This deck’s sole purpose is to force the long game and buy you time until you’re able to pull off the instant win combo. It has mass spot removal, solid draw power and utility to force the long game.

General breakdown strategy as follows:

Demonic Pact Harmless Offering - (Primary Win Con)

Demonic Pact on its own has some pretty good utility when it comes to keeping you alive long enough to transfer it to your opponent. It’s absolutely devastating to your opponent if you can stack multiple Demonic Pacts. Harmless Offering obviously is what makes your opponent lose. Just be sure you pilot this combo correctly or you can end up killing yourself with it. I have included cards in this deck that will help ensure your killing blow won’t be countered or blow up in your face.

Liliana, the Last Hope - (Secondary Win Con/Utility)

The idea is to run Lili in a creature removal shell and let her ult for exponential zombies. In addition, she can pull snapcaster back from the grave as well as mitigate damage. She can even kill off weaker creatures with her plus ability.

Snapcaster Mage - (Utility Graveyard)

What kinda grixis deck would this be if it didn't run snap? Spell recursion is big and there are tons of good spells snap can bring back. More times then not you will be snapping your removal spells; but every now and again you need to snap a serum visions or a K.Command.

Ancestral Vision and As Foretold - (Draw Power)

Ancestral Visions shines if we can suspend it on turn 1. It saves us just in time so we avoid top-decking. The only down-side to this is your opponents have 4 turns to figure out a way to deal with it when it gets cast. Nothing is more annoying then someone hording a counter spell or using Meddling Mage to stop your visions from going off. However, this card becomes so much better when paired with As Foretold. If you can get AF to stick you can cast Ancestral for free immediately. 0 Mana, 3 cards immediately is insane!

Serum Visions - (Draw Power)

While the card does essentially replace itself, it is invaluable to be able to control what you draw next. Control decks simply need to draw cards and the correct ones to be a viable control deck; this card simply fuels that purpose.

Terminate Fatal Push and Dreadbore - (Removal)

Terminate is your standard hard removal that deals with most threats. Fatal Push is a mana efficient spell that will remove most creatures you will find in this format. It’s revolt trigger is easy to pull off with fetch lands. I put one dreadbore in here so we can answer a runaway planeswalker like Karn if we get really unlucky.

Damnation -(Sweeper)

We don’t run anything but 4 snapcasters in this deck so this card doesn’t really hurt us. This card is essentially your “oh shit” button that can pull you out of harsh creature Aggro. It's also a plus if we kill our snapcasters sometimes so that we can pull them back out with K. Command.

Kolaghan's Command -(Utility)

There are no words to describe how great this card is. It can serve as a mini removal spell and minor hand disruption. More importantly however it can get you back snapcaster and remove pesky artifacts like Aether Vial.

Echoing Truth - (Support)

This card can serve as a cheap board wipe for creature tokens. It's versatility in removing permanents that stop your win con is invaluable. Cards such as Leyline of Sanctity. An even cooler feature is that if you mess up transferring the demonic pact or you simply want to recycle the modes on pact, you can bounce all of your pacts back to your hand. This tactic can often times be useful if you're being aggroed pretty hard and don't want to sit around to wait for the other combo piece.

Boseiju, Who Shelters All - (Support)

Is a great way to force the transfer of pact if your opponent is running heavy on counter spells. It's a great card over all that can almost guarantee that your instant or sorcery will resolve.

(SIDEBOARD)

Sun Droplet - (Support)

Because we have few creatures in this deck it’s fortunate we can buy more time with life gain that has longevity in use and little maintenance. If you can stack multiple sun droplets, your life gain can get out of control pretty fast, buying you tons of time. Low mana cost and no maintenance. If you can stack 2 or 3 sun droplets, a neat trick is to hit yourself with 2 damage with K Command and gain 3 4 or times that life back over 2 upkeep phases. Cripples burn decks.

Defense Grid

We are a control deck that does not run counter magic. Defense Grid punishes other control decks that use counter magic, giving you a distinct advantage. It makes countering your harmless offering much more difficult. This effect gets better if you manage to stack multiple copies.

Damping Sphere

Tron/Storm Hate

Alpine Moon Tron/Scapeshift Hate

Nihil Spellbomb

Graveyard Hate and some draw power.

Extirpate

Storm and combo hate

That wraps it up folks. I am open to any suggestions as long as they aren't idiotic. Please familiarize yourself with the above guide before leaving feedback. I place a lot of my reasoning for cards into the guide.

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Casual

100% Competitive





Compare to inventory
Date added 8 months
Last updated 2 months
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 2.45
Tokens Liliana, 2/2 Zombie
Folders Modern, save, Interesting Modern Decks, Deck Ideas, Uncategorized
Top rank #7 on 2018-03-22
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Revision 4 See all

2 months ago)

-1 Mountain main
+2 As Foretold main
-2 Dreadbore main
+2 Echoing Truth main
-3 Sun Droplet main
-4 Thoughtseize main
-2 Blood Crypt main
+2 Liliana, the Last Hope main
-4 Inquisition of Kozilek main
+1 Drowned Catacomb main
-3 Elixir of Immortality main
+4 Ancestral Vision main
+1 Field of Ruin main
-3 Bojuka Bog main
+4 Polluted Delta main
+1 Dreadbore main
+1 Mountain main
+4 Snapcaster Mage main
+2 Creeping Tar Pit main
-4 Blackcleave Cliffs main
and 42 other change(s)