24 Spells Mox Diamond Diregraf Ghoul Carnophage Sarcomancy Gravecrawler Carrion Feeder Dark Ritual Tragic Slip Deathrite Shaman Dark Confidant Bloodghast Sinkhole Hymn to Tourach Dauthi Horror Doom Blade Umezawa's Jitte Vampire Hexmage Necropotence Geralf's Messengers Vampire Nighthawk Liliana of the Veil Phyrexian Obliterator Hatred Death Cloud 16 Lands Lake of the Dead Urborg, Tomb of Yawgmoth Bayou Polluted Delta Bloodstaind Mire Verdant Catacombs Marsh Flats 9 Swamps Other Gooduns one can look to include Mox Diamond Yawgmoth's Will Abyssal Persecutor (usually needs a few more ways to sac such as Smallpox, Cabal Therapy and/or Reccurring Nightmare) Hypnotic Specter Wastelands Barren Moore (for the Deathrite Shaman) Inquisition of Kozilek Skullclamp Priest of Gix Skinrender Vampire Lacerator Black doesn't have much reach, unlike for red deck wins your removal does not double up as unblockable damage to finish off the game

Then in Stronghold we got another uncommon cycle, this a gold one
Now, before we get to the Forests, I want to remind you that I am not an artist (or a critic), and this list's existence is not meant to assume that, somehow, it's objective
Third ability is only powerful if player controls lots of other artifacts
Thickness test Is the card too thick or too thin
Its a beloved archetype from a Standard long past, which made the rounds in Modern in the years following its rotation