I went 4-1 twice with a poverty (rain of tears) build of this. I have to leave the game temporarily, so if anyone wants to try this, after Aether Revolt, -2 Disfigure, -1 Go for the Throat, +3 Fatal Push.
My Matchup vs RG Valakut decks probably has me as a 40%-60% dog. I really liked your Ghost Quarter suggestion. Ghost quarter plus Surgical Extraction is lights out for Valakut if they aren't Through the Breaching Emrakul's.
I agree with you now that 4 Snapcaster Mages in Grixis Control is correct. You made a very good point about it there.
I did mention that the sb guide is terribly incomplete, I'll refine it tomorrow.
I have a different perspective on some of your card suggestions Cody_X.
With the heavy 3 mana curve in this deck, I feel 23 lands is optimal. The most important reason for 23 lands is it reduces mulligans imo.
We need Hero's Downfall for Nahiri or else the +2 uptick is insurmountable for lingering souls/tar pits to take out.
Slaughter Pact is good if we were playing a tempo game, which we are not.
Esper Charm and Painful Truths are too slow for us. I think Ancestral Vision is actually really bad and too slow. Corey lost many games with Grixis Control before the Turn 1 Ancestral Visions went off.
I think Nihil Spellbomb is strictly better than Ravenous Trap. We might cut the 1-of Spellbomb for a Rain of Tears to improve the RG Valakut matchup.
Elspeth is insane Cody. It board wipes Eldrazi or creates insurmountable value that wins.
Gideon and both Sorins are also way too frail.
I may be cocky (with the winrate %), but I'm a pretty determined guy and determination turns into obsession which turns into all that matters.
I've been playing this on MTGO to increasing success.
2 4-1's (with 1 barely missing a 5-0 today due to play error)
This deck is extremely hard to pilot. I recommend this to the pros and competitive players with 10+ years of experience. If you learn to pilot this deck optimally, you can expect a 70% winrate vs the field with about a 65% edge vs Tron as it's worst matchup. This deck is special because it's insanely hard to pilot but if you can, it will be extremely rewarding. I'm deciding to release this decklist to the public because sooner of later it will be picked up when I 5-0 and I want to give back to the community and make a name for myself.
Watery GraveHallowed FountainGodless Shrine - There really good. A lot of the times you're going to have to fetch for these and play them untapped to shock yourself to play your cards and have correct mana for possible upcoming relevant spells.
2 Creeping Tar Pit: Card is great. Tasigur + Tar Pit is 7 damage a turn. Combined with Cryptic, you can put them on a 2 or 3 turn clock based on the situation. The only debate is to run 2 or 3, and 2 in this decklist I've found to be optimal.
1 Westvale Abbey: Diversification of manlands because it can't be Lightning Bolted. It's a late-game token generator. Ormendahl has so far been somewhat of a win-more so far, but I haven't put in a large enough sample size of games. I've played about 35 League matches with this deck, and the token-generation late game has seen more prominence so far. It can combo with Lingering Souls and 1 Snapcaster Mage and come out of nowhere on Turn 6. If there is a card to cut/change in this deck, it would be this card but so far I can't find an adequate replacement.
4 Tasigur, the Golden Fang Card is insane. We're playing Esper Control with a consistent Turn 2 Tarmogoyf essentially that has a late-game attrition ability activation. With incredibly correct planning, you can get great value from Tasigur activation's such as getting back a Cryptic Command/Snapcaster, but often they give you a Thought Scour/ Inquiistion of Kozilek. Another thing special about Tasigur is that it fades Abrupt Decay.
4 Lingering Souls Card is insane. Great vs almost every matchup except for Tron where it's decent as a slow threat.
3 Snapcaster Mage Card is insane. But! 3-of is correct. Many people *cough* Corey Burkhart *cough* run 4 Snapcasters in their control lists. The problem with this is many times you're opening hands will contain 2 Snapcasters and that's terrible for early game. Ozman Ozguney in his Modern UB Control list runs 3 too.
4 Serum Visions Card's insane. 1 land Serum Visions hand? Snap Keep! Essentially, but that's not a hard rule so look at the rest of the cards in your hand guys.
4 Thought Scour Card's decent. Mainly powers T2 Tasigur engine. Don't thought scour your opponent if they mulligan and scry top unless they gave you some live tells that it's a land and they mulled to 4 or less. I've ran the simulations and it isn't that +EV in the long run.
3 Thoughtseize Most midrange decks ran a 4-2 split of 4 IoK, 2 Thoughtseize, but because of Elderpzi we need to run a 3-3 split. Card's insane.
1 Go for the Throat Card's great. We're super favorable vs Affinity so it's a fine concession. Remember to rep (represent) the Go for the Throat as a counter/something else vs Affinity when it's the last card sitting in your hand.