Enchantment — Aura Curse
At the beginning of each end step, enchanted player puts X cards from the top of his or her library into their graveyard, where X is the number of cards that went to their graveyard from anywhere this turn.
|Want (2)||Etinifni , tempDevelopper|
Printings View all
|Hour of Devastation (HOU)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Fraying Sanity occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.01%
Fraying Sanity Discussion
1 week ago
Needs Fraying Sanity. I know your trying to build budget, but this might be worth it.
2 weeks ago
I have a couple of suggestions for this deck. First, I think you need a creature base of some kind, since chances are you will be facing decks that just want to kill you by attacking. Merfolk Secretkeeper and Jace's Phantasm are good cards for this. Also, i would advise cutting Mind Sculpt and replacing it with Tome Scours or Traumatize's, as Tome Scour is very good and im pretty sure Traumatize is an instant win with Fraying Sanity it is 5 CMC so i would only run 2-3 of them MAX. Other creatures could be Consuming Aberration, Wall of Lost Thoughts, and Vantress Gargoyle. Looks fun, fraying sanity is awesome, but i would say add some kind of hate towards Emrakul, the Aeons Torn, because that says no to your whole entire gameplan. I'm too lazy to really go look for any cards that do that, but im pretty sure playing Leyline of the Void works as a sideboard option. Awesome deck, +1 from me.
3 weeks ago
Geth, Lord of the Vault is pretty cool but I like the Thief and the Specter over him just due to their low CMC, 3 is a lot more attainable than 6.
Tormod's Crypt probably wouldn't be a bad idea but I've got a bit of a rep for always running it as a "pet" card so I was trying to avoid it so as not to be predictable. Elixir of Immortality is a classic and I'll probably play test it.
I think you're correct about Fraying Sanity it's not bad a closer but honestly I've got the Commander kill win con built in as a late game closer as it stands. Fact or Fiction is a tough one, if nothing else it always creates tension at the table and can lead to good politicking but I think there are better options for sure.
Archaeomancer was left on the cutting room floor due to barely having a dozen viable targets for it. I'd rather spend the 4 mana elsewhere, especially in a deck with no bounce/ETB abuse
Sphinx's Tutelage now that has some solid potential, especially as another infinite mana dump that leads to crushing the whole table.
Thanks for the suggestions!
3 weeks ago
Here are my thoughts:
Out: Thief of Sanity, Nightveil Specter, Duskmantle Guildmage, Fact or Fiction, Fraying Sanity
The Thief of Sanity and Nightveil Specter both require combat damage to get the effect and you have a lot of other creatures doing the same things. I know it is a theme of the deck, and I'm not saying to take both of them out, but consider one or both depending on the other cards recommended. Duskmantle Guildmage requires a lot of mana and just feels kinda weak. Fact or Fiction is a good card but I think you would be better served with other options. Fraying Sanity only targets a specific player and you have no way to reset. I know it allows you to target "that player" but something just feels off about it.
Consider: Geth, Lord of the Vault, Archaeomancer, Psychic Corrosion, Memory Erosion, Sphinx's Tutelage, Tormod's Crypt, Trepanation Blade and Elixir of Immortality.
Let me know what you think.
1 month ago
ScryLord that could work but I dont think it would be effective without Hedron Crab . Now with Crucible of Worlds and cards that allow you to play extra lands a turn you could possibly mill 28 a turn.
With Hedron Crab Fraying Sanity Crucible of Worlds and Dryad of the Ilysian Grove in play you could drop Ipnu Rivulet . Mill 3 from crab sac rivulet for 4 mill replay rivulet and sac for another 7. That will be 14. Then fraying sanity bumps that up to 28.
1 month ago
Consuming Aberration doesn't fit. turn 5 pass, is not fast. we want to win on turn 5. combo- Drowned Secrets Fraying Sanity in play turn 5 Merfolk Secretkeeper adventure play Merfolk Secretkeeper from exile, Unsummon and play both parts of merfolk again for 36 which assuming you went first thats at least 47 cards of 60 gone. The problem is that's assuming they do nothing to you during all that.... Didn't Say Please and Thought Collapse counter everything and mill plus they're blue so... downed secrets triggers! Good way to say "bad opponent! your cards belong in the graveyard, not in play!" However, this doesn't balance out the deck. We need better draw. i personally like Into the Story but Chemister's Insight is also very good. Just hold up mana against opponent's that interact a lot with counter spells and respond at the end of turn with a draw spell or Unsummon that creature that can kill you this combat or whatever. The trick to a fast mill deck is being able to keep your hand full, mana open, and able to mill some amount of cards every turn. so i would remove Consuming Aberration Jace, Memory Adept Chronic Flooding maniac scribe and the lands that produce black mana. then i would add more Island you need 23-24 land. Into the Story or Chemister's Insight Didn't Say Please and Thought Collapse Unsummon and sideboard Run Away Together This should have you consistently milling your opponent by turn 5 if not by 6. hope this helps and good luck.