Choose one Counter target sorcery spell; or destroy target creature with power 2 or less; or look at the top three cards of target player's library, then put one back and the rest into that player's graveyard.
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Dimir Charm Discussion
1 week ago
Heres a list of modern legal Mill spells that I dont think you have listed in your deck.
To make a decent mill deck youll definitely need to splash black as the most efficient cards for mill are Dimir cards.
Youll also want to use Fetch and Shock lands like Watery Grave and Polluted Delta if you want to attempt competitive level play. I would recommend not doing that though because mill is very inefficient against the meta decks in modern and is considered by most to be too slow.
Hope that helps!
1 month ago
Personally I don't think Enter the Infinite is a good idea, It mills YOU after all.
2 months ago
Anyways, if you are playing in a casual group id recommend mode spells for versatility
All of these in graveyard allow you to adapt to all sorts of situations
2 months ago
Ive heard ramos is best used as a storm commander, cast a ton of multicolor spells, then cast double the amount with double the mana
For storm, you're gonna need a LOT of instants, ramp, and "storm" spells
Storm/ multicolor spells
Also, charms are a great way to generate mana with ramos while having many modes for utility and building storm count
And many more..
Storm also needs a lot of tutors and recursion spells if you can afford them
But yea, from what I've heard and seen about ramos, you want to storm multicolor spells in order to cast more spells with the mana and using the insane ramp to win via stuff like Mind's Desire, Grapeshot, Brain Freeze and Tendrils of Agony after a huge storm count of multicolor spells
5 months ago
so, i don't play mill decks, but here's some cards i would include maybe
Thought Scour seems efficient, you might want 4 copies. extra credit for being instant speed; you can hold on to it until the end of your turn, to wait for an opportunity to counter something.
Nephalia Drownyard might be good if you decide to run a splash of black in here too. there's a lot of good black mill cards.
Jace's Phantasm for board presence
Jace, Memory Adept if you wanna pull out the big guns
5 months ago
That's a very valid point, Sych0_Squid. I find that the early control that Mana leak gives is very advantageous because I don't have too much early control already. If you get to the later game I would prefer to imprint a kill spell or Dimir Charm and lock them out that way to gain your card advantage. If you wanted, you could replace one or more Mana Leak with Remand or Countersquall.
6 months ago
After a lot of discussions with less competitive players, I have found that competitive EDH is frowned upon by many based on the notion that "EDH isn't designed to be that way." I would like to advocate for competitive EDH, not as the only way to play, but as a legitimate way to play the game. I will also outline a few guidelines on how to play competitive EDH (nothing on what your deck should look like, more on how you interact with others).
In his outline of Commander Rules, Sheldon Menery, the creator of the format, writes: "Commander is a Magic:The Gathering format which emphasises multiplayer play, social interactions, interesting games, and creative deck building." All of competitive commander is contained within these bounds, and I will relay how.
Obviously, competitive multiplayer EDH is, well, multiplayer, so there isn't much explaining to do there. Competitive play is also a social interaction just as much as casual commander. Assuming we can define social as done in communion with others and, generally, with conversation amongst players, I have yet to play a competitive game in which this is not the case. Check out this video made by Laboratory Maniacs, a YouTube channel dedicated to competitive EDH, in which the players make puns, chat, and laugh while playing a 3-way competitive game. I would certainly consider this to be social.
Using the LabMen's video as a reference, I think we can attest to competitive games to exhibiting "interesting gameplay." My argument for this based on the linked video is that, though Cameron took control very early, the first few turns were highly interactive: a Thorn of Amethyst completely shut down Dan's Thrasios/Tymna list by restricting his already strained mana base; Gilded Drake stole Yisan, the Wanderer Bard from Simon, which stops the Yisan deck by restricting him from casting his primary engine; the Swan Song targeting the Green Sun's Zenith of Simon's stopped him from getting a win condition or a way from regaining control of Yisan; the Shadow of Doubt and Ghost Quarter interaction was interesting, as was the choice to further restrict Dan's mana base in order to increase his odds of winning (in a 3 man pod, chances are 33%; in a 1v1, 50%; of course, Yisanless Yisan doesn't really stand a chance against Tasigur, but still). While the game may not have been as "fun" as a game posted by the Game Knights where revenge plays are rampant, and the entertainment aspect is upped, it was "interesting" nonetheless.
The last tenant of the commander definition created by Sheldon is "creative deckbuilding." While Doomsday and Storm are both established archetypes, Dan melded them into a new shell with Thrasios and Tymna that differed from many of the Buried Alive shells that have come to define many of the Thrasios builds. Tasigur also ran a host of interesting cards like Dimir Charm and Shadow of Doubt that are aimed at defeating metas that tutor a lot as well as play mostly small, utility creatures rather than the large, stompy ones found in less competitive pods.
Conclusively, I find that competitive EDH falls within the definition of commander defined by its creator and, thus, has a place within it.
Now, for those who play competitive decks, the only real rule is to gauge your playgroup. If your playgroup shows up with less competitive decks than you have, you have four options, three of which I think are viable.
The first option, the one I don't think is viable, is to stomp your meta continually. This option is not sustainable because people will not want to play with you, and EDH will stop being played. At least, this is the case in most places I've encountered. This also doesn't fall within the definition of EDH since these games are no longer interesting.
A better option is to help other players refine their decks to be more competitive. Obviously, this requires willingness on part of your playgroup, but if they do want to play better decks, then I think competitive players much foster a positive, collaborative atmosphere in which we aim to help one another achieve the most optimal forms of our decks possible.
If the playgroup is not looking to play competitively, then you can play less competitive decks in order to have fun, interactive games. You can still try for the optimal lines of play, but with a less powerful deck.
Of course, playing scaled down decks is not the interest of every competitive player, and that's okay, too. Your final viable option is to leave a playgroup and seek a new one. If you cannot find one, I advise reconsidering another of the proposed options, but I do believe that it is our responsibility to not partake in the first option. The only instance in which the first option is acceptable is when prize support is available in a tournament setting. In that scenario, you should always bring the best deck you can.
Let me know your thoughts on all of this in a CIVIL way in the comments section below.