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A mono-black aristocrats/mill strategy that uses Syr Konrad, the Grim's triggered ability to drain opponents through creature deaths, mill effects, and graveyard manipulation, creating multiple damage triggers to close out games.
Primer:
The deck operates on multiple axes that all trigger Syr Konrad, the Grim's damage ability. The primary gameplan involves setting up a sustainable engine of creature deaths and mill effects while maintaining card advantage through death triggers. Key pieces like Mindcrank create feedback loops with Konrad, while sacrifice outlets like Viscera Seer and Woe Strider enable controlled creature deaths.
The secondary strategy involves mass reanimation spells like Living Death and Wake the Dead to create large damage bursts through Konrad's trigger. The deck can grind out value through aristocrats effects (Zulaport Cutthroat, Ayara, First of Locthwain) while setting up for bigger turns. Card draw and recursion elements help maintain resources for longer games.
Weaknesses:
The deck is heavily reliant on its commander and can struggle if Konrad is repeatedly removed or taxed. Graveyard hate significantly impacts both the mill and reanimation strategies. The deck has limited answers to problematic permanents and can struggle against heavy lifegain strategies that outpace its damage output.
Most Important Cards:
- Mindcrank
- Living Death
- Bolas's Citadel
- Zulaport Cutthroat
- Viscera Seer
- Meathook Massacre II
- Perpetual Timepiece
- Crypt Ghast
- Tortured Existence
- Peer into the Abyss
Attribute Ratings:
- Speed: 5/10
- Resilience: 6/10
- Consistency: 7/10
- Interaction: 4/10
Rating Justification:
This deck sits comfortably in the optimized casual range, with consistent execution of its strategy but lacking the explosive speed of higher-powered decks. While it can create powerful loops and generate significant value, it typically needs several turns to establish its engine and close out games. The deck shows focused deckbuilding with clear synergies but operates at a fair power level that allows for interactive gameplay.
Final power level rating: 5.5 - 6.0
The deck demonstrates elements of both high-power casual and focused constructed decks, with its ability to consistently execute its strategy while maintaining reasonable interaction. However, its reliance on the commander and vulnerability to common forms of disruption keep it from reaching higher power levels. The mana base is fairly basic but functional, with 33 lands and reasonable ramp options supporting its strategy effectively.
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