Modern Grixis Control by IKE7
Grixis Control is an archetype that’s near and dear to my heart. The combination of discard, burn spells and Snapcaster Mage is a sweet one, so I was thrilled to see that a list playing all of the above went 5-0 in a recent Modern League.
This deck has picked up new cards here and there, but it’s still basically the same Grixis list we know and love. Cheap interaction plays nicely together and the banning of Uro, Titan of Nature’s Wrath opened the door for a non-Simic grindy deck to succeed once again.
This deck basically gets to play Lurrus of the Dream-Den for free. It doesn’t give up much besides maybe Jace, the Mind Sculptor, and in exchange it gets a backstop against ever running out of gas. Lurrus is very hard to beat in any long game, and long games are what this deck is designed to play.
This dynamic duo gives you the ability to flash any number of spells back. Snapcaster is faster and better in multiples, but Jace, Vryn’s Prodigy gives you more of an advantage when it survives. These cards also interact really nicely with Kolaghan’s Command, as you can flash back Command and get back a previous Snapcaster for maximum recursive value.
Valki, God of Lies is a cool new addition as well. It’s mostly early interaction, acting as a Tidehollow Sculler of sorts, but in the lategame you can really drop the hammer as Tibalt. That sort of flexibility is great, and one of the things that appeals to me most about playing Valki here.
A robust counter suite goes a long way, and Cryptic Command has been locking people out for over a decade at this point. Drown in the Loch is the perfect two-of, as it doesn’t get active until a few turns in, but does everything you need once it’s on.
This one is worth mentioning because of the Lurrus synergy. This gives you a little card selection with fetchlands, but is mostly there to make sure Lurrus draws you some nice free cards.
Don’t overlook the Magic Tar Pit Ride. This kills planeswalkers and opponents alike, and does more than you might think in decks like this.
This deck is all interaction, so you’re mostly just looking for a good curve of spells. The ideal hand has interaction starting on turn one, but as long as you can start by turn two you should be fine.
Keep on the play, mulligan on the draw. The combination of Bauble and fetchlands means you get to see three cards before turn two, which will help find a piece of interaction. Once you get there, Snapcaster will amplify it, making this hand a keep on the play. On the draw, it’s too slow, as even finding interaction on two could be dicey.
Keep. It’s Grixis time with this hand – you don’t have a ton of lands or any card draw, but double discard, double Bolt and a counterspell should get you there.
- Your graveyard is a resource, thanks to all the ways you have to take advantage of it. Make sure you keep Snapcaster, Kolaghan’s Command and Lurrus in mind when making plays.
- The mana requirements here are harsh. You need red and black early, with UUU by midgame. Fetch accordingly.
- You usually want to play Valki early, and use K-Command to bring him back later when you have Tibalt mana.
Grixis is a really fun deck if your idea of fun is interactive Magic. This is basically the fairest deck of them all, and despite not doing anything broken, it can stop everyone else from doing their own broken things. It’s a good time, and the metagame may be in a spot where this is good again.