The control archetype is currently dominated by Sphinx's Revelation (for good reason, too). I'd like to open discussion about control shells without Sphinx's, particularly in B/U/R colors. A chosen few control players refuse to run a Sphinx-inclusive shell, either on principal or for the experimental whoopee - this thread is for you.
First, I'd like to introduce my attempt to build Grixis-style control.
"There was an iciness, a sinking, a sickening of the heart."
2 Rakdos Keyrune
Creatures
3 Frostburn Weird
2 Olivia Voldaren
4 Vampire Nighthawk
Enchantment
2 Demonic Rising
Instant
3 Dissipate
3 Izzet Charm
3 Magmaquake
2 Syncopate
2 Undying Evil
Sorcery
2 Duress
2 Rakdos's
Return
2 Dreadbore
3 Pillar of Flame
2 Sever the Bloodline
24 Land
4 Blood Crypt
4 Dragonskull Summit
2 Drowned Catacomb
4 Steam Vents
4 Sulfer Falls
4 Watery Grave
Sideboard
1 Niv-Mizzet, Dragogenius
1 Frostburn Weird
1 Sever the Bloodline
2 Evil Twin
2 Cremate
1 Psychic Spiral
2 Appetite for Brains
1 Underworld Connections
2 Tragic Slip
2 Slaughter Games
Dragon's Maze Drooling
Far // Away
Turn // Burn
Master of Cruelties ??[/deck]
The Core
- Demonic Rising: This is a win con engine that works very well with keyrunes. Ramping into this after a T2 drop is incredibly hard to deal with. Especially since Keyrune can be activated to keep the demons coming after a sorcery speed board wipe. Thundermaw Hellkite / Niv-Mizzet Dracogenius are also considerations for this win condition slot.
- Undying Evil: They try to
kill us, but we just come back stronger. Vampire Nighthawk becomes incredibly efficient with two lives, and he'll often dominate the board as a 3/4. Increases the pump threshold of Frostburn Weird. Protects game-winning threats like Olivia, Seer (play at 5 mana safely) from just about all removal in the format. 1-1 answer to Supreme Verdict. - Magmaquake: "Where will you run when I punish you with the vary ground you flee on?" - Nicol Bolas
Magmaquake trumps other boardwipes in my shell because it can be played at instant speed, is scale-able, and damages planeswalkers. The weakness of this card is that it doesn't hit flyers, which becomes a positive feature with my alpha flyers. I will always dominate the sky. This card's potential to 2-1, 3-1, 4-1, etc. is my deck's primary means of card advantage. Against decks where creature wipe does not equal advantage, hand destruction becomes core.
[*:
4p1057le]Rakdos' Return: Aggressive card advantage. - Counter-magic: This is why we're playing blue and NOT Jund or any other archetype. Syncopate & Dissipate are my choices in the shell because they're most relevant against flashback/re-animator. Izzet Charm is a valuable toolbox and at least 2/3 modes are relevant in any given matchup (if not all 3).
- Filter/Card Specific Advantage: With access to filter like Izzet Charm and Desolate Lighthouse, you can discard redundant effects and pilot through flooding/mana screw. Forbidden Alchemy is a good that these colors have access to as well. Underworld Connections is also a good tool for this.
- Rakdos Keyrune: Toolbox. Ramp is difficult to find in these colors, first-strike kills */3 (Thragtusk), dodges sorcery speed removal and board wipes, flexible with Homicidal
Seclusion. - Augur of Bolas is missing from your core, why Frostburn Weird?: Augur is sometimes card advantage in my deck. Frostburn Weird is less variance and more potential for aggression/punishment against greedy keeps. I think Augur is a much better card with Runechanter's pike.