SorceryTarget player puts the top three cards of his or her library into his or her graveyard.Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may play a copy of the encoded card without paying its mana cost.)
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Paranoid Delusions Discussion
4 days ago
Have you considered adding some cipher spells to the deck? Paranoid Delusions would work great, both because it adds mill, but also because each time you land a successful hit, you cast it again, activating Circu's ability. Call of the Nightwing and Whispering Madness wouldn't be half bad either.
1 week ago
Instead of using Followed Footsteps you might as well use Paranoid Delusions .
2 months ago
2 months ago
Cancel needs out for Psychic Strike, if you can get them, mindseeker and mindcrusher are WAY too high of mana, they're instead perfect places to add Mind Funeral. Paranoid Delusions only works if you have something like Deathcult Rogue to make the cypher trigger, and that would fit better than the 4-mana Returned Centaur, regardless of if PD gets replaced. Consult the Necrosages would work really well if you had a playset of Jace's Erasure, but as is, they're a good spot for mind funerals.
I do like Dream Twist, and I may need to find some for myself at some point. Negate may be ok, but there's other, better, counters and I would only have two, with the other two being open slots for a Keening Stone and a Guiltfeeder.
2 months ago
Cipher isn't a bad mechanic if you have a creature that can guarantee to hit a player, which should be your Mirko Vosk, Mind Drinker, but Shadow Slice is a bit of a do nothing card. It's nice that an opponent can lose 3 life, but life isn't as valuable as you might think in a format that often uses infinite combos to make your strategy ineffective. Paranoid Delusions would be a better card for cipher, another mill effect to add to the growing number on Mirko. Swiftfoot Boots also makes sure he's not targeted by other players.
2 months ago
If you're looking for some cuts, here are some suggestions: Three Tragedies, Coerced Confession, Destroy the Evidence, Psychic Miasma, Horrifying Revelation, Tome Scour (Thought Scour can replace it), Wound Reflection, Quest for Ancient Secrets, Dream Twist, Dismiss into Dream, Paranoid Delusions, Curse of the Bloody Tome, Shimian Specter, Reality Strobe, Artisan of Kozilek, and Tasigur's Cruelty.
2 months ago
Hello! I love playing Thraximundar, so I wanted to help you out a little bit. Some constructive criticism, if you will.
First of all, the deck seems very unfocused. You list mill, tribal zombies and voltron as your themes. But you know the saying, "Jack of all trades, master of none", right? The same applies to building a deck - you need to keep a set goal in mind.
Let's try and sacrifice weaker parts of one strategy in favour of making other ones stronger. First of all, I wanted to address the "mill" part. You aren't realistically expecting to mill everyone out in a 4-player game with one-shot cards like Mind Sculpt, are you? That's only 7 out of roughly 300 cards... Not to mention, your commander doesn't have direct synergy with the "mill" gameplan. Better commanders for mill are Lazav, Dimir Mastermind - he can take advantage of any milled creature, and Wrexial, the Risen Deep, who can steal your opponent's spells from graveyards. The most potent commander to actually WIN a game through mill, and not just use it as support to steal your opponents' stuff, is Phenax, God of Deception. The mill god can eat decks for days! So, if you want a mill deck or a mill-themed deck that uses graveyards, look into those. But for now, I suggest cutting Memory Sluice, Mind Sculpt, Paranoid Delusions, Tome Scour and Traumatize. We'll use these slots to add more voltron and zombie-related cards.There are more cards I would suggest cutting from this deck, as they won't let you compete in the format. Here's the list with some explanations:Brawler's Plate, Chariot of Victory, Vorrac Battlehorns - I get it that Thraximundar really wants trample, but there are better ways of letting him get through. These cards won't do much without your commander, who is a big target already so he won't stay on the battlefield for long. Same can be said about Neurok Hoversail and Mark of the Vampire. Argentum Armor and Moonsilver Spear are some of the better equipment cards, but grixis colors don't really do all that well with equipment. For instance, any white deck can play the armor with Stonehewer Giant, who can put in on the battlefield attached and ready to go for only 2 mana! Here, you pay 12 for casting and equipping it, and everybody sees that from a mile away. Now, while I understand how you named your deck basically in honour of Moonsilver Spear, and this card is ok, but there are better (budget) cards to be played in its place. Consider Scythe of the Wretched and Unscythe, Killer of Kings for flavourful and potents equips.Next, I see many "equal to the number of swamps" cards in here. With only 7 swamp cards in the deck and no way to fetch Urborg, Tomb of Yawgmoth, cards Quag Sickness, Lashwrithe, Mutilate and Tendrils of Corruption seem really underwhelming. While being perfectly normal cards for a mono-black deck, they just don't belong here. Add Cabal Coffers, and Expedition Map to go with Urborg. You asked if your deck can be faster, and this is a trusted way. Also, 33 lands is a too small of an amount. A regular commander deck needs at least 37-38 lands to function. Remove Coral Atoll (this land is honestly awful) and artifact lands, as you don't seem to have a way to abuse them (unless with Dross Scorpion, which is cute but unproductive here) and artifact lands are more susceptible for destruction by your opponents (Vandalblast and Austere Command are widely played cards). Add more colour fixing lands (like the ones from Khans of Tarkir that enter tapped and gain you 1 life) and basics. Full cycle of vivids would be nice, too!Final cards that seem iffy: Index - doesn't draw you a card like most cantrips do (Ponder, Preordain, etc). In a 4-player game this is no bueno. Play cards that keep you on par with opponents or surpass them in card advantage. Prime and cheap example is Syphon Mind - you get 3 cards while everyone discards 1. Dross Scorpion doesn't fit here, besides, it is rarely even played without the combo (look it up if interested, although I try to stray away from infinite loops in EDH)Now, let's talk about cards that you can add to the deck. Here is the list of my suggestions: Lands - Swiftwater Cliffs, Dismal Backwater, Bloodfell Caves, Vivid Creek, Vivid Marsh, Island, Mountain, Cabal Coffers Zombie stuff: Gravecrawler, Grave Titan, Lord of the Undead, Graveborn Muse, Call to the Grave, Boneknitter, Cemetery Reaper, Corpse Harvester, Death Baron, Endless Ranks of the Dead, Havengul Runebinder, Overseer of the Damned, Shepherd of Rot, Syphon Flesh. Voltron equipment: Unscythe, Killer of Kings, Scythe of the Wretched, Loxodon Warhammer. Thrax is already a 3-hit kill assuming he kills a creature on attack, so I don't think you need too many of those. For good evasion on your commander, there are also Mask of Riddles, Whispersilk Cloak. The card I also love with Thrax is Seize the Day - with right setup, it lets you finish someone off quickly. For straight zombie aggro, Id play any other extra attack step card, though (World at War).
Hope this helped! :)
3 months ago
Definitely! I actually just set aside what I'm thinking of removing so ill be putting in Aqueous Form, Sword of Body and Mind, andParanoid Delusions. Although I'm thinking maybe Invisible Stalker to drop the sword and paranoid delusions on just to add that hexproof to the mix. Thanks for the advice.
|Commander / EDH||Legal|
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