This deck was borne of three basic truths:
1. I love Grixis / FPS control but always feel like I have more answers than questions- IE you can control a game forever and still lose because eventually you topdecks 5 sigils in a row and haven't applied any pressure in 10 turns.
2. I also love 5c Great Rift decks for the power and value they offer but by the time you've controlled the game to a point where you get Riftborn out you're empty handed.
3. True Sight Map is an incredibly fun card, but often leaves you unable to both activate and deploy the card in the same turn.
So if all 3 of the above are true, what do we do about it? With this deck we can control the game using hyper-effecient answers, parley them into a Riftborn, and end the game with 1 cost cards off the back of True Sight Map. If some of the card choices seem suspect it's simply that I only want cards with a single influence pip in their cost so that almost any hand of different marks + sigil is keepable and any card created from the map loses it's influence requirements. Currently rank as of writing this is 26 masters.
Update- List has climbed to rank 7- Thank you to user Grundle for their input!
The gameplan has evolved into a mess of infinite value engines and control pieces that all kind of work together. Market has been added and Strip for Parts is a little loose but helps in the mirror when your Map gets Ruine'd.
Maybe scrap map for beacon?
Also I really dislike playing vs it on ladder :(
Any thoughts on justice mistral? 3/1 can't die to damage. Doesn't help feed, but can block forever. Down side is feln has hard removal in S. Kind of our kryptonite.
-1 each Anni, gambit, tools, winter?
Do we go 4th feed at this point? 10 feed units plus map shenanigans.
Map was janky enough for me to want to play it. Uber control alone is a snore fest.