|Commander / EDH||Legal|
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Instant — Trap
If an opponent searched his or her library this turn, you may pay 0 rather than pay Archive Trap's mana cost.
Target opponent puts the top thirteen cards of his or her library into his or her graveyard.
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Archive Trap Discussion
5 days ago
If you are adapting this for modern, some cards are obviously more efficient. Glimpse the Unthinkable and Archive Trap are great for making Jace's Phantasm a 5/5 Flyer on turn 2 more consistently, however, each of these cards cost almost half as much as this entire deck, so I suggest trying the pauper version first.
6 days ago
Effective, I can't and won't deny. I feel like your strategy relies too heavily on cards like Fraying Sanity and Mesmeric Orb. Only because it feels that, without Snapcaster Mage to help retrieve lost/cast spells, and Twincast (great with Isochron Scepter, btw) to maximize your hand plays since you'll be losing spells through Orb, your hurting yourself.
I would only stubbornly insist on Field of Ruin in place of Ghost Quarter, for a few reasons:
1. First off, it guarantees an Archive Trap freebie. (mmmm)
2. While it ramps everyone, it'll trigger your crab again, and doesn't leave you a land short like Quarter does.
This is just advice of course. Nice to see a put together mill deck without too much jank. :-) Just feels that it takes away from you, more than it should, or has to.
2x Shelldock Isle is too many, IMO. It's slow, and if you get your opponent to less than 20 cards in Library, you just gotta clean up (what.. 1 spell? Oooooooo). I cant find a reason to justify 2 when ultimately it slows down the deck.
Coupla questions if u don't mind: Do you ever think you need counter; and What seems to be the chink in the armor for it?
1 week ago
@frogkill45, I haven't had the chance to try Search for Azcanta Flip with mill yet, but it's been an absolute powerhouse in UW control as a 2 of. Even without flipping, I'm expecting the card filtering to be a huge boon, considering how quickly this deck turns into top-deck mode.
Ensnaring Bridge can definitely be tricky getting hand-size down in time. But, if you do get hand-size to 0-1 it's basically game over pre-sideboard. Because of this, I'd say mulliganing down to 6-5 is definitely a lot more attractive than it otherwise would be, otherwise you'd want to have at least one Archive Trap you can dump for free.
I'm getting the cards needed to have this and UW control built at the same time, so I'll let you know how Azcanta does in this build when I do. I'll keep an eye on bridge too and see how many games it helps vs Hinders.
1 week ago
2 weeks ago
I would suggest a couple copies of Archive Trap as well. A lot of modern players search libraries and this turns into a 0 drop instant that mills 13 when they do. Then paired with fraying sanity its an easy 26 for nothing. I have a deck named modern mill as well, check it out for a couple ideas!
2 weeks ago
One of the important things to remember when playing mill is that your opponent basically starts the game with 53 life instead of 20, since that's how many cards will be in their library to start with.
As such, you want your mill cards to be as cost-effective as possible. Otherwise, you're just playing a really bad version of Burn. One Lightning Bolt is equal to 15% of a person's starting life total (3 out of 20). That's 15% for one mana. Your mill cards should be in the same ballpark.
Curse of the Bloody Tome, on the other hand, is rather inefficient. You're spending three mana to chip away less than 4% of your opponent's "life total" each turn. Curse of the Pierced Heart already does 5% of your opponent's life each turn, for less mana! Nevermind something like Lava Spike doing 4 turns of damage that a Curse of the Bloody Tome would do. Glimpse the Unthinkable is the most cost-effective mill card, so you'll definitely want to splash black.
Archive Trap and Hedron Crab, etc. are great win conditions. But keep in mind--they're win conditions. You still have to pay attention to board state and keep your opponent under control with countermagic and disruption. Otherwise, they'll just race you before you can mill them out.
Since you're in Mono-Blue for the time being, I would build around Sphinx's Tutelage and Elixir of Immortality. Essentially, you're looking to play Sphinx's Tutelage as soon as you can protect it, then spend the rest of the game playing draw-go while keeping your hand full via Visions of Beyond, Opt/Serum Visions (or both), and Thought Scour.
There's 2 examples you should look into that can be built for less than $100:
I'd also look into various Mono-Blue Turns deck lists because they have similar issues and themes Mill runs into:
- Sample using As Foretold
- This list wins via Jace Beleren
- I like this one because it has all 4 copies of Exhaustion and Part the Waterveil
Because you aren't playing the more cost effective mill cards that let you play like a Burn deck, you basically have to stall your opponent out until they die to Sphinx's Tutelage/Jace's Erasure. Exhaustion, Gigadrowse, Mana Leak, Remand, Vapor Snag, Boomerang, and so on are going to be your key pieces. You'll probably want Tormod's Crypt/Ravenous Trap/Relic of Progenitus in your sideboard to deal with Emrakul, the Aeons Torn (and the other Eldrazi titans), along with Dredge and Goryo's Vengeance.
2 weeks ago
Heres a list of modern legal Mill spells that I dont think you have listed in your deck.
To make a decent mill deck youll definitely need to splash black as the most efficient cards for mill are Dimir cards.
Youll also want to use Fetch and Shock lands like Watery Grave and Polluted Delta if you want to attempt competitive level play. I would recommend not doing that though because mill is very inefficient against the meta decks in modern and is considered by most to be too slow.
Hope that helps!
2 weeks ago
Grindstone + Painter's Servant. Grindstone is not modern legal, so don't use it if you want to keep your deck modern legal. Painter's Servant combos with the Sphinx's Tutelages in your deck pretty well. Some other cards to consider: Archive Trap, Duskmantle Guildmage, Compelling Argument, Countermand, Glimpse the Unthinkable, Induce Paranoia, Jace Beleren, Jace, Memory Adept, Mesmeric Orb, Nemesis of Reason