I ain’t afraid of no ghost.
Ancient American Proverb
Hello all!! Welcome back to I Need Mana, your source for weird and unique EDH Commanders from Magic’s history. It’s been a bit, but it’s a new year (thank the Kaldheim gods, good riddance 2020), and that means new commander decks need to be made. This week we’re finishing up our exploration of mono-colored commanders with another weird Kamigawa legend: He Who Hungers.
This deck is an aristocrat-style discard deck, that seeks to control your opponent’s resources, all while slowly amassing a board of spirits to either attack or drain your opponents out of the game. While researching “spirit” tribal, I noticed more players tended to go towards commanders like Infernal Kirin, and Tinybones. Our hungry lad may not be as “good” on paper as Tinybones, but the activated ability on He Who Hungers is only one measly colorless mana, so I think we can get there with him! His ability also gives us the power of choice when choosing what we discard. That versatility, combined with some powerful discard synergies, and tons of mana acceleration, will give us the flexibility we need to close out games. Without further ado, let’s jump into the list!
Deck List (full list available HERE!)
Utility Spirits and Aristocrats: 11

- Changeling Outcast
- Kemuri-Onna
- Thief of Hope
- Tormented Soul
- Maskwood Nexus
- Baku Altar
- Blood Artist
- Zulaport Cutthroat
- Syr Konrad, the Grim
- Lingering Tormentor
- Farbog Revenant
You’ll notice that several of our utility spirits (including our honorary changeling) are all rather difficult to block; from skulk, to fear, to unblockable, there’s no shortage of ways our spirits can get in to poke at our opponents. We’re by no means an aggro deck, but we do care about chipping in damage, the reason why we’ll cover in a bit (jump to Discard section!). Besides the lovable Ugin, the Ineffable as a powerful spirit-token generator we have the super efficient Maskwood Nexus and Baku altar. These sources generate He Who Hungers plenty of fodder so we always have something to use to attack our opponent’s hands. It’s worth keeping in mind that He Who Hunger’s ability only triggers off of spirits, so it’s necessary we fill our list with spirits/cards that generate spirit tokens. This also makes the new inclusion of Maskwood Nexus so incredibly powerful, as it not only makes cheap spirit/changelings, but turns all our normally non-spirit creatures into spirit creatures for our commander to chomp! We can even do cool tricks with Maskwood, like using Iname, Death Aspect to dump all our creatures into the graveyard. Our spirits are generally very cheap, so we can later recur them to our hand and cast them easily with little strain on our resources. The aristocrats themselves are pretty standard, Zulaport, Blood Artist, and Konrad are all incredibly powerful effects that turn our commander into a machine gun when it gets going.
Discard: 12

- Infernal Kirin
- Entropic Specter
- Myojin of Night’s Reach
- Chilling Apparition
- Banshee of the Dread Choir
- Ashen-Skin Zubera
- Larceny
- Liliana, Waker of the Dead
- Words of Waste
- Court of Ambition
- Ghost-Lit Stalker
- Pelakka Predation / Pelakka Caverns
Now that we have our synergies lined up, let’s get into our discard choices: Here we’re running (almost) every Spirit that includes the phrase “opponent discards” when it deals combat damage. The big boost to our specific strategy is Larceny. This is an often under looked (albeit a bit expensive, 5 mana is a chunk of change) discard enchantment that turns all of our unsuspecting little spirits into potential hand nukes – get hit with a few of them, discard your whole hand! Infernal Kirin may not be our commander, but it is still exceptional in the 99. Kirin also makes it pretty easy to choose what kind of spells/removal we’ll include in the list (I’m talking arcane spells here, y’all). Otherwise, we get some insane new cards from Zendikar Rising and Commander Legends in Pelakka Predation/Pelakka Caverns, and Court of Ambition. Court of Ambition is just such a beating in a discard deck like this. We may not always be the monarch, but our deck doesn’t mind attacking with our little 1/1s and 2/2s, so it works better than you might think. Nugging our opponents for 6 damage, plus any damage they take from our discard penalty enchantments is huge. I’d recommend steering clear of the spirits with “exile” effects, as we are our discard pay offs are dependent on discard, or seeing the cards hit the graveyard.
Discard Pay-off: 8

- Raiders’ Wake
- Liliana’s Caress
- Geth’s Grimoire
- Megrim
- Waste Not
- Tinybones, Trinket Thief
- The Haunt of High Tower
- Tergrid, God of Fright
Here’s what it’s all about! Why you’ll want to build He Who Hungers in the first place: Pay-offs! There’s plenty here to go around. 6 enchantments, all of which are pretty cheap, can lead to massive amounts of damage on turns where we’re making our opponent discard a couple times. It’s not unreasonable to get our opponents to take somewhere around 10+ damage from a couple well timed triggers. This means if we do it right, we can kill our opponents without even needing to attack… though, it couldn’t hurt. Tinybones, though not a spirit (YET, Thank you Maskwood), is a must due to it’s innate source of card advantage and a built-in wincon. In fact, the card is so good that if you’re in black and want to discard it’s basically an auto-include (DAMN YOU WIZARDS!!). Also. We gotta talk Tergrid. Now, I know what some of you are saying, Hamp, this is THE card, and to those people I say: you are right. Tergrid, from the new Kaldheim set, is so unbelievably good. It turns all of our commander’s activations into control magics. This card is going in for sure. Frankly, Tergrid is the kind of card I would rather have it in my 99 instead of my commander to avoid things like being Alpha striked by the table just for revealing it. Some notable exclusions here include Pauper’s Cage (a little small ball for us), and The Rack (which only targets one player). I also wouldn’t mind adding a Davriel, Rogue Shadowmage, but I think he’s a little too fragile.
Recursion/Protection: 9

- Phyrexian Reclamation
- Akuta, Born of Ash
- Rise of the Dark Realms
- Deathknell Kami
- Shirei, Shizo’s Caretaker
- Nether Traitor
- Kami of the Waning Moon
- Agadeem’s Awakening / Agadeem, the Undercrypt
- Malakir Rebirth / Malakir Mire
Since we’re in Black, there’s no shortage of recursion. Phyrexian Reclamation can go pretty nuts with our commander, giving us repeatable recursion on our cheap spirits so we can keep eating away at our opponent’s hands. Another legendary our commander can utilize is Shirei, Shizo’s Caretaker. There aren’t a ton of amazing mono-black spirits, but we can get around that by running ones that synergize with Shirei. Shirei turns any spirits we have 1 power or less into a recursive discard spell. As long as Shirei doesn’t eat a removal spell (which, it often does :C) our 1 power or less spirits return to us at the end of turn. This ability also triggers at the end of each end step, so we can do this on each other player’s turns so long as we have the mana, and an instant speed sac-outlet (our commander is not, sadly, He Who Hungers can only be activated at sorcery speed). Next up we have a few spirits that we can cast from the graveyard in Nether Traitor and Akuta, Born of Ash. Zendikar Rising also brought us even more incredible recursive spells in Agadeem’s Awakening and Malakir Rebirth. There’s just so many options here. There’s also the new Kaldheim card, Haunting Voyage, if we wanted even more mass recursion.
Ramp: 7

This section is fairly self-explanatory. Like our aristocrats, we have some familiar faces in Pitiless Plunderer and Pawn of Ulamog. These cards are busted, and give us such a strong mana advantage when we’re we sacrificing our spirits. Pitiless Plunderer also helps get us closer to our second wincon: Revel in Riches. I’ve often found this card to be a house in multiplayer. It’s a bit of a personal favorite of mine, and I try to run it in as mana decks that can make it work as possible. We may not be able to get there with combat damage, but we can sure generate enough tokens to win the game. Carnival of Souls is another interesting old enchantment, turning any creature into a ramp spell (though watch out because it doesn’t say may, and it triggers off your opponents creatures as well). Carnival can give us the extra boost a mana hungry deck like this needs, and I’m inclined to run it despite its potential to straight up kill us. Otherwise, Black Market and Crypt Ghast are too strong not run in aristocrat decks. Not to mention, Ghast works with our theme, as it happens to be a spirit (double win for us!).
Removal: 10

- Kagemaro, First to Suffer
- Plagued Rusalka
- Skullmane Baku
- Rend Flesh
- Sickening Shoal
- Horobi’s Whisper
- Hideous Laughter
- Grave Pact
- Ugin, the Ineffable
- Hagra Mauling / Hagra Broodpit
Here’s where we get to play a little more with Arcane. Arcane is a spell type that classifies whether or not the instant or sorcery can trigger an ability looking for Arcane. So removal spells like Rend Flesh may be a little more expensive than a good old Doom Blade, but triggering Infernal Kirin is such a bonus for us, that we’re using cards like this instead. The same can be said for cards like Sickening Shoal, Horobi’s Whisper and Hideous Laughter, slightly under the bar as far as removal goes, but we want the bonus. Functioning as both removal and spirit producer, Ugin, the Ineffable is the perfect planeswalker for our deck: destroy a pesky permanent? Check. Create a spirit to be used to discard? Check. Gain card advantage off the spirit? Super check. Card is all around incredible! Kagemaro, First to Suffer acts as our build-your-own Toxic Deluge, and can be repeatable if we need it to be. In fact, a fair amount of our removal is tied to our spirits, and gets around pesky keywords like “indestructible” by dealing in -X/-X. The final card I want to talk about is Grave Pact. This card is a bit of a trap, as it is expensive and often paints a huge target on your head. I wasn’t sure about including it, but killing a ton of our opponent’s stuff for just one mana off a He Who Hungers’ activation seems too good to not. Just make sure you’re ready to get value off the card before you play it.
Card advantage: 8

- Seizan, Perverter of Truth
- Species Specialist
- Bone Miser
- Dark Deal
- Syphon Mind
- Skullclamp
- Rankle, Master of Pranks
- Geir Reach Sanitarium
Got a bunch of 1/1s but no commander yet? Drop a Skullclamp and get to drawing cards. Got a Species Specialist in play as well? Draw ALL THE CARDS. Species Specialist is a “newer” card that I love in tribal black decks. It’s fairly costed, doesn’t just care about your creatures dying, and doesn’t mind if the creatures are tokens. It’s so much advantage for a measly 4 mana. Seizan, Perverter of Truth may seem like a bit of an odd inclusion, as it gives all players card advantage, but we want our opponents to have a couple cards in hand for us to discard. A non-bo with Tinybones, but since it’s not our commander I find it’s justifiable. If our opponents are empty handed all the time how are we gonna get Liliana’s Caress triggers?? How!? Rankle, Master of Pranks is another great advantage/removal/discard engine that slips right into our deck as too much value to pass up. We obviously want to limit the amount of non-spirit creatures, but this card is just too diverse to pass up. Cards like Dark Deal, Bone Miser, and Geth’s Grimoire just straight up kill people out of nowhere. Commander 2019 was massive for the mono-black archetype. Seriously.
Tutor: 3

A slightly smaller tutor section, which, I know, is crazy considering we are all black and it’s the best color for tutoring. I just tend to want to keep this section low since we’re focusing on tribal synergies and discarding. That being said, Iname, Death Aspect tutors an insane amount of cards for us (like potentially all the creature cards with Maskwood out), and barring that we don’t run into graveyard hate, will win us the game if we can reanimate them with something like Rise of the Dark Realms. Another reason we want to try and keep our spirit count high. Diabolic Intent and Demonic Tutor just here to get a silver bullet, Diabolic Intent working particularly well in a deck that wants to sac it’s creatures.
Lands: 36

- 24x Snow-Covered Swamp
- Urborog, Tomb of Yawgmoth
- Cabal Coffers
- Cabal Stronghold
- Castle Locthwain
- Geir Reach Sanitarium
- Mortuary Mire
- Hagra Mauling / Hagra Broodpit
- Agadeem’s Awakening / Agadeem, the Undercrypt
- Malakir Rebirth / Malakir Mire
- Pelakka Predation / Pelakka Caverns
- Bojuka Bog
- Scavenger Grounds
The lands are great for this deck. Thanks again to Zendikar Rising we have a ton of utility (please no Blood Moons…). I’m including Cabal Coffers even though I know it’s crazy expensive, it’s not necessary, but if you got it, play it! Otherwise, Cabal Stronghold is a great runner up, and you may as well include both of them. Lots of good utility draw lands like Castle Locthwain to make sure our hand is never empty, and a couple recursive creature lands in Mortuary Mire and Agadeem’s Awakening. As is my usual, I’ve included two graveyard hate lands, Bojuka Bog and Scavenger Grounds, which can be super crucial in a deck that’s constantly putting player’s things into their bin. Basically every other deck is a graveyard combo deck these days, so be prepared!
End Step!

Now that our hungry spirit is satisfied, we can take a moment to break this down:
If you want to play aristocrats then you’ll want to play this deck. If you want a deck that doesn’t really need to attack, that’s more defensive and reactive, this is the deck for you. If you’re not into sacing things, recurring things, and being an all-around durdle king, this might not be your deck. Our commander is very unassuming. We’ll get there by focusing on utilizing his cheap activated ability, and maintaining a mana advantage. You’ll want to focus heavily on ramp in the early game, but once we secure the advantage, it’ll be hard for your opponents to keep up with the amount of damage you’ll be doing to their hands. With the amount of ramp we have these days, I’d be surprised if you weren’t able to get this on the board and ready to roll much quicker than turn 5. If our commander keeps getting targeted, because, well, our opponents are going to want to keep their hands, we’ve made sure there are still plenty of other strong pseudo-discard commanders in the deck to take care of our opponents.
And with that we have come to the end of our mono-colored series! Thanks for joining me on this wild ride. It’s been a blast exploring these older mono-colored commanders, and I hope you get a chance to dive back into Magic’s history and find your own mono-colored commander.
In our next series, we’ll be focusing on underplayed commanders from the Guilds! Starting with what is (probably) my favorite guild, House Dimir! Check back soon for a particularly wacky Dimir commander that deserves all the love.
As always, you can follow me on Twitter @HampTheHuman for all my brewing updates, and weird musings. Thanks for reading, Cheers!!




































