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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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Mind Grind Discussion
1 week ago
Well I find milling actually restricts what is in my opponents deck and what they can do, I've added Mind Grind, anything else?
1 week ago
It would be best to give infect to your commander, more often than not. Theirs no reason to give it to anything else unless their gonna burn people. Since infect was a broken mechanic I would add like 3 or 4 ways to give it to your creatures. I would take out those counterspells without upside. Cards like Cancel, Mana Leak, and Dispel. Their cards that either don't do anything extra ( Cancel ), geet worse throughout the game ( Mana Leak ), or don't do much unless your playing against decks that play a lot of instants ( Dispel ). Counterspell is fine because it's bonus is that its only 2 mana, that counters anything. One last suggestion that's not super important but is an option, is Mind Grind. I would only use it if you really want to go down the mill route.
1 week ago
I'd recommend picking up more of your most useful cards, like Mind Grind, Memory Erosion andConsuming Aberration is super powerful. Consider wheel-type effects, which reduce your opponent's libraries as well, like Windfall or Whispering Madness. My friend plays a similar deck to this, they are quite fun to play.
1 week ago
3 weeks ago
It seems your deck currently lacks the ability to fully benefit from your commander's activated ability, which is dramatically improved by playing mass discard and mill effects. Cards like Windfall, Mindcrank, Whispering Madness and Mind Grind are all effective at filling graveyards for Scarab God value, and are fairly budget friendly. Adding Duskmantle Guildmage gives you combo potential with Mindcrank as well. Arcane Adaptation gives you more flexibility with non-zombie creatures while still adding value to the triggered ability of Scarab God. For other spell options, especially higher-budget cards, feel free to check my Scarab God deck for ideas Ticks and Leeches.
1 month ago
I've been playing Commander for sometime and of all the commanders out there Nekusar, the Mindrazer is my fav. I know I know he is tier 3 and very much hated (just because some people run infect) but I do think he may be competitive, so I just wanna try him in a competitive scenario. (I also acknowledge that there are "better" Grixis commanders like Kess, Dissident Mage and Jeleva, Nephalia's Scourge but I don't like them). I don't know if there are other posts already made regarding this subject and I'm not really into searching because I am lazy to spend some time searching in forums but so far, I got these cards:
Underworld Dreams, Liliana's Caress, Megrim, Wheel of Fortune, Windfall, Molten Psyche, Dark Deal, Wheel and Deal, Chains of Mephistopheles, Teferi's Puzzle Box, Reforge the Soul, Winds of Change, Timetwister, Day's Undoing, Fate Unraveler, Magus of the Jar, Memory Jar and Mindcrank.
I need help to build a Nekusar deck based not only on wheeling but also milling so I got this card Mind Grind for some epic group milling and Mindcrank is amazing. I'm wondering: what other cards must I include in my deck? Should I put stax cards? Pillowforts? What about the mana rocks? And cards like Cabal Ritual, Dark Ritual, Pyretic Ritual, High Tide, Drain Power? How many tutors and fetch lands I must put? - Thanks in advance.
1 month ago
Hey there! I haven't seen a Blue/White mill deck before, and I love what you've done with this!
I'm going to be completely honest here, I just don't think this deck - where it is now - has what it takes to play at a fully competitive level in Modern. For starters, it looks like you're only playing White for one card (Open the Armory), and a bunch of sideboard cards, so you're basically working with mono-Blue mill here. The problem with this is that Black is almost absolutely necessary for a mill deck. You get the newly-reprinted Glimpse the Unthinkable, you get Mind Grind, and you get access to powerful discard spells like Inquisition of Kozilek and Thoughtseize if you want to go that route. If you want to play a pure mill deck, Blue/Black is leagues better.
That said, I do think that Fraying Sanity has the potential to be a powerful finisher in a Blue/White control deck. For that, I think you would have to make some major changes to your game plan, mainly converting it to a typical Blue/White control deck (which is a top-tier Modern deck). I would start by cutting all 12 bounce spells for 4 Serum Visions, 4 Path to Exile, and 4 Snapcaster Mage. From there, I would add in some Wall of Omens, some Mana Leaks, some Cryptic Commands, some Supreme Verdicts, etc. You can even play Thought Scours to mill your opponent for a lot while also drawing you cards.
In any case, I really hope I didn't scare you out of playing this deck - if it's fun for you, by all means play it! I just don't want to tell you that you can expect to win every FNM you take this to, because I don't think that's the case. If you'd like some more advice, feel free to leave another comment on my profile. Enjoy!
1 month ago
This is a big change to the deck, but I like the idea of switching the deck to be more focused on repeatable sources of mill, namely Sphinx's Tutelage, Jace's Erasure, and Consuming Aberration. With this change, cantrips like Ponder, Preordain, and Brainstorm would be more powerful for their low cmc, allowing you to cast lots of spells in a turn, cycling through your deck and milling people out quickly. Your current game plan of pairing utility creatures with mill seems a bit weak, since the ingest plan is very slow, as are Stern Mentor and Vedalken Entrancer.
Whether you stick to your current game plan or decide to switch it up, there are some cards that I believe feel out of place. The x-costing damage-based removal spells (Heat Ray and Fanning the Flames) are incredibly slow, especially with how little ramp in your list. Thunderous Wrath is another very low-impact card I see here.
I believe your removal package is very strong already, you just need to add more instant/sorcery-based draw/cycle, which synergizes with Kess for lots of draw power. I mentioned the cantrips earlier, another great option is Impulse, while Fact or Fiction is an incredibly powerful draw spell that also fills your graveyard with spells to flashback. Forbidden Alchemy is another great spell that cantrips while filling your yard, and has flashback in case you don't have access to Kess. Mind Grind is a great mill finisher, and can be reused with Kess for incredible amounts of mill.
I would suggest adding a little more ramp to your list as well. Izzet Signet, Dimir Signet, and Rakdos Signet are some of the best mana rocks, and I try to fit signets into every multicolored deck I play.
Finally, there's a very powerful combo you can run in mill decks that I think would fit in well here with Kess's ability to recur instants/sorceries. Using a counterspell that puts the countered spell on the bottom of its owner's library (Hinder or Spell Crumple), then casting Tunnel Vision naming the countered card, you can mill a player out completely.