|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Rare|
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Whenever you cast a blue spell, target player puts the top two cards of their library into their graveyard.
Drowned Secrets Discussion
4 days ago
2 weeks ago
Thanks for the feedback. Yes I am trying to do too much with the deck. I need to remove 1 strategy. Dropping Thought Collapse and Drowned Secrets for some added protection seems like a good idea. Siren Stormtamer needs to come in, then the option is either Dive Down or Quench . I think that Quench might just be a bit more versatile.
2 weeks ago
Personally I love the sinergy between Psychic Corrosion and Patient Rebuilding because it makes a nasty card draw milling engine! I would maybe cut out the Drowned Secrets and add some more control cards replacing Radical Idea and Opt that are there just to trigger the mill enchantments
3 weeks ago
I noticed this deck is fairly old now and a couple cards came out that could help improve this:
Fraying Sanity is an enchantment, at the end of each players turn, enchanted plkayer mills X where X is how many cards went into their graveyard this turn
Fleet Swallower is a creature that mills the top half of any player's deck when it attacks. regardless of whether it hits them or not
The Scarab God lets you scry X at the beginning of your turn and steal creatures from any graveyard at instant speed which lets you scry even more and plan out your next draws
Psychic Corrosion any time you draw a card everyone else mills 2
Drowned Secrets makes someone mill 2 whenever you cast a blue spell
3 weeks ago
This is a control deck first, mill second, Seal Away is a highly useful card for this deck with the nearly 0 creatures. My reasoning for using Chemister's Insight is the jump-start and the instant speed which I use for a few reasons, but primarily to proc Dovin's Acuity .
But I still need more playtesting on this to figure it out a bit more, I notice a few problems it has in it's current state
3 weeks ago
Hi, Nice deck you have, what are your thoughts on Drowned Secrets ? I usually suggest either that or corrosion but not both, I happen to Like corrosion more but secrets is whenever you cast a blue spell and the more blue spells that are cheap or can defend/stall the opponet then Secrets has its various uses. If your' focusing more on Card draw, go for Corrosion for sure.
The only thing I'm noticing that could be slightly less effective is due to card draw and stalling, while keeping it Azorious, is not enough card draw for Corrosion to play out quick enough.
While keeping it azorious and blue maybe lower Seal Away down or cut to max out psychic corrosion at 4x. If your going the card draw mill route, Opt is kind of a necessity and lets you find your cards easier through scrying. Radical idea, and to be honest, I don't enjoy Chemister's Insight but prefer Sift over it. May not have jump start but it draws more cards than insight.
There's a lot of ways you could go about it, but let me know if you have some thoughts on these cards. I'll playtest a previous Mill deck I have to see how to keep it control/mill.
Otherwise keep up the nice deck building :).
1 month ago
ok, so you cast Release to the Wind , then in response you cast Naru Meha, Master Wizard copying Release, then you exile Naru with Release to the Wind then before the copy of Release that you made with Naru resolves, you cast Naru from the first Release to make another copy and then you repeat this infinitely. then the Drowned Secrets (or Diligent Excavator ) will see you casting Naru infinite times and mill your opponents that many times and you win! this requires seven mana or nine if you cast the Drowned Secrets on the same turn that you go off, so to reach that much you just need four or more lands, and Wilderness Reclamation on the field. you cast secrets and go to your endstep and float what mana you have left, then untap with reclamation and go through the combo with the mana you floated and from your now untapped lands. this can go off as soon as turn 4 if you cast Growth Spiral on turn two or three, as well as Drowned Secrets on turn two or three. the rest of the deck is mostly cantrips to get to the combo, I like jump start in this deck because it interacts very well with Wilderness Reclamation as you can cast one of the spells with jumpstart during your turn or something else, then you can untap and cast it again drawing a bunch of cards
I got this combo from MTGGOLDFISH, but the deck is of my making. I hope you enjoy!
1 month ago
In no particular order, I've got some suggestions you might have a look at. Some cards are just to round out the deck and give you a little more defensive capability, and others are to fully lean-into the self-mill theme you've got going. In particular, you might want to put in more blink effects so you can tap your Petitioners more than once per turn/round.
Still a super freaking cool concept! It turns what the card was MEANT to do on its head, and makes it that much more potent (it's easier to mill just one person-- yourself-- than it is to try and handle all your opponents at once instead).
Drowned Secrets occurrence in decks from the last year
All decks: 0.09%
Commander / EDH:
All decks: 0.0%