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9 POINTS: Time Vault 6, Vampiric Tutor 2, Dig Through Time 1 Grixis Control,control the board with cheap counterspells, removal and hand attack, then combo out with Either of the following.

-Time Vault + Voltaic Key/Manifold Key/Voltaic Servant/Ral Zarek/Tezzeret, the Seeker

or,

-Painter's Servant + Grindstone.

While the primary and secondary win cons are obviously the artifact combos mentioned above, we also have win conditions in the form of our creatures and planeswalkers. Delve threats, and Young Pyromancer can close out tight control games; while Liliana the Last Hope, Jace, the Mind Sculptor, and to a lesser extent, Jace, Vryn's Prodigy, and Ral Zarek all provide inevitability in the form of ultimates, or just passive impact. dack Fayden and Saheeli, Sublime Artificer are mostly value, though Saheeli can net 2 turns by turning her tokens into copies of time vault to allow you to dig for a better untapper, or catch up. Tezzeret, the Seeker represents a different kind of inevitability, in that he can both search out and deploy Time Vault, but also untap it and go infinite the following turn.

Your gameplan with this deck shouldnt be all about the combo, in fact, it should be considered a lategame play line in many situations. Fabricate, Muddle the Mixture, Shred Memory, Whir of Invention, and Dark Petition all represent a win either the following turn, or immediately in the latter two cases, finding the second half of one of your combos, and either paying for them or cheating them out. When you cannot afford to play the long game, such as the RDW matchup, or against stronger pure control decks you have the tools to combo early, Vampiric Tutor allows for very early, timely tutoring that Demonic Tutor cannot facilitate. The cost and delay on transmute spells feels much worse in those instances, but the "uncounterable" aspect more than makes up for it.

When drawing and mulliganing with this deck you typically want to see at least a cantrip, but ideally a combo piece or tutor, a counterspell, and at least one piece of removal. You'll usually want to cantrip/or attack the opponent's hand turn one, though deploying Grindstone or a Key turn one will often make the combo turn much easier to protect. Counter or kill anything that presents a clock too fast to race, then drop a delve threat or planeswalker for your opponent to answer. Young pyromancer, gurmag and tasigur will all close out game by themselves if left unchecked, but they will also help to bait out the creature removal spells that might otherwise kill our much more vulnerable Creature pieces, the Servants. Most decks do not play dedicated artifact removal, prefering creature etb disenchants, and modal cards like Abrade or Kolaghan's Command  instead. Creature removal hitting a Servant is the most common way youll be disrupted, so the play pattern you'll want to follow is to play the noncreature half of the combo, ideally with countermagic up, then to play the second half the following turn, with a spell pierce or similar ready to catch the lightning bolt or fatal push when you attempt to combo.

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Date added 5 years
Last updated 5 years
Card Score 10 / 10
Legality

This deck is Canadian Highlander legal.

Rarity (main - side)

12 - 0 Mythic Rares

45 - 0 Rares

20 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 2.34
Tokens Elemental 1/1 R, Emblem Dack Fayden, Emblem Jace, Vryn's Prodigy, Emblem Liliana, the Last Hope, Servo 1/1 C, Zombie 2/2 B
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