Field of Ruin
: Add to your mana pool.
, , Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches his or her library for a basic land card, puts it onto the battlefield, then shuffles his or her library.
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Field of Ruin Discussion
2 days ago
I've actually taken out Ghost Quarter for the new Field of Ruin which oddly forces them to search it's not a may ability. So yea now I have to pay for the effect at least I get the search trigger and replace my land. Also triggers Crab landfall.
Spellskite isn't a bad choice but also something like Defense Grid is also helpful in the control matches. I've seen so many counter spells come in on game 2 and 3 really thought about putting them in. Spellskite is a great blocker for aggro matches but I might rather have something like fog bank with the way my meta is heavy 5c humans, tron, burn, and control. With occasional ponza, and counter company decks.
3 days ago
Effective, I can't and won't deny. I feel like your strategy relies too heavily on cards like Fraying Sanity and Mesmeric Orb. Only because it feels that, without Snapcaster Mage to help retrieve lost/cast spells, and Twincast (great with Isochron Scepter, btw) to maximize your hand plays since you'll be losing spells through Orb, your hurting yourself.
I would only stubbornly insist on Field of Ruin in place of Ghost Quarter, for a few reasons:
1. First off, it guarantees an Archive Trap freebie. (mmmm)
2. While it ramps everyone, it'll trigger your crab again, and doesn't leave you a land short like Quarter does.
This is just advice of course. Nice to see a put together mill deck without too much jank. :-) Just feels that it takes away from you, more than it should, or has to.
2x Shelldock Isle is too many, IMO. It's slow, and if you get your opponent to less than 20 cards in Library, you just gotta clean up (what.. 1 spell? Oooooooo). I cant find a reason to justify 2 when ultimately it slows down the deck.
Coupla questions if u don't mind: Do you ever think you need counter; and What seems to be the chink in the armor for it?
4 days ago
hi there, i also have been trying out the deck, i made a couple changes mainboard, i reduced Ruthless Knave to 3 and added another Yahenni, Undying Partisan, and -1 Field of Ruin and -1 Swamp and added 2 Scavenger Grounds.
Sideboard also made some changes but the core is mostly the same.
Have you tried it in any tournament? I only go to playtest it in a couple of games.
5 days ago
I have many things to say about this.
First, If you don't want to buy Drowned Catacomb and Fetid Pools then you should at least invest in some Submerged Boneyard because duallands are better than basics; especially if there are color intensive spells such as Walk the Plank. Also, utility lands such as Ipnu Rivulet, Ifnir Deadlands or Field of Ruin would not be bad.
Second, on the subject of walk the plank, I am not a fan of the card. Instant speed removal will always be superior in my eyes. Fatal Push is clearly good and Essence Extraction is decent to throw into the mainboard despite not being hard-removal. I understand that walk the plank is basically unconditional removal, but i would rather have Hour of Glory than Walk the Plank. There is a consideration for cards such as Never / Return to deal with the likes of planeswalkers. The main problem I have with sorcery removal is that it conflicts with holding up counterspells.
Third, I am not a fan of Censor as it is not a great counterspell. I still play a couple of them, but not 4. Supreme Will is not expensive and is a nice flexible card. Commit / Memory is not exactly a counterspell, but it is a very flexible card that would not be a bad inclusion. And you can assume I wouldn't leave the point on counterspells without mentioning that Disallow is amazing and expensive.
Forth, there are to many creatures in the deck for my tastes. Kitesail Freebooter is a nice card in the control mirror, but it is more of a sideboard card unless you are playing a tempo deck. I don't see the point of Siren Stormtamer putting the opponent in a tough spot early on, it provides about as little pressure as possible and is generally ignorable for majority of the game.
Fifth, Hieroglyphic Illumination is a good card and Glimmer of Genius is better. I play both in my deck as 3 of glimmer and 2 of illumination. You could also sneak in a copy of Pull from Tomorrow into the deck, it is great in the late-game.
Lastly, take out One With the Wind. I understand it might work with the creatures in the deck, but it would be better for you to have more removal in the deck.
I have played control for years and have won many fnms and gamedays with it, so I feel entitled to say I have an idea of what I'm talking about. My deck runs 25 lands, 8 card draw spells, 9 removal spells, 12 counterspells and 6 threats. Keep in mind my deck is expensive and has Torrential Gearhulk and The Scarab God as threats.
6 days ago
Concise list of considerations:
The Rack single target is really crappy in EDH
Wheel of Torture Same effect as The Rack except it hits everyone.
Skullcage Hits all opponents who don't have either 3 or 4 cards in hand.
Raiders' Wake Another Caress/Megrim effect, except this one makes your opponent discard if you attack.
Quest for the Nihil Stone Anyone without a hand gets domed for 5 during their upkeep...seems good.
Bloodchief Ascension Self Explanatory card
Mindcrank This is a great card in a discard centric deck.
Get rid of all of these cards Bog Rats, Carrion Rats, Deathmask Nezumi (it's a nombo with everything you're doing), Drainpipe Vermin, Gutter Skulk, Nezumi Cutthroat, Pestilence Rats, Ravenous Rats, Swarm of Rats, and Typhoid Rats.
Relentless Rats Replace all of the cards removed with these. You are not restricted to a single copy, per EDH rules, because Relentless Rats specifically states that card limitation requirements do not apply to it.
Get rid of anything that is single target discard! Especially Raven's Crime, since you don't have enough lands that you can afford to be ditching them for a single discard.
Add more things that hit everybody, such as Necrogen Mists or are renewable.
Specter's Shroud Might be worth looking into.
You need more board wipes. You have one 9 CMC board wipe with only 32 lands in the deck. The Hyper-geometric distribution doesn't give you very good odds of pulling the lands you need in order to keep the board clear. Consider Bontu's Last Reckoning, Yahenni's Expertise, Crux of Fate (which may work to your favor with all the Dargon decks running around), Damnation is a given but it's pricey, Life's Finale, Kindred Dominance, and Necromantic Selection are all decent options.
Liliana of the Dark Realms is a much better Lili for a deck like this because you need ramp and that Ult is ridiculous plus it combos with...
Let's talk about your mana base for a second...
Thirty two lands? Even for a very cavalier spell slinger deck, that is a very low amount to play. I play a Shu Yun, the Silent Tempest deck on 36 and struggle some times to reach a critical mass of mana/spells. Don't fall into the trap of "I'll cut a land for this cheap spell; it'll be fine." Again, math and probability will not be on your side in the late game, not unless you're willing to invest in Nykthos, Shrine to Nyx or Cabal Coffers. An alternative might be to run Crypt of Agadeem but it's really no substitute for those lands.
Lastly, jam a Bojuka Bog or a Scavenger Grounds or both in there for graveyard hate, along with your choice of Strip Mine, Ghost Quarter, and/or Field of Ruin because if you can't have your Crypt or Coffers, why should they?
Hope this helps, good luck!
Argy on Dirty Energy
6 days ago
It is almost a must add in any deck I run that has
The 1 ping doesn't seem like much, but sometimes I lose JUST to Sacred Cat.
1 week ago
I suggest you add 2 Field of Ruin . It obbligates your opponent to search his library.