Profane Memento

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Profane Memento

Artifact

Whenever a creature card is put into an opponent's graveyard from anywhere, you gain 1 life.

sedox06 on Bruvac's Millibuster

2 weeks ago

I like the direct structure "I'll protect myself until you run out of cards". What is your practical experience of drawing cards? You have relatively many draw-dependent triggers, but rather few cards to draw. In any case, I've seen a few cards like Profane Memento, Archive Trap, Thought Scour, Visions of Beyond and Drownyard Temple in your deck that are destined for my dimir-mill deck. I would be delighted if you would leave a comment.

Balaam__ on Power cut at the source

4 months ago

If I were to chime in and offer any advice, it would be to double down on refining this into 100% pure mill. The archetype is most viable when literally every non-land card contributes toward milling out your opponent in some way.

For instance, a card like Profane Memento might seem good on paper but ultimately doesn’t push you any closer to a win. Then there’s the simple fact that some cards are better than others—Curse of the Bloody Tome is very poor compared to something, like, Tasha's Hideous Laughter.

Take all of the above with a grain of salt, since you did tag this build as Casual. I don’t know how your playgroup functions, maybe the ‘quick decisive win’ isn’t what you’re after for maximum fun. In any case, there are many people on this site more than willing to offer suggestions for improvement (this was a great help to me when I built my own Modern mill deck).

Azoth2099 on Oloro Esper Lifegain EDH

6 months ago

DurzoBlint13

Hey man!

Oloro, Ageless Ascetic is one of those Commanders I've always suspected could be busted, but never extensively brewed. That being said, I still gathered some data on him...

Firstly, you need more Mana sources. Being a 6-drop is a big deal nowadays, & you're gonna need way more Rocks & possibly a few Rituals as well if you want to get him out on time. I'd recommend running 10+ Rocks - all of your Guild Signets and Talismans plus a few more, and a handful of Instant-speed Rituals like Dark Ritual & Cabal Ritual. You'll need as much Mana available to draw cards with, which we'll get to in this next paragraph.

Secondly, I'd recommend some low-cost Lifegain Spells that will scale with the activity of both you & your opponents like Archivist of Oghma, Blood Artist, Deathgreeter, Leonin Elder, Soul Warden, Soul's Attendant, Profane Memento, Ashes of the Abhorrent & Spectrum Sentinel. All of these will draw you a bunch of cards as long as your Commander is on the field. Prism Ring & Tablet of the Guilds would likely do a lot of work here as well. Sedgemoor Witch could be a great value engine here, too. Things that allow you to devote your floating Mana to your Commander's triggered ability without having to necessarily pay Mana for each Lifegain trigger OR wait for your own upkeep to draw cards are solid gold here.

Thirdly, once you resolve your chunky 6-drop Commander, you need to protect it! Your entire deck engine relies too heavily on Oloro, Ageless Ascetic's presence to allow him to be easily removed. Lightning Greaves & Swiftfoot Boots are non-negotiable imo. Along with a few ways to Tutor them up, like Steelshaper's Gift & Enlightened Tutor.

It might end up being quite a bit faster than a typical midrange deck, though, as you'll be drawing a ton of cards per turn cycle on your way to your combo win.

Cheers!

Azoth2099 on Oloro, Where Art Thou?

8 months ago

EscapingBurger

Great Commander choice, dude, greatly underrated nowadays imho.

I'll get right to it. Considering that they also translate into card draw, I'd have to recommend an abundance of low-cost Lifegain effects. Archivist of Oghma, Serra Ascendant, Soul's Attendant, Soul Warden, Blood Artist, Zulaport Cutthroat, Elas il-Kor, Sadistic Pilgrim, Leonin Elder, Profane Memento, Spectrum Sentinel, Authority of the Consuls & Blind Obedience will trigger often. Zuran Orb allows you to just straight up turn your excess Lands into card advantage mid-late game, provided you tap them for mana before you sacrifice them. Not bad for a 0-drop.

Some higher costed stuff like Kambal, Consul of Allocation, Queza, Augur of Agonies, Sheoldred, the Apocalypse, Life Insurance, Shabraz, the Skyshark & Sunscorch Regent will all draw you a bunch of cards.

As far as winning goes, there are a few combos that work intrinsically with what the deck is already trying to do. I see you're running Sanguine Bond + Exquisite Blood as one of your WinCons, so you're off to a good start. Heliod, Sun-Crowned + Walking Ballista fits here, as does Aetherflux Reservoir + Bolas's Citadel + Sensei's Divining Top. All of these combos can be easily Tutored within Esper, with the only dead card being Walking Ballista. "Dead" meaning it's useless on it's own, not that it's hard to Tutor.

Speaking of Aetherflux Reservoir & Bolas's Citadel, using your Life as a resource is obviously a good strategy here since you'll be gaining so much of it no matter how you build this one. Greed, Unfulfilled Desires, Phyrexian Processor, Phyrexian Reclamation & Defiler of Faith are good examples. Necropotence & Ad Nauseam obviously exists as well. You could also run stuff like Razaketh, the Foulblooded & Vilis, Broker of Blood, but that would require a Reanimator strategy...

Other than that I'd probably add some more Tutors & Ramp for your combos, & more protection for Oloro, Ageless Ascetic.

Cheers!

flapjackwars on Twilight Sparkle Lifegain

11 months ago

IMO the most efficient lifegain cards are Soul Warden, Soul's Attendant, and Essence Warden, followed by Leonin Elder, Spectrum Sentinel, Profane Memento, The Meathook Massacre, Auriok Champion, and Lifegift. They all scale absurdly well with multiple opponents.

wallisface on I have created a deck …

1 year ago

Mill is already a really well-known archetype. The current MtgGoldfish Meta deck is here. My own competitive build is here.

I see Caerwyn has already left you some really good advise on deck suggestions, but I'll list below some general good mill-ethos:

  • It's good to treat mill cards as if they are burn cards. In the same way that Shock is unplayable in Burn decks, and card that mills ~7 or less cards is pretty unplayable in mill (I'm looking at Tome Scour specifically as being too weak). The problem is that if your mill cards aren't efficient enough, then you just end up empty-handed, and with your opponent still having a deck (in the same way that if Burn decks only play Shock, they run out of cards before they can kill the opponent).

  • It's good to try and assume the game will be over within 5 turns. In that way, cards like Traumatize are pointless - either the game is already over before you get to cast it, or your opponent has soo few cards left in their deck that you're effectively paying 5 mana to mill ~6ish cards. As a rule of thumb, these cards that mill variable quantities of cards for excessive quantities of mana, aren't worth it. I would put Fraying Sanity in the same boat of "just not being useful" - by the time you could cast it you could just be casting a mill spell instead and getting equal-or-better results.

  • Mill decks just aren't good at winning races. They generally need some way to disrupt the opponents plans (with stuff like Drown in the Loch, Fatal Push, Surgical Extraction). Just letting your opponent do what they want will almost always end in failure, so ensure your deck has a good-quantity of disruption, to make sure you can secure the win. Cards like Surgical Extraction and/or Extirpate are particularly good, because you can turn-off many decks completely, giving you a LOT more time to enact your plan. And those decks that aren't shut down so easily, will usually suffer to cards like Crypt Incursion, Ensnaring Bridge, or Profane Memento. The general gameplan approach for mill is to let the opponent taste it, then disrupt their tempo so they can't do much-of-anything useful, and then finish them off.

TawfulEvil on Venture Deeper

1 year ago

Thanks for commenting on my deck! This is my first time posting one.

The spells may be a little inefficient, but I chose them mostly for how they work together. I use the Oculus, Unsummon, and Thought Collapse to hold back whatever I can, while I use the Kraken's Eye to try to keep my life total high enough that I don't promptly die if something has trample. (My little brother favors green creatures)

The Sage's Row Denizen and the Murmuring Mystic both have abilities to help the Merfolk Secretkeeper, netting me chump tokens and a bit more mill when it enters.

Fractured Sanity is an excellent idea! I don't believe I've seen that card. Maybe I'd replace it for the Startled Awake  Flip cards?

The creatures conundrum is interesting to me though. I don't play super competetively, but I use the creatures for the mill, both when they enter and when they die. I actually do have Ruin Crab, but the Merfolk Secretkeeper is critical to the deck in my opinion, with it's adventures and re-entering the field.

Profane Memento... I Love It!!! Why have I never seen this beautiful evil creation!!! I may need 20 of them. Well not twenty, but definitely replacing the Kraken's Eye.

It does not have much removal, which I have encountered as a problem before. I would like to keep it mono-blue though if possible. I've mostly just handled threats through Unsummon-ing massive attacking threats, and through Thought Collapse-ing any main combo starters I see. I would love suggestions though, especially blue ones.

You're probably correct with the mana curve though... I'm just unlucky about having lands when I need them, so in frustration, I probably put in to many... Cutting back some lands is a wise suggestion, thanks.

The three costs I actually haven't had a problem with. (Probably because of the extra lands) I could maybe pack a couple of Mind Sculpts if I had to, but for my two cost department I simply wait for a Murmuring Mystic before I cast Winged Words. Unless I feel I have to of course!

wallisface on Venture Deeper

1 year ago

Some suggestions below. I’ve kept your budget in-mind, so nothing i’ve suggested here costs over $1.

  • The best way to think of mill is like a burn deck that attacks a library instead of a life-total. In the same way that Shock is useless in a burn deck because it doesn’t deal enough damage to be worth the spent-card, “mill” cards also need to reach a threshold of being able to mill at least 7-8 cards to be worth it. It feels like you have a LOT of these really inefficient spells which will make it really hard to win a game.

  • I would suggest finding room for Fractured Sanity.

  • Mill generally doesn’t want creatures in its deck, as it’ll just slow down your ability to mill, and often doesn’t buy any kind of tangible time. The only creature i’d suggest you run is Ruin Crab.

  • Profane Memento will be massively stronger than Kraken's Eye.

  • you need some form of interaction (killspell). Mill generally isn’t great at just-racing for a win. Adding a second colour to be able to kill important threats feels pretty important.

  • i think you need to lower your mana curve. 26 lands is painfully high (23 would be more ideal) and your number of 3-mana cards feels super-steep (more 1-2 mana stuff would be better).

  • try to cut your deck back to 60 cards. 63 might not seem like much over, but it’s still going to weaken your hands.

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