Oliver Tiu has been absolutely killing it this year. He has locked up Gold, is on the hunt for Platinum, and his weapon of choice in Standard?
Grixis Control. The cheap black removal spells are excellent at dealing with the tons of tough creatures in the format, but red has cheaper removal, cheaper sweepers, and some awesome planeswalkers and creatures to go into battle with.
Against creatures like Hangarback Walker and Deathmist Raptorthey will look like overcosted liabilities. Chandra, Flamecaller does it all in this style of deck. The person who plays their Chandra second is actually at a huge advantage since the plus ability will kill an opposing Chandra.
Finally, being able to draw a bunch of cards is extremely useful in this deck. With most of the deck being cheap instants and sorceries, the remaining creatures need to be versatile. Interacting with your opponent early with removal spells is a good way to stay alive, but there are plenty of ways for opponents to actually get ahead if this is your game plan.
Jace being able to filter your draws before flashing back key spells for card advantage is a big part of the game plan. This is quite a critical tool in a world where Humans decks are strong, popular, and aggressive. Being able to play a red land tapped on the play or having the potential to have an untapped source on the draw can be the difference between winning or losing.
A 1-mana answer to Humans, Jace, Duskwatch RecruiterZulaport Cutthroatand virtually every creature in Bant Company once you turn on spell mastery is awesome. These two cheap instants make up the key black removal spells. They come down early against aggressive decks, but they can also both kill an Archangel Avacyn. Command is awesome for both the card advantage and flexibility.
A common play line against other control decks will involve them killing your Jace before playing their own. At instant speed you can kill their Jace and bring yours back, completely swinging the game. The instant speed element means you can commonly do this in their draw step after they were hellbent to take away any non-instants they may have drawn. Read the Bones gets the nod in this deck over Painful Truths not only because of Dark-Dwellers but because of how painful it can already be to produce other colors.
This deck does actively want certain cards, so being able to scry 2 to the bottom to find the most impactful cards is more important than in many other decks.
In my testing, I would scry 2 to the bottom more often than any other combination.Joey Hoffer July 13, There are a lot of cards from the new set that I believe would fit well into a Grixis deck, and I'm very interested to see what will come out of this. The thought of being able to get off some free spells with this card just got my deckbuilding juices flowing.
To start off, what I like to do when making a deck is look at the groups of cards that I want to choose cards from. Release the Gremlins and Collective Brutality seem that they could be potential Sideboard cards.
A card that intrigues me with its pure value is Dark Intimations. This could provide a big swing in the game, especially if you're able to cast it using Wildfire Eternal. Hour of Devastation could end up being the best sweeper in the format, as it will be able to take out any potential problem Planeswalkers on top of all the creatures on the battlefield. To start off, Glimmer of Genius and Harnessed Lightning seem like easy picks for the deck. Being able to cast a Glimmer of Genius off of Wildfire Eternal would be heaven.
I think playing double black mana cost spells will be too hard in this deck, so that eliminates Murder and Grasp of Darkness. I think Hour of Glory will be a good sideboard card if lots of God creatures start seeing Standard play.
As decided when talking about Instant spells, it looks like it might be too difficult to cast spells with double black in the mana cost, so I would eliminate both Liliana, the Last Hope and Ob Nixilis Reignited. The other three Planeswalkers all seem like they could work well with what we are trying to accomplish though. Wildfire Eternal is obviously a great choice, seeing as we are building this deck around it.
Of the three new God creatures, only The Locust God seems like it would fit well in the deck. The other two seem like you'd need to build around them more in order to be effective. Dragonmaster Outcast could be a good sideboard card to take over late in the game. Baral, Chief of Compliance could be great in the early game to help you cast some of the more expensive spells. This is probably a little too many, considering there are some cards that we want to be playing more than one of, and in some cases a full set of four.
Join me tomorrow as I continue fine tuning this deck towards the final product of a Nicol Bolas Grixis Control deck for Standard. Thanks again for reading and your continued support of these articles and this site.
All Rights Reserved. All rights reserved. Image Credit:. Hour of Devastation. Dark Intimations. Collective Brutality. Incendiary Flow. Lost Legacy. Radiant Flames. Painful Truths. Release the Gremlins. Ruinous Path. Glimmer of Genius. Harnessed Lightning. Fatal Push.Welcome back!
Therefore, having the wrong cards can drastically reduce your percentage in a matchup. The focus here is to remove their repeated sources of damage, counter the key burn spells, and get a clock on them and hold on for dear life.
Spell Snare and Lightning Bolt are your best cards here. Using their cards against them in this matchup can be exceptionally effective. This is another tough matchup, and one that is difficult to win in game 1. The focus here is to control their milling. Your goal in the matchup is to get a clock into play, and use repeated Cryptic Commands to tap the hoard of undead creatures and attack with some Snapcaster Mage and Tasigur, the Golden Fang.
In the sideboard games you have the tools to control the board. The Robots are one of the best matchups for Grixis, and one that I hope gets another great piece in Aether Revolt. The more Affinity is in the format, the more I believe playing Grixis is a great choice. Focus on blowing up every one of their permanents. Fetch safely to protect your life total, as getting burned out by Galvanic Blast is an awkward way to lose a game.
Infect is another fantastic matchup for Grixis. Cheap instant-speed interaction, counterspells, and recursion make for a tough matchup for Infect. The most likely way you lose is to disrespecting their ability to combo. Leaving an opening for the Infect player to pray on weakness is asking for trouble. Be careful of Wild Defiance interactions. The card can be tricky to play through. Again, focus on control of the board. I personally think this is a poor way of sideboarding against Grixis, and would look to kill Grixis on turn 3 as often as possible.
If your opponent is not cutting any of their combo, consider bringing in 1 Dispel in place of one of the slower cards in the deck, Ancestral Vision. Jund is another solid matchup. The goal against Jund is to keep their threats off of the table. Tarmogoyf is a great place to aim a Terminate. Surviving to your much more powerful late game is the name of the game here. Once you find one grindy element, you can usually take over the game, as 1 Snapcaster Mage usually turns into many because of the Commands.
Damnation is a good add as it kills Thrun, the Last Troll and can clean up sticky boards of Grim Flayer and friends.
This is the most popular of the fair decks from my experience, and I think Abzan is quite good. The matchup is similar to Jund, where you want to slow the game to a halt, control the board, and trust your Commands, Snapcasters and Ancestral Vision will take control.
Lingering Souls is the card that can make this matchup tough, and is why you sideboard slightly differently here than against Jund. Focus again on board control. Your blue draws spells are the best cards in the matchup.Rotation Proof Grixis - Core 2020 Standard Deck Guide [MTG ARENA]
Focus on controlling the development of their lock, and slowly grind them out. The sideboard games improve the matchup. Dispel is for their Surgical Extractions. Elves are going to play to the board non-stop then use Collected Company and Chord of Calling as payoff cards to close the door. Focus on denying their mana production.If you follow Modern, you know that Grixis Delver is one of the more dominant decks in Standard.
The plan usually falls apart when the opponent has good ways to remove your early pressure and can keep up with your disruption. Dan Jessup's Grixis Control deck is definitely not disruptive aggro, but it plays many of the same cards that you might see in Grixis Delver. Snapcaster Mage ; Tasigur, the Golden Fang ; Thoughtseize ; and Lightning Bolt are all present, as well as the suite of counterspells that the Delver deck typically plays.
What is actually missing is Delver itself. The Modern format is defined by efficient removal spells. And with those cards being everywhere, it makes a lot of sense to cut them from the deck and go in a more controlling direction. One card I really like from this list is Kolaghan's Command. It has made a small appearance in Standard but I think that Modern is where the card really shines.
Usually Raise Dead effects are sub-par, but when you are returning Snapcaster Mage to your hand the value of this type of card goes way up. Kolaghan's Command is also a decent removal spell and can even destroy an artifact, something that a blue control deck usually struggles with.
Playing a more controlling version of Grixis also allows you to play more high impact cards like Cryptic Command and Vedalken Shackles. Modern doesn't have efficient card draw most of the low-mana card-draw spells are bannedand these, along with Snapcaster Mage and Kolaghan's Commandare your main ways to gain card advantage. Decklist Stats Sample Hand. Sort by: Overview Color Cost Rarity. Sorcery 9 1 Roast 4 Thoughtseize 4 Serum Visions. Artifact 2 2 Vedalken Shackles.
Enchantment 2 2 Blood Moon. Deal Another Hand.Source: Twitter. Ikoria: Lair of Behemoths Spoilers. Limited Guides.
Deck Guide. Planeswalker 6 3. Ashiok, Nightmare Muse. Nicol Bolas, Dragon-God. Creature 15 3. Atris, Oracle of Half-Truths.
Murderous Rider. Thief of Sanity. Sorcery 6 2. Thought Erasure. Instant 6 2. Land 27 4. Blood Crypt. Fabled Passage. Steam Vents. Temple of Deceit. Temple of Malice. Watery Grave. Sideboard 15 2. Aether Gust. Cry of the Carnarium. Disdainful Stroke. Enter the God-Eternals. Mystical Dispute.
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Grixis Control Deck Guide
How do you win with this thing if you don't have Andrea Del Moro Delmo says:. It's my list again, the monoR one, lol I think I My bad there, thanks a lot for the correction and Simic Ah, thanks for clarifying!! Hasanov Renat Keetsune1 says:. Glad to see my deck here : I think you've mistaken Sorry, your blog cannot share posts by email.Hey everyone. Dimir discard is a control deck that relies on running the opponent totally out of resources and having counterspells to neutralize their topdecks for the rest of the game.
It typically achieves this by using cards like Thought Erasure and Disinformation Campaign. This helps us slow down aggro decks and eventually grind out games and use Alliance as a win condition. Grixis Alliance is a deck that focuses almost entirely on sheer, unadulterated card advantage.
It uses a three-part engine: Discard, Improbable Alliance and surveil. The discard robs our opponent of their options, Improbable Alliance generates incremental value over the course of the game and the surveil makes sure we can re-use the first two parts of the engine while smoothing out the early game draws.
This combination grinds our opponent into miserable nothingness while also making sure we continue to have options.
The discard comes in the form of a playset of Thought Erasure and a playset of Disinformation Campaign. Further, Thought Erasure provides an instance of surveil. Disinformation Campaign is the main component of the engine. Playing Campaign even one time nets us card advantage by replacing itself but forcing the opponent to discard something.
Thought Erasure pulls double-duty in this deck as an instance of surveil, letting us bounce the Campaign back over and over as well as taking cards away from the opponent, but we also run a playset of Sinister Sabotage.
Sabotage functions ins very much the same was as Thought Erasure. On its face, Sabotage is a simple 1-for-1 that trades itself for whatever threat the opponent is trying to resolve at the moment but it gets additional value for every Disinformation Campaign we happen to have on the battlefield. Sinister Sabotage is a key part of the strategy and is often the final nail in the coffin. It creates a devastating lock on the opponent.
These are just to shore up the early-game draws a bit more and to trigger Improbable Alliance and our Campaigns at the same time. Dispersal is rarely used but is often times basically just removal because the opponent has no cards in hand. The main thing that Improbable Alliance does for us is it counteracts some of the tempo disadvantage that we incur by playing Disinformation Campaign. Improbable Alliance changes all of that.
Against other control decks they become threats that when added up absolutely have to be answered. We get all of this for the low price of 2 mana and a splash of red, turning our Dimir into Grixis. A playset of Drown in the Loch finds itself in the list as well. One place that Drown in the Loch fails us is when a planeswalker manages to hit the battlefield without being countered. For those cases, and the cases of creatures that are a bit too large for a board wipe we use one of our 3 copies of Murderous Rider.
Rider is obviously good, and is a Standard staple for a reason: It kills, it blocks, it lifelinks. What more do I have to say? There are 7 non-land slots left in the deck that are occupied by a little card draw and some cute creature choices. First we have 2 copies of Rankle, Master of Pranks. This card fits our theme beautifully and gives us a little bit of synergy in basically every way we want it.I am continuing to look for the best control deck in Standard, and after trying out Grixis I am thoroughly impressed.
Every control deck in the format is going to have some vulnerabilities in the early game, and this one is no different. However, the fact that our card advantage also disrupts the opponent is pretty nice.
The main form of disruption here being the ability to attack the opponent's hand. I have been looking for the best Grixis shell that plays Disinformation Campaign. As much as that card has impressed me in the Guilds of Ravnica draft format, I believe it has a home outside of Limited. It gets much better alongside other surveil cards of course, and having a Disinformation Campaign in play during the lategame makes topdecks that much better.
Thought Erasure is a card that is good on its own as it allows you to play with perfect information, which is extremely valuable while also triggering the Campaign. Nicol Bolas, the Ravager is the obvious other form of incidental hand disruption. With this many cards that force the opponents to discard, they are often going to be topdecking after the first few turns.
You are hoping to answer their first couple threats and dodge good topdecks. Against other more controlling and midrange decks we are favored, because we have more time to play our cards and surveil to set up future draw steps.
Many of the matches in this set were tight. The deck can run into some mana issues from time to time, and I am considering adding an additional land. Some of the one-ofs were not that impressive based on the matchups we faced. Golden Demisefor example, is going to be very hit or miss, and while main decking it does provide some insurance against the various token-based aggressive decks, I'm not sure it should be included in the main.
The deck can actually win pretty easily with the variety of flying threats it has access to, alongside bringing back opponent's cards with the The Eldest Reborn. Both Doom Whisperer and Dream Eater set up your draws for pretty much the rest of the game after you get one of them into play.
We did run into some of the most problematic cards we can possibly face off against like Carnage Tyrantplaneswalkers, and other card advantage, yet we were still able to win. This had to do with getting a flying threat to stick, and then Dream Eater on a crucial turn can turn the tables. Perhaps the most devastating threat in the list isn't actually in the main deck, and that is Thief of Sanity. Oftentimes the opponent will sideboard out cards like Lightning Strike and Shock, which is the perfect time to bring these in.
Hitting the opponent once or twice with this card almost always is enough. I like having it more on the play, but in general it is a must-answer card the opponents must immediately get off the board.
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