2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [Official Thread] Grixis Control
    Yeah, 7 is one too many...cut the Sphinx.

    Against any tier deck (and almost any other deck to boot), your Sphinx will eat removal immediately, being your only creature w/o shroud generally. That being said, the fact that it has a 3/5 body is nearly entirely irrelevent.

    You'd be better off to run a 1-of Mind Spring if you are dead set on running 7 draw spells.

    I've been thinking of running this as my counter suite:

    2-3x Flashfreeze
    2x Double Negative
    2x Negate
    1x Essence Scatter

    as opposed to:

    3x Negate
    3x Essence Scatter
    2x Double Negative

    Flashfreeze is still pretty relevant, hitting all but 2 of the tier 1 decks and a sizable chunk of the rest. With the latter list, I've many times wished I had just had a Double Negative...which makes me want to run Cancel Slant Its bad, I know...but what counterspell isn't in standard right now?

    Either way, I think 8 is a good number.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Grixis Control
    1st why don't we run ponder? i myself don't either so i have no opinion but i had considered it because what else do we really do turn one?


    Play tapped lands?


    2nd are people seriously running traumatic visions? perhaps theres something im missing but i don't see the use? please elaborate if you will


    Mana fixing cycler early, hard counter later?

    4th mysteries of the deep is pretty bad.. thers only 2 draw spells left worth playing, divination and treasure hunt. i prefer divination because it has 0 chance of cycling for 2 mana.. which regardless of how balls deep the pros are in that card, isn't worth it without running halimar depths and jaces, and depths isn't worth making all of the blue sources come into play tapped, there would only be a few left depending on how many drowned catacombs are left in your deck from tar pits.(this opinion is stated in context with THIS deck, RWU control puts TH to better use IMO)


    I played a game where a turn 3 Treasure Hunt drew me 6 lands and completely turned the game around. I kept with 2 lands a treasure hunt and 4 other spells, hoping to draw into more but hadn't by turn 3. TH drew me 7 cards and ended up being a game changing play. For 2 mana, that's pretty good.
    Posted in: Standard Archives
  • To post a comment, please or register a new account.