276
3/18/2025
Massacre Girl Pressure
Deck Size: 100
Commander
Legal
Est deck cost: $244.89
Salt sum: 34.24
No deck tags
276
3/18/2025
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Commander

Qty: 1 Price: $0.49
Massacre Girl

Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.

Creature
Massacre Girl (dsc) 146

Commander

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Land

Qty: 32 (33 w/ MDFC)Price: $75.16
Cabal Stronghold

{T}: Add {C}. {3}, {T}: Add {B} for each basic Swamp you control.

Land
Cabal Stronghold (dom) 238
Mortuary Mire

This land enters tapped. When this land enters, you may put target creature card from your graveyard on top of your library. {T}: Add {B}.

Land
Mortuary Mire (pip) 272
Myriad Landscape

This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (dsc) 289
Opal Palace

{T}: Add {C}. {1}, {T}: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.

Land
Opal Palace (cmm) 422
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (fdn) 264
Spymaster's Vault

This land enters tapped unless you control a Swamp. {T}: Add {B}. {B}, {T}: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)

Land
Spymaster's Vault (mh3) 230
Swamp

({T}: Add {B}.)

Land
Swamp (fdn) 286
Temple of the False God

{T}: Add {C}{C}. Activate only if you control five or more lands.

Land
Temple of the False God (dsc) 313
Witch's Cottage

({T}: Add {B}.) This land enters tapped unless you control three or more other Swamps. When this land enters untapped, you may put target creature card from your graveyard on top of your library.

Land
Witch's Cottage (eld) 249

Land

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Removal

Qty: 8 Price: $9.23
Candy Grapple

Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets -3/-3 until end of turn. If this spell was bargained, that creature gets -5/-5 until end of turn instead.

Instant
Candy Grapple (woe) 83
Defile

Target creature gets -1/-1 until end of turn for each Swamp you control.

Instant
Defile (sld) 1793
Duress

Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.

Sorcery
Duress (one) 92
Feed the Swarm

Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.

Sorcery
Feed the Swarm (fdn) 712
Grasp of Darkness

Target creature gets -4/-4 until end of turn.

Instant
Grasp of Darkness (m21) 102
Pelakka Predation

Sorcery
Pelakka Predation // Pelakka Caverns (znr) 120Pelakka Predation // Pelakka Caverns (znr) 120
Shatter the Oath

Destroy target creature or enchantment. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)

Sorcery
Shatter the Oath (woe) 106
Withering Torment

Destroy target creature or enchantment. You lose 2 life.

Instant
Withering Torment (dsk) 124

Removal

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Draw

Qty: 14 Price: $33.98
Ambition's Cost

You draw three cards and you lose 3 life.

Sorcery
Ambition's Cost (moc) 246
Arguel's Blood Fast

Enchantment
Arguel's Blood Fast // Temple of Aclazotz (xln) 90Arguel's Blood Fast // Temple of Aclazotz (xln) 90
Clackbridge Troll

Trample, haste When this creature enters, target opponent creates three 0/1 white Goat creature tokens. At the beginning of combat on your turn, any opponent may sacrifice a creature of their choice. If a player does, tap this creature, you gain 3 life, and you draw a card.

Creature
Clackbridge Troll (eld) 84
Deadly Dispute

As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Instant
Deadly Dispute (j25) 115
Greed

{B}, Pay 2 life: Draw a card.

Enchantment
Greed (mh2) 274
Keen Duelist

At the beginning of your upkeep, you and target opponent each reveal the top card of your library. You each lose life equal to the mana value of the card revealed by the other player. You each put the card you revealed into your hand.

Creature
Keen Duelist (c21) 42
Massacre Girl, Known Killer

Menace Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.) Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.

Creature
Massacre Girl, Known Killer (mkm) 94
Pact Weapon

As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life. Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value. Equip—Discard a card.

Artifact
Pact Weapon (clb) 139
Plumb the Forbidden

As an additional cost to cast this spell, you may sacrifice one or more creatures. When you do, copy this spell for each creature sacrificed this way. You draw a card and you lose 1 life.

Instant
Plumb the Forbidden (blc) 188
Shakedown Heavy

Menace Whenever this creature attacks, defending player may have you draw a card. If they do, untap this creature and remove it from combat.

Creature
Shakedown Heavy (snc) 95
Sign in Blood

Target player draws two cards and loses 2 life.

Sorcery
Sign in Blood (dsc) 156
Vampiric Rites

{1}{B}, Sacrifice a creature: You gain 1 life and draw a card.

Enchantment
Vampiric Rites (fdn) 615
Vilis, Broker of Blood

Flying {B}, Pay 2 life: Target creature gets -1/-1 until end of turn. Whenever you lose life, draw that many cards. (Damage causes loss of life.)

Creature
Vilis, Broker of Blood (j25) 70
Village Rites

As an additional cost to cast this spell, sacrifice a creature. Draw two cards.

Instant
Village Rites (j25) 508

Draw

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Payoff

Qty: 8 Price: $11.02
Agent of the Iron Throne

Commander creatures you own have "Whenever an artifact or creature you control is put into a graveyard from the battlefield, each opponent loses 1 life."

Enchantment
Agent of the Iron Throne (clb) 107
Bastion of Remembrance

When this enchantment enters, create a 1/1 white Human Soldier creature token. Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.

Enchantment
Bastion of Remembrance (j25) 403
Blood Artist

Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.

Creature
Blood Artist (j22) 117
Rise of the Dread Marn

Create X 2/2 black Zombie Berserker creature tokens, where X is the number of nontoken creatures that died this turn. Foretell {B} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Instant
Rise of the Dread Marn (khm) 107
Sangromancer

Flying Whenever a creature an opponent controls dies, you may gain 3 life. Whenever an opponent discards a card, you may gain 3 life.

Creature
Sangromancer (j25) 122
Slaughter Specialist

When this creature enters, each opponent creates a 1/1 white Human creature token. Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.

Creature
Slaughter Specialist (mid) 122
Torgaar, Famine Incarnate

As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs {2} less to cast for each creature sacrificed this way. When Torgaar enters, up to one target player's life total becomes half their starting life total, rounded down.

Creature
Torgaar, Famine Incarnate (dom) 108
Zulaport Cutthroat

Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.

Creature
Zulaport Cutthroat (blc) 190

Payoff

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Finisher

Qty: 6 Price: $7.16
Hero's Blade

Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Hero's Blade (cmm) 391
Nighthowler

Bestow {2}{B}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.

Creature Enchantment
Nighthowler (clb) 764
Scytheclaw

Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip {3}

Artifact
Scytheclaw (cmm) 408
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Swiftfoot Boots (fdn) 258
Vorpal Sword

Equipped creature gets +2/+0 and has deathtouch. {5}{B}{B}{B}: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game." Equip {B}{B}

Artifact
Vorpal Sword (afr) 124
Warlock Class

(Gain the next level as a sorcery to add its ability.) At the beginning of your end step, if a creature died this turn, each opponent loses 1 life. {1}{B}: Level 2 When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. {6}{B}: Level 3 At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)

Enchantment
Warlock Class (afr) 125

Finisher

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Ramp

Qty: 9 Price: $46.87
Black Market

Whenever a creature dies, put a charge counter on this enchantment. At the beginning of your first main phase, add {B} for each charge counter on this enchantment.

Enchantment
Black Market (clb) 739
Commander's Sphere

{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.

Artifact
Commander's Sphere (dsc) 244
Dark Ritual

Add {B}{B}{B}.

Instant
Dark Ritual (mb2) 179
Dream Devourer

Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever you foretell a card, this creature gets +2/+0 until end of turn.

Creature
Dream Devourer (khm) 90
Everflowing Chalice

Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) This artifact enters with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on this artifact.

Artifact
Everflowing Chalice (m3c) 291
Forsworn Paladin

Menace {1}{B}, {T}, Pay 1 life: Create a Treasure token. {2}{B}: Target creature gets +2/+0 until end of turn. If mana from a Treasure was spent to activate this ability, that creature also gains deathtouch until end of turn.

Creature
Forsworn Paladin (afr) 104
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.

Artifact
Mind Stone (dsc) 248
Revel in Riches

Whenever a creature an opponent controls dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") At the beginning of your upkeep, if you control ten or more Treasures, you win the game.

Enchantment
Revel in Riches (plst) XLN-117
Solemn Simulacrum

When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.

Creature Artifact
Solemn Simulacrum (cmm) 973

Ramp

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Fuel

Qty: 13 Price: $48.41
Akroan Horse

Defender When this creature enters, an opponent gains control of it. At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.

Creature Artifact
Akroan Horse (plst) C16-241
Bitterblossom

At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.

Enchantment Kindred
Bitterblossom (wot) 27
Carrier Thrall

When this creature dies, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}."

Creature
Carrier Thrall (cmm) 142
Changeling Outcast

Changeling (This card is every creature type.) This creature can't block and can't be blocked.

Creature
Changeling Outcast (otc) 128
Curse of Disturbance

Enchant player Whenever enchanted player is attacked, create a 2/2 black Zombie creature token. Each opponent attacking that player does the same.

Enchantment
Curse of Disturbance (scd) 74
Genesis Chamber

Whenever a nontoken creature enters, if this artifact is untapped, that creature's controller creates a 1/1 colorless Myr artifact creature token.

Artifact
Genesis Chamber (bbd) 235
Gray Merchant of Asphodel

When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.)

Creature
Gray Merchant of Asphodel (dsc) 142
Maha, Its Feathers Night

Flying, trample Ward—Discard a card. Creatures your opponents control have base toughness 1.

Creature
Maha, Its Feathers Night (blb) 100
Ogre Slumlord

Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token. Rats you control have deathtouch.

Creature
Ogre Slumlord (blc) 186
Ozox, the Clattering King

Ozox can't block. When Ozox dies, create Jumblebones, a legendary 2/1 black Skeleton creature token with "Jumblebones can't block" and "When Jumblebones leaves the battlefield, return target card named Ozox, the Clattering King from your graveyard to your hand."

Creature
Ozox, the Clattering King (j25) 44
Reassembling Skeleton

{1}{B}: Return this card from your graveyard to the battlefield tapped.

Creature
Reassembling Skeleton (j25) 481
Szat's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Each opponent sacrifices a creature they control with the greatest power. • Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.

Instant
Szat's Will (cmr) 152
Underworld Hermit

When this creature enters, create a number of 1/1 green Squirrel creature tokens equal to your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.)

Creature
Underworld Hermit (mh2) 105

Fuel

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Recursion

Qty: 9 Price: $12.57
Beacon of Unrest

Put target artifact or creature card from a graveyard onto the battlefield under your control. Shuffle Beacon of Unrest into its owner's library.

Sorcery
Beacon of Unrest (40k) 194
Bond of Revival

Return target creature card from your graveyard to the battlefield. It gains haste until your next turn.

Sorcery
Bond of Revival (war) 80
Fated Return

Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2.

Instant
Fated Return (znc) 42
Feign Death

Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1 counter on it."

Instant
Feign Death (afr) 103
Infernal Offering

Choose an opponent. You and that player each sacrifice a creature. Each player who sacrificed a creature this way draws two cards. Choose an opponent. Return a creature card from your graveyard to the battlefield, then that player returns a creature card from their graveyard to the battlefield.

Sorcery
Infernal Offering (c21) 146
Lich-Knights' Conquest

Sacrifice any number of artifacts, enchantments, and/or tokens. Return that many creature cards from your graveyard to the battlefield.

Sorcery
Lich-Knights' Conquest (woe) 96
Nim Deathmantle

Equipped creature gets +2/+2, has intimidate, and is a black Zombie. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay {4}. If you do, return that card to the battlefield and attach this Equipment to it. Equip {4}

Artifact
Nim Deathmantle (2x2) 309
Not Dead After All

Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control, then create a Wicked Role token attached to it." (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)

Instant
Not Dead After All (woe) 101
Oversold Cemetery

At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.

Enchantment
Oversold Cemetery (dmr) 309

Recursion

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Maybeboard

Qty: 4 Price: $23.96
Bontu's Monument

Black creature spells you cast cost {1} less to cast. Whenever you cast a creature spell, each opponent loses 1 life and you gain 1 life.

Artifact
Bontu's Monument (drc) 124
Jet Medallion

Black spells you cast cost {1} less to cast.

Artifact
Jet Medallion (mh3) 292
Phyrexian Arena

At the beginning of your upkeep, you draw a card and you lose 1 life.

Enchantment
Phyrexian Arena (fdn) 180
Varragoth, Bloodsky Sire

Deathtouch Boast — {1}{B}: Target player searches their library for a card, then shuffles and puts that card on top. (Activate only if this creature attacked this turn and only once each turn.)

Creature
Varragoth, Bloodsky Sire (khm) 115

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
77 pips - 58 cards
38 mana - 36 cards
0 pips - 0 cards
0 mana - 4 cards
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0 mana - 4 cards
0 pips - 0 cards
9 mana - 8 cards
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Description

{"ops":[{"insert":"This is my Massacre Girl Pressure deck. It is designed with the philosophy of putting opponents in a tight spot without ever presenting as largest threat; instead of trying to outspeed my opponents, I force them to play at my speed and really consider how much they want to commit to the board. The goal is to whittle down without drawing attention, either by drain or combat damage, and finish players off with combat damage, commander damage, or some of my 2-card 1-hit KO combos. It’s a fun game of hovering just under archenemy status until it’s too late, and to present as the solution to problematic archenemies.\nIt is also designed to work at multiple power levels with different commanders: Massacre Girl as the commanded has proven to be the strongest version; Massacre Girl, Known Killer as the commander with Nest of Scarabs in the 99 has proven to be less oppressive, and more friendly at mid-power tables; Kels, Fight Fixer is the lowest power version of the deck and best for incredibly casual games.\n\nThe Commander - Despite how scary Massacre Girl might seem sitting in the command zone, I’ve never found that players try to gun me down in fear of the perpetual board wipe; in many cases I’ve found that, when held off until the right time, most players actually want her to land so that the archenemy can be reined in. It’s all about playing just underneath archenemy status, putting pressure on those committing to threatening board states while not becoming a threat to those who are more behind.\n\nDraw - Most of the draw is pretty basic. Ambition’s Cost and Sign in Blood are for when I just need some cards. Deadly Dispute, Plumb the Forbidden, Vampiric Rites, and Village Rites are all alternate ways to use my Massacre Girl fuel when I don’t need the wipe; it also has the added benefit of deceptively making the Massacre Girl wipe less scary if I start to draw heat for the threat of my board state. Additionally, if someone tries to interrupt my Massacre Girl wipe, sacrificing a creature through those effects puts her triggers back on the top of the stack. Greed, Arguel's Blood Fast, Keen Duelist, Known Killer, and Pact Weapon provide more perpetual draw when the game starts to go longer or I’ve burned through my other options. Keen Duelist has the added benefits of politics, Pact Weapon survivability, and Arguel's can help me hang on in the end game when life totals are low. Clackbridge Troll, Shakedown Heavy, and Known Killer are great methods of putting pressure on my opponents by forcing them to make decisions that benefit me with either choice: give me the draw, or take the damage. Vilis, Broker of Blood is a very end game target, and is in the Draw category mostly because that is likely to be the benefit I'll get the most from it. It's also a solid damage threat, a removal piece, and card draw for the downside of a high mana cost, but that can be bypassed with reanimation.\n\nFinishers - These are my methods of making sure I can end the game, either through commander damage, or general voltron. Nighthowler is great against creature decks that I’ve wiped at least once, but still strong enough with the creatures I usually put into my own graveyard, with the added benefit of being recurable. Hero’s Blade simply makes Massacre Girl a bit bigger for the clear field after a board wipe. Scytheclaw and Warlock Class Level 3 are great ways to speed up when I don’t have a one hit kill, and combo great together into a one hit kill. Vorpal Sword is a great post-wipe from Massacre Girl due to menace, and if I have access to 11 mana, I can end players with minimal telegraph post-wipe. Swiftfoot Boots is in Finisher category due to the utility of swinging with Massacre Girl immediately after a wipe; it's the Haste I care about, not the Hexproof.\n\nFuel - Akroan Horse, Curse of Disturbance, and Genesis Chamber are my sources of persistent fuel, and often have the added benefit of making my fuel growth not as individually scary when the creature player is also benefitting, and often redirects attention to them by making them more immediately terrifying. Bitterblossom, Ozox, and Reassembling Skeleton are my sources of repeatable fuel when my opponents don’t feel like playing ball with the three previously mention persistent fuel sources. Ogre Slumlord, Szat’s Will, and Underworld Hermit provide one time moments of explosive fuel if I have some payoffs that I feel I’m in a safe enough place to take advantage of. Carrier Thrall, Changeling Outcast and Gray Merchant serve as fuel with side benefits: Ramp, finisher/damage, and lifegain. Maha is bait: while it looks terrifying on board with Massacre Girl in the command zone, I actually don't usually need it out to do the wipe. Maha plays the role of fuel by turning everything to 1 toughness, but is actually a damage dealer and removal bait so I can get other things on the board. And if not dealt with, my Massacre just got a whole lot easier.\n\nLand - Cabal Stronghold and Temple of the False God give my mana boosts at certain land thresholds. Opal Palace, Rogue’s Passage, and Spymaster’s Vault assist with finishing opponents with Massacre Girl. Mortuary Mire and Witch’s Cottage give me some recursion options without having to find room in the deck, and are free besides a potential ETB tapped. Myriad Landscape is one I’m unsure about: half the time I find it very valuable, the other half it’s frustrating to draw; it may get replaced by a Swamp. So far, I have yet to have consistent problems with the mana-base. Yes, sometimes I can miss a land drop here and there, but so far it has not stopped me from hitting that important 5-land threshold the deck needs to really starting chugging along. As long as I get some good draw, anyway.\n\nPayoff - Agent of the Iron Throne, Bastion of Remembrance, Zulaport Cutthroat, and Blood Artist are the drain options I have to lower health totals. Because my board state never gets very large, usually only enough to trigger a full-wipe with opponents’ creatures in consideration, I’m almost never threatening major drain, so Massacre Girl will often still land if I only have one of them out. The exception is obviously Blood Artist, where an opponent having a large board of 1/1s makes my wipe scary, but in the groups I play in, where Blood Artist pops up quite often under my opponents' control, it is necessary to have my own. This is also why Sangromancer makes it in: this effectively counteracts anyone trying to drain me out with their own sac-engine. Rise of the Dread Marn and Slaughter Specialist are great combat-damage alternatives to drain when I feel in a safe enough position to set them up. Torgarr, Famine Incarnate is my trickster card: with Warlock Class it is a one-hit kill on anyone at or over starting life, with Nim Deathmantle it can keep me alive when life totals get low, threatens solid combat damage, and is overall a great use of Massacre Girl’s fuel if I can’t or don’t want to play her.\n\nRamp - Commander’s Sphere, Everflowing Chalice, Forsworn Paladin, Mind Stone, and Solemn Simulacrum are just solid ramp cards for my deck. Black Market and Revel in Riches are great boosts from Massacre Girl wipes, with the latter also serving as a win condition if necessary. Dark Ritual is great for interaction trickery or needing an explosive play on my turn. Dream Devourer serves as protection for cards I value from discard but need to save for later, while also making them cheaper (yay foretell). I am considering cutting the 4 mana rocks in this deck for land, though. I’m of the opinion that mana rocks can often be a bait that hinders more than helps. If continued play shows that my land drops are struggling, I’ll start by cutting these first.\n\nRecursion - Because I can end up casting Massacre Girl multiple times a game, sometimes it becomes more efficient to graveyard cast her. Or, if there’s a piece I wiped earlier but need again, I can grab it back. Beacon of Unrest, Nim Deathmanle, and Oversold Cemetery are recursion pieces I can get multiple uses from. Bond of Revival and Fated Return give me powerful additional effects. Feign Death and Not Dead After All are great if I need a Massacre Girl wipe cheaply and quickly if she's already on the board, or to save any other piece from death. Infernal Offering is a great recursive piece for Massacre Girl Wipes or additional Torgarr triggers if they’re already on the battlefield. Lich-Knights’ Conquest is a good use of fuel late game if I need a bunch of stuff out at once, since late game I usually have a couple artifacts or enchantments I can sacrifice in a pinch if I have no tokens.\n\nRemoval - Candy Grapple, Defile, and Grasp of Darkness are chosen over other creature removal options due to their cheapness and the ability to bypass indestructible, or to finish off a Massacre Girl wipe without consuming too much mana. If there are bigger creatures that need dealing with that also can’t be cleared during the Massacre Girl wipe, due to size or lack of fuel, Feed the Swarm, Shatter the Oath, and Withering Torment can handle the job while being flexible options for problematic enchantments. Pelekka Predation and Duress are great late game options for removal removal when the game is reaching its end and I need to ensure whatever my game ender is at the time can hit the battlefield. Pelekka Predation has the added benefit of being a land if I draw it early game, and Duress being one mana prevents it from feeling like a wasted draw early on. As discard is not a prominent strategy in the deck, having only two is acceptable as they are mainly late game tools. However, I may at some point add one or two more if I need improved draw-consistency.\n\nMaybeboard - The maybe board is a collection of cards I either want and can't afford right now, or cards I think could be good but am unsure if they're worth the slot. Phyrexian Arena may make it in in place of one of my other non-permanent draw options; I just prefer draw options I can get benefit from again and again. Bontu's Monument and Jet Medallion might replace some of the mana rocks, but I'm not sure if their addition would make the deck feel too inconsistent: the reason I don't have Sol Ring is because when I get it the deck skyrockets in power, making all other games feel bad, and I wonder if Bontu's and Jet might have the same effect; if that's the case, I'd rather just replace the mana rocks with more lands. Varragoth, Bloodsky Sire may end up replacing Carrier Thrall: while the one extra mana helps me equip my various equipment to Massacre Girl faster, or let me throw out an additional card after or during the kill chain, the tutor option may be better long term. This change will only happen after testing.\n"}]}

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