Glimpse the Unthinkable

Legality

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

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Glimpse the Unthinkable

Sorcery

Target player puts the top ten cards of his or her library into his or her graveyard.

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Recent Decks

Glimpse the Unthinkable Discussion

beeSquared on Wait, Mill What Now?

6 hours ago

@cdkime thank you so much for your insight and suggestions! I agree with your points and have been feeling the same regarding some cards such as Patient Rebuilding and Startled Awake  Flip, as well as removing the Planeswalkers altogether.

Jace's Archivist was also admittedly slow and was added as a fun gimmick to see how much I could mill with the original Fraying Sanity + Psychic Corrosion combo.

Syncopate... Let's forget I even made that choice, no idea why I had that in a deck like this.

For my meta regarding the people I play on a the regular, Jace's Phantasm has indeed helped me out in utilizing them as a blocker while I prep in the early game, but it does take away one mana I could be using on a Hedron Crab, Visions of Beyond or a milling spell. For now they will serve as a placeholder until I find a more suitable replacement, as well as easy sideboard option for other cards like Sentinel Totem, Mind Funeral, or Surgical Extraction.

I agree with swapping out Opt for Visions of Beyond. No arguments here the card is amazing.

I'd love to hear your feedback on the changes I made accordingly to your advice and more or less if I also adjusted my lands to compensate for adding Glimpse the Unthinkable to the main and both Surgical Extraction and Mind Funeral to the sideboard.

@PhoenixNest I did test out Fleet Swallower in a very early build when I first started to play, but for the same reason you both stated before the cost is too high to resolve its effect consistently. Thank you though for all your suggestions! :)

cdkime on Wait, Mill What Now?

22 hours ago

Before getting into suggestions, I have some general feedback. A lot of the cards you currently have are fantastic, but don't really belong in mill. Mill is a bit of a strange archetype--because it is Blue, lots of players think "control" when they play mill. In my experience, this is not a great way to think about it. Mill is far closer to mono-Red burn than it is to other blue decks--your goal is to "burn" the opponent as quickly as possible. The difficulty with mill is that your opponent has 60 health, as opposed to 20, meaning you have much further to go than with a traditional burn deck.

To that end, the following cards do not help you very much:

  • Any of your Planeswalkers: Jace, the Mind Sculptor is arguably the best planeswalker ever printed, but doesn't add much to your overall game plan. Further, the earliest he comes out is turn 4--that's the turn where you want to go for the kill, having played your Fraying Sanity on turn 3. Jace Beleren comes out when you want to play other cards, without adding to your victory. Jace, Memory Adept comes out too late to really make a difference--you're better off blitzing them with your remaining mill spells on turn 5.

  • Syncopate - you have better things to do with your open mana. Turn 1, this card is useless. Turn 2, you ideally want to hit with a mill spell or drop another Hedron Crab, making this card again useless. Turn 3 is Fraying Sanity. Turn 4 is burn. There's not really a good time to play this card.

  • Patient Rebuilding is a pretty fun, flavourful card, but also comes out too late to really make a difference.

  • Psychic Corrosion does too little to really make a big difference. Sphinx's Tutelage is a better card--which I would still not run.

  • Jace's Archivist is another card taking up your valuable three-drop slot, and doesn't really do much. By turn 4, when you can first activate the ability, your opponent is likely down to 2-4 cards, making the additional mill insignificant. Further, Archivist does nothing the turn you drop it--not ideal in such a fast-paced gameplan.

  • Jace's Phantasm can be helpful as a blocker, but in my experience, there's always something better to play. This might be worth keeping depending on the other decks in your meta.

Here are some cards to add (as well as a few few more cards to cut directly followed by their upgraded version):

  • Surgical Extraction is a must in any mill sideboard - Emrakul, the Aeons Torn is a common enough card that you need a way to deal with her being placed into the graveyard. Because it uses Phyrexian mana, there’s no need to run any lands that produce Black.

  • That said, it is worth considering running Black with mill. Glimpse the Unthinkable is a fantastic card, with Mind Funeral being a decent budget option.

  • Opt is a fantastic card, but you’re better off running Visions of Beyond in mill. While the loss of scry is a shame, you’ll often be able to cast Visions as Ancestral Recall.

  • Even if you stick to mono blue, you should add fetch lands (lands like Polluted Delta). These will enable your Hedron Crab to be triggered an extra time each turn.

  • Mind Sculpt is better than Startled Awake  Flip. While it mills less, it comes out faster and can be played alongside other cards.

  • I'm going to second PhoenixNest's Archive Trap and Ghost Quarter suggestion. This is just a wonderful combo, and enough players are running fetches that you can usually Archive Trap without Ghost Quarter (or, at the very least, slow down their mana as they'll be scared to fetch).

  • I'm going to disagree with Sassya on Grindclock. It is far too slow to make a difference.

cdkime on Howling Mine + Mind Funeral

1 week ago

Regarding Howling Mine:

It's more than just giving your opponent "one extra card."

Mill is traditionally a hyper-aggressive deck--a good analogy is Burn. Both generally try to win as explosively as possible, killing an opponent before they can be overwhelmed themselves. There's two big differences though: (1) Burn can also target creatures, giving it some protection, and (2) Burn has to deal 20 damage, while Mill has to deal 53.

A traditional Mill deck cannot afford to play Howling Mine--your turn three play should be Fraying Sanity. Fraying Sanity can make an immediate difference--after all, a traditional Mill deck likely milled for 3-6 that turn with Hedron Crab (with possible fetch land), netting you a total mill of 6-12. Howling Mine, on the other hand, gets you 1 card.

Your deck is different and much, much slower than a traditional Mill deck. That doesn't mean Howling Mine is a good card for you. It's "mill" effect is inconsequential, particularly in a format that tends to be fairly quick. That it provides your opponent a card first is huge, particularly if you try to play this turn 3, and thus have no mana open for answers. The effects of card advantage are not mirrored, and there are many decks (Red Burn) that would benefit far more from the "equal" card advantage than your deck.

Regarding Mind Funeral:

You might be correct that, against certain decks, particularly those heavy with fetch lands or spells, Mind Funeral could have a larger return. My issue was mostly with your statement Howling Mine would help by "making it more likely to draw into lands therefore making Mind Funeral that much more potent". As explained, that is not how probability works.

Regardless, you are also ignoring fairly important difference--the mana cost. Even if you might get two additional cards over Glimpse the Unthinkable, the additional cost presents a huge problem. Waiting an additional turn to cast one of your large spells or not being able to double cast on turn 4 is a huge problem in a traditionally fast-paced deck.


I'm curious, which part is more important to you--building a deck around Ashiok, Nightmare Weaver or building a competitive Mill deck? If the former, I do not think Mill is the right way to go--"milling" three cards per turn is pretty bad, particularly if it does not trigger Fraying Sanity or activate your other graveyard synergies. If the latter, then I would recommend cutting all the fun cards, and focusing on "burn" spells.

Icbrgr on Howling Mine + Mind Funeral

1 week ago

@cdkime I do agree that the biggest concern is the likelihood of an opponent drawing into an answer... but likewise doesnt the same apply for the user and in the end just "speed up" the game as a whole? The only real separating factor being that very first draw....then it just goes back to the typical faith/luck aspect of the Mill strategy that their would-be answer/bomb goes into the Graveyard through milling/Thoughtseize/Go for the Throat.

I dont use Fraying Sanity but its wort a look Considering how this Mill deck isnt exactly geared towards spamming mill spells but rather establishing milling engines through Hedron Crab/Mesmeric Orb/Consuming Aberration and then just aiming to get the most value for casting Mind Funeral.

This is someones math I ripped from the comment section of Gatherer...

  • *"I haven't seen any rock-solid math for this card on here yet, so I programmed a simple simulation to see how many cards on average this spell would mill. I used a deck size of 60 cards, casting this spell after the opponent had drawn their starting hand of 7, plus 3 cards, which seems reasonable given that this is a 3-mana spell. I varied the lands between 19 (hyper-aggressive) and 26 (hyper-control) to show the effectiveness spectrum. The simulation was run one million times for each scenario. Here we go:

Average cards milled from deck with 19 land cards: 12.2

Average cards milled from deck with 20 land cards: 11.62

Average cards milled from deck with 21 land cards: 11.09

Average cards milled from deck with 22 land cards: 10.61

Average cards milled from deck with 23 land cards: 10.17

Average cards milled from deck with 24 land cards: 9.76

Average cards milled from deck with 25 land cards: 9.38

Average cards milled from deck with 26 land cards: 9.04

We can conclude from these results that this card is more effective against decks light on lands (obviously), but specifically that this seems to be, on average against the typical deck you would face, strictly worse than Glimpse the Unthinkable."*

In a deck size of 60 cards, casting this spell after the opponent had drawn their starting hand of 7, plus 3 cards for a deck having 24-26 lands It may average out to be worse... but I challenge that with the use of fetch lands like Scalding Tarn and typically only being able to lay one land per turn im making the case that as the draws go on the land hunting mill effects would be a more suitable mill spell/finisher.... thoughts?

Icbrgr on Howling Mine + Mind Funeral

1 week ago

I am wondering what Mill Mages think about the use of Howling Mine with Mind Funeral in the modern format.

In my Decklist I propose that Mind Funeral/Land hunting mill effects in general would be more effective than Glimpse the Unthinkable with so many fetch lands running around these days presumably.

Although Howling Mine not only gives extra draw for the opponent but also gives that extra draw BEFORE I get a chance to benefit from it... but the motivation behind it being that the extra draw results in less cards in the library to mill as well as making it more likely to draw into lands therefore making Mind Funeral that much more potent.

To cancel out the advantage of extra draw from the opponent precision discard via Thoughtseize/Duress double as removing the most foreseeable threat as well as fuel the opponents graveyard. Mesmeric Orb is the deterrent from opponents going on a casting/attacking spree.

Mill doesn't have to be a win condition by itself. What Mill does in this Decklist is populate the opponents graveyard, which is handy for pumping up Jace's Phantasm/Wight of Precinct Six to act as formidable bodies to block and Consuming Aberration not only being an obnoxious blocker... but Howling Mine providing enough spells to have additional "mini-Mind Funerals" finish off the opponent in the event of a stand-off.


Nightmare Weaving

Modern Icbrgr

66 VIEWS | IN 1 FOLDER


SynergyBuild on Darksbane's Mill

2 weeks ago

+1! Love the list, consider Glimpse the Unthinkable for the deck!

Silverdrake on Blue-Black Mill

2 weeks ago

Suggestions all depend on how much you're willing to spend. Archive Trap and Glimpse the Unthinkable are the most powerful mill spells in modern, but they've got a hefty price tag on them. Fraying Sanity and Mind Funeral are also fantastic cards for this sort of deck but cost less. Surgical Extraction and Extirpate let you neuter your opponent once you mill a few high-power cards. Visions of Beyond is incredible draw power. Fatal Push and Go for the Throat are probably the two best black removal spells in modern right now. Hedron Crab and Manic Scribe both work wonders in this sort of deck. Another high price tag card that you might look at is Mesmeric Orb. Crypt Incursion is great in the sideboard against aggro matchups to help keep you alive.

LiliTiddies on Make Mill Great Again

2 weeks ago

i'd replace Snapcaster Mage with Jace's Phantasm. the only mill card you have that works with the mage is Glimpse the Unthinkable and that makes snapcaster a turn 4 play "if" you get all your land drops. the phantasm gives you an alternate win condition and puts the opponent on a 4 turn clock that they have to deal with. then i'd replace Visions of Beyond with Breaking. visions only nets you cards after you've already milled a bunch, which it doesnt look like this deck can do quickly. in the early stages of a game it'll merely replace itself which is pretty "meh" imo. the more actual mill spells you have the better. i'd then recommend bumping up the number of total fetchlands to 8 for your crab, and running a full set of Extirpate and Surgical Extraction in the side. there are certain decks where playing a couple of Extirpate/Surgical Extraction just eliminates all of their win conditions and forces them to scoop. like storm for instance. get rid of their Grapeshot and Empty the Warrens and you win.

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