|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Common|
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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
Needs 3-4 more lands, I think. I'm talking Dismal Backwater, Dimir Guildgate, and gags Submerged Boneyard if nothing else. Better lands than those in no particular order are Dimir Aqueduct, Temple of the False God, Terramorphic Expanse, Myriad Landscape, and Opal Palace.
Also cards you could take out to put those in: Sphinx's Tutelage is better in a card draw based deck than a mill based deck. Maybe it'll get a dozen or so cards every other game, but I don't really think it's quite worth it. Isochron Scepter is good if you can hook it up with one of your half dozen instants that are worth while imprinting with it and it can go infinite w/ Dramatic Reversal and a Sol Ring or something, but I'm not sold. It's an easy two-for-one if an opponent gets rid of it and I feel like there'd be many situations that it's just a dead card in hand if you don't have one of your instants. I've seen how well Tormod's Crypt has worked, but it doesn't do enough to stay in the deck compared to some of your other "graveyard hate" cards. Plus, many of your other cards (literally) get their power from having stuff in your opponent's yard. Evil Twin isn't as bad as he thinks he is. As a removal spell he's slow and I don't see why you need a Clone in here. Body Double is worth it, though because 8/10 times people will have more creatures in their graveyard than on the battlefield against this deck. Disciple of Deceit feels... untrustworthy. If it works, though, by all means keep it. I'm not familiar enough with the deck to know what you would throw away and what you would want to go find. Maybe Crypt Incursion for the sane reason as Toromod's Crypt? Maybe switch it with Profane Memento? Also, maybe Bontu the Glorified could be cut?
Some other cards you could look out for: Altar of the Brood. Mind Sculpt. Siren of the Silent Song (I really like its draw and mill ability). Dinrova Horror, Far / Away, and Reality Shift are underrated removal spells. Also at least two more board wipes. Cyclonic Rift is just as good, if not better, here as it is anywhere else. In Garruk's Wake is pricy, mana-wise, but pretty nice. Nevinyrral's Disk is a classic. Profaner of the Dead works in here. And there are more at least decent black wipes that you could consider playing. And maybe you didn't think of these couple dudes, but they are good for butts and good in general: Disowned Ancestor, Dragon's Eye Savants and the best blocker of all time Fog Bank.
2 days ago
You NEED to be in black for Glimpse the Unthinkable, Mind Funeral, and Crypt Incursion. All of these are crucial for mill's success. If you want to see if the deck will perform, then put it past the Bogles test. I assure you that it won't pass.
1 week ago
2 weeks ago
Hi! Here's my comment.
You don't have nearly enough sources: you clearly need to cut Buried Ruin (Field of Ruin is simply too strong to pass up) and most basic lands. Drowned Catacomb is worse than most other options. You don't want Darkslick Shores in a Fraying Sanity build trying to win not further than turn 5: try other lands. Remand is completely useless, Damnation is extremely weak, Crypt Incursion and Ensnaring Bridge are pretty decent but luckily we can do a little better. Breaking / Entering is too bad, and probably so in any possible build. Jace, Vryn's Prodigy Flip is greatly underwhelming; in particular, you don't need to overcost you already expensive spells: flexibility means nothing if you have no use for it.
If you want to understand the reasons behind my notes, you need to read my guide. Bye!
2 weeks 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.
2 weeks ago
I will make a coupe of suggestions in cards you can/should look at for this style of mill. Sphinx's Tutelage is extremely surprising. You will be impressed with how well this card performs in mill. Also look at Crypt Incursion for life gain VS creature decks as you buy time for the mill.
Another weird card that may help that NO-ONE will see coming is Whelming Wave. Will 99.9% hurt your opponent having to recast their stuff than it will you and it will DESTROY token decks.
If you want to take a look at my mill deck, it's The Mind That Slipped Away. You might see some other ideas.
2 weeks ago
Tlipoch Leaving aside infinite combos, Authority of the Consuls is good only against haste creatures; but at that point Disfigure or even Crypt Incursion seem at least equally good. Additional synergy are not remarkable overall.
Intruder Alarm is good only if the opponent plays very few creatures, and very risky in any case.
Good catches though!
3 weeks ago
I think you're running at least 1 land too many, as flooding out kills this deck in many matchups. I'd go down to 2 shelldocks, and cut most of your non-crab creatures for the Fraying Sanitys and some Breaking / Enterings. If you do cut out most of your creatures, you can also have space for a few Fatal Pushs which are pretty good with all the Death's Shadows running around. I'd use the removal spells before ever using something like Fog Bank, since they synergize with your Crypt Incursions (which should really only be a 2-of in the maindeck imo). If you'd like to take a look at my list for some ideas, you're welcome to do so: My Sanity is Fraying, Help!