Cruelty & Control

Standard nim6us

SCORE: 5 | 37 COMMENTS | 1715 VIEWS


Awesomenesss says... #1

No need to argue play test both versions and see for yourself just how steamy that pile of crap you put together is in comparison

May 24, 2013 5:54 p.m.

nim6us says... #2

Suck a bag of dicks.

May 24, 2013 5:58 p.m.

Awesomenesss says... #3

Attention readers do not use this pile of crap as an example of anything!!!!! Look at a real grixis deck and save yourself from wasting an entrance fee at your local magic tourney Grixis beast mode control

May 24, 2013 6:08 p.m.

SpaderAce says... #4

Ladies ladies, let's not argue about our grixis decks, even though obviously my deck is the best. RUB Grixis Control Haha i'm kidding, and by the way, I upvoted both of your decks.

May 24, 2013 6:20 p.m.

ragnarokda says... #5

I would also like to suggest a possible 2x Rogue's Passage at least. Having at least one of those out before or on turn 5 could potentially guarantee that on turn 6, Master of Cruelties is making contact. And the advantage that has over Artful Dodge is that it can't be countered!

May 25, 2013 11:55 a.m.

nim6us says... #6

Yeah I agree, again I like the flexibility of Rogue's Passage that it can be used for mana until you're ready to activate the unblockable ability. I was really digging Ghost Quarter ability to blow up a land, but giving it more thought, essentially you're giving up one of your lands as well, and this deck really needs every land. Thanks ragnarokda!

May 25, 2013 12:11 p.m.

ragnarokda says... #7

When I used Ghost Quarter I had to pretend it wasn't a land so that I didn't count it towards my base lands. It's great control if you treat it as such but, like you said, if you need every land you can get so that you play appropriate cards on appropriate turns, then you'll hurt yourself with it. And late game land destruction doesn't mean as much. xD Happy face punching!

May 25, 2013 12:32 p.m.

nim6us says... #8

HaHAha! Good advice :)

May 25, 2013 1 p.m.

SpaderAce says... #9

Why are you running Slaughter Games main?

May 25, 2013 10:07 p.m.

nim6us says... #10

I don't understand why Slaughter Games doesn't get more love in control decks. By turn four you have a pretty good idea what type of deck you're up against, or you've at least seen one threat you'd like to remove. With Slaughter Games , you can remove 4x Thragtusk , or 4x Sphinx's Revelation , on top of that you get to see your opponent's hand, thumb through their entire library, if you don't know what you're up against you know now. What other card can do all that for 4 mana? Removing any four cards, and seeing every card they have, how can you better prepare to control a deck than knowing what's in it.

I'm mean I've got some good advice on here, so I'm open to hearing the argument against it. Please tell me what you think.

May 26, 2013 12:03 p.m.

SpaderAce says... #11

Well I have no problem with Slaughter Games , but I usually run it in the sideboard. Although after hearing your argument, I think you are right about having it main, because after using it game 1 you have a better idea of what to side in against what your playing. I'm gonna have to try that

May 26, 2013 2:34 p.m.

nim6us says... #12

Thanks SpaderAce, anyone else I also welcome your feedback, and you're upvotes if you like it the deck :)

May 26, 2013 8:46 p.m.

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