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Timeless
Size: 59
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Ojete

41 views6 months ago
Timeless
Size: 59
No deck tags

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Burn

Qty: 4 Price: $91.96
The Rack
As this artifact enters, choose an opponent.
At the beginning of the chosen player's upkeep, this artifact deals X damage to that player, where X is 3 minus the number of cards in their hand.
Artifact
The Rack (atq) 72

Burn

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Discard

Qty: 13 Price: $7440.67
Hymn to Tourach
Target player discards two cards at random.
Sorcery
Hymn to Tourach (fem) 38d
Hypnotic Specter
Flying
Whenever this creature deals damage to an opponent, that player discards a card at random.
Creature - Specter
Hypnotic Specter (lea) 112
Mind Twist
Target player discards X cards at random.
Sorcery
Mind Twist (lea) 115
Pox
Each player loses a third of their life, then discards a third of the cards in their hand, then sacrifices a third of the creatures they control of their choice, then sacrifices a third of the lands they control of their choice. Round up each time.
Sorcery
Pox (ice) 158

Discard

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Draw

Qty: 1 Price: $54.99
Necropotence
Skip your draw step.
Whenever you discard a card, exile that card from your graveyard.
Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
Enchantment
Necropotence (ice) 154

Draw

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Land

Qty: 24 Price: $1655.76
Lake of the Dead
If this land would enter, sacrifice a Swamp instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard.
: Add
.
, Sacrifice a Swamp: Add
.
Land
Lake of the Dead (all) 140
Mishra's Factory
: Add
.
: This land becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
: Target Assembly-Worker creature gets +1/+1 until end of turn.
Land
Mishra's Factory (atq) 80a
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (4ed) 363
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (lea) 291

Land

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Ramp

Qty: 5 Price: $4499.95
Dark Ritual
Add
.
Instant
Dark Ritual (lea) 98
Sol Ring
: Add
.
Artifact
Sol Ring (lea) 269

Ramp

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Recursion

Qty: 2 Price: $1.18
Ashen Ghoul
Haste
: Return this card from your graveyard to the battlefield. Activate only during your upkeep and only if three or more creature cards are above this card.
Creature - Zombie
Ashen Ghoul (ice) 114

Recursion

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Removal

Qty: 9 Price: $2948.51
Contagion
You may pay 1 life and exile a black card from your hand rather than pay this spell's mana cost.
Distribute two -2/-1 counters among one or two target creatures.
Instant
Contagion (all) 45
Drain Life
Spend only black mana on X.
Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
Sorcery
Drain Life (lea) 105
Nevinyrral's Disk
This artifact enters tapped.
,
: Destroy all artifacts, creatures, and enchantments.
Artifact
Nevinyrral's Disk (lea) 266
Sinkhole
Destroy target land.
Sorcery
Sinkhole (lea) 129
Terror
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Instant
Terror (lea) 130

Removal

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Tutor

Qty: 1 Price: $2499.99
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (lea) 104

Tutor

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
52 pips - 29 cards
34 mana - 22 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
8 mana - 7 cards
Card NameQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Primary Strategy and Win Condition:"},{"insert":"\n This deck is a "},{"attributes":{"bold":true},"insert":"mono-black control"},{"insert":" deck built around the card "},{"attributes":{"bold":true},"insert":"Pox"},{"insert":" (from Ice Age) – a sorcery that makes each player lose a third of their life, discard a third of their hand, sacrifice a third of their creatures, and a third of their lands (all rounded down). The strategy is to leverage Pox’s symmetric effect "},{"attributes":{"bold":true},"insert":"asymmetrically"},{"insert":", breaking the symmetry with careful deck construction. The deck aims to "},{"attributes":{"bold":true},"insert":"grind the opponent’s resources down to nothing"},{"insert":" through a combination of discard, land destruction, and life loss, then finish them off with persistent sources of damage. The unusual win condition here is primarily via "},{"attributes":{"bold":true},"insert":"non-combat damage and life-loss effects"},{"insert":" rather than creature beatdown. The key finisher is "},{"attributes":{"bold":true},"insert":"The Rack"},{"insert":" – a 1-mana artifact that punishes opponents for having low cards in hand (it deals up to 3 damage each upkeep if the opponent has 0–2 cards). This deck aggressively empties the opponent’s hand with discard spells, making "},{"attributes":{"italic":true},"insert":"The Rack"},{"insert":" a reliable source of ticking damage each turn. Meanwhile, repeated casts of "},{"attributes":{"bold":true},"insert":"Pox"},{"insert":" itself will chisel away at life totals and permanents; often the opponent will succumb either to direct life loss from Pox or to Rack damage while topdecking hopelessly. The primary game plan unfolds as follows: in early turns, use "},{"attributes":{"bold":true},"insert":"fast mana"},{"insert":" ("},{"attributes":{"italic":true},"insert":"Dark Ritual"},{"insert":") to power out devastating plays like a first-turn "},{"attributes":{"bold":true},"insert":"Hypnotic Specter"},{"insert":" (a 2/2 flyer that makes the opponent discard a random card when it hits) or a first-turn "},{"attributes":{"bold":true},"insert":"Hymn to Tourach"},{"insert":" (randomly discarding two cards from opponent’s hand). These openers can cripple an opponent’s development. Turn 2 might bring another Hymn or a "},{"attributes":{"bold":true},"insert":"Sinkhole"},{"insert":" to destroy an opponent’s land. By the mid-game, the opponent ideally has very few cards in hand and fewer lands in play – that’s when "},{"attributes":{"bold":true},"insert":"Pox"},{"insert":" is cast. Pox dramatically "},{"attributes":{"bold":true},"insert":"amplifies your lead"},{"insert":": for example, if the opponent has just 2 lands and 2 cards in hand while you have 3 lands and a full grip, Pox will make them sac 0 lands (1/3 of 2 rounded down is 0) or maybe 1, discard 0 cards (1/3 of 2 round down) or 1, and lose ~1/3 of their life (say ~6 life from 20). You might sacrifice 1 of your 3 lands and discard 1 of many cards, which hurts you far less. In effect, Pox "},{"attributes":{"bold":true},"insert":"locks in the advantage"},{"insert":" by leveling the field from a position where you are ahead. Even when cast on parity, Pox tends to benefit this deck because it is built to operate with minimal resources: many of its spells are cheap (1-2 mana), and it has recursion like "},{"attributes":{"italic":true},"insert":"Ashen Ghoul"},{"insert":" to recover creatures. After a Pox, both players might be low on life "},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Pain%20Lands%20,that%20I%20haven%27t%20already%20said"},"insert":"musiccityos.com"},{"insert":" – but this deck shines in that scenario thanks to "},{"attributes":{"italic":true},"insert":"The Rack"},{"insert":" (which will keep pinging the now-empty-handed opponent) and "},{"attributes":{"bold":true},"insert":"recursive threats"},{"insert":" like "},{"attributes":{"italic":true},"insert":"Ashen Ghoul"},{"insert":" (which can return from the graveyard to play and attack while the opponent has likely lost all creatures to Pox). The win condition is typically achieved by a combination of "},{"attributes":{"bold":true},"insert":"Rack damage"},{"insert":", residual life loss from one or two casts of "},{"attributes":{"bold":true},"insert":"Pox"},{"insert":", and perhaps a few swings from a creature like "},{"attributes":{"italic":true},"insert":"Hypnotic Specter"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Mishra’s Factory"},{"insert":" when the coast is clear. Notably, this deck can also leverage "},{"attributes":{"bold":true},"insert":"Drain Life"},{"insert":" as a finisher: with the heavy black mana-base and cards like "},{"attributes":{"italic":true},"insert":"Lake of the Dead"},{"insert":" (which can generate B B B B by sacrificing a Swamp), a mid-to-late game Drain Life for a large X can drain the last ~5–10 life from an opponent while healing you – often sealing the deal when life totals are low【14†L129-L134】. In some games, you might not even need to attack a single time; the opponent simply withers away from discard (which often forces them to play topdeck mode), "},{"attributes":{"italic":true},"insert":"Pox"},{"insert":" (which cuts life), and "},{"attributes":{"italic":true},"insert":"The Rack"},{"insert":" (which delivers the coup de grâce over a few turns of hellbent topdecking). Overall, the strategy is "},{"attributes":{"bold":true},"insert":"denial and attrition"},{"insert":": strip the opponent’s hand and resources, stabilize with a higher life total (via Drain Life or *So"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Pain%20Lands%20,that%20I%20haven%27t%20already%20said"},"insert":"musiccityos.com"},{"insert":"ts), and let your unconventional win-cons (Rack and Pox itself) do the killing – a truly "},{"attributes":{"bold":true},"insert":"lock-based, non-combat victory"},{"insert":" path.\n"},{"attributes":{"bold":true},"insert":"Matchup Considerations (esp. vs. Aggro):"},{"insert":"\n Against fast aggressive decks, this Pox strategy is surprisingly effective because it attacks the fundamental resources aggro needs: cards in hand and lands (mana). An aggro deck often tries to deploy multiple cheap threats; "},{"attributes":{"italic":true},"insert":"Hymn to Tourach"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Mind Twist"},{"insert":" can rip those threats (or crucial burn spells) out of their hand before they cast them. "},{"attributes":{"italic":true},"insert":"Dark Ritual"},{"insert":" enables explosive plays like a "},{"attributes":{"bold":true},"insert":"first-turn Hymn plus Duress (if it were included)"},{"insert":" or Hymn plus The Rack, leaving aggro with 2 fewer cards on turn1. Removing an aggro deck’s lands via "},{"attributes":{"bold":true},"insert":"Sinkhole"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" is also devastating – many fast creature decks keep one- or two-land hands. A timely "},{"attributes":{"italic":true},"insert":"Sinkhole"},{"insert":" on their only land can stall their development, buying you time to then deploy Rack or Specter. "},{"attributes":{"bold":true},"insert":"H"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Storm%20Cauldron%20,Angel%2C%20Renewal%20can%20enable%20it","bold":true},"insert":"musiccityos.com"},{"attributes":{"bold":true},"insert":"ter"},{"insert":" is especially good in these matchups if you can Ritual it out turn 1: it applies pressure (2 damage flying each turn) while randomly shredding their hand each time it connects. Aggro decks often have trouble removing a 2/2 flyer early (unless they have Lightning Bolt ready), so a unchecked Specter can effectively “chump-block in advance” by taking out threats before they’re even drawn or cast. As the game progresses, "},{"attributes":{"italic":true},"insert":"Pox"},{"insert":" itself acts like a sweeper versus aggro – it will kill a third of their creatures (often rounding down means 1 of 2 creatures, or 2 of 3, etc.) and also chunk their life. Notably, Pox does "},{"attributes":{"bold":true},"insert":"not target or deal damage"},{"insert":" in the normal sense, so it bypasses things like protection or "},{"attributes":{"italic":true},"insert":"Circle of Protection"},{"insert":"; it simply makes them lose life, so even untargetable or indestructible creatures (rare in this format) get sacrificed and the life loss cannot be prevented by damage prevention. This is great against aggressive decks that might use "},{"attributes":{"italic":true},"insert":"Protection"},{"insert":" abilities (e.g., "},{"attributes":{"italic":true},"insert":"Black Knight"},{"insert":" with pro"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Pain%20Lands%20,that%20I%20haven%27t%20already%20said"},"insert":"musiccityos.com"},{"insert":"oesn’t care, it will make them sacrifice creatures regardless of protection). One must be careful when casting Pox if your life is already low – against red burn aggro, if you and opponent are both, say, at 6 life, casting Pox will make each lose 2 life (one-third of 6). If you’re not far enough ahead, a Pox could put you into range of their last burn spells. However, this deck packs "},{"attributes":{"bold":true},"insert":"life-gain"},{"insert":" in the form of "},{"attributes":{"italic":true},"insert":"Drain Life"},{"insert":" (and it can include "},{"attributes":{"italic":true},"insert":"Spinning Darkness"},{"insert":" – a free spell that exiles three cards from grave to deal 3 damage to a non-black creature and "},{"attributes":{"bold":true},"insert":"gain you 3 life"},{"insert":", which is excellent vs aggro). "},{"attributes":{"italic":true},"insert":"Spinning Darkness"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Contagion"},{"insert":" (another free pitch spell giving -2/-1 and -1/-1 to creatures) are in the list specifically to handle fast creatures without spending mana – you can, for example, remove two early threats by exiling a couple of black cards for "},{"attributes":{"italic":true},"insert":"Contagion"},{"insert":", or kill a "},{"attributes":{"italic":true},"insert":"Savannah Lions"},{"insert":" and gain 3 life with "},{"attributes":{"italic":true},"insert":"Spinning Darkness"},{"insert":" for zero mana. These "},{"attributes":{"bold":true},"insert":"pitch spells from Alliances"},{"insert":" significantly improve the aggro matchup by giving you immediate answers even when tapped out【11†L135-L142】. The ideal sequence vs aggro is: disrupt their hand turns 1–2 (Hymns, Ritual->Specter), remove whatever creatures hit play (Terror, Spinning Darkness, or chump with Specter and recur an Ashen Ghoul later), then resolve a "},{"attributes":{"bold":true},"insert":"Pox"},{"insert":" around turn 3–4. That Pox will likely leave them with maybe 1 creature (if any) and 1 land, at which point they are firmly in topdeck mode with low life. From there, "},{"attributes":{"italic":true},"insert":"The Rack"},{"insert":" finishes the job – each upkeep it will ping them for up to 3 damage, and they have few outs left (they would need to draw multiple cards to increase hand size or remove the Rack, but with minimal mana and no hand, that’s unlikely). Meanwhile you can sit behind any creatures you retained or use "},{"attributes":{"italic":true},"insert":"Nevinyrral’s Disk"},{"insert":" to blow up any mass of threats if things ever get out of control. "},{"attributes":{"italic":true},"insert":"Nevinyrral’s Disk"},{"insert":" is a one-card panic button: it destroys all creatures, artifacts, and enchantments when activated. It’s slow (comes in play tapped, can activate next turn), but against an overwhelmed board state it’s an equalizer – and notably, because this deck runs few permanents it cares about (perhaps a Rack or two, which you can sandbag, and maybe a Specter), you can often afford to Disk everything and still recover first. Against slower, control decks, Pox Rack shifts to a "},{"attributes":{"bold":true},"insert":"mana-denial and grind plan"},{"insert":". You aggressively Strip Mine and Sinkhole to prevent control from hitting high mana for their big spells. "},{"attributes":{"italic":true},"insert":"Hymn to Tourach"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Mind Twist"},{"insert":" are MVPs against control – ripping counterspells and win conditions out of their hand. A resolved "},{"attributes":{"italic":true},"insert":"Necropotence"},{"insert":" in such matchups can seal the deal: you can trade one-for-one with discard and removal, then land Necropotence to refill your hand and bury them in card advantage (the "},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Storm%20Cauldron%20,Angel%2C%20Renewal%20can%20enable%20it"},"insert":"musiccityos.com"},{"insert":"ns a singleton Necro as a trump, since you must be careful – Necro makes you skip draw step which can be risky if you’re behind, but when you’re ahead or at parity, Necro draws you 5–6 extra cards at the cost of life that you can offset with Drain Life)【14†L129-L134】. Versus combo, this deck has the tools to dismantle opposing combos by tearing their hand apart – multiple discard effects can knock out critical combo pieces or tutors. Also, the life-loss from Pox can incidentally neuter some combo decks that rely on their own life (e.g., it could finish off a "},{"attributes":{"italic":true},"insert":"Channel"},{"insert":" player who paid too much life, though Channel is not legal here). "},{"attributes":{"bold":true},"insert":"Overall, against aggro this deck performs very well"},{"insert":": it turns the aggro strategy against itself by making them sacrifice their hard-earned board and by using their empty-hand state (usually a drawback for aggro running out of gas) as a way to kill them via The Rack. Against control/combo, it adopts a disruptive role, aiming to "},{"attributes":{"italic":true},"insert":"leave them topdecking"},{"insert":" and then applying Rack pressure. One challenge can be "},{"attributes":{"bold":true},"insert":"fast burn decks"},{"insert":" "},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=bases%20get%20just%20a%20little,powerful%20and%20Stormbind%20can%20be"},"insert":"musiccityos.com"},{"insert":"ultiple direct damage spells; while you’re trading card for card, they might land some burn to your face. For those, the life-gain from "},{"attributes":{"italic":true},"insert":"Drain Life"},{"insert":"/"},{"attributes":{"italic":true},"insert":"Soul Burn"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Spinning Darkness"},{"insert":" post-board is crucial – you want to Drain for 5+ once you have Lake of the Dead or sufficient Swamps, effectively nullifying several burn spells worth of damage while killing a creature. Also, "},{"attributes":{"italic":true},"insert":"Demonic Tutor"},{"insert":" can fetch a needed answer (like Tutor for Drain Life to gain life, or for Disk if you need a board wipe). “"},{"attributes":{"italic":true},"insert":"Pox Rack"},{"insert":"” is inherently built to be "},{"attributes":{"bold":true},"insert":"strong vs fast creature decks"},{"insert":" (lots of cheap removal and mass disruption) and solid vs slower decks due to its recurring threats and direct damage inevitability.\n"},{"attributes":{"bold":true},"insert":"Mana Curve and Base:"},{"insert":"\n This deck’s mana curve is "},{"attributes":{"bold":true},"insert":"skewed very low"},{"insert":", which is intentional to operate under the harsh resource denial it creates. The vast majority of spells cost 1–3 mana: "},{"attributes":{"italic":true},"insert":"Dark Ritual"},{"insert":" (B) into a flurry of 1-drops (like "},{"attributes":{"italic":true},"insert":"The Rack"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Duress"},{"insert":") or 2-drops ("},{"attributes":{"italic":true},"insert":"Hymn"},{"insert":", "},{"attributes":{"italic":true},"insert":"Sinkhole"},{"insert":", "},{"attributes":{"italic":true},"insert":"Hypnotic Specter"},{"insert":") is a common opening. "},{"attributes":{"italic":true},"insert":"Hymn to Tourach"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Sinkhole"},{"insert":" are double-black at 2 mana, which the base handles with ease due to heavy basic Swamps. "},{"attributes":{"italic":true},"insert":"Pox"},{"insert":" is triple-black at 3 mana (B B B) – a bit demanding, but the deck runs 17 Swamps and 1 "},{"attributes":{"bold":true},"insert":"Lake of the Dead"},{"insert":" to ensure by turn 3 it can produce triple-black【14†L129-L134】. "},{"attributes":{"italic":true},"insert":"Lake of the Dead"},{"insert":" (Alliances) deserves special mention: it’s a land that, when you play it, you must sacrifice a Swamp, but it can tap for {B} normally or tap (sacrifice a Swamp) fo"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Pain%20Lands%20,that%20I%20haven%27t%20already%20said"},"insert":"musiccityos.commusiccityos.com"},{"insert":" burst of black mana. Lake synergizes with this deck’s plan by "},{"attributes":{"bold":true},"insert":"fueling big spells"},{"insert":" like a large "},{"attributes":{"italic":true},"insert":"Drain Life"},{"insert":" or enabling double-spell turns. For example, with Lake out, you could sacrifice a Swamp to get 4 black mana, then cast a "},{"attributes":{"italic":true},"insert":"Pox"},{"insert":" (uses 3 of it) and still have B floating for a "},{"attributes":{"italic":true},"insert":"Duress"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Dark Ritual"},{"insert":". Or use Lake’s output to fire off a lethal Drain Life in the late game, which can swing a game entirely【14†L129-L134】. The cost of Lake (sacrificing a Swamp) also can play into Pox’s hands – by intentionally having fewer lands, you might sacrifice less to Pox than the opponent. The mana base for this deck is "},{"attributes":{"bold":true},"insert":"almost entirely basic"},{"insert":" to maximize "},{"attributes":{"italic":true},"insert":"Strip Mine"},{"insert":" resistance and consistency: 17 "},{"attributes":{"italic":true},"insert":"Swamps"},{"insert":" provide the backbone for all the B B and B B B costs. We include 4 "},{"attributes":{"italic":true},"insert":"Strip Mines"},{"insert":" for land denial (Strip Mine doesn’t hurt us much to use since our curve is low and we can operate on few lands). Two "},{"attributes":{"bold":true},"insert":"Mishra’s Factory"},{"insert":" are included as additional threats that survive Pox – Factory is a land that can turn into a 2/2 creature. It combos well with Pox: you can animate Factory in response to a Pox to count it as a creature (sacrificing itself instead of a better creature, if needed) or leave it as a land depending on which resource you want to sacrifice – however, one must be cautious because if Factory is animated, Pox might count it in both categories (land and creature). Still, Factory post-Pox often gives you a win condition on an empty board, serving as a 2/2 that can chip away the last life points or block if necessary. The curve tops out at 4 mana with "},{"attributes":{"italic":true},"insert":"Nevinyrral’s Disk"},{"insert":" and technically Drain Life can be X=large. But "},{"attributes":{"italic":true},"insert":"Disk"},{"insert":" (4) is a one-of emergency button, not something you cast on curve typically. "},{"attributes":{"italic":true},"insert":"Necropotence"},{"insert":" (B B B) is also 3 mana – fitting the curve’s high end at 3. Because so many spells are 1-2 mana, the deck is comfortable running "},{"attributes":{"bold":true},"insert":"24 lands"},{"insert":" (a bit higher than a typical aggro deck) – this is because we want to make land drops to ensure Pox doesn’t mana-screw us more than necessary and to fuel multiple spells a turn. The extra lands also can be fed to "},{"attributes":{"italic":true},"insert":"Lake of the Dead"},{"insert":" or sacrificed to "},{"attributes":{"italic":true},"insert":"Zuran Orb"},{"insert":" (if one were sideboarded)"},{"attributes":{"link":"https://www.coolstuffinc.com/a/abesargent-08232019-top-ten-alternate-win-conditions#:~:text=When%20the%20game%20debuted%2C%20in,shorten%20the%20day%20if%20needed"},"insert":"coolstuffinc.com"},{"insert":"e mana base is entirely "},{"attributes":{"bold":true},"insert":"black-focused"},{"insert":", so there’s no need for duals or City of Brass. This focus means "},{"attributes":{"italic":true},"insert":"Dark Ritual"},{"insert":" is always useful for instant ramp. In terms of curve speed: Turn 1 often sees plays costing effectively 2-3 mana thanks to Dark Ritual (e.g. Ritual -> Hymn + Rack). Turn 2 has plenty of 2-drops. By turn 3, you aim to cast Pox with B B B. Given 17 Swamps and draw, you statistically will have 3 lands by then; Dark Ritual or Lake can help hit B B B if you’re short. The inclusion of "},{"attributes":{"italic":true},"insert":"Sol Ring"},{"insert":" adds some colorless ramp – Sol Ring (1) into a quick "},{"attributes":{"italic":true},"insert":"Nevinyrral’s Disk"},{"insert":" or to help pay the 3 life activation of Disk later is nice. It’s not critical (and many Pox lists might forego Sol Ring to stay on theme), but as a generally powerful accelerator, Sol Ring can support quick deployment of "},{"attributes":{"italic":true},"insert":"The Rack"},{"insert":" and artifact removal pieces (Ring into turn1 Rack + Rack is possible for double Rack pressure!). Also, because the deck might end up sacrificing lands to Pox or Lake, having a Sol Ring means you still retain some mana sources that Pox doesn’t make you sacrifice (Pox only hits lands, not artifacts). The overall mana strategy is "},{"attributes":{"bold":true},"insert":"heavy black with splash of artifact"},{"insert":": you want consistent black sources for triple-black spells – hence the use of "},{"attributes":{"italic":true},"insert":"Knight of Stromgald"},{"insert":" (a 2-drop black knight with protection from white and pump ability) in some builds is facilitated (though our main build doesn’t use it, opting for Hypnotic Specter instead). The mana curve and base are finely tuned so that the deck can function after casting Pox – e.g., if both players are knocked down to 1 land, this deck can still cast spells like "},{"attributes":{"italic":true},"insert":"The Rack"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Contagion"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Ashen Ghoul"},{"insert":" from grave for B, whereas the opponent’s deck might be stuck with expensive spells in hand. That low curve is a critical part of why this strategy works: "},{"attributes":{"bold":true},"insert":"Pox deck is designed to operate on a shoestring"},{"insert":", so when it creates a resource-poor game state, it suffers far less than the opponent does.\n"},{"attributes":{"bold":true},"insert":"Pros and Cons:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Pros:"},{"insert":" "},{"attributes":{"bold":true},"insert":"Mono-Black Pox"},{"insert":" is a formidable archetype known for its "},{"attributes":{"bold":true},"insert":"extreme disruption"},{"insert":" and inevitability. Its biggest pro is that it attacks every angle of the opponent’s game: "},{"attributes":{"italic":true},"insert":"cards in hand, creatures in play, lands in play, and life total"},{"insert":" are all under constant assault. This makes it ver"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Enduring%20Renewal%20,Angel%2C%20Renewal%20can%20enable%20it"},"insert":"musiccityos.com"},{"insert":"ny deck to establish a foothold against you – it’s often said that after a couple of early discard spells and a Pox, opponents are left with “no hand, no board, no land, no hope.” The deck’s win conditions are "},{"attributes":{"bold":true},"insert":"unusual and hard to interact with"},{"insert":": "},{"attributes":{"italic":true},"insert":"The Rack"},{"insert":" deals damage that bypasses creature combat entirely (no amount of blockers or protection will stop the Rack’s effect each upkeep), and "},{"attributes":{"italic":true},"insert":"Pox"},{"insert":" itself can eventually be lethal if you cast it enough (since it drains life directly). These avoid typical answers – for instance, "},{"attributes":{"bold":true},"insert":"Circle of Protection: Black"},{"insert":" does nothing versus Pox (life loss is not preventable by CoP) or The Rack (Rack’s damage is colorless source from an artifact). The deck’s heavy use of "},{"attributes":{"bold":true},"insert":"discard"},{"insert":" means it can pr"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Enduring%20Renewal%20,Angel%2C%20Renewal%20can%20enable%20it"},"insert":"musiccityos.com"},{"insert":"emove threats or answers the opponent has before they can use them – this is great against combo decks (take their combo pieces) and control (strip their countermagic). The addition of new cards from Ice Age block, like "},{"attributes":{"italic":true},"insert":"Necropotence"},{"insert":", "},{"attributes":{"italic":true},"insert":"Spinning Darkness"},{"insert":", "},{"attributes":{"italic":true},"insert":"Contagion"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Soul Burn"},{"insert":", give the deck even more tools and staying power: Necropotence provides insane card advantage to out-grind opponents【14†L129-L134】, while free removals like Spinning Darkness allow you to stabilize even when tapped out. The deck is also "},{"attributes":{"bold":true},"insert":"highly resilient"},{"insert":" in attrition battles. Cards like "},{"attributes":{"italic":true},"insert":"Ashen Ghoul"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Krovikan Horror"},{"insert":" (if included) can keep coming back from the graveyard【14†L109-L113】, giving you repeatable threats or chump blockers even after multiple Pox casts. This recursion engine means the deck can win long games without ever drawing extra cards – "},{"attributes":{"italic":true},"insert":"Ashen Ghoul"},{"insert":" returning from the grave (for B during upkeep) can slowly eat away at an opponent who has lost their creatures to earlier removal. Because it’s mono-colored, the mana base is stable and can run "},{"attributes":{"bold":true},"insert":"Snow-Covered Swamps"},{"insert":" or basic Swamps with impunity (and even "},{"attributes":{"italic":true},"insert":"Lake of the Dead"},{"insert":" to supercharge mana for big turns). Another pro: "},{"attributes":{"italic":true},"insert":"Dark Ritual"},{"insert":" starts lead to some "},{"attributes":{"bold":true},"insert":"spectacular openings"},{"insert":" that many decks cannot recover from. A turn-1 Ritual into "},{"attributes":{"italic":true},"insert":"Hypnotic Specter"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Mind Twist"},{"insert":" for 3 cards can outright win games by leaving opponents effectively in topdeck mode from the get-go. The deck also "},{"attributes":{"bold":true},"insert":"adapts well"},{"insert":": it can switch gears to race with "},{"attributes":{"italic":true},"insert":"Drain Life"},{"insert":" if needed (using Lake of the Dead to drain 8+ life in one go), or lock the game down with "},{"attributes":{"italic":true},"insert":"Nevinyrral’s Disk"},{"insert":" if facing permanent types it otherwise struggles with (enchantments/artifacts). It’s especially strong against creature decks, as mentioned, often ending the game with you at a comfortable life total and them unable to mount any offense. Finally, one cannot overlook the "},{"attributes":{"bold":true},"insert":"psychological edge"},{"insert":": Pox is a brutal, complex card that can throw opponents off balance – calculating the outcomes and dealing with sacrificing their precious permanents can lead to play mistakes by the opponent, which you can capitalize on. It creates a kind of chaos that this deck is built to thrive in."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cons:"},{"insert":" The deck’s all-in disruptive nature means it sometimes has "},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Enduring%20Renewal%20,Angel%2C%20Renewal%20can%20enable%20it"},"insert":"musiccityos.com"},{"insert":"ne line with "},{"attributes":{"bold":true},"insert":"self-inflicted harm"},{"insert":". Pox by design hurts you as well, so careful timing is required – a mis-sequenced Pox can backfire if you’re slightly behind (it could kill your own board and reduce your life enough for the opponent to steal the win). In other words, the deck has a bit of a "},{"attributes":{"italic":true},"insert":"double-edged sword"},{"insert":" aspect. Its own life total often dips low due to Pox and "},{"attributes":{"italic":true},"insert":"Necropotence"},{"insert":" (if used); this can make you vulnerable to a surprise burn spell or fast hasty creature from the opponent. For example, you might Pox an opponent down to 5 life but put yourself at 4, and then a topdeck "},{"attributes":{"italic":true},"insert":"Lightning Bolt"},{"insert":" could end you. The deck tries to mitigate this with life-gain (Drain Life, Spinning Darkness), but timing is everything. Another con is that while the deck attacks on many fronts, it "},{"attributes":{"bold":true},"insert":"lacks direct card draw"},{"insert":" (outside of the one Necropotence) – if the opponent topdecks well or if you have a streak of bad draws post-Pox, you might give them an opening. This is somewhat offset by the fact that "},{"attributes":{"italic":true},"insert":"Necropotence"},{"insert":" can refill your hand when"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Enduring%20Renewal%20,Angel%2C%20Renewal%20can%20enable%20it"},"insert":"musiccityos.com"},{"insert":" you can tutor for it with Demonic Tutor), but once Necro is in play, you’re locked out of draw step and reliant on Necro for cards – which means you need life to spend. A savvy opponent might focus on burning you low enough that you can’t draw many cards off Necro, effectively nullifying its advantage. Additionally, the deck has some "},{"attributes":{"bold":true},"insert":"difficulty with certain permanents"},{"insert":": for instance, artifacts or enchantments that hit play can be problematic since black traditionally doesn’t remove those (Nevinyrral’s Disk is the catch-all answer, but it’s slow). If an opponent lands something like "},{"attributes":{"italic":true},"insert":"The Abyss"},{"insert":" or an opposing "},{"attributes":{"italic":true},"insert":"Circle of Protection"},{"insert":" (say CoP: Black for Rack damage), you’d need Disk to deal with it. Similarly, "},{"attributes":{"italic":true},"insert":"Ivory Tower"},{"insert":" gaining them life can negate Rack damage – though Pox can strip their hand to turn off Tower, it’s a consideration. Moreover, because the deck runs so many land denial elements (Sinkhole, Strip Mine, Pox) it sometimes finds itself low on lands too – there’s a risk of being stuck topdecking answers with insufficient mana to play them (especially post-Pox). This is why judicious use of Strip Mines and not over-sacrificing lands to Lake/Pox is important; it’s a deck that requires skill to balance resource destruction with maintaining just enough for yourself. Another con: "},{"attributes":{"italic":true},"insert":"Hypnotic Specter"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Ashen Ghoul"},{"insert":" are not very large creatures – a 2/2 flyer and 3/1 respectively – so if the opponent does resolve a bigger creature (say a 4/4), you might struggle to handle it without Pox or double removal (Terror + something, though Terror can’t hit black or artifact creatures). There’s also the fact that "},{"attributes":{"bold":true},"insert":"The Rack is a slow win-con"},{"insert":"; if the opponent topdecks well (e.g. draws two cards per turn via a Howling Mine or Jayemdae Tome) you might not deal much Rack damage. In tournament play, Pox decks sometimes ran out of time because their kills are not as immediate as a straight burn or combat damage – you whittle the opponent down. In our context this is less an issue, but it highlights that if the opponent stabilizes at, say, 5 life with an answer to Rack, you could have trouble closing (though Drain Life usually solves that). Lastly, the deck can be "},{"attributes":{"bold":true},"insert":"vulnerable to graveyard hate"},{"insert":" – if an opponent sideboards "},{"attributes":{"italic":true},"insert":"Tormod’s Crypt"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Wheel of Sun and Moon"},{"insert":" (not in this card pool, just hypothetically) to exile your graveyard, it can stop "},{"attributes":{"italic":true},"insert":"Ashen Ghoul"},{"insert":" recursion and shrink "},{"attributes":{"italic":true},"insert":"Spinning Darkness"},{"insert":" utility. Fortunately, in Alpha–Alliances, graveyard hate is not widely played (aside from maybe Crypt), so this isn’t a huge con. In summary, the cons revolve around "},{"attributes":{"italic":true},"insert":"self-damage"},{"insert":", occasional clunky draws (lots of land destruction when opponent is hellbent can be dead cards), and the need to manage your resources carefully. However, an experienced pilot can mitigate these significantly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Key Card Synergies:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Hymn to Tourach + The Rack:"},{"insert":" This is a "},{"attributes":{"bold":true},"insert":"brutal hand-control synergy"},{"insert":". "},{"attributes":{"italic":true},"insert":"Hymn to Tourach"},{"insert":" (B B) makes the opponent discard two cards at random. Follow it up with "},{"attributes":{"bold":true},"insert":"The Rack"},{"insert":", and you capitalize on their now-empty or near-empty hand: The Rack deals 3 damage per turn if they have 0 cards (or 2 damage if 1 card, 1 damage if 2 cards). Essentially, Hymn (and other discard like "},{"attributes":{"italic":true},"insert":"Mind Twist"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Hypnotic Specter"},{"insert":" hits) ensure the opponent has few cards, and The Rack "},{"attributes":{"bold":true},"insert":"converts that advantage into a clock"},{"insert":". Each discarded card is 2 damage saved (since that card could have been a burn spell or creature) and also up to 3 damage dealt via Rack. This combo of heavy discard and Rack means even if the opponent topdecks some action, they’ll be under continuous pressure – they can’t sandbag cards in hand without taking more damage【14†L66-L70】. Often you’ll cast multiple discard spells until the opponent is hellbent, drop one or two Racks, and simply watch their life total tick down in their upkeep. It’s a non-interactive win in the sense that nothing they do in combat or creature removal stops it; they are forced to try and draw extra cards or find artifact removal. In the meantime, you’ve removed most of their options. This synergy is the primary win mechanism of the deck – "},{"attributes":{"bold":true},"insert":"“discard for damage”"},{"insert":" – which defines the Pox Rack archetype."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Dark Ritual + Hypnotic Specter (or Mind Twist):"},{"insert":" "},{"attributes":{"italic":true},"insert":"Dark Ritual"},{"insert":" (B → B B B) allows some of the most "},{"attributes":{"bold":true},"insert":"explosive openings"},{"insert":" in Magic. One classic synergy is turn-1 Ritual into "},{"attributes":{"bold":true},"insert":"Hypnotic Specter"},{"insert":". "},{"attributes":{"italic":true},"insert":"Hypnotic Specter"},{"insert":" (1 B B) is a flying creature that causes the opponent to discard a random card each time it deals damage to them. A first-turn Hypnotic Specter, especially on the play, can be devastating: the opponent likely won’t have any flying blocker or removal in time, so on turn 2 the Specter hits and rips a card from their hand. Then you follow up with other disruption (Hymn, Sinkhole). The random discard from Specter synergizes with the overall plan of emptying the opponent’s hand, and because it’s repeatable each turn, it creates a "},{"attributes":{"bold":true},"insert":"soft lock"},{"insert":" if the opponent can’t answer it – they draw one card in draw step, and then Hypnotic makes them discard it (or another at random) during combat, effectively denying them any new resources. Another Ritual synergy is turn-1 "},{"attributes":{"bold":true},"insert":"Mind Twist"},{"insert":". "},{"attributes":{"italic":true},"insert":"Mind Twist"},{"insert":" (X B) discards X cards at random from opponent. With Dark Ritual, a "},{"attributes":{"italic":true},"insert":"Mind Twist for 3"},{"insert":" on turn 1 is possible (use two black from Ritual plus one land = X=3). Stripping three cards from a starting hand of 7 (or 6 if they mulliganed) can outright win on the spot – the opponent loses nearly half their hand before playing a land! This play, while high-variance due to random discard, often leaves them with too few resources to function. In a format where this deck avoids the banned Power cards, Mind Twist is one of the most powerful unrestricted spells, and Ritual accelerates it to maximum effect. These Ritual openings synergize with the deck’s strategy by "},{"attributes":{"bold":true},"insert":"jump-starting the resource denial"},{"insert":" before the opponent can even enact their game plan. While Ritual can sometimes lead to “2-for-1” (since you spend two cards – Ritual and whatever you cast with it – to remove opponent’s cards), the payoff with Specter or Twist is so high that it’s worth it. This synergy underscores the deck’s theme: "},{"attributes":{"italic":true},"insert":"trade one resource for many of the opponent’s"},{"insert":". By the time the smoke clears, the opponent has very little left, and the Rack or Pox will mop up."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pox + Resource Fodder (Strip Mine, creatures, etc.):"},{"insert":" "},{"attributes":{"bold":true},"insert":"Pox"},{"insert":" itself is a synergistic piece that ties the deck together, but to use it optimally, you often set up scenarios to "},{"attributes":{"bold":true},"insert":"minimize its symmetry"},{"insert":". One synergy is with "},{"attributes":{"italic":true},"insert":"Strip Mine"},{"insert":" (or "},{"attributes":{"italic":true},"insert":"Sinkhole"},{"insert":"): by using land destruction early, you reduce the opponent’s land count so that Pox forces them to sac fewer lands (because 1/3 of a smaller number is often 0) – essentially Pox might not hurt th"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Pain%20Lands%20,that%20I%20haven%27t%20already%20said"},"insert":"musiccityos.com"},{"insert":"if they’re already starved. That sounds counterintuitive, but the idea is you use Strip Mines and Sinkholes to keep them off lands, "},{"attributes":{"italic":true},"insert":"then"},{"insert":" use Pox to hit primarily their life and creatures. Meanwhile, you might deliberately hold an extra land in hand so that you have one more than them – ensuring Pox makes you sacrifice maybe 1 land while they sacrifice 0 (because if they have, say, 1 land, 1/3 rounds down to 0). Similarly, you can sequence creatures with Pox: if you have expendable creatures (like a *Hypnotic Specter that already did its job, or a spare "},{"attributes":{"italic":true},"insert":"Ashen Ghoul"},{"insert":" ready to come back), you can cast Pox knowing you’ll sacrifice those creatures. For instance, "},{"attributes":{"italic":true},"insert":"Ashen Ghoul"},{"insert":" has synergy with Pox in that you can let it die to Pox, then pay B on your next upkeep to return it from grave to battlefield【14†L109-L113】. That effectively means Pox wiped out opposing creatures permanently, while your Ghoul comes right back – a huge swing in board presence. Another synergy is with "},{"attributes":{"bold":true},"insert":"Mishra’s Factory"},{"insert":": if you animate Factory before Pox resolves, it counts as a creature on your side – you could then sacrifice the Factory as a creature (and since it’s also a land, it might fulfill the “sac a land” requirement simultaneously if numbers align). This can be used to protect more important creatures or lands from being sacrificed. It’s a quirky interaction that skilled pilots exploit: "},{"attributes":{"italic":true},"insert":"use Factory as Pox fodder"},{"insert":". More straightforward, "},{"attributes":{"italic":true},"insert":"Dark Ritual"},{"insert":" can help cast Pox at a time that most benefits you – e.g. on turn 3 Ritual+Pox when the opponent has 3 creatures out and you have 1, meaning they’ll sacrifice 1 (of 3) and you sacrifice 0 (1/3 of 1 = 0). All these micro-synergies with Pox amount to the deck consistently making Pox as one-sided as possible【14†L66-L70】. It’s common to see a Po"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Mono%20Black%20,immune%20to%20Swords%20to%20Plowshares"},"insert":"musiccityos.com"},{"insert":"the opponent loses say 2 creatures, 2 cards, 6 life, 1 land – while the Pox player might lose 1 small creature, 1 card, 6 life, and 1 land. If"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Mono%20Black%20,immune%20to%20Swords%20to%20Plowshares"},"insert":"musiccityos.com"},{"insert":"a "},{"attributes":{"italic":true},"insert":"Nevinyrral’s Disk"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Necropotence"},{"insert":" out, note that Pox doesn’t make you sacrifice artifacts or enchantments – so your powerful permanents stay while the opponent’s board is wrecked. In short, Pox synergizes with "},{"attributes":{"bold":true},"insert":"any element that breaks its symmetry"},{"insert":": disposable creatures (Ghoul, tokens), life gain (to offset life loss), land denial (so opponent has fewer lands to begin with), and recursion. Mastering these synergies is what makes the deck so dominant in grindy games."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Necropotence + Drain Life:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Necropotence"},{"insert":" (“The Skull”) is an Ice Age card that "},{"attributes":{"bold":true},"insert":"redefined black decks"},{"insert":"【13†L92-L96】【14†L129-L134】. It makes you skip your draw step, but you can pay life to exile cards from your deck and then put them into your hand at end of turn. This deck runs a singleton Necropotence as a powerful mid-game refill. The synergy here is with "},{"attributes":{"italic":true},"insert":"Drain Life/Soul Burn"},{"insert":". Necropotence allows you to convert life into cards – which can put your life total dangerously low. "},{"attributes":{"italic":true},"insert":"Drain Life"},{"insert":" (X1B) lets you convert mana back into life (and deal damage). Since our deck can generate a lot of black mana (via Lake of the Dead or just many swamps and Rituals), we can cast a big Drain Life to "},{"attributes":{"bold":true},"insert":"regain the life spent on Necro"},{"insert":" while simultaneously burning the opponent or killing a creature. For example, suppose you used Necropotence to pay 6 life and draw 6 extra cards over a couple turns – you might drop to, say, 8 life. With Lake of the Dead, you could then produce a burst of mana and *Drain Life for"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Pain%20Lands%20,that%20I%20haven%27t%20already%20said"},"insert":"musiccityos.com"},{"insert":"you back to a safer 16 life and maybe killing the opponent outright or removing a big creature. This effectively "},{"attributes":{"bold":true},"insert":"nullifies Necropotence’s downside"},{"insert":", allowing you to freely draw cards as needed and then heal up【14†L129-L134】. It’s an infamous synergy in the “Black Summer” decks of 1996 – use Necro to get a full grip, then use Drain Life (or its multi-color cousin Soul Burn) to swing the life totals massively. In our Pox deck, this is particularly potent because Pox reduced both players’ life; a single Drain Life can create a huge life gap. Also, note that "},{"attributes":{"italic":true},"insert":"Spinning Darkness"},{"insert":" (the pitch spell) synergizes with Necro – since Necro causes you to skip draws, normally you lose card advantage. But Spinning Darkness can be cast for free from your hand (by exiling 3 cards) to kill a creature and gain 3 life, which helps sustain Necro. And because Necro will never let you “draw” Spinning Darkness (it would be exiled if it’s a draw), you typically want to use Necro to set up your hand, then use free spells like Spinning to remove threats without spending mana, then use your mana for a massive Drain. The "},{"attributes":{"bold":true},"insert":"life-as-a-resource engine"},{"insert":" of Necropotence + Drain Life is a powerful synergy that can lock up games – once The Rack and Pox have softened the opponent, Necro ensures you always have answers, and Drain Life ensures you won’t lose the race while deploying those answers. Together, they embody the deck’s strategy: "},{"attributes":{"italic":true},"insert":"make “devil’s bargains” (pay life for cards) but then leverage black magic to flip the script (steal life from opponent to restore yours)"},{"insert":"【13†L92-L96】【14†L129-L134】. This allows the Pox deck to thrive even in very low life, to"},{"attributes":{"link":"https://musiccityos.com/articles/old-school-in-the-time-of-ice-alpha-through-alliances/#:~:text=%2A%20Stasis%20,Alliance%27s%20Deadly"},"insert":"musiccityos.com"},{"insert":" position where many other decks falter."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
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