I found it pretty good. Discard helps this deck most of the times and AV isn't well positioned right now. lso, like Tiemuuu mentioned, Grixis is built to grind more than other decks. Playing against Jund is already favorable thanks to Terminates, Push, Kommand, Snap, Snare, Cryptic and...yeah basically all the deck really. Sure, AV is quite good against non BGx decks like other control decks, but I've always seen AV as a SB card honestly... and much better against control, which is an underplayed archetype right now. Serum Visions is just generally better for this format, and decks in Modern need selection, instead of pure randomcard advantage. Jace, Vryn's Prodigy is a good card and allows us more card selection as well, becoming a good planeswalker as well, shrimping creatures, giving flashback to our spells (mostly, removals, Serum Visions, IoK and wraths), and he threatens a decent ultimate as well. But the thing I like the most here is the main Anger of the Gods. I was a big advocate of Anger MB instead of EE, and I always used to play it in my other control URx decks as well, I find it great in almost every grindy matchup and aggro matchup, much more than EE, although I can see EE positive sides as well.
Logic Knot is decent, there are matchups in which is as strong as a Counterspell, whereas there are others in which it's a very slow one instead, but generally it's a good card, I slightly prefer it to Mana Leak simply because it's still good in the late game, while Mana Leak becomes trash pretty quickly as the game goes on.
Edit: I'm testing it in the last two hours, I removed one Darkslick Shores for a Spirebluff Canal, the third Terminate for a third IoK, since I think the removals are enough with Anger, and for the SB I went -1 EE, +1 AV, although I'm not totally sold on those AV. The temptation of just cutting it for 3 new brand cards is high.
Anyway the deck is feeling similar. The matchups in which IoK is bad are often the good matchups, while the ones in which is great are the bad matchups, and discard spells makes those MUs better also because we Peek their hand. I had an outstandingly great matchup against RG Breach Titan, in which I basically didn't let him play while I was firmly controlling the game. Also IoK allows us to tap and swing with Tar Pit more easily instead of holding our countermagic up in fear.
I'm not a big fan of Iok in a deck that applies this little pressure. I think cutting Ancestral Visions is a mistake. I personally would not play Grixis if Ancestral Visions is poorly positioned.
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I think I might actually cut my 2 copies of mana leak for logic knot. would 3 tasigurs and 2 logic knot be too much delve? althought I guess logic knot can exile stuff I don't wanna get back with Tasigur
I think I might actually cut my 2 copies of mana leak for logic knot. would 3 tasigurs and 2 logic knot be too much delve? althought I guess logic knot can exile stuff I don't wanna get back with Tasigur
I'm going to answer the question this way. Alot of Grixis control players have debated between which combination of Negate, Logic Knot, Countersquall, Mana Leak or Remand in the 2 mana counterspell slot. What I noticed from the grixis control results is no matter which combination you choose for your main/ sideboard, you usually aren't that wrong.
My personal experience with Logic Knot is that the deck just cannot support the graveyard. In addition, Grixis control is already soft to gravehate. Introducing more cards that would be negatively affected by gravehate without too much of an upgain isn't too convincing for me.
I would run countersquall over mana leak as I believe the best way to "counter" a creature in modern is to kill it.
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I think I might actually cut my 2 copies of mana leak for logic knot. would 3 tasigurs and 2 logic knot be too much delve? althought I guess logic knot can exile stuff I don't wanna get back with Tasigur
I'm going to answer the question this way. Alot of Grixis control players have debated between which combination of Negate, Logic Knot, Countersquall, Mana Leak or Remand in the 2 mana counterspell slot. What I noticed from the grixis control results is no matter which combination you choose for your main/ sideboard, you usually aren't that wrong.
My personal experience with Logic Knot is that the deck just cannot support the graveyard. In addition, Grixis control is already soft to gravehate. Introducing more cards that would be negatively affected by gravehate without too much of an upgain isn't too convincing for me.
I would run countersquall over mana leak as I believe the best way to "counter" a creature in modern is to kill it.
my counter suite right now is 2x cryptic, 2x leak, 2x spell snare and 2x countersquall
my counter suite right now is 2x cryptic, 2x leak, 2x spell snare and 2x countersquall
is that fine?
I think it looks fine. I would personally shave a spell snare given that Eldrazi and Death's shadow are gaining popularly. (I also personally hate spell snare. I always get hands like ancestral visions, spell snare on the draw and having to debate between snare or ancestral. Similarly, my opponent always gives me spell snare when I use tasigur's ability which often is a useless card in the late game).
In addition, there really isn't that much you need to care about on the play that costs 2. (You have answers to Goyf, you have k-command to remove affinity's draws etc)
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my counter suite right now is 2x cryptic, 2x leak, 2x spell snare and 2x countersquall
is that fine?
I think it looks fine. I would personally shave a spell snare given that Eldrazi and Death's shadow are gaining popularly. (I also personally hate spell snare. I always get hands like ancestral visions, spell snare on the draw and having to debate between snare or ancestral. Similarly, my opponent always gives me spell snare when I use tasigur's ability which often is a useless card in the late game).
In addition, there really isn't that much you need to care about on the play that costs 2. (You have answers to Goyf, you have k-command to remove affinity's draws etc)
my counter suite right now is 2x cryptic, 2x leak, 2x spell snare and 2x countersquall
is that fine?
I think it looks fine. I would personally shave a spell snare given that Eldrazi and Death's shadow are gaining popularly. (I also personally hate spell snare. I always get hands like ancestral visions, spell snare on the draw and having to debate between snare or ancestral. Similarly, my opponent always gives me spell snare when I use tasigur's ability which often is a useless card in the late game).
In addition, there really isn't that much you need to care about on the play that costs 2. (You have answers to Goyf, you have k-command to remove affinity's draws etc)
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
my counter suite right now is 2x cryptic, 2x leak, 2x spell snare and 2x countersquall
is that fine?
I think it looks fine. I would personally shave a spell snare given that Eldrazi and Death's shadow are gaining popularly. (I also personally hate spell snare. I always get hands like ancestral visions, spell snare on the draw and having to debate between snare or ancestral. Similarly, my opponent always gives me spell snare when I use tasigur's ability which often is a useless card in the late game).
In addition, there really isn't that much you need to care about on the play that costs 2. (You have answers to Goyf, you have k-command to remove affinity's draws etc)
That's my problem im not sure what i would replace it with currently. I have become so unsatisfied seeing it in any situation other then my opening hand. Drawing one around turn 5 or 6 is one of the worst feeling i have had in magic due to it being compleatly useless when i want action, land or card draw.
I was honestly considering dropping them for 3 think twice and a different card. Thats why i was asking Tiemuuu what kind of list they would suggest without it.
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Standard: No Time
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
That's my problem im not sure what i would replace it with currently. I have become so unsatisfied seeing it in any situation other then my opening hand. Drawing one around turn 5 or 6 is one of the worst feeling i have had in magic due to it being compleatly useless when i want action, land or card draw.
I was honestly considering dropping them for 3 think twice and a different card. Thats why i was asking Tiemuuu what kind of list they would suggest without it.
That's my problem im not sure what i would replace it with currently. I have become so unsatisfied seeing it in any situation other then my opening hand. Drawing one around turn 5 or 6 is one of the worst feeling i have had in magic due to it being compleatly useless when i want action, land or card draw.
I was honestly considering dropping them for 3 think twice and a different card. Thats why i was asking Tiemuuu what kind of list they would suggest without it.
- Ancestral visions is really the best card for grindy matchups as you can protect it with your counter magic the turn it comes off suspend. The card is extremely good against control and midrange and somewhat okay against aggro/ combo (Its always great if you have it on turn 1).
- The issue with a card like Think Twice is the card is only "good" in every matchup, but isn't great in any matchup.
You might think Think Twice might be the more ideal case, but you need to think about your sideboard. Ancestral Visions in the main allows you to save sideboard slots against control and midrange and instead you can play more dedicated cards. The other issue is, if every single one of your cards are "okay" in a matchup, then sideboarding becomes very difficult. Suppose you are facing Abzan and every card in your deck is "good" against it and you have 4-6 cards you want to bring in. Then it makes sideboarding really difficult to determine which cards to cut.
I strongly believe control decks should focus alot more on making sure they have a strong 60 cards for each matchup post sideboard.
[In addition, I want to add that Think Twice is very bad in Grixis Control. The archtype is very mana hungry with tasigur and cryptics. Similarly, the archetype is already soft to grave hate. I would not introduce more cards that interact poorly against gravehate if possible)
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I do not agree at all. AV shines in those matchups where we already have an edge or we're even, like Jund, Company, Abzan (if they don't draw Souls g1), Control decks, or Zoo. It's also a pathetic card to draw from turn3 ahead, and that's why some control deck, or even Delver play it in the SB. AV is often good in turn1, but becomes dead extremely quickly, whereas SV shines at any stage of the game. Grixis was a great control deck time ago without AV, Jeskai was a great tier1 deck with Nahiri and great in Twin's era without AV, UW was very good, and it's very good, without AV and the actual Grixis can be good as well without AV. That's definitely the most cuttable card in the deck, and having already 8 cantrips should be enough.
The meta's speed became higher and AV is so bad in fast, noninteractive, linear metas. While against those deck in which AV is good, Grixis should already be favored or tied.
While discard is often better in a more proactive shell, it's not the first time Grixis would play it. Actually, discard spells are great when we have Tasigur and want to keep it safe, as well as against combo decks instead of keeping 4 mana up. Discard spells allow us to attack with Tar Pit more often and synergize well with Surgical Extraction too.
There's nothing wrong with playing this many cantrips. The format doesn't have cards like Levold or Notion thief to punish us. AV allows you to not have dedicated sideboard slots against grindy matchups like Eldrazi, UWR control, Jund etc. (You'll notice the archetype you posted still needed AV and Jace in the board for the grindy matchups)
I'm okay with playing IoK in a Grixis Shell that is more proactive with cards like Liliana of the Veil, Jace VP etc. What I don't like about the archetype above is the archetype wants to play a late game, but doesn't have strong ways to generate card advantage and plays very specific answers like spell snare etc which become dead (losing card advantage)
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I love AV. Only time I don't want to see it is our bad match up that go fast. I.e burn afinaty. If you're complaining about grinding 4 turns. To pop AV. Then maybe this style of this build not for you? Only problem I'm having with this build. Having a fast clock vs tron and not dying to burn. All my other match up are a coin flip. I feel like.
Edit: I'm always doing wired tweaks to the deck. Right now. I'm gonna try out the discard package. Take out the counter package. They kinda the same value. 1 for 1. Both are bad top decks (except cryptic). However. With discard you get to see their hand and make a game plan.
I believe with discard package. It might be better vs tron and burn.
Hey guys, I've updated the primer with some new cards and changed the evaluation on existing ones (like Countersquall). I just realized that I never added Fatal Push.
Whoops.
That being said, I had an idea while doing this. Is anyone interested in writing up how we match up against different decks? I'm not interested in "Oh yeah Affinity is totally a 75-25 matchup" with hard numbers but I am interested in "Affinity is considered heavily favored for Grixis Control." I'd love to make this a crowd project with the people here, then we can add them to the front page. Sideboard advice in those matchups would also be helpful for newer players - though once again I'm not looking for hard numbers like "Yeah against Tron side out 2 Spell Snare and put in 2 Fulminator" with no explanation but rather philosophy: "Spell Snare doesn't hit many pieces in Tron and is much more low impact than a land destruction spell like Fulminator Mage."
If my writing is trolling you. Then lol. I'm not writing a paper to get graded.
You took what I said out of context.
Not going to argue over something this insignificant. We are supposed to be helping each other grow and build the deck best we can. Not bash on how we write. Or how we have our decks.
Hey guys, I've updated the primer with some new cards and changed the evaluation on existing ones (like Countersquall). I just realized that I never added Fatal Push.
Whoops.
That being said, I had an idea while doing this. Is anyone interested in writing up how we match up against different decks? I'm not interested in "Oh yeah Affinity is totally a 75-25 matchup" with hard numbers but I am interested in "Affinity is considered heavily favored for Grixis Control." I'd love to make this a crowd project with the people here, then we can add them to the front page. Sideboard advice in those matchups would also be helpful for newer players - though once again I'm not looking for hard numbers like "Yeah against Tron side out 2 Spell Snare and put in 2 Fulminator" with no explanation but rather philosophy: "Spell Snare doesn't hit many pieces in Tron and is much more low impact than a land destruction spell like Fulminator Mage."
Anyone interested?
Corey has his guide line for sideboard. During November gp. Could site that for a start.
Hey guys, I've updated the primer with some new cards and changed the evaluation on existing ones (like Countersquall). I just realized that I never added Fatal Push.
Whoops.
That being said, I had an idea while doing this. Is anyone interested in writing up how we match up against different decks? I'm not interested in "Oh yeah Affinity is totally a 75-25 matchup" with hard numbers but I am interested in "Affinity is considered heavily favored for Grixis Control." I'd love to make this a crowd project with the people here, then we can add them to the front page. Sideboard advice in those matchups would also be helpful for newer players - though once again I'm not looking for hard numbers like "Yeah against Tron side out 2 Spell Snare and put in 2 Fulminator" with no explanation but rather philosophy: "Spell Snare doesn't hit many pieces in Tron and is much more low impact than a land destruction spell like Fulminator Mage."
Anyone interested?
Corey has his guide line for sideboard. During November gp. Could site that for a start.
Tron is easily one of our worst matchups. Grixis decks tend to be grindy and this particular build of the deck is the grindiest of them all. Unfortunately, Tron stomps on fair, grindy decks and plays on an axis that can be difficult for us to interact on. The tools that Grixis can use to interact with lands tend to be limited to Fulminator Mage, Ghost Quarter and Crumble to Dust (which is often too slow when Tron can come online on turn 3). Mana Leak is bad when there are single lands that can tap for 3 and is't great when Ulamog, the Ceaseless Hunger can exile two of your permanents even when you counter it.
The best way to combat Tron is to get aggro. Landing a turn 2 Tasigur is key. Landing early Snapcaster Mages can help a lot as well. Tron is not a deck where you can just sit back, suspend an Ancestral Vision and grind 'em out.
For sideboarding, you generally want to ditch some number of your kill spells, starting with Lightning Bolt. Shaving Bolt seems counterintuitive if you want to get aggro, but Lightning Bolt turns into a Lava Spike against Tron (since they run no creatures that it can kill) and your land destruction spells are higher impact.
If you run something like Fulminator Mage, Ghost Quarter or Crumble, bring those in. If you run Surgical Extraction, that's also a good card to bring in. Cutting some number of Bolts is correct, as it cutting your kill spells. Kolaghan's Command destroys Wurmcoil Engine and Ulamog has indestructible. The only threat your Terminates can deal with is World Breaker or Spellskite and Fatal Push hits almost nothing. Spell Snare is also not spectacular, but it is generally better than Bolt or Terminate.
Conclusion: Tron is heavily unfavorable for Grixis.
Affinity
Affinity is an aggro deck that uses artifact synergies to get out of the gate quickly and bring the pain. They use terrible cards like Ornithopter and Memnite to enable incredibly powerful cards like Cranial Plating, Steel Overseer and Arcbound Ravager. They can kill quickly and efficiently and race almost all the other decks in the format.
Unfortunately for the Robots, Grixis has some of the best cards to deal with these metal monsters. Lightning Bolt is great against them, Spell Snare hits their best cards and Kolaghan's Command is a savage beating against them. We can easily and consistently deal with all their stuff and leave them with a handful of bad cards and lands, after which we can finish them off at our leisure.
Against Affinity you're going to have some number of cards for grindy decks that don't match up well with what they're doing. You likely have some Ancestral Vision, Mana Leak, Countersquall etc that you won't need. They play few noncreature spells and Mana Leak doesn't trade at an equal level, as most of their cards cost 1 or 0.
With that in mind, cutting these low impact counterspells for sweepers is a fantastic trade. Anger of the Gods, Damnation, Languish, Engineered Explosives, Pyroclasm, Izzet Staticaster etc are all great cards against Affinity. Most efficient removal spells or sweepers will make the cut.
It can and certainly has been both boon and bane for me. As many have mentioned, its a horrible topdeck and sometimes you just know you can't afford to spend the mana and time to suspend that thing. On the other hand it just seals the win against opposing midrange/control decks, or basically anyone who is also playing the fair game with a mix of threats and answers.
I think AV needs some building around to mitigate the downsides. A lot of people try to treat it like Lightning Bolt - I'm playing blue control, I'm adding 4 AV. But the card isn't an all-rounder and it needs alternate uses. My favorites are Desolate Lighthouse and Collective Brutality. The former is a straightforward trade and let you drop topdecked AV in the lategame for something more immediate. Collective is such an excellent supplement to AV because it lets you do the opposite thing with AV - immediate impact. Throwing out that AV to kill a goblin guide and strip a bolt, or glistner elf and strip a become immense, its all good.
That being said, my AV are in the sideboard because I only want to see them in about half my match ups, which doesn't qualify them for maindeck.
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BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Fair. A lot of very good Grixis players have said that they'd rather leave in Ancestral than Bolt. I tend to lean on their side slightly, but I can definitely see both sides of the argument.
I'm not a big fan of Iok in a deck that applies this little pressure. I think cutting Ancestral Visions is a mistake. I personally would not play Grixis if Ancestral Visions is poorly positioned.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
I'm going to answer the question this way. Alot of Grixis control players have debated between which combination of Negate, Logic Knot, Countersquall, Mana Leak or Remand in the 2 mana counterspell slot. What I noticed from the grixis control results is no matter which combination you choose for your main/ sideboard, you usually aren't that wrong.
My personal experience with Logic Knot is that the deck just cannot support the graveyard. In addition, Grixis control is already soft to gravehate. Introducing more cards that would be negatively affected by gravehate without too much of an upgain isn't too convincing for me.
I would run countersquall over mana leak as I believe the best way to "counter" a creature in modern is to kill it.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
my counter suite right now is 2x cryptic, 2x leak, 2x spell snare and 2x countersquall
is that fine?
I think it looks fine. I would personally shave a spell snare given that Eldrazi and Death's shadow are gaining popularly. (I also personally hate spell snare. I always get hands like ancestral visions, spell snare on the draw and having to debate between snare or ancestral. Similarly, my opponent always gives me spell snare when I use tasigur's ability which often is a useless card in the late game).
In addition, there really isn't that much you need to care about on the play that costs 2. (You have answers to Goyf, you have k-command to remove affinity's draws etc)
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
makes sense, I could always shave a spell snare for either a second collective brutality or a second terminate
I personally would play 3-4 Cryptic Command. I think the sideboard should play 2-3 collective brutality instead.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
I think that's probably my best option tbh
That's my problem im not sure what i would replace it with currently. I have become so unsatisfied seeing it in any situation other then my opening hand. Drawing one around turn 5 or 6 is one of the worst feeling i have had in magic due to it being compleatly useless when i want action, land or card draw.
I was honestly considering dropping them for 3 think twice and a different card. Thats why i was asking Tiemuuu what kind of list they would suggest without it.
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
Drink the koolaid and replace them with Delver of Secrets.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
I personally would not play think twice.
- Ancestral visions is really the best card for grindy matchups as you can protect it with your counter magic the turn it comes off suspend. The card is extremely good against control and midrange and somewhat okay against aggro/ combo (Its always great if you have it on turn 1).
- The issue with a card like Think Twice is the card is only "good" in every matchup, but isn't great in any matchup.
You might think Think Twice might be the more ideal case, but you need to think about your sideboard. Ancestral Visions in the main allows you to save sideboard slots against control and midrange and instead you can play more dedicated cards. The other issue is, if every single one of your cards are "okay" in a matchup, then sideboarding becomes very difficult. Suppose you are facing Abzan and every card in your deck is "good" against it and you have 4-6 cards you want to bring in. Then it makes sideboarding really difficult to determine which cards to cut.
I strongly believe control decks should focus alot more on making sure they have a strong 60 cards for each matchup post sideboard.
[In addition, I want to add that Think Twice is very bad in Grixis Control. The archtype is very mana hungry with tasigur and cryptics. Similarly, the archetype is already soft to grave hate. I would not introduce more cards that interact poorly against gravehate if possible)
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
There's nothing wrong with playing this many cantrips. The format doesn't have cards like Levold or Notion thief to punish us. AV allows you to not have dedicated sideboard slots against grindy matchups like Eldrazi, UWR control, Jund etc. (You'll notice the archetype you posted still needed AV and Jace in the board for the grindy matchups)
I'm okay with playing IoK in a Grixis Shell that is more proactive with cards like Liliana of the Veil, Jace VP etc. What I don't like about the archetype above is the archetype wants to play a late game, but doesn't have strong ways to generate card advantage and plays very specific answers like spell snare etc which become dead (losing card advantage)
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Edit: I'm always doing wired tweaks to the deck. Right now. I'm gonna try out the discard package. Take out the counter package. They kinda the same value. 1 for 1. Both are bad top decks (except cryptic). However. With discard you get to see their hand and make a game plan.
I believe with discard package. It might be better vs tron and burn.
Whoops.
That being said, I had an idea while doing this. Is anyone interested in writing up how we match up against different decks? I'm not interested in "Oh yeah Affinity is totally a 75-25 matchup" with hard numbers but I am interested in "Affinity is considered heavily favored for Grixis Control." I'd love to make this a crowd project with the people here, then we can add them to the front page. Sideboard advice in those matchups would also be helpful for newer players - though once again I'm not looking for hard numbers like "Yeah against Tron side out 2 Spell Snare and put in 2 Fulminator" with no explanation but rather philosophy: "Spell Snare doesn't hit many pieces in Tron and is much more low impact than a land destruction spell like Fulminator Mage."
Anyone interested?
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
You took what I said out of context.
Not going to argue over something this insignificant. We are supposed to be helping each other grow and build the deck best we can. Not bash on how we write. Or how we have our decks.
Corey has his guide line for sideboard. During November gp. Could site that for a start.
http://www.channelfireball.com/articles/grixis-control-sideboarding-guide/?utm_content=buffer75118&utm_medium=social&utm_source=facebook.com&utm_campaign=buffer
That article has been on the front page for a few months now, but it's definitely a good place to start.
I guess I'll start with a few matchups that I know fairly well: Tron and Affinity. Coincidentally, our worst and best matchups.
Tron
Tron is a deck that uses Urza's Tower, Urza's Power Plant and Urza's Mine to turbo out gigantic spells like Karn Liberated, Ugin, the Spirit Dragon and Wurmcoil Engine.
Tron is easily one of our worst matchups. Grixis decks tend to be grindy and this particular build of the deck is the grindiest of them all. Unfortunately, Tron stomps on fair, grindy decks and plays on an axis that can be difficult for us to interact on. The tools that Grixis can use to interact with lands tend to be limited to Fulminator Mage, Ghost Quarter and Crumble to Dust (which is often too slow when Tron can come online on turn 3). Mana Leak is bad when there are single lands that can tap for 3 and is't great when Ulamog, the Ceaseless Hunger can exile two of your permanents even when you counter it.
The best way to combat Tron is to get aggro. Landing a turn 2 Tasigur is key. Landing early Snapcaster Mages can help a lot as well. Tron is not a deck where you can just sit back, suspend an Ancestral Vision and grind 'em out.
For sideboarding, you generally want to ditch some number of your kill spells, starting with Lightning Bolt. Shaving Bolt seems counterintuitive if you want to get aggro, but Lightning Bolt turns into a Lava Spike against Tron (since they run no creatures that it can kill) and your land destruction spells are higher impact.
If you run something like Fulminator Mage, Ghost Quarter or Crumble, bring those in. If you run Surgical Extraction, that's also a good card to bring in. Cutting some number of Bolts is correct, as it cutting your kill spells. Kolaghan's Command destroys Wurmcoil Engine and Ulamog has indestructible. The only threat your Terminates can deal with is World Breaker or Spellskite and Fatal Push hits almost nothing. Spell Snare is also not spectacular, but it is generally better than Bolt or Terminate.
Conclusion: Tron is heavily unfavorable for Grixis.
Affinity
Affinity is an aggro deck that uses artifact synergies to get out of the gate quickly and bring the pain. They use terrible cards like Ornithopter and Memnite to enable incredibly powerful cards like Cranial Plating, Steel Overseer and Arcbound Ravager. They can kill quickly and efficiently and race almost all the other decks in the format.
Unfortunately for the Robots, Grixis has some of the best cards to deal with these metal monsters. Lightning Bolt is great against them, Spell Snare hits their best cards and Kolaghan's Command is a savage beating against them. We can easily and consistently deal with all their stuff and leave them with a handful of bad cards and lands, after which we can finish them off at our leisure.
Against Affinity you're going to have some number of cards for grindy decks that don't match up well with what they're doing. You likely have some Ancestral Vision, Mana Leak, Countersquall etc that you won't need. They play few noncreature spells and Mana Leak doesn't trade at an equal level, as most of their cards cost 1 or 0.
With that in mind, cutting these low impact counterspells for sweepers is a fantastic trade. Anger of the Gods, Damnation, Languish, Engineered Explosives, Pyroclasm, Izzet Staticaster etc are all great cards against Affinity. Most efficient removal spells or sweepers will make the cut.
Conclusion: Tron is heavily favored for Grixis.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
It can and certainly has been both boon and bane for me. As many have mentioned, its a horrible topdeck and sometimes you just know you can't afford to spend the mana and time to suspend that thing. On the other hand it just seals the win against opposing midrange/control decks, or basically anyone who is also playing the fair game with a mix of threats and answers.
I think AV needs some building around to mitigate the downsides. A lot of people try to treat it like Lightning Bolt - I'm playing blue control, I'm adding 4 AV. But the card isn't an all-rounder and it needs alternate uses. My favorites are Desolate Lighthouse and Collective Brutality. The former is a straightforward trade and let you drop topdecked AV in the lategame for something more immediate. Collective is such an excellent supplement to AV because it lets you do the opposite thing with AV - immediate impact. Throwing out that AV to kill a goblin guide and strip a bolt, or glistner elf and strip a become immense, its all good.
That being said, my AV are in the sideboard because I only want to see them in about half my match ups, which doesn't qualify them for maindeck.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer