Fraying Sanity

Fraying Sanity

Enchantment — Aura Curse

Enchant Player

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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Trade

Have (1) CompleteWaste
Want (3) zandercp11 , Merxzay , glemis

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all

Legality

Format Legality
Historic Legal
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Arena Legal
Pioneer Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Fraying Sanity Discussion

Ryan689 on Nightmare (Final Draft)

1 week ago

To maximize how versatile this deck was and to maximize the use of the sideboard of choice, I added 3 copies of all spells except for Maddening Cacophony, Fraying Sanity, Curious Homunculus  Flip, and Baral, Chief of Compliance. This is because you should never remove Maddening Cacophony and Fraying Sanity from the deck, as they are a major part of this decks strategy. The reason there is 1 copy of Baral, Chief of Compliance and 2 copies of Curious Homunculus  Flip is to remove the chance of getting more then one Baral, Chief of Compliance, wasting a card in your hand and the 2 copies of Curious Homunculus  Flip accomplish the same thing but just in a different way.

Ryan689 on Nightmare (Mill)

1 week ago

2 more copies of Glimpse the Unthinkable is to costly and Traumatize was going to be replaced with Maddening Cacophony the moment that tapped out considered it modern legal.

The plan is to by turn 3 and 4 either transmute for Fraying Sanity or play fraying sanity, allowing a draw out for the opponent after you play Traumatize.

If you don't get Traumatize, Fraying Sanity with cards like Glimpse the Unthinkable and Merfolk Secretkeeper allow an alternative win.

I have considered Breaking but after Maddening Cacophony showed up, I thought it wouldn't be worth it.

I have a non-budget restricted version of this deck, but it is private and still in development.

Chino90 on Millight

1 week ago

Fraying Sanity, Thoughtseize, Breaking, Fatal Push, Ashiok, Dream Render.

Sacá el phantasm. El mind funeral tampoco va me parece.

DragonSliver9001 on BUG Mill

2 weeks ago

i'd probably replace the green cards with Fraying Sanity, Mind Sculpt, and Opt.

niloc50 on Dimir Mill

2 weeks ago

Thank you too for your suggestions! You´re absolutely right. A mill deck should hit as hard as possible every single turn. I really love the synergy of Scheming Symmetry in a mill deck in general. It´s a great way to gain advantage over your opponent. The combo with Archive Trap pretty cool too.

I´ll probably keep the Fraying Sanity. Indeed it´s a turn without a lot of milling. But most of the time it´s absolute worth it, because you´re milling twice as much during your next turn and also the opponent will most likely mill himself too. If you need graveyard hate you can easily replace it with Leyline of the Void whilst sideboarding.

This List is also a reminder for myself of which cards belong physically to the deck. So I´ll need to have a look if I can offer a playset of different fetchlands or 2 to 3 Ensnaring Bridge. :D

Avatar of Woe, Consuming Aberration and Overwhelmed Apprentice are the first cards I´ll replace with some of your suggestions. Undead Alchemist and Memory Sluice are cards which I´ll replace too, but I would really recommend to try the combo of 1 or 2 Memory Sluice + Undead Alchemist it makes a lot of fun to get all the tokens if you´re playing against a creature based deck! :D

Peoni on Bruvac Mill Brew

2 weeks ago

This is good stuff. You've pretty much got all the good mill you'd want in a deck like this. Here's a list of things I'd take out and put in and I'll explain after:

Take out - 1 Arcane Denial, 2 Nyx Lotus, 3 Sky Diamond, 4 Soul-Guide Lantern, 5 Tribute Mage, 6 Solemn Simulacrum, 7 Fraying Sanity, 8 Fleet Swallower or 9 Sphinx Mindbreaker, 10 Reality Shift, 11 Dig Through Time.

Add in - Extraplanar Lens, Muddle the Mixture, Crawlspace, Propaganda, Stroke of Genius, Blue Sun's Zenith, Sapphire Medallion, Thassa's Oracle, and Dramatic Reversal + Isochron Scepter .

I'll try to be brief with all of this. For 1 I think Muddle is better for your deck, especially if you decide to add in Grindstone + Painter's Servant . 2 I don't think is a great source of ramp (It costs 4 mana to cast AND comes in tapped AND you aren't even guaranteed to get value out of it. It all depends on whether or not you're having a good game. You could play this turn 4, not get to use it til turn 5 since it's tapped, AND still maybe only get 1 or 2 mana out of it. Oh, and because of its high cost it's going to be a juicy target for removal. If it gets blown up you basically just skipped a turn. So much for being brief huh lol). 3 same as 2. Extraplanar Lens (not at all a budget buy I know) is killer in mono decks with snow lands, and you've already got the snows. Sapphire Medallion would just be better than 3. 4 you have enough graveyard hate. 5 you don't have impactful enough 2 cost artifacts to warrant this. Also Muddle. 6 you have enough ramp and don't need to mana fix. 7 I just feel is too targeted and might turn you into the table's bad guy if you weren't already. I'd just focus on the effects that apply to everyone or don't necessarily only apply to one player. 8 and 9 I don't feel like these are particularly necessary for winning but they're big and fun so I'd keep one and lose the other. 10 I just don't think you need. 11 some of your mills synergize with drawing and this doesn't draw. Good card, but I think for you Stroke of Genius and Blue Sun's Zenith will do you better. Additionally they can be combined with invite mana i.e. Dramatic Reversal + Isochron Scepter to mill out your opponents or mill out yourself. Crawlspace and Propaganda I feel do too much for you to pass up. I know you already have one of them in your maybeboard, but I think you need more defensive cards in your 99 so you don't get tag teamed as soon as you drop some of your more threatening toys. You know as soon as you play something like Mindcrank or Mesmeric Orb or hell even your commander, the table probably isn't going to be cool with you doing that lol. You just want to make attacking you a pain and use counters to handle the rest. Finally, Thassa's Oracle is good for self mill.

Sorry if I'm a bit all over the place, but I wrote this little by little throughout the day in between doing different things so I'd have to keep coming back and remember where I was and yeah lol. Hope I helped though. It's a cool deck and I'd hope to at least give you some ideas to work with. :^)

Murphy77 on Fraying YOUR sanity

3 weeks ago

I would focus on the draw-and-mill trifecta of Psychic Corrosion, Sphinx's Tutelage and Teferi's Tutelage, backed up by Fraying Sanity. Yes, Ruin Crab and Merfolk Secretkeeper can do a lot of damage, specially if you can start to flicker the Secretkeeper. Keep Safe, Befuddle and Opt may just give you enough card draw to seal the game. I would also consider Hydrolash and cards like Thirst for Meaning

Murphy77 on Fraying YOUR sanity

3 weeks ago

I would focus on the draw-and-mill trifecta of Psychic Corrosion, Sphinx's Tutelage and Teferi's Tutelage, backed up by Fraying Sanity. Yes, Ruin Crab and Merfolk Secretkeeper can do a lot of damage, specially if you can start to flicker the Secretkeeper. Keep Safe, Befuddle and Opt may just give you enough card draw to seal the game. I would also consider Hydrolash and cards like Thirst for Meaning

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