Hi community, I'm a long-time lurker and a first-time poster here, and I was noticing a trend in traditional draw-go strategies posted here, in that they usually end up being inactive on the early turns where they have no instant-speed advantage in hand, relying on (usually beneficial) 1-for-1 countermagic while they wait for a draw spell or finisher.
So I was toying around with the idea of incorporating a secondary element to the draw-go archetype, and wound up hybridizing counterburn and draw-go into the following Grixis deck:
The choices and numbers are open for tweaking and reconsideration, but I'm getting closer to what I think could be a viable decklist come rotation. The sideboard is totally negotiable, and I think will take time to fine-tune in order to effectively combat the meta. Anyone interested on working with the deck, your input is greatly appreciated. Let's work together and see what we can make happen here!
Edit Testing has proven Lantern Spirit to be worth the slot over Delver of Secrets, opponents just REALLY have a hard time dealing with this ghost. Her ability to act as a perma-fog in the late game is invaluable. Also, RSZ has been cut, back up to two Devil's Play for now. Unless there is a lot of GY stuff going on, I think the flashback is more reliable recursion than reshuffle.
I don't know if it would hep but what about Heartless Summoning to get some creatures out sooner and save responses for later.
Also in another forum people were talking about Devil's Play and someone brought up the point to use Red Sun's Zenith instead. hope some of this helps =]
Should try Olivia Voldaren... She is just flat out disgusting! I would almost drop Falkenhart and 1-2 of something else for her. Otherwise it seems fine. I think Red Sun's Zenith is probably better then Devil's Play, In a way but worse in others. That would require some thinking and testing.
I like the idea of Olivia Voldaren overFalkenrath Marauders, and think that trying her at the four-drop creature spot warrants playtesting...additionally, RSZ seems like it would offer similar redundancy to [/CARD]Devil's Play[/CARD], but I am not sure whether losing the option to flash back your fireballs is worth the exile clause.
All in all good suggestions. How does everyone feel about Delver of Secrets?
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April is the cruelest month, breeding
Lilacs out of the dead land, mixing
Dull roots with spring rain.
I like the idea of Olivia Voldaren overFalkenrath Marauders, and think that trying her at the four-drop creature spot warrants playtesting...additionally, RSZ seems like it would offer similar redundancy to Devil's Play, but I am not sure whether losing the option to flash back your fireballs is worth the exile clause.
All in all good suggestions. How does everyone feel about Delver of Secrets?
With RSZ it offers a shuffle and can go back in the deck but with Devil's Play once the flashback is used if its used, due to being later game or because a higher mana cost, Devil's Play is exiled and can't be used again. Plus RSZ exiles the creature so no graveyard shenanigans happen =]
With RSZ it offers a shuffle and can go back in the deck but with Devil's Play once the flashback is used if its used, due to being later game or because a higher mana cost, Devil's Play is exiled and can't be used again. Plus RSZ exiles the creature so no graveyard shenanigans happen =]
This is exactly the predicament, though. Both cards have recursive abilities and further the gameplan of inevitability; however, Devil's Play is readily available in the grave after being casted, albeit at a substantially higher cost. RSZ, on the other hand, maintains low cost and has an exile clause that may prove to be valuable if graveyard shenanigans abound with Innistrad's release, but it's ability to be recurred is hindered by the fact that you need to find it out of your deck again. For now I think a 1-1 split in the main will test both equally, letting us assess the situations in which we'd rather have the other spell and get a feel for best fit.
Any sideboard suggestions so far? I think Lantern Spirit is worth a look, especially against more midrangey builds that would have a tough time dealing with it...what about removal options? Mind Rot against traditional control is usually a decent plan, but I have a feeling it could provide accidental advantage to your opponent if Snapcaster Mage has the impact everyone is expecting it to...
Thoughts?
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April is the cruelest month, breeding
Lilacs out of the dead land, mixing
Dull roots with spring rain.
If you play Desperate ravings you should try to have some form of recursion in case you discard what you need. Defiantly cut down on chandra you should only need 2 maybe 3 but you can play something better with keeping 2 of her. Arc trail would actually be awesome for you imo.
Also i would look into Bump in the night ppl may think it's a terrible card atm but honestly 1 mana for 3 damage then 6 later for another isn't bad. Also play Black Sun's Zenith over red as it's a board wipe and you need that more than direct damage.
Possibly want Disperse side boarded for heartless summoning decks.
Evil Twin should be in this also it's repeatable removal for Threats you're opponent has.
If you want your opponent to discard Frightful Delusion is probably your best bet as you can possibly counter threat and make them discard.
If you play Desperate ravings you should try to have some form of recursion in case you discard what you need. Defiantly cut down on chandra you should only need 2 maybe 3 but you can play something better with keeping 2 of her. Arc trail would actually be awesome for you imo.
I agree that the possibility of losing valuable plays to Desperate Ravings makes it an awkward choice, but only playing 2 IMO negates the need for recursion that would otherwise make for a less-cohesive deck overall. They are really only acting as Think Twice five and six, while netting huge (if slightly unwieldy) CA when Forked by Chandra. And while I agree that four Chandra is much, her ability to keep damage on the board without tapping is great for the deck, and she is only ever bad in multiples...if I cut one for Arc Trail, what would you think?
And on Delver vs. Lantern: I like lantern spirit in classic control decks, and think she deserves at least three SB slots. But I'm not sold MB yet for this particular deck; Delver can flip very early on and put pressure on the opponent, but becomes less effective as the game draws on. Definitely something I am interested in researching further, though.
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April is the cruelest month, breeding
Lilacs out of the dead land, mixing
Dull roots with spring rain.
I agree that the possibility of losing valuable plays to Desperate Ravings makes it an awkward choice, but only playing 2 IMO negates the need for recursion that would otherwise make for a less-cohesive deck overall. They are really only acting as Think Twice five and six, while netting huge (if slightly unwieldy) CA when Forked by Chandra. And while I agree that four Chandra is much, her ability to keep damage on the board without tapping is great for the deck, and she is only ever bad in multiples...if I cut one for Arc Trail, what would you think?
And on Delver vs. Lantern: I like lantern spirit in classic control decks, and think she deserves at least three SB slots. But I'm not sold MB yet for this particular deck; Delver can flip very early on and put pressure on the opponent, but becomes less effective as the game draws on. Definitely something I am interested in researching further, though.
cutting 1 chandra for 1 arc trail seems good. Also look at my post again i updated some cards you might like in this deck Bump In The Night not so much because i forgot you ran the shock land. That land should really do damage to creatures to -.-.
cutting 1 chandra for 1 arc trail seems good. Also look at my post again i updated some cards you might like in this deck Bump In The Night not so much because i forgot you ran the shock land. That land should really do damage to creatures to -.-.
Also i don't like the delvers.
I think a lot of your suggestions are solid SB options, although I'm a little skeptical on Twin simply because it takes another four spot, but worth testing.
And I am looking at things to replace the delvers at least for testing, what does everyone have in mind? A comparable clock would be best...Stormblood Berserkers, perhaps?
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April is the cruelest month, breeding
Lilacs out of the dead land, mixing
Dull roots with spring rain.
I think a lot of your suggestions are solid SB options, although I'm a little skeptical on Twin simply because it takes another four spot, but worth testing.
And I am looking at things to replace the delvers at least for testing, what does everyone have in mind? A comparable clock would be best...Stormblood Berserkers, perhaps?
You have alot to activate bloodthirst but you normaly wn't be able to early game so i wouldn't suggest him. Although while i really do hate this guy i think he would work Grim Lavamancer.
It depends on how much red you use, but I would say Devil's Play is definitely better than Zenith. The chance you will redraw RSZ is slim, and even then you had to draw it rather than play it "For free."
Lavamancer was initially on my consideration list, and I tested relatively little with him...has anybody been goldfishing with the list? In my experience it plays rather smoothly, but little hitches like not drawing a third land or a creature by turn three can really offset the tempo. I'm under the impression that there isn't much to do about those kinds of things, though...they aren't common, but they could prove costly.
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April is the cruelest month, breeding
Lilacs out of the dead land, mixing
Dull roots with spring rain.
When I saw that someone started a Grixis thread I was thrilled as it's one of my favortie guilds. I don't know how else to say it but your deck looks SO out of sink. Grim Lavamancer is such a sick card but yet you fail to even include it into your deck! And some of your other choices are mind boggling but that's all I'll say. I dont' know how often you build decks much less play so I'm going to shut up.
If I were to test a Grixis deck I'd start out with something like this..
This is a very rough draft (off the top of my head) but it is what, imo, a control list should look like. Liliana is SO much better than Chandra and Grave Titan should be the fattie that finishes games. The deck aims to generate unfair card advantage through discard outlets and uses Snapcaster to achieve that aswell as Liliana. Grim helps keep a stable board and the rest is cards control plays.
@Timewkr23: In regards to the deck looking out of sync, it is a different play style than traditional control. Chandra in my deck is more effective than Liliana due to her ability to maintain consistent, free pressure on the opponent, as well as interact favorably with Chandra's Phoenix and almost every single spell. I brew decks often but I never bring them up for discussion with my playgroup unless I think there is a chance for it to be competitive and developed into a more cohesive and reliable effort.
It is undeniable that our decks have major differences, not only in card choice but in overall strategy. Your deck definitely belongs in this thread as an example of a more traditional control-oriented representative of the Grixis color combo. Mine, on the other hand, focuses less on the traditional strategy of control and breaches through to the draw-go and burn archetype. I feel that Grim Lavamancer may indeed have a place in my build but I am less keen on dropping a huge finisher to win the game than I am on achieving incremental advantage through instant-speed draws and direct-damage spells. At the moment, I decline using Snapcaster Mage in favor of more resilient creatures (playtesting Lantern Spirit over Delver atm) that force the opponent into difficult situations.
All in all, Timewkr23, our builds have very different goals in mind, but I think the inclusion of your deck here broadens the general definition of "Grixis control" and helps gives everyone interested in the archetype a different option to work on from what is in the OP. The color combination allows for a lot of creativity and decks can be put together to be very flexible and adaptable to metagame situations.
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Lilacs out of the dead land, mixing
Dull roots with spring rain.
-Against U/B Control (standard shell, not Draw-Go): This deck needs to focus on playing beneath counters that will most likely be targeting our PW or burn spells; this gives us a slight advantage in that our recursive beater of choice, Chandra's Phoenix, is usually left unmolested. However, playing around counters often leads us into the late game, and dealing with their finisher can be a royal pain if we can't Edict it immediately. So far, the matchup is so-so, with U/B coming out slightly ahead.
-Against RDW and variants: Since we don't have much in the way of counterspells or the like, this matchup is tough, but can be handled. The key to beating these quick aggro decks is to Slagstorm early, even if it's just offing two creatures. We can easily take care of singletons, so it is important to keep them off amassing a horde to swing with. Additionally, we don't have to play around counters against these decks, so cards like Olivia Voldaren can come down and clog up the field in time to make a massive impact. Final analysis: Favorable.
Against U/W Blade: The tricky part of Blade-based decks is dealing with the protections. SoFaF is incredibly difficult to play around if it hits, so our strategy should be to prevent that from happening. Slagstorm and Incinerate can both hit the equipped creature, but the +2/+2 granted by the sword generally neuters these answers; Tribute to Hunger is our best removal option, but suffers from the same trouble that all Edicts face. We can set up endless blockers with Lantern Spirit or the Phoenix if need be, but all in all the first game is going to be an uphill battle. Post-board, we can grab Disperse to deal with the Sword, or if you prefer Ratchet Bomb, more power to you. Analysis: about 50-50 pre-board, closer to 60-40 post.
Other matchups, such as WW and Tempered Steel variants, have yet to be tested thoroughly, although we have a definite advantage of keeping a full hand. Aggro decks, as prominent as they will be after Innistrad is released, may warrant Ratchet Bomb in the main, and that's something I'm definitely going to consider.
Has anyone else been testing this deck? If so, post your results! (Other lists always welcome)
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April is the cruelest month, breeding
Lilacs out of the dead land, mixing
Dull roots with spring rain.
Here's a Grixis Control list I've been working on for a few days. Built to hopefully have game against aggro decks and control decks alike. Can certainly be tuned for metagames. If aggro is more present I like it how it is, if there is more control the Main deck Slagstorms probably turn into Lilianas.
My question for this deck is how reliable is the manabase? Ive been leaning towards keeping decks mostly 2 color unless they use enough artifacts to make it work out. Would it be worth it to lose a color for more consistent mana, or is it not a problem for you in testing?
I like how you take a different approach to control, seems really cool cant wait to see how this deck develops
EDIT: If mana is a problem, could sphere of the suns help? just a thought
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The true mind can weather all the lies and illusions without being lost. The true heart can tough the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
aver6080: The manabase can be shaky sometimes, especially if we run a playset of Bloodhalls, but in testing the majority of the time I've been able to land RR, UU, and B by turn five, although not necessarily in that combination lol. I'm glad you think the different approach is worth investigating, and I hope we can get a couple more people on board to help flesh the deck out to it's fullest.
@ others: The more decklists we get here, the better, so keep posting! Just make sure to try and describe your card choices and make a claim as to why you took the three-color approach as opposed to the more popular two-color control.
Good stuff, good stuff!
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April is the cruelest month, breeding
Lilacs out of the dead land, mixing
Dull roots with spring rain.
This is the current build I have just recently played with. Board is pretty self-explanatory. Relevant stuff in, chaff out. Overall pretty ok, thought I'd see a lot more aggro decks than what I did. So Incinerate was pretty meh the whole time. Roughest match-up is Solar Flare V2. Sun Titan into Phantasmal Images is pretty nuts still.
Switches are as follows. -4 Incinerate, +3 Arc Trail from board, +1 Blasphemous Act, +3 Nihil Spellbomb in the board. Has problems with Multiple recursions of ST/PI combo in current form. Switch will occur to negate flashback and ST interactions. Picking the bomb over extraction because I want the whole 'yard gone.
As for the red splash, Inferno is a pretty good answer (I think) to multiple Images hitting the board. Shatter from the side would be the 2nd reason for splash. While Incinerates were meant for <= 3 toughness utility dudes, however they usually ended up doming the opponent.
So I was toying around with the idea of incorporating a secondary element to the draw-go archetype, and wound up hybridizing counterburn and draw-go into the following Grixis deck:
3x Blackcleave Cliffs
4x Darkslick Shores
2x Dragonskull Summit
3x Drowned Catacomb
2x Island
2x Mountain
4x Stensia Bloodhall
4x Sulfur Falls
1x Swamp
2x Desperate Ravings
2x Shock
3x Forbidden Alchemy
3x Incinerate
4x Think Twice
3x Tribute to Hunger
3x Chandra's Phoenix
4x Lantern Spirit
2x Olivia Voldaren
2x Devil's Play
3x Slagstorm
4x Disperse
3x Grim Lavamancer
3x Dismember
2x Evil Twin
2x Arc Trail
1x Incinerate
The choices and numbers are open for tweaking and reconsideration, but I'm getting closer to what I think could be a viable decklist come rotation. The sideboard is totally negotiable, and I think will take time to fine-tune in order to effectively combat the meta. Anyone interested on working with the deck, your input is greatly appreciated. Let's work together and see what we can make happen here!
Edit Testing has proven Lantern Spirit to be worth the slot over Delver of Secrets, opponents just REALLY have a hard time dealing with this ghost. Her ability to act as a perma-fog in the late game is invaluable. Also, RSZ has been cut, back up to two Devil's Play for now. Unless there is a lot of GY stuff going on, I think the flashback is more reliable recursion than reshuffle.
Edit Two Tentative SB is up.
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
Also in another forum people were talking about Devil's Play and someone brought up the point to use Red Sun's Zenith instead. hope some of this helps =]
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All in all good suggestions. How does everyone feel about Delver of Secrets?
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
With RSZ it offers a shuffle and can go back in the deck but with Devil's Play once the flashback is used if its used, due to being later game or because a higher mana cost, Devil's Play is exiled and can't be used again. Plus RSZ exiles the creature so no graveyard shenanigans happen =]
This is exactly the predicament, though. Both cards have recursive abilities and further the gameplan of inevitability; however, Devil's Play is readily available in the grave after being casted, albeit at a substantially higher cost. RSZ, on the other hand, maintains low cost and has an exile clause that may prove to be valuable if graveyard shenanigans abound with Innistrad's release, but it's ability to be recurred is hindered by the fact that you need to find it out of your deck again. For now I think a 1-1 split in the main will test both equally, letting us assess the situations in which we'd rather have the other spell and get a feel for best fit.
Any sideboard suggestions so far? I think Lantern Spirit is worth a look, especially against more midrangey builds that would have a tough time dealing with it...what about removal options? Mind Rot against traditional control is usually a decent plan, but I have a feeling it could provide accidental advantage to your opponent if Snapcaster Mage has the impact everyone is expecting it to...
Thoughts?
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
Also i would look into Bump in the night ppl may think it's a terrible card atm but honestly 1 mana for 3 damage then 6 later for another isn't bad. Also play Black Sun's Zenith over red as it's a board wipe and you need that more than direct damage.
Possibly want Disperse side boarded for heartless summoning decks.
Evil Twin should be in this also it's repeatable removal for Threats you're opponent has.
If you want your opponent to discard Frightful Delusion is probably your best bet as you can possibly counter threat and make them discard.
I agree that the possibility of losing valuable plays to Desperate Ravings makes it an awkward choice, but only playing 2 IMO negates the need for recursion that would otherwise make for a less-cohesive deck overall. They are really only acting as Think Twice five and six, while netting huge (if slightly unwieldy) CA when Forked by Chandra. And while I agree that four Chandra is much, her ability to keep damage on the board without tapping is great for the deck, and she is only ever bad in multiples...if I cut one for Arc Trail, what would you think?
And on Delver vs. Lantern: I like lantern spirit in classic control decks, and think she deserves at least three SB slots. But I'm not sold MB yet for this particular deck; Delver can flip very early on and put pressure on the opponent, but becomes less effective as the game draws on. Definitely something I am interested in researching further, though.
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
cutting 1 chandra for 1 arc trail seems good. Also look at my post again i updated some cards you might like in this deck Bump In The Night not so much because i forgot you ran the shock land. That land should really do damage to creatures to -.-.
Also i don't like the delvers.
I think a lot of your suggestions are solid SB options, although I'm a little skeptical on Twin simply because it takes another four spot, but worth testing.
And I am looking at things to replace the delvers at least for testing, what does everyone have in mind? A comparable clock would be best...Stormblood Berserkers, perhaps?
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
You have alot to activate bloodthirst but you normaly wn't be able to early game so i wouldn't suggest him. Although while i really do hate this guy i think he would work Grim Lavamancer.
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
Grim Lavamancer is such a sick card but yet you fail to even include it into your deck! And some of your other choices are mind boggling but that's all I'll say. I dont' know how often you build decks much less play so I'm going to shut up.
If I were to test a Grixis deck I'd start out with something like this..
3 Grim Lavamancer
2 Grave Titan
1 Consecrated Sphinx
4 Think Twice
3 Forbidden Alchemy
3 Ponder
4 Despise
2 Incinerate
2 Slagstorm
2 Doomblade
1 Go for the Throat
This is a very rough draft (off the top of my head) but it is what, imo, a control list should look like. Liliana is SO much better than Chandra and Grave Titan should be the fattie that finishes games. The deck aims to generate unfair card advantage through discard outlets and uses Snapcaster to achieve that aswell as Liliana. Grim helps keep a stable board and the rest is cards control plays.
Edit! 700th post!!!
Thanks to Dantcg for the Sig!
It is undeniable that our decks have major differences, not only in card choice but in overall strategy. Your deck definitely belongs in this thread as an example of a more traditional control-oriented representative of the Grixis color combo. Mine, on the other hand, focuses less on the traditional strategy of control and breaches through to the draw-go and burn archetype. I feel that Grim Lavamancer may indeed have a place in my build but I am less keen on dropping a huge finisher to win the game than I am on achieving incremental advantage through instant-speed draws and direct-damage spells. At the moment, I decline using Snapcaster Mage in favor of more resilient creatures (playtesting Lantern Spirit over Delver atm) that force the opponent into difficult situations.
All in all, Timewkr23, our builds have very different goals in mind, but I think the inclusion of your deck here broadens the general definition of "Grixis control" and helps gives everyone interested in the archetype a different option to work on from what is in the OP. The color combination allows for a lot of creativity and decks can be put together to be very flexible and adaptable to metagame situations.
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
-Against U/B Control (standard shell, not Draw-Go): This deck needs to focus on playing beneath counters that will most likely be targeting our PW or burn spells; this gives us a slight advantage in that our recursive beater of choice, Chandra's Phoenix, is usually left unmolested. However, playing around counters often leads us into the late game, and dealing with their finisher can be a royal pain if we can't Edict it immediately. So far, the matchup is so-so, with U/B coming out slightly ahead.
-Against RDW and variants: Since we don't have much in the way of counterspells or the like, this matchup is tough, but can be handled. The key to beating these quick aggro decks is to Slagstorm early, even if it's just offing two creatures. We can easily take care of singletons, so it is important to keep them off amassing a horde to swing with. Additionally, we don't have to play around counters against these decks, so cards like Olivia Voldaren can come down and clog up the field in time to make a massive impact. Final analysis: Favorable.
Against U/W Blade: The tricky part of Blade-based decks is dealing with the protections. SoFaF is incredibly difficult to play around if it hits, so our strategy should be to prevent that from happening. Slagstorm and Incinerate can both hit the equipped creature, but the +2/+2 granted by the sword generally neuters these answers; Tribute to Hunger is our best removal option, but suffers from the same trouble that all Edicts face. We can set up endless blockers with Lantern Spirit or the Phoenix if need be, but all in all the first game is going to be an uphill battle. Post-board, we can grab Disperse to deal with the Sword, or if you prefer Ratchet Bomb, more power to you. Analysis: about 50-50 pre-board, closer to 60-40 post.
Other matchups, such as WW and Tempered Steel variants, have yet to be tested thoroughly, although we have a definite advantage of keeping a full hand. Aggro decks, as prominent as they will be after Innistrad is released, may warrant Ratchet Bomb in the main, and that's something I'm definitely going to consider.
Has anyone else been testing this deck? If so, post your results! (Other lists always welcome)
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
3 Snapcaster Mage
2 Solemn Simulacrum
2 Bloodgift Demon
1 Wurmcoil Engine
1 Consecrated Sphinx
Instants/Sorceries 23:
4 Mana Leak
3 Dissipate
3 Think Twice
3 Forbidden Alchemy
2 Slagstorm
2 Doom Blade
2 Despise
1 Go for the Throat
1 Black Sun's Zenith
1 Arc Trail
1 Disperse
1 Ratchet Bomb
1 Chandra, The Firebrand
Lands 26:
4 Blackcleave Cliffs
4 Darkslick Shores
4 Sulfur Falls
3 Drowned Catacombs
2 Dragonskull Summit
1 Stensia Bloodhall
4 Island
3 Mountain
1 Swamp
3 Nihil Spellbomb
2 Arc Trail
2 Torpor Orb
2 Flashfreeze
1 Ratchet Bomb
1 Slagstorm
1 Black Sun's Zenith
1 Snapcaster Mage
1 Dissipate
1 Disperse
I like how you take a different approach to control, seems really cool cant wait to see how this deck develops
EDIT: If mana is a problem, could sphere of the suns help? just a thought
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
@ others: The more decklists we get here, the better, so keep posting! Just make sure to try and describe your card choices and make a claim as to why you took the three-color approach as opposed to the more popular two-color control.
Good stuff, good stuff!
Lilacs out of the dead land, mixing
Dull roots with spring rain.
-TS Eliot, The Waste Land
3 Solemn Simulacrum
3 Phyrexian Rager
2 Sheoldred, Whispering One
1 Inferno Titan
2 Sturmgeist
1 Consecrated Sphinx
Removal: 14
3 Doom Blade
3 Geth's Verdict
2 Black Sun's Zenith
4 Incinerate
2 Disperse
4 Negate
Draw: 5
3 Divination
2 Think Twice
Lands: 25
4 Dragonskull Summit
4 Drowned Catacomb
2 Darkslick Shores
2 Blackcleave Cliffs
1 Sulfur Falls
6 Swamp
5 Island
1 Mountain
3 Arc Trail
3 Ratchet Bomb
3 Hex Parasite
3 Go for the Throat
3 Shatter
This is the current build I have just recently played with. Board is pretty self-explanatory. Relevant stuff in, chaff out. Overall pretty ok, thought I'd see a lot more aggro decks than what I did. So Incinerate was pretty meh the whole time. Roughest match-up is Solar Flare V2. Sun Titan into Phantasmal Images is pretty nuts still.
Switches are as follows. -4 Incinerate, +3 Arc Trail from board, +1 Blasphemous Act, +3 Nihil Spellbomb in the board. Has problems with Multiple recursions of ST/PI combo in current form. Switch will occur to negate flashback and ST interactions. Picking the bomb over extraction because I want the whole 'yard gone.
As for the red splash, Inferno is a pretty good answer (I think) to multiple Images hitting the board. Shatter from the side would be the 2nd reason for splash. While Incinerates were meant for <= 3 toughness utility dudes, however they usually ended up doming the opponent.
As always C&C welcome.
Current Capt. of Team "Ju"
I play this:
Rotation is coming...
Modern: GGGSTOMPY
ZOO (Goyf-less)
Legacy:
Brewing
EDH:
Too many to name.