mtg, mtg cards, magic the gathering, gaming, geeks
Each opponent reveals cards from the top of his or her library until he or she reveals X land cards, then puts all cards revealed in this way into his or her graveyard. X can't be 0.
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|Want (3)||r3v13w , LuckMisesack , Execut1ve|
I suggest Mind Grind this is extremely helpful to mill decks fast and it also gets rid of your opponents land so they can't play big spells.
I can only think of one case where I ended up wanting to use a card that I had traded in a deck (Mind Grind ). I don't really regret trading it, though, because I still haven't bought the cards for the deck that I would want to use it in and it will probably have been a year since trading it during which time, that card would have just sat in my binder taking up space. I don't think it has spiked in value, really, either.
Agent of the Fates
is a good way to lock down the battlefield, keeping it clear for you to steamroll them again and again. Even better with Hidden Strings
, you just target your own Agent (or two, if you've got multiple on the battlefield, as I always do)... cipher it onto one of the Agents, swing, then cast a copy, forcing two more creatures to be sacced.
If you go black/blue devotion, Nightveil Specter s are really useful, but grind right up against your budget limit. Likewise for Nykthos, Shrine to Nyx ... but if you get playsets of both, do not hesitate to put a full set of Mind Grind s in there, because, assuming a stabe curve...
T1: Swamp or IslandT2: Nykthos... cast, say, Incursion Specialist T3: Swamp or Island... Deathcult Rogue T4: Another Swamp or Island, Nightveil Specter T5: Another Swamp or Island... Mind Grind for eight lands.T6: Another Swamp or Island... Mind Grind for 12 lands.
And finally, I recommend taking Dimir Charm for some versatility. It allows you to hose some early game aggro, counter sorceries, and to control the mid to late game draws. I would take it in place of Negate .
Though your deck may not be mill, the minor things add up when combined with Consuming Aberration
I ran one of these at Theros Launch, you can't discount the 1 shot benefit of Traumatize, much better than Mind Grind untill you need a game end out of no where. I ran 3, then dropped to 2, Mind Grind was a 1 of in my deck, it ends games fast at the end, with a little math and knowing the average amount of lands a deck will run comes in handy! Phenax, God of Deception does some dirty work, put the Wall of Frost in as a 3 drop, if they declare no attacks, mil for 10 each turn, if they declare and attack, block, then tap. Funny combo with Triton Tactics for large mil in a single turn ;) Main thing I noticed when running a deck like this was I ended up favoring kill/counter over creatures, only ran a few, and all the ones I ran had a very specific effect I could generally optimize on as soon as it was played. It went through a few changes after this form, eventually becoming Esper, but if you want to see my form Dimir Calls You to Mil Good luck man these decks are a blast to pilot.
One of my pet peeves of this game are manacost (X) cards. They're far too unpredictable for my taste. I could draw it at the beginning of the game and either hold it and risk losing it to a discard until I have enough mana to make the drop worth it, or play it early with less mana, making it extremely lackluster. The only reason I have Keening Stone in this deck is because the X cost is already predetermined. Mind Grind would be an awesome draw mid to late game, but I run in a fairly fast meta (Our games max out at half an hour before someone gets bored and blows everything up), so the usefulness of Mind Grind would be hit or miss, I think
I like to keep the mana curve of my decks at about 5cmc or lower. Clearly, I can't always meet that requirement, so I try to keep the higher costing cards to a minimum.
I will definitely go have a look at yours and give you any help I can! :)
|Avg. draft pick||5.91|
|Avg. cube pick||3.36|
|Commander / EDH||Legal|