Grixis Control by tingfengwan on MtGO

Creatures (7)
3 The Scarab God
4 Torrential Gearhulk

Non-Creature Spells (27)
1 Hour of Devastation
2 Sweltering Suns
2 Abrade
3 Censor
1 Commit // Memory
4 Disallow
2 Essence Scatter
4 Glimmer of Genius
4 Harnessed Lightning
2 Magma Spray
2 Negate

Lands (26)
4 Aether Hub
2 Canyon Slough
3 Fetid Pools
6 Island
3 Mountain
4 Spirebluff Canal
4 Wandering Fumarole

Sideboard (15)
1 Canyon Slough
1 Hour of Devastation
1 Magma Spray
1 Negate
1 Sweltering Suns
2 Battle at the Bridge
3 Chandra’s Defeat
1 Crook of Condemnation
1 Dark Intimations
2 Dispel
1 Summary Dismissal

Summary

The results of Pro Tour Hour of Devastation and the couple of Grand Prix that have followed have more or less created an established metagame, with several decks being viable tier 1 options and even more fringe decks that have the power level to compete. In recent weeks, control decks look to be making a comeback in the format, with U/W, U/R, and U/B Control variants all putting up solid results on MtGO. The deck we’re featuring today is Grixis Control, which sacrifices some of the consistency a 2 color manabase brings for a wider range of spells.

 

The core of all modern control decks is the removal spell suite. In this deck, Abrade, Commit // Memory, Harnessed Lightning, and Magma Spray are used. Abrade and Harnessed Lightning do similar things, but with their own upsides. Abrade can kill artifacts, which are on the rise currently, while Harnessed Lightning can kill larger creatures if there is extra energy available. Magma Spray is the most efficient removal spell in the format, while Commit // Memory may not be a traditional removal spell, but it gives you time to either cast Memory as a shuffle effect, or bide you time to find a counter spell.

Censor, Disallow, Essence Scatter, and Negate make up the counter spells in this deck, which are (usually) mana profitable 1 for 1 trades. Censor is unreliable in the late game, although it cycles, Essence Scatter can’t hit non-creature spells, although some of the most troubling cards for this deck are creatures, and Negate can’t hit creatures, but Disallow is a nice catch-all that can also find relevance against some activated and triggered abilities in the format.

For ways to win the game, this deck plays the powerful combo of The Scarab God and Torrential Gearhulk. Torrential Gearhulk has always been the go-to control finisher since it was printed, but the printing of Abrade has made it a very unreliable creature. However, The Scarab God offers fantastic redundancy for your Gearhulks, while simultaneously reanimating the opposition creatures you killed earlier in the game with your removal spells.

Here are the changes I would make going forward:

Mainboard

-1 The Scarab God

+1 Sweltering Suns

Sideboard

-1 Sweltering Suns

-1 Dark Intimations

-1 Summary Dismissal

+1 Crook of Condemnation

+1 Jace’s Defeat

+1 Painful Truths

This is day 234 of Spellsnare.com’s 2017 Deck of the Day column, where each day we’ll feature a different Standard, Modern, or Legacy deck that caught our eye. You can read day 233 here, where we featured a Standard God-Pharaoh’s Gift deck that takes the archetype in a new and innovative direction.

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