Week 1 Day 1 FNM: 1-1-1
Match 1: UB Cycling (2-0)- This match up really seemed easy but thats mainly due to the power level differences in the cards being played. Don't expect this match up much.
Match 2: BW Eldrazi (0-2)- Found a bad match up, they have so much main deck disruption and it didn't help that I drew the wrong colors of mana both games even with the card filtering so variance. We played a ton of game 1s after and it came down to him not having the turn 2 transgress and the exile effects for my walkers. This deck feels like a really well positioned list however, exile, disruption, big threats. The deserts seemed to push this list over the top.
Match 3: Turbo fog (1-1-1)- My opponent played really slow so it lead to a draw since i was in a dominating state in game 3. Game one i almost decked him through 4 fevered visions since Bolas kept hitting appoach of the second sun (no i can't win this way it needs to be cast from hand) I eventually died to the visions with him having 7 cards in library. Game 2: planeswalkers did planeswalker things with a crucial gearhulk flashback to stop a cast out on liliana, the last hope. This match up feels good if they don't stick a fevered visions.
Overall I do feel like a single hour of devastation is needed for the Eldrazi match up. I most likely will be replacing one of the main deck sweltering suns with it. leaving me with 2 suns in the 75 as well as one big sweeper. Also 1 bontus last reckoning in the sideboard also as a hedge in this match up as long as a gideon isnt in play. .Also added a never / return mainboard as I learned we are weak to opposing planeswalkers.
psychosmurf96 was hoping to see a Grixis control deck NOT centred around the usual UR torrential control build.
I feel like rakdos splash U is the best, focussing on early removal, mid game threats and late game Nico. What do you think? I haven't drafted a list up yet, just looking around.
Nice username btw 10/10
July 7, 2017 12:28 a.m.
pax. The Pre-hour build im playing a the moment is basically the RB splash blue with more removal and main deck discard and I noticed a huge problem in many weeks and revisions. We don't have 1 mana versatile discard to help us in the control match ups. BR base is for more of an aggro meta-game call. With the Blue being more prominent and making our 3 colors evenly distributed we can create a control deck with an above-average aggro and mid-range game 1 deck that has a 50/50 control match up with a primary weakness to combo. The BR splash U version was VERY weak to control in game 1. Also, I personally think that the Black has a crucial element in this shell that is being overlooked. We ultimately can function as a graveyard control deck, something UR critically lacks. UR can have the flaw of having all of your win-cons killed whether that's 4 Gearhulks, Chandra, and 2 wandering fumaroles like the traditional build, we can Utilize the Black Planeswalkers and Kalitas which are arguably better than gearhulks at least with the pre-hour build. I think it's just the best instants and sorceries in standard ARE UR so the non instant and sorcery cards kinda get the underlying value overlooked, Any Cards in particular you have questions on?
July 7, 2017 12:48 a.m.
I don't see how making more prominent helps against aggro? Maybe against midrange you can counter heavier threats, but against aggro I think it's better to focus on for the sweepers and removal. Control matchups are going to be hard in game 1 if their draws line up, but I don't know any good control deck that isn't UR Gearhulk (and therefor very predictable and disruptable). They don't even run Void Shatter anymore so loading the graveyard isn't even that bad anymore.
On that note, I like the graveyard control idea - that's what I was leaning towards (using Liliana to reanimate creatures) and incorporating the still-great Delirium cards. In the mean time we have access to the best early interaction/removal. You win on value.
Basically all offers is Torrential Gearhulk + Glimmer of Genius with all the various counterspells, which are either too narrow or too expensive (except Censor which is still situational). So if you remove this core of 'counter, counter, glimmer, hulk' then the deck is nothing.
So I guess the question is, why is everyone sticking to Control and just adding Bolas (which doesn't even synergise) when you could just build a stronger Grixis shell with Bolas as the legitimate finisher?
July 7, 2017 2:18 a.m.
pax. i guess I worded it weirdly, The addition of more doesn't make aggro better, is what makes the aggro match up a breeze/about 60/40 depending on what aggro deck we are facing. (humans being more 55/45) The does however make control a 50/50 game one where as a base has about a 30/70 control match up game one sue to the immense amount of dead draws we have.
By Discard i meant hand disruption yea. Part of why Grixis Control is so good in other formats on a base vs the standard base/core of has to be the varied amounts of hand disruption for only 1 mana. in modern you have Inquisition of Kozilek, Thoughtseize, and Duress. In legacy you get the previously mentioned cards but also Unmask and Cabal Therapy. I believe that is why most list look similar to UR Control. It also could be the idea of attacking different match ups. I focus more heavily on having a better match up vs control so I have a higher spell count and a lower spell count but to prepare for all in aggro those 2 amounts of cards could easily flip.
July 7, 2017 9:06 a.m.
Have you considered Hour of Devastation? It is a great boardwipe, even better in a deck that uses bolas
July 9, 2017 8:50 a.m.
Qolorful It's been considered but ultimately didn't make the cut, the biggest reason being that with our other planeswalkers, we are likely killing our own walkers. Chandra has either been Flame Slash or a damage spell the first turn she comes down. so if we plus her and then she takes even one damage the next turn hour would kill her, same goes for baby liliana, even by plussing all the way until turn 5, she dies too if even breathed on before then. Personally, Chandra is the most important card in the deck in a majority of match ups. She allows turn 5 Bolas, kills creatures, applies reach/card advantage, and wins with her ult. I decided to stick with sweltering suns instead in all of my sweeper slots for this reason, the reason I'd want hour over suns would mainly be for Eldrazi. So maybe if the Mono-red eldrazi or another eldrazi variant takes off I would reconsider and put 1 in the sideboard.
July 9, 2017 11:01 a.m.
I actually am down for that reasoning. If Chandra is more important to the deck function hour of devastation would not work indeed. I think in the sideboard it would be a good option anyway, because sometimes you will end up needing to take out huge boards, or occasionally multiple planeswalkers. Most likely against decks that have solid protection against spot removal.
July 9, 2017 12:09 p.m.
Great deck! And I want to say I was glad to see a control deck that doesn't include 26 lands when the curve peaks at 3 CMC. Good luck!