![]() We can’t always rely on our opponents having small creatures to start Massacre chains, so providing the peons at the start of the chain is on us. Most of the damage we’ll do will be chip damage for the early to mid part of the game, with either a big combat swing or a combo/big mana finish if we need it or draw into it. Our main strategy with Massacre Girl is to take advantage of opponent’s creatures dying, by either reanimating them straight away, or letting the triggers feed our own payoff cards. Conversely, Grave Betrayal won’t get them back. Of note, due to the updated rulings on how sending a Commander to the Command Zone works, they will now always trigger Massacre Girl when they are put into the Command Zone, as they make a short trip through the graveyard. Finally, we need a way to eliminate players beyond poking them for four per turn with Massacre Girl-we haven’t got all night! Second, if we’re wanting to wipe the board a lot, we need some ways to benefit from that occurrence. First, the board is unlikely to have creatures on it for long so your own creatures either need to survive, have haste, or have an impactful enter-the-battlefield effect to be worth running. ![]() When building a deck around Massacre Girl, there are a few things to keep in mind. ![]() It’s one of the more interesting board wipes I’ve seen for a while, and one I think deserves to see play in many Black decks that use tokens or aristocrats style gameplay. Massacre Girl is a fantastic example of this the way the ability works, the chaos grows and grows with each progressive creature that dies, culminating in a crescendo as the largest creature falls. One of my favorite things in Magic design is when flavor meets mechanics. I was also missing a more “wipe the board” hard control style deck. Other decks have come and gone, but of the decks I currently had built, I was missing Mono Black. Ayli, Eternal Pilgrim-Pillowfort/Lifelink Control. ![]() Syr Gwyn/Akiri Bruse (They tend to rotate)-Equipment.Meren of Clan Nel Toth-Aristocrats/Value Reanimator.Rhonas, the Indomitable-Deathtouch/Fightspells.Sylvia & Khorvath-Knights & Dragons tribal.Elsha of the Infinite-Jeskai Control/Storm.Zaxara, the Exemplary-X Spells/Mill Combo.Chainer, Nightmare Adept-Hasty Reanimator.Neheb, the Eternal-Mono Red Burn/Big Mana.Winota, Joiner of Forces-High Power RW Combo.Lyra, Dawnbringer-Lifelink/Angel Tribal.Aurelia, the Warleader-Combats w/Angel Reanimator.So, when I decided to build my next deck, I evaluated what I had built up and what was missing from my collection: It’s not fun for other players, and the win conditions available in Blue aren’t too interactive they just kinda happen. I also kinda hate playing hard control in Commander. Access to Jhoira, Weatherlight Captain, Brudiclad, Telchor Engineer, and Tawnos, Urza’s Apprentice, among many other cards, is a significant upgrade. A good example is Izzet artifacts over mono-Blue artifacts. With Blue, if I’m looking at anything outside of a Mill strategy, I find the order of magnitude at which a different color pairing improves the themes to be significant enough that I’d rather use my cards there. Sure, adding White to a reanimator deck does give access to certain cards, but mono-Black can do this just fine on its own. One of the reasons I still haven’t built a mono-Blue deck is that I find that all of the unique things to do with a Blue deck can be done better by adding other colors and not just marginally. In this case, the variety for me is gameplay, and ensuring I can explore unique styles of play to keep each deck worthy of being in my roster. For me that latter part is key: exploring different types of Magic. It’s a great goal, and a way to ensure you get to experience a lot of different types of Magic. It’s a fun and frantic deck that makes big plays!Ī good number of Commander players like to fill out their deck collection with representation from each color, guild, wedge, and shard. Kristen takes us through her Massacre Girl EDH build.
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