Sideboard


Maybeboard

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This is a fairly versatile Grixis Control deck. The larger number of basic lands keep it fairly resilient to Blood Moon and bonus as Path to Exile and Ghost Quarter targets. The land base is tailored for speed, so I don't have to worry about the potential of a land coming into play tapped if I'd need it right away. This strategy has doubled with preventing a lot of damage that this style of deck normally takes early on and allows you a lot more breathing room for your plays in general.

Deck Primer

So your primary win conditions range from either Batterskull beatdown, Jace's mill, Lili's ult, or Ob Nixilis burn.

You want to start off the first few turns of the game with mana fixing. This is extremely important, as you play this deck you'll find the best ways to do this. You're shooting to get 4 lands ASAP that between them are capable of tapping for , , and . This set up enables you to meet the preliminary color conditions to cast any spell in this deck.

Once you acquire the ability to tap for those combinations, take it a lot easier on mana fixing your land and start to save your fetches, cracking only if necessary. Leverage Urborg, Tomb of Yawgmoth here to tap your fetches as swamps to minimize the necessity of cracking them. Use Remand and end of turn Electrolyze for tempo plays to keep passively drawing through your deck so you can keep hitting your land drops.

As you build up your real estate, keeping the board clear of threats, start really focusing on how to go about cleanly finding a win condition. Since the ban on Dig Through Time, I've substituted Anticipate in the meantime.

Make sure you have a fairly hard lock on the board, and avoid tapping out if at all possible. For example, if you have 8 lands on the field and a Batterskull and Cryptic Command in hand, so long as there's no pressing need for Batterskull just wait so you can counter their next threat if need be until you can stall off for the 9th land so you could potentially use both if you had to.

Batterskull beatdown should be self explanatory, so I won't elaborate on how to play him. Jace's mill is a backup win condition really to help stop lifegain decks or offer a route around Pod if they somehow pull off the infinite life combo. If you don't need to worry about win by mill, I infinitely prefer to use him as a draw engine to sculpt the perfect hand. This way I'm more prepared for their potential top decks and you're less caught with your pants down. By the time I sculpt the perfect hand I gauge their life total. If I think I can burn them out I'll use Jace's ult on myself to draw the 20 and shoot for the burn, or I'll start milling them out.

Lili's ult is extremely rare, she's actually best played to create havoc for your opponent and just generally cause them heartache. This strategy usually causes enough of a disruption to set them back a ways that you buy a lot of time to find a win condition. Especially if you can cast Thoughtseize prior to casting her to find the lynch pin in your opponents hand, and then +1 Lili to just shred their strategy.

Ob Nix burn is by far the most effective win condition. Try to wait to play him until turn 6 at minimum and drop a fetchland so you can trigger him and then crack the fetch in response to burn. If he survives it's brutal. It's very rare that I ever cast him on turn 6, I preferably wait until turn 12 or so when I can have multiple fetchlands waiting on the battlefield for his destruction. Far more often I cast him after I can use his trigger 3-4 times in a single turn and just outright win the game. The beauty in the Ob Nix burn strategy is that it doubles as instant deck thinning to help ensure that for the rest of the game you're infinitely more likely to draw only gas to wrap it up.

Remember to tailor the sideboard to YOUR meta. Mine is tailored to my meta, but it's pretty decent as an all around approach. The decks that give this deck a hard time are really tempo decks or hand disruption/discard decks. When you play against these decks remove your own hand disruption & Damnations and side in creatures, potentially enchantment removal in the form of Engineered Explosives, and things like Surgical Extraction.

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Updates Add

I played against a couple of obnoxious decks that I thought warranted writing about recently.

The first was a deck built around Xathrid Necromancer and a bunch of various humans. The result was I had to be super careful with boardwipes lest I want to generate a bunch of tokens and need to re-wipe right away. Targeted removal and good timing allowed me to remove the Necromancers pre wipe to stall out the games. First game I ultimately won with just snap beat down. Second game was taken by Ob Nixilis.

The second deck was far more obnoxious. It was u/w flash. Using Quicklings and various flashing creatures he could cycle out creatures he wanted and abuse ETB effects. I defeated this deck with extremely well timed counters, targeted removal, lots of abusing the stack to shred his strategy, and making sure I boardwiped while he was tapped out. Very difficult deck to play against, very rewarding wins.

Good games Logan.

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Revision 38 See all

(2 years ago)

+2 Hymn to Tourach main
Top Ranked
  • Achieved #91 position overall 9 years ago
Date added 9 years
Last updated 2 years
Legality

This deck is not Modern legal.

Rarity (main - side)

10 - 0 Mythic Rares

27 - 6 Rares

12 - 9 Uncommons

3 - 0 Commons

Cards 60
Avg. CMC 2.71
Tokens Phyrexian Germ 0/0 B
Folders Possible Makes, Me Gusta Modern, Modern, BRUTAL, Modern Grixis Control, Modern - Control, Expensive, but rockin' Modern decks, Modern, Grixis, Decks
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