Intro:
Hey guys! Sethes5 here. I started playing Magic at the end of Innistrad block, and one of my first (semi)successful decks was a Grixis Control variant where I basically used a bunch of spells and enchantments to use the other guy's cards. It was a lot of fun, and when I saw the new cards in Born of the Gods, I saw the opportunity to make a new Grixis deck. This deck isn't a deck-stealer like my old one, but follows a more realistic control framework.
I should probably explain the 3 Crypt Incursion. No, it's not the most played card, but it is the best non-devotion based black lifegain spell i could find in standard. With the life lost on Underworld Connections and Thoughtseize, as well as, hmm, your opponent, this deck dearly needs a dependable life source. "But Crypt Incursion isn't dependable," you say. "It's only good if they have dead creatures!" Well, what do you think my 10+ removal spells not counting thoughtseize are doing? Plus, in early game creatures are the most likely way I've lost life, so there will most likely be dead creatures in any situation that I need more life. Board this out against control.
Into the cards...
Removal:
-Hero's Downfall is basically in my opinion the best targeted removal in the format. Judging by the $10-$15 price, I'm not alone in that.
-Dreadbore is like extra Hero's Downfalls. It's one mana cheaper, but sorcery speed. I had a huge internal debate about which was better, which hit a standstill. I decided to just run a couple of each.
-Bile Blight is an interesting new card. I'm running it in the mainboard over perhaps Doom Blade or Ultimate Price because the meta I play in is absolutely crammed with Pack Rats.
-Far / Away is an old favorite. I was originally going to run Devour Flesh, but Far / Away gives me a much better chance of hitting the intended target. Also, just the Far half works as removal against tokens and creatures reanimated with an enemy Whip of Erebos, which is relevant in some metas. (It even stops InfiniObzeWhip.)
Draw Cards:
-Izzet Charm and Magma Jet serve a variety of functions, depending on the matchup. They can be used for quick burn, a bit of draw control, and Izzet Charm works well against B/W if they tap out for Sphinx's Revelation.
-Underworld Connections is my main draw engine. I've heard the Connections/Bones debate played out over many decks. I think Connections is better in this deck because it is more sustained, it provides devotion, and I already have some other sources of scry, so my draws are relatively fixed anyways.
-Quicken is not so much a draw spell as a utility spell with a convenient cycling factor. Mostly it is here because of Rakdos's Return. I'll get to that later.
-Jace, Architect of Thought is just great, period. Unfortunately the 2 blue caused problems in my mana base, which is why i'm not running more of them.
Win Conditions
-Master of Cruelties is my premier win condition. He has a very cool ability and comes down a turn earlier than most other control win cons. I use Rogue's Passage and Thassa, God of the Sea as support cards to accelerate his normally slow clock. Also, in times of crisis he is a very good blocker, and in that role still continues his one-creature-a-turn philosophy.
-AEtherling is an additional win condition for long games, particularly control matchups. He provides some evasion that the Master lacks.
That's all the normal categories in a control deck, but it's not all my cards. This is why i call this deck "Cruel Control". For my own entertainment, and my opponent's consternation, i introduce the fourth section: The Annoyance Factor!
-Mogis, God of Slaughter is my absolute favorite card from BOTG. His ability quickly clears the boards of the timid, and brings low the life totals of the proud-hearted. He works as pseudo-removal or a possible grindy win condition, and I can actually reach his devotion on occasion, which abruptly changes the pace of the game.
-Desecration Demon, while possibly not your first guess in a control deck, is a monster against any slow deck that can't remove him. Even if he cannot swing (which is often), his ability provides a great way to stall while you set up your other threats. There is incredible synergy between Mogis, the Master, and Old Dessie in that each one is a huge threat, and all drain on the opponent's creature count. Once they run out of creatures, they will die. Period.
-Thoughtseize You like your hand? Ha. Ha ha ha.
-Rakdos's Return is so good against heavy card advantage decks, like Mono-Black and B/W. Goodbye hand and extra damage? Count me in!. Unfortunately, I had a lot of trouble getting it off against control in every playtest, because by the time my mana base was big enough to make RR hurt, they would always have enough to counter it. With Quicken, however, I have the chance now to hit it on my end step, right after they try to do something before their untap. Honestly, control is way more likely to tap out on your end step, because they see it as risk-free. Why give them that peace of mind?
Thanks for reading my deck, and I'm excited to hear any suggestions or ideas you might have.