See You On The Dark Side Of The Moon
Once upon a time, Wizards made a set known as Torment. Players came from all around the world to buy the Torment cards, quickly picking up the tournament-worthy cards and throwing away the rest. Alas, the poor cards thrown away would never have a chance to shine.
Until one day, a card began to laugh...
This deck revolves around breaking the symmetry of Last Laugh. For anyone who has not played this beautiful card, whenever anything is sent to the graveyard, Last Laugh deals damage to everything - all players and all creatures. The beautiful part is that this damage kills the little creatures very quickly, which then kills the bigger threats - namely, your opponent.
Dark Side of the Moon
4 Benevolent Bodyguard
4 Blood Pet
4 Disciple of Grace
2 Angelic Wall
2 Beacon of Destiny
2 Northern Paladin
1 Akroma, Angel of Wrath
4 Darkest Hour
2 Circle of Protection: Black
4 Equal Treatment
4 Last Laugh
4 Sphere of Grace
4 Tainted Field
Darkest Hour, Sphere of Grace, Circle of Protection: Black
These are the defensive enchantments in the deck, and they work well. Once Darkest Hour is out, Sphere of Grace will be able to handle any weenie horde, while Circle of Protection: Black will be able to handle the small but powerful quality army. Better yet, multiple Spheres of Grace will allow you to build up your shield even more. It is not uncommon for this deck to have three Sphere of Graces in play, taking no damage from any creature power six or less.
Angelic Wall, Beacon of Destiny
These creatures serve one purpose: to keep you alive. While you are setting up the combos in the deck, Angelic Wall keeps away the creatures while Beacon of Destiny absorbs the direct damage (Grim Lavamancer, anyone?).
Once you are set up with Darkest Hour, Northern Paladin provides an excellent way to kill most any creature in the game. It is great for threatening your opponent, or keeping down the opponent's army during a mana pocket.
This is the star card of the deck. When you play Last Laugh, make sure you have a creature in play, as well as Sphere of Grace or Circle of Protection: Black. Sphere of Grace is the best option, since when Last Laugh deals damage, it deals it in one-damage packets. Sphere of Grace prevents each of those packets, effectively reducing any damage to zero.
Benevolent Bodyguard, Blood Pet, Reprocess
I find that many opponents I play don't understand the combo at first, so I actually use these cards to threaten them. This is a defensive deck, so the more time you have, the better the deck gets. I often even tell them,"You break-a my defense, I laugh-a your face." Point out that if any spell is cast, you can sacrifice Blood Pet or Benevolent Bodyguard to set off Last Laugh. The best part of this is that sacrificing Blood Pet or Benevolent Bodyguard is the cost of the ability, making it very hard to stop.
I also use Reprocess as a finishing blow. The deck is heavy on land, so I'll reprocess seven lands to deal seven damage with Last Laugh. Even if your opponent finds a way to stop the damage, you get to draw seven cards, which is a nice effect for four mana.
Disciple of Grace, Akroma, Angel of Wrath
Being that both of these have protection from black, they safeguard the Last Laugh, and keep it from killing itself. In addition, with Darkest Hour they effectively gain"Protection from creatures." Disciple of Grace can cycle, which is very nice when you end up with extra copies, and Akroma, Angel of Wrath might have some other uses, too. Note that Blood Pets are very fond of Akroma.
When I realized this card fit into the deck, I was astounded. For two mana, this card can go on the offensive and defensive at the same time. Let's say that your opponent has a 9/9 Krosan Colossus and three 1/1 squirrel tokens in play. You have Darkest Hour, Sphere of Grace, Last Laugh, a Blood Pet, and an Angelic Wall. In your hand is a Equal Treatment. If your opponent attacks, you can play Equal Treatment. Now every source deals two damage instead of its normal damage. Since all the creatures are black sources, Sphere of Grace catches all of it and you take zero damage. Now you sacrifice Blood Pet and Last Laugh goes into effect. However, the Equal Treatment doubles the Last Laugh, making it deal two damage to everything instead of just one. This kills all three of the squirrels, which in turn kills Angelic Wall, which takes out Krosan Colossus. You have just cleared the board of creatures, kept all of your enchantments except Last Laugh, and dealt ten damage to your opponent while preventing his twelve. Oh yes, did I mention you get to draw a card from Equal Treatment as well?
This deck works fairly well against one-on-one matches. It simply kills anything with many small, wimpy creatures; elves and squirrels don't stand a chance, and it can even kill off a fast-moving goblin deck. If you get Darkest Hour and Sphere of Grace (or Sphere of Grace and Last Laugh), there is little that they can do. Best of all, if they decide to keep on with their battle plan and continue making more 1/1 Squirrels, it just helps you even more.
This deck simply rocks against mono-black. Without enchantment destroyers, it is hard to do anything against enchantments already geared towards taking out black. Feel free to keep all of your creatures in your hand, and watch your opponent sob as you lay out a second Sphere of Grace. Also notable is the fact that Darkest Hour cancels out any"Destroy target nonblack creature" or fear effects. Once you have Disciple of Grace, Swat and Smother also stop working. Furthermore, since the whole point of Last Laugh is to kill things to do damage, an Innocent Blood or Chainer's Edict will often help much more than hurt.
This deck does not do well against red-direct damage. The Beacons of Destiny can take out some damage, but most of the time this deck will be pummeled to a pulp. The best hope is to replace the Circle of Protection: Black with the Circle of Protection: Red.
This deck also does not work out against decks that can stop enchantment-based combos, such as Disenchants and Counterspells. The good news is that there are so many enchantments in this deck, your opponent probably won't be prepared to handle all of them. And as a slice of revenge, a Tranquility on Last Laugh has Last Laugh see all of the other enchantments leaving play, and it gets in that extra bit of damage. In fact, if you can sacrifice a Benevolent Bodyguard in response to it, you'll likely clear the board of creatures and a good portion of your opponent's life total.
As well as this deck does against one-on-one, a standard Type II tournament is not the place for it. Rather, to get the most out of the deck, you'll need to play multiplayer.
In multiplayer, this deck is a beast. It starts out so softly that almost no one realizes what it is setting up. While one player is countering a Squirrel Nest, you're playing Disciple of Grace, which no one cares about. Once you get Last Laugh into play, you've won. There'll be so many creatures wandering about the table, that you can't help but get the Last Laugh.