
At a glance
- Commander: Witch-king, Bringer of Ruin
- Colors: Mono-Black
- Archetype: Mono-black edict-lock control
- Power tier: mid-high
Cards
Commander
Witch-king, Bringer of Ruin — , Legendary Creature — Wraith Noble, 5/4
Flying Whenever Witch-king attacks, defending player sacrifices a creature with the least power among creatures they control.
The printed text matches the scout’s paraphrase: a 5/4 flier that, every time he swings, forces the defending player to sacrifice their lowest-power creature. This is an untargeted, repeatable edict — it ignores hexproof, shroud, ward, and protection, and it chews through go-wide boards one chump at a time. commander_oracle_ok = true.
Two important nuances the build leans on:
- The sacrifice hits the least-power creature, so opponents lose their mana dorks / tokens first and keep their bombs — that’s fine; our job is to strip the board so nothing can block a 5/4 flier, and to pair the commander with our own full-board edicts that make them choose among real threats.
- He has flying, so he reliably connects and the edict actually fires each turn.
Gameplan
Mono-black attrition control. We are not a draw-go-into-wrath deck (black has no clean board wipes at common), so we win through inevitability: a relentless stream of forced sacrifices that empties every opponent’s board while we rebuy our own edict bodies, backed by a 5/4 evasive recurring edict (the commander) and a small drain/burn package to close.
Three phases:
- Early (T1–4): Ramp into a black rock, hold up cheap spot removal and edicts. Trade one-for-one or better; sac-for-value draw (Village Rites, Deadly Dispute) turns dying fodder and spent rocks into cards.
- Mid: Deploy Witch-king. Each attack is a free edict. Loop ETB-sacrifice creatures (Fleshbag Marauder, Slum Reaper, Demon’s Disciple, Accursed Marauder, Chain Devil) with cheap recursion (Tortured Existence, Grim Harvest, Raise Dead, Mortuary Mire) so the table faces a forced sacrifice almost every turn cycle.
- Late / win: Opponents run out of bodies. The 5/4 flier plus pseudo-wipes (Drown in Sorrow, Eyeblight Massacre, Crypt Rats) keeps boards empty, and Gray Merchant of Asphodel / Tithing Blade’s drain side / Crypt Rats convert the creature-starved table into a clock.
Key synergy lines
- Edict on a stick + recursion grind. Tortured Existence (, discard a creature: return a creature) and Grim Harvest (with Recover) let you recast Fleshbag/Slum Reaper/Demon’s Disciple over and over. Every recast is “each player sacrifices.” Combined with Witch-king’s combat edict, opponents are losing 1–2 creatures per turn rotation and can never stabilize a board.
- Sacrifice fodder is never wasted. Cabal Trainee, Festering Goblin, Shambling Ghast and tokens feed Village Rites / Deadly Dispute / Costly Plunder / Reckoner’s Bargain (draw 2 each) and the exploit creatures (Qarsi Sadist drain, Mindleech Ghoul discard, Vulturous Aven draw 2). Their deaths also fuel Tragic Slip’s morbid (-13/-13) and Witch-king’s value.
- Reanimation closers. Dread Return and Rise Again bring back Gray Merchant (drain refire) or any edict body for an immediate ETB sacrifice. Cadaver Imp and Pit Keeper rebuy on a body.
- Crypt Rats is repeatable inevitability: (black only): X damage to each creature and player — a board-wipe and a finisher in one card that you can recur with the graveyard package.
Role breakdown (with counts)
- Lands — 36: 26 Swamp + Vault of Whispers; utility: Bojuka Bog (gy hate), Witch’s Cottage & Mortuary Mire (recur a creature — extra edict-body rebuy), Barren Moor & Polluted Mire (cycle when flooded), Escape Tunnel, Jund Panorama, Promising Vein, Evolving Wilds (fixing/thin).
- Ramp — 10: Sol Ring, Lotus Petal, Charcoal Diamond, Leaden Myr, Mind Stone, Wayfarer’s Bauble, Everflowing Chalice, Bonder’s Ornament, Infernal Idol, Chromatic Star. (Mind Stone / Bonder’s / Infernal Idol / Chromatic Star double as late-game card flow.)
- Card advantage — 11: Sign in Blood, Read the Bones, Night’s Whisper, Village Rites, Deadly Dispute, Costly Plunder, Reckoner’s Bargain, Dusk Legion Zealot, Phyrexian Rager, Crypt Lurker, Vulturous Aven.
- Spot removal / edicts — 16: Diabolic Edict, Geth’s Verdict, Cruel Edict, Devour Flesh, Innocent Blood, Doom Blade, Go for the Throat, Cast Down, Murder, Vendetta, Disfigure, Tragic Slip, Bake into a Pie, Deadly Derision, Snuff Out, Hideous End. (Edicts ignore hexproof/protection — the same theme as the commander.)
- Mass / pseudo-wipe — 4: Drown in Sorrow (-2/-2), Mephitic Vapors (-1/-1 + surveil), Eyeblight Massacre (-2/-2), Crypt Rats (repeatable X to all).
- ETB-sacrifice creatures (edict engine) — 6: Fleshbag Marauder, Demon’s Disciple, Slum Reaper, Accursed Marauder, Chain Devil, Abyssal Gatekeeper, Rot-Tide Gargantua.
- Recursion / reanimation — 8: Tortured Existence, Grim Harvest, Raise Dead, Disentomb, Cadaver Imp, Pit Keeper, Dread Return, Rise Again.
- Inevitability / payoff & fodder — rest: Gray Merchant of Asphodel (drain finisher), Tithing Blade // Consuming Sepulcher (edict + recurring drain), exploit value (Qarsi Sadist, Mindleech Ghoul), Cabal Trainee / Festering Goblin / Shambling Ghast (cheap fodder + value on death).
Pilot notes
- Don’t jam Witch-king into open removal. He’s a value engine, not a race piece. Deploy when you can protect the attack or when the board is already thinned so the edict matters.
- Sequence edicts after combat / after they tap out. Full-board edicts (Fleshbag etc.) are best when an opponent is down to one key creature so they’re forced to give it up. Witch-king’s combat edict, by contrast, eats their smallest body — use it to clear chump blockers and mana dorks.
- Hold a sac outlet’s worth of fodder. Keep a token or 1-drop around so Village Rites / Deadly Dispute are always live as instant-speed card draw and so you can dodge targeted removal by sacrificing in response.
- Crypt Rats math: with a heavy black board and devotion, a few black mana wipes the table and pings faces; recur it with Raise Dead / Dread Return for repeat sweeps.
- Gray Merchant wants devotion — cast it after rocks/permanents are down for a big drain, then reanimate it for a second hit.
Weaknesses
- Token swarms / aristocrats can outpace single-target edicts; lean on the -X/-X sweepers and Crypt Rats here.
- No counterspells at common in mono-black — we’re reactive on the battlefield, not the stack, so fast combo can race us. The plan is to strip their creatures and apply a flying clock before they assemble.
- Graveyard hate hurts the recursion engine; Bojuka Bog is our only answer, so prioritize the commander + edicts as the backbone and treat recursion as gravy.
- Big single threats survive the least-power edict; that’s what the 16 hard-removal/edict spells are for.
Decklist
⬇ Download as .txt — paste into Moxfield, Archidekt, or MTG Arena.
Show the full list (99 + commander)
Commander 1 Witch-king, Bringer of Ruin Deck 1 Sol Ring 1 Lotus Petal 1 Charcoal Diamond 1 Leaden Myr 1 Mind Stone 1 Wayfarer's Bauble 1 Everflowing Chalice 1 Bonder's Ornament 1 Infernal Idol 1 Chromatic Star 1 Diabolic Edict 1 Geth's Verdict 1 Cruel Edict 1 Devour Flesh 1 Innocent Blood 1 Fleshbag Marauder 1 Demon's Disciple 1 Slum Reaper 1 Accursed Marauder 1 Chain Devil 1 Abyssal Gatekeeper 1 Rot-Tide Gargantua 1 Doom Blade 1 Go for the Throat 1 Cast Down 1 Murder 1 Vendetta 1 Disfigure 1 Tragic Slip 1 Bake into a Pie 1 Deadly Derision 1 Snuff Out 1 Hideous End 1 Drown in Sorrow 1 Mephitic Vapors 1 Eyeblight Massacre 1 Village Rites 1 Deadly Dispute 1 Costly Plunder 1 Reckoner's Bargain 1 Dusk Legion Zealot 1 Phyrexian Rager 1 Crypt Lurker 1 Vulturous Aven 1 Sign in Blood 1 Read the Bones 1 Night's Whisper 1 Tortured Existence 1 Grim Harvest 1 Raise Dead 1 Disentomb 1 Cadaver Imp 1 Pit Keeper 1 Dread Return 1 Rise Again 1 Mortuary Mire 1 Tithing Blade // Consuming Sepulcher 1 Qarsi Sadist 1 Mindleech Ghoul 1 Festering Goblin 1 Shambling Ghast 1 Cabal Trainee 1 Crypt Rats 1 Gray Merchant of Asphodel 1 Vault of Whispers 1 Bojuka Bog 1 Witch's Cottage 1 Barren Moor 1 Polluted Mire 1 Escape Tunnel 1 Jund Panorama 1 Promising Vein 1 Evolving Wilds 26 Swamp