list will be waiting for you.