Did any of you play Magic the Gathering? No? That’s ok, but if you did, you certainly remember the Suicide Black deck (Sui Black for short) whose ultimate goal was to destroy the opponent by any means necessary, even if the player would be punished for it.
Sui Black are by default aggro¹ decks in which the acceleration comes at a cost, normally the cost is the user taking damage for playing such powerful creatures for low costs, but ultimately it’s about putting everything on the line, a make it or break it or an all in, so to speak.
The thing about Sui Black decks is that they were created for fun, and they were never expected to have consistency, until they had… Wizards of The Coast nerfed these decks by banning or limiting the number of a card you can have in your deck since you can’t nerf a physical card, but I believe if not watched carefully, Blizzard will have to do exactly that in Hearthstone.
Obviously when I talk about “Black” I mean the Warlock hero, Gul’dan. This hero in my opinion was meant to be played exactly like that, however people bash in their Warlock decks, cards that were meant to be played in other way, or try to mix too many different play styles, and end up building up a very poor deck, remember, playing Hearthstone requires skill, but building decks requires art.
Most Sui Black decks or derivations of (even if people don’t know they’re making derivations of a well known deck) fall off late game, and are extremely inconsistent, here we’ll help you get to know the basic of making a successful, consistent, late game amazing Sui Black deck.
But why Warlock? Saying it was meant to be played like that isn’t a reason, there must be a reasoning, valid and logic, well, the cards are half of the reason, but the other half is this:
No more, no less, your hero power. Pressure in this deck is applied by taking advantages at some costs, here at the cost of 2 life, you get to draw a card, which not only in this deck is somewhat beneficial, as anyone that is experienced in trading card games should know, how much of an advantage it is to be able to draw cards faster than normal, if you don’t know, do some research why cards like Necropotence, Dark Confidant (Bob), Contract from below (despite the ante) and Ancestral Recall were banned altogether.
Drawing advantage provides you with more solutions, it allows you to play your deck faster, if your deck was meant to win, it means it wins faster, if you could win, drawing cards faster, will always mean winning faster, period, it will raise your chances of winning, and lower the opponent’s because he will not have solution for all the cards you play, as fast as you play them because he isn’t drawing as fast. Simple, right?
So, let’s get to the basics shall we? Our goal should be to take the enemy from 30 to 0 as fast as possible disregarding our health our how we get there, the first card that I suggest getting two off without a shadow of a doubt:
The bread and butter of your deck, king of early pressure, a 3/2 for 1 mana cost is just too good of a deal to pass on, specially since the Battlecry will somewhat help us in the future, don’t hesitate to play it, if you have it in your starting hand it’s golden, try to make the most value out of it early game and get some damage in, remember, never trade unless you’re absolutely forced to, our goal is to deal damage, not to control the board at all times.
The reason why I say this card helps us in the future, to achieve our ultimate goal, is simply put because of the following card:
I know what you’re asking yourself: “But holy hell, the card costs 20?” Believe it or not, 20 in this deck can easily become zero, and if any, it’s an 8/8 there for your opponent to deal with, it can be an 8/8 for 5 on your fifth turn, but better yet? It can be two 8/8’s for free if your HP is 10 or below.
It might not sound amazing to you, but the amount of cards the opponent will have to use or better yet, the value of the cards he will have to use to deal with this threat is a win by itself. Cards are not more than their value, sometimes they vanish without achieving their goal, sometimes they stay in the field and do wonders way past what they were supposed to, this card will at least always achieve it’s goal, imagine being dominated by an opponent and being at 12 health on turn 4.
Now imagine that at that point, you have two of these in your hand. The cost reduction unlike the other giants (sea and mountain) isnot situational, if you don’t win the game, your HP will always have to go lower, and lower, until this card costs absolutely nothing, and that’s why it’s better than the counterparts.
Not only we’re going to lose health, we’re going to force it so we can play this card as soon as possible! And that’s where our next card comes in:
I know, 7 health can be scary, so be careful about playing this without being sure that you can either follow up with the Molten Giant soon, or you can bring your health back (we’re going to reveal soon how to do exactly that) but this card is here to accomplish a lot of things:
First of all, it makes your opponent use high value cards such as Hex, Polymorph, Execute, etc. which will be used without a doubt in this card unless they have board control (they shouldn’t, pressure is key), so this creature is either a way to get your Molten Giant out faster, to deal a lot of damage if the opponent is slightly unlucky, and to apply more pressure. Pressure can be applied by simply destroying his creatures, getting his health low, and above all, make him spend high value cards and precious mana.
Be careful, you don’t want to play this guy past turn 8 against a Priest.
So that’s 6 creatures, 24 cards to go, let’s switch to spells a little bit. Another card that helps tremendously in being offensive or maintaining control is:
Keyword for this card is versatility, are you mashing on an opponent? Mash harder, do you need some indirect damage because oftaunt? Use this. Do you need more power to make a creature trade favorable? Use this. This card is versatile, doesn’t cost much, and you will always like it when you see it, specially because it helps you apply even more pressure early game.
Pressure is key, you’re drawing faster, you’re hitting hard, your opponent will run out of gas, and that’s when you deliver the final blow!
However, Sui Black is not only made of cards others didn’t think of, didn’t use properly and/or are afraid to use, there’s also the opposite, cards that others use that can be detrimental for your quest, here’s two that I don’t like to use:
While they are amazing cards at what they do, they make you discard cards however, and we like to think we don’t have useless cards in our deck, so no card is bad enough to use as fodder for this, sure, in a situational case if you have them as the only card in your hand they’re great, 4/3 for 2 mana? 5/7 with Charge for 5 mana? But not if you have key cards in your hand, they will stay there, in your hand, lying useless and offering no help to your goal.
Optimally, having one or the other would be ok, but there’s a reason we don’t use them, there’s another card that makes you discard cards that we want to run in our deck:
0 cost, 4 damage, simple as that. This card is an amazing finisher, period. It can also get you out of tight situations at a cost and a loss of tempo, but with this in your hand, your opponent started the game with 26 health instead of 30, possibly even 22, that’s 8 less damage you need to deal, and every point of life counts, every single one.
Now let’s go to less used, insane combos that will not only make your opponent straight up concede, has cards that people don’t like to use.
Let’s say your plan was successful, your opponent wasted all his arsenal dealing with the threats your presented, but now, your life points aren’t looking very famous, even tho your Molten Giant is in the field looking sexy, you can die to a Pyroblast, or even a Fireball, we need to get our life back!
This is a no brainer, try to keep it in your hand for as long as possible, and not to play it before your Molten Giants hit the field unless it’s strictly necessary and you think you might lose if you don’t heal up or get rid of a certain creature and the 2 damage helps. But this can’t be it, this is an obvious card? Where’s the combos? Well, this is a 2 of in your deck for sure, but they just complement the following:
Need more pressure? Power Overwhelming is amazing, gives one of your creatures +4/+4 until end of turn and the creature dies, but it only costs 1, but what if you use it with Void Terror? Exactly, you throw your creature in, deal 5 damage, and then absorb the 5 attack and 5 health into your Void Terror, not only it will the stats remain permanent, as he doesn’t die at the end of the turn, feels like cheating.
On the other hand, you can go in for 5 damage, or kill a creature and be left with one hp, but not let everything go to waste, use Sacrifical Pact in a creature that was already bound to die and get 5 health back to your hero, for the cost of 1 mana, and two cards plus a low life meant to die anyway creature, you deal 5 damage and get 5 health… Holy Nova who?
That’s 18 cards already, 12 to go, and that’s how we make a deck, so who would be possible candidates for Demon Fire and Power Overwhelming?
The best shield in the game, this guy says: “you shall not pass” with a twist, you actually get hit back if you try to, so the opponent won’t run about everything into it. With a Demon Fire on top of it on turn 2 he becomes a 3/5 leaving your opponent crying for mercy.
Use Power Overwhelming on him, and he will serve you once, leave him in Stealth, and he will serve you the entire game, his power is not to be ignored, one (possibly two) more health in all your creatures is no joke, specially since you will have to use AoE to kill him because of Stealth. This leaves us with 8 cards to go!
What would be of an overpowered deck without a tutor? As early as turn 2 (3 without coin) you guarantee that in your next turn you will have two, very angry demons ready to mash your opponent in the face, speed is everything, you don’t want to be drawing dead.
This card is amazing, if it deals 4 damage it already fulfilled his job, if your opponent silences it, it can trade or get in for two, if the opponent kills it with a weapon, it takes damage directly plus the death rattle, in a game where every point of life counts, two almost sure damage for 1 mana cost and possibly more is very good.
To end the deck, let’s face it, you might not always be in the winning side of things, and your creatures weren’t meant to trade for others, or to be stalled by taunters, that’s why we have this:
A perfect way of saying: “get out of the way” at the cost of 3 mana, this should be used in order for your creatures not to trade with others, even if they possibly can, you want to hit your opponent directly as many times as you can, as hard as you can. Do not change this card with anything else, it might seem you’re going to be more aggressive, but you need removal, sheer removal, plain and simple.
Honorable mention obviously goes to:
He can turn the game around, period, he should be the contingency plan, the plan B so to speak, where everyone else fails, Jaraxxus will succeed, because he is the eredor lord of the burning legion, need I say more? Plus if your health is really low, you can bring it back to 15.
¹ “Aggro deck is a term for a deck which attempts to win the game through persistent, quick damage dealing. Usually these decks will use small, hard-hitting creatures to win the game.” — MTG Wiki