Not yet, since I don't have all the cards atm. This is the deck I'm going to be making for play at the local FNM. For some reason top-tier decks fail hard there, but random things that should never work come in first place. I should have the cards early next week sometime.
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Sadly, the combos in this deck won't work. The card specifically says "When you cast," meaning that just putting the thing into play isn't enough. You have to actually cast it as a full spell in order to take the extra turn. Plus, it isn't an artifact, so Master Transmuter wouldn't let you put it into play either. Same with Otherworldly Journey. Since it just comes into play over and over, you don't get the extra turn because you aren't actually casting it.
I considered Chain Reaction, but never thought about Ball Lightning. If I had enough to replace the chargers I would indeed try that, but I only own 1. I'm trying to make this deck out of stuff I already own. Chain Reaction is a good card for me to consider though. Thanks for the suggestions :)
I don't have any Martial Coups, sadly. Although even if I had one, I may not run it anyway. I'm trying not to flat-out copy the other UW control builds :(. I like the general framework of it, but I don't want to just net deck it. If I could fit in a rite of replication combo, I would do that, but it just doesn't have room.
Lol thanks. Most of the recent UW control decks run Cancel, I believe. I know it's not a great card, but I'm going to keep at least 2. I was looking for room for a second Conqueror's Pledge, so I think that's what I'll do. -1 Cancel +1 Conqueror's Pledge
Use Bazaar Trader.
Thanks :). My only concern is losing more of my win condition :(. You're right though, if I were to cut something it would have to be Sorin.
If you don't have a way to protect your Sovereign the turn after you play it, this deck won't get very far. Creature kill is cheap right now, and you have to give your opponent a turn to destroy it. Some good options for protecting it: Whispersilk Cloak Silence (cast during your opponents upkeep the turn after you play Sovereign) Splash black to make your oppt discard all his cards and pray he doesn't draw creature kill Splash green for Vines of Vastwood / Canopy Cover Your best bet is probably Silence, since it's cheap and doesn't require splashing a color.
Thanks for the comments Lol. This is really sort of a gimmicky deck either way, but I like the suggestions. Overrun and Vines of Vastwood would definitely help out.
Yea, I don't usually like the playset of Sphinx either. Took one out for another Treasure hunt :).
If you want to go more control, I would take out the majority of your creatures and add more counters and creature kill. Cruel Ultimatum is an amazing card, so I would try to get more of it. If you look at my Grixis deck, the whole strategy is to live until turn 7 and Cruel Ultimatum. Usually if you manage to cast one, your opponent isn't going to win after that. My alternate win conditions are Sorin, Sphinx, and Chandra. The new Jace is also an extremely strong card for Grixis, since you can start controling your opponents draws. Nicol Bolas is a fun card and all, but usually by turn 8 you should be winning anyway, so it's normally a "win more" card. Here's some more specific advice: I would take out the majority of your creatures and replace them with Sphinx of Jwar Isle, Vampire Nighthawk (if you want to keep a lot of the agro aspect at least) and the convertable turtle. Liliana isn't great, so I would replace her and 1 Nicol Bolas with Sorin Markov. Mind Funeral is for mill decks, so I'd ditch it. Grixis Charm isn't that good. Look into more draw spells, like Divination or Courier's Capsule. If you go over 25 lands, switch Divination for Treasure Hunt. If you aren't planning to make this a type 2 deck, put Counterspell in. Believe it or not, the closer you get to a control deck, the more useless Blightning becomes, so if you go more control than agro you can ditch that as well. If you run mostly flying creatures, Earthquake is a great card for this too.
The main reason for using Sphinx of Jwar Isle is that it has shroud. Also, the ability to look at the top card of your library does have some synergy with Treasure Hunt. Sphinx of the Steel Wind is a great card, but as it costs 8, it would be hard to get it on the field and keep it there long enough to use.
This is more like Grixis agro than Grixis control. I tried running a Grixis agro deck and it didn't really work that well for me. If you want, look at my profile and on page 3 there's my current Grixis control build. It might give you some ideas.
I definitely agree. If it's turns 5-7 that you usually have trouble with, you could also add in Sphinx of the Lost Truths. If you kick it, it's 7 mana for a decently sized creature and 3 cards. I hope the Divination helps though :).
Treasure Hunt is normally a great card, but seeing as you have a bunch of cards that thin the amount of land in your deck (Terramorphic, Khalni Heart, Rampant Growth, Harrow), I would go with something else. Divination or Courier's Capsule would probably serve you better here. Also, nearly any deck with blue can benefit from the new Jace, so if you have one toss it in ;).
This deck doesn't run on creatures. Siege-gang and Bloodbraid are plenty of creatures for a Valakut deck. What I might do: -3 Burst Lightning -2 Spire Barrage +2 Chandra Nalaar - I just love this planeswalker. Anything that you can eat a Baneslayer with the turn you put it out, without it dying, is a great card in my book. Plus her ultimate is nuts. +3 Earthquake / Chain Reaction - I see them in your sideboard, but you really ought to have a couple board wipe spells in the mainboard. To replace the 3 Earthquake / Chain Reaction that are moving to mainboard, I would add in Banefire to side in against control decks. With all the land ramp it won't be too hard to get a 9 or 10 Banefire in the mid game.
braineater, control decks run a lot more land than any other deck. A standard agro deck will run like 20-23 or 24, but control decks generally run 25-27. Two color control like this one should probably have at least 24, but I would do 25 to be safe. Missing a land drop with a control deck before turn 6 or 7 is usually a very bad thing Lol.
I would actually remove 8 cards and add 2 more land. You could probably use less Terminate, no Bloodchief Ascensions, no Twincast, less Blightning (since you already use Cruel Ultimatum). I dunno, if you want to check out my Grixis control deck, here's the link (I just updated it. Never tested it though as I don't have all the cards yet). http://www.mtgvault.com/ViewDeck.aspx?DeckID=46070
Hey, thanks a lot man, I appreciate the comment. By watching a couple videos and from looking at your comment, I worked out an acceptable sideboard for this deck. Decided to add agro like you said, so I stuck in some vampires :). Plus I had totally forgotten about Swerve and Double Negative, so both of those are in here now. I changed quite a bit of things, including the mana base.
I would try to avoid creature enchantments in a goblin deck. I think you'd be much better off adding something like Banefire or even just Burst Lightning instead of using Claws of Valakut. Also, in this deck, Valakut, the Molten Pinnacle is only going to be activated by turn 6 at the earliest, and you really should have won by then. Teetering Peaks is a better option imo. Last thing: You need a big finisher (Siege-gang doesn't work well enough for this). Usually people use Voracious Dragon or Eldrazi Monument for a big turn 5 finishing card.
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