Grimdrifter: Building the deck

Grimdrifter, It has almost three times as many trophies as the next best standard deck (Storm control) this season. Yet it sees surprisingly little play with only 1-2 players each tournament. Given this I wanted to explain building and playing with Grimdrifter.

I did not come up with the original Grimdrifter Deck. I’m not sure who did but early builds were aggro control decks that looked a lot like this deck from Robe:

16 Swamp
4 Island
4 Terramorphic Expanse

4 Augor of Skulls
4 Pit Keeper
4 Mulldrifter
4 Phyrexian Rager
3 Mournwhelk

4 Tendrils of Corruption
3 Grim Harvest
3 Mystical Teachings
3 Terror
2 Nameless Inversion
1 Eyeblights Ending
1 Death Rattle

Sideboard
1 Terror
2 Think Twice
4 Gutless Ghoul
4 Ichor Slick
4 Martyr of Bones

Robe did very well in the first PDCL with this list and won an SPDC with a similar list. It is very strong against control with both the ability to go aggro and card advantage to keep up with control. However, the deck started to lose popularity with the rise of WW which this GD build can’t really beat. So Players started moving to less aggro and more control with builds such as Syphersun’s. I moved even more to control with the deck I have used to gain a 31 match winning streak (a made a few changes tournament to tournament but most are minor).

4 Terramorphic Expanse
4 Mystical Teachings
6 Island
4 Tendrils of Corruption
1 Mountain
4 Remove Soul
2 Mournwhelk
3 Strangling Soot
15 Swamp
1 Terror
2 Festercreep
4 Mulldrifter
4 Phyrexian Rager
4 Prismatic Lens
2 Grim Harvest

Sideboard
2 Festercreep
2 Mournwhelk
1 Strangling Soot
1 Plains
2 Demystify
3 Midnight Charm
1 Snapback
3 Faerie Macabre

Modern GD doesn’t plan to win the game very fast. Its strategy is in some way nullify its opponents threats and then eventually win with its minimal (but thanks to harvest unstoppable) creatures. It always wins the long game because of Teachings, The Creatures, Soot flashbacks and harvest. With that strategy in mind lets look at a few the maindeck individual card choices.

30 mana sources. You really need this much in order to chain teachings and then flashback a soot. If I stall out at around 5 or 6 mana then I consider my self mana screwed. So while it seems like a lot thirty mana sources really isn’t.

Controversial inclusions:
2 Festercreep: these are good v. WW and ok v. DDW but where their really shine is against Storm Control. If you don’t have them maindeck you will lose game 1 to SC. So these could but cut if the metagame changes but right now they seem like a good metagame call.

2 Mournwhelk: you need one Mournwhelk against slower control decks to recur but its terrible against aggro such as WW so I think two is the correct number.

3 Strangling Soot: I’d like to add a fourth strangling soot I really would. However, three is usually enough and I couldn’t find a card I’d rather cut than the fourth soot. Is soot better than Nameless Inversion? Yes, it’s a lot better because you have the mana for flashback and soot lets you have two removal spells in slot.

1 Terror: it’s a target for teachings killing a Shade or Ephemeron that had resolved when for whatever reason.
4 Mystical Teachings: some have said four teachings is too many. However, I’d like to run more since it is what makes the whole deck click setting up insane card advantage.

4 Remove Soul: No Mulldrifter for you. Sorry about that Auroch Herd. These and other 187’s are why Remove Soul is needed.

So that is the Grimdrifter maindeck I have used for five consecutive tournament wins. If there is sufficient interest part two: how to play the deck and how to sideboard will follow.


7 Comments

Boin Author Profile Page
11:43 AM, 28 August 2008

Shade of trokier not snow land shade. Sorry about that.


Still
9:11 AM, 28 August 2008

I don't think terror kills shade :).


joekewwl
1:09 PM, 27 August 2008

GD for the win I say.
Nice over all view Boin. - Joe


khirareq
9:11 PM, 25 August 2008

A much appreciated and deeply need discussion. I wasn't aware this was here; I'm going to post a link in the standard forum so everyone can see and comment.


bepo
6:52 AM, 25 August 2008

I liked your article and the discussion of your reasoning behind some of the card choices. This kind of information is always interesting.

I would encourage you to write part 2. Although I never play standard because of my schedule the logic and principles you might discuss are always applicable and can be transfered to other decks and formats (mostly classic for me). Articles like this help push players like me toward expanding our deck choices and give a place to start when playing more complex decks.



SypherSun
2:10 PM, 24 August 2008

Nice overview, and a namedrop; w00t! Next time, use something like wordpad instead of fancy word, this will remove all those weird signs if you want to type a '. Or turn "smart quotes" off in Word.


JMason
5:07 AM, 24 August 2008

The deck has several aspects that would deter me from playing it in a tournament.
1) I don't want to be playing the long game, it's risky with timed games, and my brain needs to rest between rounds.
2) It's a non-fun zone to play and to play against.

Having said that it's useful to try decks out for oneself, and I played a match last night with your build. I did win 2-0, but got into trouble in game 2 when I flooded and the opp removed my teachings from the yard, and was on a precarious 3 life before recovering. The deck is really strong, but I think is not an auto-play type of deck, you need to be thinking which choices will develop your position best at all times.


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