I am continuing to look for the best control deck in Standard, and after trying out Grixis I am thoroughly impressed. Every control deck in the format is going to have some vulnerabilities in the early game, and this one is no different. However, the fact that our card advantage also disrupts the opponent is pretty nice. The main form of disruption here being the ability to attack the opponent's hand.
I have been looking for the best Grixis shell that plays Disinformation Campaign. As much as that card has impressed me in the Guilds of Ravnica draft format, I believe it has a home outside of Limited. It gets much better alongside other surveil cards of course, and having a Disinformation Campaign in play during the lategame makes topdecks that much better. Thought Erasure is a card that is good on its own as it allows you to play with perfect information, which is extremely valuable while also triggering the Campaign.
Nicol Bolas, the Ravager is the obvious other form of incidental hand disruption. With this many cards that force the opponents to discard, they are often going to be topdecking after the first few turns. You are hoping to answer their first couple threats and dodge good topdecks. Against other more controlling and midrange decks we are favored, because we have more time to play our cards and surveil to set up future draw steps.
Many of the matches in this set were tight. The deck can run into some mana issues from time to time, and I am considering adding an additional land. Some of the one-ofs were not that impressive based on the matchups we faced. Golden Demise, for example, is going to be very hit or miss, and while main decking it does provide some insurance against the various token-based aggressive decks, I'm not sure it should be included in the main.
The deck can actually win pretty easily with the variety of flying threats it has access to, alongside bringing back opponent's cards with the The Eldest Reborn. Both Doom Whisperer and Dream Eater set up your draws for pretty much the rest of the game after you get one of them into play. We did run into some of the most problematic cards we can possibly face off against like Carnage Tyrant, planeswalkers, and other card advantage, yet we were still able to win. This had to do with getting a flying threat to stick, and then Dream Eater on a crucial turn can turn the tables.
Perhaps the most devastating threat in the list isn't actually in the main deck, and that is Thief of Sanity. Oftentimes the opponent will sideboard out cards like Lightning Strike and Shock, which is the perfect time to bring these in. Hitting the opponent once or twice with this card almost always is enough. I like having it more on the play, but in general it is a must-answer card the opponents must immediately get off the board.
Thanks for reading,