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Decks (Magic The Gathering) => Standard => Topic started by: Clint9119 on July 04, 2012, 02:53:15 PM

Title: Grixis Control
Post by: Clint9119 on July 04, 2012, 02:53:15 PM
Land:
X4 {dragonskull summit}
x4 {sulfur falls}
X2 {evolving wilds}
X4 {drowned catacomb}
x1 {nephalia drownyard}
x3 mountain
X4 island
X4 swamp

Creatures:
{Olivia voldaren}
{lone revenant}
x2 {snapcaster Mage}

sorceries:
X4 {temporal mastery}
x3 {bonfire of the damned}
x1 {black suns zenith}
x4 {ponder}

Instant:
X1 {ancient grudge}
x1 {desperate Ravings}
x1 {dissipate}
x1 {doom blade}
x2 {forbidden alchemy}
x2 {galvanic blast}
x4 {mana leak}
x3 {think twice}
x1 { tragic slip}

Planeswalker:
X1 {liliana of the veil}


Sideboard:
X1 {karn liberated}
x1 {ancient grudge}
x3 {rootbound crag}
X1 forest
X2 {tribute to hunger}
X4 {thunderous wrath}
x1 {lunar mystic}

Notes:
This is meant to be as competitive as possible in GP and regional tournaments.
The main key is delver hate, i have no problem with any other deck, so I need a few more ways to beat it .

Help filling out the rest of the sideboard would be great.
When m13 is released, the hellion put will be in the main.

Also, is one liliana enough?

All comments will be taken into consideration
Title: Re: Grixis Control
Post by: Kuberr on July 04, 2012, 03:03:30 PM
I thought the m13 liliana was best in mono black decks?
Title: Re: Grixis Control
Post by: Trevor on July 04, 2012, 03:14:29 PM
Quote from: Kuberr on July 04, 2012, 03:03:30 PM
I thought the m13 liliana was best in mono black decks?
His is of the veil. M13 is of dark realms
Title: Re: Grixis Control
Post by: Coffee Vampire on July 04, 2012, 03:48:20 PM
I would say if you only have one type of plainswalker, it should be a 2-of. Otherwise you won't be able to draw it consistantly. Also since lilly is a 3 drop and cannot make creatures to defend herself, having 2 will help.
Title: Re: Grixis Control
Post by: Karrthus on July 05, 2012, 01:50:37 AM
I would drop the 2 {Evolving Wilds}, 1 {Nephalia Downyard}, 1 mountain, 2 swamps, and 1 island.
That would put you at 23 lands and give you 7 cards to play with.
I would also drop the {Desperete Ravings} and add another {Think Twice}. And I would side board the {Ancient Grudge} and {Tragic Slip} and put in 2 more {Dissipate}.
Title: Re: Grixis Control
Post by: Clint9119 on July 05, 2012, 03:41:27 AM
2 is definitely needed after a long hard day of testing..is a third too much?

And @karthuur ..I don't think you really understand the whole control thing..a control deck with 25- lands is not a control deck and will have serious problems. Also, drownyard is a very achievable win condition . 3 colors need more land as well especially when I can't afford it to come into play tapped
Title: Re: Grixis Control
Post by: Karrthus on July 05, 2012, 07:12:37 AM
I disagree completely. If you need a deck with 30 lands you should be playing mana ramp. And just out of curiosity, how is your deck here going to mill anyone. You have 1 drownyard, how is it an achievable win condition? That game would take at least 21 turns assuming you got the land turn 4 and were able to use it.
Title: Re: Grixis Control
Post by: Karrthus on July 05, 2012, 07:25:36 AM
All in all I think this deck has to many major flaws. Cards you should play sets of are replaced by lands. Like {Forbidden Alchemy}, a card to help you get that land you need or a kill spell, etc. I've never ran a standard deck with more 24 lands unless I was playin ramp, including my control decks. And I've never had a mana problem.
Title: Re: Grixis Control
Post by: Clint9119 on July 05, 2012, 11:47:49 PM
Can someone who knows about control help me here?
Title: Re: Grixis Control
Post by: smokin terry on July 06, 2012, 12:39:26 AM
In all honesty 30 land us a bit much I had 26 in my 4 color field control and drew plenty of land. Definantly want some easy draw power like {think twice} and {ponder} I would try to get {drowned catacombs} they should help more so many basics. Or maybe even take out a few of the core set lands for the scars of mirrodin duel lands for early control.
Title: Re: Grixis Control
Post by: ChrisRodriguez on July 06, 2012, 12:47:11 AM
A control deck should never have less then 24 lands and never exceed 27. It's important to it a land drop every turn, but with 30 lands you will hit more lands then useable spells. I say use 25 which I found to be best most cases, and it let's you put in 5 more spells/creatures/Planeswalkers.
Title: Re: Grixis Control
Post by: Desolatus on July 06, 2012, 12:50:29 AM
It's safe to assume these guys know what they're talking about. Plus, I've never heard of anyone using 30 lands in standard. To be honest, I think you're going to be drawing into lands when you need to be drawing into something to tap them for. I'd take the earlier comment into consideration. Maybe don't take out 7, maybe 4-6, but you really shouldn't need 30.
Title: Re: Grixis Control
Post by: Desolatus on July 06, 2012, 12:51:16 AM
Quote from: ChrisRodriguez on July 06, 2012, 12:47:11 AM
A control deck should never have less then 24 lands and never exceed 27. It's important to it a land drop every turn, but with 30 lands you will hit more lands then useable spells. I say use 25 which I found to be best most cases, and it let's you put in 5 more spells/creatures/Planeswalkers.
Beat me to it!
Title: Re: Grixis Control
Post by: Clint9119 on July 06, 2012, 02:08:35 AM
I totally screwed that up, I posted the number of dual lands I was going to have and the number of basics I already have . The real land count is 26 as updated . I apologize to anyone I have offended as well, that was a very large mistake on my part.

Should the temporal masteries come out ?
Title: Re: Grixis Control
Post by: Karrthus on July 06, 2012, 02:13:13 AM
Although there is a conflict with land situation, the concept of the deck is nice. I haven't seen anyone play grixis in my area since the Alara's went out.
Title: Re: Grixis Control
Post by: ChrisRodriguez on July 06, 2012, 02:46:24 AM
Quote from: Clint9119 on July 06, 2012, 02:08:35 AM
I totally screwed that up, I posted the number of dual lands I was going to have and the number of basics I already have . The real land count is 26 as updated . I apologize to anyone I have offended as well, that was a very large mistake on my part.

Should the temporal masteries come out ?
As far as {temporal mastery} goes yes take them out. If early creatures are what give you a problem then {Whipflare} and {slagstorm} are what I would add.
Title: Re: Grixis Control
Post by: Coffee Vampire on July 06, 2012, 03:06:05 AM
I think that if you already own 1 temporal mastery, you should make it a 1-of in your deck. That way you will probably draw it late-game, and it won't take up too mugh space. But definitely don't go and buy one if you have none. :p

My advice would be to test it out with the sample draw feature in this app and keep editing the deck. When you get a bad hand, it may be tempting to press the "shuffle" button and restart. Do not do this! It creates flawed testing results. Instead, press the muligan. Keep track of the number of times you have to take a muligan. A good deck will have fewer muligans. Consistency is the key, not the few times a deck can pull off a lucky hand.
Title: Re: Grixis Control
Post by: Clint9119 on July 06, 2012, 03:19:35 AM
I have the entire deck built in real life..been a blue black control player since innistrad came out.. Just thought red would help when black suns rotates out, seeing if it can hold ground..
Title: Re: Grixis Control
Post by: Clint9119 on July 06, 2012, 03:22:02 AM
As for consistency, out of maybe ..50-60 games I've only ever had to go down to 5 twice and one of those times was down to 4 . On the play I'm very reluctant to go to 6 sometimes but If I'm going second, 6 isn't a problem and I can usually retain card advantage. I honest would appreciate if someone were to build this deck on cockatrice and see how it plays out