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Prevent all combat damage that would be dealt this turn.
Price & Acquistion Set Price Alerts
1 week ago
moe@vet99 I'm afraid that you didn't read my notes carefully enough, because you don't seem to be answering my primer at all.
Affinity is not so a bad matchup despite being a tier. Darkness is the best card against them, followed by a bunch of Crypt Incursion or Fatal Push (you probably don't want to go that specific adopting Hurkyl's Recall). Still, we suffer from being a slow deck needing answers as an inevitable engine of the maindeck: if they draw their answer, we simply lose.
I'm curious about how you could get a playable matchup against Burn even sideboarding the full 15 cards.
Having a sleeker curve is meaningless if you cannot win. My claim is that my list is the most consistent you can get in winning at turn 4 (that happens around 50% of the times unopposed).
The colors are already strained: it is not possible to play fewer fetches. I would play more if I could.
Darkness is the best we can do mainboard, as opposed to any other defensive or mill spell.
Manic Scribe is an horrendous card. See my notes for a detailed analysis.
Board sweepers are bad in Mill. Again, refer to my notes.
Be sure to actually be responding to my guide before posting. Thanks.
2 weeks ago
Kyln against a capable opponent who deploys only the needed resources, Damnation at best can grant a land drop, not even acting as a fog (i.e. a time walk, in our deck) since you cannot play your extra spells (the ones you couldn't simply play in place of your defence spell) neither in the same turn (as we could with Darkness) nor in the following one (as with Crypt Incursion). And at worst, Damnation is completely useless because, apart from the kinds of disruption that could thwart your fogs too, it is weak to haste or flash(ed) creature or manlands. See the proper entries for more details.
3 weeks ago
I would take out white for your build, yes.
3 weeks ago
Alright, so I'm done being rational. You appear to not care at all about the fact that putting white in this deck is actually stupid. You could completely avoid it and make the deck more efficient. Path to Exile is not actually better than Unsummon. They both cost one, however Unsummon fits with the whole blue theme of the deck. Path to Exile is white, and again, putting white in this deck is stupid. If you want to use the Archive Trap card for free, then try Ghost Quarter like suggested. It doesn't affect your land base at all and allows you to use Archive Trap for free. And you're right, we can use Darkness instead of Ethereal Haze because that would be smart. Why is Ethereal Haze a better choice because it gives white "more of a purpose in this deck"? White doesn't belong in this deck at all, I don't understand why it's here in the first place. And I understand that you stated you want people to make their own land base, I'm perfectly okay with that. I never said anything against that. I'm simply suggesting a land card that will give people an idea what to do, as Ghost Quarter isn't even that expensive at about $1.50. I understand why TheSurgeon put white in his deck: he has it there to deal with a wider variety of threats that your opponent could throw out. You appear to have it in the deck... for what? Stalling your death? Because that's all Ethereal Haze or Path to Exile will do at a desperate point. And, by the way, you did notice that Path to Exile is a $7 card, right? Putting 4 Ghost Quarter in your deck would be more cost efficient than putting one singular Path to Exile in it. Making a budget version of an $800 deck is a bit difficult, and you did not pull it off.
3 weeks ago
I feel like you guys aren't hearing what I'm trying to tell you. You both have the same decks in your deck library, so I suppose you have a similar take on the way mill is played. Path to Exile is much better than Unsummon because it's cheap and can let you cast an Archive Trap for free. We could use Darkness instead of Ethereal Haze, but using Ethereal Haze is a better choice, because it gives white more of a purpose in this deck.I also previously stated that I want people to make their OWN land base out of this deck depending on the amount of money they are willing to spend. I would recommend that you look a deck by TheSurgeon called Esper Salt Mill. I tried making a budget version of this.
1 month ago
Concerning Mesmeric Orb, your spells are mill archetype and at minimal cost, therefore you will always mill your opponent faster.
Personally, I too was against using these for some time, but after some consideration and playtesting, they have become unquestionably valuable indeed. With so many repeating mill spells in this deck, milling your own library is no problem, considering the offensive benefits. It gives less incentive for your opponent to be throwing out a boardstate just for the sake of having a boardstate, or even attacking with said boardstate. It stresses your opponent as they simply cant be tapping for unnecessary jank. And I LOVE the psychological part of this game.
I've even seen several lists, along with a previous version of my own competitive Mill deck, running Snapcaster Mages alongside Orb to turn the GY into a toolbox. These are pricey and fit well.. but not necessary, IMO.
Fraying Sanity has a little more value with Orb in the deck, but I would never run more than 2 of a 3-cost enchantment.
Come turn 4, you should be close to cleaning up the game, you only need to buy the necessary 1-2 turns to finish. I suggest Sideboarding Damnation, for decks that go wide (lots of small creatures), but run something cheap to Fog the board, like Darkness so you can still be cranking out a mill spell the beforehand, because you only have to save one instead of 4, to buy a whole turn. When coupled with Crypt Incursion, multiple Darknesseses in the deck can be amusingly frustrating for your opponent to get around. And with Orb, it makes them pay for every creature they swung with (great for hyper-aggressive players).
Any 2 cost counter would really do fine for this deck. I suggested Remand as it's indescriminate, replaces itself, and is good any point in the game. Deprive is often used as it feeds Hedron Crab, but is mana specific. And there's the ever popular Mana Leak, good for turns 1-4 which is about this deck's speed, but fails against Tron and ramp decks come turn 2-3. Pay attention to your group meta, and find what works best.
Crabs are your only creature, exploit the reason you put them in here, a set of Deltas is pretty good for what you have going on, mana wise. But I don't like Shelldock Isle. First, it's slow; you need speed in this deck, you don't need a free spell on turn 6, when you'll win that turn anyway. Second, your only real option to use it with is Archive Trap. Everything else is either sorcery speed, a walker, or extremely affordable to save mana for. Throw in another Swamp. 4x Watery Grave in place of Drowned Catacomb and Sunken Hollow, as they can be tutored with Delta.
1 month ago
i would take out Quicksilver Amulet and [virtue's ruin] because you have the mana to hard cast things and ruin only hits 1/5 the creatures all your other removal does. replace them with Leyline of the Void & Helm of Obedience which is an infinite mill a player combo.
take out [heartless summoning, again, because you have so much ramp anyways. i think Isochron Scepter would be a good add because it you have instant kill spells like Go for the Throat also Victim of Night hits alot of creatures for a 2 mana instant, another good option for scepter could be Darkness.
take out Rag Dealer since he can die so easily and you will put in leyline anyway so you get your value. add in Exsanguinate it can get you your life back and it most cases due to your mana be able to kill your opponents.
Price of Knowledge can be kind of clunky, instead, i think Mindslicer would be better beacause it puts everyone in a top deck situation especially after youve been killing all their resources on field
another triskellion kill is Necrotic Ooze and Phyrexian Devourer. if devourer and skellion is in the gy ooze can use the devourer affect to be huge af, then use triskelions effect to remove its counters to kill someone while the devourer ability is on the stack. its kind of a last ditch sort of thing but it works
Magus of the Coffers works with your Umbral Mantle for infinite mana. also if magus and pila-pala are in the graveyard then [necrotic ooze] becomes infinite mana by itself so you can you that Exsanguinate mentioned earlier to kill your opposition
1 month ago
Now that Darkness is back on my radar, I am likely going to drop Fatal Push. Currently, I had been cycling Dimir Aqueduct by playing it and picking it back up to trigger Hedron Crab and activate the Revolt on Fatal Push. It was quite satisfying. But with Darkness, I won't care about spot removal, since I can just Fog my opponent and mill him out. So I agree with Fatal Push.
I may give Shelldock Isle another go, but I played with it ALOT when I first brewed up my deck, and I hated everything about it. I felt like I was pitching 2 cards, often ones I wanted, and I hate that it comes into play tapped. If it was able to be tapped for mana immediately, I would be more inclined to put up with it. I feel much more like I'm driving the match with Ipnu Rivulet than on the back foot with Shelldock, especially on the draw. But perhaps, I will give it another shot.
Same with Visions of Beyond, I feel far to slow. I get greedy and it sits in my hand too late, until I panic on turn 3/4 because I don't have any action, and I cycle it digging for some, never benefiting from the full draw 3 effect. I played it as much as I played with Shelldock. Swapping it for Serum Visions has felt sooooo good. I love the scry. I can't say it enough. I love planning out my next 2 turns. I never feel bad about my timing when I play Serum Visions. I feel in control and on the offensive. Maybe I will try mixing them, two of each, but that might dilute the effectiveness. In any case, Serum Visions is currently my best turn 1 play, far and above Hedron Crab, and I don't lose anything for it. I don't miss a landfall trigger, and I keep him off the field and away from Fatal Push for at turn. Also, if I bring Shelldock back in, I can go land into Serum Visions turn one, then Hedron into Shelldock for the landfall trigger. Since it comes into play tapped, you don't lose anything.
However it plays out, I need to do much more testing. I am excited to play out Darkness though.