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A big ole pile of two-for-ones
The goal of this deck is to make the game go long. If you can, then you will continually accrue card advantage over time, since the majority of the deck trades at 2-for-1 value. The only cards that do not 2-for-1 are the 4x Opts, the 3x Thoughtseize, the spot removal, and the 1x Drown in the Loch. Although each of these become a 2-for-1 with Snapcaster Mage.The twofers:Brazen Borrower - Bounces a threat for 2 mana and comes back as a 3/1 flyerSnapcaster Mage - 2/1 body that recurs a spellTasigur - Has potential to be much higher than a 2-for-1, but also has the potential to be a 1-for-1Wrench Mind - In most matchups, this will make them discard two cards for your one card. Now that affinity is pretty much nonexistent, the other decks that play artifacts don't really want to discard them very much, so this is going to hit two cards or a key pieceArchmage's Charm - The counter is a 1-for-1, but the other modes are 2-for-1Cryptic Command - Not gonna go into great detail here, it's pretty difficult to not 2-for-1 with this card in some wayKolaghan's Command - See Cryptic CommandRemand - In many cases, this will be a Time Walk that draws a cardJace, the Mind Sculptor - Can be more than a 2-for-1, can be a win condition, worst case scenario it's a 1-for-1, or a fog, or you don't have time to cast itLiliana of the Veil - Continually denies the opponent resources while synergizing with Jace and SnapcasterThat's about it, the sideboard is also packed with 2-for-1 spells or even better. It may need a little tuning depending on the meta. Hope you all enjoy!
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Soul manipulation might be good, for reanimating your snapcaster
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That's honestly not a bad idea, I've never heard of that card. The only thing I don't like is that it can only counter creature spells, but I like where your head is at :)
Maybe put it in the sideboard, for when you play June or shadow
Since you are into card advantage, how about card quality ?The only reason why card advantage work, is when you draw into your quality cards.I usually use sage of Epityr as an example. It allows you to stack your deck in an order that let's you draw quality first, junk later, and with fetches you can reshuffle to avoid the junk.I'm currently researching the differences between sage of Epityr and overwhelmed apprentice.The apprentice first of all offers information during the early game. The two cards it mills from the opponent will reveal what they play if you are a frequent player. Second, it's mill actually will enable you to ruin a scry performed by the opponent, decreasing their card quality.Third it allows you to gain card quality through its scry 2, you may not draw a card, but you can remove 2 junk cards, effectively increasing the odds of drawing something good.Fourth it can block and buy you more time which translates into extra draws longterm.I'd suggest you try to replace opt with overwhelming apprentice.The two dragon claws in your sideboard are only usefull against red, as you only have 7 red spells yourself, so they only gain you 7 lifes against non-red builds. I'm very fond of jorubai murklurker myself. I'll admit that my own strategy against burn is 1 jorubai murklurker and a spellskite in main, and 1 extra of each in the sideboard.Jorubai murklurker is also my secret tech against phantasmal image, which is featured in merfolk, humans, spirits and elementals. You kill it by targeting it with lifelink. The same strategy can be applied against death's shadow and scourge, by giving the opponent more life by lifelinking their creatures.
I list my own grixis under the decktag: wdm shriekerIt is a work in progress, and I'm going at it at what can be seen as a glacial pace, because it's changed very little from the 2018 where I listed this variant first.