I would cut down on the Islands and play Flooded Strands in their stead if I could; this is especially relevant with multiple Grasp of Darknesses. Wooded Foothills instead of Shivan Reefs would also help getting to enough black sources. I also assume Jace is omitted for budget reasons. Otherwise, good luck.
I would cut down on the Islands and play Flooded Strands in their stead if I could; this is especially relevant with multiple Grasp of Darknesses. Wooded Foothills instead of Shivan Reefs would also help getting to enough black sources. I also assume Jace is omitted for budget reasons. Otherwise, good luck.
Yep pretty much jace isn't there for budget reasons.
Thanks I'll throw in the flooded strands. I was thinking of using remorseless punishment, but as Patrick Chapin said "they'd only scarifice the hangarback walker"
What tools does grixis have to deal with enchantments? Don't say negate that won't help:)
Don't think there is point slashing white without losing what is good about grixis... The colour consistency same is true for green
Destroying enchantments isn't what grixis colours can do, unfortunately. Luckily, as far as I know, there aren't any powerful enchantments that see wide play.
Not really optimal stuff, although Disperse was often "destroy target nonland permanent" in my Demonic Pact deck because of the discard mode. There's always Duress?
There will be at game day and probably pptq jeskai ascendancy t4/5 kill. To deal with this deck might have to switch grasp darkness with ultimate price
I really wouldn't mess with the removal suite too much just because of a single MU. If you think that Ultimate Price is better than Grasp in this meta then go for it, but it does sound like you're possibly overcompensating. Also, as usual, Murderous Cut deals with this stuff.
Furthermore, why isn't Negate a good suggestion? It's clean and mana-efficient, and it deals with more than just one card in a single MU. I would rather load up on Negates and not touch the removal suite or make any unnecessary splashes for a single MU.
Hmmm unfortunately I think none will work here:
Ugin is way way too slow
Silumgar command again too late same with rite.
Possibly disperse might work. Duress won't because they can combo through deck to find what they need so we aren't able to duress them.
As a partial concession I have switched out my dispel sb for negates. I will also switch grasp darkness for ultimate price because I can't think of anything I want to -4 on that's not mono anyway, GDD, thunderbreak, .... Except TKS
There's Anafenza which is a big one. Someone might still run Ojutai. Grasp of Darkness is also never really dead because it kills big stuff with Fiery Impulse and can be used as a combat trick. So whether Grasp of Darkness < Ultimate Price or not isn't that simple to answer.
Straight up there ain't no way to deal with enchantments except to really counter them as they enter, that's what grixis does. However, what I'm really concerned with is our lack of answer against a resolved Ulamog TCH, except to damage race em the turn after ulamog comes down. Post board we can board in d. Stroke or any hard counters, as well as transgress the mind or even dispise. Bouncing the big drazi isn't the smartest thing to do (unless you can one hit em the next turn.)
Any suggestions? By the look of things eldrazi decks will be present on gameday and I'm pretty sure a ramp version would be present again. Other versions we can still manage, but ramp ones make it really tricky especially if they manage to get ahead.
Straight up there ain't no way to deal with enchantments except to really counter them as they enter, that's what grixis does. However, what I'm really concerned with is our lack of answer against a resolved Ulamog TCH, except to damage race em the turn after ulamog comes down. Post board we can board in d. Stroke or any hard counters, as well as transgress the mind or even dispise. Bouncing the big drazi isn't the smartest thing to do (unless you can one hit em the next turn.)
Any suggestions? By the look of things eldrazi decks will be present on gameday and I'm pretty sure a ramp version would be present again. Other versions we can still manage, but ramp ones make it really tricky especially if they manage to get ahead.
I really don't have much experience on this MU but I would assume the most certain way to win is to cast an early Tasigur and holp up counter mana for their ramp spells (Explosive Vegetation, Nissa's Renewal). Winning after Ulamog's cast triggers is so tough. It might be possible to close the game out with Pia & Kiran Nalaar, Chandra, or if you have a couple of Abbots/GDDs in play. I would center my SB and game plan around disrupting their ramp spells though.
Played this today, went 4-0 and 8-0 in games. Nothing much to talk about though; I played against home brews all day except for a MU against a RB Dragons list (wich didn't play thopters, though) and even then my opponent got consecutively mana screwed and mana flooded.
I'm probably playing the same list for tomorrow's Game Day which is also a trial for a bigger Modern tournament next weekend, so there should be more competitive players too.
Can you give some real examples of how Fall of the Titans has helped you? Also why the Cinder Glade if no green cards like Pulse of Murasa. Your deck seems to been very top heavy on the mana cost curve. Has it felt clunky?
Can you give some real examples of how Fall of the Titans has helped you? Also why the Cinder Glade if no green cards like Pulse of Murasa. Your deck seems to been very top heavy on the mana cost curve. Has it felt clunky?
This was my first time playing with Fall of the Titans so I can't say much about it yet. I like spells that scale and Fall of the Titans has a good chance of being a very cost-effective virtual 2-for-1. I also like having reach in the deck.
I play Cinder Glade because it helps to activate Tasigur's ability. There are no other spells or effects that require me to have 2 blue mana in play and on contrary I want a lot of red sources because I might have to cast multiple red spells in one turn. Cinder Glade is effecively like a ur tango land,then.
Regarding mana curve, I thought mine was lower than most other grixis decks'. In the above list I have only two 5-drops vs. the usual 4, no Chandra and no DTTs (and no card drawers, for that matter). Magmatic Insight is also a card that helps to bring the deck lower to the ground.
Played in a 34-player Game Day with the above list, -1 Dragonmaster Outcast +1 Read the Bones in the SB. There was a healthy spread of decks; some good players and good decks and then some weirder and more casual brews. In the swiss I faced more fringe stuff and in the top 8 there were real decks.
Round 1, Grixis Prowess, 2-0
I very nice MU for me. The prowess deck is generally an underwhelming deck but it can steal wins against people who play little removal. Luckily I have a lot. I take some damage in g1 but I'm able to cut my opps Stormchaser Mage and then land a Kalitas. In g2 I take very little damage before I land Kalitas again and sail to victory.
Round 2, Atarka Red, 2-1
I lose g1 on the play when my opp kills me on t3 with 2 x Titan's Strength + Become Immense. In g2 and g3 I take smaller swing before stabilizing with Kalitas/P&K Nalaar. (SB: -2 Abbot, -2 GDD; +2 Radiant Flames, +1 Duress, +1 Dispel)
Round 3, Mardu Tokens, 1-2
G1 takes ages when we both flood out a little in different points of the game. Opp plays Gideon when I have only Abbot in play, but Fall of Titans saves me. Eventually I'm able to stick a Jace and take over. C. Dooms were such a pain though. In g2 and g3 I mulligan and miss early land drops and have the wrong mana in play. Nothing much to talk about.
Round 4, BG Elves, 0-2
A ridiculously good MU for me, but once again I have to mulligan in both games and then miss my 4th and 3rd land drop in g1 and g2.
Round 5, Grixis Control (G.T. list), 2-1
Getting into top 8 became very difficult for me at this point but I fought on. My opp has a more powerful g1 configuration but he has mana problems and I'm able to remove his Jaces from play. In g2 my opp casts Read the Bones and wins, in g3 I cast Painful Truths and then win. Getting good turns with Jori En is quite clutch in this mirror.
Round 6, GR Morph Aggro, 2-0
A ton of stuff happened in these 2 games but I can't remember much. My opp misses 4th land drop and plays Den Protector on an empty board while I get to play a Kalitas and untap with it. However then I start flooding and my opp draws his lands. I'm able to pressure my opp at low life total with P&K Nalaar and GDD which I had to cast without value (*groans*). However my oop outpaces me and I'm in tough spot - until I draw Kommand, Kill D. Protector and Recur GDD, cast GDD and recur P&K Nalaar & kill another D. Protector. Next turn I draw Fall of the Titans which was just the right spell to deal with a blocker and bring my opp down to 2 from 5 life. G2 takes ages but the gist is that Kalitas is amazing and Fall of the Titans is also great.
4-2
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I had the slimmest chance of making it in since 4 players get to ID and I was 13th in standings before the final round. However, my opps from round 3 & 4 make into top 8 and I make it just in at 8th place!
Quarters, Mono Green Eldrazi, 2-0
A spectacular win! In g1 my opp mulligans to 5 and opens with 2 Leaf Gilders, and Kommand makes big impact by killing one of them and forcing the opp to discard his last card from hand. Soon after Kalitas comes down and then Tasugur, which are enough to force chumps eventually and win the game. In g2 I'm able to Transgress an Explosive Vegetation, then cast Painful Truths + Tasigur, then on six mana cast P&K Nalaar and D-Stroke a Nissa's Renewal. Tasigur, P&K Nalaar and postcombat shocks off the thopters equals 12 damage which is exactly lethal.
Semis, 4c Rally, 2-0
My opp is unable to get a good chance to rally where I don't have a Kalitas in play. RM disrupts me a little, but I'm able to kill every Jace my opp lands in both games. In g1 I needed to fade a couple of draws but eventually got there with Tasigur and Kalitas, in g2 I'm being more reactive with Jace, Jori En and Kalitas staying behind. My opp lacks a sack outlet for a Rally since Kalitas was able to remove Ayli from play. At some point I draw into Dispel and Stroke and the rest of the game becomes trivial.
Finals, Mardu Green, 1-2
A tough MU. I take g1 simply by outgrinding my opp, in g2 and g3 I have a proper SB plan but my draws weren't quite as good as in the rest of the top matches. My opp has Soulfire Grandmaster, Rhino and GDD on curve in all games and I'm unable to answer due to not drawing enough removal.
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All in all a fun tournament, despite the loss in the finals. I came so close! I think I simply got outdrawn in the SB games and I wouldn't change much; D-Stroke is the most important component, alongside Read the Bones and cheap removal.
I played Gerry's list at a small Games Day today (16 people) but I changed three cards: swapped a Flooded Strand for a Cinder Glade, and took out one Roast and one Grasp of Darkness to bring in two Pulse of Murasa. I liked it, but I don't know how many (if any) should be main, and how many (if any) should be in the board. One game I blocked a Thought-Knot Seer with a GDD, and feel to 8 from his other creature. End of turn I cast Pulse, gained 6, brought back GDD, cast GDD on my turn, and gained 6, going to 20, and bringing back a Wandering Fumarole that my opponent had previously killed.
I thought 4 Wandering Fumarole was a little bit crazy, but after watching Gerry's videos and playing today, I really like them.
I kind of want to try a Hero's Blade, that seems kind of fun.
after two gamedays ( each in top 2 and 4) i think we need to play 3x Murderous Cut 2xGrasp of Darknes but i ont know how make room for that. maybe 2 kolaghan is enough. My SB wrorks really great for me all weekend. next friday will be last time testin and RPTQ comes in weekend
This is a midrange deck that tries to board into a controlling version vs certain decks. Jori en is quite hit or miss; in matchups where they have little removal (like many rally decks) he is insane. You draw a card off of him almost every turn, and the dark-dwellers+jori en combo is a 3 for 1 or better. Jace's flashback power can also be good with jori en. Otherwise, jori en is a 2/3 that cantrips... its not bad but not good enough to merit a slot.
Virulent plague in the sb is something i'm not sold on, and might replace, as it is too much of a non-bo with Kalitas (with Chandra it doesn't matter s much, as in those matchups I spam the 0 or - powers). All in all, this is a great deck to grind and slowly get ahead. It is quite soft to decks filled with removal, but I haven't bee running unto as much control/abzan, which I'd say are the main "kill anything that moves" decks.
Finally, the 3-1 duress-despise split is a concession to all the "when cast" triggers in Eldrazi decks. After board, when we get counterspells, the despise is not as necessary.
Let me know if you have comments!
I really dislike the Anticipates and the 4 DTTs (+2 Obs) is extremely excessive. You seems to be lacking on instant speed removal and play 0 Fiery Impulses. This makes you extremely weak to aggressive decks and stuff like Kolaghan or even just flies in general. Of course, if you are having success, then none of this criticism matters in the end.
the anticipates are there as a way to smooth out land drops. They are not as bad as they look. I agree on the impulses though... I had not faces too much "little dude aggro" online, so i had them in the sb, but lately i face less rhinos and more 2 and 3 toughness guys, so i'd likely put the roasts in the sb and impulses mainboard. I'm now playing with a much more controlish version of the deck, with much less R in the early turns, focusing more on BB for Grasp of darkness, which performs great (does not kill rhino, but kills mostly everything else)
3) there are better card drawers. DTT will not help you fix your early draws or get you over a mana screw; Painful Truths and Read the Bones do. If you want a lot of grind power, GDD + Read is also a more potent combination.
Even if I wanted to play some DTTs I would never play 4. You don't see that many in any grixis lists and for a good reason too.
EDIT: of course this is just my opinion and my deck building philosophy. I'm providing my stern honest opinions but that shouldn't stop you from playing with the cards you like, naturally.
i'm also curious to know why you don't like DTT as much. Its a great card drawer...
EDIT: of course this is just my opinion and my deck building philosophy. I'm providing my stern honest opinions but that shouldn't stop you from playing with the cards you like, naturally.
Stern opinions (specially when they are justified with a well thought out argument) are always welcome! Thanks for the advice, I'll try to put in a couple of games replacing the DTT with some split of read and truths. I used to play lots of esper draw-go (Mage-ring esper, as Reid Duke called it), but I guess Dig is more useful in that deck than in grixis.
i'm also curious to know why you don't like DTT as much. Its a great card drawer...
EDIT: of course this is just my opinion and my deck building philosophy. I'm providing my stern honest opinions but that shouldn't stop you from playing with the cards you like, naturally.
Stern opinions (specially when they are justified with a well thought out argument) are always welcome! Thanks for the advice, I'll try to put in a couple of games replacing the DTT with some split of read and truths. I used to play lots of esper draw-go (Mage-ring esper, as Reid Duke called it), but I guess Dig is more useful in that deck than in grixis.
right now I'm doing 2 DTT, 1 read the bones, 1 painful truth, and 1 magmantic insight
Walkers don't work well with Kommand, Jace or GDD so there's not much incentive to push that specific card type. Sorceries and Instants are great, then creatures. Jace is good because he's a creature your opp. can kill before your own t3!
i'm also curious to know why you don't like DTT as much. Its a great card drawer...
EDIT: of course this is just my opinion and my deck building philosophy. I'm providing my stern honest opinions but that shouldn't stop you from playing with the cards you like, naturally.
Stern opinions (specially when they are justified with a well thought out argument) are always welcome! Thanks for the advice, I'll try to put in a couple of games replacing the DTT with some split of read and truths. I used to play lots of esper draw-go (Mage-ring esper, as Reid Duke called it), but I guess Dig is more useful in that deck than in grixis.
right now I'm doing 2 DTT, 1 read the bones, 1 painful truth, and 1 magmantic insight
how plausible is a grixis walkers deck right now?
I wouldn't bother. You'd basically just be building a Chandra + Jace deck and then awkwardly jamming Ob Nix to fit the archetype even though Ob Nix is badly positioned right now.
I took this list to a PPTQ win today with around 34 or so players. Lost round 1 to control and won the rest. Never played against Rally or Atarka Red deck though, weren't really any there. Played against Ramp three times and various midrange decks 4 times. Beat Bant Company in the finals.
The ???? were a third Pulse and an Exert Influence, but I don't feel like I want either of those. No idea what to replace them with; probably want a second Transgress. Maindeck felt amazingly solid. The Rakshasa's Secret were secretly the best card in the main. Having 4 total after board against ramp was important. The sideboard Sarkhan was great against midrange decks, same with extra Roast.
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Yep pretty much jace isn't there for budget reasons.
Thanks I'll throw in the flooded strands. I was thinking of using remorseless punishment, but as Patrick Chapin said "they'd only scarifice the hangarback walker"
Destroying enchantments isn't what grixis colours can do, unfortunately. Luckily, as far as I know, there aren't any powerful enchantments that see wide play.
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Ugin, the Spirit Dragon
Silumgar's Command
Rite of Undoing
Disperse
Not really optimal stuff, although Disperse was often "destroy target nonland permanent" in my Demonic Pact deck because of the discard mode. There's always Duress?
Esper Control
I really wouldn't mess with the removal suite too much just because of a single MU. If you think that Ultimate Price is better than Grasp in this meta then go for it, but it does sound like you're possibly overcompensating. Also, as usual, Murderous Cut deals with this stuff.
Furthermore, why isn't Negate a good suggestion? It's clean and mana-efficient, and it deals with more than just one card in a single MU. I would rather load up on Negates and not touch the removal suite or make any unnecessary splashes for a single MU.
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There's Anafenza which is a big one. Someone might still run Ojutai. Grasp of Darkness is also never really dead because it kills big stuff with Fiery Impulse and can be used as a combat trick. So whether Grasp of Darkness < Ultimate Price or not isn't that simple to answer.
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Any suggestions? By the look of things eldrazi decks will be present on gameday and I'm pretty sure a ramp version would be present again. Other versions we can still manage, but ramp ones make it really tricky especially if they manage to get ahead.
I really don't have much experience on this MU but I would assume the most certain way to win is to cast an early Tasigur and holp up counter mana for their ramp spells (Explosive Vegetation, Nissa's Renewal). Winning after Ulamog's cast triggers is so tough. It might be possible to close the game out with Pia & Kiran Nalaar, Chandra, or if you have a couple of Abbots/GDDs in play. I would center my SB and game plan around disrupting their ramp spells though.
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http://www.starcitygames.com/article/32382_Video-Grixis-Control-In-Modern.html
4 Jace, Vryn's Prodigy
3 Tasigur, the Golden Fang
2 Abbot of Keral Keep
2 Jori En, Ruin Diver
3 Kalitas, Traitor of Ghet
2 Pia and Kiran Nalaar
2 Goblin Dark-Dwellers
Noncreatures (15):
2 Grasp of Darkness
2 Fall of the Titans
3 Murderous Cut
2 Kolaghan's Command
3 Fiery Impulse
3 Magmatic Insight
4 Bloodstained Mire
4 Polluted Delta
2 Flooded Strand
3 Wooded Foothills
3 Smoldering Marsh
3 Wandering Fumarole
2 Sunken Hollow
1 Cinder Glade
1 Island
2 Mountain
2 Swamp
2 Radiant Flames
3 Disdainful Stroke
2 Negate
1 Dispel
2 Transgress the Mind
1 Duress
2 Self-Inflicted Wound
1 Painful Truths
1 Dragonmaster Outcast
Played this today, went 4-0 and 8-0 in games. Nothing much to talk about though; I played against home brews all day except for a MU against a RB Dragons list (wich didn't play thopters, though) and even then my opponent got consecutively mana screwed and mana flooded.
I'm probably playing the same list for tomorrow's Game Day which is also a trial for a bigger Modern tournament next weekend, so there should be more competitive players too.
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This was my first time playing with Fall of the Titans so I can't say much about it yet. I like spells that scale and Fall of the Titans has a good chance of being a very cost-effective virtual 2-for-1. I also like having reach in the deck.
I play Cinder Glade because it helps to activate Tasigur's ability. There are no other spells or effects that require me to have 2 blue mana in play and on contrary I want a lot of red sources because I might have to cast multiple red spells in one turn. Cinder Glade is effecively like a ur tango land,then.
Regarding mana curve, I thought mine was lower than most other grixis decks'. In the above list I have only two 5-drops vs. the usual 4, no Chandra and no DTTs (and no card drawers, for that matter). Magmatic Insight is also a card that helps to bring the deck lower to the ground.
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Round 1, Grixis Prowess, 2-0
I very nice MU for me. The prowess deck is generally an underwhelming deck but it can steal wins against people who play little removal. Luckily I have a lot. I take some damage in g1 but I'm able to cut my opps Stormchaser Mage and then land a Kalitas. In g2 I take very little damage before I land Kalitas again and sail to victory.
Round 2, Atarka Red, 2-1
I lose g1 on the play when my opp kills me on t3 with 2 x Titan's Strength + Become Immense. In g2 and g3 I take smaller swing before stabilizing with Kalitas/P&K Nalaar. (SB: -2 Abbot, -2 GDD; +2 Radiant Flames, +1 Duress, +1 Dispel)
Round 3, Mardu Tokens, 1-2
G1 takes ages when we both flood out a little in different points of the game. Opp plays Gideon when I have only Abbot in play, but Fall of Titans saves me. Eventually I'm able to stick a Jace and take over. C. Dooms were such a pain though. In g2 and g3 I mulligan and miss early land drops and have the wrong mana in play. Nothing much to talk about.
Round 4, BG Elves, 0-2
A ridiculously good MU for me, but once again I have to mulligan in both games and then miss my 4th and 3rd land drop in g1 and g2.
Round 5, Grixis Control (G.T. list), 2-1
Getting into top 8 became very difficult for me at this point but I fought on. My opp has a more powerful g1 configuration but he has mana problems and I'm able to remove his Jaces from play. In g2 my opp casts Read the Bones and wins, in g3 I cast Painful Truths and then win. Getting good turns with Jori En is quite clutch in this mirror.
Round 6, GR Morph Aggro, 2-0
A ton of stuff happened in these 2 games but I can't remember much. My opp misses 4th land drop and plays Den Protector on an empty board while I get to play a Kalitas and untap with it. However then I start flooding and my opp draws his lands. I'm able to pressure my opp at low life total with P&K Nalaar and GDD which I had to cast without value (*groans*). However my oop outpaces me and I'm in tough spot - until I draw Kommand, Kill D. Protector and Recur GDD, cast GDD and recur P&K Nalaar & kill another D. Protector. Next turn I draw Fall of the Titans which was just the right spell to deal with a blocker and bring my opp down to 2 from 5 life. G2 takes ages but the gist is that Kalitas is amazing and Fall of the Titans is also great.
4-2
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I had the slimmest chance of making it in since 4 players get to ID and I was 13th in standings before the final round. However, my opps from round 3 & 4 make into top 8 and I make it just in at 8th place!
Quarters, Mono Green Eldrazi, 2-0
A spectacular win! In g1 my opp mulligans to 5 and opens with 2 Leaf Gilders, and Kommand makes big impact by killing one of them and forcing the opp to discard his last card from hand. Soon after Kalitas comes down and then Tasugur, which are enough to force chumps eventually and win the game. In g2 I'm able to Transgress an Explosive Vegetation, then cast Painful Truths + Tasigur, then on six mana cast P&K Nalaar and D-Stroke a Nissa's Renewal. Tasigur, P&K Nalaar and postcombat shocks off the thopters equals 12 damage which is exactly lethal.
Semis, 4c Rally, 2-0
My opp is unable to get a good chance to rally where I don't have a Kalitas in play. RM disrupts me a little, but I'm able to kill every Jace my opp lands in both games. In g1 I needed to fade a couple of draws but eventually got there with Tasigur and Kalitas, in g2 I'm being more reactive with Jace, Jori En and Kalitas staying behind. My opp lacks a sack outlet for a Rally since Kalitas was able to remove Ayli from play. At some point I draw into Dispel and Stroke and the rest of the game becomes trivial.
Finals, Mardu Green, 1-2
A tough MU. I take g1 simply by outgrinding my opp, in g2 and g3 I have a proper SB plan but my draws weren't quite as good as in the rest of the top matches. My opp has Soulfire Grandmaster, Rhino and GDD on curve in all games and I'm unable to answer due to not drawing enough removal.
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All in all a fun tournament, despite the loss in the finals. I came so close! I think I simply got outdrawn in the SB games and I wouldn't change much; D-Stroke is the most important component, alongside Read the Bones and cheap removal.
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I played Gerry's list at a small Games Day today (16 people) but I changed three cards: swapped a Flooded Strand for a Cinder Glade, and took out one Roast and one Grasp of Darkness to bring in two Pulse of Murasa. I liked it, but I don't know how many (if any) should be main, and how many (if any) should be in the board. One game I blocked a Thought-Knot Seer with a GDD, and feel to 8 from his other creature. End of turn I cast Pulse, gained 6, brought back GDD, cast GDD on my turn, and gained 6, going to 20, and bringing back a Wandering Fumarole that my opponent had previously killed.
I thought 4 Wandering Fumarole was a little bit crazy, but after watching Gerry's videos and playing today, I really like them.
I kind of want to try a Hero's Blade, that seems kind of fun.
Don't have to tell me that!
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4 sunken hollow
4 smoldering marsh
4 polluted delta
4 bloodstained mire
2 flooded strand
2 swamp
2 island
1 mountain
1 blighted fen
2 wandering fumarole
Creatures (12)
4 Jace, vryn's prodigy
3 jori en, ruin diver
3 kalitas, traitor of ghet
2 Goblin Dark-Dwellers
2 Ob Nixilis, Reignited
1 Chandra, flamecaller
Sorcery (6)
3 Duress
1 Despise
2 Roast
Instants (13)
2 Grasp of Darkness
3 Anticipate
3 Kolaghan's command
1 Murderous cut
4 Dig through time
2 dispel
2 fiery impulse
3 disdainful stroke
1 Negate
1 virulent plague
2 flaying tendrils
2 Tasigur, the golden fang
2 infinite obliteration
This is a midrange deck that tries to board into a controlling version vs certain decks. Jori en is quite hit or miss; in matchups where they have little removal (like many rally decks) he is insane. You draw a card off of him almost every turn, and the dark-dwellers+jori en combo is a 3 for 1 or better. Jace's flashback power can also be good with jori en. Otherwise, jori en is a 2/3 that cantrips... its not bad but not good enough to merit a slot.
Virulent plague in the sb is something i'm not sold on, and might replace, as it is too much of a non-bo with Kalitas (with Chandra it doesn't matter s much, as in those matchups I spam the 0 or - powers). All in all, this is a great deck to grind and slowly get ahead. It is quite soft to decks filled with removal, but I haven't bee running unto as much control/abzan, which I'd say are the main "kill anything that moves" decks.
Finally, the 3-1 duress-despise split is a concession to all the "when cast" triggers in Eldrazi decks. After board, when we get counterspells, the despise is not as necessary.
Let me know if you have comments!
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1) mana requirements. getting to double blue isn't trivial in the early to mid game.
2) taxes the graveyard. Murderous Cut and Tasigur are better cards than DTT and here's why
3) there are better card drawers. DTT will not help you fix your early draws or get you over a mana screw; Painful Truths and Read the Bones do. If you want a lot of grind power, GDD + Read is also a more potent combination.
Even if I wanted to play some DTTs I would never play 4. You don't see that many in any grixis lists and for a good reason too.
EDIT: of course this is just my opinion and my deck building philosophy. I'm providing my stern honest opinions but that shouldn't stop you from playing with the cards you like, naturally.
Youtube Channel
Stern opinions (specially when they are justified with a well thought out argument) are always welcome! Thanks for the advice, I'll try to put in a couple of games replacing the DTT with some split of read and truths. I used to play lots of esper draw-go (Mage-ring esper, as Reid Duke called it), but I guess Dig is more useful in that deck than in grixis.
right now I'm doing 2 DTT, 1 read the bones, 1 painful truth, and 1 magmantic insight
how plausible is a grixis walkers deck right now?
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I wouldn't bother. You'd basically just be building a Chandra + Jace deck and then awkwardly jamming Ob Nix to fit the archetype even though Ob Nix is badly positioned right now.
GW ~ Angels ~ WG
Modern:
RBW ~ Shadowmancer ~ WBR
Legacy:
BUG ~ Shadow Delver ~ GUB
3 Kalitas, Traitor of Ghet
2 Goblin Dark-Dwellers
1 Tasigur, the Golden Fang
2 Chandra, Flamecaller
4 Fiery Impulse
2 Roast
2 Duress
2 Rakshasa's Secret
2 Ruinous Path
3 Painful Truths
3 Murderous Cut
2 Kolaghan's Command
1 Pulse of Murasa
1 Dig Through Time
4 Polluted Delta
4 Bloodstained Mire
4 Wooded Foothills
2 Sunken Hollow
2 Smoldering Marsh
1 Cinder Glade
2 Swamp
2 Mountain
1 Island
3 Disdainful Stroke
2 Dispel
2 Kozilek's Return
1 Pulse of Murasa
1 Transgress the Mind
2 Rakshasa's Secret
1 Sarkhan, the Dragonspeaker
1 Roast
2 ????
The ???? were a third Pulse and an Exert Influence, but I don't feel like I want either of those. No idea what to replace them with; probably want a second Transgress. Maindeck felt amazingly solid. The Rakshasa's Secret were secretly the best card in the main. Having 4 total after board against ramp was important. The sideboard Sarkhan was great against midrange decks, same with extra Roast.