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MTG Standard 📍 MTGO Challenge 32 — Top 4 Played by MTGO user Bertram

Mono Black Aggro — Standard Strategy Guide

~$41 deck cost Published Nov 4, 2026 Event Oct 30, 2026

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Archetype Overview

This Mono Black Aggro list is a low-curve attacking deck with a recursion engine underneath it. Thirty-three of its thirty-seven nonland cards cost one or two mana, the only three-drop is Corpses of the Lost, and the deck turns every targeted spell into a chance to bring Forsaken Miner back from the graveyard. It finished Top 4 at MTGO Challenge 32 (44 players, October 30, 2026), played by MTGO user Bertram. That single result is a small sample, so treat this guide as an explanation of what the list does and how to play it, not as proof of where it sits in the format.

The plan

You start attacking on turn two and you keep attacking through removal. Iridescent Vinelasher pings the opponent every time you play a land. Sunset Saboteur hits for four with menace from turn three. Corpses of the Lost adds a hasty Skeleton the turn it lands and pumps every other Skeleton you have. When the opponent trades with your creatures, cheap instants clear the way and bring Forsaken Miner back for one more black mana.

Why the plan is strong

  • The curve is very low. Twenty of your nonland cards cost one mana, so you can often cast two spells in a turn from turn two or three, and you rarely waste mana in the early game.
  • Your threats resist one-for-one removal. Forsaken Miner returns on any crime, Corpses of the Lost can rebuy itself at the end step, and Sunset Saboteur charges a discard to target it. A control deck that trades cards evenly with you still falls behind on tempo.
  • Damage comes from several directions. Attackers with menace, landfall pings from Iridescent Vinelasher, drains from Dissection Practice and Gollum, Riddle Master, and Spirits from Realm of Koh all reach the same life total. A single big blocker doesn't stop all of that.
  • You have late-game mana sinks. With twenty-three lands, a low curve would normally flood. Offspring on Iridescent Vinelasher, Soulstone Sanctuary, Realm of Koh and repeat casts of Corpses of the Lost all turn spare lands into pressure.
  • The mana is simple. Eighteen Swamps make your black reliable. That matters because Forsaken Miner's recursion and most of your spells only ask for {B}, often more than once in a turn.

The weaknesses you accept

Your creatures are small. Most of them have one or two toughness, Forsaken Miner can't block at all, and Sunset Saboteur actually grows an opposing creature each time it attacks. Every creature in the main deck costs two or less, so an opposing Requiting Hex can hit any of them. Graveyard removal and exile also blunt your best late-game engine. You're not trying to win long games on card quality. You're trying to make the opponent spend all their mana answering you until the game is over.

Where it fits in the field

The most-played archetypes in recent Standard Top 8s were Jund Sacrifice with 21 of 144 slots and Dimir Aggro with 20 (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). Dimir Aggro took the most event wins in that sample, with 5 (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). Mono Black Aggro isn't among the archetypes named in that tally, so don't assume opponents will have planned for you. Don't assume they're unprepared either, because cheap removal and graveyard cards are already common in those lists for other reasons.

Who should pick it up

Play this deck if you like tight combat math, want to keep your mana working every turn, and enjoy choosing when to spend life for tempo. Lines are short and the deck is forgiving about card quality, but it punishes careless crime timing, poor Gollum choices and overcommitting into a sweeper. It's also a good fit if you want a competitive list at a low price, with an estimated total of about $41. Skip it if you want long, grinding games, or if you dislike decks that can run out of steam when an opponent stabilizes behind a big flyer.

Core Strategy & Game Plan

You win by getting ahead on board early, then making each opposing answer cost more than the threat it removed. The deck is proactive first, with a small reactive package that doubles as an engine. Three linked ideas drive almost every decision: crimes, Skeletons and the four-power threshold.

Crimes: the recursion engine

Whenever you commit a crime, Forsaken Miner offers to come back from your graveyard for {B}. Targeting an opponent, anything they control, or cards in their graveyard is a crime, and this list does that constantly:

Each Forsaken Miner in your graveyard makes its own offer, so one crime with two Miners in the yard and {B}{B} open brings back both. That's why the Miner is a four-of even though it can't block. It's a threat that only needs a single extra black mana on any turn you were going to interact anyway.

Skeletons: the tempo layer

Corpses of the Lost gives Skeletons +1/+0 and haste. It brings its own 2/2 Skeleton Pirate token, which attacks as a 3/2 immediately. Forsaken Miner is a Skeleton too, so a Miner returned with Corpses on the battlefield attacks that turn as a 3/2. This is the payoff for holding {B} open: on a turn where you land a removal spell before combat, your dead Miner can come back and swing.

The rebuy clause adds the long-game value. At your end step, if you descended this turn (a permanent card went to your graveyard), you may pay 1 life to return Corpses to hand. Recasting it gives you another token, so each time you repeat this you get a fresh hasty attacker for three mana. It also protects the enchantment from sorcery-speed removal between turns. Between casts, though, your Skeletons lose the bonus, so count the damage before you decide.

Four power: the Ferocious threshold

Nighthowl Pursuer is a 1/1 with menace until you control a creature with power 4 or greater when it attacks. Then it gets +2/+2 until end of turn and attacks as a 3/3 with menace. Sunset Saboteur meets that threshold on its own. Desolation Prowler meets it after you pay 2 life, and a second Corpses of the Lost does it for your Skeletons. The chart below shows which of your creatures reach it. Activate the Prowler before attackers are declared if the Pursuer needs the bonus.

The ideal game

  1. Turn one: a one-drop. Iridescent Vinelasher is the best opener if you have more land drops coming, because each land after it deals 1 damage.
  2. Turn two: a two-drop, usually Sunset Saboteur. Your one-drop attacks.
  3. Turn three: Corpses of the Lost, with the token attacking immediately alongside everything else.
  4. Turn four and later: two spells per turn, using cheap interaction to remove blockers and keep crimes flowing.

Here's that line with no opposition, using only card text. A turn-one Vinelasher, turn-two Saboteur and turn-three Corpses, with a land each turn, deal 2 damage by the end of turn two (one ping, one attack), 11 by the end of turn three (one ping, then 1 + 4 + 3 in the attack) and 20 on turn four (one more ping and the same attack). No real opponent lets that happen, but it shows how fast the deck closes when it's left alone, and why even one turn of opposing stumbling can decide a game.

What you do when the plan is disrupted

If the opponent keeps killing your attackers, focus on efficiency. Keep {B} up alongside any targeted spell, make your land drop count when Vinelasher is out, and don't pay life without a reason. If the opponent has stabilized with a big creature, your route changes to menace, Spirit tokens from Realm of Koh, landfall pings and drain from Dissection Practice. You don't need to break through on the ground if you can finish the last few points around the blocker.

What reaches Ferocious for Nighthowl PursuerWhat reaches Ferocious for Nighthowl PursuerDesolation Prowler2 powerForsaken Miner with Corpses3 powerGollum, Riddle Master3 powerSunset Saboteur4 powerDesolation Prowler, activated4 powerSoulstone Sanctuary with Corpses4 powerFerocious (4)
Source: card text

Card Choices & Breakdown

Every nonland card here costs three or less. The choices below are about how each slot contributes to pressure, crimes or both. The numbers reflect what you want to see early and what you'd rather not draw in multiples.

One-mana creatures (12)

  • Iridescent Vinelasher (4). A 1/2 that deals 1 damage to the opponent every time a land enters under your control. It's your best turn-one play, and that trigger is also a crime. Late, Offspring for {2} extra makes a second copy, giving you two pings per land. With twenty-three lands, the trigger keeps working all game.
  • Forsaken Miner (4). A 2/2 for {B} that can't block, and the engine card of the list. It trades with early creatures and then returns, so opponents get little value from removing it. Unlike your other creatures, you can think of it as both a one-drop and a late-game spell.
  • Nighthowl Pursuer (4). A 1/1 with menace that attacks as a 3/3 once Ferocious is on. On its own it's your weakest one-drop, so it depends on your four-power creatures. Menace makes it annoying to block in either mode.

Two-mana creatures (11)

  • Sunset Saboteur (4). A 4/1 with menace and ward (discard a card) for two mana is the deck's biggest clock. Its drawback is real: when it attacks, you must put a +1/+1 counter on an opposing creature if there's one to target. It's a crime, so you get value from that drawback, but you need to pick the target carefully. A small creature that can't block well is the usual choice.
  • Desolation Prowler (4). A 2/2 that pays 2 life, once each turn, to become a 4/4 until end of turn. That makes it a combat trick stapled to a creature, and a way to switch on Ferocious for Nighthowl Pursuer. Its resilience in combat makes up for the life you spend on it.
  • Gollum, Riddle Master (3). A 3/1 where you name odd or even as it enters. When an opponent casts a spell of that quality, you choose a mode you haven't chosen yet: a +1/+1 counter, a 2-point drain or a card. Three uses at most per copy. It's legendary, and multiple copies clog your hand, which is the likely reason it's a three-of rather than a four-of in an already crowded two-drop slot.

Three mana (4)

  • Corpses of the Lost (4). Your only three-drop and the card that lifts the deck above a pile of cheap creatures. It's a hasty 3/2 token for three, a team pump for Forsaken Miner, and it can return to your hand for 1 life if you descended that turn. A second copy stacks the bonus, so tokens and Miners attack as 4/2s.

Interaction (10)

  • Dissection Practice (4). For one black mana at instant speed, the opponent loses 1, you gain 1, one creature gets +1/+1 and one gets -1/-1. It's a guaranteed crime since it always targets the opponent. It kills X/1 creatures, wins combats and gives you a way to reach four power. It's flexible enough that you're rarely unhappy to see it.
  • Requiting Hex (4). One mana to destroy a creature with mana value 2 or less, with an optional blight 1 that gains you 2 life. It's excellent against cheap creatures and dead against larger ones, so don't save it hoping for a high-value target. It's a staple across the format: Dimir Aggro plays 2-4 copies in all 20 of its Top 8 lists (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026).
  • Shoot the Sheriff (2). Two mana to destroy any non-outlaw creature. This is what you have for creatures bigger than Requiting Hex can reach. Remember the outlaw list on the card: Assassins, Mercenaries, Pirates, Rogues and Warlocks are immune. Two copies keep it from being a dead draw when facing outlaws, while still giving you an out to a large threat.

Lands (23)

  • Swamp (18). Basic count matters here for black sources and for Realm of Koh, which enters untapped if you control a basic land.
  • Soulstone Sanctuary (3). Produces colorless only, but {4} makes it a 3/3 with vigilance and all creature types, and the text gives no end-of-turn limit. All creature types includes Skeleton, so with Corpses of the Lost it's a 4/3 with haste. Three copies is a sensible cap, because colorless mana can hurt your {B} costs early.
  • Realm of Koh (2). A black source that makes a 1/1 Spirit for {3}{B} and a tap. Those Spirits can't be blocked by non-Spirit creatures. It's a slow but dependable way to spend flood mana, and it finishes games around blockers.

Why twenty-three lands

That count looks high for a deck this cheap, but it's a deliberate choice. Land drops deal damage with Vinelasher, more mana means double-spell turns, and you have three separate mana sinks. You should expect to hit your first four land drops consistently and to still have something useful to do with lands five to seven.

The Decklist

Deck compositionMain deck · 60 cardsCreatures 23Instants 10Enchantments 4Lands 23
What's in the list, by card type. Plus 15-card sideboard.

The 75 played by MTGO user Bertram, Top 4 at MTGO Challenge 32 (44 players, October 30, 2026). Estimated total: about $41.

Main Deck: Creatures (23)

Main Deck: Spells (10)

Main Deck: Enchantment (4)

Main Deck: Lands (23)

Sideboard (15)

Mulligan Guide

You want a hand that uses mana on turns one and two and has a path to keep attacking. With a curve this low, you don't need powerful cards, but you do need black mana, at least one creature, and enough lands to cast it. Most seven-card hands with two to four lands and two cheap plays are keeps.

What makes a hand keepable

  • Two to four lands, including black. Two lands is fine if your spells are one- and two-drops. Check that the lands make {B}: Soulstone Sanctuary doesn't, so two Sanctuaries and no Swamp won't cast anything on color.
  • A creature on turn one or two. A hand of only removal spells doesn't pressure anyone. Your interaction is at its best when it clears the way for something already attacking.
  • Something to do with the mana. Count your total plays. A five-land hand with two spells is often fine because the lands themselves have uses; a six-land hand usually isn't.

Example hands

  1. Swamp, Swamp, Iridescent Vinelasher, Sunset Saboteur, Corpses of the Lost, Requiting Hex, Desolation Prowler: keep. This is close to the ideal curve with removal backup. You need one more land for Corpses, and with twenty-three lands in the deck you can expect one soon. The Saboteur and Prowler are fine on two lands if you miss.
  2. Swamp, Swamp, Swamp, Soulstone Sanctuary, Realm of Koh, Forsaken Miner, Dissection Practice: keep. Five lands and two cheap spells looks thin, but you have two mana sinks in the hand itself. You'll have plenty of mana for Sanctuary and Koh as your draws supply more threats. It's stronger on the draw.
  3. Soulstone Sanctuary, Soulstone Sanctuary, Nighthowl Pursuer, Forsaken Miner, Requiting Hex, Dissection Practice, Sunset Saboteur: mulligan. It looks cheap, but neither land makes black. Every spell here needs {B}, so you're relying on drawing a black source just to play your first card. Don't talk yourself into it.
  4. Swamp, Forsaken Miner, Iridescent Vinelasher, Nighthowl Pursuer, Dissection Practice, Requiting Hex, Gollum, Riddle Master: mulligan on the play, close on the draw. One-landers are tempting because the hand is so cheap. On the play you're casting one spell per turn at best and may miss your second drop for several turns. On the draw, with four one-mana plays, it's closer, but a six-card hand with lands is usually better.
  5. Swamp, Swamp, Swamp, Requiting Hex, Requiting Hex, Shoot the Sheriff, Dissection Practice: situational. Four interaction spells and no creature. It's a fine keep against a creature-heavy deck you know you're facing in games two and three. Against an unknown opponent or a control deck, this hand has very little to do, so ship it.
  6. Six lands and Sunset Saboteur: mulligan. One threat with a single toughness won't win alone, and you won't draw out of this fast enough, even with your mana sinks in the deck.

On the play versus on the draw

On the play, you're the beatdown and tempo is your main edge, so you should value hands that deploy on turn one and two more than hands that have stronger late turns. Be stricter about two-land hands with only two-drops, since a missed land drop costs you a whole turn of curve. On the draw, the extra card lets you keep slightly riskier land counts. Hands with more interaction also get better on the draw, because you can respond to the opponent's first play.

Adjusting to known matchups

  • Against control (Dimir Control, UW Control). Prioritize hands with threats and land drops. Creature count matters more than removal, so Requiting Hex heavy hands drop in value. A hand with Forsaken Miner, Corpses of the Lost and a land sink is strong, since it keeps working after a sweeper.
  • Against Jund Sacrifice. Cheap interaction is at its best here, because Requiting Hex hits Greedy Freebooter, Gene Pollinator, Biotech Specialist and The Sackville-Bagginses. You can keep lighter creature counts if the removal lines up.
  • Against Mono Green. You want hands that apply pressure and keep answers for the creatures that matter. Hands with only small attackers and no removal struggle to get past Icetill Explorer's 2/4 body, so value Shoot the Sheriff and Sunset Saboteur highly.
  • Against Dimir Aggro. Every one of your creatures can be hit by their Requiting Hex, so hands with multiple threats and Forsaken Miner recursion beat hands with a single big threat.
  • Against Izzet Spellementals. Speed is key, so favor any hand with early creatures and a follow-up, and keep Strategic Betrayal hands after sideboarding, since it shrinks their cost-reduction plans.

Mulliganing to six and below

Your deck functions well on fewer cards because each spell is so cheap. At six or five cards, keep any hand with black mana, a creature and a second play. Don't go to five chasing perfection when a two-land, two-spell six can still pressure the opponent. Lean on Forsaken Miner and Corpses of the Lost in these games, since they give you extra value from a small hand.

Sequencing & Key Lines

Most of your decisions come down to spending your mana every turn while keeping {B} open for Forsaken Miner at the right moment. The lines below cover the standard openings and the small edges that add up.

Turn one: which one-drop

  • Iridescent Vinelasher first when you have more lands in hand. Each later land deals 1 damage, so turn one gives you the most pings over the game.
  • Forsaken Miner first if you expect early removal, since you don't mind if it's what they kill. It also hits for more than Vinelasher does on its first attack.
  • Nighthowl Pursuer first only when you have Sunset Saboteur for turn two, so it gets Ferocious by turn three. Otherwise it's a 1/1 that doesn't do much.

Turn two: which two-drop

Sunset Saboteur is the default for raw damage if the opponent has no creatures to grow, or only ones you don't mind growing. Gollum, Riddle Master gets better the earlier you play it against a spell-heavy deck, since it can trigger on most of their turns. Desolation Prowler is the safe choice into a deck with cheap damage, because it can pump out of range when it needs to, provided you have the life to spend. Two one-drops is also a fine turn two, especially with Iridescent Vinelasher and a Forsaken Miner in hand.

Turn three: Corpses or two spells

If you have Corpses of the Lost, you usually cast it. It adds 3 hasty damage straight away and can give Forsaken Miner +1/+0 on top. The exception is when the opponent has a board you need to clear first: a one-mana removal spell and a two-drop can be better if it lets your attackers connect. Against sorcery-speed sweepers, you can hold Corpses and add it after the sweep.

The land drop as a crime

With a Vinelasher on the battlefield, playing your land is a crime. If Forsaken Miner is in the graveyard, play your land when you have {B} available, not before you've tapped out. On a turn with Corpses of the Lost already out, the returned Miner has haste, so make the land drop before combat. If it's not relevant, playing your land before combat still helps you represent tricks and reach Soulstone Sanctuary mana.

Holding up mana on the opponent's turn

Dissection Practice at instant speed with {B} spare gives you a strong line: at the opponent's end step, cast it, commit a crime, pay {B} and return Forsaken Miner. The Miner has been under your control since before your turn, so it can attack without needing haste. Use this when you have spare mana and no better play on your own turn. It also lets you respond to whatever they do on their turn.

The Sunset Saboteur trigger

Each attack, you choose where that counter goes if the opponent has a creature. A tapped creature or one that isn't going to block is usually the right pick, since the counter doesn't change this combat. Don't feed a Mossborn Hydra, since landfall doubles the counters. After blocks, you can still cast Dissection Practice to get your Saboteur out of trouble, but note that this deck has few ways to protect one toughness. Menace helps: two creatures must block, and that often means the opponent loses one in the trade.

Ferocious timing

Nighthowl Pursuer checks for a four-power creature as it attacks. If you're relying on Desolation Prowler, activate before you declare attackers, and pay the 2 life only when you're actually attacking with the Pursuer. If Sunset Saboteur is attacking alongside it, no activation is needed. Don't activate the Prowler early if the opponent has an instant-speed answer and you don't need the bonus. Waiting until blocks can win a combat and keeps your life total higher.

Corpses of the Lost at the end step

If you descended this turn, you have a real choice at the end step. Returning Corpses gives you another token next turn if you have three mana, and it protects the enchantment from sorcery-speed removal, but your Skeletons shrink for any blocks you might make on the opponent's turn, and you pay 1 life. You'd usually return it when you have spare mana next turn and nothing better to cast. Keep it on the battlefield when you're low on life or planning to spend your next turn on other spells.

Descending only counts on your own turn's end step, so a sweeper on the opponent's turn doesn't set it up. Trading in combat or using blight to kill your own Nighthowl Pursuer does. A token dying doesn't count, since it isn't a card.

Playing around interaction

  • Sweepers. When the opponent could have Day of Judgment or Deadly Cover-Up mana next turn, don't add more creatures than you need to keep the clock. Keep a threat in hand and Forsaken Miner in the graveyard if you can.
  • Counterspells. No More Lies asks you to pay {3}. When it's up, lead with the cheaper spell you need less, or wait until you can pay.
  • Cheap removal. Sequence so that your most valuable creature isn't the only target. Answers tend to go to the first big threat, so you can often let Forsaken Miner absorb them.

Matchup Matrix

Jund Sacrifice
Even
Dimir Aggro
Even
Dimir Control
Even
UW Control
Favored
Mono Green (Landfall and Aggro)
Unfavored
Orzhov Aggro
Even
Azorius Momo
Even
Izzet Spellementals
Favored
Matchup verdicts at a glance. Details below.

These are reads from card text and list contents, not recorded match results. Nothing in the source data records how this list has performed against these decks, so treat the verdicts as starting points and adjust them as you play. The archetypes below follow Top 8 share (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026).

MatchupVerdictWhat decides it
Jund SacrificeEvenCheap removal against the engine; answering Smaug
Dimir AggroEvenTempo and who wins the removal exchange
Dimir ControlEvenRebuilding after sweepers; answering 5/5s
UW ControlFavoredPressure before Day of Judgment; Miner recursion
Mono Green (Landfall and Aggro)UnfavoredGetting past large bodies and landfall growth
Orzhov AggroEvenAmalia's ward and lifegain
Azorius MomoEvenFlying blockers and killing Momo early
Izzet SpellementalsFavoredSpeed and graveyard removal

Jund Sacrifice (Even)

Jund Sacrifice had 21 of 144 Top 8 slots (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). Requiting Hex kills Greedy Freebooter, Gene Pollinator, Biotech Specialist and The Sackville-Bagginses, which covers most of its early plays. Smaug the Magnificent costs too much for Hex, so keep Shoot the Sheriff for it. Torch the Tower is a concern: it exiles the creature if it would die, which stops Forsaken Miner from coming back. Name even with Gollum, Riddle Master, since their two-mana engine pieces and Smaug all qualify. For that side of the matchup, see our Jund Sacrifice Standard guide.

Dimir Aggro (Even)

Dimir Aggro had 20 Top 8 slots and 5 event wins (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). All 20 lists play 2-4 Requiting Hex, so any of your creatures can be answered for one mana (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). Its Shoot the Sheriff can't hit Forsaken Miner, Iridescent Vinelasher, Sunset Saboteur or the Skeleton Pirate token, since those are all outlaws. Your plan is to stay ahead on board and force them to react rather than develop. Expect Kaito, Bane of Nightmares in the lists, and use your cheap removal to stop their creatures from connecting. Name odd if you most want to punish Hex. For that side of the matchup, see our Dimir Aggro Standard guide.

Dimir Control (Even)

Deadly Cover-Up destroys all creatures at five mana, and each of the 14 lists plays it (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). Its finishers, Deceit and Uldaros Theorix, are 5/5s, and Overlord of the Balemurk is another 5/5. Those are beyond Requiting Hex, and you have only two Shoot the Sheriff main. You want to finish before those matter or rebuild after the sweep with Forsaken Miner, a held Corpses of the Lost and Realm of Koh. Odd is the better Gollum pick, since several of those cards cost five. For that side of the matchup, see our Dimir Control Standard guide.

UW Control (Favored)

Your speed lines up well against a deck that has to spend its early turns on answers. Day of Judgment is its reset at four mana. Get Lost can hit your creatures or Corpses of the Lost, and Seam Rip exiles any of your creatures, since they all cost two or less. Name even with Gollum: Get Lost, No More Lies, Day of Judgment and The Theorist, Jace Beleren all qualify. Hold back a threat by turn three and animate Soulstone Sanctuary only after the sweeper. For that side of the matchup, see our UW Control Standard guide.

Mono Green, Landfall and Aggro (Unfavored)

The two versions share a core (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). Icetill Explorer's 2/4 body blocks your small creatures all day, Carnivorous Cultivator's deathtouch trades up, and Mightform Harmonizer is a 4/4 that doubles power on landfall. Hex answers Sazh's Chocobo and the Cultivator, but not the Explorer, Harmonizer or Mossborn Hydra. Shoot the Sheriff and menace are your best tools. Never put the Saboteur's counter on a Hydra if you have another choice. For those sides of the matchup, see our Mono Green Landfall Standard guide and Mono Green Aggro Standard guide.

Orzhov Aggro (Even)

Amalia Benavides Aguirre's ward makes you pay 3 life to target her, which is costly in a race. Hinterland Sanctifier and Haliya, Guided by Light add cheap bodies. Kill the creatures you can reach at a fair price, and count life totals before you pay for Prowler. Sideboarded Orzhov lists bring Seam Rip and Duress (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). For that side of the matchup, see our Orzhov Aggro Standard guide.

Azorius Momo (Even)

Dissection Practice kills Momo, Friendly Flier, a 1/1. Sage of the Skies has lifelink and flying, and Quantum Riddler is a 4/6 flyer, so save Shoot the Sheriff for them. Odd is the better Gollum pick here. For that side of the matchup, see our Azorius Momo Standard guide.

Izzet Spellementals (Favored)

Eddymurk Crab and Hearth Elemental need a graveyard to get cheap, so pressure plus Strategic Betrayal after sideboarding lines up well. Crab can flash in as a 5/5 and tap two attackers, so don't overextend into open mana when you don't need to. For that side of the matchup, see our Izzet Spellementals Standard guide.

Sideboard / Tech Guide

Your 15 cards cover four jobs: stripping key spells, removing bigger creatures, stopping enter-the-battlefield triggers and attacking the graveyard. Every plan below is a read from card text and the lists in recent Top 8s (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026), and you should adjust it to what you see in game one.

What each card does for you

  • Duress. One mana to see the hand and take a noncreature, nonland card. It targets the opponent, so it's a crime and can return Forsaken Miner.
  • Strategic Betrayal. The opponent exiles a creature they choose along with their whole graveyard. It's best against a single big creature or a graveyard plan, and worst against a deck with tokens or cheap creatures. It's also a crime.
  • Lich's Relic. For {B} plus an optional {2} on entry, it destroys a creature or planeswalker. Afterwards it's an equipment giving +2/+1 for {2}, which can bring a Desolation Prowler to four power, or get your X/1s out of range of small effects. Destroying a target is a crime as well.
  • Karn, Argent Defender. A 1/3 for two that stops artifacts and creatures entering from triggering abilities. It's your only good blocker, which changes your role against other aggro decks. It also turns off your own offspring trigger on Iridescent Vinelasher and the entry trigger on Lich's Relic, so don't bring both in together without a reason.

Jund Sacrifice

In: 4 Karn, Argent Defender, 2 Strategic Betrayal. Out: 4 Nighthowl Pursuer, 2 Gollum, Riddle Master.

Karn stops the Lander token from Biotech Specialist and the sacrifice draw from The Sackville-Bagginses, both of which trigger as they enter. It doesn't stop Greedy Freebooter, whose trigger is on death. Betrayal exiles the graveyard Lively Dirge wants to use. Their blockers make the Pursuer weak. Their sideboards carry Duress (21 lists), Strategic Betrayal (20 lists) and Requiting Hex (15 lists) (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026), so don't rely on one key spell.

Dimir Aggro

In: 3 Lich's Relic, 2 Duress. Out: 3 Gollum, Riddle Master, 2 Nighthowl Pursuer.

The Relic answers the creatures your Hex can't reach and any planeswalker. Duress takes their removal before it lands. Gollum's single toughness is a liability against their cheap interaction. Their sideboards contain Strategic Betrayal and Duress in 19 of 20 lists (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026), so expect both of those against you.

Dimir Control

In: 4 Duress, 3 Lich's Relic, 2 Strategic Betrayal. Out: 4 Requiting Hex, 3 Dissection Practice, 2 Nighthowl Pursuer.

Hex has few targets here, since the finishers named above cost far more than two. Duress takes Deadly Cover-Up or The Theorist, Jace Beleren, Relic handles a planeswalker or a 5/5, and Betrayal is good when they have only one creature. Keep at least one Dissection Practice as a cheap crime.

UW Control

In: 4 Duress, 2 Strategic Betrayal. Out: 4 Requiting Hex, 2 Shoot the Sheriff.

Duress can take Day of Judgment or Get Lost and also gives you a cheap crime. Betrayal punishes a lone creature finisher, and this plan removes creature-only answers that often sit in your hand. Their sideboards hold Rest in Peace (12 lists), Captain Marvel, Earth's Protector (10) and Torpor Orb (9) (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026), so don't count on your graveyard engine in games two and three.

Mono Green

In: 3 Lich's Relic, 2 Strategic Betrayal. Out: 3 Nighthowl Pursuer, 2 Forsaken Miner.

The Relic gives you more answers to Explorer, Harmonizer and Hydra, and you often need to kill a key creature rather than race it. Miner can't block, so it's a good cut when you're no longer the faster deck. Betrayal is awkward if they have several creatures, so use it early. Their sideboards hold Surrak, Elusive Hunter (23 lists) and Torpor Orb (22) (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). Torpor Orb only affects your offspring trigger, so it won't hurt you much.

Orzhov Aggro

In: 4 Karn, Argent Defender, 3 Lich's Relic. Out: 3 Gollum, Riddle Master, 4 Forsaken Miner.

Here you're fighting for the board, so a 1/3 blocker helps. Bringing Karn and Relic together is a real tension, since Karn stops the Relic's trigger. So cast the Relic first when you can. All 8 lists side Seam Rip and Duress (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026), so expect them to take your spells and exile your best creature.

Azorius Momo

In: 3 Lich's Relic, 2 Duress. Out: 3 Nighthowl Pursuer, 2 Gollum, Riddle Master.

Relic reaches Quantum Riddler, and Duress takes Daydream. All 7 lists side Seam Rip and Spider-Sense (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026), so play around cheap exile when you can.

Izzet Spellementals

In: 4 Strategic Betrayal, 2 Duress. Out: 4 Requiting Hex, 2 Gollum, Riddle Master.

Exiling their graveyard makes Eddymurk Crab and Hearth Elemental cost more, and it also takes a creature. Duress can take their cheap spells, including Prismari Charm. Hex is the cut because Eddymurk Crab and Hearth Elemental are out of its range.

Tech Choices & Variations

The core of this list is the four-ofs at one and two mana plus Corpses of the Lost. Change them only with a clear reason. The flex slots are the Gollum, Riddle Master count, Shoot the Sheriff, the utility lands and the whole sideboard.

Flex slot: Gollum count

Three copies of Gollum, Riddle Master is already a compromise. Going to four gives you more early power against spell-heavy fields, since a Gollum that triggers even once has done enough, but extra legendary copies strand in your hand. Dropping to two opens room for another interaction spell if your field is full of cheap damage that punishes a 3/1. Choose the count by how much of your local field casts cheap spells of one parity, and how often you get to pick accurately.

Flex slot: Shoot the Sheriff

Two copies is your main-deck answer to anything Hex can't reach. In a field heavy with bigger creatures such as Mono Green's Icetill Explorer and Mightform Harmonizer, a third copy makes sense. The usual cut is a Nighthowl Pursuer. The trade-off is that you lose a one-drop and a little speed in exchange for better coverage. Against fields with many outlaws, Shoot the Sheriff gets worse, and that's when you'd go down to one and rely on sideboard answers.

Flex slot: the lands

  • More Soulstone Sanctuary. It gives you more threats that dodge sorcery-speed sweepers, but colorless mana makes {B}{B} turns harder. A fourth copy costs you consistency in exactly the games you need your first two plays.
  • Fewer Soulstone Sanctuary. Against fast decks where you rarely reach five lands, swapping one for a Swamp makes your early mana safer, and it lets you pay for Forsaken Miner more often.
  • Realm of Koh count. Two is modest. It's nearly free to include, since it enters untapped with any basic land, and it's the most reliable path through a large blocker. A third copy adds flood insurance without changing your colors, at the cost of one more land that may have to enter tapped in a hand with no basic.
  • Total land count. Going down to twenty-two lands is the most tempting change for a deck this cheap. You'd give up mana sinks and Vinelasher pings for one more spell. It's a reasonable change if you're facing mostly fast opponents and your games end by turn five or six.

Moving sideboard cards to the main deck

  • Duress main. Good in a control-heavy room since it's a one-mana crime that protects your clock. It's poor against aggro or sacrifice decks, where it may have few targets.
  • Lich's Relic main. It's a strong all-round card, because it destroys a creature or planeswalker and leaves an equipment behind. The cost is three mana on the turn you want to curve out, so it would most likely replace a Shoot the Sheriff.
  • Karn, Argent Defender main. Usually not worth it, because a 1/3 doesn't attack well, and its effect turns off your own offspring trigger.

Adding a card from the wider format

Torpor Orb is a {2} artifact that stops creatures entering from triggering abilities, and it appears in many sideboards, including 22 of 24 Mono Green lists (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). It could replace Karn, Argent Defender in your board. It trades a blocker for resilience against creature removal, and it doesn't stop your Lich's Relic, since the Relic is an artifact and Torpor Orb only covers creatures. It still stops your offspring trigger.

The list uses Strategic Betrayal and Duress, and those are also common in opposing Jund Sacrifice and Dimir Aggro sideboards (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). That's useful to know when you plan your own games: expect the same effects aimed at you, particularly the graveyard exile that hurts Forsaken Miner.

Tuning for your local field

A caution on changing the core

The list's strength is in redundancy: twelve one-drop creatures, eleven two-drop creatures and enough crimes to power Forsaken Miner consistently. Each slot you take from the cheap spells weakens the engine a little, so test any change for a full set of games, and make sure you still have plenty of crimes and cheap plays before you decide it's better.

Budget Options

This list has an estimated total of about $41, which is low for a competitive Standard deck, partly because eighteen of its lands are basic Swamps. Prices change, particularly if a deck does well, so check current listings before you buy. Individual card prices aren't quoted here. What follows is a read on where the cost likely sits and what you can safely hold off on.

Where the cost is likely to be

  • Soulstone Sanctuary. A utility land also seen in other top decks: Dimir Aggro runs 2-3 copies in 19 of 20 lists (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). Cards shared with popular decks tend to hold their value.
  • Requiting Hex. A four-of here that also appears across Dimir Aggro, Dimir Control and many sideboards (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026), so demand from those decks may lift its price.
  • Gollum, Riddle Master. A named legendary creature played as a three-of, likely a noticeable line.
  • Karn, Argent Defender and Lich's Relic. Sideboard cards that might add more to the price than their role suggests.
  • Sunset Saboteur and Forsaken Miner. They're four-ofs that make the deck work, so buy them early whatever they cost.

Swaps you can make

  • Soulstone Sanctuary to Swamp. This is the easiest swap. You lose a late-game threat that dodges sweepers, but you gain black mana early. In a fast local meta, you may not miss it much at all.
  • Realm of Koh to Swamp. You lose flood insurance and a way around blockers. You're giving up less here than you'd think against aggro, more against big-creature decks.
  • Gollum, Riddle Master to Shoot the Sheriff. The list only plays two Sheriffs, so you have room for up to two more copies. You give up raw power on turn two and the Gollum triggers, and you get a flexible answer to larger creatures.
  • A smaller sideboard. Start with the sideboard cards that match your field. If most of your local opponents play creature decks, Duress can wait. If they play control, Karn, Argent Defender can wait. You can start with fewer than 15 cards, or fill two open slots with extra Shoot the Sheriff, while you build the rest.

What you shouldn't cut

  • Forsaken Miner. It's the engine, and the rest of the deck is built to feed it.
  • Corpses of the Lost. The list's power spike. Without it, you lose haste, the Skeleton bonus and your only way to refill on tempo.
  • Iridescent Vinelasher. It's your most consistent source of crimes and the reason your land count works.
  • Sunset Saboteur. Your main source of damage and your natural Ferocious enabler.
  • Dissection Practice. It's a guaranteed crime at instant speed, and few other cards in the list can do what it does for a single mana.

Upgrade path

  1. Start with the main-deck spells and creatures. Build all the four-ofs first, using basic lands in place of Soulstone Sanctuary and Realm of Koh. This is the version that already does what the deck is meant to do.
  2. Add your sideboard's most relevant cards. Buy the set that answers what you see most in your own events, such as Lich's Relic for big creatures or Duress for control.
  3. Add utility lands. Realm of Koh then Soulstone Sanctuary, and these improve your long games. Watch whether they change your results before you buy all of them.
  4. Finish with Gollum, Riddle Master and any missing sideboard pieces. That takes you to the full list.

Other costs to think about

Because the deck uses so many one- and two-mana cards, your mana stays simple. You don't need a multicolor land base, and that's a major reason the total stays low. That also means you're free to shift a few sideboard slots to suit your local field without much extra spending. The deck's cost can change if a new set arrives, since Magic: The Gathering | Star Trek is announced for November 2026, and the data here predates it (source: Wizards of the Coast, accessed Nov 3, 2026). Check whether that release changes what you want to play before you commit to a full set of any one card.

If you're also building another black deck, some of these cards overlap: Requiting Hex, Duress, Strategic Betrayal and Shoot the Sheriff all appear in the Dimir lists in recent Top 8s (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). Buying them for this deck may also help you try one of those later.

Common Mistakes

This deck looks simple, and that's what causes most errors with it. These are the mistakes that cost games, and how to avoid each one.

1. Tapping out with a Miner in the graveyard

Casting a removal spell for all your mana with Forsaken Miner in the yard wastes a free body. The crime only returns it if you have {B} at that moment. Before you commit a crime, count your mana and ask whether you could wait one turn or play a cheaper line. One extra black mana is usually worth more than casting a second spell.

Remember that Iridescent Vinelasher's landfall and Sunset Saboteur's attack are crimes as well. Plan your land drop and your attack with {B} up when a Miner is waiting.

2. Forgetting that all your creatures are Hex targets

Every creature in your main deck costs two or less, and that makes them all legal targets for an opposing Requiting Hex. All 20 Dimir Aggro Top 8 lists play it (source: MTGTop8 deck lists, Oct 20-Nov 3, 2026). Don't pile an equipment or a Dissection Practice onto one creature while the opponent has {B} open, unless winning that combat is worth the risk.

3. Feeding the wrong creature with Sunset Saboteur

The counter trigger isn't optional if there's a legal target. Putting it on the opponent's best attacker or a Mossborn Hydra, whose landfall doubles counters, can swing a race. Plan which creature takes it before you declare your attack. If every option is bad, consider whether attacking with the Saboteur this turn is correct at all. The counter stays for the rest of the game, so a 2/4 that becomes a 3/5 remains a problem long after this combat.

4. Overextending into sweepers

Against Dimir Control and UW Control, Deadly Cover-Up and Day of Judgment destroy all creatures. Once you've got enough power on the board to end the game in two or three turns, adding more creatures only makes the sweeper better. Hold a creature back and keep Corpses of the Lost in hand if you can. Your Soulstone Sanctuary should stay a land until after the sweep, because the text gives no end-of-turn limit, so once animated it stays a creature.

5. Paying too much life

Desolation Prowler costs 2 life per activation and Corpses of the Lost costs 1 per rebuy. Against other aggressive decks and against Amalia Benavides Aguirre's ward, those payments add up quickly. Only activate the Prowler when it changes combat or Ferocious. In a race, ask whether the damage you gain is more than what you pay, and don't assume your drains from Dissection Practice and Requiting Hex will make it back.

6. Choosing odd or even by habit

Gollum, Riddle Master has a real decision on entering, and the best pick changes with what you've seen. Into UW Control, even hits Get Lost, No More Lies, Day of Judgment and The Theorist, Jace Beleren. Into Azorius Momo, odd hits Momo, Friendly Flier, Sage of the Skies, Daydream and Quantum Riddler. Note that zero counts as even, and that the three modes run out: you can't choose the same one twice. Before you cast it, think about which spells the opponent is likely to cast in the next two turns.

7. Misjudging when you descended

Descending only counts for your own end step if it happened that turn, and only a permanent card going to your graveyard counts. An opposing sweeper on their turn doesn't let you bounce Corpses of the Lost on your turn. Tokens don't count either, because they aren't cards, so losing your Skeleton Pirate or an offspring copy won't set it up. If you want the rebuy, plan an attack that trades a card or use Requiting Hex with blight on your own Nighthowl Pursuer.

8. Bringing in the wrong sideboard combination

Karn, Argent Defender says artifacts and creatures entering don't cause abilities to trigger. That turns off the offspring trigger on your Iridescent Vinelasher and the removal trigger on your Lich's Relic. Boarding in both, then casting Karn first, can leave you with a dead Relic. Decide which one the matchup needs, or sequence the Relic before Karn. The same goes for an opposing Torpor Orb, which shuts off the offspring trigger, though not the Relic, since it only covers creatures.

9. Saving Requiting Hex for a better target

Against cheap-creature decks, don't wait for the perfect target. One mana to remove a blocker keeps your clock going, and each crime adds value if a Miner is waiting. Your pressure is worth more than an ideal trade two turns later.

10. Ignoring the land sinks

With twenty-three lands, you'll sometimes flood. Skipping Realm of Koh activations or leaving a Soulstone Sanctuary idle is throwing away damage. When your hand is empty and you've got spare mana, spend it at the end of the opponent's turn whenever the option exists. Spirit tokens are especially valuable since only other Spirits can block them.

Tournament Prep & Final Notes

This is a fast deck with simple mana, so preparation is mostly about knowing the field, your rules interactions and your sideboard plans. You won't run out of time often, so spend your attention on the small decisions that add up.

What to expect in the room

In the 18 events counted, with 32 or more players, Jund Sacrifice took 21 of 144 Top 8 slots, Dimir Aggro 20, Dimir Control 14 and UW Control 13 (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). Mono Green Landfall and Mono Green Aggro each had 12 (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). Orzhov Aggro had 8 and Azorius Momo had 7 (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). The four Kadou events in Beijing supplied 1,797 of the 2,494 players in that sample, so it leans toward those events (source: MTGTop8, Oct 30-Nov 1, 2026). Practice against the top two or three, then adjust for your own room.

The biggest result in the sample was Jund Sacrifice winning the Magic Spotlight: Fracture event in Beijing with 865 players on October 31 (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). Dimir Aggro won both Cup 2 (269 players) and Cup 3 (265 players) in Beijing (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). Dimir Control won two MTGO and RCQ events in the 77- to 87-player range (source: MTGTop8 Standard Top 8s, Oct 20-Nov 3, 2026). Build your test sessions around these results, but don't read too much into any one of them.

What to practice

  • Crime timing. Drill the habit of checking your yard and your mana before every land drop and every targeted spell, and practice the end-step Dissection Practice into Forsaken Miner line.
  • Ferocious math. Know before combat which creature is carrying four power, and when you need to activate Desolation Prowler ahead of attacks.
  • Gollum calls. Learn the costs in each major deck. For Jund Sacrifice, Biotech Specialist, The Sackville-Bagginses, Lively Dirge, Obsessive Pursuit and Smaug are even, while Greedy Freebooter, Gene Pollinator and Torch the Tower are odd.
  • Sweeper discipline. Practice stopping your commitment at the right time against control. It's the hardest habit to build for this deck.
  • Your sideboard plans. Know your swaps cold so you don't lose minutes between games, and remember the Karn and Relic tension.

Rules interactions to know cold

  • What counts as a crime. The card's reminder text says it: targeting opponents, anything they control, or cards in their graveyards. Targeting your own creature alone isn't a crime.
  • Forsaken Miner triggers from the graveyard. It has to be in the yard when you commit the crime. You pay {B} when the trigger resolves.
  • Descending. It takes a permanent card going to your graveyard. Tokens don't count, and it must happen in the same turn as the end step.
  • Requiting Hex's blight. It's optional, it's paid as you cast the spell, and it puts a -1/-1 counter on a creature you control, so it can kill your own X/1. You gain 2 life only if you paid.
  • Shoot the Sheriff and outlaws. Check the creature type line, including tokens. Your own Sunset Saboteur, Forsaken Miner, Iridescent Vinelasher and Skeleton Pirate token are outlaws, so the same spell from an opponent can't touch them.
  • Soulstone Sanctuary counts as every creature type. Once animated it's a Skeleton for Corpses of the Lost and it's an outlaw for Shoot the Sheriff. It's still a land, so a mana value of zero puts it in range of Requiting Hex.
  • Gollum, Riddle Master modes. Each mode can be chosen once, and it triggers only on an opponent's spell of the chosen quality.

Time management

The deck plays fast and most games should end quickly. Use that to think carefully on the turns that matter: your first sweeper-risk turn, your Gollum choice and your first end-step Corpses decision. Against control you may have long opposing turns, so play your own quickly and leave time for a third game.

Format timing

The October 12 Banned and Restricted announcement made no changes to Standard, and the next announcement is due November 30, 2026 (source: Wizards of the Coast, Oct 12, 2026). Magic: The Gathering | Star Trek is announced for November 2026, and its Standard status isn't confirmed in the sources used for this guide, so all the data here predates it (source: Wizards of the Coast, accessed Nov 3, 2026). Recheck the field after it comes out.

Closing assessment

This list asks you to play tight rather than brilliantly. It has a real clock, a resilient engine for a low price and a clear plan against most of the field, though it's small against Mono Green and it relies on a graveyard that opponents can attack. Its one recorded finish here is a Top 4 in a 44-player event, so go in with realistic expectations and test it against your own field. If you enjoy short games full of small edges, it's a strong deck to learn the format with.

Frequently Asked Questions

How does Mono Black Aggro win games in Standard?

It starts attacking on turn two with cheap creatures such as Sunset Saboteur, adds hasty Skeletons with Corpses of the Lost, and brings Forsaken Miner back whenever it commits a crime. Landfall pings and drains finish the last points.

What counts as a crime for Forsaken Miner?

Targeting an opponent, anything they control, or cards in their graveyard. Dissection Practice, Iridescent Vinelasher's landfall trigger, Sunset Saboteur's attack trigger and removal aimed at their creatures all qualify, and you need {B} open to return the Miner.

What are the hardest matchups for this deck?

Mono Green is the read as unfavored, because Icetill Explorer and Mightform Harmonizer are large bodies beyond Requiting Hex. These are reads from card text and list contents, not recorded results.

Should you choose odd or even with Gollum, Riddle Master?

Choose based on what the opponent casts. Even is the guide's pick into UW Control and Jund Sacrifice, and odd is the pick into Azorius Momo and Dimir Control. Remember that Gollum, Riddle Master can use each mode only once.

How do you play around sweepers with this deck?

Stop adding creatures once your clock is good enough, hold a threat or Corpses of the Lost in hand, and leave Soulstone Sanctuary as a land until after the sweep. Forsaken Miner in the graveyard also gives you a way to rebuild.

What are the best budget swaps for Mono Black Aggro?

The list's estimated total is about $41. The easiest swaps are replacing Soulstone Sanctuary and Realm of Koh with Swamp, which gives up late-game mana sinks but makes early black mana safer.

What should you practice before a tournament with this deck?

Practice crime timing with Forsaken Miner, Ferocious math with Desolation Prowler and Nighthowl Pursuer, and Gollum choices. Then drill your sideboard plans and how much to commit into a sweeper.

Metagame Context

Built from the Top 4 list at MTGO Challenge 32 (44 players, October 30, 2026), played by MTGO user Bertram. Metagame context: MTGTop8 standings and deck lists for the 18 Standard events with 32 or more players, plus Wizards of the Coast announcements and Scryfall card data for opposing cards, from 2026-10-20 to 2026-11-03 (brief dated 2026-11-03). The four Kadou events supply most of the players in that sample. Matchup verdicts are reads from card text and list contents, not recorded results. All of this data predates Magic: The Gathering | Star Trek, announced for November 2026.

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Source: tournament results. Decklist and placements as reported by the event organizer.