|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.)
Price & Acquistion Set Price Alerts
1 week ago
kevinfeuerhelm you should definitely turn your nose up at a card worth 80% of Glimpse the Unthinkable. Mill happens to care about milling only by tens: you never have to mill mush lesser than 50, and many of your engines begin to work at 20 (Visions of Beyond) and 30 (Shelldock Isle) milled cards. Sometimes you get lucky with your Breaking / Entering because your opponent have thinned her own deck or because you compensate your lucklaster spell in Breaking / Entering with another card (e.g. Archive Trap); but that does not cover all the cases. And when you are forced to cast a second Breaking / Entering, you'll probably lose. Your experience (given its traits) with Mind Funeral obviously means nothing; if you think you're saving 1 mana replacing Mind Funeral with Breaking / Entering, you're deluding yourself: many times you'll need to cast an additional spell to win, and that will cost you a card and more mana.
1 week ago
Take out: Jace, Memory Adept, and Jace, Vryn's Prodigy Flip, and Jace's Phantasm walkers don't win you games in modern mill, they waste mana, and are too slow. Phantasm is ok at best, usually too little too late. Get yerself some Hedron Crabs to replace these.
Mesmeric Orb and Crypt Incursion should be in your MB. NEVER put more mill in your SB. You need protection from your rival decks, not more gas. Your game 1 should be full throttle, if you can't win with speed or hit a block in your strategy, games 2&3 is where you account for opposing problems. That's what your SB is for.
Mod it, and I'll take a look and see if I can help u further.
1 month ago
And not even one red source to give you the option to cast Entering.
1 month ago
1 month ago
It looks pretty good! There are a few nit-picky things that I'd change though. I'd run the 4th Polluted Delta before the 1st Marsh Flats since blue and black are the most important colors to fetch for. If you have an un-cracked fetch and your opponent plays a Blood Moon, you'll want to be able to get the most important basic land you don't already have, and chances are it will be blue since the deck needs blue more than anything. Secondly, I'm not a fan of Wall of Denial. I'd run the 2 Ensnaring Bridges in the MD before the walls, since they do similar things but bridge does it better. Third, try using Fragmentize as your artifact/enchantment removal. Even though it's sorcery-speed, it hits everything you want to kill for only 1 mana, and is also a great card to bring in against affinity. I'd cut the 2 Erase and the 2 Cyclonic Rift for the set, since you rarely will get to 7 mana for cyclonic's overload cost. Forth, I think Shelldock Isle should be in your MD or not in the list at all, rather than taking up valuable SB slots. I think you could cut a Ghost Quarter for one easily. I've gone down to 2 Field of Ruins as my only colorless lands, and it's been pretty good. I only use 1 Shelldock though since I like to limit the number of tapped lands that I play, but I'm sure if you want the 2nd one you can find the space for it. Lastly, I've gone back and forth on whether to use snapcaster in mill. I've concluded that while snappy is great at controlling your opponent's board by being a 3cmc removal spell, being a 4 or 5 mana mill spell isn't that great. Fun fact- you can't snap back an Archive Trap and cast it for 0 mana if your opponent searched their library that turn, which makes it not as great as some people think. I'd run some number of Mesmeric Orb (since it gets around Leyline of Sanctity), or some copies of Breaking / Entering as additional 2 cmc mill spells. Ideally you'll want to cast 2 2cmc mill spells on turn 4 after a Fraying Sanity on turn 3 to close out the game. I actually run Breakings over Mind Funerals, since funeral is so hit-or-miss.
Anyway, hopefully some of that helped, or at least gave you a different point of view on mill. Let us know how you do with the deck!
TheSurgeon on Mill
1 month ago
Supreme Verdict is too expensive, and with Mesmeric Orb in the deck, I believe a cheaper, guaranteed turn-buying spell would be better like Darkness, Holy Day, or my personal favorite for Esper mill Ethereal Haze all one cost spells that buy you the time mill needs to work. Even AEtherize is technically better. Verdict is more of a sideboard card for go-wide decks, and you won't need 4 anyhow; 2 maaaaybe 3 if your meta is particularly fast and nasty.
Mind Funeral is good, but you may want to consider taking 1 or 2 out to let the opponent fetch and thin out land in the deck before you start going after thier library in with this card. And take out Startled Awake Flip; it's too slow to reuse and you could cast 2 other spells that hit harder, and do more for the same cost. This also reiterates my point about tapping unnecessary land with Orb on the field.
Breaking is a great mill card alternative with the guarantee you'll mill the average of a Funeral, with the cmc of a Glimpse.
I'm not crazy about Thought Scour in this deck. It feels weak on the mill, and the replacement afterward could be something useless for your gamestate. I would suggest Serum Visions, sorcery speed with scry 2. or Opt, instant speed with scry 1. For the same cost and may allow you to search for.an answer you may not have in hand.
Just a few suggestions. Take them or leave them. Cheers
2 months 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?
2 months 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!