My try on a Grixis Control.
I'm already thinking in the best ways to make it work. I don't have all the cards, so I'm open to suggestions and critics.
Opening hand: At least three lands. Until turn three you'll have to make yourself confortable by removing early game creatures in order to contain huge amounts of damage provided by a huge swarm of aggro decks. This is important because this strategy suffers from a really slow game at the beggining.
Turn one: This deck runs by removing early game threats with a playset of Thoughtseize, witch helps against planeswalkers and gives you and advantage by seeing the opponent's hand. Also, it starts to fill your graveyard. By having four, it aims to start the game with one at least, witch happens most of the time. If you don't start the game with one, consider mulligan.
Turn two: Bile Blight shines here as a removal for aggro-like strategies, since it can kill most of the one and two drops, cleaning the board and giving you time to set your own game. Also, a cheap removal, and again fill your graveyard. Deal with most of the threats of the early game. If you don't start with it, you can wait until turn three.
Turn three: Here the deck show it's potential. By turn three, you will have a great number of possibilities: Drown in Sorrow cleans most of the threats, including morph creatures and dangerously one drops lipe Bloodsoaked Champion, Soldier of the Pantheon,
Firedrinker Satyr
, goblins in general and akins. Anger of the Gods Helps too by killing the same threats, including ones with thougness 3, cleaning the board and preventing graveyard-filling. You can also use a Murderous Cut using your three mana and delving two cards in your graveyard if you're facing unusual threats like Savage Knuckleblade with thougness 4 or greater. Hero's Downfall can be usefull too by killing huge threats like the previous mentioned Savage, or even
Mantis Rider
and akins, but I highly recommend to save it agains planeswalkers: Elspeth, Sun's Champion its still there and it proved itself as a game changer. At least, you'll probably have a
Dissipate
to counter something that you can't kill, and preventing it to be reused or delved by exiling it. You also have
Master of the Feast
, but I highly recommend to not drop it now.
Ashiok, Nightmare Weaver
may shine here if you have it. By exiling your opponent's deck, you pump it's loyalty and can prevent incoming threats. It sometimes requires an immediate response just by being a planeswalker, and if it survive two turns, you can -X to cast a opponent creature and stand still until you have something good by yourself.
Turns four to six: Here you'll need to control the game with the best you have in hand. My choice of 22 lands helps you to get more usefull spells at this time, but you have to manage your removals and counters. If you have
Master of the Feast
, maybe it's good to drop it when you have removed most of your opponent creatures, and then you can apply some pressure by attacking him with a 5/5 flyer that requires a immediate response. It can also be a good blocker agains Temur monsters even with it's drawback. You can use him to attack planeswalkers and wipe then out, since by the time your opponent cast some of then, the power 5 of
Master of the Feast
will probably enough to kill the loyalty of the pw. At least, you can
Dissipate
or even
Mindswipe
spells with converted mana cost 4 or greater and deal some damage to your opponent.
Turn six and beyond: Here all the planeswalkers will do their jobs. It's important to notice that none of then will be using their ultimates: All of then are good enough with their plus and minus abbilities:
Ashiok, Nightmare Weaver
is already covered in turn three section above, but again, he helps to prevent some incoming threats by +2 and can also cast something usefull from your opponent's deck by -X. In the end, if you manage to make it survive, his ultimate may swipe dredge strategies and give you some advantage.
Jace, the Living Guildpact
is here to fill different roles: Deck filtering by +1, since by the time you cast it, lands may be useless. His -3 abbility will be good agains permanents like Banishing Light, planeswalkers in general, annoying enchantments (Constellation strategies seens to be a upcoming threat because khans brought a lot of cheap enchantments) and huge creatures, like the previous mentioned Savage Knucleblade and
Mantis Rider
. It would be usefull against Stormbreath Dragon, but it has haste, so I can only see Jace here -3 Stormbreath if you want your opponent to mana sink by casting him again and again. Jace's ultimate may give you a huge advantage if you manage to use it, but he is really here to deck filter and unsummon things.
Chandra, Pyromaster
Is here sollely because of her 0 abillity. Casting an additional card may be usefull if you exile some removal or counter, or even by casting a land if you didn't cast one. He can be usefull too by killing thoughness 1 creatures in aggro strategies. Also, she may require an response, so she can buy you some time to think. Her ultimate is only good if you have some removal in the exiled cards, so you can cast it three times and probably swipe out the board.
Sarkhan, the Dragonspeaker
is a bomb. His +1 is a huge threat and can apply some pressure. His -3 can kill a lot of creatures and helps you to control the board in your favor. His ultimate will be only usefull if you have few cards in your hand when you activate it, but it can hell you to accelerate your draws.
I don't know if it will work well, guys, so, as I said, I'm open to suggestions and critics. Again, sorry for the bad english, it's my second language.