Topic: [Standard][Opinions] Can Bolas Come Out to Play?
So I decided to build a bit outside of my comfort zone a little bit by putting together a Grixis control build (also fun because it has the promise for Bolas-based shenanigans!).
The deck can be seen here: http://deckbox.org/sets/314077/
I'm open to suggestions regarding any of my choices, but here's a basic breakdown of how I see the various pieces working:
Creatures:
Bane Alley Broker: I'm seeing a lot of good that can come out of this one. It's sort of like Rummaging Goblin, but that I don't have to discard things permanently. I can exile stuff with it, then go get those things back. That and an 0/3 body gives me a decent blocker that won't die if I drop Rolling Temblor to clear out their side.
Nightveil Specter: a 2/3 flyer that can be cast rather easily given the hybrid costs. It offers a slight mill advantage, but the real strength is the ability to take and then subsequently play their lands/spells. Best of all, even if it dies I can still cast spells exiled by it later in the game. This can help ensure land-drops to get my bigger pieces out while also potentially taking away some of their threats. The thought of exiling and then casting the opponent's Thundermaw Hellkite sounds hilarious to me.
Niv-Mizzet, Dracogenius: sure he's a six drop, but a 5/5 flyer lets me stop anything short of a Thundermaw. More importantly, he offers me the opportunity for some serious card draw/pinging. Anything that offers that type of advantage on the field is a plus in my books.
Instants:
Syncopate: Self-explanatory - you need some counter magic for board control and at current this is pretty much the best option available at the moment (exiling is a plus too).
Cyclonic Rift: This could easily be switched to Unsummon, but I see the potential for bouncing anything else AND the possibility of the overloaded version as justifying the added one colorless cost. Simply casting it as an overload could buy me several turns.
Searing Spear: Again, pretty self-explanatory here.
Think Twice: Really is there a better draw spell currently in Standard?
Forbidden Alchemy: When you REALLY need to dig, this works. It's seen a fairly good bit of play as of late in other decklists, so why not give it a go?
Tribute to Hunger: A bit of life-gain AND instant speed removal can go a long way, especially when hexproof is a problem.
Sorceries:
To not go card, by card, it's a suite of spot removal, board wipes, etc. Temporal Mastery is only 1x because I REALLY don't want to hard cast it, but a miracled extra turn every once and a while goes a long way. Hitting it with Think Twice, Forbidden Alchemy, or Mr. Mizzet on the opponent's turn is also pretty easy. (I would consider going up to 2x on this if I had a second one.)
Artifacts:
Gilded Lotus: This is about as much ramp as I'm going to get, given these colors. But, considering not many people are running artifact hate in their mainboards, it's worth a go.
Planeswalkers:
Jace, Architect of Thought: I can slow the game down with his +1, I can work some solid card advantage with his -2, and I could use his ultimate to drop Bolas (and their best card) for free. The only downside is that I only have one of him.
Nicol Bolas, Planeswalker: He's the primary win-con in addition to just being a badass. I saw a friend totally dismantle RDW midrange simply by getting one onto the field. Given the importance, 2x of him should ensure I get one, but that I'm not sitting on one in my hand most of the time.
Lands:
The only thing I really think I would want to add here are 3x Sulfur Falls. Nephalia Drownyard is a 2x to provide a backup plan in case it comes down to card counts (although I certainly hope that wouldn't be the case).
The Sideboard:
More counter magic in case it's a viable option (aka I'm not staring down Cavern of Souls or I need to protect my, admittedly limited, stuff on the board).
Skullcrack: Is for those pesky life gaining spells/creatures - although I see this as something I could move out, as, let's be honest, Bolas doesn't care about their life total.
Desecration Demon: In the event I simply cannot control the board, a 6/6 flyer that acts as repeat removal is always a good piece to have.
Evil Twin: This comes in handy against GoST or if they have more creatures that I simply cannot kill off. Its ability to kill similarly named creatures is also a big plus.
Sever the Bloodline and Illness in the Ranks: To deal with any tokens/mass of the same creatures.
Okay, so I've gone through a LOT of stuff above, but my questions are the following:
Is this enough control or should I be less worried about card drawing and more about board clears, i.e., Mutilate?
Are there any glaring holes anyone is seeing? Obviously this would be the ideal place for Bonfire of the Damned and/or Snapcaster Mage but I don't have either and really don't want to sink $200 into eight cards. More reasonable suggestions would be welcome.
Are Skullcracks good in the SB or should I swap some other pieces in their stead? Or, more generally, thoughts on the SB?
Overall, is this a decent/viable build? I'm not normally a control player, so to that end I'll admit I'm out of my element.
Thanks!