Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Common
Magic 2013 (M13) Common
Urza's Legacy (ULG) Common

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Exile target enchantment.

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Have (5) ironax , MythicWinter111 , hosshughes , nakni , Epidilius
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Erase Discussion

Naiop2 on Constellation of Daxos

4 weeks ago

Very interesting deck with constellation!

Your mana curve doesn't spike too quickly, so I would scale down to at least 37 lands. With only being dual-color, Terramorphic Expanse and Evolving Wilds don't add too much value because they're slow lands. Your mana rocks do a good job of balancing your colors. If you're nervous about getting raw mana, consider Thran Dynamo and Worn Powerstone.

You have a lot of very useful artifacts that can accelerate your game. Having Caged Sun, Gauntlet of Power, and Heartstone make Daxos' ability easy to take advantage of, and Illusionist's Bracers gets you even more value. However, I don't see much of a way to get to these artifacts. Diabolic Revelation is great, but it only happens once. If you use it to deal with a situation, then you might not be able to get to your value pieces. I would suggest adding in a few more tutors, such as Demonic Tutor, Diabolic Tutor, and Vampiric Tutor.

You have a few Oblivion Ring effects in your deck. While they're really nice for the experience and the constellation triggers, you might want to consider replacing some of them with instant-speed removal. Path to Exile, Swords to Plowshares, Return to Dust and Erase are some pretty good staples.

If you're looking for cards to cut, I've noticed that you have a lot of indestructibility in the deck, in both artifact and enchantment form. Redundancy is good, but if you can tutor to Darksteel Plate, the only benefit Indestructibility gives you are more constellation triggers. You also seem to be prepared to have your enchantments wiped multiple times. Crystal Chimes is vulnerable to artifact removal, and is more expensive than Dawn to Dusk.

Great work, it looks like a fun deck to play!

solmate on Sac Deck

2 months ago

Cool deck! I think one of the biggest edges your deck will need is some form of card advantage so that you can get a bunch of creatures out as soon as possible. Black is a good color for this and you can run Altar's Reap which is consistent with the sacrifice theme. Also, Dusk Legion Zealot should be in here. See if you can make room - if not maybe think about replacing Doomed Traveler, which hurts I know.

Let's talk about some cards that could probably be swapped out. I'm not sure 4x copies of your legend is necessary, I'd go down to 3x. You don't want both in your hand at the same time, unless you're sacking her -- play test it. Erase should absolutely be moved to the sideboard as a 2 or 3x, or replaced - more on that later. Rally the Ancestors also looks like a cute trick, but I'd favor cards that can be played under any condition. Dusk / Dawn might be a better option as it can both wipe the board (at which point you can sac any creatures), and then return them later in the game.

Your removal looks decent, but you could add some more or upgrade as the budget allows. Path to Exile is a great investment. Fatal Push and Dismember are also great cards.

Let's talk sideboard: for WB creature decks, I think a 2x or 3x of Zealous Persecution is pretty sweet. It can wipe out other weenies/tokens, while buffing yours for a final swing. Include some hand disruption - Duress, Inquisition of Kozilek, Castigate, Thoughtseize - depending on budget.

Other good WB sideboard cards include Blessed Alliance against aggro and burn and Disenchant which can destroy both enchantments AND artifacts.

CrasherJunep on Boros Burn/Lifegain

2 months ago

Note to self: Replace Soulfire Grand Master with a Wild Slash, a Shock, a Twin Bolt, and a Warleader's Helix. Swap the two Recumbent Blisses for the two Pacifisms. Have the Tarfires instead of the Fiery Impulses. Remove the Blazing Hope and the Erase for a couple Mudbutton Torchrunners.

JStuckless on Modern Hedron Alignment

4 months ago

Just realized you don't have a way to retrieve Hedron Alignment from the graveyard if it gets Thoughtseize'd (or Inquisition of Kozilek etc) from your hand or destroyed on the battlefield. Perhaps fill that Silence slot with Down / Dirty. You'd need to replace a land with an Overgrown Tomb so you can cast the Dirty portion. As a plus, Down also resolves the issue of drawing 3 copies of Hedron Alignment. (4 copies, though probably so rare to occur you might never see it, is still a problem though since your only exile mechanic comes from the library) Regardless it might be worth considering adding at least a one of, of Erase also.

Tyrant-Thanatos on But... I think it's cool...

5 months ago

Basically what turned me off from Combo decks was playing them. When I was younger and newer to the game there was something I found entertaining about putting together any form of instant-win combo. These days I honestly hate playing combo because I find it boring. You assemble the pieces and the game ends. woo.

No offense to anyone who enjoys combo, just not my cup of tea anymore.

I had a particularly stupid kitchen table combo that bewildered my friends back in the day. Barren Glory + Oblivion Ring + Apocalypse. Play Barren Glory, O-ring it, play Apocalypse. It wipes the whole board, O-ring returns Barren Glory to the field, and on your next upkeep you win. Your opponents get a whole round to sort something out but... all their permanents just got exiled, lands and all. Nobody at the table had Erase that day.

TheCatHerder on A Practical Guide to Demon Summoning

5 months ago

Godsend doesn't see play in commander in my experience but you make a good point about Nevermore. Maybe swap Unmake for Erase?

Thrumming Stone was one of the last cards to be cut. I want it to work so badly but at turn 5 (or 4 if you get signet) you are almost ready to combo off with Secret Salvage and win the game.

taylorg95 on Sir Mill Crab

5 months ago

Thank you TheSurgeon and GeminiSpartanX for the feedback. I removed 1 Ghost Quarter and 1 Marsh Flats to add some basic lands. 1 Island and 1 Swamp. Also Removed the 2 Wall of Denial to add 2 Ensnaring Bridge.


Most definitely removed the 2 Shelldock Isle and the 1 Emrakul, the Aeons Torn it was there for funsies. Removed 2 Erase 2 Cyclonic Rift.

Added 2 Damnation 2 Darkness 2 Fragmentize 3 Mesmeric Orb.

Please tell me what you think of the new changes :)

GeminiSpartanX on Sir Mill Crab

5 months ago

It looks pretty good! There are a few nit-picky things that I'd change though. I'd run the 4th Polluted Delta before the 1st Marsh Flats since blue and black are the most important colors to fetch for. If you have an un-cracked fetch and your opponent plays a Blood Moon, you'll want to be able to get the most important basic land you don't already have, and chances are it will be blue since the deck needs blue more than anything. Secondly, I'm not a fan of Wall of Denial. I'd run the 2 Ensnaring Bridges in the MD before the walls, since they do similar things but bridge does it better. Third, try using Fragmentize as your artifact/enchantment removal. Even though it's sorcery-speed, it hits everything you want to kill for only 1 mana, and is also a great card to bring in against affinity. I'd cut the 2 Erase and the 2 Cyclonic Rift for the set, since you rarely will get to 7 mana for cyclonic's overload cost. Forth, I think Shelldock Isle should be in your MD or not in the list at all, rather than taking up valuable SB slots. I think you could cut a Ghost Quarter for one easily. I've gone down to 2 Field of Ruins as my only colorless lands, and it's been pretty good. I only use 1 Shelldock though since I like to limit the number of tapped lands that I play, but I'm sure if you want the 2nd one you can find the space for it. Lastly, I've gone back and forth on whether to use snapcaster in mill. I've concluded that while snappy is great at controlling your opponent's board by being a 3cmc removal spell, being a 4 or 5 mana mill spell isn't that great. Fun fact- you can't snap back an Archive Trap and cast it for 0 mana if your opponent searched their library that turn, which makes it not as great as some people think. I'd run some number of Mesmeric Orb (since it gets around Leyline of Sanctity), or some copies of Breaking / Entering as additional 2 cmc mill spells. Ideally you'll want to cast 2 2cmc mill spells on turn 4 after a Fraying Sanity on turn 3 to close out the game. I actually run Breakings over Mind Funerals, since funeral is so hit-or-miss.

Anyway, hopefully some of that helped, or at least gave you a different point of view on mill. Let us know how you do with the deck!

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