psychosmurf96 Deckling

An Avid Deck Builder and brewer. Always looking to break cards and ideas people consider bad. Favorite Card: Descent into Madness

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Ghosty with the amount of filtering with 4 supreme will and 2 anticipate as well as gearhulks, we get a ton of card selection to find our 1 of answers and our 1 ofs function like 2 of ls with the gearhulks. Eternal formats are perfect for showcasing this concept. We don't want the one ofs all the time but when we do want them we can find them

July 20, 2017 11:14 a.m.

lords2001 Yea I'm posting an updated list to what I'm testing this week and some of the changes mentioned after addressed specifically big lili and Pushes. I was starting to feel the same way about fatal push and going over the 2 grixis lists that top 64ed at SCG Cin I decided to remove them all together. I'm personally avoiding the energy package all together due to choice and having been burned by it too much in the past. Main changes in the build I'm trying this week: different removal, counterspell, and planeswalker package main deck and a sideboard turning me more into a midrange Grixis deck with more creatures, have a few more sweepers, or fevered visions for control.

July 18, 2017 5:55 p.m.

oMass_Assassin I appreciate the feedback, The land count thing is preference. Since I have started playing the deck back when Amonkhet released, very rarely do I not have mana on time and that has only gotten better with the card filtering of anticipate and supreme will (though I'm still not sold on it). The colors of mana I can agree with. I've been thinking of adding some number of wandering fumarole in the list but the biggest problem in standard is that UR doesn't have too many untapped options in nonbasics but UB and BR do. If I decide to add fumaroles I'd probably replace the sunken hollow and a basic swamp for 2 of them. Now the riddleform point: on the play, riddleform can be great. as an enchantment a surprising amount of players forget it can be animated however I do think TiTi might just be better in this spot. IT was fun to get people mid combat with fatal push and then riddleform block your dork though I'll say that. Might just be me being stubborn but I find myself being flooded with little mana sinks in the late game with the variety of card filtering/selection available so I'm determined to find answers on time. Definitely do appreciate the feedback though!

July 16, 2017 9:33 a.m.

ramuzzini I'm glad you like the look of the list! the deck gets its first taste of action at my LGS's FNM this friday. The meta is usually Zombies, Monument, MAdness, UG Eldrazi ramp, and Vehicles but who knows what the new set will do to that.

July 12, 2017 7:19 p.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.

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.

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.

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