Death's Approach


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Common

Combos Browse all

Related Questions

Death's Approach

Enchantment — Aura

Enchant creatureEnchanted creature gets -X/-X, where X is the number of creature cards in its controller's graveyard.

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Death's Approach Discussion

oliveoilonyaasscureshemorrhoid on Sedris EDH??? halp pls

2 months ago

The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.

Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.

It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?

For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.

For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.

If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here

Srack on Test Mill

7 months ago

Looks like your having problems with the early game. Riddlekeeper and Death's Approach could get your friends, maybe pilfered plans for card draw. And I would suggest you to stay at ~60 cards for more reliability.If you want to throw away your money, Glimpse the Unthinkable is a good moneydump, Mind Sculpt is the budget Version.

Destroy the Evidence is too expensive and too weak.

You could consider lands like Nephalia Drownyard or Ipnu Rivulet.

DeadBoyInDrag on Mill and Controll (Budget<45€)

1 year ago

That's why I said some like 2 Death's Approach and 2 Doom Blades maybe take out one Mind Funeral

Whiskerbro on Mill and Controll (Budget<45€)

1 year ago

Although Death's Approach is good, you're definitely going to want instant-speed removal of some sort, otherwise the deck is significantly handicapped. Oh, also maybe consider Nephalia Drownyard as a replacement for Duskmantle(even though it has like the greatest flavor text ever)

jonas1416 on Mill and Controll (Budget<45€)

1 year ago

DeadBoyInDrag thanks for the suggestion Death's Approach could work fine.

TheGr8H0b0 on The Only Aggro Mill in Modern

1 year ago

Also, you could add Death's Approach to your sideboard to help you get rid of any annoying creatures without using too much mana.

Peisistratos on

1 year ago

This deck is designed in order to make mill strategy competitive in Modern.In order to do so, it maximizes the chances to make a big play as early as turn 3: Visions of Beyond to draw 3, Darkness + other spell(s), or Crypt Incursion.


On sideaboard:

Sadly, I couldn't find room in the 75 for these cards:

Cards and combinations I found bad:

  • Jace's Phantasm or Wight of Precinct Six: creatures either to block or to attack are not the way to go: decks can either go wide with creatures or cast a removal after having cast their relevant spells (no tempo loss: opportunity cost to cast removal at that point is negligible or null).

  • Ensnaring Bridge: it suffers incidental artifact/permanent hate: you cannot afford to lose that easily your only line of defence. It works bad with Archive Trap that can remain stuck in hand, with untimely Visions of Beyond (even if cast in opponent's end phase) and with land-heavy/light draw (lands/cards stuck in hand).

  • Mesmeric Orb: it needs at least a fog effect to mill enough cards to turn on Visions of Beyond, then you have to draw another fog to stay alive; like Ensnaring Bridge, it suffers incidental artifact/permanent hate.

  • Manic Scribe: like Mesmeric Orb, it need a lot of work to be effective: it requires at least to play 2 playsets of any of these cards: Mesmeric Orb, Jace's Phantasm, Death's Approach. The latter is a solid removal spell that also charges the scribe. However, Manic Scribe curves out poorly into Mesmeric Orb: if you play the artifact on turn 2, you can't block; if you play the creature, you mill less cards and fail to charge the scribe. In addition, Mesmeric Orb requires fog effects to work, and not defences in the form of creatures; in that case Manic Scribe is to consider a mill spell (a very bad one) with minor upside.

  • Ghost Quarter/Path to Exile + Archive Trap: removal spell are bad against wide-aggro decks, and even exile a creature for one mana with no downside is not what you want here. Ghost Quarter is effective only in the early stages of the game: but then you are behind of a land drop and a card just to be able to cast a card in your hand (that is not even that good: if you sacrifice Ghost Quarter on turn 2 and the game lasts 5 turns, casting Archive Trap cost you 4 mana).

Because of Path to Exile is not an option in the defence slot, and because against Leyline of Sanctity we can use Set Adrift, adding white is not worth the troble: U/B build loses less life from shocklands and is more reliable against Blood Moon due to the 2-3 more basics.

Given all this, mill as it stands will never be a tier (even if it wins consistently against combo and control) because it is pretty slow, so it need defence cards: but defence cards are not critically effective (expect sometimes Crypt Incursion); finally, compared to burn that plays a similar strategy, our cards have a lower value/cost ratio and cannot affect the board (expect Hedron Crab that provides a body).

But if you want to empty opponents' libraries, I think you should try this list.

Comments are surely welcome.

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