Grixis

by manifist0 on 20 January 2017

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Instants (5)

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Deck Tags

  • Grixis
  • Control

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0251470

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Grixis

Not sure why this deck isn't coming up modern legal.

I would hesitate to run cryptic command at all in this deck as you are only running 20 lands. A 4 drop counterspell with such difficult casting conditions will positively leave you vulnerable in the opening and middle game and realistically won't come available until its too late. The 3 blue casting cost just makes it a pain, and the 4 cost overall hurts the opening which is critical for a deck like this that will fold if it lets opponent get a fast creature or two swinging for damage very turn. You would be much better off running something like remand or mana leak (remand is basically never a dead draw as it replaces itself and at least slows opponent down even if they have the ability to recast the countered spell in the same turn), both of which are easy to cast, grant control of the opening, and remain decent in the middle game.

I have a similar problem running 4 snapcasters in that they don't help you in the opening at all and are conditioned on having something applicable in the grave to be worth the cast, so I never run more than 3 to up the chances of not getting it in the opening hand.

Mindstab seems too conditional and slow for me here. If you don't cast it turn 1 it won't hit the field in time to do real damage, and the big problem is that opponent has time to prepare for it. They can either dump their hand or just keep excess lands or unnecessary cards to basically counter or, or even worse just hold onto a counterspell and not bother with it at all. I personally prefer more tangible control effects like spell snare and terminate as they aren't really conditional or slow and can be snapped back without having to pay 6 for the snap.

I would also consider running 21 lands in here because of the need to have 1 land open on turn 1 and you have 3 lands that wont allow that with 20 being a decently low level in the first place, so kicking it up to 21 will help the consistency. Plus, with 9 search lands the dead draws in the middle and late game shouldn't really be a problem.

Just some thoughts.

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Posted 23 January 2017 at 21:38

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Thank you for your thoughts.

I agree on the three-blue cost of the Cryptic Command is not ideal but the flexibility is nice, however, in my FNM group, decks are very fast and Cryptic Command is slow, so I chose Deprive instead.

Mindstab is a card I had in my collection, so I put it in, why not? :D

I revised the deck for my liking.

I also had a build of a Green splash Grixis deck, I wanted to show you, that was the original deck but it was not that practical. Here is the link:

http://www.mtgvault.com/manifist0/decks/grixisgreen/

Also, considering running Dark Confidant in some way, what do you think?

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Posted 28 January 2017 at 07:34

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dark confidant is ludicrously good, especially in fast formats as it can be dropped turn 2 and you can always suicide it off to blocking if the life gets too low. I would personally run 3 and trim out a snapcaster and 2 jace's for it. ill check the other deck as well

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Posted 01 February 2017 at 01:15

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