|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Common|
Combos Browse all
Exile all creature cards from target player's graveyard. You gain 3 life for each card exiled this way.
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Crypt Incursion Discussion
4 hours ago
I do understand the life concern but you must also realize that cracking fetch lands results in deck thinking which ultimatly increase the chance of drawing action cards in an attempt to win. This deck is absolutely an aggro deck, as such I feel that the 4-6 life lost by turn 4 is insubstantial. You see we plan, and actively achieve a kill by turn 4, as such we care little for the cost to get there as the alternative to mana correcting and ensuring action often means a loss.
Notably we do run 2 main board Crypt Incursion and 1 more in the sideboard. I realize that not all games will allow us to kill by turn 4 and as such I have planned a means by which to generate health not only to counteract our own life paying but to prolong our games. You would be surprised at how much health you can gain, on average, from Incursion when you mill as aggressively as we do.
2 weeks ago
3 weeks ago
Shamble Back is good because i saw no graveyard recursion so this wont necessarely hurt that much. Crypt Incursion isnt that bad because (a you have no lifegain (b creatures die a lot in pauper. Trespasser's Curse is pretty good because people can spam out creatures fast when there all commons
1 month ago
Mill is tough in any format, but in a format as fast as Pauper, it's going to be really tough unless you can combo out some really big mill or have some way to survive for a long time. This deck does neither at the moment.
Your land-destruction sub-theme isn't doing a lot for you. It's high CMC and not very effective as your opponent can just tap different lands to avoid the tax.
Counterspell is better than Psychic Strike. The 1 CMC less is 10x more useful than the 2x mill. Grip of Amnesia might be okay in the sideboard against graveyard specific decks, but it does absolutely nothing to any deck that doesn't rely on the graveyard. They will just exile the graveyard they don't use every single time. Pauper has lots of good counter spells. Daze, Counterspell, Deprive, etc. Arcane Denial has a lot of synergy with this deck too, it may be worth running 4x of alongside 4x Counterspell for your control suite.
To fix some of the decks shortcomings, while keeping the premise of U/B Mill Control, I'd start by adding 4x Jace's Erasure. This card passively mills, mills more when you use draw spells (netting you double advantage) and stacks to become very difficult to deal with. You'll want to run 3-4x Muddle the Mixture to search out Jace's Erasure to ensure it's always on the field. It's also a solid counterspell as well, so it fits your control narrative.
Then you want to add some cantrips to help you filter through your deck and mill your opponent at the same time. I'd start with 4x Thought Scour, 4x Brainstorm, 4x Ponder. Brainstorm has the benefit of drawing 3, forcing 3 triggers on Jace's Erasure, even though you ultimately only draw 1. Ponder works with Brainstorm to let you shuffle away cards that you don't need right now. Thought Scour draws and forces them to mill at least 3 if Erasure is in play. 3-4x Mulldrifter gives you an option for a blocker or attacker while also drawing you cards. 1-3x Whirlpool Rider is also a solid card, as it can let you draw multiple cards triggering Jace each time.
As for removal, you'll want to run a few different cards. Diabolic Edict and Geth's Verdict are both solid, though I'd lean toward Edict due to the easier casting cost. Another option is Ghastly Demise, but I wouldn't run more than 1-2 of these. It lets you chose the target for removal and gets better as you fill up your graveyard with cantrips.
As for lands, I'd recommend just running 4x Evolving Wilds, 4x Terramorphic Expanse and the rest just basic Islands and Swamps. The two fetch land will help fill your graveyard for Diabolic Edict and also provides 8 shuffles to use with Brainstorm to allow you to really control what cards are on top of your library.
If we were to take all of this and put it into a deck, it might look something like this:
Mill: 4x Jace's Erasure
Now you've got a deck that controls the board state through great counterspells and removal, while constantly taking double advantage of drawing with Jace's Erasure. All you have to do is counter, destroy, draw, win.
1 month ago
I tried out the deck, and it seems to be a little short on land. Perhaps you could remove the two Darknesss to make room for them? If this deck is designed to win fast, then damage shouldn't an issue really. Maybe also board out the two Crypt Incursions for Mind Sculpt or Sanity Grinding.
1 month ago
1 month ago
Sideboard wise you need something to remove Leyline of Sanctity, I'd suggest. Echoing Truth is likely one of the best options available. Also in the sideboard, more Crypt Incursions are likely important as well as some form of combo hate, generally Surgical Extraction is the best for mill decks (and doubles as grace hate, too). Ravenous Trap is another common one I see ran in mill lists.
1 month ago
jaredpaolo25 Sure! Here we go!
Leyline of the Void combats on a slight different axis than Nihil Spellbomb: if that is what you need, go ahead. I have nothing helpful to say about that; just be sure about the efficacy of your plan against the decks you are targeting.
About Damnation, a competent aggro player won't play into it, all the while still being able to represent lethal damage at a relevant turn; they would however be encouraged to commit more to the board if they knew of Crypt Incursion, but if you have Crypt Incursion in your deck either it shouldn't be there (it is bad against most opponents if you don't play another defence spell before it, and it is a bad choice if when it is good you would also win with any other card) or you are sporting so much defence that they could simply slow their clock down and commit less. And if Silent Arbiter is good, chances are Ensnaring Bridge is better. Nonetheless, Damnation seems a good play in some scenarios out of the Human matchup (the ones with certain combinations of hatebears), but rarely critical and overall very narrow and probably just too small an upgrade over some other sideboard card.