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.
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Fraying Sanity Discussion
47 minutes ago
Appreciate the reference, you should drop the Fraying Sanity though. It's too slow for a turbo mill deck (I tried, it janks it up waiting to play it).
Field of Ruin is a step up from Quarter. I would include 2-3 of these, and 3x each of Polluted Delta and Flooded Strand in the MB regardless of your user-interpereted land base. Field allows you to ramp as well instead of just your opponent and forces them to do so. And fetches should be included with your crabs. Even if it's for no other reason than to show the synergy between them.
15 hours ago
Thanks, I've decided to go mono-blue, but I recommended Hazoret's Favor myself on Gluttonous Gift. I don't think it's ideal as it sits in the same slot as Fraying Sanity, so will slow you down at least a turn; at best, it's a back-up haste effect, so consider whether it's taking up space for something else more useful.
1 day ago
1 day ago
Most importantly you NEED to run Fraying Sanity. Its the only thing that makes mill sort of competitive.
Good on you for playing mill. For sure getting a +1.
1 day ago
+1 for the decklist!
I don't know exactly what you're missing, but I play my The Scarab God deck with more mill. Cards like Mind Grind (great reactions from friends) and Fraying Sanity. Only a few, just for the value you know. But my favourite inclusion in that direction is by far Phenax, God of Deception! He pairs so well with The Scarab God and they look badass on the field together! Wanna mill a lot? Here you go! Wanna scry like shit? Bam! Drain people? Sure thing buddy! You got wiped on the previous turn? Zombies don't cry over small matters like that!
1 day ago
Here. I strongly recommend you listen to Backinthefrey. I'm gonna give you some suggestions, first saying that your deck is way too slow to be considered "aggressive" or "fast". Judging by the deck, you play it as if it were aggro, and the deck simply cannot fulfill that expectation. Frey's suggestion along the lines of the Archive Trap Ghost Quarter combo is a very good idea, seeing as it can actually pull off forcing your opponent to search their deck without white.
Another thing, dropping white from the deck is a very good idea, seeing as the deck has 62 cards and not 60, making it ever so slightly unbalanced. Path to Exile being in the deck is just a waste of space for cards that could actually contribute to the deck's ability to mill, such as Sphinx's Tutelage, Fraying Sanity, Traumatize, or Paradox Haze. Dropping the Plains from the deck would also make it possible to have blue/black gate lands in the deck, also removing the swamps, leaving more space for islands, the main land focus..
Finally, if you're going for a fast deck, things that abuse draw may be a good concept to think about.
2 days ago
Good point! Wouldn't need the red splash if you can flip Dowsing Dagger. On turn 3 you'd need 6 mana; 2 to equip in first main, then 1 for Bloodlust Inciter and 3 for Fraying Sanity in 2nd Main. Then turn 4 hasted Fleet Swallower for the win! That is going in! Thanks!