|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Rare|
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Target player puts the top eight cards of his or her library into his or her graveyard.
Fuse (You may cast one or both halves of this card from your hand.)
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2 weeks ago
Dream Salvage out, your deck doesn't revolve around discard. Jace, Memory Adept out. He's too slow. 3x Mindcrank in. Mindcrank + Duskmantle Guildmage's first ability are an infinite combo. See Open Skull Lobotomy for how this works. Also, your Mindcrank will turn damage dealt into mill, which is something you're going for here.
1 month ago
chessmaster102 Hey! Sorry to take so long to reply, had a lot to hand IRL these past few months. I hope you are finding the Path and Trap combo useful! Now for your suggestions. With regard to Mind Funeral I do agree that it tends to compare poorly against Glimpse the Unthinkable. I personally average about 12 cards with it, sometimes only 8 but other times a staggering 18. With many players running low land decks and thinning with fetches I find it's mid to late game impact thrilling. While I do see the appeal of Breaking, I prefer the higher potential payoff from Mind Funeral so I take the risk over consistency here. Moving on, you will notice by my edits that I also was unhappy with Memoricide. I had considered Sadistic Sacrament on your suggestion but was also not fully convinced. Once the GRN spoilers hit however I opted for the Unmoored Egos. And finally the universal suggestion for this deck. Hedron Crab is absolutely a good card in this deck. I expect that if it doesn't get removed you can net a solid 12 cards per game from it, if not more. I personally don't like the loss of flavor by including him however. Additionally I find any spell-based deck, but especially creature-less decks, are very immersive; and personally that immersion drives me to play my best. So rather than play Hedron Crab and/or Jace's Phantasms, I stack the deck with cantrips for some thinning. I really appreciate the feedback though and am glad to see someone else out there how enjoys some good Esper Mill!
2 months ago
Beck and Breaking are just placeholders. The split cards Discovery // Dispersal and Find // Finality aren't showing up properly, so I basically use those as proxies for them when I playtest. Don't worry, I'm not really using them :)
As for Lazav, the Multifarious, I ended up using Thought Erasure instead of him. I almost never used his activated ability when playtesting against multiple types of decks, and 1/3 isn't really exciting versus seeing the opponents hand and forcing them to discard. Anyways, that's just been my experience. Maybe there's something I'm not considering with him. What do you think? And if I were to put him back, what would you recommend removing?
"Sinister Sabotage... It's a great card, but why would I want it non-control matchups?" That's how I evaluated the card, hence why I put it in the sideboard. I want to be casting at least one creature or sorcery during each turn, so I'd almost never have the mana for it. The exception would be versus a control deck where I would need to keep mana open to stop something like Settle the Wreckage. All in all, I just feel like this card would be great mainboard if I were going for a control deck, but since I'm not, it's better for me in the sideboard. What are your thoughts?
2 months ago
First off, you're playing standard-illegal cards. (Beck and Breaking) secondly, i think you need to start surveilling earlier, like on turn two with someting that offers immediate value. (I know u have Thought Erasure) but it would be useful to add Lazav, the Multifarious. Also Sinister Sabotage should be mainboard. The sideboard is for situational cards that are good in certain matchups, not just sub-optimal mainboard cards.
3 months ago
- Turn 1, they've drawn 7 and have 53 cards remaining.
- Turn 2, your Hedron Crab mills for 3-6 due to the land, you mill for 8-10 with Breaking/Glimpse, and they draw for turn. Let's assume worst-case, they have 41 cards remaining.
- Turn 3, land for turn for 3, cast Fraying Sanity, mill another 3, draw for turn - 36 cards remaining.
- Turn 4, even one copy of Breaking gets them down to 15 cards. By turn 5, when you can first cast Tramautize, it mills for 7--not particularly exciting for 5 mana.
3 months ago
cdkime - I did some testing myself and I want to say thank you for all the advice. The deck runs soo much smoother than the original draft and I cant wait to get the whole list together once I settle on a final version.
That being said, what do you think about the addition of Snapcaster Mage? Would be a great way to double up on a Glimpse the Unthinkable or Breaking on T4 combined with Fraying Sanity, while keeping an extra mill card in hand for the next turn.
3 months ago
I did some playtesting using your current list, and came up with the following suggestions:
I think you should get rid of Evolving Wilds. Modern is far, far too fast for lands that enter the battlefield tapped. Instead run Watery Grave. I was having problems in my playtest of receiving the colours that I wanted to play, which Watery Grave will fix. I would also cut two of your Islands to run a full playset of Watery Grave--making sure you have the colours you need as quickly as possible is critical (particularly if you want by turn 2).
I don't think Ipnu Rivulet is a big enough impact to be worth playing. It's three mana to mill four cards, and puts you down a mana for the rest of the game. Instead, consider Flooded Strand or other Black/Blue fetch lands (Flooded Strand is currently the least expensive, which is why I suggested it in particular). Flooded Strand can be used to fetch Watery Graves, ensuring you have the mana you need by turn 2 (and also mill for a total of 6 with Hedron Crab).
I was not impressed how Blink of an Eye worked. There were a couple instances where it helped remove an enemy creature or protect a Hedron Crab, but I almost always found myself wishing I had another mill card. Same goes for Jace's Phantasm.