Death's Approach


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Gatecrash (GTC) Common

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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

Srack on Test Mill

2 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€)

7 months 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€)

7 months 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€)

7 months ago

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

DeadBoyInDrag on Mill and Controll (Budget<45€)

7 months ago

You can get rid of some Doom Blade for Death's Approach

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.

Quicksilver on Get back up, the fight's not over!

1 year ago

Death's Approach is a little too specific. Only really useful in late game. Serpentine Spike is too intensive and slow to be all that effective.

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