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[Vintage] Grixis Control

Vintage Artifact Control UBR (Grixis)

-Logician


Sideboard

Enchantment (1)

Artifact (3)

Creature (3)

Land (1)


-- Vintage Grixis Control --

THIS DECK HAS BEEN UPDATED. SEE BELOW


  • I am relatively new to the world of Vintage, and when building this deck, I had certain cards in mind that I wanted to play, and a certain playstyle in mind. After watching the Vintage Super League for a while, I got a strong ground-zero of the format. The game plan in this deck is the same as most others. The obvious Tinker/Blightsteel plan and Vault/Key plan is readily available in this deck. As well, I have included Thopter Foundry and Sword of the Meek as another two-card win condition mainly because I'm already using Tezzeret as a means to assemble Vault/Key when the timing is right. Why not also have the option to assemble Foundry/Sword? Gifts Ungiven is a very spicy one-of that can also help assemble these small pieces, especially since I also have access to Yawgmoth's Will. Since I am choosing to play a deck that yields high effectiveness of Yawgmoth's Will, I opted out of the two new infamous delve spells Treasure Cruise and Dig Through Time. I think that there is a very strong argument as to why a deck like this could benefit from those delve spells, but Yawgmoth's Will is one of my favorite cards, and I wanted to make sure this deck suited to it as much as possible.


  • Mental Misstep: Before building anything, one of the first choices in building a Vintage deck is choosing how many mental missteps you want to use. If your deck includes blue, that number is always at least three, and sometimes four. I think misstep is one of the most powerful cards in the format, and walked into this build firmly desiring four copies of this spell. There's no way I'd drop to three. In some matchups like shops, misstep isn't very good, and obvious boarded out, but against most decks, I salivate over drawing this card.
  • Force of Will: No blue-inclusive strategy can possibly have the audacity to not include this card. After deciding to run four missteps, I felt like going deep into counter-magic was going to be a large part of my game plan. I wasn't about to gimp on FoW, so I immediately allocated four slots to it.
  • Other Counter Magic: Mana Drain, Flusterstorm, Mindbreak Trap, and Misdirection are all included for those corner-cases where they shine brighter than all of their peers. All four of which have strengths and weaknesses that set them apart. Including all four of them might be incorrect, but my plan revolves around (hopefully) winning counter-wars.
  • Snapcaster Mage: He has 30 targets in this deck. Since I am not including the delve draw spells, I feel like flashing back Ancestral Recall is my only way to compete with players that are using the delve cards. I like that Snappy can be both aggressive and conservative in this deck. Also, he has pretty good synergy with the one-of of Gifts Ungiven.
  • Gifts Ungiven: This card is one of those cards that drops you deep into the tank. It takes a lot of skill and a lot of thinking to play this card well, and including this card is partly a challenge to myself in that respect. I like cards that can be played with wildly-different yet controlled outcomes, and this is a prime example. It also easily sided out. Being new to Vintage, I'm eager to mainboard easily-sided cards like this to make the sideboarding process easier for me.
  • Dack Fayden : I knew I wanted to play with Dack. Stealing artifacts just seems like something I want to be doing. From what I've seen, Dack is a very strong choice in terms of planeswalkers, and one of the few even playable in this format.
  • Boseiju, Who Shelters All: This comes off as a weird choice. It's not something I want to see in my opening hand, and it moreso something I want to basically just Demonic Tutor for. For casting my big proactive spells like Yawgmoth's Will, Tinker , Gifts Ungiven, and Time Walk, it becomes extremely threatening to cast them uncounterable. Your opponent then needs a much more specific answer than just a generic counterspell to tamper with your plan. However, I do see how this is one of the biggest threats to myself too, as drawing it too early can actually make it my opponent's best card (lose me the game).


  • Grafdigger's Cage: Against Oath of Druids , this is probably my best card in the matchup. Oath is a strong and prevalent archetype in Vintage, and demands several dedicated slots in your sideboard.
  • Ingot Chewer: It took me a while to understand why this card was the go-to artifact removal in most decks, but I finally understand it. Ingot Chewer costs 1 mana to answer an artifact, and can't be countered by Mental Misstep. In my opinion, that is absolutely huge.
  • Dread of Night : This is sort of my super-secret tech against Monastery Mentor decks. For just 1 mana (yes, it can get misstep'd, but whatever), I can drop an enchantment that puts a pretty big hammer on their fundamental strategy. With Mentor being hyped as much as it currently is, and being realistically compared to Young Pyromancer, I feel like a large population of my future Vintage contentions will be against Mentor strategies. I feel like, at this time, it definitely deserves a dedicated spot in the sideboard.
  • Ancient Grudge: I think that workshops is a terrible matchup for me, honestly. This and Ingot Chewer is about all I'm able to do to hopefully compete as well as I can.
  • Hurkyl's Recall: Just another small way to attack workshops, but also has the effect of saving my own Vault/Key or Foundry/Sword plans from artifact destruction.
  • Mountain: Adding in a lot of red spells can draw a need for more red mana. Also, significant land destruction can sometimes make me question my land count, and it might make me toss this in. I think there are several other reasons why siding in a mountain can be correct, and I'll learn those eventually.
  • Duress: More duress against workshops seems like something I would want, especially on the play. Duress is just altogether a good card in this format. A lot of Vintage plays can be better plays if you just know what's in your opponent's hand. I think that fact is more true in Vintage than any other format. Instead of watering down my deck with Gitaxian Probes, I preferred to be more proactive with Duress.
  • Slice and Dice : Cycling isn't casting. It's an activated ability. It cannot be countered with a conventional counterspell. It will almost always resolve, and is extremely powerful against the decks that it is meant to target.
  • Toxic Deluge: Merfolk is a deck I'm a little worried about, and at the very least, this is just a generic board wipe for any bad situation. It can even kill a True-Name Nemesis if need be. It can be a little clunky and difficult to back up, but overall I think it's a good tool to have when walking into a format as blindly as I am.


  • I strongly value your input if you are experienced in this format. Please let me know what you think, or if you have any questions. I always appreciate those who contribute.

Hope you enjoyed this, and have a wonderful day!

Suggestions

Updates Add

After playing this deck for a while, I decided on some pretty major changes.

For one, I have concluded that the Thopter/sword combo, while very satisfying when it works, is just a little bit under the power-threshold necessary for this deck; thus, I have removed that combo from the deck. Also, while I thought Golgari Charm in the mainboard would play a pivotal role in competing with True-Name Nemesis and 1/1 token generators, I feel like it isn't worth it. I must still keep the one-of tropical island for the two copies of Ancient Grudge in the sideboard, but that may also be removed at a later date. I am also removing Misdirection because of its lack of shine during playtesting.

After removing those four cards, it was time to find the right four cards to complete this deck. One of the choices was Notion Thief. Not only is he very strong on his own being able to steal your opponent's draws, but he is incredibly strong alongside Dack Fayden when you use his [+1] ability targeting the opponent. The opponent discards two cards and you draw two cards.

Along with including notion thief, I'm also including Wheel of Fortune. It funnels cards into my graveyard to set up a strong Yawgmoth's Will, and it also puts targets into my opponent's graveyard for Surgical Extraction. If Notion Thief happens to be in play, then you get to steal your opponent's seven draws and draw 14 cards, leaving them with nothing. Also, Boseiju, Who Shelters All makes it uncounterable.

To replace Misdirection, I'm going to give Split Decision a try. It can be abused with the almighty Boseiju, Who Shelters All, and is actually the only counterspell with that property in this deck. Along with the ability to counter a spell, it can also copy spells, which can be some fun stuff. I'm actually considering dropping the Mana Drain for another copy of Split Decision just because it synergizes with Boseiju, whose importance literally cannot be stressed enough.

Finally, I'm also including one savage copy of Slaughter Games. Turn one land > Black Lotus > Slaughter Games (Uncounterable) naming Monastery Mentor > extend the hand. In a matchup that you know very little about, it's pretty strong to just name Force of Will or Mental Misstep too. Between Slaughter Games, Surgical Extraction, and Snapcaster Mage / Yawgmoth's Will recasting them, you can essentially destroy your opponent's deck from the inside out.

Let me just also take a moment to say how absolutely game-breaking Boseiju, Who Shelters All has been during my playtesting. That card is an absolute beast, and I almost considered adding a second one to the deck, only deciding not to because I still see it almost every game anyway, and obviously it is legendary. When your opponent starts gathering counter-magic to protect him/herself, and you start casting spells that can't be countered, they start getting nervous. You don't know salty until you resolve some bullshit through the face of several opposing counterspells. Especially Wheel of Fortune.

Other cards that were considered.

  • Sirocco - This one is certainly going deep into the card pool, and most people have never seen this card before. On the surface, this card looks like it could be a good contender. Considering that there's a good chance your opponent has 25%-30% of their deck consisting of blue instant spells, this card certainly isn't lacking targets. When it comes down to it, in this deck specifically, I do not ping my opponent down enough to make this card relevant. Maybe against Oath when they pay life down to less than 8 with Griselbrand, this card might shine quite brightly as it forces my opponent to discard several counterspells out of nowhere, but otherwise they will be able to keep most of them, if not all of them. It's a card you want to use after your opponent suddenly draws a lot of cards, but if it doesn't kill them right there, then you probably lose from their card advantage anyway. In a burn deck, I strongly recommend trying this card, but in this deck that doesn't tamper with the opponent's life total at all otherwise, I don't feel like it's good enough.

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Revision 1 See all

(8 years ago)

-1 Golgari Charm main
-1 Misdirection main
+1 Notion Thief main
+1 Polluted Delta main
+1 Slaughter Games main
+1 Split Decision main
-1 Sword of the Meek main
-1 Thopter Foundry main
-1 Volcanic Island main
+1 Wheel of Fortune main
Date added 9 years
Last updated 8 years
Legality

This deck is Vintage legal.

Rarity (main - side)

14 - 0 Mythic Rares

31 - 5 Rares

9 - 4 Uncommons

5 - 5 Commons

Cards 60
Avg. CMC 2.38
Tokens Emblem Dack Fayden
Folders Damn
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