mtg, mtg cards, magic the gathering, gaming, geeks
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.
|Have (25)||TheRedMage , gothhenge , Kornex2000 , Comicalflop , WovenNebula , almerican , xzavierx , Krayhaft , gnarlicide , Butters01 , Zerafiall , agGravity , Nthnbnntt09 , DukeNicky , mmdw34 , ranban , thedoctor603 , blackmarker90 , x754 , Spinalripper , Waxmywand , revenisis , Chickentheo , thenewcraft , mckin|
|Want (14)||mixmastashake , Devan7 , Fabledheroplayer , Jamesborg99 , fatality292 , AnonEMoose , blackmarker90 , maxon , Valentine35 , musicmagicmarijuana , thyhax , tmloyd , Kleptozaniac , BossLeiser|
if you are going to actually compete with this deck it needs more than mill, it has to be fast too. A very common deck now is the "white weenies" and if you cant interrupt a turn 1 creature, followed by a turn two creature, followed by a turn three creature there is the battle right there. Get some of the kill cards like Doom Blade Hero's Downfall or Dark Betrayal to get rid of some early aggro, then that also forms a base to set the Consuming Aberration on so that it wont just die. Duress and Thoughtseize (like nijomemo said) are also good preventative cards. if your win condition is straight mill try to grab copies of some sort of cheap lifegain like Daggerdrome Imp or the new vampire (spaced the name at the moment), both are healthy 2 drops that can chump block and get you that extra turn to mill out. Or if your deck is being stubborn throw some Diabolic Tutor at it to grab what is necessary. trust me on this, i had the same sort of deck floating around last week and it pulled 15th next to all the fast aggro
Thanks for the suggestions, ya I only win through milling. You're right that this is pretty slow usually don't start milling till at least turn 6ish so i can have mana up as well as milling my opponents. i like all of your suggestions I'll probably try and pick up some Consuming Aberration since they are really nice in mill decks. The reason I like Mind Grind so much is because I'm usually playing a 3-5 person game so its really nice that it mills everyone. The Psychic Strike I'll definitely try and pick up copies of those since they have the same CMC as Cancel but also mill. I'dont know if I'm going to pick up anymore creatures. I know it gives me another win condition, but as you said milling them to death is fun and thats what I'm hoping to keep focused towards.
Here's some suggestions
Dimir Charm : I love this card, get four of them. first option counters sorcery which is fine, second option is great for that early game removal, third option lets you fateseal your opponent. Really useful. I would replace Hinder , Cremate , Pilfered Plans , and Mind Sculpt . Pilfered Plans is no doubt attractive, letting you draw two cards while milling for two, but being a sorcery and 3 CMC it's too slow and too expensive compared to other things you could do with three mana.
Breaking / Entering : 2 mana mills for 8, strictly better than Mind Sculpt . If later you incorporate red into your deck, the other half (entering) is like your old Soul Ransom except your opponent can't just delete it by discarding two cards. It's okay, but use this card for the first option lol. I would replace your four Tome Scour for four of these.
Mind Funeral : I prefer this over Mind Grind , since for Mind Grind you have to pay 6 mana to equate Mind Funeral which only costs 3, so it's best to use Mind Grind with more than 6 mana, which means you're somewhere in lategame which also means Consuming Aberration , Mirko Vosk, Mind Drinker , and Jace, Memory Adept are probably going to win soon anyway. Some people really like Mind Grind because it hits reallllly hard with a lot of mana, but it's also really hard to get to that point. If you draw it early, you basically can't really use it, so it just sits there :/ try to get at least two Mind Funeral , replace your two Barter in Blood (because now you have creatures lol). But Mind Grind is still a good card, I wouldn't take it out.
Far / Away : This card is quite good, I would replace Murder , Devour Flesh , and idk something else so you have at least three. You don't need to have so much removal if you use a few more creatures, and you can remove two creatures from the field at the same time with Far / Away , which is great.
Drawing power is also very important in all control decks, so I would suggest Think Twice or Thought Scour , but I prefer Think Twice because of its flashback. Mill 2 doesn't do that much imo, but because it can mill and lets you draw for one mana with instant speed, it's not a bad card.
Basically, you would usually win by killing your opponent rather than milling his deck to 0. Milling them to death is really fun, but also really risky because it takes longer and you have less defense (which is why you get defenders and removal, which slow your milling down, so you need even more control to slow your opponent too, which slows your milling down even more, so yeah).
I think you and I greatly disagree on what the focus of this deck should be. In playtesting your deck, it seems your commander doesn't do all that much, and it seems like you're saying he's your tertiary win-con. For me, the win condition is to slap them in the face with their own cards for hilarity and beatdownness rather than the other way around. Would you rather have Iona, Shield of Emeria cast stating your blue or black, or their white?
Most good EDH decks I've seen want to maximize utility from their general; he's the one card you don't have to tutor for(at least at the start of the game). You said "The idea of the deck now, rather than play hard control, is using my opponents' resources against them while whittling away at their libraries through mill effects." What's the purpose of Conjurer's Closet / Deadeye Navigator then? Is a flicker effect on Trinket Mage really going to swing the game in your favor? I'm not saying Trinket Mage is a bad card, but it just doesn't help all that much with your 'idea of the deck.' Most likely, it fetches a top once, that's it.
Consider this scenario I played out the other day: 3 man game, I played Lazav right on track on turn 4. On turn 5, I targeted the guy playing a beatdown general with Mind Funeral , and he threw about 10 cards into his graveyard, including an Utvara Hellkite , which I of course, had Lazav morph into. Now, on turn 5, I'm hitting them essentially with an 8 mana cost card plus hexproof, and with that alone have 12 power on the board, in the air, half of it hexproof, the other half untapped.
Now let's take your deck and pretend that all variables are the same in this situation. Let's pretend that for the same cost, you had cast Liliana's Specter instead of Mind Funeral . So eveyone but you discards a card(which they would be foolish to discard any creature you could copy with Lazav), and you most likely will have 5 power on the board, with 2 of it having flying. If Kaalia of the Vast attacked even once before this, they have the board in control and can hit you with one of their nasty flying beaters, because you don't have a 6/6 Dragon token with many more to come, you have a 2/1 flyer that probably caused them to discard a land.
I really think you're too all over the place. How is Stifle a multiplayer card? You shut down one general's ability once? What's stopping them next turn? What if you play Snapcaster Mage targeting Shared Trauma instead of Stifle ? What if that Stifle was instead an Increasing Confusion ? You wouldn't have to wait for Snapcaster Mage to flashback it, and suppose you cast it for 5 and flashbacked for the same, you've now put 15 cards into their yard. If you had cast Traumatize before it, you'd have approximately 59 cards in that player's graveyard. Hit them with Jace, Memory Adept four times and their game's over. So now, I ask you, what's more conducive to your 2nd win condition, Stifle or Increasing Confusion ?
My advice: gut this deck. Unless you're playing super casual(which for a TCG average of $663, doesn't appear so), there's no need for cards which don't stick to the theme. What goes better with Lazav, Dimir Mastermind , Tezzeret the Seeker or Sword of Body and Mind ? With the equip ability, the converted mana cost is the same. In other words, you need more milling, not less, and you can simply target the guy you suspect has the biggest or best creatures in his deck if the mill effect isn't global. So, you need Sands of Delirium , not Nihil Spellbomb . Consuming Aberration wants cards in graveyards for Pete's sake!!! Replace Shred Memory with Animate Dead , and you can have that powerful creature rather than exile it! Better yet, replace Aether Spellbomb with Rise of the Dark Realms and now you can have all four of those creatures and more, instead of returning one to their hand once!! Unless they have a boardwipe, that spells game over.
Check out my deck in my profile, should you want some inspiration. I would like to get rid of Mortus Strider in favor of Geth, Lord of the Vault , and Sanguine Bond doesn't really fit my theme(Mesmeric Orb would be much better), but otherwise I feel it's pretty tight and more focused. Eventually I'd like to add the infinite mana combo along with Thespian's Stage . The deck works very nicely, as long as someone is playing something other than aggro, voltron, or instant/sorcery focused decks.
Now get out there and laugh when you hit them in the face with their own Kozilek! twice for the win!!!!
Well, first off. You need to decide what exactly you want it to be. Be it control, or mill, or even aggro if that's what you want. Once you've decided that, then you can work on the structure of the deck. As it looks right now, it's just a mish-mash of cards that have the right colours.
If you're looking to make this full on control. This is for sure the most expensive route for Esper. I'd suggest 3-4xSphinx's Revelation 3-4x Supreme Verdict 3-4x Detention Sphere 3-4x Jace, Architect of Thought Some counters like Dissolve Render Silent <-- Although a bit overkill. Negate Essence Scatter all work as well as 2-3 ofs. 1-2x AEtherling He's all you need for creatures.Your other Planeswalkers are good, you might not even need the Ashioks, they're more of a preference. I personally really like running her in my Esper Control. Use 2-3x Thoughtseize for some hand hate. But that's basically the base of an Esper Control deck.
Now if you want mill, that's not really my department but I'd imagine cards likeDaxos of Meletis Nightveil Specter Ashiok, Nightmare Weaver Jace, Memory Adept Consuming Aberration Those are some cards that would work well in a mill type deck.
As for an Esper Aggro deck. Your best bet for that is running a Heroic/Enchant deckwith the black for removal. Could also throw in a couple Gods like Thassa, God of the Sea or Heliod, God of the Sun , could probably even sideboard Erebos, God of the Dead against heavy lifegain decks.
Dimir is all i play, My suggestions are as follows
This card seems Amazing but in practice it really just isn't I spent months trying to make it worth it but it never gets there.
Replace with 2xBreaking its cheaper and it gets cards in the graveyard before you pull Consuming Aberration
I'd suggest cutting it down a bit. Consuming Aberration is your best card if this is primarily mill. That or all your mill cards are gonna be the most important. Cut out some of the creatures and sorceries that don't mill. I'm always one for defenders, but you'd probably like to put cancel cards in instead of casting creatures. The cancel cards will also help power Consuming Aberration ...
|Power / Toughness||*/*|
|Avg. draft pick||4.96|
|Avg. cube pick||2.27|
|Commander / EDH||Legal|