Psychic Strike

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Common

Combos Browse all

Related Questions

Psychic Strike

Instant

Counter target spell. Its controller puts the top two cards of his or her library into his or her graveyard.

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Psychic Strike Discussion

Underoath709 on Drowning in Darkness

1 week ago

Hey man, I've been running a deck like this myself, and a couple of points I've been learning while building:

1.) Don't be afraid to use Scarab God's second ability. Ik you're looking to exile as few creatures as possible, but it's way better to use it and cast something like Overseer of the Damned, Sheoldred, Whispering One, Phyrexian Ingester, or Sidisi, Undead Vizier (all of which are great in a UB grave deck). If you can, use other recursion spells first before using this ability, but overall don't be afraid to use it.

2.) Milling is key. Last game I played I dropped a Mesmeric Orb turn 2 and was turning everyone's grave into my own personal toolbox, stealing stuff like Eternal Witness to grab recursion spells back to my hand for even more use.

3.) Graveyard tutoring is important. Cards like Buried Alive and Entomb can drop important cards into the grave to be used by Scarab God, Victimize, Dread Return, Living Death, Unburial Rites, and Ever After, all of which have been powerhouses combined with Buried and Entomb.

4.) Add a couple more board wipes and exile effects to deal with problem creatures on the board. Damnation is a great start, but add a couple more just in case. My personal favorite so far has been Living Death which for SG decks is a total game ender most of the time. Life's Finale acts as a way to tutor up our opponents' creatures while clearing the board, and if you really want to piss off your entire group throw a Cyclonic Rift in there to completely finish everyone off.

5.) I'd recommend upgrading the landbase, which can actually be done in EDH for pretty cheap. Slow fetches, Terramorphic Expanse as a second Wilds, Battlelands ( Sunken Hollow in UB), Tainted Isle, River of Tears are all great duals that work well in EDH. Don't be afraid to play a tapped dual every so often since EDH doesn't really rely on speed most of the time (unless your meta is more aggro than anything). It might be a good idea to check out something like Mutavault too to add to your zombie count.

6.) Counterspells kill a bit of fun in EDH but they can save your ass sometimes. Countersquall, Psychic Strike, and Counterspell are all worth running and pretty cheap overall.

I've got a semi-budget build going on here: ( Toolbox of the Dead ) if you want to check it out. I'm not a great EDH player by any means, but I've definitely been seeing better results with some of the changes I've made by shifting more from zombie tribal -> ETB centric.

So yeah, hopefully some of this helps out.

Balinor5 on Hide Yo Hands, Hide Yo Libraries (MODERN)

3 months ago

Have you thought about Lightning Greaves or Veil of Secrecy to help your Persistent Nightmare, and/or provide cover for your Archfiend/Phanstasm's? Perhaps working in some counter spells like Psychic Strike might help too. I also love Talent of the Telepath in a blue mill deck. See my Group Mill Deck for other ideas.

Another interesting idea that fits this deck perfectly would be Haunting Echoes. I've been wanting to find a way to work this into a Mill Deck, but mine relies on them keeping cards in their graveyard to boost my creatures. This would work perfectly with your deck.

Saljen on Mono Blue Mill & Control (Pauper)

3 months ago

Mill is tough in any format, but in a format as fast as Pauper, it's going to be really tough unless you can combo out some really big mill or have some way to survive for a long time. This deck does neither at the moment.

Your land-destruction sub-theme isn't doing a lot for you. It's high CMC and not very effective as your opponent can just tap different lands to avoid the tax.

Counterspell is better than Psychic Strike. The 1 CMC less is 10x more useful than the 2x mill. Grip of Amnesia might be okay in the sideboard against graveyard specific decks, but it does absolutely nothing to any deck that doesn't rely on the graveyard. They will just exile the graveyard they don't use every single time. Pauper has lots of good counter spells. Daze, Counterspell, Deprive, etc. Arcane Denial has a lot of synergy with this deck too, it may be worth running 4x of alongside 4x Counterspell for your control suite.

To fix some of the decks shortcomings, while keeping the premise of U/B Mill Control, I'd start by adding 4x Jace's Erasure. This card passively mills, mills more when you use draw spells (netting you double advantage) and stacks to become very difficult to deal with. You'll want to run 3-4x Muddle the Mixture to search out Jace's Erasure to ensure it's always on the field. It's also a solid counterspell as well, so it fits your control narrative.

Then you want to add some cantrips to help you filter through your deck and mill your opponent at the same time. I'd start with 4x Thought Scour, 4x Brainstorm, 4x Ponder. Brainstorm has the benefit of drawing 3, forcing 3 triggers on Jace's Erasure, even though you ultimately only draw 1. Ponder works with Brainstorm to let you shuffle away cards that you don't need right now. Thought Scour draws and forces them to mill at least 3 if Erasure is in play. 3-4x Mulldrifter gives you an option for a blocker or attacker while also drawing you cards. 1-3x Whirlpool Rider is also a solid card, as it can let you draw multiple cards triggering Jace each time.

As for removal, you'll want to run a few different cards. Diabolic Edict and Geth's Verdict are both solid, though I'd lean toward Edict due to the easier casting cost. Another option is Ghastly Demise, but I wouldn't run more than 1-2 of these. It lets you chose the target for removal and gets better as you fill up your graveyard with cantrips.

As for lands, I'd recommend just running 4x Evolving Wilds, 4x Terramorphic Expanse and the rest just basic Islands and Swamps. The two fetch land will help fill your graveyard for Diabolic Edict and also provides 8 shuffles to use with Brainstorm to allow you to really control what cards are on top of your library.

If we were to take all of this and put it into a deck, it might look something like this:

Control: 4x Counterspell, 3x Arcane Denial, 3x Muddle the Mixture (Also fetch's Jace's Erasure), 2x Crypt Incursion

Removal: 4x Diabolic Edict, 2x Grisly Spectacle (provides mill and target removal)

Draw: 4x Brainstorm, 4x Thought Scour, 3x Ponder, 3x Mulldrifter, 2x Whirlpool Rider

Mill: 4x Jace's Erasure

Lands: 4x Evolving Wild, 4x Terramorphic Expanse, 10x Island, 2x Swamp, 2x Bojuka Bog

Now you've got a deck that controls the board state through great counterspells and removal, while constantly taking double advantage of drawing with Jace's Erasure. All you have to do is counter, destroy, draw, win.

RaberSaber on Mill, The deck sculptor

4 months ago

Just saying this as well, you're probably not going to want just forty basic lands even (20 swamps 20 islands) because you probably won't end up with the mana fixing you want, also make it less than forty lands other than what you already have due to the fact that you're not going to need forty six lands you goof.

So anyways I've told you you should put better lands in... now I should probably give you the options

Color Fixing

BUDGET: Dismal Backwater Temple of Deceit Dimir Guildgate Sunken Hollow Jwar Isle Refuge Choked Estuary Submerged Boneyard Darkwater Catacombs

A BIT PRICIER: Drowned Catacomb Watery Grave Fetid Pools Urborg, Tomb of Yawgmoth Underground River Polluted Delta Sunken Ruins Darkslick Shores Cabal Coffers

Just good lands in your colors

BUDGET: Bojuka Bog Nephalia Drownyard Halimar Depths Mortuary Mire

A BIT PRICIER: Minamo, School at Water's Edge

Don't make it all nonbasics so you can make sure you've got fetch targets and such.

More good mill for ya, doesn't seem like ye've got enuff on ya mate.

Cheapin' for ya wallet mate:

Fraying Sanity Traumatize Sphinx's Tutelage Psychic Strike

A bit more harsh on ya bank account:

Eater of the Dead Jace, Memory Adept

Again, you'll want the cards to remove things from opponents graveyards because you'll be putting a ton of stuff in there

That's it for today's suggesting, sorry about the shoddy text formatting job, I'm a bit new to this.

KingRamz on The Board Wipe Scarab God

5 months ago

I like this deck! The Scarab God is a great general. Some suggestions:

Search for azcanta feels a bit out of place here. You can probably flip it pretty easily but you don't have that many targets to hit. Would this be better as something with raw draw power, like a Harvester of Souls or a Grim Haruspex?

In my Scarab God deck, I like small utility creatures that get a big upgrade if I "eternalize" them. Stuff like Bone Shredder, Cadaver Imp or even Shriekmaw. Also Blood Artist and Falkenrath Noble, which are good on their own and also combine with your Gravecrawler/Phyrexian Altar/any zombie loop to kill the table.

I like some incidental mill in my Scarab God deck. I see you have a few spells like that already. Have you thought about Psychic Strike over Counterspell or Grisly Spectacle over Vraska's Contempt? These would be downgrades in the abstract, but maybe not in the context of this deck.

ericchen2003 on how fast can you mill

6 months ago

Psychic Strike, Fraying Sanity, and Manic Scribe would be cool cards for milling. I don't get the use of Perplex.

TheSurgeon on Mesmeric Mind Melt

6 months ago

Remand, Mana Leak or Spell Snare are better than Psychic Strike. You have enough mill power that you don't necessarily need a counterspell with more mill. Leak and Remand would work better with Mesmeric Orb, forcing them to really pay out the nose for that spell they want.

Also Field of Ruin costs 2 to activate, it is competitively better than Ghost Quarter, as it doesn't leave u a land short and forces your opponent to search.

Fog Bank is too easily removed and too narrow to stop aggro and go-wide decks. I would suggest a card that guarantees to buy a turn; Darkness or even Damnation if budget allows.

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