On November 20th, 2022, I qualified for the newly reimagined Magic the Gathering Pro Tour by finishing 10-3, good for 26th place out of 928 players, in the very first DreamHack Regional Championship in Atlanta, which awarded Pro Tour invites to the top 48 finishers.
Here’s my decklist: Mono-Black Midrange.
Being back on the Pro Tour is hard for me to fathom for two reasons. First, my overarching goal since 2012 has been to make the Pro Tour once, and now this will be my third time. Second, I flew out to Atlanta not even qualified for the Regional Championship. Flying home qualified for the PT felt inconceivable.
So how did I qualify for the Pro Tour?
- Luck
- Mono-Black Midrange
- Hard work
In that order. But first, Mono Black:
Mono Black Midrange Pioneer Deck Guide
I view Mono Black as a control deck. You manage the board with a never-ending supply of disruption and card advantage. Discard spells, removal, deathtouch blockers, and Invoke Despair provide the disruption while you slowly but steadily develop card advantage and a Zillow-esque display of Castles and Swamps. Sheoldred or Sorin provide a slow yet inevitable victory. You’re an underdog boxer fading early pressure or whatever might come your way to harness a series of mediocre attacks…or no attacks at all…once you’ve weathered the initial assault.
While I initially ran Rakdos Midrange in Pioneer, I switched to Mono-Black after a string of never-ending losses and frustration of often finding myself unable to cast Invoke Despair on turn five. I discovered several benefits to playing Mono-Black over Rakdos, with the caveat that these benefits are unique to me:
- Mono-Black fits my playstyle. It carries the same play pattern as my one true love, Modern BW Tokens, which I’ve doted over extensively on this blog. Both decks allow you to sit back and control the pace of the game. Like BW Tokens, Mono-Black is the midrange deck to beat midrange decks, but unlike BW Tokens, it also has fine matchups vs. combo and control.
- Mono-Black fits my strengths and weaknesses as I’m a much stronger book learner than an intuitive strategist. Mono-Black has a clearly identified way to win while Rakdos does not. I never felt I had a solid game plan playing Rakdos. Many games do not culminate in the ideal Kiki copy everything everywhere all at once endgame. Most games I had to come up on the spot with how I was going to win and the deck plays out differently across different matchups. It takes a good amount of skill to navigate when and how to pressure or switch gears and sit back and disrupt. As such, Rakdos rewards intuition. Mono-Black has less complicated inflection points and bears a streamlined, consistent-across-all-matchups gameplan: Kill everything while quietly winning the arms race, then take card advantage and a resolved Sheoldred or Sorin to victory. The deck rewards repetition and practice.
Mono Black is great in the current meta. You’re favored against Rakdos Midrange, Phoenix, and Mono-White Humans. You’re nearly 50/50 against Mono Green. And, you have game against combo.
Decklist:
4 Gifted Aetherborn
Akin to Auriok Champion in Modern BW Tokens, this little guy holds the deck together in any creature matchup. Excellent against Mono-White Humans, Vehicles, Graveyard Trespasser, and virtually any non-flying attacker. Sure, it’s terrible vs. Spirits, but even when it’s bad, it will always help gain life, an important synergy with the Castles, Sign in Bloods, and Murderous Riders in the deck. It’s also a threat, not to mention fantastic against Liliana decks, as it protects the more-valuable-in-the-matchup Trespasser from a minusing Lili.
0 Misery’s Shadow
Yes, this seems better vs. Mono-Green, and is certainly better than Aetherborn vs. Phoenix, but it lacks synergy within the framework of this deck. Besides lacking lifelink, it doesn’t function as a control card in a control deck the way Aetherborn does. This deck isn’t looking to sneak in an 8/8, it’s looking to sit back, hang out, and only get its feet wet after one too many cocktails or perhaps heavy encouragement from a sunbathing companion. Misery’s Shadow seems much better in Rakdos than Mono-Black, where I’m not sold on casting a 2/2 on turn 2 that cannot trade up immediately. No lifelink. No deathtouch. No thank you.
Additionally, in the mirror and vs. Vehicles, Aetherborn is annoying for the opponent to deal with. Providing a target for Bonecrusher Giant on turn 2 seems so bad as to make a great matchup much worse. This deck wants to tap out on its first four turns, so keeping one mana up to activate Misery is awkward.
3 Sheoldred, the Apocalypse
This deck is really a Sheoldred deck. Drawing multiples can be problematic, so the deck runs only three of its best card.
3 Liliana of the Veil
Ticking Lili down when an opponent has a single creature happens so often that I’m convinced three copies is correct. She’s insane against Rakdos on turn three when she nukes a lone Trespasser. Unlike other midrange decks, Mono-Black rarely wants to discard a card. It wants a healthy amount of lands on the battlefield for the Castles (not to mention five lands for Invoke), so many times it’s correct not to tick Lili up, but to leave her to hang out and occupy what is commonly the only board presence. She often catches the eye of a Bonecrusher Giant, and so ticking her up to 2 from 1 is a dangerous place to be, anyway.
I’ve seen many decklists run one of these, so I may be in the minority, but I’m of the opinion that even in situations where Liliana is not great, she’s fine. Notably, she often draws out a removal spell that the opponent could have saved for a better opportunity later. For instance, regarding the Bonecrusher Giant, there have been many situations where I’ve had to play around Bonecrusher Giant when blocking with Sheoldred. A Liliana on 1 counter, when I will never use her again, drawing out a kill spell that could later have been used against Sheoldred, or a Skysovereign trigger that instead could have targeted a creature, or an attacker that could instead have attacked me, carriers a hidden benefit of running this planeswalker even when she’s not strong in the matchup overall.
4 Thoughtseize
Don’t leave home without four. Yes, discard is overrated because so many decks in Pioneer top-deck well, but everyone gets a draw step. The best starting draws against Mono-Green include two of this card.
4 Fatal Push
When I began playing Pioneer, I wanted to play a deck with 4 Thoughtseize and 4 Fatal Push. Arguably the two most powerful one-mana spells you can cast in this format.
3 Murderous Rider
Mono Black’s best removal spell is this great two-for-one as it kills their best thing, then hangs around to gain life back, block, or work on the opponent’s life total. While not a house against Phoenix and bad in multiples vs. Lotus Field, so many games come down to top decking for this card and I’m almost always happy to see one when the game is at all in doubt. When this card is good, it’s really good, and it’s fantastic in multiples, which is why my fourth awaits its chance for glory in the sideboard.
1 Infernal Grasp/Baleful Mastery/Bloodchief’s Thirst
Yes, Murderous Rider is better, but Greasefang is a thing and this deck is light on two-drops. Mastery kills EVERYTHING, yes, they draw a card, but it kills EVERYTHING. Also, with Sheoldred out, that draw can Shock your opponent. I’m currently on Infernal Grasp, but I’m keeping the door open.
0 Go for the Throat
Skysovereign is FANTASTIC vs. midrange. I expect to see more of this card moving forward in the meta and at the Pro Tour. Infernal Grasp or Mastery is where I want to be.
4 Sign in Blood
This is a card advantage deck, first and foremost. Also, a Sheoldred deck. Nearly every game I want to cast one of these on turn two, and then another later in the game, hopefully when I can benefit from Sheoldred netting two life or doming my opponent for six with her triggers.
4 Graveyard Trespasser
I cannot understand anyone playing a black midrange deck not running four of this card. With the exception of Abrupt Decay or Liliana, it’s always a two for one or a one-for-one when and if you choose to block/attack. It’s maindeck graveyard hate, a nightmare of a barrier for aggro decks, and an annoyance to remove elsewhere. Ironically, not good against Mono Green, even with Storm the Festival.
2 Sorin the Mirthless
In a deck with few ways to win the game, Sorin volunteers his game-ending services along with a steady stream of card advantage. Generally I’m gaining enough life for the draws not to sting. Sorin, Sheoldred, and Invoke Despair team up to provide the opportunity to win games by doing…nothing, really. No complicated attacks. No circuitous lines. No tricky decision trees to loop through. Just draw cards and win. He ultimates more often than I’d have ever thought possible before I started running him.
4 Invoke Despair
Mono-Black is THE Invoke Despair deck. It’s often lights out for your opponent. It totally disrupts rebuilt boards, interacts with enchantments, and pairs with Sheoldred to generate more life and more resources.
4 Castle Locthwain
The deck’s best land. I generally want to activate this as soon as I can, every time I can. This deck wants to run all four. Mono-Black Midrange would not be great in Pioneer without this card.
2 Field of Ruin
I was surprised how often I’d get one or two of these in hand to disrupt my Sign in Blood/Invokes game plan. Two is good, I wouldn’t go to three.
2 Hive of the Eye Tyrant
This deck often needs to hit its fifth land drop to cast Invoke. I would love to go to three, but casting Sheoldred and Invoke on curve is just so important. I don’t want to go to 25 lands because while I miss my 4th or 5th many games, many more I flood out without a Castle and those situations feel more hopeless.
Sideboard
4 Cling to Dust
This card is not great, just okay. But it fits well into the theme of this deck, which is card advantage, and I wanted a 4-of sideboard package graveyard hate, so here it is. Leyline of the Void is better 100% of the time if it’s drawn it in the opening 7 and the opponent doesn’t have Boseiju to kill it. However, many games Leyline will not magically appear on turn 1, but will reveal itself on a turn 2 or turn 3 draw step, which this deck just cannot afford. This deck needs to be winning the arms race early in the game, and drawing a Leyline kills its card advantage. Mulling to 4 in search of a Leyline is just not where I want to be. Cling might get exiled by the opponent’s Trespasser, but Cling can nuke Greasefang and Phoenix AND might get generate card advantage later in the game (notably, Azorius Control and Mono-Green can never exile it).
0 Go Blank
I’m interested in adding this to the board somehow. Probably better than Cling to Dust versus the top three decks and for sure better against Lotus Field and Azorius Control. Worse against Rakdos Sacrifice and Greasefang.
2 Duress
Great in many situations.
3 Ray of Enfeeblement
INSANE vs. Mono-White Humans, Angels, and Bant Spirits. Even Legion Loyalist. Meh vs. Mono-Blue Spirits, one of this deck’s few bad matchups.
1 Legion’s End
My pet card, a habit I cannot seem to drop. Great vs. Phoenix and any creature decks. Don’t bring it in vs. Mono-Green. But the legion brings a dark night full of terrors for Awaken the Woods and Chariot decks.
1 Murderous Rider
The fourth copy of my best removal spell is here when I want it.
3 Extinction Event
The exact card I might need. Does a fine job. Can be insane at times. Generally I always want to draw one vs. any creature matchup. Often the card needed to turn the tide vs. Mono Green, although many times the opponent can afford to play around it. Also decent against Rakdos, as the most common way to lose is they get a Kiki-combo going. I’ve found it better than Go Blank and Thoughtseize in the mirror.
1 Kalitas, Traitor of Ghet
Often excellent, I like one. The lifelink and zombies have generally been factors, so I’m still not trading this for Misery’s Shadow, for the reasons above.
0 Skysovereign
Great card, but this deck is gunning for Invokes on turn 5 AND I have so few creatures that I worry about crewing this. I cannot overstate the amount of games where I have no board presence, nada, nothing, but I’m still way ahead.
Regional Championship Atlanta – Saturday
Having qualified for the Regional Championship (RC) in the penultimate Last Chance Qualifier the night before around 10:30 pm (my third and final last chance attempt), it felt surreal to plaster myself amidst 900 other bodies searching for their player meeting seatings. Bearing witness to the mass of humanity before me, I would have thought everyone and their mother had qualified. Indeed, upon parking my rear into my assigned chair, chatter around me erupted into how unlikely it was with 1200 players qualified (928 showed up for this 13-round tournament) to make one of the top spots that would qualify 48 players for the Pro Tour. Debate about whether x-3-1 was locked ensued. Said chatter was surprisingly easy for me to tune out – having weathered the gauntlet last night, I felt akin to freerolling. I already achieved my goal for the trip: qualifying for this tournament. The possibility of making the Pro Tour was simply the cherry on top of the sundae.
I was here for the sundae. Looking around, I soaked in the recognition of household-name pros, regular grinders, the uniform postures of hundreds of players caring enough about the game to sit still and wait for judges to hand out their Teferi promos. An awareness of the time lost due to COVID came over me and I happily greeted the warm embrace of familiar vibes, acknowledging how awesome it was to return to the big tournament scene after such a long hiatus. I had arrived exactly where I wanted to be at this moment in time, to be qualified for the first ever RC, to be playing high-level Magic once again, to be playing a format and deck I truly enjoyed. Sure, I wanted to do well at this tournament, but relishing this experience was my top priority. That said, I did care enough to run the numbers and learn that 48/928 = 5.17% of the field would qualify for the PT. I dismissed the Pro Tour dream in conversations with friends over the course of that morning, announcing to the world that it was an impossibility for me (and my friends) to even consider making the Pro Tour against those odds. I was delighted to play Magic on the biggest competitive stage in over three years. That was enough.
Perspective and attitude so oriented, I made my way to my chair as the first round began.
Round 1 – Rakdos Sacrifice – Lost 0-2
I was delighted to learn this tournament had open decklists because I’m a huge beneficiary. The tradeoff of someone knowing my deck is nothing compared to my knowledge of what they might do to me. I’m someone who benefits from information, so seeing my opponent’s entire list before we even begin gives me what I believe are a few additional percentage points. However, upon seeing what my opponent was playing this round, my heart sank. Rakdos Sacrifice is a bad matchup. Its engine is very difficult for Mono Black to disrupt and I knew I was in for a tough start.
On the draw game 1, where we both kept 7, I was extending the game by killing his Devils before he could get going. On my last turn, I made a mistake attacking with Aetherborn into a Cat (in the yard at the time) that my opponent could just sac to not allow me to gain enough life to survive next turn. My first big mistake of the tournament, but the silver lining was I was definitely dead in a few turns regardless. Game 2 on the play, where we both kept 7, was a grind, but the entire game I felt behind. Mono Black has no way to remove a Witch’s Oven, and so I sat a helpless spectator as he pinged me, then my creatures, then me again to death.
Round 2 – Jund Sacrifice – Won 2-1
While I felt as though I had locked in a good attitude for the day, I drew another heavy sigh to see another bad matchup. After somehow winning Game 1, Game 2 I was stuck on 2 lands and had a rare game where I didn’t play Magic at all. Game 3 was make or break for the rest of my day, and I knew it. Fortunately, I drew very well – I cast all 3 Invokes (I boarded one out) while my opponent drew extremely poorly after keeping his starting 7.
This round was the only round where I was banished from the tournament room (they had a few overflow tables outside in the main hall), and it felt like a sign of things to come to regain entry and to continue the long road toward round 9.
Round 3 – Mono Green – Won 2-1
So began a long gauntlet of decks I expected to play today. This was the first of my five Mono-Green opponents. My opponent was super nice, but very fast – the fastest shuffler I have ever seen. I had to mentally remind myself to slow down so as not to get lost in their furious pace to the game. Game 3 was epic. After they ticked down Karn to secure the new five-drop artifact that does -5/-5 (which they planned to cast on my Sheoldred next turn), I miracle drew a Duress to nab it and rode my Sheoldred to victory!
Round 4 – Selesnya Angels – Won 2-1
Wandering around the DreamHack exhibits before this round, I remember having the thought whichever one of us, my opponent or me, won the next round and started the tournament at 3-1 would actually have a strong chance of going deep. This was the first time I invited the possibility of doing well today into my thought process. It was either here or after this match that I began re-reading my three-pages of notes before each match.
I identified my opponent as a strong player right away. Game 1 he absolutely annihilated me by attacking for 30+ damage while I was at a healthy 22 life – yes, one turn, blown out. Game 2 a pattern that I’ve since noticed with this deck occurred – after being annihilated game 1, I was the annihilator game 2. Game 3 was pretty uneventful – I killed all his stuff before making a big mistake not to kill his lone creature end of turn so I could then Invoke him for lethal. Instead, he had one more turn at 1 life, but honestly I can’t imagine any combination of CoCo into Angels that would have saved him.
Round 5 – Rakdos Midrange – Won 2-0
Finally, my best matchup. Another competent opponent who mulled once, to 6 game 1. His Go Blank was annoying game 2, but a minor annoyance was the extent of the entire effort. Both games were lopsided bloodbaths in my favor.
Round 6 – Izzet Phoenix – Won 2-0
The tournament seemed to be looking up for me – I had wanted to play Rakdos and Phoenix all day, and finally got my shot at Phoenix here. Another great player, but unlike last round, these games went super long. However, never, not once, was the advantage bar tilted away from me. Definitely not game 2, when, after my opponent tapped out for Shark Typhoon, I followed up with Invoke Despair. The only time that happened all tournament, but a turn that will stay with me for a long time.
Round 7 – Selesnya Humans – Won 2-1
My win and in for day 2. Historically, I have a terrible record in day 2 win and ins, notably GPs, but this one felt different. I had done well after an 0-1 start, but I knew better than anyone that finishing x-3 on day 1 was basically good bye Pro Tour. I needed more than a day 1 minimum record, so perhaps that thinking allowed me to feel less pressure this match.
Another CoCo deck, but Humans, not Angels. My good friend and trip roommate had the privilege of watching me get demolished by double Skyclave and a formidable army Game 1. He promptly left only later to be amazed I’d somehow righted the ship. Game 2 and 3 my opponent mulled to 6, and after winning a tenuous game 2 at one life, I received help from Kalitas, who crushed game 3.
Round 8 – Mono Green – Won 2-1
I was against a super strong Mono Green player who game 1 somehow beat me to death with nothing except a 4/4 token from a dead Troll and Skysovereign in a game where I drew NOTHING and he drew NOTHING except the 4/4 and skyship. No Karn, no Storms, just a super unusual game.
Game 2 was the longest game of the day. I finally won with a Sorin ultimate when he was at 8 life.
We shuffled for game 3 with about 10 minutes left and both played FAST. I was able to drop a Sheoldred and dome him with Sign in Blood for six for the win. After starting 0-1, I’d just won 7 in a row!
Round 9 – Mono Green – Lost 1-2
Super great player who ended up 9th overall. Unlike last round, I blew him out game 1. Game 2 was proceeding in similar fashion. I killed all his stuff and we were both in top deck mode. Unfortunately, he top-decked Karn and then drew complete gas and what was previously the advantage bar in my favor suddenly flipped entirely. Game 3 was not a game – like earlier in round 2, I was stuck on two lands, and even my opponent apologized. However, even if I had drawn well, this was the first game vs. Mono-Green where my opponent had absolute gas and I’m not sure any initial 7 would have propelled me to the finish line.
Losing this one hurt. I’d made no glaring mistakes, but after having 8-1 in my sights, I had to settle on ending the day, glorious as it was, at 7-2.
Regional Championship Atlanta – Sunday
Round 10 – Mono Green – Lost 0-2
Like Day 1, I began Day 2 with an 0-2 beatdown loss. For the first and only time playing Mono Green five times during this tournament, I was annihilated. My opponent destroyed me with the combo (Stone Brain) game 1 on turn 4! Game 2 he kept a 1 land, Oath hand, which I seized right away. Unfortunately, I was stuck on 2 lands and he promptly drew Elf (which I killed), then land, and another land, while I remained mana screwed. When I eventually accumulated enough lands to make the game somewhat competitive, my opponent expertly played around Extinction Event, and when I finally cast it, he simply recast double 3-converted-mana-cost jolly green friends to seal the deal.
Round 11 – Mono Green – Won 2-1
For the first time all tournament since the 48/928 division problem I’d worked out earlier, I reflected on my chances of making the Pro Tour. After consulting with some experts, I discovered that x-3 was locked for top 48, while x-3-1 was possible. This knowledge raised my spirits. I’d been in this spot before. Just like last night, I had another top 8 to win. There were three matches of Magic between me and the Pro Tour. Suddenly, “making it” morphed from a vague idea into a concrete plan of action. If I won another top 8, I was in. It was that simple.
Game 1 my opponent missed his third land and I ran him over. Pushing two Elfs helped tremendously. Game 2 I took my only mull to 5 all day and got destroyed.
Before game 3, I asked to go the bathroom, and my opponent, a super nice guy, said he had to go too, and commented he’d never gotten up from a match with his opponent like this before. Our peregrination together affected me – paralleling our journey toward the finish line, I was aware that while we’d walk back together, after this match only one of us would be continuing the quest toward the Pro Tour.
Game 3 my starting hand of 2x Thoughtseize was enough to sprint way ahead and after a somewhat lengthy game, I found myself still live for the PT! My good friend showed up right at the end of the game to offer words of encouragement for my final two matches.
Round 12 – Rakdos Midrange – Won 2-0
All day I’d refresh the melee app hoping to see a Rakdos Midrange decklist materialize. Lucky me to see it again now! My opponent mulled to 5 game 1, then 6 game 2 and watched helplessly as I demolished him like the luck-sack that I am. My good friend later commented he came looking for me soon after the round started, or so he thought, and upon seeing that no one was at our table, assumed I’d been vanquished. After all, Mono-Black can’t win that fast! And yet, it did. My friend didn’t find me as I’d invested my extra time into booking it to the other side of the convention hall to secure food, clear my head, re-read my notes, and get psyched for what would be one of the biggest matches of my entire Magic career, past, present, and future.
Round 13 – Selesnya Angels – Won 2-0
My 4th Pro Tour win and win.
I can’t say that the complete luck from the last round didn’t affect me – it sat there, taunting me. No way I could get that fortunate again in such a monumental match, right? However, the pairing delivered hope: a favorable matchup. I’d beaten the prior two CoCo decks I’d faced, one of which was Angels, and I knew I was favored.
A quick standings check confirmed what I already knew – drawing MIGHT get me into the top 48, but not for sure. This was a true win-and-in. One of us would win everything, and one would go home with a $100 consolation prize.
Game 1 was a blur – I forget everything, but the life totals on my pad read like this:
Me: 21, 23, 25, 21, 23, 27, 29
Him: 19, 17, 13, 11, 7, 5, 3
Game 2 brought with it baggage. I have a history of winning game 1 of my win-and-ins decisively, then making some sort of boneheaded error to punt game 2, then go on to lose game 3. This pattern is so consistent I’ve just resigned myself to it happening, though I keep telling myself to SLOW DOWN in game 2 and be careful. Please. Find the mistake before it happens.
Well, game 2 also brought back the lucksack in me. On the draw, I looked at my starting seven to see this:
Swamp, Swamp, Swamp, Fatal Push, 2x Ray of Enfeeblement, Legion’s End
Literally, if you asked me to pick through my deck and fish out the best seven card starting hand, I’d trade the Push for a Murderous Rider, but THAT’S IT. The best starting 7 of my entire tournament and likely the best starting 7 of my entire history playing Magic, and it came here, in my most dire hour of need. I sat poker-faced, squealing inside, while my opponent mulled to 6. Then to 5. He put two cards underneath his deck and was ready.
Turn 1 he played Plains. Go.
Turn 1 I drew and played Swamp. Go.
Turn 2 he played Bishop.
Turn 2 I drew Extinction Event and cast Legion’s End on Bishop to see this hand: Temple Garden, Brushland, Righteous Valkyrie. The grip on my Swamp, Swamp, Push, 2x Ray, Extinction tightened.
Turn 3 he dropped Valkyrie.
Turn 3 I drew Liliana and promptly ticked her down.
Soon after, he drew and played CoCo and nabbed Lili with Skyclave (he also CoCoed into a 3 cmc angel). I then cast Extinction Event to 2 for 1 his board and come away with a 3/3 Illusion token (off Lili), which I used to beat him down the rest of the game.
Finally, my mistake happened. On his last turn, I made the mistake of not pushing his new Bishop before he sacked Mutavault to my 2nd Lili. This allowed him to get a token off Bishop’s ability when if I had pushed Bishop first, he’d have none. I had dutifully been reading the Angel cards all weekend, but here my excitement got the better of me as I’d forgotten about the Bishop’s 2nd ability. However, my deck bailed me out. In my hand I held infinite removal, and the error cost me nothing more than flashing a Murderous Rider and winning next turn all the same.
I made it! As I’d done when I qualified for my first Pro Tour back in 2019, I just sat at my table soaking in the tournament hall scene, enjoying one of the three biggest victories of my life. I’d won my last three matches to get here. I was one of the 5.17%. I’d done it. I was back on the Pro Tour!
I texted my good friend, “Where are you?” He saw me coming far away, and when I was close enough, I let my face betray my emotion and we celebrated this giant moment of my mediocre Magic: The Gathering career together.
My 3rd Pro Tour, and the first time qualifying without Modern Burn.
It felt extra special to be qualified for the first Pro Tour since the MPL/Magic Arena/COVID hiatus.
MonoBlack4life!