DESCRIPTION
Updated from the previous version, getting some parts inspired by AliasV's Rotation-Proof Mono Black. Here are each card's justifications;
Knight: Best 1 drop in Black. So why not? His ability will come in handy mid-game.
Gutterbones: Another good 1 drop. unfortunately he hit the field tapped and can't be used as immediate meatshiled. But hey, dropped him turn 1 and have him attack turn 2 for 2 damage is quite sweet. Also I can constantly feed him to the Regisaur later on.
Regisaur: A 3 drop with 7/6!? why yes. His maintenance cost is quite annoying, but all I have to do is ping the opponent for any amount of damage and dig up Gutterbones to feed him next upkeep.
Spawn of Mayhem: This guy is the center of the two cards listed above. His ability to ping everyone for 1 damage means that the conditions for Gutterbones's ability will almost always be fulfilled, so, instead of having to hit the opponent to deal some damage and dig up Gutterbones to be discarded next upkeep, I can just keep Gutterbones in the graveyard, get Spawn's ability to resolve first during upkeep, pay 2 Manas to dig up Gutterbones and feed him to the Regisaur right away.
Midnight Reaper: This might be my most controversial pick. Make no mistake, he's a decent draw engine, and a very good 3 drop. His ability will make sure I get something from my creatures being killed. But since I don't have anything to deliberately sending my creatures to graveyard, his ability won't see full use and will only act as an insurance.
Dread: "If you're playing Mono Black and don't play Dread, you should have a good explanation for that" He's a good 4 drop, tough enough to withstand petty removal spells, and act as an excellent, sustainable draw engine/small removal/damage dealer. I see no reason not to have 4 of them.
Cavalier: A heavyweight 5 drop and a walking removal. I can feed the Regisaur to him if I feel I cannot sustain it any longer and have him bury any one of the opponent's creature. I can still bring the Regisaur back after he dies too (or better yet, the Embodiment, as at that point my graveyard should be very diverse in terms of CMC).
Plaguecrafter: Yet another walking removal and a decent 3 drop. Also, he's a good choice for getting rid of the Regisaur when I can't sustain it.
Embodiment: Only 2 of them. Reason? Well, even though his CMC is 3, he's not a decent 3 drop. Dropping him on Turn 3, I might only get a 2/2 flyer if I'm lucky. But he can be quite powerful if he shows up during mid-late game
Disfigure: I agree with Alias here, Disfigure is a good choice dealing with the petty early drops most Aggro decks will throw at me.
Murd: Compared to Ob Nixilis's Cruelty, this thing sure cuts cleaner in terms of creature killing. I'm not sure if Meta these days will have much posthumous shenanigans Alias talked about, so I think I should opt for a surer kill.
Blast Zone: At first I know this thing is powerful, like Alias said, this is a mass removal that almost can't be countered. Though I don't know if I should actually put them in (and reduce the amount of Swamp that activates Dread's ability). Then I realized how Scapeshift can spam a bunch of zombies in a single turn if their combo goes off, a Blast Zone with no counter can help wipe out those zombies.
Duress: To be used against creature-light Control and/or combo deck.
Ob Nixilis's Cruelty: Just in case somebody decided to resort to posthumous shenanigans.
Ashiok: Just put her in the field and lock up Scapeshift decks from ever searching any land.
Grasp: To deal with folks like Ajani and Morgan Free--- I mean Teferi with ease.