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Creature (4)

Artifact (2)

Instant (4)

Sorcery (5)


This is my own home brew that I like to call Epic Grixis. In a nutshell, it functions as a control mill deck being able to effectively do so by turn 9-10 on a normal basis and if things are really just going in my favor, a few turns earlier. A vague example of how the deck plays out in most cases:

Turn 1: Play a land

Turn 2: Play a land; Depending on hand can either Breaking/Entering, Thoughtseize, or Charm/Devour Flesh at the end of opponent's turn

Turn 3: Play a land; Similar to turn 2 or just pass. Might have to shock to drop an Anger of the Gods, but it really doesn't matter

Turn 4: Play a land; Drop Ashiok (If possible) or Steam Augury at the end of opponent's turn

Turn 5: Play a land; Similar to turn 4 or drop Jace for a +1 or mill (Depends on board state); Often times will be forced to use a Cyclonic Rift to bounce back something relevant

Turn 6: Play a land; Do whatever is necessary from this point on to stay alive and mill the opponent which is quite easy from this point onward

Here are the specifics for each card choice and why...

~Win Conditions~

Breaking/Entering - This card is everything Grixis stands for and should be apart of every Grixis deck in Standard. It mills for 8 on one side and can give you a relevant creature later into the game with all the milling that will be going on. There have been many a games where I have been able to fuse this card and close out games or just use the milling effect to hit key answers. Hands down one of my favorite cards in standard at the moment.

Psychic Spiral - The game closer. By simply playing the deck out, by around turn 7+, when this card becomes relevant, the graveyard is around 15+ cards (Depends on the game, but that is a rough estimate) which makes this a very relevant mill that resets my deck with less lands. This is best used when hit with Epic Experiment, but it still works wonders if played from the hand at the right time.

Jace, Memory Adept - Mills for 10 or can +1 and give me +1. Usually used as a distraction and often times dies when it touches the field, BUT WHEN IT DOESN'T! Not too many decks out there can take a mill of 20+ in conjunction with the other cards helping out.

Ashiok, Nightmare Weaver - A distraction for the distraction. Most of the time it operates as a Sorcery spell that goes something like "Send 3 cards from the top of target player's library to the graveyard. Gain 5 life". It is really there to take a Hero's Downfall to the face so Jace can come out and possibly live, yet remains relevant enough that if left unchecked, can win the game.

Epic Experiment - This card isn't directly a win condition, but it feels like it sometimes. Firing this card off for 5 and getting lucky can result in some very quick wins and upsetting comebacks. Fishing for a removal spell or something? Well, lets see if the next 5 cards were going to be one, and if so, you can play it along with whatever else you possibly hit. This card is under appreciated and there is a reason why it is a mythic rare. I can't express in words how powerful this spell is (Hit 2 Steam Augury, a Breaking/Entering, and a Spiral one time. Game was immediately over. This happened on turn 6)

~The "Removal"~

Cyclonic Rift - Works like a Time Walk in most cases and, at 7 mana, can shut out a game. Mainly there to make the game last longer so I am reluctant to call it a removal spell, but it does get the job done and amazingly so.

Devour Flesh - I hate Desecration Demon and everything that is similar to him (Blood Baron...I am talking to you). This deck doesn't have direct answers to these guys aside from Rifting them or double Anger of the Gods so this card was added in to help for that specific situation. Since I am trying to win through mill anyway, the life gain is completely irrelevant.

Dimir Charm - More so utility than removal, but does the job nonetheless. Hits Nightveil Specter and the likes while having other uses aside from that. Great spell overall as are most of the charms.

Anger of the Gods - There to kill Aggro decks and that is pretty much it. I don't have Supreme Verdict so this is the next best thing and in some cases it can even be better due to the CMC being 3.

Thoughtseize - Might as well be removal if it wasn't already considered that. Hits things that I want hit and is my answer to certain cards in the game such as Assemble the Legion and the likes.

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

12 - 1 Mythic Rares

31 - 6 Rares

7 - 4 Uncommons

2 - 4 Commons

Cards 60
Avg. CMC 3.33
Tokens Elemental 1/1 R
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