As with all of my other decks (with the exception of my EDH) I will be playing it super cheap. With shadows out and cards with huge inflated price tags, it may be a week or two before I get the cards I need to finish this deck off.
Welcome back! Recently there has been a minor resurgence of the popularity of Grixis control. So I thought "what the hell, let's do it!" With cards like
Fiery Impulse
that are too good to pass up, along with
Horribly Awry
and
Transgress the Mind
, it just seemed like the natural route to go was Grixis control... with a twist. And --as always-- Being a fan of alliteration, I couldn't resist dubbing this piece of work "When the Red River Runs..." So without further adieu, let's jump right in!
My personal favorite card in Magic Origins is
Disciple of the Ring
. At first glance, the card looks pretty mediocre; a 5 drop 3/4 with some abilities. Yet, late game control players can abuse the hell out of these abilities by casting removal, exiling the removal, and getting a secondary control response. So let's dive right in!
At first the game starts slow. Very slow. The main early game super stars of course being
Transgress the Mind
,
Fiery Impulse
,
Horribly Awry
, and, of course, Grasp of Darkness. Over time, you hit win conditions like
Sylvan Advocate
and Jace, Vyrn's Prodigy. Eventually, your opponent has an empty board, as do you. But you have the upper hand.
The second phase removal hits, awakening
Ruinous Path
, and slapping To the Slaughter in their faces, all while landing herald of kozilekss to make
Horribly Awry
s cost 1 and thrashing out Ob Nixilis Reignited. With the lands awakened and ob nixilis on the field, victory is eminent. Of course, there is one last major way to win.
Disciple of the Ring
is a card too good to pass up. You can tap down crazy big creatures, even Kalitas, Traitor of Ghet and Ulamog, the Ceaseless Hunger to swing in for 3 or 4 with awakened lands, or even disciple of the ring. In addition, in control matchups our opponent needs to leave open copious mana beacuse you can easily counter the majority of their removal with
Disciple of the Ring
, a very important detail. So, once the disciple hits, the game is more or less over.
I also want to bring attention to a few variations on popular cards I am running in this deck, and why I am running the variation. First, of course, being
Transgress the Mind
.
Transgress the Mind
is a Duress for more mana and more conditions that must be met. What
trangress the mind
does do that Despise and Duress do not is exile the card. As a result, you can de-ingest it for
Wasteland Strangler
and
Ulamog's Nullifier
(located in the sideboard). The same is true for void scatter. Next, we have
Wasteland Strangler
.
Wasteland Strangler
features a very unimpressive 3/2 body with the ability to kill a creature with toughness 3 or less. As a huge fan of two for ones, I really like being able to kill a creature and have my opponent waste precious removal on a 3/2 body.
Last (but not least) I want to address my sideboard. I run 3 Flaying Tendrils to pulverize allies, zombies, and vampires. I run 4 Roast to hit anything that my Ultimate Price cannot (like them devoid cards). I run 4
Ulamog's Nullifier
s for decks that require much more counter power and flight than most matchups. Last, I run 4 Negates for controlly matchups that require a lot of counter ability for removal and planeswalkers, along with decks that run off of Collected Company like allies, elves, and --god help us all-- probably zombies.
Final thoughts: This deck is far from finished. There are quite a few cards I still need like more
Ruinous Path
s, more Ob Nixilis Reigniteds and some better lands (
Wandering Fumarole
, Sunken Hollow, etc.). By no means suggest a card like Jace, Telepath Unbound
or any cards that are widly expensive, since I don't want to spend a crap ton of money on magic cards. If you read all of this, you are a trooper and have my thanks!
Be sure to make suggestions, upvote, or whatever!
I love you all!~Echo