|Commander / EDH||Legal|
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|Return to Ravnica (RTR)||Common|
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Enchantment — Aura
Enchant land Whenever enchanted land becomes tapped, its controller puts the top three cards of his or her library into his or her graveyard.
Chronic Flooding Discussion
2 months ago
I don't see how just trying to race people with the fastest common mill cards are going to win any games. I think having cards that both accomplish your game plan and interacts a needed to have a chance to grind out a win, because just casting Jace's Erasure s and Curse of the Bloody Tome s without interacting will make you eat losses due to your opponent simply being faster almost all the time.
I would at least drop Chronic Flooding for some interaction as that card does nothing in the late game, gives your opponent complete control over how much it hurts them in the eraly game and only mills a decent amount of cards if your opponent is mana screwed.
4 months ago
I just finished putting together my version of Lab Man and it did alright in testing, was able to mill out around turn 10 or 11. Some cool synergies I found were using the wheel cards Flux, Tolarian Winds, and Whirlpool Rider with Jace's Erasure to burn through a bunch of cards at once. I also added the High Tide / Cloud of Faeries combo to try and mill myself out with Chronic Flooding or Sage's Row Denizen.
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7 months ago
Hi. Thanks for those suggestions, man!
Regarding Chronic Flooding, I just though of including it because I had it lying around and it was an enchantment. Haha. Selfless Spirit is interesting though
For Steel of the Godhead, I also heavily considered this but its 3CC kinda broke my mana curve so I thought of moving away from it
7 months ago
I don't see the point in Chronic Flooding. what does it do for you? there are better cards out there like Selfless Spirit, Rattlechains or other enchantments like Hyena Umbra, Daybreak Coronet or even Steel of the Godhead.
10 months ago
1x Hover Barrier - Not a huge fan of defenders in decks as they usually stall out the game rather than add value.
1x Dreadwaters - not the most milling. if you had a higher land curve id say its fine.
1x Fog Bank - same as Hover Barrier
1x Returned Centaur - Not too useful as a creature, essentially paying 4 mana to mill four cards which you can get better value for.
1x Sidisi's Faithful - your deck isnt revolved around sacrificing and I dont think you have enough cards that you'd be okay with sacrificing for this to be viable.
1x Sigiled Starfish - Scrying is cool and useful, but once again more value can be added to this deck.
1x Wall of Frost - same as Hover Barrier
1x Wight of Precinct Six - Better options.
1x Mind Sculpt - In edh a one-use 7 mill card isn't worth. Every card should add good value.
1x Paranoid Delusions - If this deck revolved around unblockable attacking this would be good, but since it doesn't it's just a 3 mill card.
1x Reave Soul - This could also stay in, but most threats in edh are generally above three and this being a sorcery hurts its value.
1x Tormented Thoughts - Again, you don't have creatures to sacrifice, so I wouldn't use sacrificing as a function in this deck.
1x Chronic Flooding - This can be a good card if someone is mana starved, but more often than not it's gonna just make that one land go unused.
1x Macabre Waltz - Not the strongest way to get back creatures, getting them onto the battlefield is a more efficient use of your mana.
1x Duskmantle Guildmage - can generate mill when you need and can combo with the first effect to do a LOT of damage.
1x Jace's Archivist - Drawing aspect, gets cards in graveyard, can give you a new hand. Great card.
1x Notion Thief - I'm almost mad I'm including this but this is busted. unfortunately, it'll probably get killed all the time.
1x Psychic Spiral - A lot of Mill potential.
1x Talent of the Telepath - seven mill and you get to steal one or two spells.
1x Diabolic Tutor - can never have enough tutors.
1x Mindcrank - This can honestly win the game.
1x Life's Finale - Board wipes are always nice.
1x Stolen Identity - Copying shit is nice, but the cipher is what makes this so good.
1x Manic Scribe - Not the strongest but can be nice. assuming its later in the game, four card types should be in the graveyard so thats 3 mill every upkeep.
1x Traumatize - Fuck this card.
1x Soul Manipulation - counter that also mills.
1x Body Double - could probably get a better card to replace this. but late game when graveyards are fat this can come in handy.
1x Dimir Doppelganger - since you'll play other people who use graveyards, you can exile creatures from graveyards to make them unusable, while still getting your use.
Cards you can keep but I personally dont like in the deck:
Omniscience - omniscience is op and I get why you'd want it but your mana curve is pretty low and it costs so much that I doubt youd get it out and make use of it.
Altar of the Brood - I dont know how this plays in games, but you're not getting out a lot of permanents so i dont see how this works too well.
Gravepurge - this lets you get back any creature into your hand, which is good, but you could just get a card that puts it back onto the battlefield.
Thoughtscour - this is realistically just a draw card.
Ashiok, Nightmare Weaver - I dont know how to feel about this, the exile feature kinda messes with your use from the graveyard style but you can use the second effect to get some of the creatures. It puts all of those exiled cards into a world only he can interact with which makes him good and useful, but limits your decks synergy.
Animate Dead - theres a lot of revive from graveyard cards in this deck is all im gonna say. maybe too many.
Curse of the Bloody Tome - this is helpful and makes sure someones getting milled which is good, but two an upkeep isnt very strong.
Sands of Delirium - not bad and gives you ability to mill every turn, but this is only usable when you can't do anything since you need to have disposable mana.
Cards that should be abused more:
Sphinx's Tutelage - if you make your deck able to draw more this card can be ridiculously op.
Broken Cards you can add (may be Expensive):
Lich Lord of Unx and Undead Alchemist - are both great but you'd have to turn your deck into a zombie deck and it would make you rely less on other graveyards. I dont think relying on other graveyards is good. this could also add a sacrifice element and you could use cards like Altar of Dementia. - overhauling to a zombie deck would be expensive but i think it'd be really effective.
Tunnel Vision - this could be dumb busted, i saw a combo of if you have a card that lets you put on the bottom of someones library then use this you immediately mill them out. That's gay tho dont do that.
Trepanation Blade - this is some nice mill and adds damage and attack to a possibility of your deck.
Extractor Demon - you'd need to run zombies.
Dralnu, Lich Lord - i hate to say it but zombies is looking like the way to go. get more effectiveness out of your spells.
Phenax, God of Deception - if you want your deck to be less based around mill and more just blue black interactions this dude's good. can make a defender deck worthwhile. probably the best consistent mill card I've seen.
Havengul Lich - cast creatures from ALL graveyards. shit i might buy this guy.
Sewer Nemesis - good
Decree of Pain - boardwipes are op
11 months ago
theres no such thing as "mana source speed". you can sacrifice the scions at "instant speed", but that doesnt change the fact that Ulamog does not have flash. ulamog is sorcery speed, which means the stack must be empty.
with Chronic Flooding, the situation is exactly the same. the enchanted land is tapped for mana, which triggers the ability. that ability must resolve before ulamog can be cast.
11 months ago
Can't you sacrifice the Scions with mana source speed?
How about another ability that would trigger when I pay the cost for Ulamog. My bad, if this example isn't actually highlighting my question.
Like Chronic Flooding
1 year ago
I didn't even realize Chronic Flooding was a thing, that will definitely be going in.
I'll consider the Tidewater minion. The original version of this deck that I had on paper had more/bigger spells like Dreadwaters, Mnemonic Wall had more targets, and also a reason to have more land, but since that got removed due to being slow, that edit will be made.
Wall of Kelp looks good, I'm just not sure I'll be able to find any to make a paper deck for it. I already might have to replaced some of the older cards like Shield Sphere simply because they aren't easily obtainable for me. As for the Drift of Phantasms itself, I was looking at the blue defenders in Gatherer and considered it to be a strict upgrade to my original solution to flying creatures, which was Monastery Flock.
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