I think a BRu or URb list would probably be best, I'm not too sure which one though (just need BBBB late game). We do need to be able to cast Lightning Strike in the main and Anger of the Gods from the side early though. Could also work in more Murderous Cut in place of some Hero's Downfall, but I don't know how many cards with delve you can actually run along side Dig Through Time and Empty the Pits. Also, we need be be able to deal with Walkers.
It is possible to get a (19, 19, 13) mana-distribution, but it is going to be painful as you'll need 2 Mana Confluence:
This has 16 untapped sources and 11 tapped ones. With that much pain, you might want to change scry-lands to refugee-lands, or have some other form of life-gain. Alternatively accept that you'll have a lot of cipt-lands.
A 27-land deck requires 13 sources for a 90% success rate (assuming you have two lands) to cast a 1C spell. The mana I showed has only 10. Here's the table:
Needless to say, Dissolve won't be a card until turn 5. 14 blue sources is far from where you want to be. Also, it is a pipe-dream to imagine a consistent Anger of the Gods until turn 6.
This is a classic example of trying to pack 1UU-, 1BB- and 1RR-spells in the same deck. Don't do this. Fetch-lands are great, but they require basics. If you have 8 fetch lands and 8 basic lands, then without Mana Confluence or Evolving Wilds you can only get 8 + (27-8) * 2 = 46 sources in a 27-land deck. 1CC spells require 19 sources (in a 27-lander) and 3 * 19 = 57 sources.
Instead, focus on UB splashing red, or UR splashing black. That's quite doable, for instance the following mana-base works for UBr (19 blue, 19 black and 10 red sources):
Humm i would say it is borderline playable in modern : don't Target the player can counter thing and even if the spell is not countered , the damage will be dealt to the player or a planeswalker he or she controls...
Surprizes me people saying it is not good...
It is certainly not Modern playable. It stacks very poorly against Remand, Mana Leak, Izzet Charm, Counterflux and last but not least Cryptic Command. The first three are better because of early game disruption, and the last two are leaps and bounds better in terms of flexibility and power-level.
3B, Sorcery: Exile target creature. Put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
That's pretty much it for us. Okay, fine, Bile Blight might replace my Devour Flesh as it seems a bit stronger.
You can say nonsense and quote percentages all you want, I still very rarely miss drops. Maybe my luck is just weird since I actually even get flooded sometimes...
Luck?
Look, you are writing posts in a competitive forum, presumably to get input on your deck and get constructive feedback, no? Not to sound belaboring, but if you can't listen to solid reasoning, if you can't adhere to established deck-building rules, then please ask yourself -- why are you here and why should we help you?
I have played mostly Grixis Control in standard, but Dragon's Maze did bring us some goodies. I see some have already been discussed, but I'll recap:
Far // Away is a good and versatile card, which is sometimes what you need. Usually, the Away part is the only thing you care about, but Far comes in handy against tokens and in recasting your Snapcaster Mage. It is a bit slow though, so I would recommend keeping around Geth's Verdict (I don't care much for Devour Flesh.)
Aetherling is a bit slow, even in Standard - but once resolved it ends game quickly. Obliviously, Cruel Ultimatum might be seen as a better finisher, so I would not run more than one. But I would still put one in, since there are cases where the Ultimatum doesn't work. Threat versatility is important.
Master of Cruelties is on the brink of being not standard-playable. However, Modern is plagued by life-gain decks and it might be a good weapon against such decks.
Notion Thief is an absolute beast in the control match-up. Your revelating opponent will never see it coming, most likely rage-quitting the minute you land it. Put it in the side-board if UWR or Esper control is a thing in your meta.
I'd also like to mention that if your meta is full of planes-walkers, that Magmaquake and Dreadbore are available to you. Magmaquake is an instant, and a little bit expensive, but it is still good. Dreadbore is a very useful card, but beware that it is sorcery speed. Against Jund though, it is quite the ace.
Finally, on Izzet Charm... that's just such a terrible card. Avoid it at all costs.
Yeah, this looks like a guy decided he'd make himself his first Control deck, and went 4-0 with it.
That may or may not be true, but I'm not going to dismiss it that easily. Instead, I'm going to take it as a sign that it is possible to win in Grixis colors, which is great news for us all.
1
12 red sources and Anger of the Gods is too low for turn 3 play.
Your only green spell is Sarkhan, at cmc 5, so you'll need 18 blue/18 red/11 green sources:
4 Shivan Reef
4 Temple of Epiphany
2 Swiftwater Cliffs
4 Yavimaya Coast
2 Wooded Foothills
2 Mountain
1 Forest
1 Haven of the Spirit Dragon
1
It is possible to get a (19, 19, 13) mana-distribution, but it is going to be painful as you'll need 2 Mana Confluence:
2 Mana Confluence
2 Island
1 Swamp
1 Mountain
4 Polluted Delta
1 Bloodstrained Mire
4 Shivan Reef
4 Temple of Malice
1 Temple of Epiphany
2 Dismal Backwater
This has 16 untapped sources and 11 tapped ones. With that much pain, you might want to change scry-lands to refugee-lands, or have some other form of life-gain. Alternatively accept that you'll have a lot of cipt-lands.
1
A 27-land deck requires 13 sources for a 90% success rate (assuming you have two lands) to cast a 1C spell. The mana I showed has only 10. Here's the table:
1
27 lands:
U: 14 (7 enters tapped)
B: 19 (7 enters tapped)
R: 12 (6 enters tapped)
Needless to say, Dissolve won't be a card until turn 5. 14 blue sources is far from where you want to be. Also, it is a pipe-dream to imagine a consistent Anger of the Gods until turn 6.
This is a classic example of trying to pack 1UU-, 1BB- and 1RR-spells in the same deck. Don't do this. Fetch-lands are great, but they require basics. If you have 8 fetch lands and 8 basic lands, then without Mana Confluence or Evolving Wilds you can only get 8 + (27-8) * 2 = 46 sources in a 27-land deck. 1CC spells require 19 sources (in a 27-lander) and 3 * 19 = 57 sources.
Instead, focus on UB splashing red, or UR splashing black. That's quite doable, for instance the following mana-base works for UBr (19 blue, 19 black and 10 red sources):
2 Swamp
1 Mountain
4 Polluted Delta
1 Bloodstrained Mire
1 Urborg, Tomb of Yawgmoth
3 Temple of Malice
3 Temple of Epiphany
4 Dismal Backwater
2 Swiftwater Cliffs
This mana-base won't allow for Lightning Strike, but Steam Augury is fine.
1
It is certainly not Modern playable. It stacks very poorly against Remand, Mana Leak, Izzet Charm, Counterflux and last but not least Cryptic Command. The first three are better because of early game disruption, and the last two are leaps and bounds better in terms of flexibility and power-level.
1
The "Reply" button should really reference what you're replying too. Anyway, it was the count of lands and spells for Patrick Chapin's deck.
1
Oh, wait -- one weak pseudo-wrath:
1
Luck?
Look, you are writing posts in a competitive forum, presumably to get input on your deck and get constructive feedback, no? Not to sound belaboring, but if you can't listen to solid reasoning, if you can't adhere to established deck-building rules, then please ask yourself -- why are you here and why should we help you?
Good luck.
1
Far // Away is a good and versatile card, which is sometimes what you need. Usually, the Away part is the only thing you care about, but Far comes in handy against tokens and in recasting your Snapcaster Mage. It is a bit slow though, so I would recommend keeping around Geth's Verdict (I don't care much for Devour Flesh.)
Aetherling is a bit slow, even in Standard - but once resolved it ends game quickly. Obliviously, Cruel Ultimatum might be seen as a better finisher, so I would not run more than one. But I would still put one in, since there are cases where the Ultimatum doesn't work. Threat versatility is important.
Master of Cruelties is on the brink of being not standard-playable. However, Modern is plagued by life-gain decks and it might be a good weapon against such decks.
Notion Thief is an absolute beast in the control match-up. Your revelating opponent will never see it coming, most likely rage-quitting the minute you land it. Put it in the side-board if UWR or Esper control is a thing in your meta.
I'd also like to mention that if your meta is full of planes-walkers, that Magmaquake and Dreadbore are available to you. Magmaquake is an instant, and a little bit expensive, but it is still good. Dreadbore is a very useful card, but beware that it is sorcery speed. Against Jund though, it is quite the ace.
Finally, on Izzet Charm... that's just such a terrible card. Avoid it at all costs.
1
That may or may not be true, but I'm not going to dismiss it that easily. Instead, I'm going to take it as a sign that it is possible to win in Grixis colors, which is great news for us all.